Pokémon TCG: Sword and Shield—Brilliant Stars

Battle Frontier Promo Set

Sunflorazumarill

Active Member
This is a small promo set dedicated to the Leaders of the Battle Frontier. As it turns out, if the Pokémon Anime, each Frontier Brain has used or owned Pokémon never used in the games or assigned to them as cards. This set remedied that once and for all. With the exception of Noland and Brandon, each Frontier Brain is getting 4 more Pokémon cards (Lucy and Spenser each get 8 more). Also, this set will feature a small cameo by Juan in the form of two secret cards and three new Trainer cards for him. Also, since each of the other teams got a Shining Pokémon and a Crystal-type Pokémon, Team Draco’s decided to make a little presence here with a Shining Pokémon and a Crystal Pokémon of their own, as well as a reprinting of Draco’s Altaria *. If certain Pokémon belonging to a Frontier Brain are still not present after this set, a D/P set involving them will come in the future, as well as provide all the Brains with some of the new Pokémon. Last, this set may also have some DS-Transmitted data pertaining to the Frontier Brains that may share ties with mine and Carrington’s set blocks! Anyway, onto the promos!

Here's the set list:

(Pokémon Holo)
1/42 Anabel's Metagross {P} H
2/42 Brandon's Dusclops {P} H
3/42 Greta's Medicham {F} H
4/42 Lucy's Hariyama {F} H
5/42 Lucy's Snorlax {C} H
6/42 Spenser's Shiftry {G} H
7/42 Spenser's Venusaur {G} H
8/42 Tucker's Weavile {D} H

(Pokémon Rare)
9/42 Anabel's Metang {P} R
10/42 Brandon's Ninjask {G} R
11/42 Brandon's Shedinja {P} R
12/42 Greta's Hariyama {F} R
13/42 Lucy's Delcatty {C} R
14/42 Lucy's Piloswine {W} R
15/42 Spenser's Blissey {C} U
16/42 Tucker's Arcanine {R} R

(Pokémon Uncommon)
17/42 Anabel's Munchlax {C} U
18/42 Brandon's Solrock {P} U
19/42 Greta's Meditite {F} U
20/42 Lucy's Makuhita {C} U
21/42 Lucy's Munchlax {C} U
22/42 Spenser's Chansey {C} U
23/42 Spenser's Ivysaur {G} U
24/42 Spenser's Nuzleaf {G} U
25/42 Tucker's Growlithe {R} U

(Pokémon Common)
26/42 Anabel's Beldum {P} C
27/42 Brandon's Duskull {P} C
28/42 Brandon's Nincada {G} C
29/42 Greta's Makuhita {F} C
30/42 Lucy's Skitty {C} C
31/42 Lucy's Swinub {W} C
32/42 Spenser's Bulbasaur {G} C
33/42 Spenser's Seedot {G} C
34/42 Tucker's Bonsly {F} C

(Trainer Common)
35/42 Juan's Hidden Technique U
36/42 Juan's Secret Cove U
37/42 Juan's Special Performance U

(Special Pokémon)
38/42 Draco's Altaria * {C} ***
39/42 Draco's Kingdra {CRY} ***
40/42 Draco's Shining Rayquaza {C} ***

(Secret Cards)
41/42 Juan's Surskit {W} U
42/42 Juan's Masquerain {G} H
 
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Here are my first ideas for this promo set!

Spenser’s Bulbasaur
Pokémon card
{G}
40 HP
Basic Pokémon
Weakness: {R}
Resistance: {W} -30
Retreat cost: {C}
{G} Spring Drain If there is a Spring counter on the field, remove 4 damage counters from Spenser’s Bulbasaur. 10
{C}{C} Place Growth Search your deck for an Evolution card with Spenser in its name and put it into your hand. Shuffle your deck afterward.

Spenser’s Ivysaur
Pokémon card
{G}
70 HP
Stage 1 Pokémon
Evolves from Spenser’s Bulbasaur
Put Spenser’s Ivysaur on the Basic Pokémon
Weakness: {R}
Resistance: {W} -30
Retreat cost: {C}
{G} Acidic Poison The Defending Pokémon is now Burned and Poisoned.
{G}{C}{C} Double Leaf Shot Choose 2 of your opponent’s Pokémon and this attack does 30 damage to each of them. (Don’t apply Weakness and Resistance for Benched Pokémon.)

Spenser’s Venusaur
Pokémon card
{G}
100 HP
Stage 2 Pokémon
Evolves from Spenser’s Ivysaur
Put Spenser’s Venusaur on the Stage 1 card
Weakness: {R}
Resistance: {W} -30
Retreat cost: {C}{C}
PokéBODY: Palace Synthesis If Battle Palace is in play, the Retreat cost for each of your Pokémon with Spenser in its name is 0.
{G}{G} Solar Blast Does 10 damage to every Benched Pokémon (yours and your opponent's). (Don't apply Weakness and Resistance for Benched Pokémon.) 40
{G}{G}{C}{C} Jungle Vines Flip a coin for each {C} Energy in the Defending Pokémon’s Retreat cost (after applying effects to the Retreat costs). This attack does 40 damage plus 30 more damage for each heads. 40+

Anabel’s Beldum
Pokémon card
{P}
40 HP
Basic Pokémon
Weakness: {P}
Resistance: n/a
Retreat cost: {C}
{P} Confusion Flip a coin. If heads, the Defending Pokémon is now Confused. 10
{C}{C} Storm Field If there is a Storm counter on the field, this attack does 10 damage to each of your opponent’s Benched Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.) 20

Anabel’s Metang
Pokémon card
{P}
70 HP
Stage 1 Pokémon
Evolves from Anabel’s Beldum
Put Anabel’s Metang on the Basic Pokémon
Weakness: {P}
Resistance: n/a
Retreat cost: {C}{C}
{P} Mini Flash Flip a coin. If heads, place a Mini counter on the Defending Pokémon. A Pokémon may not have more than 1 Mini counter on it at a time. A Mini counter may be removed by any effect that removes all Special Conditions.
{P}{C}{C} Teleport Blast You may switch Anabel’s Metang with 1 of your Benched Pokémon. (Do the damage before switching the Pokémon.) 30

Anabel’s Metagross
Pokémon card
{P}
100 HP
Stage 2 Pokémon
Evolves from Anabel’s Metang
Put Anabel’s Metagross on the Stage 1 card
Weakness: {P}
Resistance: n/a
Retreat cost: {C}{C}
PokéBODY: Tower Plate As long as Anabel’s Metagross is your Active Pokémon, any damage done to your Pokémon with Anabel in its name by an opponent’s attack is reduced by 20 (before applying Weakness and Resistance).
{P}{P} Psycho Claws Choose up to 3 of your opponent’s Pokémon and flip a coin for each of those Pokémon. If heads, this attack does 30 damage to that Pokémon. Don’t apply Weakness and Resistance.
{P}{P}{C}{C} Psychic Tower Is Battle Tower is in play, this attack does 60 damage plus 20 more damage for each Evolution card attached to your opponent’s Pokémon not attached using a Poké-POWER named Shapeshift. 60+
 
Juan's Secret Cove
Trainer Card (Stadium Card)

All Pokémon with Juan in its name get +10 HP and any damage done by each of those Pokémon is increased by 10 (before Weakness and Resistance).

Juan's Special Performance
Trainer Card (Supporter)

Choose 1 of your Pokemon with Juan in its name you have in play. Count the number of cards attached to it, then shuffle it into your deck. Then draw that many cards.

Juan's Hidden Technique
Trainer Card

Search your deck for a basic {W} Energy and attach it to 1 of your Pokemon with Juan in its name in play. Shuffle your deck afterward. You can't play more than 1 Juan's Hidden Technique each turn.
 
Here are my next ideas for this!

Tucker’s Growlithe
Pokémon card
{R}
50 HP
Basic Pokémon
Weakness: {W}
Resistance: n/a
Retreat cost: {C}
{R} Stun Flame Flip a coin. If heads, the Defending Pokémon is now Paralyzed. 10
{C}{C} Take Down Tucker’s Growlithe does 10 damage to itself. 30

Tucker’s Arcanine
Pokémon card
{R}
90 HP
Stage 1 Pokémon
Evolves from Tucker’s Growlithe
Put Tucker’s Arcanine on the Basic Pokémon
Weakness: {W}
Resistance: n/a
Retreat cost: {C}{C}
PokéBODY: Flame Dome If Battle Dome is in play, each player’s Pokémon that doesn’t have Tucker in its name can’t retreat or use any Poké-Powers.
{R}{R} Sun Strike If there is a Sun counter on the field, this attack does 20 damage to each of your opponent’s Benched Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.) 30
{R}{C}{C} Linear Flame This attack's damage isn't affected by Weakness, Resistance, Poké-Powers, Poké-Bodies, or any other effects on the Defending Pokémon. 50

Lucy’s Swinub
Pokémon card
{W}
50 HP
Basic Pokémon
Weakness: {M}
Resistance: {L} -30
Retreat cost: {C}
{W} Icy Wind Flip a coin. If heads, this attack does 10 damage to 2 of your opponent’s Benched Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.) 10
{F}{F} Ancientpower Flip a coin. If heads, prevent all effects of attacks, including damage, done to Lucy’s Swinub during your opponent’s next turn. 20

Lucy’s Piloswine
Pokémon card
{W}
90 HP
Stage 1 Pokémon
Evolves from Lucy’s Swinub
Put Lucy’s Piloswine on the Basic Pokémon
Weakness: {M}
Resistance: {L} -30
Retreat cost: {C}{C}
PokéBODY: Hail Mist If there is a Hail counter on the field, each of your Pokémon in play has {W} Resistance.
{F}{F} Mud Shot Flip a coin. If heads, the Defending Pokémon can’t attack during your opponent’s next turn. 30
{W}{W}{W} Blizzard Pike If Battle Pike is in play, this attack does 50 damage plus 40 more damage and the Defending Pokémon is now Paralyzed. Then, shuffle Battle Pike into your deck. 50+

Greta’s Meditite
Pokémon card
{F}
40 HP
Basic Pokémon
Weakness: {P}
Resistance: n/a
Retreat cost: {C}
{F} Smash Punch Flip a coin. If tails, this attack does nothing. 30
{P} Telekinesis Choose 1 of your opponent’s Pokémon. This attack does 10 damage to that Pokémon. Don’t apply Weakness and Resistance for this attack.

Greta’s Medicham
Pokémon card
{F}
80 HP
Stage 1 Pokémon
Evolves from Greta’s Meditite
Put Greta’s Medicham on the Basic Pokémon
Weakness: {P}
Resistance: n/a
Retreat cost: {C}
PokéBODY: Night Meditation If there is a Night counter on the field, each of Greta’s Medicham’s attacks do 10 more damage to your opponent’s Pokémon (before applying Weakness and Resistance.)
{P} Confuse Bomb Flip a coin. If heads, the Defending Pokémon is now Confused. If tails, Greta’s Medicham does 30 damage to itself. 40
{F}{C}{C} Arena Slam If Battle Arena is in play, flip 3 coins. This attack does 10 damage times the number of heads to every Benched Pokémon (yours and your opponent’s). (Don’t apply Weakness and Resistance for Benched Pokémon.) 40
 
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Spenser's Chansey
90 HP {C}
Basic Pokémon

Poké-BODY Multi-Egg Heal Chain
At the start of your turn, if you have at least 2 Pokémon with Chansey or Blissey in its name (excluding an Aeris's Chansey with a total HP of 60 or more or an Aeris's Blissey with a total HP of 90 or more), remove 1 damage counter from each of your Active Pokémon for each of your Pokémon in play with Chansey or Blissey in its name (excluding an Aeris's Chansey with a total HP of 60 or more or an Aeris's Blissey with a total HP of 90 or more).
{C}{C}{C} Mega Heal Bell Discard 2 Energy cards attached to Spenser's Chansey or this attack does nothing. Remove all Special Conditions and special counters (ex. Freeze, Fear) from each of your Active Pokémon (including this one).

Weakness: {F}
Resistance: none
Retreat Cost: {C}
For the record, Imprison markers and Shock-wave markers are considered special counters and can be removed by the Mega Heal Bell attack.

Spenser's Blissey
120 HP {C}
Stage 1 Pokémon (Evolves from Spenser's Chansey)

Poké-POWER Condition Shield
If Spenser's Blissey is Benched, your Active Pokémon can't be affected by a Special Condition or have a special counter that can be removed by an effect that removes Special Conditions (ex. Freeze, Fear) placed on it.
{C}{C} Delta Counter-Break You can't use this attack unless Spenser's Blissey has an Imprison marker or Shock-wave marker on it. Remove those special counters.
{C}{C}{C}{C}{C} Egg Blast Flip 3 coins. This attack does 30 damage times the number of heads. 30x

Weakness: {F}
Resistance: none
Retreat Cost: {C}{C}
 
Here are some more ideas for this promo set!

Greta’s Makuhita
Pokémon card
{F}
50 HP
Basic Pokémon
Weakness: {P}
Resistance: n/a
Retreat cost: {C}
{F} Seismic Toss 10
{C}{C} Body Slam Flip a coin. If heads, the Defending Pokémon is now Paralyzed. 10

Greta’s Hariyama
Pokémon card
{F}
90 HP
Stage 1 Pokémon
Evolves from Greta’s Makuhita
Put Greta’s Hariyama on the Basic Pokémon
Weakness: {P}
Resistance: n/a
Retreat cost: {C}{C}
PokéBODY: Thick Skin Greta’s Hariyama can’t be affected by any Special Conditions.
{F}{F} Arm Snap Flip 2 coins. If both are heads, this attack does 30 damage plus 30 more damage and the Defending Pokémon is now Paralyzed. If both are tails, this attack does nothing (not even damage). 30+
{F}{C}{C} Focus Punch This attack damages the Defending Pokémon during your next turn. If Greta’s Hariyama is damaged or affected by an attack from the Defending Pokémon during your opponent's next turn, this attack does nothing. 80

Lucy’s Skitty
Pokémon card
{C}
40 HP
Basic Pokémon
Weakness: {F}
Resistance: {P} 30
Retreat cost: {C}
{C} Tail Whip Flip a coin. If heads, the Defending Pokémon can’t attack during your opponent’s next turn.
{C}{C} Hypnoblast The Defending Pokémon is now Asleep. 10

Lucy’s Delcatty
Pokémon card
{C}
80 HP
Stage 1 Pokémon
Evolves from Lucy’s Skitty
Put Lucy’s Delcatty on the Basic Pokémon
Weakness: {F}
Resistance: {P} -30
Retreat cost: {C}
PokéBODY: Intimidating Charm As long as Lucy’s Delcatty is your Active Pokémon, any damage done to your Pokémon by an opponent’s attack is reduced by 10 (before applying Weakness and Resistance).
{C}{C} Night Gaze If there is a Night counter on the field, the Defending Pokémon can’t attack during your opponent’s next turn. 20
{C}{C}{C} Prim Cross Flip 2 coins. This attack does 60 damage times the number of heads. If either coin is tails, Lucy’s Delcatty does 30 damage to itself. 60x

Lucy’s Munchlax
Pokémon card
{C}
50 HP
Baby Pokémon
Baby Pokémon counts as a Basic Pokémon
Evolves into Lucy’s Snorlax
Put Lucy’s Snorlax on the Baby Pokémon
Weakness: n/a
Resistance: n/a
Retreat cost: {C}{C}
If this Baby Pokémon is your Active Pokémon and your opponent announces an attack, he or she must flip a coin (before doing anything else). If tails, your opponent's turn ends.
{C} Item Spit If Lucy’s Munchlax doesn’t have any Pokémon Tool or Technical Machine cards attached to it, this attack does nothing. Discard 1 Pokémon Tool or Technical Machine card attached to Lucy’s Munchlax. 30

Lucy’s Snorlax
Pokémon card
{C}
90 HP
Basic Pokémon
Weakness: {F}
Resistance: {P} -30
Retreat cost: {C}{C}{C}
PokéBODY: Stages of Evolution If Lucy’s Snorlax is an Evolved Pokémon, your opponent’s Basic Pokémon can’t attack.
{C}{C} Swallow Up Before doing damage, count the remaining HP of the Defending Pokémon and Lucy's Snorlax. If the Defending Pokémon has fewer remaining HP than Lucy's Snorlax's, this attack does 20 damage plus 30 more damage. 20+
{C}{C}{C} Double-Edge Lucy’s Snorlax does 40 damage to itself. 70
 
Anabel's Munchlax
60 HP {C}
Baby Pokémon (Evolves into Anabel's Snorlax)

If this Baby Pokémon is your Active Pokémon and your opponent announces an attack, he or she must flip a coin (before doing anything else). If tails, your opponent's turn ends.
{C}{C} Glutton Claw Discard all Trainer cards with Berry in its name from play. Place 2 damage counters on each Pokémon you discarded a card from in this way (your own and your opponent's) (including this one). Then, if this attack doesn't Knock Out Anabel's Munchlax, remove all damage counters from Anabel's Munchlax. Anabel's Munchlax can't attack during your next turn.

Weakness: none
Resistance: none
Retreat Cost: {C}{C}

Tucker's Bonsly
50 HP {F}
Baby Pokémon (Evolves into Tucker's Sudowoodo)

If this Baby Pokémon is your Active Pokémon and your opponent announces an attack, he or she must flip a coin (before doing anything else). If tails, your opponent's turn ends.
{F} Bullet-Faux If the Defending Pokémon is a {G} Pokémon, this attack does 10 damage plus 20 more damage. 10+

Weakness: none
Resistance: none
Retreat Cost: {C}

Tucker's Weavile
90 HP {D}
Stage 1 Pokémon (Evolves from Tucker's Sneasel)

Poké-POWER Dark Length
Unless Tucker's Weavile's Retreat Cost is 0 or Tucker's Weavile is affected by a Special Condition, at the end of your turn, move 1 damage counter from Tucker's Weavile to 1 of your opponent's Pokémon as long as you don't Knock Out that Pokémon.
{C}{C} Cold Claw If there are any {W} Energy cards attached to Tucker's Weavile, don't apply Resistance for this attack. 20
{D}{D} Support Slash Ignore the effect of a Poké-POWER or Poké-BODY on a Support Materia attached to the Defending Pokémon and the effect of any Special Energy card attached to Tucker's Weavile when applying damage for this attack. 40

Weakness: {F}
Resistance: {P}
Retreat Cost: {C}{C}
 
Here are some ideas for Brandon!

