The Pokemon Walkthrough Project

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Pokemon Red

Getting Started

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Boulder Badge

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Pallet Town

"Shades of your journey await!"

Items Available
Note: These steps guide you through essential story progression. Feel free to read signs, talk to NPCs, and explore the environment on your own for additional flavor and information.
Note: From this point on, your mom will heal all of your Pokemon for free. While this won't be useful for very long, remember it during these early steps.

Route 01

Note: You'll encounter your first Pokemon here, however, you will now be able to catch them at this time. From this point on, I will only list Pokemon that you can catch at the time you are in the location. I will inform you when new Pokemon are available in previous locations as you advance in the game.

Items Available

Viridian City

"The Eternally Green Paradise"

Note: You'll find your first Pokemon Center here, which will your Pokemon for free at anytime. I will not remind you to use them, but you should use them anytime you see them. I will note if there will be significant time before the next one.

Items Available

Note: You cannot shop at the Poke Mart at this time, I'll let you know when you can.

Pallet Town

Items Available

Note: You can get 5 free Poke Balls shortly, however, it has specific requirements, and is optional. This guide will assume you are trying to acquire these Poke Balls, however, if you don't care, then feel free to ignore the following requirements:
  • Must not evolve your starter Pokemon.
  • Must not catch any Pokemon.
  • Must not purchase any Poke Balls.
  • Must defeat rival in upcoming battle.

Route 22

Pallet Town

Items Available

Route 01

Wild Pokémon Available

Note: You are now able to catch Pokemon! I will not instruct you to do so, but I will note if a particular Pokemon may be helpful in upcoming battles.

Viridian City

Note: You can now purchase items from the Poke Mart. The inventory will change as you progress through the story, and I'll be sure to let you know when that happens. I will not tell you what to buy, but I may give recommendations based on what is upcoming.

Route 22

Wild Pokémon Available

Note: The following steps only matter if you want to complete all in-game trades. If you do not care, feel free to skip them. There will be more of these in later locations, none of them are required.
Note: Nidoran♂ learns a fighting type move called Double Kick, which is super effective against Brock. If your starter is Charmander, I recommend catching and training a Nidoran♂

Route 2 (Southwest)

Wild Pokémon Available

Viridian Forest

Items Available

Wild Pokémon Available

Note: Besides the trainers, the Metapod/Kakuna you encounter here are your biggest sources of experience prior to your first badge. If you find yourself struggling later against the Gym Leader, feel free to come back and train here.
Note: Caterpie evolves into Butterfree at level 10, and then learns Confusion at level 12. This is another good option to use against Brock if your starter is Charmander.

Route 02 (Northwest)

Pewter City

"A Stone Gray City"

Pewter Gym

Battle Rewards

Note: Welcome to your first Pokemon Gym. Most gyms have some kind of puzzle, trainers, and a gym leader. Sometimes the trainers are optional, other times required. I will always assume you want to fight all of them, however, if you do not feel the need to do so, and see a way around them, feel free to skip them. Gym Leaders are always required.

Route 03

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The ultimate trainer gauntlet! Route 3 is essentially a series of trainer battles with excellent wild Pokémon encounters. This route offers tremendous experience gain and two A-rank Pokémon for your team.

Wild Pokémon Available

Trainer Gauntlet Strategy: Route 3 features 8 trainers total, offering massive experience opportunities for leveling your team after Brock! The route is designed as a trainer corridor - battle through systematically for maximum rewards. Don't miss the A-rank wild Pokémon: Sandshrew learns Slash at level 17 and evolves at 22, while Jigglypuff has an excellent TM movepool and evolves with a Moon Stone (found in the next area).

Route 04 (West) & Pokémon Center

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Route 4 is split by Mt. Moon into two distinct halves. The western side features an essential Pokémon Center and the famous Magikarp salesman, while the eastern side (accessed after Mt. Moon) offers wild Pokémon encounters and valuable items.

Services Available (West Side)

Route Layout Strategy: Route 4's unique split design means the western half has no wild Pokémon or items besides the Pokémon Center services. The eastern half (accessible after Mt. Moon) contains valuable items including a hidden Great Ball and TM04 (Whirlwind), plus wild Pokémon encounters including A-rank Sandshrew. The Magikarp seller offers an early investment opportunity for future Gyarados evolution.

Mt. Moon

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Your first major dungeon experience! Mt. Moon spans three floors with Team Rocket encounters, valuable TMs, Moon Stones, and a crucial fossil choice. This cave serves as an excellent training ground while offering some of the game's most important strategic decisions.

