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Ghost Grey 100% Checklist: Every Badge, Boss, Legendary and Item

A nothing-missable Ghost Grey checklist built from the ROM's data: eight badges, seven HMs, 49 TMs, 47 fixed encounters, four Blood Hexes, every post-game area and three endings.
PolishedDex
Last updated: October 18, 2026

Ghost Grey 100%: the short version

A completion checklist built from the ROM's own data, not from memory. Every line below is one of three things: a flag the game stores, an item the game places, or a step a documented full playthrough of v1.0.4 actually took. Where the game gives us no way to check something, this page says so instead of inventing a number.

What "100%" can and cannot mean here

There is no in-game completion counter in Ghost Grey. Nothing in the ROM totals your progress for you, and no completion percentage has ever been published for it. So this is not "how many percent are you" -- it is everything the game records, in the order a real run reaches it. If you tick every box on this page, you have seen what the game has to show; if you skip the hidden section at the bottom, you have done it without having the story's branches spelled out for you.

The numbers, up front

  • 8 badge flags -- the game stores eight, one per badge item, and its own gym listing counts more gyms than it grants badges for. The walkthrough explains that mismatch; the badges themselves are below.
  • 7 HMs -- there are eight HM item slots in the data and HM08 has no location recorded anywhere, exactly like TM25 on the TM side.
  • 49 TMs, 35 move-tutor moves across two tutors, and 56 key items.
  • 47 fixed encounters: 28 static, 16 gift, 3 egg, from Lv 5 to Lv 70. Every one is listed in the static encounter guide.
  • 314 items in 83 encounter areas, covering 291 species -- 132 of them original to the hack.
  • 4 Blood Hexes, 13 final bosses, 3 endings, and one secret area.

The story, phase by phase

Before the first badge

  • Pick your starter -- Rowlet, Litwick or Spiritle. All three are Ghost dual-types, and all three are permanent choices.
  • Buy the Ghost-B-Gone early. It is sold in Cerulean, Viridian, Vermilion, Saffron and Route 8, and it is the item that makes Ghost-types catchable at all.
  • Grab the Boulder Badge in Pewter City's casino. You buy it. It is not part of the eight badge flags, and it is the funniest thing in the game's badging system.
  • Beat Aston in Pewter if you want the fight -- his gym is optional side content, and it is the fight the walkthrough recommends doing before you leave.
  • Take HM01 Cut. In this hack it is Steel-typed, which nobody expects.
  • Beat Maj. Voltage in Cerulean for the first of his two badges.

Through the middle

  • Second badge from Maj. Voltage in Vermilion.
  • HM02 Soul Shift -- the Fly slot, and the name is not a joke.
  • Blood Hex 1, then the Summer rival fight that follows it.
  • HM04 Strength in Celidon, then HM05 Flash.
  • Plague Badge from Erika in Celidon.
  • Blood Hex 2.
  • Famine Badge -- a ground find at the Desert Palace, not a gym win.
  • The Desert Palace puzzles: solve every one of them and the GrySoulstone is a gift. This is the item the whole post-game hangs on -- see below.
  • HM06 Shatterpoint, HM03 Surf (the Ornate Key opens it), HM07 Waterfall.
  • Fuji Catacombs: collect the hidden Grey Orb while you are there.
  • Blood Hex 3, then Blood Hex 4 after Fort Sanguine.
  • Chaos Badge from the Safari Zone, Flood Badge from Davy Jones' Locker, Volcano Badge as a ground find in the Seafoam Islands, Hope Badge from the Fuji Catacombs.
  • Route 12 Data Center, Viridian's gym (Professor Blue Oak), then Victory Road.

The League

  • Five Elite Four fights at Indigo Plateau: Whitney, Lance, Moa, Pryce and Agatha. None of them grants a badge.
  • The Champion: Grey.
  • Then the second Champion-classed trainer, TERRY. Nobody expects this one.
  • Hall of Fame, and read the scroll of previous Hall of Fames -- it is a real list of other runs, not decoration.
  • Story details, including what happens in the League, are on the spoilers page rather than here.

The endgame pair

  • Jonny Bones and Junebug, the Heart of the World pair, both around Lv 95-99. These are the hardest fights in the main game and they sit between you and the post-game.

The eight badges

  • Boulder Badge -- bought in Pewter City's casino.
  • Shock Badge -- Cerulean City, Maj. Voltage.
  • Shock Badge (second) -- Vermilion City, Maj. Voltage again. One badge item, two gym wins.
  • Plague Badge -- Celidon City, Erika.
  • Famine Badge -- Desert Palace, found on the floor.
  • Chaos Badge -- Safari Zone.
  • Flood Badge -- Davy Jones' Locker.
  • Volcano Badge -- Seafoam Islands, found on the floor.
  • Hope Badge -- Fuji Catacombs.

Badge order, grant sites and the flag values are all in the walkthrough; the badge items themselves are eight of the game's 56 key items.