Brandon’s Nincada
Pokémon card
{G}
50 HP
Basic Pokémon
Weakness: {R}
Resistance: {L} -30
Retreat cost: {C}
{G} Search Dig Search your deck for up to 2 basic Energy cards of the same type and put them into your hand. Shuffle your deck afterward.
{C}{C} Claw Pinchers Flip a coin. If heads, the Defending Pokémon can’t retreat during your opponent’s next turn. 20

Brandon’s Ninjask
Pokémon card
{G}
70 HP
Stage 1 Pokémon
Evolves from Brandon’s Nincada
Put Brandon’s Ninjask on the Basic Pokémon
Weakness: {R}
Resistance: {F} -30
Retreat cost: n/a
{G} Leech Life Remove a number of damage counters from Brandon’s Ninjask equal to the damage done to the Defending Pokémon. If Brandon’s Ninjask has fewer damage counters than that, remove all of them. 20
{C}{C} Mega Cross Cutter Flip a coin until you get tails. This attack does 20 damage times the number of heads plus 10 more damage for each Energy attached to Brandon’s Ninjask. 20x+

Brandon’s Shedinja
Pokémon card
{P}
30 HP
Stage 1 Pokémon
Evolves from Brandon’s Nincada
Put Brandon’s Shedinja on the Basic Pokémon
Weakness: {D}
Resistance: {F} -30
Retreat cost: {C}
PokéBODY: Pyramid Wall Prevent all effects of attacks, including damage, done to Brandon’s Shedinja by Evolved Pokémon and Pokémon-ex. If Battle Pyramid is in play, also prevent all effects of attacks, including damage, done to Brandon’s Shedinja by Pokémon that has an owner in its name.
{P} Shadow Spite Discard an Energy card attached to the Defending Pokémon. If you do, remove 2 damage counters from Brandon’s Shedinja. 10

Brandon’s Duskull
Pokémon card
{P}
40 HP
Basic Pokémon
Weakness: {D}
Resistance: {F} -30
Retreat cost: {C}
{P} Nightmare The Defending Pokémon is now Asleep. 10
{C}{C} Feint Attack Choose 1 of your opponent’s Pokémon. This attack does 20 damage to that Pokémon. This attack’s damage isn’t affected by Weakness, Resistance, Poké-Powers, Poké-Bodies, or any other effects on that Pokémon.

Brandon’s Dusclops
Pokémon card
{P}
80 HP
Stage 1 Pokémon
Evolves from Branson’s Duskull
Put Brandon’s Dusclops on the Basic Pokémon
Weakness: {D}
Resistance: {F} -30
Retreat cost: {C}
PokéBODY: Shadow Protector If there is a Shadowsky counter on the field, no Shadow counters may be placed on any of your Pokémon with Brandon in its name and remove all Shadow counters from your Pokémon with Brandon in its name.
{P} Brick Shadow If the Defending Pokémon is a {F} Pokémon, this attack does 20 damage plus 30 more damage and don’t apply Resistance. 20+
{P}{C}{C} Psybeam The Defending Pokémon is now Confused. 30

Brandon’s Solrock
Pokémon card
{P}
60 HP
Basic Pokémon
Weakness: {P}
Resistance: n/a
Retreat cost: {C}
{P}{P} Sun Barrier Prevent all effects of attacks, including damage, done to Brandon’s Solrock by your opponent’s {W}, {L}, and {D} Pokémon during your opponent’s next turn. 30
{P}{C}{C} Sunlight Spiral Discard all {G} and {R} Energy cards attached to Brandon’s Solrock (if any). This attack does 30 damage plus 20 more damage for each Energy card discarded in this way. If you discarded any Energy cards in this way, the Defending Pokémon is now Burned. 30+
 
Lucy's Makuhita
60 HP {F}
Basic Pokémon

{F}{C} Breakoff If the Defending Pokémon has an Imprison marker on it, this attack does 30 damage plus 30 more damage and remove that special counter. 30+

Weakness: {P}
Resistance: none
Retreat Cost: {C}

Lucy's Hariyama
110 HP {F}
Stage 1 Pokémon (Evolves from Lucy's Makuhita)

Poké-BODY Shock-wave Anger
If Lucy's Hariyama has a Shock-wave marker on it, any damage done by Lucy's Hariyama by an attack is increased by 30 (before Weakness and Resistance) and, if Lucy's Hariyama doesn't have any other special counters on it, don't apply Resistance for any of Lucy's Hariyama's attacks.
{C}{C} Imprison Break If Lucy's Hariyama has an Imprison marker on it, remove that special counter. 10
{F}{F}{F}{F} Slam Shove Flip a coin. If heads, the Defending Pokémon is now Paralyzed. 60

Weakness: {P}
Resistance: none
Retreat Cost: {C}{C}{C}
About Shock-wave Anger: If Lucy's Hariyama has a Shock-wave marker on it in addition to other special counters (i.e. a Fear counter, a Haste counter, an Imprison marker), only the extra damage is done. If the Shock-wave marker is the only special counter on it, that's when you ignore Resistance.
 
Here are my last ideas for this set!

Spenser’s Seedot
Pokémon card
{G}
50 HP
Basic Pokémon
Weakness: {R}
Resistance: {W} -30
Retreat cost: {C}
{G} Stun Flower Flip a coin. If heads, the Defending Pokémon is now Paralyzed. If tails, this attack does nothing (not even damage). 20

Spenser’s Nuzleaf
Pokémon card
{G}
80 HP
Stage 1 Pokémon
Evolves from Spenser’s Seedot
Put Spenser’s Nuzleaf on the Basic Pokémon
Weakness: {R}
Resistance: {W} -30
Retreat cost: {C}
{G} Leaf Poison The Defending Pokémon is now Poisoned. 10
{G}{C}{C} Triple Razor Leaf Flip 3 coins. This attack does 30 damage times the number of heads. 30x

Spenser’s Shiftry
Pokémon card
{G}
110 HP
Stage 2 Pokémon
Evolves from Spenser’s Nuzleaf
Put Spenser’s Shiftry on the Stage 1 card
Weakness: {R}
Resistance: {W} -30
Retreat cost: {C}{C}
PokéBODY: Wind Guard As long as Spenser’s Shiftry is your Active Pokémon, your Active Pokémon can’t be affected by any Special Conditions.
{C}{C} Snatch If the Defending Pokémon has any attacks that have effects other than damage, choose 1 of them. Snatch copies all effects of that attack other than its base damage. 20
{G}{G}{C}{C} Brush Jet Choose 1 of your opponent’s Pokémon and this attack does 50 damage to it. Don’t apply Weakness and Resistance.
 
Here are this set’s Special Pokémon and Secret Cards, including a reprint of a Team Draco card and two cards for Juan!

Draco's Altaria *
Pokémon card
{C}
90 HP
Basic Pokémon
You can't have more than 1 Pokémon * in your deck.
Weakness: {W}
Resistance: {F} -30
Retreat cost: {C}
{D}{C} Shadow Beak If there are any {D} Energy cards attached to Draco's Altaria *, during your next 3 turns, you may treat Draco's Altaria * as a {D} Pokémon except when applying Weakness. 20
{W}{W}{L} Dragon Whirl If there are more cards in your discard pile than your opponent, this attack does 50 damage plus 50 more damage and return Draco’s Altaria * and all cards attached to it to your hand. 50+

Draco's Shining Rayquaza
Pokémon card
{C}
80 HP
Basic Pokémon
You can’t have more than 1 Draco's Shining Rayquaza in your deck
Weakness: n/a
Resistance: {P} -30
Retreat cost: {C}{C}
PokéBODY: Crystal Armor If Draco's Shining Rayquaza has any Crystal Energy cards attached to it, Draco's Shining Rayquaza is the same type as any basic Energy cards attached to it.
{G}{R} Sky Flame Discard a basic Energy card attached to Draco's Shining Rayquaza or this attack does nothing. Flip a coin. If heads, the Defending Pokémon is now Paralyzed and Burned. 30
{W}{L}{C}{C} Cloud Surge Does 20 damage to each of your opponent’s Benched Pokémon that has any basic Energy cards attached to it. (Don’t apply Weakness and Resistance for Benched Pokémon.) 40

Draco's Kingdra
Pokémon card
{CRY}
110 HP
Stage 2 Pokémon
Evolves from Draco's Seadra
Put Draco's Kingdra on the Stage 1 card
Weakness: {C}
Resistance: n/a
Retreat cost: {C}{C}
PokéBODY: Crystal Type Whenever you attach a {G}, {W}, or {P} Energy card from your hand to Draco's Kingdra, Draco's Kingdra's type (color) changes to the type of that Energy card until the end of your turn.
{G}{W} Teal Beam If the Defending Pokémon has Magma, Aqua, Flora, or Plasma in its name, this attack does 30 damage plus 20 more damage and the Defending Pokémon is now Confused. 30+
{G}{W}{P}{C}{C} Dragon Megaflex Does 30 damage to each of your opponent’s Benched Pokémon that has any Energy cards attached to it that are the same type (color) as any Energy cards attached to Draco's Kingdra. (Don’t apply Weakness and Resistance for Benched Pokémon.) 60

Juan’s Surskit
Pokémon card
{W}
40 HP
Basic Pokémon
Weakness: {L}
Resistance: n/a
Retreat cost: {C}
PokéBODY: Rain Shield If there is a Rain counter on the field and Juan’s Surskit is your Active Pokémon, any damage done to your Pokémon by an opponent’s attack is reduced by 10 (before applying Weakness and Resistance).
{W} Waterfall 10

Juan’s Masquerain
Pokémon card
{G}
80 HP
Stage 1 Pokémon
Evolves from Juan’s Surskit
Put Juan’s Masquerain on the Basic Pokémon
Weakness: {R}
Resistance: {F} -30
Retreat cost: n/a
PokéBODY: Lake Speed As long as Juan’s Masquerain is on your Bench, you pay {C}{C}{C} less to retreat your {G} and {W} Active Pokémon.
{W} Aqua Dazzle Does 10 damage times the number of {W} Energy attached to each of your Active Pokémon to each Defending Pokémon. Flip a coin. If heads, each Defending Pokémon is now Confused.
{G}{C}{C} Silver Powder If the Defending Pokémon is Confused, this attack does 40 damage plus 40 more damage and that Pokémon is no longer Confused. 40+
 
This first piece of data for this set involves all the Pokémon cards that aren't any of the following: Pokémon-ex, Pokémon-*, Shining Pokémon, {CRY} Pokémon, a legendary Pokémon, a boxtopper, or a fourth-generation Pokémon. Transmit the password to the Tajiri server with Emerald in the GBA slot on the DS. Head for any TV (except the one on the lower floors of either your house or the Cove Lily hotel in Lilycove) to watch a program. Here's the program:

Program:
<normal Pokémon News intro>
"We have recieved wonderful news from the Safari Zone. <owner> is hosting the <owner> CUP in the SAFARI ZONE expansion. You have a chance to catch a <Pokémon> and face <owner> for a cash prize!"
<normal Pokémon News closing>
<owner>--The owner on the card.
<Pokémon>--The Pokémon species you transmitted.


Head for the Safari Zone. You'll still have to pay 500 in money to get in, but you'll be given 60 Safari Balls, and they'll ask to hold your Pokémon during the event. Once in the Safari Zone, you'll be whisked right to the expansion, where you can catch the normal Pokémon there plus the one you transmitted. You have unlimited steps during this event. Once you catch 3 Pokémon, the host of the cup or a representative will approach you and want a battle. Each person will use one of two teams of freshly-caught Safari Zone Pokémon at a catchable level, depending on whether you caught the Cup Pokémon or not. Here's the two sets of teams:

SET 1--YOU CAUGHT THE CUP POKÉMON
Leader Juan(M): Magikarp, Wooper, Marill
Factory Head Noland(M): Quagsire, Shuckle, Wooper
Arena Tycoon Greta(F): Hoothoot, Teddiursa, Aipom
Dome Ace Tucker(M): Remoraid, Houndour, Octillery
Pike Queen Lucy(F): Miltank, Spinarak, Quagsire
Palace Maven Spenser(M): Sunkern, Houndour, Stantler
Salon Maiden Anabel(F): Spinarak, Hoothoot, Stantler
Pyramid King Brandon(M): Ledyba, Ledyba, Shuckle

SET 2--YOU DIDN'T CATCH THE CUP POKÉMON
Leader Juan(M): <Cup Pokémon>, Wooper, Marill
Factory Head Noland(M): <Cup Pokémon>, Shuckle, Wooper
Arena Tycoon Greta(F): <Cup Pokémon>, Teddiursa, Aipom
Dome Ace Tucker(M): <Cup Pokémon>, Houndour, Octillery
Pike Queen Lucy(F): <Cup Pokémon>, Spinarak, Quagsire
Palace Maven Spenser(M): <Cup Pokémon>, Houndour, Stantler
Salon Maiden Anabel(F): <Cup Pokémon>, Hoothoot, Stantler
Pyramid King Brandon(M): <Cup Pokémon>, Ledyba, Shuckle
<Cup Pokémon>--The Pokémon of the card you transmitted

If you win the battle, you'll recieve a 5000 cash stake. Either way, you'll return to the desk. If you won the battle, you'll send your catch to the PC; if you lost the battle, you'll be forced to let your catch go. Either way, you'll have your Pokémon returned to you, and swap your Safari Balls for 100 in money for each remaining ball.

Since legendaries and fourth-generation Pokémon cannot be the Cup Pokémon, there are other pieces of data for them. They are as follows:

Pokémon Peace Squad: Arena
Rated T: Cartoon Violence, Drug Reference, Crude Humor, Mild Language, Mild Lyrics, Suggestive Themes

This piece of data is a new multiplayer mode for the episodic Pokémon Peace Squad transmittable game (see EX: Hoenn League Tier 2). This multiplayer mode will allow up to eight players, either locally or via the Nintendo Wi-Fi Connection, to duke it out against each other. A way to play the single-player campaign on a Wii is detailed in EX: Ranger's transmittable data. To download the multiplayer component, you must meet this minimum: You must have downloaded episode 1 to the Wii's flash memory and completed the Forest Highway stage. If you've cleared other stages in episode 1 or have downloaded further episodes to the Wii's flash memory, you'll be able to download the new multiplayer component. Using a Wii, you'll need to transmit the passwords on the following to the Tajiri server: Tucker's Weavile, Anabel's Munchlax, Lucy's Munchlax, and Tucker's Bonsly.

The multiplayer mode saves as a file on the Wii's flash memory. To start up the multiplayer, start the file like you would a Virtual Console game. In the multiplayer mode, you'll be able to unlock and play on 11 special stages. Each player needs their own Wii, either a Gamecube controller or a Wii Classic controller, and a connection method, either local Wi-Fi or online via the Nintendo Wi-Fi Connection. Once you start up the multiplayer, you'll find two options, Connect and Synch.

Under Connect, you can choose Start Game or Join Game. Under Start Game, you'll choose the number of players (two through eight), your game mode, your multiplayer stage, and the character you're using. Players who pick Join Game will then be able to select your game from the available games. Under Join Game, you'll pick a character, then a list of games will come up that don't already have the character you've chosen picked by someone else. Select it to join the game. Once all players have joined the game, the game will begin. The player who has the highest upgrades available has their upgrades apply to all characters in the game (for example, if one player has all the Chaos Drive upgrades but no other player has any upgrades, the Chaos Drive upgrades apply).

There are several game modes. They are as follows:

Deathmatch: The player who starts the game selects the number of minutes the game will last or the number of "kills" someone must attain to win the game. Whoever has the most "kills" at the end of the game, or the one with the most kills when time is up, wins. A tie in a timed match is decided by a sudden-death scenario where the last one standing wins.
Team Match: Only available with two, four, six, or eight players. The player who starts the game selects the team that player wants to be on, whether team attacks are to be allowed, then the number of minutes the game will last or the number of "kills" someone must attain to win the game. Players can then join a team until the team fills up. If team attacks are not allowed, a player's attacks except for ones that harm the user will have no effect on a teammate. Whoever has the most "kills" at the end of the game, or the one with the most kills when time is up, wins. A tie in a timed match is decided by a sudden-death scenario where the last team with a member standing wins.
King of the Hill: The player who starts the game selects the number of points needed to win the game or the number of minutes the game will last. An area of the stage is designated as the "hill". Any player who stays in there for 18 seconds earns a point. The first player who gets the specified number of points, or the one with the most points when time is up, wins. A tie is decided by a sudden-death scenario where the first to one point wins.
Capture the Trophy: Only available with two, four, six, or eight players. The player who starts the game selects the number of captures needed for the team to win the game or the number of minutes the game will last. This is a team game where the goal is to capture the opponent's trophies. Each team has a specified base with their trophy. The red team defends the Hoenn Grand Festival trophy (oddly enough, this is still the case if Robert's on the blue team), while the blue team defends the Hoenn League Championship Tournament trophy (oddly enough, this is still the case if Tyson-HL's on the red team). The goal is to bring the other team's trophy to their own base while their own trophy is still there as many times as possible. A player grabs the other team's trophy by walking up to it, but a player holding the trophy can't use their L or R button actions (Duplica's disguise remains on if you're playing as Duplica and you've put a disguise on when you grab the trophy). If you get "killed" while holding the other team's trophy, you'll drop it. If your teammate grabs the trophy, they'll take possession, while if the other team grabs the trophy, the trophy will return to their base. The first team to make the requisite number of captures, or the team with more captures when time is up, wins. If the teams tie, a sudden-death scenario where the first team to make a successful capture wins.