Items Available

Wild Pokémon Available

Strategic Dungeon Overview: Mt. Moon introduces key game mechanics including Team Rocket battles, evolution stone decisions, and fossil choices. Clefairy is rare but invaluable (A-rank with excellent TM movepool and Moon Stone evolution). Yellow players should catch a spare Clefairy for the later Mr. Mime trade. The fossil choice locks you out of one prehistoric Pokémon permanently - Helix Fossil (Omanyte, B-rank) is generally superior to Dome Fossil (Kabuto, C-rank). Moon Stones are limited (only 5 total) so evolution timing is crucial for team optimization.

Route 04 (East)

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The eastern half of Route 4 features valuable items and A-rank wild Pokémon encounters! This short but rewarding route connects Mt. Moon to Cerulean City while offering excellent opportunities for team building and item collection.

Items Available

Wild Pokémon Available

Route Strategy: Don't miss the A-rank Sandshrew encounter! This excellent physical attacker has good stats and learns powerful moves including the upcoming Dig TM. The hidden Great Ball offers superior catch rates compared to regular Poké Balls, beating even Ultra Balls on weaker Pokémon. Once you jump over the one-way ledge into tall grass, you cannot return to Mt. Moon for a while, so ensure you've completed everything there first.

Cerulean City

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"A Mysterious, Blue Aura Surrounds It" - Your first major city encounter after Mt. Moon! Cerulean City offers essential services, a crucial rival battle, and strategic preparation opportunities before the challenging routes ahead. Yellow players can obtain Bulbasaur here with sufficient Pikachu friendship.

City Features

Strategic City Overview: Cerulean City serves as a crucial preparation hub before challenging Misty's Gym. The Poké Mart sells Repels (incredibly handy for avoiding wild encounters), while Yellow players can obtain B-rank Bulbasaur with adequate Pikachu friendship. The rival battle here features evolved Pokémon but underwhelming movesets - use Mt. Moon TMs and type advantages for easy victory. Consider exploring Routes 24-25 for training and Grass-type Pokémon before attempting Misty's challenging Water-type Gym, as she can be one of the tougher opponents in the game.

Route 24

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"Nugget Bridge" - The famous trainer gauntlet leading to valuable rewards and excellent wild Pokémon encounters! This challenging route features five consecutive bridge battles, a Team Rocket encounter, and some of the best Grass-type and Psychic-type Pokémon in the early game. Yellow players can obtain A-rank Charmander here.

Items Available

Wild Pokémon Available (Tall Grass West of Bridge)

Nugget Bridge Strategy: The five consecutive trainer battles provide excellent experience and money, culminating in a valuable Nugget from Team Rocket. You only get one chance to fight the Rocket - even if you lose, you still receive the Nugget! Red/Blue players should catch a spare Abra for an upcoming in-game trade. Mew Glitch Warning: Don't defeat Jr. Trainer♂ (G) in the tall grass if you plan to perform the Mew glitch later - he's essential for the glitch setup!

Route 25

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"Sea Cottage Route" - A long, winding trainer-filled route leading to Bill's famous Sea Cottage! This extensive route features nine trainer battles, valuable hidden items including unique TM19, and strategic positioning challenges. The route provides excellent training opportunities before meeting Bill, the creator of the Pokémon Storage System.

Items Available

Route Strategy: Route 25 requires strategic trainer positioning to access TM19! Make Jr. Trainer♂ (G) walk away from the closed-off area before battling to collect the unique Seismic Toss TM. This Fighting-type move deals damage equal to the user's level and can hit Ghost-types despite type immunity - perfect for training weak Pokémon like Abra before evolution. Mew Glitch Warning: Don't defeat Youngster (D) with triple Slowpoke if you plan to perform the Mew glitch - he's essential for the setup!

Sea Cottage (Bill's House)

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Meet Bill, the brilliant creator of the Pokémon Storage System! This iconic cottage visit features one of the most memorable encounters in the series, as you help Bill return from his transformation accident and receive the essential S.S. Ticket for accessing the luxury cruise ship in Vermilion City.

Key Rewards

Bill's Cottage Significance: This encounter introduces one of the most important NPCs in the Pokémon series! Bill created the PC Storage System that allows you to store unlimited Pokémon beyond your 6-member party. The S.S. Ticket he provides is absolutely essential for story progression - without it, you cannot access the S.S. Anne in Vermilion City. The optional Eevee evolution data adds valuable Pokédex entries without requiring you to obtain these rare Pokémon immediately. Consider this a perfect time to manage your PC storage as you approach the 20 Pokémon limit in your first box!

Cerulean City (Return)

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Return to Cerulean City to handle essential business after visiting Bill. The primary tasks are managing your PC Box storage and dealing with the Team Rocket burglar to obtain TM28 Dig. This is also a good time to prepare for the upcoming Gym challenge, though the actual battle will come later in your journey.

