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In
the main room are several useful objects. A PC is on the top
wall, and you can check for e-mail from Dr. Mason (its worth
it- sometimes they contain booster packs). There are several
bookshelves in the room, each of which contains general information
on the Pokemon Trading card game. And don't forget Sam- he's
always around for practice duels or questions. The side room
also has several useful things in it. In groups throughout the
room are autodeck machines, which will each create five decks
for you (assuming you have the necessary cards). Only the basic
machine is open as the game begins, but you can access the others
with the medals you win from the Club Masters. The decks are
okay, but with the advice you've been given you can probably
come up with better ones yourself. A deck save machine is in
the lower-left portion of the room, and it can save quite a
few decks you have created to make reconstructing them later
a snap. Also in the room is Aaron, the doctor's assistant, and
he's willing to duel with you for 4 prizes. He even lets you
choose which of his 3 decks he will use- what a guy! The catch,
though, is that any booster packs you win from him will contain
only energy. Visit Aaron several times early in the game- it
will help you get more deckbuilding variety. There is no required
path through the various Clubs, but its a good idea to pick
your first one based on the deck you've chosen. If you took
Charmander & Friends head for the Grass Club, for Squirtle &
Friends go to the Fire Club, and with Bulbasaur & Friends visit
the Rock Club. This will play to your opponents' Weakness, and
help you build your card collection up quickly and easily.
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