Here's the list of stages you'll be able to play on:

Red Mountain (Available from start)
This stage is a recreation of Knuckles's version of Red Mountain from Sonic Adventure DX: Director's Cut (with the same music), with obstacles added for characters to traverse the various parts (most of them are taken from Sonic's version of the stage used in the single-player).
Luana's Pokémon Setup: Marowak and Claydol

Cruise Ship (Available upon reaching episode 2, or from start if you already have episode 2)
This stage is taken from the single-player mode. You're fighting on the cruise ship from the Ocean Liner level. The radio and submarine aren't there (although the same music is), so don't even bother looking for them. This stage is filled with narrow corridors that might make a Capture the Trophy game tough.
Luana's Pokémon Setup: Alakazam and Claydol

Bunker Jungle (Availale upon reaching episode 3, or from start if you already have episode 3)
This stage is based on the Amazon Dense level (with the same music) from the single-player mode, except more complex. Poison plants appear in abundance here, which means Antidotes can and will appear here.
Luana's Pokémon Setup: Marowak and Claydol

Intersection (Available upon reaching episode 4, or from start if you already have episode 4)
This stage is based on the recreation of Sonic Advance 3's Route 99 (the music played here is the Route 99 VS. Boss stage theme). The stage consists of two perpendicular stretches of highway, two off-ramps, and two on-ramps.
Luana's Pokémon Setup: Marowak and Claydol

Rocket Highway (Available upon reaching episode 5, or from start if you already have episode 5)
This stage is an interesting one. You're fighting on top of cars driving along a Team Rocket-held circular highway (with the same music from the Radio Mess stage), which means you'll end up making a full lap around the highway if the game lasts long enough. It's two-way traffic, which makes Capture the Flag games easier here. Cars keep going on and off the highway using the on-ramps and off-ramps--your suicide count goes up if you get too far off the main highway. Additionally, if the hill in a King of the Hill game is on a car that takes an off-ramp, the hill will be redesignated immediately.
Luana's Pokémon Setup: Alakazam and Marowak

Power Plant (Available upon reaching episode 6, or from start if you already have episode 6)
This stage is taken from the single-player mode. You're fighting inside the power plant from the Plasma Power Plant level (the music's also the same). The reactors are still there, but the self-destruct mechanism for reactors 11 and 12 is not.
Luana's Pokémon Setup: Marowak and Claydol

Cipher Pyramid (Available upon reaching episode 7, or from start if you already have episode 7)
This stage is taken from the single-player mode. You're fighting inside the Cipher Key Lair (complete with the same music). There aren't any Shadow Generators or Departure Teleporters here, though.
Luana's Pokémon Setup: Alakazam and Claydol

Gold Saucer (Available upon reaching episode 8, or from start if you already have episode 8)
This stage is a recreation of the Gold Saucer from Final Fantasy VII. You'll be fighting inside the facility itself (the music that plays in this stage is the music from the main area of the Gold Saucer), including the built-in game areas that you can go through--and this includes the Chocobo racetrack!
Luana's Pokémon Setup: Alakazam and Marowak

Launch Pyramid (Available upon reaching episode 9, or from start if you already have episode 9)
This stage is taken from the single-player mode. You're fighting in the Launch Bay stage (including the music). You can't launch the shuttle here, though.
Luana's Pokémon Setup: Marowak and Claydol

Space Station (Available upon reaching the Final Episode, or from the start if you already have the Final Episode)
This stage is taken from the single-player mode. You're fighting in the Space Station stage (with the same music), except here, the glass in the observatories is destructible. Don't attack the glass in the observatories! If you do, you'll depressurize the observatories and possibly kill yourself and everyone inside it! The glass will respawn after 90 seconds and pressure will return to normal from there.
Luana's Pokémon Setup: Alakazam and Claydol

Battle Frontier (Meet a special condition to unlock this stage)
This stage is the Battle Frontier (the music for this stage is the Battle Frontier theme from Pokémon Emerald). You'll be battling in and around each of the facilities. It's a large stage and matches here should be interesting.
Luana's Pokémon Setup: Alakazam and Marowak

Additionally, you can unlock seven additional characters in this multiplayer mode. Once you've unlocked a character, that character will be available for use in the multiplayer mode as well as the single-player campaign on the Wii. Additionally, you can use the Synch option from the multiplayer main menu. In the Synch option, you'll be able to input your progress passwords from both the Normal Mode and the Jenny Mode of the DS version of Pokémon Peace Squad. If you input a correct progress password, you'll get a new password that will allow you to use any character you've unlocked via the Wii multiplayer in the DS version of Pokémon Peace Squad. This also increases the number of acceptable final progress passwords needed to unlock each reward from one to eight. You must unlock each character in sequence.

To unlock Noland, simply play the multiplayer mode once. After the game is done, a CPU Noland will challenge each eligible participant to a one-on-one Deathmatch fight on the Red Mountain stage. If a player beats Noland, you've unlocked him. If Noland beats you here, simply play another multiplayer match for another chance. Unlocking Noland also unlocks the Battle Frontier stage.

To unlock Greta, you must first unlock Noland and have reached episode 3 in the single-player, then score a total of 100 "kills" in Deathmatch and Team Match modes from the point you unlocked Noland. Once you've met that quota and finished the match, a CPU Greta will challenge you to a one-on-one Deathmatch fight in the Bunker Jungle stage. If you beat Greta, you've unlocked her. If Greta beats you here, simply play another multiplayer match and attain at least one "kill" for another chance.

To unlock Tucker, you must first unlock Greta and have reached episode 4 in the single-player, then play at least 10 Capture the Trophy matches from the point you unlocked Greta. Once you've met that quota, a CPU Tucker will challenge you to a one-on-one Deathmatch fight on the Intersection stage. If you beat Tucker, you've unlocked him. If Tucker beats you here, simply play another Capture the Trophy match for another chance.

To unlock Lucy, you must first unlock Tucker and have reached episode 6 in the single-player, then attain "Raging Riot" (10 straight kills on the same life) at least once from the point you unlocked Tucker. Once you've met that quota and finished the match, a CPU Lucy will challenge you to a one-on-one Deathmatch fight in the Power Plant stage. If you beat Lucy, you've unlocked her. If Lucy beats you here, you're going to have to attain another "Raging Riot" for another chance.

To unlock Spenser, you must first unlock Lucy and have reached episode 8 in the single-player, then attain "Killing Spree" (5 straight kills on the same life) in the span of one minute after you've unlocked Lucy. Once you've met that quota and finished the match, a CPU Spenser will challenge you to a one-on-one Deathmatch fight in the Gold Saucer stage. If you beat Spenser, you've unlocked him. If Spenser beats you here, you're going to have to attain another one-minute "Killing Spree" for another chance.

To unlock Anabel, you must first unlock Spenser and have reached the Final Episode in the single-player, then win at least 100 multiplayer matches after unlocking Spenser. Once you've met that quota, a CPU Anabel will challenge you to a one-on-one Deathmatch fight in the Space Station stage. If you beat Anabel, you've unlocked her. If Anabel beats you here, simply win another match for another chance.

To unlock Brandon, you must first unlock Anabel, then win a multiplayer match at least 15 times...with EACH of the other characters, including those unlocked through the multiplayer. And the count only begins after you've unlocked Anabel. With a whole slate of playable characters, that's a lot of matches you must win. Once you've met the high quota, a CPU Brandon will challenge you to a one-on-one Deathmatch fight in the Battle Frontier stage. If you beat Brandon, you've unlocked him. If Brandon beats you here, simply win another match for another chance.

There's one other opportunity for an unlockable, but it's completely optional. You can't Synch this unlockable opportunity for the DS version, however, unless you've also met that progress in the DS version. For a chance to get Juan as early as the start of Episode 9 Stage 2 (technically, if you take advantage of this chance, Juan'll count as being unlocked at the end of Episode 9 Stage 1, which means you can use Juan immediately after this opportunity) in the Wii version, simply win a King of the Hill match with Wallace without completing the Final Episode (Juan is normally unlockable as part of the character package you unlock by clearing Draco Spacelab Area 5). If you've completed the Final Episode, you'll have unlocked Juan anyway, so you can't take part in this unlock match after completing the Final Episode. Once you've won a King of the Hill match with Wallace, a CPU Juan will challenge you to a one-on-one Deathmatch fight in the Cruise Ship stage. If you beat Juan, you'll unlock him earlier than you normally would. If Juan beats you here, you can simply win another King of the Hill match with Wallace for another chance, or just complete the Final Episode to unlock Juan that way.

Here are the specifics of each Frontier Brain's Pokémon and attacks (note that most attacks do damage even if it's not specifically designed for offense; those attacks that don't do damage are listed as such):

Noland: Articuno's Ice Beam, Rhydon's Earthquake
-Ice Beam: Ranged attack. Used for defense.
-Earthquake: Ranged attack (somewhat). Used for offense.
Greta: Hariyama's Arm Thrust, Medicham's Confusion
-Arm Thrust: Melee attack. Used for offense.
-Confusion: Ranged attack. Used for moving obstacles and disorienting enemies.
Tucker: Swampert's Focus Punch, Arcanine's Flamethrower
-Focus Punch: Melee attack. Used for offense. Won't land if Tucker takes a hit while attack charges.
-Flamethrower: Ranged attack. Used for offense and to clear certain obstacles.
Lucy: Seviper's Poison Tail, Milotic's Water Pulse
-Poison Tail: Melee attack. Used for offense. May poison enemies.
-Water Pulse: Ranged attack. Used to disorient enemies.
Spenser: Shiftry's Faint Attack, Chansey's Softboiled
-Faint Attack: Melee homing attack. Used for getting past obstacles.
-Softboiled: Nondamaging attack. Used for health recovery. Restores one-quarter health to user and to anyone else within five feet.
Anabel: Metagross's Meteor Mash, Espeon's Psychic
-Meteor Mash: Melee attack. Used for offense.
-Psychic: Ranged attack. Used for moving obstacles.
Brandon: Regirock's Ancientpower, Registeel's Superpower
-Ancientpower: Ranged attack. Used for offense. May increase user's stats.
-Superpower: Melee attack. Used for offense. Power diminishes with each hit.

Here's the power, speed, and defense rankings for each character assuming no upgrades (i.e. no Chaos Drives or Materia) (all characters start with a base HP of 100):

Noland: Power 6, Speed 4, Defense 2; Gets x1.5 Power for Male
Greta: Power 6, Speed 2, Defense 4; Gets +2 Power for Fighting, Gets x1.5 Speed for Female
Tucker: Power 4, Speed 4, Defense 4; Gets x1.5 Power for Male
Lucy: Power 2, Speed 6, Defense 4; Gets x1.5 Speed for Female
Spenser: Power 4, Speed 2, Defense 6; Gets x1.5 Power for Male, Takes -.25 Power Penalty for Age
Anabel: Power 3, Speed 7, Defense 2; Gets x1.5 Speed for Female
Brandon: Power 5, Speed 1, Defense 6; Gets x1.5 Power for Male
 
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This is a continuation of data started in EX: Trainer Elites. These pieces of data require a Wi-Fi connection connecting with Sonic Riders on the Gamecube (if you're using a DS; you can download the files straight to a Wii if you transmit the passwords from there and you have a Sonic Riders game disc in the Wii). Each transmission uses different passwords, all transmitted to the Naka server. By doing so, you'll actually unlock that person as a playable character in Sonic Riders! (Make sure you're transmitting to the Naka server. You'll end up with something different if you end up transmitting to the Tajiri server!) Now here are a few notes regarding these characters as Sonic Riders characters:

- Once accessed, the character you transmitted will be permanently accessible once you save the game, provided the matching file remains on your Memory Card, so no need to retransmit the cards. (A Memory Card 1019 is recommended.)
- Once accessed, the character you transmitted may appear in a Free Race, World Grand Prix, or Survival Mode race or battle.
- Each character has an Extreme Gear of his or her own. Data on those Extreme Gears will be accessible once a character is unlocked.
- Each character can use any Extreme Gear that his or her type of character can use. (Ex: Tate & Liza can't use the Magic Carpet because they can already fly. Sidney can't use the Cover-P since that Gear is restricted to Power-type characters.)
- The first time a gear or rider is transmitted via the Wii, a special file is saved onto the Wii's flash memory to allow Sonic Riders to read special gear or rider files backed up onto the Wii's flash memory.

Now here's a list of each of the unlockable characters. I have included details on them, including their type, starting Gear, and even how they attack opponents. For the record, the characters will appear in a new row below the others with two empty spots to their right.

JUAN
Cards Needed: All of Juan's Pokémon
Type: Power
Starting Gear: Hydro Rider J
Dash: *
Limit: ****
Power: ****
Cornering: ***
Top Speed Penalty: -11 Speed
Other Changes: None
Attack: Juan throws a cape at the foe.

NOLAND
Cards Needed: All of Team Draco's Pokémon
Type: Speed
Starting Gear: Factory Gear
Dash: ???
Limit: ???
Power: ???
Cornering: ???
Top Speed Penalty: -1 Speed For Each * In Limit
Other Changes: None
Attack: Noland blows a whistle at the foe
Special Notes: Those question marks ain't an illusion. I'll detail them later on.

GRETA
Cards Needed: All of Greta's Pokémon
Type: Power
Starting Gear: Thick Fat
Dash: **
Limit: ***
Power: *****
Cornering: **
Top Speed Penalty: -8 Speed
Other Changes: Power +1 Limit -1
Attack: Greta punches the foe.

TUCKER
Cards Needed: All of Tucker's Pokémon
Type: Speed
Starting Gear: Arcanine Dasher
Dash: ***
Limit: ****
Power: ***
Cornering: **
Top Speed Penalty: -1 Speed
Other Changes: None
Attack: Tucker flashes a pose popular with his fans. The fans on hand throw wadded-up newspapers at the foe.

LUCY
Cards Needed: All of Lucy's Pokémon
Type: Fly
Starting Gear: Snakeblades
Dash: *****
Limit: **
Power: *
Cornering: ****
Top Speed Penalty: -8 Speed
Other Changes: None
Attack: Lucy gives a chilling stare to the foe.
Special Notes: Lucy's stare won't chill Brock--in fact, if Lucy attempts to stare Brock, all she'll do is blush upon failing!

SPENSER
Cards Needed: All of Spenser's Pokémon
Type: Fly
Starting Gear: Course Rider
Dash: ******
Limit: (0)
Power: ******
Cornering: (0)
Top Speed Penalty: -16 Speed (yeowch!)
Other Changes: None
Attack: Spenser whacks his foe with his staff.
Special Notes: When riding a gear other than the Course Rider, the top off-road speed of a gear is increased by 15 while Spenser's riding.

ANABEL
Cards Needed: All of Anabel's Pokémon
Type: Speed
Starting Gear: Telepathic Ride
Dash: *
Limit: *****
Power: **
Cornering: ****
Top Speed Penalty: -2 Speed
Other Changes: None
Attack: Anabel appears to be doing nothing. The gear whacks the foe with a hammer.

BRANDON
Cards Needed: All of Brandon's Pokémon
Type: Power
Starting Gear: Regis Spinner
Dash: ***
Limit: ***
Power: ****
Cornering: **
Top Speed Penalty: -3 Speed
Other Changes: None
Attack: Brandon throws either a Regis relic or a Rainbow Wing at the foe.

Now here’s a list on the Gear obtainable in these pieces of data. All but the last one come with the character you unlock. The stats of the gear are what you will see if you look at it in Sonic Riders. How you get the last one will be explained in the next piece of data. Also, the numbering starts after D4 (Sambamigo).

D5 HYDRO RIDER J
Cost: Unlocked when Juan is opened.
Type: Bike
Dash: *
Limit: ****
Power: ****
Cornering: ***
Description: By Devon Corp. First bike from the company. A bike believed to have been tested on water.
Characters: Juan
Special Notes: D5 is actually 135.

D6 FACTORY GEAR
Cost: Unlocked when Noland is opened.
Type: Air Board
Dash: ???
Limit: ???
Power: ???
Cornering: ???
Description: By Devon Corp. Even top experts don't know where this gear gets its stats.
Characters: Noland
Special Notes: D6 is actually 136. More about this gear later on in the post.

D7 THICK FAT
Cost: Unlocked when Greta is opened.
Type: Air Board
Dash: **
Limit: ****
Power: ****
Cornering: **
Description: By Devon Corp. Makuhita-themed gear.
Characters: Greta
Special Notes: D7 is actually 137.

D8 ARCANINE DASHER
Cost: Unlocked when Tucker is opened.
Type: Air Board
Dash: ***
Limit: ****
Power: ***
Cornering: **
Description: By Devon Corp. Arcanine-themed gear.
Characters: Tucker
Special Notes: D8 is actually 138.

D9 SNAKEBLADES
Cost: Unlocked when Lucy is opened.
Type: Skates
Dash: *****
Limit: **
Power: *
Cornering: ****
Description: By Devon Corp. First skates from the company. Seviper-themed gear.
Characters: Lucy
Special Notes: D9 is actually 139.

E0 COURSE RIDER
Cost: Unlocked when Spenser is opened.
Type: Air Board
Dash: ******
Limit: (0)
Power: ******
Cornering: (0)
Description: By Devon Corp. Almost nothing is off-road to this thing.
Characters: Spenser
Special Notes: E0 is actually 140. When riding this gear, the only parts of a course considered off-road are walls and bottomless pits.

E1 TELEPATHIC RIDE
Cost: Unlocked when Anabel is opened.
Type: Air Board
Dash: *
Limit: *****
Power: **
Cornering: ****
Description: By Devon Corp. Apparently, only a telepathic mind can turn the ignition.
Characters: Anabel
Special Notes: E1 is actually 141.

E2 REGIS SPINNER
Cost: Unlocked when Brandon is opened.
Type: Air Board
Dash: ***
Limit: ***
Power: ****
Cornering: **
Description: By Devon Corp. Gear themed to three legendary Pokémon.
Characters: Brandon
Special Notes: E2 is actually 142. The legendary Pokémon the gear is themed to are Regirock, Registeel, and Regice.


Concerning the question marks shown for Noland and the Factory Gear: Noland's approach is to randomly generate stats. Whenever someone chooses Noland, a stat out of Dash, Limit, Power, and Cornering will be randomly generated. The stat that's generated gets one star in that stat. This random generation happens 12 times to take on a standard 12-star setup that's rarely the same. For example, one time, Noland's stats could be as follows:

Dash: *****
Limit: ***
Power: **
Cornering: **

And the next time, they could be as follows:

Dash: *
Limit: (0)
Power: *
Cornering: "Off the charts" (actually **********)
For the record, the highest on-the-charts star total is 7 stars.

And a third use could generate:

Dash: ***
Limit: ****
Power: ***
Cornering: **

If Noland's riding his signature gear, the Factory Gear, the Factory Gear takes on the stats generated for Noland. For example, whatever Noland's Dash is, the Factory Gear's Dash is also, and so on and so forth.
 
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To begin this mission, take every single password from every card in this set and transmit them to the Tajiri server. You must use a DS for this task (why you can't use a Wii for this will be explained in a little bit), and make sure there's a connection between the DS and a Gamecube/Wii with a Pokémon XD: Gale of Darkness game disc in it, a Trainers' City file on a Memory Card, and having completed Harrison's Sonic Adventure 2 Battle and Sonic Heroes objective missions previously.

Once you've made the transmission, you'll get an e-mail from Duplica, having heard about the Frontier Brains being available for Marathon Battles, but only Harrison knows the truth about them. Head over to the History Center in Trainers' City and talk to Harrison about Duplica's e-mail. He'll detail that the paperwork that is to verify the Frontier Brains' Marathon Battle teams got lost during a trip and is rumored to be in Dr. Eggman's grasp. Harrison will give you a group of passwords for the Naka server, and Harrison will ask you to transmit said passwords to the Naka server. Do so without turning off the console system and Harrison will ask you to insert a Sonic Mega Collection game disc. Do so, and Harrison's face will jump from the TV screen to the top screen of the DS. 100 numbers will appear on the bottom screen. Touch one to go to the matching objective. The Frontier Brain who matches the objective will be your guide. (The objective data is streamed from the DS to the Gamecube/Wii to highlight the data needed. Only a DS can stream the data, you can't use a Wii as the transmission device. Once an objective is completed, the progress is saved onto the Trainers' City file on the Memory Card.)

Anyway, you have to clear all 100 of Harrison's objectives to obtain the matching encyclopedia set. Only the first four objectives of Noland's are available when you start. When you clear an objective, the first grayed-out objective of the same Frontier Brain will become available, and the clear status of the objective you just completed is saved to the Trainers' City file. You can re-access a completed objective, but you can't unlock additional objectives or prizes for completing the objective a subsequent time. Whenever you complete the last objective of one Frontier Brain's, you'll unlock the first three objectives of the next one's. Whenever you complete all of the Frontier Brains' objectives, you'll unlock the first four objectives of the combined set (71-100). Here's a list of things you'll need to do in Sonic Mega Collection:

NOLAND
Game: Sonic the Hedgehog
Character for All Objectives: Sonic
Special Notes: The alternate Japanese version that fixes the spike glitch is used for the objectives here. Entry into Special Stages is not permitted from the stages during these objectives regardless of your Ring count.
Special Feature: Each stage has a cameo appearance by one or two of the Pokémon Noland has at the Battle Factory in the anime that Ash didn't choose to fight. Grabbing the cameos and proceeding to complete the objective will allow you to get a password per grabbed cameo at the end of the objective that you can use in the first piece of data for this set as an eligible Cup Pokémon for Noland (i.e. grabbing Venusaur in Objective 1 gives you a Venusaur password, while grabbing Manectric in Objective 4 gives you a Manectric password); grabbed cameos carry over between lives and between continues, so if you grab a cameo once, all you have to do is clear the objective regardless of how many lives and continues you need.