Key Items & Services

PC Management Critical: You're likely approaching the 20 Pokémon limit in Box 1! Visit the Pokémon Center immediately to change boxes or you'll be unable to catch rare Pokémon. TM28 Dig is incredibly powerful (100 power, near-perfect accuracy) and should go to your strongest physical attacker. Gym Notes: When you're ready to challenge Misty later, remember that Grass-types (Bulbasaur/Ivysaur, Oddish, Bellsprout) are ideal choices as they resist Water moves and deal super effective damage. Her Starmie is particularly dangerous with high Special Attack, Speed, and Recover.

Route 5

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A short route south from Cerulean City featuring excellent wild Pokémon encounters, the useful Pokémon Day Care facility, and an important in-game trade opportunity. This route serves as a gateway to the Underground Path leading to Vermilion City, with valuable training and collection opportunities along the way.

Wild Pokémon Available (All Versions)

Key Services & Facilities

Route Strategy: Route 5 offers some of the best early wild Pokémon encounters! A-rank Jigglypuff provides excellent special attacks and fast experience gain, while A-rank Abra becomes one of the strongest Pokémon when evolved. The Pokémon Day Care allows passive leveling for ₽100 plus ₽100 per level gained - useful for weak Pokémon like Abra before evolution. Day Care Warning: Pokémon won't evolve while deposited and may forget important moves if they learn new ones! Mew Glitch Note: Yellow players can now perform the complete Mew glitch with access to Abra!

Cerulean Gym

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Challenge Misty "The Tomboyish Mermaid" in one of the toughest early Gym battles! This Water-type specialist features a fully evolved Starmie with excellent stats and fearsome special attacks. Proper preparation with Grass-type Pokémon is essential for success, as they resist Water moves and deal super effective damage.

Gym Trainers & Leader

Gym Rewards

Gym Strategy: Cerulean Gym is considered one of the tougher challenges! Misty's Starmie is a ferocious special attacker with fearsome Speed and powerful STAB BubbleBeam. MVP Pokémon: Grass-types (Bulbasaur/Ivysaur, Oddish, Bellsprout) are ideal as they resist Water moves and deal super effective damage. Ivysaur is possibly the best answer to Starmie. Electric Strategy: Thunder Shock/Thunder Wave from Pikachu can soften Starmie or neuter its Speed. AI Pattern: Misty has 25% chance per turn to use X Defend (max one per Pokémon). Mew Glitch Warning: Complete the Mew glitch before challenging this Gym if desired!

Underground Path (Route 5-6)

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Underground tunnel connecting Route 5 to Route 6 with valuable hidden items. This simple passage beneath Saffron City allows safe travel between the northern and southern parts of Kanto while avoiding the heavily guarded Saffron City gates. The tunnel contains two excellent hidden items that are essential for future battles.

Hidden Items Available

Underground Path Strategy: This tunnel provides safe passage while Saffron City remains blocked by guards demanding beverages. The Full Restore is one of the most powerful healing items in the game, fully restoring HP and curing all status conditions - invaluable for tough battles ahead. X Special boosts Special Attack by one stage, making it perfect for special attackers like Alakazam, Starmie, or Lapras. Hidden Item Tip: Use the A button to search specific tile locations mentioned in the descriptions for guaranteed item discovery!

Location: White building east of Saffron City gates on Route 5. This provides access to the tunnel system when Saffron City is blocked.

Item Location: From the northern staircase entrance, walk exactly two tiles to the west and press A to find this hidden Full Restore.

Item Value: Full Restore completely heals HP and cures all status conditions - one of the most powerful items in the game!

Item Location: From the southern staircase, walk seven tiles north and two tiles east, then press A to find this hidden X Special.

Item Value: X Special raises Special Attack by one stage - excellent for boosting special attackers before important battles.

Next Destination: Route 6 leads directly south to Vermilion City, home of Lt. Surge's Electric-type Gym and the S.S. Anne luxury cruise ship.


Route 6

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Direct route south from Underground Path to Vermilion City featuring six trainer battles and excellent training opportunities. This straightforward route contains no wild Pokémon encounters or items, making it purely a trainer gauntlet that provides valuable experience before reaching the port city. The route's main challenge is Bug Catcher (D) with a dangerous Butterfree equipped with status-inducing moves.

Route Strategy: Route 6 focuses entirely on trainer battles with no wild Pokémon or items to collect. The key threat is Bug Catcher (D) with a Level 20 Butterfree that knows Sleep Powder and Stun Spore - status moves that can severely hinder your team! Counter Strategy: Hit Butterfree hard and fast with super effective moves: Ember (Fire), Peck (Flying), Thunder Shock (Electric), or especially Rock Throw for massive damage. Don't let it get a status move off! Battle Order: Work from left (west) side down the south path, defeating trainers (A) through (F) systematically as you progress toward Vermilion City.