Moves, tutors and key items

  • All 7 obtainable HMs -- Cut, Soul Shift, Strength, Flash, Shatterpoint, Surf and Waterfall. HM08 exists in the data with no location; the TM and HM guide lists every one with its site.
  • All 49 TMs. TM25 does not exist. TM18 Flash Cannon, for instance, is an item in Celidon City and again on Route 15.
  • Both move tutors, for all 35 tutor moves: Pewter City and Fuchsia City.
  • The key items you should not walk past. The full 56 are on the key items page; these are the ones that change what you can do:
    • GrySoulstone -- a gift at the Desert Palace once every puzzle is solved. The post-game does not open without it.
    • OldCartridge -- also the Desert Palace. It matters much later, on One Island.
    • Grey Orb -- hidden in the Fuji Catacombs; used in the Tomb in the post-game.
    • Ornate Key and Hookshot -- both in the Safari Zone. The Ornate Key enables Surf; the Hookshot opens the places the walkthrough keeps pointing at.
    • Scooter -- gifts in Cerulean City and at the Desert Palace, and hidden in Pallet Town.
    • Microchip, RM. 3 Key, RM. 4 Key, Surgery Key -- all four around Bruno Enterprises.
    • Bone Brush -- one recorded location, and it is tied to Alyce in the post-game.
    • Fairy Bow -- a gift in the Forest Temple, with a triangle on it.
    • WinnerTrophy -- on Route 23, behind the wall the walkthrough flags.
    • Dezo's Card, Mystic Ticket, EON TICKET, Cannonball, WhiteFeather, Mystery Gene, Mirror Shard, Powder Jar -- the rest of the oddities, all with recorded sites on the key items page.

The 47 fixed encounters

The game hands you or places 47 Pokémon that are not wild: 28 static, 16 gift, 3 egg. The static encounter guide lists all of them in route order with levels; the ones worth checking off deliberately:

  • Giratina -- Lv 70, Route 4.
  • Goomy -- Lv 70, Cerulean Cave. Yes, Goomy, and yes, that level.
  • Mewthree -- Lv 40, Offshore Facility.
  • Pecharunt -- Lv 45, Heater Forest.
  • Marshadow -- Lv 45, Route 24.
  • Spectrier -- Lv 40, Amethyst Lane.
  • Regiscream -- Lv 48, Deeproot Grotto.
  • Hoopa -- Lv 40, Davy Jones' Locker.
  • Ierie -- Lv 50, Lake Lucidus. Catch it before the post-game's final stretch rather than at the last moment.
  • Jigglypuff -- Lv 50, Smeraldopoli. The rare one, and the hunt is deliberate.
  • Probogast -- Lv 50, Smeraldopoli.
  • Bogmire and Minotauros -- Lv 55 and Lv 50, Castle of Greed.
  • Rowlet -- Lv 50, Cerulean Cave, if you did not start with it.
  • The Forest Temple set -- eight of them, including Amy, Beth, Joelle and Meg at Lv 40 and three Stalfos at Lv 30-35.
  • Gauntrise Lv 30 (Northern Cave), Marowak Lv 30 (Fuji Catacombs).
  • The nine gifts in Pewter City and Pallet Town -- the early ones are the easiest to miss, because they look like a tutorial rather than a collection.
  • The three eggs -- Greemsnarl in Parts Unknown, Togepi in The Abyss, and one more in the full list.

The post-game, as a checklist

Everything here is the post-game guide in tick-box form. The order is the order a documented run takes.

  • Start it at all -- the post-game begins when the credits end, and it wants the GrySoulstone in hand.
  • Saffron Stadium -- beat every Trainer in the building.
  • Cerulean Cave -- the PP Up, the Twisted Spoon, the Ghost Ball, the Gansito, and Sabrina.
  • Northern Cave -- where the money is: all six evolution stones, a Loose Gem, a Master Ball on the ground, a King's Rock.
  • Alyce -- give her the Bone Brush and fight her.
  • The Safari Zone -- find Dezo.
  • Route 22 and 23 -- the hidden wall, and the WinnerTrophy.
  • One Island -- use the stone, and finally use the OldCartridge.
  • MissingNO and the Rare Jigglypuff.
  • The Lost Forest -- the Fairy Bow, and four key puzzles.
  • Treasure Island -- fifteen placements, including a Star Stone that sells for ¥20,000.
  • Castle of Greed -- 21 placements, the casino, the hidden Loose Gem and Master Ball, and Wario.
  • The computer -- every virus defeated.
  • Parts Unknown and The Abyss -- eighteen placements, then a shop and a hidden Macaron.
  • Agatha -- turn the way she does not, then use the Grey Orb in the Tomb.
  • Super Cool Yam and the 13-boss final gauntlet.
  • One of the three endings -- and honestly, all three if you are counting.
  • The secret area -- gated behind passwords found in dialogue. We do not publish them; the spoilers page explains why, and what to look for.
Show the spoiler checklist -- story branches and the endings

These are the parts of a "did everything" run that only exist as choices. They are hidden behind this click on purpose, and the spoilers page is where each one is explained in full.

  • Kill or spare Takeshi. The game records the branch as a flag, and both outcomes continue.
  • Both trap prompts. Say yes to one and no to the other, or go back and do it the other way round.
  • The life-support panel. You will find an emergency restart latch; both readings of it are reachable, which is the point.
  • Dezo's burial card.
  • Alyce's Bone Brush. It changes the fight you get.
  • The sacrifice. A real cost, not a cutscene -- bring something you can lose.
  • The point of no return. You are asked for confirmation, and told you can never go back to the world afterwards. It means it.
  • All three endings. One you will get by finishing, two you have to choose.
  • The secret area. Gated behind passwords hidden in dialogue, and the player who documented it deliberately withheld them. We are not publishing them either -- the spoilers page says what to search for and nothing more.

What this checklist cannot verify

Three honest gaps, all of which the data makes plain:

  • 75 of the 314 items have no recorded source. The ROM's own placement data does not say where they are, so nobody can build a complete list from it. Every item and where it is names those 75 explicitly rather than guessing.
  • Nothing in the game counts completion for you. There is no percentage to reach, so any "100%" claim about Ghost Grey is a checklist like this one, not a number.
  • Some prices and tricks come from play, not from data. The Bottle Cap vendor's ¥70,000, the stair-position trick -- those are from a documented run, and they are labelled as such throughout.

Playing a Nuzlocke instead of a completion run? Challenge runs has the same bosses with level caps on them.

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