Objective 1:
Description: "55 seconds stands between you and glory."
Stage: Green Hill Zone, Act 1
Time Limit: 55 Seconds
Cameo: Venusaur
Goal: This first task is a speed run. Your goal is to get from the start to the card in the stage that started it all, Act 1 of Green Hill Zone, within a span of just 55 seconds. If you can do that, you've cleared the objective. You've got infinite lives for this objective.
Special Notes: The time clock starts at "9:05" for this objective.

Objective 2:
Description: "There's ten flags. Find them all without crossing Eggman's path!"
Stage: Green Hill Zone, Act 3
Time Limit: 10 Minutes (The Normal Limit)
Cameo: Machamp
Goal: For this objective, 10 flags have been placed in various locations all around Act 3 of Green Hill Zone. These flags look similar to the ones from the Mission Mode of Sonic Adventure DX: Director's Cut. Anyway, your goal is to grab all 10 flags without crossing Eggman's path. You have a bank of lives for this objective, and grabbed flags carry over between lives. You have infinite continues for this objective, but grabbed flags do not carry over between continues, so if you have to use a continue, you're going to have to grab all the flags again. If you end up crossing Eggman's path, kill yourself for another shot. Once you've grabbed all 10 flags, you've cleared the objective.
Special Notes: None.

Objective 3:
Description: "Chao are lost! Dive into the temple and save them before time runs out, then grab the card!"
Stage: Marble Zone, Act 2
Time Limit: 5 Minutes 30 Seconds (Hunting Task Only)
Cameo: Rhyhorn
Goal: Five Chao are wandering loose in Act 2 of Marble Zone. Within a span of 5 minutes and 30 seconds, your goal is to rescue all of them. Once you've gotten the last one, the timer will adjust itself so you can grab the card to complete the objective. Found Chao carry over between lives (which you have a set bank of for this objective) but not between continues (which you have infinite for this objective).
Special Notes: The time clock starts at "4:30" for this objective. 4:30 is taken off the clock upon grabbing the last Chao.

Objective 4:
Description: "Can you bank 1000 points on a single bumper?"
Stage: Spring Yard Zone, Act 3
Time Limit: Normal
Cameo: Trapinch and Manectric
Goal: This objective's a bit of a challenge, but it's rather easy if done right. Your goal is to find one of the bumpers that give 10 points each upon hitting it. Keep hitting it until you've gotten 1000 points from that bumper alone. That should be 100 hits. They don't need to be consecutive--for example, you can hit the bumper 10 times and then defeat the surrounding enemies, then hit the bumper 90 more times. Once you've gotten 1000 points off of just that one bumper, you've cleared the objective. You have infinite lives for this objective.
Special Notes: None.

Objective 5:
Description: "Waterfall blast! Can you make it down 10 times in 4 minutes?"
Stage: Labyrinth Zone, Act 1
Time Limit: 4 Minutes
Cameo: Rhydon
Goal: You know the waterfall that is never-ending unless you take the right path? Well, there's a red tape that lies at the end of the tenth trip down the falls. If you can hit that red tape in 4 minutes, you've cleared the objective.
Special Notes: The time clock starts at "6:00" for this objective.

Objective 6:
Description: "NOLAND: I've gotten lost under the stars! Find me quickly and get me to the card!"
Stage: Star Light Zone, Act 1
Time Limit: 3 Minutes (Search Task Only)
Cameo: Lairon
Goal: Noland is wandering around somewhere on this stage, the zone of which is believed to be a favorite of many a gamer who's played this classic. Anyway, your goal is to first find Noland and then escort him to the card. The clock will adjust itself once you've found Noland so you can grab the card in the normal time. Noland's status carries over between lives (set number) but not between continues (infinite). Once you've crossed the goal with Noland in tow, you've cleared the objective.
Special Notes: The time clock starts at "7:00" for this objective. 7:00 is taken off the clock upon finding Noland.

Objective 7:
Description: "Free Scott from the trap before the blocks have their way!"
Stage: Special Stage 5
Time Limit: 10 Minutes
Cameo: Camerupt
Goal: Scott's trapped where the Chaos Emerald is normally located. Your goal is to make your way through the Special Stage and rescue him. To rescue Scott, simply touch him. However, there's a catch: You're timed. 10 minutes and Scott's toast. If you can make it to Scott before time runs out, you've cleared the objective. You've got infinite chances at the stage should you hit a Goal block or run out of time.
Special Notes: The overlay displays do not normally appear during a Special Stage, but they appear for this objective.

Objective 8:
Description: "Fake Special Stage rings everywhere! Gotta grab 'em all!"
Stage: Scrap Brain Zone, Act 1
Time Limit: 15 Minutes 30 Seconds
Cameo: Pinsir
Goal: For this objective, you're looking for phony Special Stage rings. Real Special Stage rings appear upon reaching the goal of Act 1 or Act 2 of a zone with 50 Rings in tow in every zone with 3 acts with the exception of Scrap Brain, provided you don't already have all 6 Chaos Emeralds (the seventh Chaos Emerald wasn't introduced until Sonic 2). Anyway, 20 fake special rings have been placed all over the stage, and your goal is to find all of them. You've got the help of the clock, since you actually have MORE time (15 minutes 30 seconds) than you would on the stage during a normal task (10 minutes)! It's a tall order, but there's one saving grace that will help you should you miss one: the goal card. Normally, it would clear a stage. Here, however, it will send you back to the start of the stage. Found fake special rings carry over between lives (set number) but not between continues (infinite). Once you've nabbed all 20, you've cleared the objective.
Special Notes: The minutes place of the clock display will appear glitched until 5 minutes 30 seconds have passed. At the 5:30 mark of the mission, the clock will read "0:00", the normal stage starting time.

Objective 9:
Description: "Three Magikarp are lost in the fluid! Find them and get them out!"
Stage: Scrap Brain Zone, Act 3
Time Limit: 8 Minutes
Cameo: Golduck and Breloom
Goal: In this objective, three Magikarp have gotten lost in the odd fluid that makes up the majority of Act 3 of Scrap Brain Zone. Your goal is to find all of them and then get out of the fluid. You have just 8 minutes to complete the task. Found Magikarp carry over between lives (you've got a set amount) but not between continues (infinite). Once you've rescued all three Magikarp and gotten them out of the fluid, you've cleared the objective.
Special Notes: The time clock starts at "2:00" for this objective.

Objective 10:
Description: "Boss fight! Dr. Eggman and his piston mech!"
Stage: Final Zone
Time Limit: 2 Minutes 30 Seconds
Cameo: Sandslash
Goal: This is it. The boss fight for Noland's objectives. You're going up against Dr. Eggman in the Final Zone. You don't have the aid of Rings for this fight. What you do have the aid of is the infinite lives you've got for this fight. Anyway, your goal is to destroy Eggman's machine before time runs out. If you can do that, you've won the battle and have earned the right to take objectives from Greta.
Special Notes: The time clock starts at "7:30" for this objective.

GRETA
Game: Sonic the Hedgehog 2
Special Notes: Entry into Special Stages is not permitted during these objectives regardless of your ring count.

Objective 11:
Description: "Stop the car before it's too late!"
Stage: Emerald Hill Zone, Act 2
Character Option: Sonic Alone
Time Limit: 2 Minutes 15 Seconds
Goal: Your goal is to rush through the stage and wreck Eggman's car, then hit the Prison Egg, all in a span of 2 minutes 15 seconds. If you can do that, you've cleared this objective. You have infinite lives for this objective.
Special Notes: The time clock start at "7:45" for this objective. For the record, if you get a Time Up in a time-limit objective during the Greta objective set, you'll start at the beginning of the stage instead of at the last goalpost.

Objective 12:
Description: "Pre-evolution madness! Which ones got fourth-generation pre-evolutions?"
Stage: Chemical Plant Zone, Act 1
Character Option: Sonic and Tails
Time Limit: None
Goal: Many signs depicting Pokémon have been placed all over the stage. Your goal is to find the ones that depict those that got pre-evolutions for the fourth generation. Keep in mind that you're looking for the previous-generation Pokémon that they evolve into, not the fourth-generation Pokémon themselves. Walking up to any non-matching sign will give you a power-up of some sort (rings, shield, invincibility, Power Sneakers, etc.). The signs you are looking for are as follows: Roselia, Chimecho, Sudowoodo, Mr. Mime, Chansey, Snorlax, Mantine. Once you've walked up to all of those signs (not necessarily in order), you've cleared this objective. You have a set bank of lives for this objective, and found signs of those you're looking for will carry over between lives as long as that set bank holds out. If you're forced to use a continue (you've got infinite), found signs are lost. Non-matching signs do not carry over between lives, so you can get their power-up again if need be.
Special Notes: The time clock is disabled for this objective. It will never tick past "0:00".

Objective 13:
Description: "100,000 point bonus. Can you make it?"
Stage: Casino Night Zone, Act 1
Character Option: Tails Alone
Time Limit: Seemingly Normal (10 "Minutes")
Goal: For this objective, your goal is to hit the goal and amass a total bonus of at least 100,000 points. Your best bet is to max out your Rings and hit the goal before the clock hits the point where you don't get a time bonus. If you cross the goal but don't make it to the 100,000 point bonus, you'll be forced to try again. If you can hit the goal ring and get at least 100,000 bonus points in the process, you'll clear the objective. You have infinite lives for this objective.
Special Notes: You actually have 20 minutes for this task. The timer moves at one tick every two seconds for this objective. Also, for this objective, time does not carry over between lives.

Objective 14:
Description: "Get through the hill! Quickly, before Silver shows up!"
Stage: Hill Top Zone, Act 1
Character Option: Sonic and Tails
Time Limit: 4 Minutes
Goal: Your goal is to make it to the goal before Silver the Hedgehog appears on the scene. Four minutes is what you have to make it to the goal. If you can make it, you've cleared the objective. If Silver shows up, you fail. You have a set bank of lives for this objective, but you've got infinite continues.
Special Notes: The time clock start at "6:00" for this objective.

Objective 15:
Description: "Evolution mania! The Pokémon here got fourth-generation evolutions, but the question is, who DIDN'T make the Sinooh Pokédex?"
Stage: Mystic Cave Zone, Act 1
Character Option: Sonic and Tails
Time Limit: None
Goal: Many signs depicting Pokémon have been placed all over the stage. Your goal is to find the ones that depict those that got evolutions for the fourth generation and still didn't make the Sinooh Pokédex. Keep in mind that you're looking for the previous-generation Pokémon that they evolve from, not the fourth-generation Pokémon themselves. Walking up to any non-matching sign will give you a power-up of some sort (rings, shield, invincibility, Power Sneakers, etc.). The signs you are looking for are as follows: Magneton, Lickitung, Rhydon, Tangela, Electabuzz, Magmar, Togetic, Yanma, Eevee (two), Gligar, Piloswine, Porygon2, Kirlia, Nosepass, Dusclops, Snorunt. The non-matching signs are as follows: Roselia, Aipom, Misdreavus, Murkrow, Sneasel. Once you've walked up to all of the matching signs (including both Eevee ones, and not necessarily in order), you've cleared this objective. You have a set bank of lives for this objective, and found signs of those you're looking for will carry over between lives as long as that set bank holds out. If you're forced to use a continue (you've got infinite), found signs are lost. Non-matching signs do not carry over between lives, so you can get their power-up again if need be.
Special Notes: The time clock is disabled for this objective. It will never tick past "0:00".

Objective 16:
Description: "Dirty water abounds! Crush that mech in 8 minutes!"
Stage: Oil Ocean Zone, Act 2
Character Option: Tails Alone
Time Limit: 8 Minutes
Goal: For this objective, you'll have to make your way through the stage and defeat the boss within a span of 8 minutes. If you can do that, you've cleared the objective. You have a set bank of lives but infinite continues for this objective.
Special Notes: The time clock start at "2:00" for this objective.

Objective 17:
Description: "GRETA: Bad news, Sonic. Looks like a bat's been seen in Eggman's capital!"
Stage: Metropolis Zone, Act 3
Character Option: Sonic Alone
Time Limit: 10 Minutes (The Normal Limit)
Goal: This objective takes place in the only Act 3 in Sonic the Hedgehog 2. Your goal is to find down a bat that's appeared on the scene. The bat is red face paint. You'll find her near the end of the stage, piloting the machine in Eggman's stead. All you have to do is break the machine and red face paint will fall out.
Special Notes: None.

Objective 18:
Description: "Four Flicky are loose! Take the Tornado and find them!"
Stage: Sky Chase Zone
Character Option: Sonic and Tails
Time Limit: Normal
Goal: For this objective, you're taking the Tornado through the Sky Chase Zone. Your goal is to find four Flicky birds flying astray across the stage. It's not easy, since the stage automatically scrolls. If you miss a Flicky, you'll end up crossing the end of the stage and failing the mission. You must grab all four Flickies in one go in order to clear the objective. You have infinite lives to do so.
Special Notes: None.

Objective 19:
Description: "Dr. Eggman's upgraded laser! It can only be destroyed by remote!"
Stage: Wing Fortress Zone
Character Option: Sonic Alone
Time Limit: Normal
Goal: In this objective, your goal is to destroy Eggman's upgraded laser by destroying the four capsules that make it invincible. These four capsules replace some of the hardest capsules to grab in the stage. You're going to have to grab all four of them. Once you do that, you'll see a cutscene of the laser self-destructing. You'll have cleared the objective. Found capsules carry over between lives, which you have a set bank of. You have infinite continues for this objective.
Special Notes: The special capsules look like the checkpoint capsules from Sonic the Hedgehog: Triple Trouble, a game that debuted on the Game Gear and also appeared in the "Mini-Game Collection" in Sonic Adventure DX: Director's Cut and in Sonic Gems Collection.

Objective 20:
Description: "Boss fight! Metal Sonic Prototype x2!"
Stage: Death Egg Zone
Character Option: Tails Alone
Time Limit: 3 Minutes
Goal: This is it. The boss fight for Greta's objectives. You're going up against not one, but TWO prototype Metal Sonics in the Death Egg Zone. You don't have the aid of Rings for this fight. What you do have the aid of is the infinite lives you've got for this fight. Anyway, your goal is to destroy both prototype Metal Sonics before time runs out. Unlike similar objectives from the 3D games, the wreckage of one will leave the field after it's wrecked. Once both prototypes have been wrecked, you've won the battle (you don't have to face Dr. Eggman) and have earned the right to take objectives from Tucker.
Special Notes: The time clock start at "7:00" for this objective.

TUCKER
Game: Sonic Spinball
Character for All Objectives: Sonic

Objective 21:
Description: "Arcanine's lost on the table! Find it before toxic fumes have their way!"
Stage: Toxic Caves
Time Limit: 2 Minutes 30 Seconds
Goal: In this objective, your goal is to find Arcanine wandering somewhere in the stage. All you have to do to clear the objective is run into Arcanine before time runs out. Once Arcanine's found, you've cleared the objective. Ignore your life and continue counts, since you've got infinite lives for this objective.
Special Notes: For all objectives in this mission, you are not permitted to use any cheat codes to assist you.

Objective 22:
Description: "Grab the Emeralds!"
Stage: Toxic Caves
Time Limit: None
Goal: If this objective looks familiar, it's because it's the Genesis version of an objective from the Toxic Pools stage of the Game Gear version used in the Hoenn Gym Leaders mission in Gems Collection. This objective requires gathering each of the Emeralds. There are three of them in the stage. If you can grab all three of them, you've cleared the objective. Ignore your life and continue counts, since you've got infinite lives for this objective.
Special Notes: None.

Objective 23:
Description: "Nab all of the blue flags!"
Stage: Toxic Caves
Time Limit: None
Goal: In this objective, 15 blue flags and 10 red ones have been placed all over the stage. Your goal is to grab all of the blue flags. If you can do that, you've cleared the objective. There's no harm in grabbing the red flags; nothing good will happen, but nothing bad will happen either. Found blue flags carry over between lives, but not between continues. Pay attention to the life count, because each of your infinite continues (whose count you should ignore) has a set bank.
Special Notes: The flags resemble those from Sonic Adventure DX: Director's Cut.

Objective 24:
Description: "Oh, great. First Arcanine in the fumes, now Swampert near the lava?"
Stage: Lava Powerhouse
Time Limit: 3 Minutes 30 Seconds
Goal: In this objective, your goal is to find Swampert wandering somewhere in the stage. All you have to do to clear the objective is run into Swampert before time runs out. Once Swampert's found, you've cleared the objective. Ignore your life and continue counts, since you've got infinite lives for this objective.
Special Notes: None.

Objective 25:
Description: "One gem in one minute. Can you do it?"
Stage: Lava Powerhouse
Time Limit: 1 Minute
Goal: If this objective looks familiar, it's because it's the Genesis version of an objective from the Lava Powerhouse stage of the Game Gear version used in the Hoenn Gym Leaders mission in Gems Collection. Your goal for this objective is to grab just one Chaos Emerald. You're on the clock for this one, as you have to grab it within one minute or else you fail the objective. If you can make a clean grab of an Emerald within a minute, you've cleared the objective. Ignore your life and continue counts, since you've got infinite lives for this objective.
Special Notes: None.

Objective 26:
Description: "Knock out all of Eggman's teeth before your dental practices are questioned!"
Stage: Lava Powerhouse Bonus Round
Time Limit: 1 Minute 15 Seconds
Goal: In this objective, all you have to do is complete the bonus round within 75 seconds. If you fail, you'll have to try again. If you win the bonus round, you've completed the objective.
Special Notes: None.

Objective 27:
Description: "Grab four Emeralds before time's up!"
Stage: The Machine
Time Limit: 12 Minutes 30 Seconds
Goal: If this objective looks familiar, it's because it's the Genesis version of an objective from the The Machine stage of the Game Gear version used in the Hoenn Gym Leaders mission in Gems Collection. For this objective, you're going to have to grab four of the stage's five Emeralds within a time limit of 12 minutes 30 seconds. If you can get four Emeralds before the time's up, you've cleared the objective. Found Emeralds do not carry over between lives. Ignore your life and continue counts, since you've got infinite lives for this objective.
Special Notes: None.