Bug Catcher (A): Weedle (Lv16), Caterpie (Lv16)

Strategy: Basic Bug-types with low stats. Fire moves (Ember) or Flying moves (Peck) deal super effective damage. Quick and easy battle to start the route.

Jr. Trainer♂ (B) - Red/Blue: Weepinbell (Lv20)

Jr. Trainer♂ (B) - Yellow: Spearow (Lv16), Raticate (Lv20)

Strategy (Red/Blue): Evolved Grass/Poison type. Fire, Flying, Ice, or Psychic moves are super effective.

Strategy (Yellow): Flying Normal combo. Electric attacks hit Spearow hard, Fighting moves counter Raticate.

Jr. Trainer♀ (C) - Red/Blue: Pidgey (Lv16), Pidgey (Lv16), Pidgeotto (Lv20)

Jr. Trainer♀ (C) - Yellow: Pikachu (Lv20)

Strategy (Red/Blue): Triple Flying-types. Electric, Rock, or Ice moves are super effective against all three.

Strategy (Yellow): Single Electric-type. Ground moves are super effective, Rock/Fighting resist Electric attacks.

Bug Catcher (D) - Red/Blue: Butterfree (Lv20)

Bug Catcher (D) - Yellow: Weedle (Lv18), Butterfree (Lv20)

⚠️ CRITICAL WARNING: This Butterfree knows Sleep Powder and Stun Spore! Can put your Pokémon to sleep or cause paralysis, severely hindering your battle capabilities.

Counter Strategy: Hit hard and fast before it uses status moves! Super effective options: Fire (Ember), Flying (Peck), Electric (Thunder Shock), Rock (Rock Throw - especially effective), or Ice moves.

Jr. Trainer♀ (E): Meowth (Lv21)

Strategy: Normal-type cat Pokémon with decent stats. Fighting moves are super effective. Watch out for Pay Day coin attacks!

Jr. Trainer♂ (F): Slowpoke (Lv21)

Strategy: Water/Psychic dual-type with high HP but low Speed. Electric or Grass moves are super effective. Be patient with its slow attacks.

Next Destination: Vermilion City - Major port city featuring the S.S. Anne luxury cruise ship and Lt. Surge's Electric-type Gym. Heal at the Pokémon Center before exploring!


Vermilion City (Arrival)

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"The Port of Exquisite Sunsets" - Major port city featuring the S.S. Anne luxury cruise ship, essential services, and key NPCs! This bustling harbor city provides critical items including the Old Rod for fishing and Bike Voucher for fast travel. Vermilion City serves as a hub connecting to Route 11, Diglett's Cave, and the famous S.S. Anne where you'll obtain HM01 Cut.

Key Items & Services Available

Vermilion City Strategy: This major port city provides essential progression items! The Old Rod only catches Magikarp (which you may have already bought on Route 4), but it's free and useful for completing the Pokédex. The Bike Voucher can be exchanged in Cerulean City for a Bicycle - a crucial speed boost for travel, though you'll revisit Cerulean City later so no need to rush. Trade Opportunity (Red/Blue): Farfetch'd is notable for learning both Cut and Fly, making it an excellent HM mule! Next Steps: Briefly explore Route 11 and Diglett's Cave for new Pokémon before tackling the S.S. Anne for the best items and essential HM01 Cut.

Location: "The Port of Exquisite Sunsets" - Large port city with the S.S. Anne docked at the southern harbor.

Services: Pokémon Center (left upon entering), Poké Mart, Pokémon Fan Club, Fishing Guru, and S.S. Anne boarding area.

Location: House directly next to the Pokémon Center on the left.

Required Response: Tell the Fishing Guru "I love fishing!" to receive the Old Rod.

Old Rod Usage: Only catches Magikarp in any body of water. Useful for Pokédex completion if you haven't bought one yet.

Location: Pokémon Fan Club building - farthest west building in the row south of Pokémon Center.

Requirement: Listen to the Chairman's full rambling story about his favorite Pokémon to receive the Bike Voucher.

Bike Voucher Value: Exchange in Cerulean City for a Bicycle (Key Item that doubles travel speed). You'll revisit Cerulean City later, so no need to rush back now.

Location: House south of Pokémon Center, directly west of Poké Mart.

Trade Details: Your Spearow (can catch on Route 11) ↔ Farfetch'd (B-rank)

Farfetch'd Benefits: Receives 1.5× experience as traded Pokémon, learns both Cut AND Fly (excellent HM mule), decent stats despite being considered weak overall.

Note: Not available in Yellow version.