Objective 28:
Description: "Scott's lost in the machine! Get him off of the main table before Eggman detects you!"
Stage: The Machine
Time Limit: 4 Minutes 30 Seconds
Goal: In this objective, your goal is to find Scott and deliver him off of the main table. There's two ways you can go once you've found Scott. One, you're given all five Emeralds to start with, and you can clear the objective by taking Scott to the boss table. The other way is to lose a life by hitting the bottom of the main table. Once you've gotten Scott off the main table by either method, you've cleared the objective. Ignore your life and continue counts, since you've got infinite lives for this objective.
Special Notes: None.

Objective 29:
Description: "TUCKER: I can't believe it! Trapped inside an Emerald storage vault!"
Stage: Showdown
Time Limit: 6 Minutes
Goal: In this objective, your goal is to rescue Tucker from Showdown's main table. The Emeralds have been removed from this stage, and you're going to have to find out which Emerald location Tucker's in. Once you've found Tucker, you've cleared the objective. Ignore your life and continue counts, since you've got infinite lives for this objective.
Special Notes: None.

Objective 30:
Description: "Boss fight! Dr. Eggman's Ship!"
Stage: Showdown
Time Limit: 7 Minutes 30 Seconds
Goal: This is it. The boss fight for Tucker's objectives. You're going up against Dr. Eggman in the boss area of the Showdown stage. If this boss fight looks familiar, it's because it's the Genesis version of the boss fight from the Final Showdown stage of the Game Gear version used in the Hoenn Gym Leaders mission in Gems Collection. You have the aid of infinite lives for this fight. Anyway, your goal is to destroy Eggman's machine before time runs out. If you can do that, you've won the battle and have earned the right to take objectives from Lucy.
Special Notes: If you fall out of the battle arena, the objective will start over again. The same happens if time runs out.

LUCY
Game: Sonic 3D Blast
Character for All Objectives: Sonic
Special Note: Tails and Knuckles are nowhere to be found in the stages for these objectives unless otherwise noted, preventing entry into the Special Stages. Even if Tails and/or Knuckles does appear, you can't give them rings. Also, for all of these objectives except 33 and 37, you have a set bank of lives for each objective but infinite continues.

Objective 31:
Description: "The brush is about to burst! Get out of there!"
Stage: Green Grove Zone, Act 1
Time Limit: 8 Minutes
Goal: Your goal for this objective is to make it to the goal in Act 1 of Green Grove Zone within 8 minutes. If you can do that, you've cleared the objective. If time runs out, you'll have to start over.
Special Notes: For all timed objectives in Sonic 3D Blast, a clock will appear in the top right of the screen like in Sonic Adventure 2 Battle.

Objective 32:
Description: "The bank's gotten greedy! Can you still make it through the ruins?"
Stage: Rusty Ruin Zone, Act 2
Time Limit: None
Goal: In this objective, your goal is to complete Act 2 of Rusty Ruin Zone. However, the Dimension Rings have gotten greedy and won't break unless you put in 7 Flickies (as opposed to the normal 5). This means conserving your Flickies is important! Once you clear the stage, you've cleared the objective.
Special Notes: If you deposit six Flickies at once, the sixth Flicky is worth 3200 points. Seven Flickes at once has the seventh Flicky be worth 6400 points.

Objective 33:
Description: "Bank 200 Rings over the valley!"
Stage: Knuckles Special Stage 2
Time Limit: None
Goal: In this objective, you're taken to a Special Stage. Your goal is to bank 200 Rings. Once you grab the 200th Ring, you've cleared the objective. If you reach the end of the stage before collecting the 200th Ring, you'll have to start over. You don't lose lives in Special Stages, so you have infinite chances.
Special Notes: None.

Objective 34:
Description: "Rescue Team Rose from enemy waves!"
Stage: Spring Stadium Zone, Act 1
Time Limit: 1 Minute 30 Seconds (Amy), 4 Minutes (Cream), 7 Minutes 30 Seconds (Big)
Goal: In this objective, your goal is to rescue each member of Team Rose by beating the enemies that are attacking them. You start the stage with a 90-second time limit, but once you've rescued Amy, the time limit will increase to 4 minutes overall, and then to 7 minutes 30 seconds after rescuing Cream. Once you've rescued Big, you've completed the objective. Rescued members of Team Rose carry over between lives but not between continues.
Special Notes: Tails will appear in this objective, and he'll point the way to the next Team Rose member.

Objective 35:
Description: "Rescue 100 Flickies within the time limit!"
Stage: Diamond Dust Zone, Act 2
Time Limit: 20 Minutes
Goal: In this objective, your goal is to rescue 100 Flickies before time runs out. The goal will send you back to the start of the stage and reset the enemies to allow you to rescue more Flickies. The Dimension Rings don't appear in this objective. Found Flickies carry over between lives but not continues, as do enemies defeated on the current lap. Once you've rescued 100 Flickies, you've cleared this objective.
Special Notes: None.

Objective 36:
Description: "LUCY: Bad news. The Babylon Rogues are in the volcano causing trouble! Pay them the Flicky toll that they demand!"
Stage: Volcano Valley Zone, Act 2
Time Limit: None
Goal: As you make your way through the stage, you'll find Jet, Wave, and Storm around the stage. The toll to get past them is 2 Flickies each. If you have two Flickies when you bump into one of the Rogues, they'll take your Flickies and vanish. Once all three Bablyon Rogues have vanished, you've cleared the objective. Fled Rogues carry over between lives but not between continues.
Special Notes: Knuckles will appear once in this objective. He'll give you two Flickies and leave. You can use these Flickies to send one of the Babylon Rogues packing.

Objective 37:
Description: "Bank 225 Rings over the ocean!"
Stage: Tails Special Stage 5
Time Limit: None.
Goal: In this objective, you're taken to a Special Stage. Your goal is to bank 225 Rings. Once you grab the 225th Ring, you've cleared the objective. If you reach the end of the stage before collecting the 225th Ring, you'll have to start over. You don't lose lives in Special Stages, so you have infinite chances.
Special Notes: None.

Objective 38:
Description: "Find Tails and Knuckles before time runs out!"
Stage: Gene Gadget Zone, Act 1
Time Limit: 6 Minutes 15 Seconds
Goal: In this objective, your goal is to simply find Tails and Knuckles. Problem is, you're against the clock. Once you've found Tails and/or Knuckles, they'll walk away from the stage. Allies that have walked away from the stage carry over between lives but not between continues.
Special Notes: None.

Objective 39:
Description: "5 flags in a boss arena! Can you grab them quickly?"
Stage: Panic Puppet Zone, Act 3
Time Limit: 45 Seconds
Goal: You're put into a boss fight for this objective, but your objective isn't to defeat the boss. In fact, if you beat the boss, you fail this objective. Your objective is to find five flags placed all over the arena. This is sort of a rapid-fire task, since you have just 45 seconds to nab the flags. If you can nab all five flags before time runs out, you've cleared the objective.
Special Notes: The flags resemble those from Sonic Adventure DX: Director's Cut.

Objective 40:
Description: "Boss fight! Dr. Eggman's Final Weapon!"
Stage: The Special Boss Stage
Time Limit: 5 Minutes
Goal: This is it. The boss fight for Lucy's objectives. You're going up against Dr. Eggman in the special boss stage normally only accessible if you have all the Chaos Emeralds. The six rings at the start of the stage are all you'll get, so use them wisely. You have the aid of infinite lives for this fight. Anyway, your goal is to destroy Eggman's machine before time runs out. If you can do that, you've won the battle and have earned the right to take objectives from Spenser.
Special Notes: None.

SPENSER
Game: Dr. Robotnik's Mean Bean Machine
Character for All Objectives: There isn't really one...

Objective 41:
Description: "Beat Coconuts before time runs out!"
Stage: Scenario Mode, Stage 4
Time Limit: 3 Minutes
Goal: In this objective, your goal is to beat Coconuts within a 3-minute time limit. If you can do that, you clear the objective. If you fail, either by hitting the ceiling in the wrong place or by running out of time, you'll have to start over.
Special Notes: The clock replaces your score display in this objective, and Coconuts's score display is simiarly disabled.

Objective 42:
Description: "Team up with Scott and clear 500 beans!"
Stage: 1P VS. 2P Mode
Time Limit: None
Goal: In this objective, a CPU player in the role of Scott will be playing as player 2P. The starting difficulty setting is 1. Your objective is to clear enough beans that you and Scott clear a combined total of 500 beans. No refugee beans will drop on either side. Once you and Scott have combined for 500 beans cleared, you've completed the objective. You fail the objective if either side has their pile collapse before hitting 500. If one player gets the combined total to 500 at the same time the other's pile drops, a "panel of judges" will "judge" the results to determine whether you clear the objective or not.
Special Notes: The "panel of judges" element is rigged. The 500th bean will always take precedence should the need for the "judges" arise, which means you'll clear the objective should that rare situation arise.

Objective 43:
Description: "Clear the board before someone complains!"
Stage: Exercise Mode
Time Limit: 7 Minutes
Goal: A pre-set field of beans will be in play when you begin this objective, and your goal is to clear the entire playfield within a span of 7 minutes. You'll begin at level 3, and the playfield layout would all qualify as clearable comboes if this were Pokémon Puzzle League. Anyway, if you manage to clear the entire playfield before time runs out, you've cleared the objective. You fail the objective if you either can't get another bean to fall or if time runs out; you'll have to try again in either case.
Special Notes: The clock will replace the score display.

Objective 44:
Description: "Beat Grounder before time runs out!"
Stage: Scenario Mode, Stage 8
Time Limit: 5 Minutes 30 Seconds
Goal: In this objective, your goal is to beat Grounder within a 5-minute 30-second time limit. If you can do that, you clear the objective. If you fail, either by hitting the ceiling in the wrong place or by running out of time, you'll have to start over.
Special Notes: The clock replaces your score display in this objective, and Grounder's score display is simiarly disabled.

Objective 45:
Description: "Someone's dropping refugees! Survive the onslaught!"
Stage: Exercise Mode
Time Limit: 5 Minutes
Goal: In this objective, after each move you make, four refugee beans are dropped onto the playfield. You begin at level 5 in this objective, which makes it a little harder. Anyway, your goal is to make sure the clock runs out. Keep making your moves even as the refugee beans keep dropping--the CPU dropping them is about as dumb as a rock and is viable to leave at least one combo open! If time runs out and you still haven't had the playfield drop, you've cleared the objective.
Special Notes: The clock will replace the score display.

Objective 46:
Description: "SPENSER: I'm trapped underneath a bunch of refugees! Save me before they get the best of me--and DON'T clear me!"
Stage: Exercise Mode
Time Limit: None
Goal: You'll start the Exercise Mode on level 8, but with one big difference--there are six rows of refugee beans on the stage! In the third column from the right on the bottom row is a yellow bean with Spenser's face on it. Your goal is to clear all of the refugee beans surrounding Spenser without making it so the entire pile drops and Spenser along with it or, worse, clearing Spenser from the stage in a combo of yellow beans! If you manage to free Spenser from refugee beans without clearing him, you've cleared the objective. If the pile drops or Spenser clears, you'll have to start over.
Special Notes: The wording of the description may mislead some into believing that there's a time limit. There's no difference whether you take 100 seconds (1 minute 40 seconds) or 100 minutes (1 hour 40 minutes)--although it's rare for any sort of puzzle game to last 100 minutes on a single board.

Objective 47:
Description: "Beat Scratch before time runs out!"
Stage: Scenario Mode, Stage 12
Time Limit: 8 Minutes
Goal: In this objective, your goal is to beat Scratch within a 8-minute time limit. If you can do that, you clear the objective. If you fail, either by hitting the ceiling in the wrong place or by running out of time, you'll have to start over.
Special Notes: The clock replaces your score display in this objective, and Scratch's score display is simiarly disabled.

Objective 48:
Description: "Oh, great. Looks like Juan's experiment misfired!"
Stage: Exercise Mode
Time Limit: 2 Minutes
Goal: Something's gone haywire. Juan had been working on a way to get groups of beans to clear by getting just 3 beans into a group, but something went wrong. For this objective, groups of 4 beans is not a clearable combo. You must have at least 5 beans to clear them. This is a survival objective, where you clear the objective if you run out of time. The playfield initially consists of both regular and refugee beans in a set of eight rows. If that's not hard enough, you begin the Exercise Mode on level 10! Thankfully, the glitch will wear off in two minutes. If you're still able to drop beans after two minutes are up, you've cleared the objective.
Special Notes: The clock will replace the score display.

Objective 49:
Description: "Survive level 21!"
Stage: Exercise Mode
Time Limit: None
Goal: This objective should look familar to those who did the Johto Gym Leader objectives for Sonic Adventure DX: Director's Cut. In that set of objectives, there was an objective that went to the Game Gear version of Dr. Robotnik's Mean Bean Machine, put you into Exercise Mode with the level cranked up to 21, and had to survive to make it to level 22 to clear that objective. This objective is pretty much the same, except with the Genesis version of Mean Bean Machine this time around. The goal is the same--difficulty is cranked up to level 21, and you simply have to make it to level 22. If you can do that, you've cleared the objective. If you can't, you'll have to start over.
Special Notes: None.

Objective 50:
Description: "Boss fight! Dr. Eggman!"
Stage: Scenario Mode, Stage 13
Time Limit: None
Goal: In this objective, your goal is to simply beat Dr. Eggman. It's not easy, though, since Eggman is the hardest opponent in the game. If you manage to beat Dr. Eggman, you've won the battle and have earned the right to take objectives from Anabel.
Special Notes: None.

ANABEL
Game: Blue Sphere

Objective 51:
Description: "Get Blue Spheres!"
Stage: Level 1
Character: Sonic
Time Limit: None
Goal: To clear this objective, grab all of the Blue Spheres. If you can do that, you've cleared the objective.
Special Notes: A "Perfect" is not necessary in this objective.

Objective 52:
Description: "Get Blue Spheres!"
Stage: Level 25
Character: Knuckles
Time Limit: None
Goal: To clear this objective, grab all of the Blue Spheres. If you can do that, you've cleared the objective.
Special Notes: A "Perfect" is not necessary in this objective.

Objective 53:
Description: "Get Blue Spheres!"
Stage: Level 35
Character: Sonic
Time Limit: None
Goal: To clear this objective, grab all of the Blue Spheres. If you can do that, you've cleared the objective.
Special Notes: A "Perfect" is not necessary in this objective.

Objective 54:
Description: "Get Blue Spheres!"
Stage: Level 52
Character: Sonic
Time Limit: None
Goal: To clear this objective, grab all of the Blue Spheres. If you can do that, you've cleared the objective.
Special Notes: A "Perfect" is not necessary in this objective.

Objective 55:
Description: "Get Blue Spheres!"
Stage: Level 95
Character: Knuckles
Time Limit: None
Goal: To clear this objective, grab all of the Blue Spheres. If you can do that, you've cleared the objective.
Special Notes: A "Perfect" is not necessary in this objective.

Objective 56:
Description: "Get Blue Spheres!"
Stage: Level 121
Character: Knuckles
Time Limit: None
Goal: To clear this objective, grab all of the Blue Spheres. If you can do that, you've cleared the objective.
Special Notes: A "Perfect" is not necessary in this objective.

Objective 57:
Description: "ANABEL: OK, this is where it gets harder. I need you to get a perfect score!"
Stage: Level 164
Character: Sonic
Time Limit: None
Goal: This is where it starts to get harder. To clear this objective, you're going to have to get a "Perfect"--that is, all of the Rings in addition to all of the Blue Spheres. If you can attain the "Perfect", you've cleared the objective.
Special Notes: None.

Objective 58:
Description: "Get Perfect!"
Stage: Level 184
Character: Knuckles
Time Limit: None
Goal: To clear this objective, you're going to have to get a "Perfect"--that is, all of the Rings in addition to all of the Blue Spheres. If you can attain the "Perfect", you've cleared the objective.
Special Notes: None.

Objective 59:
Description: "Get Perfect!"
Stage: Level 192
Character: Knuckles
Time Limit: None
Goal: To clear this objective, you're going to have to get a "Perfect"--that is, all of the Rings in addition to all of the Blue Spheres. If you can attain the "Perfect", you've cleared the objective.
Special Notes: None.

Objective 60:
Description: "Get Perfect!"
Stage: Level 123,456,801
Character: Sonic
Time Limit: None
Goal: To clear this objective, you're going to have to get a "Perfect"--that is, all of the Rings in addition to all of the Blue Spheres. This stage is really difficult--given that the level number is in nine figures, it should be! If you can attain the "Perfect", you've cleared the objective and have earned the right to take objectives from Brandon.
Special Notes: I know, you were expecting a boss, right? However, I didn't want to repeat one of the games used in these objectives, and using Knuckles in Sonic 2 technically does count as repeating Sonic 2 with a different character. Basically, it was either Blue Sphere or Flicky for this set of 10, neither of which is really boss-worthy.

BRANDON
Game: Ristar
Character for All Objectives: Ristar
Special Note: Entry into bonus rounds during this objective is prohibited.

Objective 61:
Description: "Surely this green planet can't be all that easy..."
Stage: Planet Flora, Area 1
Time Limit: 3 Minutes 45 Seconds
Goal: This task is a speed run. Your goal is to get from one end of the stage to the other within a span of 3 minutes 45 seconds. If you can do that, you've cleared the objective. You've got infinite lives for this objective.
Special Notes: None.

Objective 62:
Description: "The Battle Pyramid is sinking! Destroy the underwater enemies!"
Stage: Planet Undertow, Area 1
Time Limit: 8 Minutes
Goal: The Battle Pyramid's managed to come all the way to this planet, but Brandon didn't calculate the right landing site and splashed into the water! Enemies are now causing the facility to sink, and it's your goal to destroy every single underwater enemy in the stage within the time limit in order to get the Battle Pyramid flying again. Defeated enemies carry over between lives. Once you've beaten every single enemy, the Battle Pyramid will fly off and you'll have completed this objective. You have a set bank of lives for this objective but infinite continues.
Special Notes: The Battle Pyramid is a backdrop, giving you full access to the stage.

Objective 63:
Description: "A Team Draco Altaria orbiter's been wrecked! Save the human inside before it's too late!"
Stage: Planet Undertow, Area 2
Time Limit: 7 Minutes (Search Task), 2 Minutes (Rescue Task)
Goal: Looks like one Team Draco Grunt's about to be marooned on this planet...should she survive, that is! Her orbiter got wrecked upon trying to land, and is now taking on water. You have seven minutes to get the grunt out of the orbiter and then two more minutes to reach the rescue area and get her into it. Search and rescue progress carries over between lives but not between continues; you have a set bank of lives for this objective but infinite continues. Once you get the Team Draco Grunt to safety, you've completed the objective.
Special Notes: None.

Objective 64:
Description: "BRANDON: I told Scott he shouldn't have gone searching for aliens, but did he listen to me? No..."
Stage: Planet Scorch, Area 2
Time Limit: 5 Minutes
Goal: Scott's gone missing on this firey planet. Your goal is to find him. He's wandering around somewhere in this stage. Once you find him, you've cleared the objective. You have infinite lives for this objective.
Special Notes: None.