Route 11 (Quick Visit)

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Brief exploration east of Vermilion City to catch valuable new Pokémon before returning for full exploration later. This route features excellent Psychic-type encounters and Flying-type options for upcoming battles. The full trainer battles and items will be covered after obtaining HM01 Cut from the S.S. Anne.

Wild Pokémon Available

Route 11 Preview Strategy: This is just a quick Pokémon-catching expedition before the S.S. Anne! Drowzee is a valuable B-rank Psychic-type that starts slow with Pound but learns the excellent Psychic move later - think of it as a slower but bulkier Abra. Red/Blue players should catch a Spearow here to trade for Farfetch'd back in Vermilion City. Training Tip: Drowzee becomes incredibly powerful once it learns Psychic, making it excellent against Fighting and Poison types. Return Later: We'll come back for full trainer battles and item collection after getting Cut from the S.S. Anne!

Location: Exit Vermilion City to the east to reach Route 11.

Goal: Quick Pokémon catching expedition before S.S. Anne exploration.

Drowzee (B-rank): Strong Psychic-type with slow start but incredible potential. Learns Psychic for massive damage output.

Spearow (Red/Blue): Needed for Farfetch'd trade in Vermilion City. Farfetch'd learns both Cut and Fly!

Return Strategy: Head back to Vermilion City after catching these Pokémon. Full Route 11 exploration comes later.


Diglett's Cave (Quick Visit)

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Brief exploration of the underground tunnel connecting Route 11 to Route 2, famous for its Ground-type Pokémon encounters. This cave provides excellent type advantage opportunities for the upcoming Electric-type Gym, but contains dangerous high-level Dugtrio that require careful navigation. Perfect for quick Diglett catching before the S.S. Anne adventure.

Wild Pokémon Available

⚠️ Diglett's Cave Danger Warning: Save frequently while searching for Pokémon! Dugtrio appears with 5% chance at levels 29-31 and is extremely dangerous - too fast to consistently run from and packs the powerful STAB Dig attack that can one-shot your team! Safety Strategy: Keep Flying-types on hand to switch in when Dugtrio uses Dig (Flying-types avoid all damage). Training Value: This is an excellent grinding spot - Diglett give ~200 EXP each and Dugtrio give ~600 EXP if you're brave enough to face them. Gym Advantage: Diglett comes at perfect timing with huge type advantage against Lt. Surge's Electric Gym!

Location: North of Route 11, directly accessible from the route.

⚠️ CRITICAL: Save your game before entering! Dugtrio encounters are deadly at this level.

Preparation: Have Flying-types ready to counter Dugtrio's Dig attack.

Diglett (B-rank): Excellent Ground-type with huge advantage against Electric Gym. Very fast but has paper-thin defenses. Learns STAB Dig at level 19.

⚠️ Dugtrio Warning: If you encounter Dugtrio (5% chance), try to run immediately! If it uses Dig, switch to Flying-type to avoid damage.

Return Strategy: Head back to Vermilion City after catching Diglett. Full cave exploration later after getting stronger.


S.S. Anne Preparation

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Final preparations before boarding the luxury cruise ship for essential HM01 Cut acquisition and extensive trainer battles. The S.S. Anne features the best items and training opportunities at this stage of the game, but permanently sails away after obtaining Cut from the Captain, so thorough exploration is critical.

S.S. Anne Critical Information: The luxury cruise ship permanently sails away after you obtain HM01 Cut from the Captain! This makes it essential to explore thoroughly on your first visit. The ship contains some of the best items and most valuable trainer battles available at this point in the game. Required Item: Ensure you have the S.S. Ticket from Bill and haven't deposited it in the PC! Strategy Tip: The S.S. Anne provides excellent training opportunities and rare items before tackling Lt. Surge's Electric Gym. Connection Note: Trekking through Diglett's Cave to Route 2 isn't worth it yet since Route 2 remains partially blocked until you get Cut.

Required Item: S.S. Ticket (received from Bill at Sea Cottage) - ensure it's in your bag, not deposited in PC!

Location: Southern side of Vermilion City - walk across the dock to enter the ship.

⚠️ ONE-TIME OPPORTUNITY: The S.S. Anne permanently sails away after getting HM01 Cut from the Captain. Explore everything on your first visit!

Primary Goal: Find the Captain to obtain HM01 Cut - essential for game progression and accessing blocked areas.


S.S. Anne

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The luxury cruise ship experience featuring extensive trainer battles, valuable items, and essential HM01 Cut acquisition! This floating palace contains some of the best training opportunities and rarest items available at this point in your journey. The ship permanently departs after obtaining Cut from the Captain, making thorough exploration critical for maximizing benefits.

Key Items & Rewards

⚠️ S.S. Anne Critical Warning: This ship permanently sails away once you obtain HM01 Cut from the Captain! There is no healing available on board - you must return to Vermilion City Pokémon Center if needed. However, you're free to leave and return multiple times before getting Cut. TM08 Priority: Body Slam is an exceptional single-use TM with 85 power, perfect accuracy, and 30% paralysis chance - choose your recipient carefully! Best for Normal-types (STAB) or any Pokémon with decent Attack stats. Exploration Strategy: Battle all 16 trainers for maximum experience before challenging your rival and meeting the Captain.

Full Exploration Strategy: Battle all 16 trainers and collect every item for maximum benefit before meeting the Captain.

1F Western Cabins: Lass A (Pidgey Lv16, Nidoran♀ Lv16), Youngster B (Nidoking Lv19 Red/Blue OR Nidorino Lv19 Yellow), collect TM08 Body Slam

1F Gentlemen: Gentleman C (Growlithe/Ponyta Lv18 Red/Blue OR Pikachu/Growlithe Lv18 Yellow), Gentleman D (Nidorino Lv19)

B1F Complete Exploration: 5 cabins with Sailors E-H (all Machop Lv18), Fisherman I (Tentacool/Staryu Lv18), Sailor J (Machop Lv18), plus Max Potion, Ether, TM44 Rest, hidden Hyper Potion on bed pillow

1F Kitchen: Hidden Great Ball in lowest trash can on right side

3F Deck: Sailors K & L (both Machop Lv18) for fresh air battles

First Cabin (Optional): Man adds Snorlax to your Pokédex seen data - not essential but neat for completionists

Second Cabin: Fisherman M (triple Water-types: Goldeen Lv17, Tentacool Lv17, Goldeen Lv17), Gentleman N with version differences (Poliwag/Poliwhirl Lv18 Red/Blue OR Seaking/Goldeen Lv18 Yellow), collect Max Ether

Fourth Cabin: Gentleman O (Voltorb/Magnemite Lv18), Lass P with version differences (Jigglypuff Lv18 Red/Blue OR Bellsprout/Weepinbell Lv18 Yellow), collect Rare Candy

Strategy: Electric moves excellent against Water-types, Ground moves destroy Electric-types, Fire/Flying hit Grass-types hard

Location: 2F corridor - advancing farther triggers mandatory battle

Rival's AI: 12.5% chance per turn to use Potion on Pokémon below 20% HP (max one per Pokémon)

If you chose Bulbasaur: Pidgeotto (Lv19), Raticate (Lv16), Kadabra (Lv18), Charmeleon (Lv20)

If you chose Charmander: Pidgeotto (Lv19), Raticate (Lv16), Kadabra (Lv18), Wartortle (Lv20)

If you chose Squirtle: Pidgeotto (Lv19), Raticate (Lv16), Kadabra (Lv18), Ivysaur (Lv20)

Yellow Version: Spearow (Lv19), Raticate (Lv16), Sandshrew (Lv18), Eevee (Lv20)

Strategy Notes: Your team should be higher level from ship battles. Kadabra is physically frail despite high Special. Use type advantages against his starter!

Location: After rival battle, head north and up staircase (4) to Captain's quarters

Captain's Condition: Seasick - talk to him and rub his back to help

⭐ HM01 (Cut) Reward: Essential for game progression! Unlike TMs, HMs can be used infinitely

Cut Details: 50-power Normal move, cuts small trees and tall grass outside battle

HM Strategy: Best taught to an "HM mule" - a Pokémon not used for battles. Farfetch'd can learn both Cut and Fly!

⚠️ WARNING: HM moves cannot be forgotten normally (only via Move Deleter in later games)

⚠️ Final Departure: Once you exit after obtaining Cut, the S.S. Anne sails away forever!

Double-check: Ensure you've collected all desired items and battled all trainers

Item Management: Consider depositing S.S. Ticket and HM01 in PC to free bag space (20-item limit)

Next Objectives: You can now access previously blocked areas with Cut, challenge Vermilion Gym, or explore Diglett's Cave and Route 11 fully

Cut Teaching Priority: Choose an HM mule Pokémon that won't be used for major battles

Best Candidates: Farfetch'd (if traded), Oddish, Bellsprout, spare Normal-types

Cut Usage: Open menu → Pokémon → Select Cut user → Cut → Use on small trees or tall grass

Unlocked Areas: Diglett's Cave → Route 2, Route 2 tree-blocked areas, various shortcuts throughout Kanto

Next Adventures: Flash HM in Route 2, Vermilion Gym challenge, or complete Route 11 trainer battles

S.S. Ticket: No longer needed - can be stored to free bag space

Also store: HM01 if you've taught Cut to a Pokémon

Bag limit: You can only carry 20 different items, so managing space is important

Priority items to keep: Potions, Poké Balls, key TMs, evolution stones

Primary Options:

  • Cut Backtrack: Use Cut to access previously blocked areas for items and Pokémon
  • Vermilion Gym: Challenge Lt. Surge for the Thunder Badge (Electric-types)
  • Route 11 Full Exploration: Complete remaining trainer battles and items
  • Diglett's Cave: Underground tunnel to Route 2 with Diglett/Dugtrio encounters

Recommended Order: Cut Backtrack first (valuable items), then Vermilion Gym, followed by Route 11 completion

🎉 S.S. Anne Master Achievement Unlocked!