Objective 65:
Description: "Grab the Fire Sword quickly!"
Stage: Bonus Round 3-1
Time Limit: 21 Seconds
Goal: To complete this objective, you need to grab the treasure before time runs out. You have infinite chances at this. If you can grab the Fire Sword within 21 seconds, you've completed this objective.
Special Notes: None.

Objective 66:
Description: "Don't grab a flute that Brandon doesn't approve first!"
Stage: Planet Sonata, Area 1
Time Limit: None
Goal: For this objective, all you have to do is to clear Area 1 of Planet Sonata. Problem is, someone's rigged many of the flutes to become instant-death weapons capable of killing Ristar instantly upon being grabbed. Brandon is the only witness to the crime, and he knows which flutes AREN'T rigged. To find out which flutes are and aren't rigged, simply touch a Battle Pyramid mark near the flute. Brandon will tell you whether the flute nearby is safe or not. Once you've managed to clear the stage, you've cleared this objective. You have infinite lives for this objective.
Special Notes: None.

Objective 67:
Description: "Another Altaria orbiter crash! Get five grunts into warm zones!"
Stage: Planet Freon, Area 2
Time Limit: 10 Minutes 15 Seconds
Goal: Oh, great. Another of Team Draco's Altaria orbiters has crashed onto this icy planet! This time, there are five grunts (four female and one male) marooned on this planet, but if their body temperature drops too low, they'll die! Your goal is to find each of these grunts and place them into designated "warm zones" before time runs out. Once you've found and warmed up all five grunts, you've completed this objective. Rescued grunts carry over between lives but not between continues. You have a set number of lives for this objective, but infinite continues.
Special Notes: None.

Objective 68:
Description: "Alien flag rally! Find 20 flags!"
Stage: Planet Automaton, Area 2
Time Limit: 17 Minutes 15 Seconds
Goal: There are 20 flags placed all over this stage. Your goal is to find them all. It's not an easy task, but if you can grab all 20 flags, you've cleared this objective. Found flags carry over between lives but not between continues. You have a set bank of lives for this objective, but infinite continues.
Special Notes: The flags resemble those from Sonic Adventure DX: Director's Cut.

Objective 69:
Description: "Reach the Battle Pyramid mark quickly!"
Stage: Greedy's Spaceship
Time Limit: 7 Seconds
Goal: Somewhere in the early going of the stage is a Battle Pyramid mark. All you have to do to clear the objective is to reach it. However, this objective has the shortest time limit out of all transmittable objectives, with just seven seconds to do it in. (Even Big has a second and a half more to rescue Froggy in a transmittable Sonic Adventure DX: Director's Cut objective, with Sonic getting an additonal second and a half on top of that to survive GUN troops in a transmittable Sonic Adventure 2 Battle objective) If you can reach the mark before time runs out, you've completed the objective. You have infinite lives for this objective.
Special Notes: None.

Objective 70:
Description: "Boss fight! Greedy!"
Stage: Greedy's Spaceship
Time Limit: 5 Minutes
Goal: This is it. The boss fight for Brandon's objectives. You're going up against Greedy, packing infinite lives you've got for this fight. Your goal is to defeat Greedy before time runs out. Once you've beaten Greedy, you've won the battle.
Special Notes: None.

ALL BRAINS TOGETHER
Game: Sonic 3 and Knuckles
Special Notes: Entry into bonus games through the goalposts is not permitted during these objectives regardless of your ring count. The large rings give out 50 Rings during these objectives to keep you out of the Special Stages.

Objective 71:
Description: "A weasel was seen in the area of Angel Island."
Stage: Angel Island Zone, Act 1
Character: Sonic
Time Limit: 2 Minutes 30 Seconds
Goal: Someone's spotted a weasel wandering around somewhere in the stage. Your goal for this objective is to find that weasel. Nack isn't always in the same place, so you may have to search high and low for him. Once you've found Nack, you've cleared the objective. You have infinite lives for this objective.
Special Notes: The time clock starts at "7:30" for this objective. For the record, if you get a Time Up in a time-limit objective during the All Brains Together objective set, you'll start at the beginning of the stage instead of at the last goalpost.

Objective 72:
Description: "It's the Angel Island Flag Rally! Grab the 10 flags within the time limit!"
Stage: Angel Island Zone, Act 2
Character: Tails
Time Limit: 10 Minutes (The Normal Limit)
Goal: For this objective, you're going to have to find 10 randomly-placed flags placed all over the entire explorable area of Act 2. Note that there's at least 1 flag but no more than 3 between the area where Angel Island was set afire and the start of the stage, which means you'll have to backtrack from the start of the stage into part of Act 1. Found flags carry over between lives but not between continues. You have a set number of lives, but infinite continues. Once you've found all of the flags, you've cleared the objective.
Special Notes: The flags resemble those from Sonic Adventure DX: Director's Cut.

Objective 73:
Description: "Four Frontier legends gather!"
Stage: Hydrocity Zone, Act 2
Character: Sonic and Tails
Time Limit: 6 Minutes 30 Seconds
Goal: This objective has you searching for all of the legendary Pokémon used by the Frontier Brains in the anime. Simply put, you're looking for Articuno and all three Regis. Once you've found one, that one will point you toward another. Once you've found all four, you've cleared the objective. Found legendaries carry over between lives but not between continues. You have a set bank of lives for this objective, but you have infinite continues.
Special Notes: The time clock starts at "3:30" for this objective.

Objective 74:
Description: "Bank 300 Rings!"
Stage: Slot Machine Bonus Stage
Character: Knuckles
Time Limit: None
Goal: To clear this objective, all you have to do is bank 300 Rings from the bonus stage's slot machine without hitting a Goal block. If you get 300 Rings, you've cleared the objective. If you hit a Goal block before getting 300 Rings, you'll return to the bonus stage right away but without any rings.
Special Notes: None.

Objective 75:
Description: "Can you make the lowest and highest points of the stage on the same life?
Stage: Marble Garden Zone, Act 1
Character: Knuckles
Time Limit: Normal
Goal: Your goal is to make it to two marked points as Knuckles with the same life. These marked points are the lowest safe point in the stage as well as the highest safe point in the stage. Note that passed marked points do not carry over between lives, which you have infinite of for this objective. You have to touch both marked points with the same life. If you can do that, then you've cleared this objective.
Special Notes: None.

Objective 76:
Description: "I know Tails is able to carry Sonic, but what about Knuckles?"
Stage: Marble Garden Zone, Act 2
Character: Knuckles
Time Limit: Normal
Goal: You'll start at the last goalpoint before the Sonic/Tails boss fight in the zone. You'll notice something's up when you find out you're playing as Knuckles here. Anyway, your goal is to beat the flying boss of the stage using Knuckles, something you can't do normally unless you use the Debug mode. You clear the objective once the boss is beaten.
Special Notes: None.

Objective 77:
Description: "Pop 50 balloons!"
Stage: Carnival Night Zone, Act 1
Character: Sonic
Time Limit: 6 Minutes
Goal: In this objective, all Sonic has to do is pop 50 balloons in 6 minutes. If you can do that, you've cleared the objective. Popped balloons carry over between lives, which you have a set bank of, but not between continues, which you have infinite.
Special Notes: The time clock starts at "4:00" for this objective.

Objective 78:
Description: "A special capsule awaits! Grab it!"
Stage: Carnival Night Zone, Act 2
Character: Tails
Time Limit: None
Goal: In this objective, it's up to Tails to grab a special capsule marked with Cream's face. If you can do that, you've cleared the objective. Getting there's the problem. You know that spinning drum that you need to get past in order to complete the stage? Getting past it's very difficult for Tails. The capsule is just beneath that drum. This is a difficult objective. Good luck. You have infinite lives for this objective, although I don't see how you'd lose lives trying to get through a drum...
Special Notes: The time clock is disabled for this objective. It will never tick past "0:00".

Objective 79:
Description: "Take to the slopes and grab 40 Rings in 45 seconds!"
Stage: Icecap Zone, Act 1
Character: Sonic
Time Limit: 45 Seconds
Goal: In this mission, all you have to do is grab 40 Rings off the slope in a span of 45 seconds. If you can do that, you've cleared the objective. You have infinite lives for this task.
Special Notes: The time clock starts at "9:15" for this objective.

Objective 80:
Description: "Boss fight! Super Metal Sonic!"
Stage: Sky Sanctuary Zone (Knuckles Version)
Character: Knuckles
Time Limit: 2 Minutes 30 Seconds
Goal: This is it. The first boss fight of the combined set. You're going up against Super Metal Sonic in the Sky Sanctuary Zone, the setting for Knuckles's final boss fight. The three rings you get emerging from the transporter are all you're going to get, so use them wisely. You have the aid of infinite lives for this fight. Anyway, your goal is to destroy Super Metal Sonic before time runs out. If you can do that, you've won the battle.
Special Notes: The time clock starts at "7:30" for this objective.

Objective 81:
Description: "A few Frontier Brains' Pokémon are lost in the freezing cavern! Find them!"
Stage: Icecap Zone, Act 2
Character: Sonic and Tails
Time Limit: 7 Minutes 30 Seconds
Goal: This objective has you searching for five Pokémon owned by the Frontier Brains in the anime. The ones you're looking for are Greta's Hariyama and Medicham as well as Anabel's Alakazam, Metagross, and Espeon. Once you've found one, that one will point you toward another. Once you've found all five, you've cleared the objective. Found Pokémon carry over between lives but not between continues. You have a set bank of lives for this objective, but you have infinite continues.
Special Notes: The time clock starts at "2:30" for this objective.

Objective 82:
Description: "Dr. Eggman's launch base! Hurry into it!"
Stage: Launch Base Zone, Act 1
Character: Sonic
Time Limit: 5 Minutes
Goal: For this objective, you're going to have to make it through Act 1 of Launch Base Zone within the time limit. You have five minutes to grab the goal. Once you've done so, you've cleared the objective.
Special Notes: The time clock starts at "5:00" for this objective.

Objective 83:
Description: "Dr. Eggman's launch base! Mushroom Hill awaits!"
Stage: Launch Base Zone, Act 2
Character: Knuckles
Time Limit: 6 Minutes
Goal: Sonic did the first act. Now it's time for Knuckles to do act 2. For this objective, you're going to have to make it through Act 2 of Launch Base Zone within the time limit. You have six minutes to complete the stage. Once you've done so, you've cleared the objective.
Special Notes: The time clock starts at "4:00" for this objective.

Objective 84:
Description: "Grab 20 gumballs!"
Stage: Gumball Machine Bonus Stage
Character: Tails
Time Limit: None
Goal: Now here's an interesting objective. Using the gumball machine, the bumpers, and the set of springs, your goal is to grab 20 gumballs in one trip into the stage. If you fall out of the stage without meeting quota, you're going to have to start again from scratch. There is no specific kind of gumball you must grab to meet the quota. Ring, 1-Up, Shield, Heavyweight, Clear, any gumball will do! Hitting 20 gumballs of any kind during one trip will clear the objective.
Special Notes: None.

Objective 85:
Description: "Espio's lost in the woods! Find him before the woodcutter does!"
Stage: Mushroom Hill Zone, Act 1
Character: Knuckles
Time Limit: 3 Minutes
Goal: The objective starts at the start of the battle against the mini-boss here. Espio is hiding somewhere in this area, and it's your goal to find him first. Once you meet up with Espio, you've cleared your objective. You have infinite lives for this objective.
Special Notes: The time clock starts at "7:00" for this objective.

Objective 86:
Description: "Charmy and Vector are lost, too!"
Stage: Mushroom Hill Zone, Act 2
Character: Sonic and Tails
Time Limit: 4 Minutes
Goal: Knuckles has rescued Espio, but you've found out that Charmy and Vector have also gotten lost in Mushroom Hill. Your goal is to find both of them with the same life (you have infinite for this objective). Progress on the search is not carried over between lives, so if you find one but lose a life in the process, you'll have to begin the search all over again. Once you've found both Charmy and Vector, you've cleared the objective.
Special Notes: The time clock starts at "6:00" for this objective.

Objective 87:
Description: "That's no Prison Egg..."
Stage: Flying Battery Zone, Act 1
Character: Sonic and Tails
Time Limit: 1 Minute 45 Seconds
Goal: You begin the objective at the last checkpoint before the mini-boss. Your goal is to "destroy" the fake Prison Egg. Actually, you're trying to make the fake Prison Egg destroy itself, as that's the only way to go. You have a short time in which to do this. If the fake Prison Egg is destroyed within the time limit, you've cleared the objective.
Special Notes: The time clock starts at "8:15" for this objective.

Objective 88:
Description: "15 flags in the sand!"
Stage: Sandopolis Zone, Act 1
Character: Tails
Time Limit: Normal
Goal: In this objective, your goal is to find 15 flags all over the stage before time runs out. Found flags carry over between lives but not between continues. You have a set number of lives, but infinite continues. Once you've found all of the flags, you've cleared the objective.
Special Notes: The flags resemble those from Sonic Adventure DX: Director's Cut.

Objective 89:
Description: "Frontier Brain Pokémon lost in the pyramid?"
Stage: Sandopolis Zone, Act 2
Character: Knuckles
Time Limit: 8 Minutes 30 Seconds
Goal: This objective has you searching for six Pokémon owned by the Frontier Brains in the anime. The ones you're looking for are Tucker's Swampert and Arcanine as well as Spenser's Venusaur, Shiftry, Claydol, and Chansey. Once you've found one, that one will point you toward another. Once you've found all six, you've cleared the objective. Found Pokémon carry over between lives but not between continues. You have a set bank of lives for this objective, but you have infinite continues.
Special Notes: The time clock starts at "1:30" for this objective.

Objective 90:
Description: "Boss fight! Dr. Eggman and his hand mech!"
Stage: Death Egg Zone, Act 2
Character: Tails
Time Limit: 4 Minutes
Goal: This is it. The second boss fight of the combined set. You're going up against Dr. Eggman in the Death Egg Zone, the setting for Tails's final boss fight. You start the objective chasing after Eggman right before the fight, thus you don't have the aid of Rings for this fight. What you do have the aid of is the infinite lives you've got for this fight. Anyway, your goal is to destroy Eggman's machine before time runs out. If you can do that, you've won the battle.
Special Notes: The time clock starts at "6:00" for this objective.

Objective 91:
Description: "Don't touch any harmful lava!"
Stage: Lava Reef Zone, Act 1
Character: Tails
Time Limit: Normal
Goal: For this objective, all you have to do is clear Act 1 of Lava Reef Zone. However, any lava that would normally scatter your rings will instead cost you a life regardless of how many rings you have. Once you clear the stage, you've completed your objective.
Special Notes: None.

Objective 92:
Description: "It's a sea of red! Can Knuckles contend with a lava machine?"
Stage: Lava Reef Zone, Act 2
Character: Knuckles
Time Limit: Normal
Goal: For this objective, you're going to have to defeat the boss of Lava Reef Zone, a boss that only Sonic and Tails can normally fight. Knuckles can only normally fight it by using the Debug Mode. Guess who you're fighting the boss as? Knuckles will start from the checkpoint in the boss area and must take the normal way down to the boss, then defeat it normally. Once the boss is defeated, hit the Prison Egg to complete the battle. Make your way into the Hidden Palace and you've cleared the objective.
Special Notes: None.

Objective 93:
Description: "The birth of the Sonic Heroes! Get Knuckles to gain your trust quickly!"
Stage: Hidden Palace Zone (Sonic and Tails Version)
Character: Sonic and Tails
Time Limit: 3 Minutes 30 Seconds
Goal: In this objective, you'll be entering as a twosome but be leaving as Team Sonic for the very first time. Your goal--get to the Sky Sanctuary before time runs out. This means fighting Knuckles, seeing the Master Emerald stolen, then following Knuckles into the sky, all within the time limit. If you can do that, you've cleared the objective. You have infinite lives for this objective.
Special Notes: The time clock starts at "6:30" for this objective.

Objective 94:
Description: "<OOPS!> Metal Sonic! Find six Frontier Brains before the Death Egg takes off!"
The censored word is 4 letters starting with D.
Stage: Sky Sanctuary Zone (Sonic and Tails Version)
Character: Tails
Time Limit: 8 Minutes
Goal: Great. Just great. Metal Sonic has kidnapped all seven Frontier Brains and have hid them in various areas of the Sky Sanctuary. Shortly after Knuckles leaves the scene, he'll report in having found Lucy. Your goal is to rescue Noland, Greta, Tucker, Spenser, Anabel, and Brandon, not necessarily in that order. Once you've found all six of them, you've completed the objective. Found Frontier Brains carry over between lives but not between continues. You have a set bank of lives for this objective, but you have infinite continues.
Special Notes: The time clock starts at "2:00" for this objective.

Objective 95:
Description: "Make a quick escape!"
Stage: Glowing Spheres Bonus Stage
Character: Sonic
Time Limit: 58 Seconds
Goal: In this objective, your goal is to reach the top of the stage in just 58 seconds. Quick thinking will allow you to make it in time. Once you make it to the top, you've cleared the objective. You'll have to start from the starting point again if you either get caught in the beam or if time runs out.
Special Notes: In this objective, the "Time" overlay display will appear and count down the time.

Objective 96:
Description: "Who said an echidna couldn't do this?"
Stage: Death Egg Zone, Act 1
Character: Knuckles
Time Limit: Normal
Goal: For this objective, all you have to do is get through the stage as Knuckles. Problem is, this is Act 1 of Death Egg Zone, something Knuckles can't normally get to without resorting to Debug Mode. This means the zone isn't exactly Knuckles-friendly--the mini-boss especially. A few still platforms have been added in the boss area to allow Knuckles to reach the mini-boss. Once you've managed to grab the goal, you've cleared the objective.
Special Notes: None.

Objective 97:
Description: "What are we to do? Eleven Frontier Brain Pokémon are lost in space!"
Stage: Death Egg Zone, Act 2
Character: Sonic and Tails
Time Limit: 13 Minutes 30 Seconds
Goal: This objective has you searching for 11 Pokémon owned by the Frontier Brains in the anime. The ones you're looking for are Brandon's Ninjask, Solrock, and Dusclops, as well as Lucy's long list (Seviper, Milotic, Snorlax, Makuhita, Abra, Swinub, Skitty, and Cyndaquil). Once you've found one, that one will point you toward another. Once you've found all 11, you've cleared the objective. Found Pokémon carry over between lives but not between continues. You have a set bank of lives for this objective, but you have infinite continues.
Special Notes: The minutes place of the clock display will appear glitched until 3 minutes 30 seconds have passed. At the 3:30 mark of the mission, the clock will read "0:00", the normal stage starting time.

Objective 98:
Description: "Nerves of steel! Seven Emeralds all in a row!"
Stage: All Seven Sonic the Hedgehog 3 Special Stages
Character: Sonic
Time Limit: None
Goal: In this objective, your goal is to go through all seven Special Stages in order and grab the Chaos Emerald from each. Sounds easy, right? Well...no. Not when one failure means you have to start over! The Emeralds do not carry over between lives here (even though you've got infinite lives for this objective). If you can clear all of the Special Stages in order, you've cleared the objective. Grabbing the Emeralds is all that matters, there is no ned to get a Perfect on any of the stages.
Special Notes: None.

Objective 99:
Description: "Prepare for doomsday! Get the Super Emeralds!"
Stage: Super Emerald Hub, All Seven Sonic & Knuckles Special Stages
Character: Sonic
Time Limit: 14 Minutes 30 Seconds
Goal: Now here's a challenge. Now that you have the Chaos Emeralds, can you grab all seven Super Emeralds in just 14 minutes 30 seconds? That's what you have to do to clear this objective. You have access to the Super Emerald hub, where you'll return to upon either nabbing an emerald or end up failing in a Special Stage. You can nab the emeralds in any order you choose. If time runs out, you lose a life, and found Emeralds do not carry over between lives (you have infinite for this objective). If you manage to get all seven Super Emeralds in this short timeframe, you've cleared the objective. Grabbing the Emeralds is all that matters, there is no need to get a Perfect on any of the stages.
Special Notes: In this objective, the "Time" overlay display will appear and count down the time. The minute display will be glitched until the timer reaches "9:59" remaining.

Objective 100:
Description: "Boss fight! Dr. Eggman's Doomsday Weapon!"
Stage: The Doomsday Zone
Character: Sonic
Time Limit: 3 Minutes
Goal: This is it. The final boss fight you'll take on in this piece of data. You're going up against Dr. Eggman in The Doomsday Zone, the setting for Sonic's final boss fight. You're under a three-minute goal, and if time runs out, you lose a life regardless of how many Rings Hyper Sonic has remaining. You have infinite lives to take on this task. Anyway, your goal is to destroy Eggman's machine before time runs out. If you can do that, you've won the battle.
Special Notes: The time clock starts at "7:00" for this objective. You can't access this objective unless you've beaten the other 99.

If you must take a break in the middle, hit the up arrow on the bottom screen. Harrison will tell you your quick password that will allow you to retransmit the mission with just one password. For the initial transmission to the Tajiri server, you can just go direct to Harrison without having to deal with Duplica. You can even re-access the objectives after clearing the mission in this fashion, in this case just touch an up arrow pointing to Harrison to return to Pokémon XD: Gale of Darkness.

Once you've completed all 100 objectives, Harrison will ask you to insert your Pokémon XD: Gale of Darkness game disc into your Gamecube. Do so. Harrison will return to the TV from the top screen of the DS. Harrison will congratulate you on finding the paperwork verifying the Frontier Brains' Marathon Battle teams and will set aside a book in the History Center that you can read to get the passwords you need to transmit in order to participate in those Marathon Battles in either Colosseum or XD: Gale of Darkness. To switch the Marathon Battle to the one you want, first enable Marathon Battle in the game you want, then transmit the password to the Tajiri server, followed by the confirmation password "C4F-4M0-Vxx", where xx denotes a two-letter version identifier; CO for Colosseum, or XD for XD: Gale of Darkness. You can use either a DS or a Wii for this task. For the record, the music program for each of these Frontier Brains during a Marathon Battle consists of the following elements: the music played at the Battle Frontier in Emerald, the music played in the Frontier Brain's facility in Emerald (i.e. Noland has Battle Factory music, Lucy has Battle Pike music, etc.), the music played in a Gold-symbol battle against that Frontier Brain in Emerald, and the TV cut of the theme to the Battle Frontier arc of the anime (the only portion of the program that has lyrics).

Factory Head Noland(M):
Teams: 4
First Team: L71 ???, L71 ???, L72 ???, L72 ???, L73 ???, L73 ???
Second Team: L72 ???, L72 ???, L73 ???, L73 ???, L74 ???, L74 ???
Third Team: L73 ???, L73 ???, L74 ???, L74 ???, L75 ???, L75 ???
Fourth Team: L74 ???, L74 ???, L75 ???, L75 ???, L76 ???, L76 Articuno
How Noland's team works is: Upon transmitting the passwords, he'll rent 23 Pokémon that can be found on any of the other Marathon Battle teams accessible normally. He can only rent from Evice in Colosseum. He can only rent from Greevil, Nived, or Dralene in XD: Gale of Darkness (and he can't rent the shadow Deoxys from Nived). Pokémon rented will be of the same level as they are in their owner's normal Marathon Battle except in two instances. If he nabs one from the Aeris (Kanto) team, that Pokémon will be 23 levels higher (i.e. if Noland rents Aeris-K's Porygon2, Porygon2 will be at level 72 instead of level 49). If he nabs one from the Nived team, that Pokémon will be 4 levels lower (i.e. if Noland rents Nived's Rayquaza, Rayquaza will be at level 76 instead of level 80). Note that only the level (or adjusted level in the case of a Pokémon from Aeris-K or Nived's teams) matters, not the position in the original owner's team or which one of the original owner's teams. For example, Noland could rent someone's third-team L73 in his first team or someone's third-team L75 in his fourth team. Articuno is the team's only constant.

Arena Tycoon Greta(F):
Teams: 3
First Team: L71 Hitmonlee, L71 Hitmonchan, L72 Machamp, L72 Heracross, L73 Umbreon, L73 Shedinja
Second Team: L72 Primeape, L72 Poliwrath, L73 Hitmontop, L73 Umbreon, L74 Gengar, L74 Breloom
Third Team: L73 Vigoroth, L73 Zangoose, L74 Shiftry, L74 Dodrio, L75 Hariyama, L75 Medicham

Dome Ace Tucker(M):
Teams: 3
First Team: L71 Ninetales, L71 Golduck, L72 Exploud, L72 Salamence, L73 Swampert, L73 Charizard
Second Team: L72 Flareon, L72 Octillery, L73 Arcanine, L73 Swampert, L74 Latias, L74 Metagross
Third Team: L73 Meganium, L73 Rhydon, L74 Houndoom, L74 Pelipper, L75 Arcanine, L75 Swampert

Pike Queen Lucy(F):
Teams: 3
First Team: L71 Nidoking, L71 Nidoqueen, L72 Crobat, L72 Shuckle, L73 Seviper, L73 Milotic
Second Team: L72 Victreebel, L72 Vileplume, L73 Dunsparce, L73 Seviper, L74 Gyarados, L74 Steelix
Third Team: L73 Arbok, L73 Tentacruel, L74 Dusclops, L74 Dragonite, L75 Seviper, L75 Milotic

Palace Maven Spenser(M):
Teams: 3
First Team: L71 Tangela, L71 Roselia, L72 Breloom, L72 Crobat, L73 Slaking, L73 Lapras
Second Team: L72 Sunflora, L72 Parasect, L73 Bellossom, L73 Slaking, L74 Arcanine, L74 Suicune
Third Team: L73 Lapras, L73 Tyranitar, L74 Cradily, L74 Claydol, L75 Venusaur, L75 Shiftry

Salon Maiden Anabel(F):
Teams: 3
First Team: L71 Lunatone, L71 Solrock, L72 Starmie, L72 Alakazam, L73 Entei, L73 Snorlax
Second Team: L72 Grumpig, L72 Medicham, L73 Gardevoir, L73 Snorlax, L74 Raikou, L74 Latios
Third Team: L73 Altaria, L73 Ninetales, L74 Golduck, L74 Alakazam, L75 Metagross, L75 Espeon

Pyramid King Brandon(M):
Teams: 3
First Team: L71 Rhydon, L71 Aggrom, L72 Ninjask, L72 Solrock, L73 Regirock, L73 Articuno
Second Team: L72 Golem, L72 Dusclops, L73 Regice, L73 Zapdos, L74 Kabutops, L74 Omastar
Third Team: L73 Registeel, L73 Moltres, L74 Aerodactyl, L74 Magcargo, L75 Cradily, L75 Armaldo
 
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This piece of data downloads two transmittable minigames that you can download to the Wii and play like a Virtual Console game. These minigames consist of transmissions of passwords on cards from both this set and the secret-stamper alternate-holo cards from EX: Ranger. The passwords are transmitted using a Wii to the Tajiri server. The minigame files will save to the Wii's internal flash memory and can be played like a Virtual Console game. Here's the details on these games:

Mandarin Dog Walker
Rated E10+: Violence, Mild Blood, Mild Language, Comic Mischief
Cards Needed from This Set: Juan's Surskit, Juan's Masquerain
Cards Needed from Ranger Set: Magnet Mice (A), Shining Weavile ex (B)

In this game, you're...walking dogs? You're playing this game as Juan. Your task is to take some dogs for a walk through the streets of the main city on the largest of the Orange Islands, Mandarin Island. These mean streets are fully 3D. Anyway, you'll be handed a pack of dogs and a course map marked with the route. Your job is to make sure you get as many of the dogs through the marked course as possible and return to the starting point. You'll only get paid and rewarded if every dog makes it back safe and sound--and that's a hard task! Anyway, you'll hold the Wii-mote like a dog leash. You can press the Home button on the Wii-mote at any time to quit the game. Walking is usually automatic, but pull the Wii-mote toward you to stop walking when approaching a dangerous condition, such as a street crossing. To start walking again, hit A on the Wii-mote. To turn, hit the direction you want to turn on the nunchuck's Control Stick and press A on the Wii-mote. You can use C on the nunchuck to whistle at anytime. If a dog breaks away, you'll have to tie the others to a post (stop at the post and press Z on the nunchuck to tie the dogs to the post), then go after the one that broke away. When going after a dog that broke away, use the Control Stick on the nunchuck to move and the B button on the Wii-mote to grab a dog's leash. However, that's if the dog is still alive. If a dog gets run over by a car--well, you know what'll happen, you'll fail your mission anyway. If you manage to recover a dog that broke away successfully, lead it back to the others and either tie it to the post with B on the Wii-mote at the post (if other dogs broke away, it's best you do this) or untie the others by pressing A on the Wii-mote at the post. Anyway, once every dog makes it back safe and sound, you'll get a cash stake and a Pokémon reward. These will be saved to the game's progress file. You can bank up to 999,999 in money, but you can only keep five Pokémon rewards at a time. If you already have five Pokémon rewards when you get another, you'll have to get rid of one before taking the new one (or you can just refuse the new one). You can export any money earned and Pokémon gained to Diamond/Pearl by connecting it with the Wii, selecting how much cash you want to give the DS game, and which Pokémon you want to send over with the DS.

There are five difficulty levels for this game, unlocked by completing each previous level. Each difficulty level, as it gets higher, have the dogs more liable to try to break off from the pack and Here's the details on them:

Level 1 consists of one Growlithe and either one Houndour or one Poochyena. You'll get a 2000 cash stake and a Growlithe reward.
Level 2 consists of two Growlithe, one Houndour, and one Poochyena. You'll get a 5000 cash stake and either a Houndour reward or a Poochyena reward.
Level 3 consists of two Growlithe, two Houndour, a Houndoom, two Poochyena, and a Mightyena. Evolved Pokémon tend to be rowdier than their unevolved counterparts. You'll get a 20,000 cash stake and either a Growlithe reward, a Houndour reward, or a Poochyena reward.
Level 4 consists of four Growlithe, two Houndour, two Houndoom, two Poochyena, and two Mightyena. You'll get a 50,000 cash stake and either a Houndoom reward or a Mightyena reward.
Level 5 looks easy, since you'll only be walking one dog. Don't be fooled, that one dog is either a Raikou, an Entei, or a Suicune. Because of their size, they can't be run over, but they can cause cars to wreck. These legendary dogs are also the rowdiest dogs you can walk! You'll fail the mission if enough property damage is caused to cause your cash stake to go into the red (that is, property damage exceeds your walking fee). If you can complete this walk, you'll get a 200,000 cash stake minus property damage, and a reward of the legendary dog you just walked knowing a special move (Volt Tackle if Raikou, Blast Burn if Entei, Hydro Cannon if Suicune).

Celadon Waitress
Rated E10+: Mild Language, Use of Alcohol, Suggestive Themes
Cards Needed from This Set: Draco's Altaria*, Draco's Kingdra, Draco's Shining Rayquaza
Cards Needed from Ranger Set: Magnet Mice (B), Shining Weavile ex (A)

Great, just great. In an attempt to bankroll money for the next big plan, Dralene, the head of Team Draco, has had to resort to taking a job as a waitress! You're going to have to take customers' orders, hand them to the cooks, grab the food, deliver them to the right tables, and eventually deliver the checks! You can quit the game at any time by pressing the Home button on the Wii-mote. You move Dralene using the Control Stick on the nunchuck. To have her take an order, approach a table and press A on the Wii-mote. Once you've taken an order, approach the cooks and press A. Continue taking orders and giving them to the cooks until food becomes ready. To take an order, approach the cooks and press both C on the nunchuck and B on the Wii-mote. Here's where it gets tricky--you're going to have to get the order to the right table without dropping anything! You're going to have to keep both the nunchuck and the Wii-mote in a steady position while using the Control Stick to move. Even the slightest movement from either device can cause a spill! If there's a spill, your efficiency rating drops. Pressing Z on the nunchuck right after a spill will allow you to alert your table about the accident and get some replacement food ready. However, their patience with you will drop. Multiple accidents involving one table (3 on most difficulty levels) will cause the folks at that table to leave, quoting bad service. If three tables leave in this fashion, the boss will fire Dralene and you've failed. To increase your efficiency rating, get the right orders to the right tables without spilling. Once you've made it to the table, press any direction on the Control Pad on the Wii-mote to set the food down safely. You'll have delivered the order successfully. Careful--if you take an order to the wrong table, they'll claim that they didn't order what you just delivered. Your efficiency rating will drop and you'll have to continue taking the order to the right table. Upon a successful delivery, that table will then take some time to enjoy their order. After that table's enjoyed their order, they'll either order dessert or ask for the check. A dessert order works similar to a normal order. If they ask for the check, head back to the cook, grab that table's check, and return to that table and press A to deliver the check. Collect the money and they'll leave with a smile on their face. Head to the boss, hand over the amount on the check, and you've completed your job for that table! Your goal is to complete a 15-minute session with as high as an efficiency rating as you can get. At the end of the game, your earnings will figure into your salary. Base salary minus deductions are your total earnings, which are saved to progress. You can export any money earned to Diamond/Pearl by connecting it with the Wii and selecting how much cash you want to give the DS game.

Here's a rundown on the difficulties (you unlock the next difficulty in line if you get through the previous one without being fired):

Level 1: Only about 20% of the tables are filled, and the efficiency figure needed for full salary is 91%. If you finish with 81-90% efficiency, you'll take a 10% salary cut. If you finish with 71-80% efficiency, you'll lose half your salary and half your tips. If you finish with a 61-70% efficiency, you'll lose half your salary and half your tips and take an additional 10% salary cut on top of that. If you finish with 60% or below efficiency, you're fired and recieve nothing. Base salary is 2000 in money plus tips and 10% of earnings.

Level 2: About 40% of the tables are filled, and the efficiency figure needed for full salary is 93%. If you finish with 85-92% efficiency, you'll take a 10% salary cut. If you finish with 77-84% efficiency, you'll lose half your salary and half your tips. If you finish with a 69-76% efficiency, you'll lose half your salary and half your tips and take an additional 10% salary cut on top of that. If you finish with 68% or below efficiency, you're fired and recieve nothing. Base salary is 5000 in money plus tips and 15% of earnings.

Level 3: About 60% of the tables are filled, and the efficiency figure needed for full salary is 96%. If you finish with 91-95% efficiency, you'll take a 10% salary cut. If you finish with 86-90% efficiency, you'll lose half your salary and half your tips. If you finish with a 81-85% efficiency, you'll lose half your salary and half your tips and take an additional 10% salary cut on top of that. If you finish with 80% or below efficiency, you're fired and recieve nothing. Base salary is 20,000 in money plus tips and 25% of earnings.

Level 4: About 80% of the tables are filled, and the efficiency figure needed for full salary is 98%. If you finish with 95-97% efficiency, you'll take a 10% salary cut. If you finish with 92-94% efficiency, you'll lose half your salary and half your tips. If you finish with a 89-91% efficiency, you'll lose half your salary and half your tips and take an additional 10% salary cut on top of that. If you finish with 88% or below efficiency, you're fired and recieve nothing. Base salary is 50,000 in money plus tips and 37% of earnings.

Level 5: All of the tables are filled, and the efficiency figure needed for full salary is 100%. If you finish with 99% efficiency, you'll take a 10% salary cut. If you finish with 98% efficiency, you'll lose half your salary and half your tips. If you finish with a 97% efficiency, you'll lose half your salary and half your tips and take an additional 10% salary cut on top of that. If you finish with 96% or below efficiency, you're fired and recieve nothing. Base salary is 200,000 in money plus tips and 50% of earnings.

Pokémon Cannon Blast!
Rated E10+: Mild Language, Crude Humor
Cards Needed from This Set: Juan's Hidden Technique, Juan's Secret Cove, Juan's Special Performance
Cards Needed from Ranger Set: Magnet Mice (A), Magnet Mice (B), Shining Weavile ex (A), Shining Weavile ex (B)

This game is based on some online games known as "gauge cannon" games. While the gameplay is largely sidescrolling 2D, the Wii's graphics are used to a large extent in this game--the backdrops are rendered in full 3D, as are the characters and objects. Here's the lowdown on how it's played:

-You begin the game with 1000 in Pokémon currency.

-You can quit the game at anytime by pressing Home on the Wii-mote. You can also adjust the in-game volume anytime by using the + and - buttons. The + button increases the volue by one notch, the - button lowers it by one notch. The default value is the recommended value, which is 0. The lowest value is -10, the highest value is +10.

-Each character costs a certain amount of money to unlock. The amount varies with character--the cheapest is 1000. You don't begin with any characters unlocked, so you're going to have to spend the initial 1000 immediately on one of the two super-cheap characters (either Harley or Aeris-K; Harley's the better choice). If you have that amount or more on hand, you can unlock that character by pointing at its silhouette with the Wii-mote and pressing the A button.

-On the character menu, you can scroll between the stages by pointing at the stage area with the Wii-mote and using the Control Pad. Select a stage by pointing at it with the Wii-mote and pressing the A button. The stage cursor will move itself to that stage. You can pick between one of the preset songs by pointing at its matching music note and pressing the A button. You can load your own music from an SD card by picking the rightmost music note, then picking the song from the menu that comes up.

-To start the game, pick an unlocked character. To scroll between characters, point at the character area with the Wii-mote and use the Control Pad. To select a character, point at it with the Wii-mote and press A. That character will pick one of their Pokémon and will load it into a cannon. Once the cannon's loaded, turn the Wii-mote into a horizontial position--to be precise, turn it 90 degrees counterclockwise. The game will now be played using the Control Pad and the 1 and 2 buttons. Any references to Control Pad direction will be made using this arrangement (you could imagine playing this on a Sega Master System if it weren't for the Wii graphics and Pokémon license).

-To aim the cannon, use Down on the Wii-mote's Control Pad to increase the degree angle and Up to decrease it. Zero degrees is straight up, 90 degrees points right to the right. To increase the pressure in the cannon, press and hold the 1 button. To fire, press the 2 button. The sound of the cannon firing will come through the Wii-mote's built-in speaker. Note that horizontial velocity increases closer to 90 degrees, while vertical velocity increases closer to zero degrees. Velocity in general depends on the cannon's pressure and the Pokémon's weight--you won't go as far if the pressure's not that high, and lighter Pokémon generally travel farther. If you end up landing back in the cannon, you'll have another chance to fire.

-While the Pokémon is in midair, you'll be able to grab coins, magnets, and relics as long as the Pokémon is onscreen. There are some bags on the ground that you can grab--hitting it will give a slight vertical boost and either 50 coins or a magnet (this is the only way to grab a magnet). If you've grabbed a magnet, any coins you come across will be lured to you. You'll also encounter various obstacles while the Pokémon is flying. (Everything in the stage except for the screen with the opening shot is randomly generated.) If the Pokémon is offscreen, it can't grab stuff (aside from coins with a magnet) or hit obstacles, and its distance above the top of the screen will be shown pointing to the top of the screen. Upon landing, total horizontial distance is calculated along with the collected coins.

-Once the shot is completed, you'll get 10 in money for each coin collected and 10 more for each hundered meters travelled, rounded up to the nearest hundred (i.e. a flight of 6468m will yield 650 in cash). You can choose to take another shot with the same character, return to the menu, or submit your distance to the worldwide leaderboard (provided you currently have a connection to WiiConnect24 and the Nintendo Wi-Fi Connection). Press 1 to return to the menu, 2 to take another shot, or A to submit your distance. If you successfully submit your distance, you'll automatically be taken to the worldwide leaderboard.

-To view the worldwide leaderboard at anytime, press B on the main menu screen. You can scroll using the Wii-mote's Control Pad using the Wii-mote's vertical orientation (as opposed to the horizontial orientation used to play the game). Down will scroll down on the list, Up will scroll up on the list. To return to the main menu, press B again.

-In addition to grabbing relics during shots, you can purchase relics for 4000 apiece by pointing at where the relics are placed (you later select the bonus stage on the same square) using the Wii-mote and pressing A. Once you've obtained enough relics, you'll be able to play a bonus stage where you're playing as a Deoxys fighting a transformed meteor (the Wii-mote is used in the same orientation as normal gameplay in this minigame). Deoxys will blast off into space using the cannon. Your remaining money will tick down at 10 per second signalling Deoxys's remaining strength. In this minigame, use the Control Pad to move Deoxys around and slam into the meteor. Only certain points of the meteor are weak, and only those points will register hits if they're struck. If Deoxys makes eight strikes, the meteor will break up, and you'll have won the bonus stage. Credits will show after this bonus stage, and you'll return to the character menu afterward.

-You can wire any money earned in this game to Sinooh by selecting your money counter and connecting with Diamond/Pearl. Once the Wii-to-DS connection is established, use the touch screen on the DS with the connected Diamond/Pearl in it to select how much of the money you want to send from this game to Diamond/Pearl.

Here's a list of some of the obstacles you can find:

-Springs: This ground-based obstacle boosts you back into the air. Red ones throw you higher than yellow ones.
-Capsule Spring: You must hit this ground-based obstacle from above or else you'll just pass through it. It will detonate and throw you into the air, and increase your horizontial velocity as well.
-Bumper: Hitting this midair obstacle boosts you back into the air. You'll just pass through it if you hit it in any other direction.
-Booster: Hitting this midair obstacle causes you to gain more air upon going through it.
-Power Gate: When a Pokémon hits this midair obstacle, it will gain a boost in horizontial velocity but have its vertical velocity cut. The Pokémon will come down performing one of its signature moves.
-Floating Spikes: Kills your horizontial velocity when this midair obstacle is hit. The Pokémon will fall back to the ground in a fainting pose.
-Chopper Blades: Hitting this ground-based obstacle in the center will act like a normal bounce. Hitting the actual blades--that hurts! Your vertical velocity suffers as it goes into a fainting pose!

And here's the character list, including the cost of purchase and their Pokémon (note that each character uses the voice they use in the Pokémon Peace Squad transmittable game with the exception of Solidad, Ash, May, Jimmy, Marina-J, Jackson (a.k.a. Vincent), and Gilbert, who use the voices they use in the anime):

Liza: 1300 to buy, uses Charizard
Sonrisa: 1300 to buy, uses Sunflora
Trixie: 1500 to buy, uses Azumarill
Electra: 1400 to buy, uses Rotom
Milane: 1500 to buy, uses Cherrim
Luka: 2000 to buy, uses Lugia
Shingo: 1600 to buy, uses Scizor
Eusine: 2000 to buy, uses Suicune
Floreia: 1400 to buy, uses Ludicolo
Harrison: 1500 to buy, uses Weavile
Ritchie: 1300 to buy, uses Pikachu
Gary: 1700 to buy, uses Electivire
Casey: 1100 to buy, uses Elekid
Morrison: 1400 to buy, uses Metang
Tyson-HL: 1400 to buy, uses Meowth
Drew: 1300 to buy, uses Roselia
Harley: 1000 to buy, uses Cacturne
Robert: 2100 to buy, uses Claydol
Samantha: 1500 to buy, uses Mawile
Duplica: 1100 to buy, uses Ditto
Sakura: 1300 to buy, uses Espeon
Solidad: 3000 to buy, uses Butterfree
Cissy: 1200 to buy, uses Seadra
Danny: 1300 to buy, uses Electrode
Rudy: 1400 to buy, uses Starmie
Luana: 1500 to buy, uses Marowak
Drake-OI: 2000 to buy, uses Dragonite
Brock: 1200 to buy, uses Bonsly
Misty: 1400 to buy, uses Buizel
Lt. Surge: 1400 to buy, uses Pachirisu
Erika: 1500 to buy, uses Tangrowth
Koga: 1200 to buy, uses Skorupi
Blaine: 1700 to buy, uses Magmortar
Giovanni: 1800 to buy, uses Persian
Janine: 1300 to buy, uses Croagunk
Aeris-K: 1000 to buy, uses Happiny
Lorelei: 1900 to buy, uses Abomasnow
Bruno: 1900 to buy, uses Lucario
Agatha: 1900 to buy, uses Drifblim
Lance: 2100 to buy, uses Garchomp
Falkner: 1100 to buy, uses Chatot
Bugsy: 1100 to buy, uses Kricketot
Whitney: 1600 to buy, uses Miltank
Morty: 1800 to buy, uses Gengar
Chuck: 1500 to buy, uses Primeape
Jasmine: 1800 to buy, uses Forretress
Pryce: 1600 to buy, uses Piloswine
Clair: 1700 to buy, uses Kingdra
Will: 2000 to buy, uses Xatu
Karen: 2000 to buy, uses Umbreon
Roxanne: 1300 to buy, uses Nosepass
Brawly: 1600 to buy, uses Hariyama
Wattson: 1500 to buy, uses Manectric
Flannery: 1500 to buy, uses Torkoal
Norman: 1800 to buy, uses Slaking
Winona: 1600 to buy, uses Swellow
Tate & Liza: 1800 to buy, uses Lunatone or Solrock (at random)
Wallace: 2200 to buy, uses Milotic
Juan: 1200 to buy, uses Luvdisc
Jason: 1300 to buy, uses Turtwig
Sidney: 1900 to buy, uses Absol
Phoebe: 1900 to buy, uses Sableye
Glacia: 1900 to buy, uses Glalie
Drake-HE4: 1900 to buy, uses Flygon
Steven: 2300 to buy, uses Metagross
Noland: 1800 to buy, uses Articuno
Greta: 1600 to buy, uses Hariyama
Tucker: 1600 to buy, uses Swampert
Lucy: 1500 to buy, uses Seviper
Spenser: 1600 to buy, uses Claydol
Anabel: 1700 to buy, uses Alakazam
Brandon: 1800 to buy, uses Regirock
Ash: 2000 to buy, uses Pikachu
May: 2000 to buy, uses Blaziken
Jimmy: 1600 to buy, uses Typhlosion
Marina-J: 1600 to buy, uses Misdreavus
Jackson (a.k.a. Vincent): 1600 to buy, uses Meganium
Gilbert: 1100 to buy, uses Bulbasaur
Silver: 2100 to buy, uses Salamence
Maxie: 1400 to buy, uses Camerupt
Archie: 1400 to buy, uses Sharpedo
Farlie: 1400 to buy, uses Cacturne
Plasmae: 1400 to buy, uses Manectric
Tyson-TR: 1400 to buy, uses Fearow
Evice: 1400 to buy, uses Tyranitar
Greevil: 1400 to buy, uses Rhydon
Gonzap: 1400 to buy, uses Skarmory
Dralene: 1400 to buy, uses Altaria

Here's the stages that you can play on:

Safari Zone: A general Pokémon wilderness
Team Hideout: An evil team's hideout
Space Edge: The Team Draco shooting range
Normal City: A Normal-type metropolis
Volcano Valley: A volcanic Fire-type mountain
Azure Ocean: Water-type heaven
Shock Plant: An Electric-type generator
Green Jungle: A Grass-type abode
Freeze Cave: An Ice-type cave
Cannon Ring: A Fighting-type dojo
Toxic Stacks: Poison-type smokestacks
Rift Canyon: Ground-type canyon with shaky ground
Air Current: Cloud environment perfect for Flying-types
Hippie Pattern: Psychic-type patterns thrown back to the 1960s
Nectar Town: A Bug-type town
Avalanche Mountain: Rock-type field with shaky scenery
Tomb Pyramid: Resting place of Ghost-type souls
Ozone Field: Dragon-type enviromnent created by Rayquaza
Black Space: Pitch-black environment perfect for Dark-types
Iron Island: A metallic field for Steel-types
Rainbow Journey: A stage made of rainbow
Sleeper Lot: The floor is all Snorlax!
Big Town: You just might meet the Pichu Bros. and their gang on your flight!
Battle Frontier: How many times can you blast past all the facilities on a single trip?
Deoxys Bonus: The Deoxys bonus stage (to unlock, obtain all relics)
The Space Edge, Rainbow Journey, Sleeper Lot, Big Town, and Battle Frontier stages are initially locked. To unlock Space Edge, unlock Dralene. To unlock Rainbow Journey, unlock 9 of the following characters: Ritchie, Harrison, Gary, Casey, Morrison, Tyson-HL, Drew, Harley, Robert, Sakura, Solidad, Drake-OI, Noland, Ash, May, Jimmy, Marina-J, Jackson, Gilbert, Silver, Tyson-TR, Evice, Greevil, or one of four of the Diamond/Pearl unlocks. To unlock Sleeper Lot, unlock 2 of any combination of Duplica, Whitney, and Norman. To unlock Big Town, unlock Trixie, Ritchie, and Ash. To unlock Battle Frontier, unlock all seven Frontier Brains (or six Frontier Brains and one Diamond/Pearl unlock).

There's also an additional 16 characters you can't buy. These characters are unlocked by connecting the game to Diamond/Pearl. Your progress in Diamond/Pearl determines which characters will unlock upon a connection. Here's a list of the additional 16, how to unlock, and which Pokémon they use:

Dawn*: Start a save file, uses Piplup
Paul*: Obtain a starter, uses Chimchar
Roark: Get first badge, uses Cranidos
Gardenia: Get second badge, uses Roserade
Maylene: Get third badge, uses Lucario
Crasher Wake: Get fourth badge, uses Floatzel
Fantina: Get fifth badge, uses Mismagius
Byron: Get sixth badge, uses Bastiodon
Candice: Get seventh badge, uses Abomasnow
Volkner: Get eighth badge, uses Luxray
Aaron: Beat first Elite Four, uses Drapion
Bertha: Beat second Elite Four, uses Golem
Flint: Beat third Elite Four, uses Infernape
Lucian: Beat fourth Elite Four, uses Bronzong
Cynthia*: Beat the Champion, uses Garchomp
Palmer**: Attain a 21-match winning streak at Battle Tower, uses Cresselia
*--A character that can unlock Rainbow Journey.
**--A character that can unlock Rainbow Journey and Battle Frontier.


Here's a lowdown on the music you can play during this game:

Note 1: 2.B.A. Master (from the 2.B.A. Master album)
Note 2: The Time Has Come (from the 2.B.A. Master album)
Note 3: Pokérap (from the 2.B.A. Master album)
Note 4: Pikachu's Winter Vacation (from the Pokémon World album)
Note 5: You & Me & Pokémon (from the Totally Pokémon album)
Note 6: Song of Jigglypuff (from the Totally Pokémon album)
Note 7: Pokérap GS (from the Totally Pokémon album)
Note 8: Make a Wish (from the movie Pokémon: Jirachi Wish Maker)
Note 9: Go Pokémon Go (from the Pokémon X: 10 Years of Pokémon album)
This tune is initially locked. To unlock it, simply unlock 10 of the buyable characters.
Note 10: Mezase Pokémon Master (full version of first Japanese theme)
This tune is initially locked. To unlock it, unlock Go Pokémon Go and upload at least one track--any MP3 at all--using the Upload Music option.
Note 11: Upload Music (allows you to upload an MP3 from an SD card and use it as the music)

The relics you can grab are based on the following Pokémon, and you need all of them to play the Deoxys bonus stage (you'll get a Deoxys relic automatically upon grabbing all the rest):

Zapdos
Moltres
Mewtwo
Mew
Raikou
Entei
Ho-Oh
Celebi
Regice
Registeel
Latias
Latios
Kyogre
Groudon
Rayquaza
Jirachi
Uxie
Mesprit
Azelf
Dialga
Palkia
Heatran
Regigigas
Giratina
Phione
Manaphy
Darkrai
Shaymin
Arceus
No relics for Articuno, Suicune, Lugia, Regirock, or Cresselia are available because there are characters that use those Pokémon in the game.
 
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Now for the final piece of data for this set. Remember why I asked that you transmit the passwords for the Sonic Riders unlockables carefully? If you transmit the passwords of the necessary cards to the Tajiri server instead, you will be able to watch the Pokémon episode in which a Frontier Brain made his or her appearance! You'll watch the episode on the top screen while the bottom screen offers some play options. The episodes are presented with crisp, Advance Generation-quality color, lighting, and sound and there is no screen clutter, such as logos on the screen. You must use a DS for this piece of data; while the technology used for video viewing is compatible with the Wii, transmission to the Wii is blocked to keep from hindering DVD sales. Here's more on the episodes.

For the episode layouts, they actually in this case all happen to be as it started with Season 4. In other words, regardless of which episode you're watching, the beginning of the episode comes first, then the Pokémon Battle Frontier opening (This is regardless of which episode you're watching.), the episode title (The title is represented like the titles are in the Kanto Battle Frontier Saga, regardless of which episode you're watching), the first half of the episode, a Trainer's Choice question (something not in the original transmissions of all but two of these episodes), the second half of the episode, a Pokémon Battle Frontier logo commercial entry and exit (created specifically for DS transmission), and the episode ending.

You can use the stylus like a VCR remote control to play, stop, pause, rewind, or fast-forward the episode. For those who'd rather use buttons than the bottom screen, A is both play and pause, B is rewind, X is fast forward, Y is stop. There is also a Closed Captioning option that can be turned on or off.

Now for the episodes themselves, each one has a Trainer's Choice question of their own. When a Trainer's Choice question is asked, there will be 1-minute intermission between the question and the answer. Also, some character's Pokémon cards actually access other episodes with certain characters in them, and some actually download two episodes instead of one! Now, here are the episodes:

Noland: Episode 412: Numero Uno Articuno!, and Episode 413: The Symbol Life
Trainer's Choice (412): Trainers, which Pokémon is the best choice to battle Articuno? (Choices: Sneasel, Houndoom, Sharpedo. Answer: Houndoom.)
Trainer's Choice (413): Trainers, which Pokémon is not fully evolved? (Choices: Lucario, Weavile, Munchlax. Answer: Munchlax.)

Greta: Episode 426: Wheel...of Frontier!
Trainer's Choice: Trainers, which Pokémon is the best fit for the gym leader Juan? (Choices: Poliwrath, Heracross, Breloom. Answer: Poliwrath.)

Tucker: Episode 430: Tactics Theatrics!
Trainer's Choice: Trainers, which Pokémon is the best choice to battle Swampert and Arcanine? (Choices: Omastar, Cradily, Kabutops. Answer: Cradily.)

Lucy: Episode 435: Queen of the Serpentine
Trainer's Choice: Trainers, which Pokémon hates Seviper? (Choices: Zangoose, Vigoroth, Castform. Answer: Zangoose.)

Spenser: Episode 440: Cutting the Ties That Bind, and Episode 441: Ka Boom with a View
Trainer's Choice (440): Trainers, which Pokémon is the best choice to battle Chansey? (Choices: Abra, Ralts, Meditite. Answer: Meditite.)
Trainer's Choice (441): Trainers, which Pokémon is the best choice to battle Shiftry? (Choices: Shedinja, Blaziken, Poliwrath. Answer: Blaziken.)

Anabel: Episode 446: Talking a Good Game, and Episode 447: Second Time's the Charm
Trainer's Choice (446): Trainers, which Pokémon is the best fit for the gym leader Jasmine? (Choices: Metagross, Alakazam, Espeon. Answer: Metagross.)
Trainer's Choice (447): Trainers, which Pokémon is not the best choice to battle Espeon? (Choices: Banette, Dusclops, Gengar. Answer: Gengar.)

Brandon Set 1: (Use the set of cards that downloaded Brandon's gear for this set)
Episode 454: Battling the Enemy Within, and Episode 462: Overjoyed!
Trainer's Choice (454): Trainers, the accepted capitalization of which Pokémon is different now than when it was first introduced? (Choices: Farfetch'd, Mr. Mime, Ho-Oh. Answer: Ho-Oh.)
Prior to a certain point in the third generation, it was acceptable to only capitalize the first letter in Ho-Oh's name. Nowadays, the acceptable capitalization is the first H AND the second O, not just the first H as it was in the past.
Trainer's Choice (462): Trainers, which Pokémon is the best choice to battle Registeel? (Choices: Torkoal, Glalie, Grovyle. Answer: Torkoal.)

Brandon Set 2: (Use the set of cards that downloaded Juan's gear for this set.)
Episode 465: Gathering The Gang of Four!, and Episode 466: Pace--The Final Frontier!
Trainer's Choice (465): Trainers, which Pokémon cannot learn Helping Hand? (Choices: Plusle, Solrock, Illumise. Answer: Solrock.)
Trainer's Choice (466): Trainers, which Pokémon doesn't belong with Regice? (Choices: Regirock, Registeel, Jirachi. Answer: Jirachi.)
Both Brandon sets work similar to the Clair/Will combo from EX: Hoenn League Tier 2's transmittable data. Transmitted separately, you can watch the two episodes in each set on their own. You can also transmit the sets together to transmit all four episodes together and watch the entire saga.

For the record, the episodes shown in the above list are shown using their Japanese numbers.

You'll have to redownload the episode(s) each time you want to see it (or them).

This is all the DS-Transmitted data for this set and thus this set is finally wrapped up.
 
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