Accomplishments:

  • 16 trainer battles completed for massive experience gain
  • HM01 Cut acquired - game progression unlocked
  • TM08 Body Slam obtained - one of the best moves in the game
  • All ship items collected including Rare Candy and Max Potion
  • Rival Battle #4 completed with enhanced team strength

New Abilities: Cut usage unlocks previously blocked routes, items, and shortcuts throughout Kanto

Next Phase Ready: Cut Backtrack adventures, Vermilion Gym challenge, and expanded exploration opportunities!


Cut Backtrack

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Comprehensive backtrack through previously blocked areas using HM01 Cut to collect valuable items and complete missed content. This systematic exploration covers Pewter City, Route 2, Viridian City, and Diglett's Cave, providing essential resources for upcoming challenges including Rock Tunnel navigation.

Location: Pewter City, northeast corner through gap in ledge

Access method: Cut down small tree to access side entrance

NPC interaction: Talk to scientist at back of room

Old Amber details:

  • Item type: Fossil (Key Item)
  • Future use: Can be revived into Aerodactyl much later at Cinnabar Island
  • Pokemon result: Aerodactyl - Rock/Flying type with exceptional Speed
  • Rarity: Only obtainable Old Amber in the entire game
  • Status: Cannot be used yet, but essential to collect now

GameFAQs note: Rest assured there is a use for Old Amber much later in your journey

Location: Route 2, house south of Diglett's Cave entrance

Preparation required: Withdraw spare Abra (Red/Blue) or Clefairy (Yellow) from PC before visiting

Trade details:

  • Red/Blue: Trade Abra for Mr. Mime
  • Yellow: Trade Clefairy for Mr. Mime
  • Trade type: In-game trade (3/9 for Red/Blue, 1/7 for Yellow)

Mr. Mime evaluation (B-rank):

  • Type: Psychic (incredible type in RBY)
  • Experience bonus: 1.5× experience as traded Pokemon
  • Special stat: Good Special Attack for damage output
  • Weakness: Somewhat frail HP and Defense stats
  • Movepool limitation: Poor level-up movepool, requires TMs for optimization

Strategic consideration: Strong Psychic-type with experience bonus, but requires TM investment

Location: Route 2 Gatehouse (south of Diglett's Cave)

NPC: Professor Oak's Aide (left side of gatehouse)

Requirement: 10+ Pokemon registered in Pokedex

HM05 Flash analysis:

  • Field effect: Lights up dark caves for much easier navigation
  • Battle effect: Decreases opponent's accuracy by one stage
  • Accuracy: 69.5% hit rate (unreliable in battle)
  • Combat value: Largely worthless - Double Team is superior for evasion
  • Utility value: Very helpful for Rock Tunnel and dark caves, especially on first playthrough

Usage recommendations:

  • Not strictly necessary: Can navigate caves without Flash (challenging but doable)
  • Best teachers: HM mule Pokemon or team members with poor movepool slots
  • GameFAQs recommendation: Very helpful for first-time players navigating dark areas

Location: Route 2, directly south of gatehouse building

Item type: HP Up (Vitamin/Stat enhancer)

HP Up mechanics:

  • Function: Permanently increases HP EV by 10 points
  • Usage limit: Can use up to 10 HP Ups per Pokemon (100 HP EVs maximum)
  • Shop cost: 9800 each in stores, making free ones extremely valuable
  • Universal benefit: HP is useful for all Pokemon types and roles

Strategic usage: Save for main team members or fragile sweepers who need survivability boost

Location: Route 2, continue farther south from HP Up location

Item type: Moon Stone (Evolution Stone)

Moon Stone evolution candidates:

  • Nidorina → Nidoqueen: Loses level-up moves but gains immediate power boost
  • Nidorino → Nidoking: Same trade-off as Nidoqueen evolution
  • Clefairy → Clefable: Loses Sing and other moves, but gains significant stats
  • Jigglypuff → Wigglytuff: Similar evolution pattern to Clefable

Evolution timing strategy:

  • Nido line timing: Learn desired moves first (Thrash at 23, Horn Drill at 46)
  • Clefairy consideration: Weigh movepool retention vs immediate power gain
  • Moon Stone availability: Additional stones available later at Mt. Moon and Game Corner

Location: Viridian City, southwest near small pond

Access method: Cut down tree above pond, speak to lone man

Item: TM42 Dream Eater (One-time TM)

Dream Eater move analysis:

  • Type: Psychic
  • Power: 100 (very powerful)
  • Special effect: Restores HP equal to half damage dealt
  • Critical limitation: Target must be asleep or move fails completely

Compatible Pokemon (besides Mew):

  • Gastly line: Learns Dream Eater naturally, excellent combo with Hypnosis
  • Drowzee line: Perfect synergy with Hypnosis for sleep setup strategies

Strategic evaluation:

  • Sleep combo potential: Use Hypnosis first, then Dream Eater for massive damage + healing
  • Reliability concern: Psychic is more consistent without sleep requirement
  • Best application: Strong temporary move when used alongside sleep-inducing moves

Navigation route: Viridian City → Diglett's Cave → Route 11

Cave structure: Simple straight tunnel with no branching paths or items

Travel objective: Make your way from one end of cave to the other

Wild Pokemon encounters:

  • Diglett: 95% encounter rate (Levels 15-22)
  • Dugtrio: 5% encounter rate (Levels 29-31)

⚠️ High-level Dugtrio warning:

  • Level danger: Much higher level than current team progression
  • Speed advantage: Often moves first due to exceptional Speed
  • Dig attack: Powerful STAB Ground-type move with serious damage potential
  • GameFAQs strategy: Be wary of high-level Dugtrio as you traverse this cave

Cave contents: No trainers or items in the cave itself - just straight passage through

Backtrack complete! You've systematically accessed all Cut-locked areas and collected essential resources for upcoming challenges.

Items acquired during backtrack:

  • Old Amber: Future Aerodactyl fossil (Cinnabar Island resurrection)
  • HM05 Flash: Dark cave navigation assistance (very helpful for Rock Tunnel)
  • HP Up: Permanent HP boost vitamin for team optimization
  • Moon Stone: Evolution stone for Nido lines, Clefairy, and Jigglypuff
  • TM42 Dream Eater: Powerful Psychic move with healing effect

Optional acquisitions available:

  • Mr. Mime: B-rank Psychic-type with experience bonus (if traded)
  • Flash user: Consider teaching Flash to HM mule for Rock Tunnel navigation

Progression status and next objectives:

  • Current location: Route 11 (emerged from Diglett's Cave)
  • Immediate goal: Return to Cerulean City to receive Bike Voucher from Bill
  • Upcoming challenge: Rock Tunnel navigation (dark cave with 15+ trainers)
  • Major destination: Lavender Town (Ghost Pokemon and Pokemon Tower exploration)

GameFAQs progression note: Cut backtrack sequence provides essential preparation for the challenging areas ahead


Route 11

0 / 5 completed

Trainer-heavy route featuring an extensive gauntlet of battles connecting Vermilion City to Diglett's Cave and Route 12. This challenging route contains 10 trainers with diverse teams and introduces Engineer trainer class for the first time. The route is structured with western and eastern trainer sections requiring strategic navigation.

Location: East of Vermilion City entrance

Route overview: GameFAQs describes this route as having "a gauntlet of Trainers to fight"

Route structure: Map is too wide for single display, split into west and east sides

Wild Pokemon encounters:

  • Spearow: 40% encounter rate (all versions) - Common Flying-type
  • Ekans: 35% Red only - Poison-type with decent movepool
  • Sandshrew: 35% Blue only - Ground-type with solid defense
  • Drowzee: 25% all versions - Excellent Psychic-type for team building

Strategic connections:

  • West: Vermilion City (entry point)
  • South: Diglett's Cave entrance (Ground-type Pokemon)
  • East: Route 12 gatehouse (currently Snorlax-blocked)

GameFAQs navigation: Starting outside Diglett's Cave, work systematically through trainer positions

GameFAQs sequence: Starting from Diglett's Cave area, systematically battle western trainers

Youngster (A) - Initial encounter

Pokemon: Ekans (Lv.21), Sandshrew (Lv.21)

GameFAQs location: "A short distance to the east" from Diglett's Cave

Strategy: Version-exclusive Pokemon types - use Fighting moves vs Ekans, Water/Grass vs Sandshrew

Gambler (B) - Fire-type specialist

Pokemon: Growlithe (Lv.18), Vulpix (Lv.18)

GameFAQs location: "Below him towards the southern edge of the route"

Strategy: Dual Fire-types - Water, Ground, Rock moves are super effective

Youngster (C) - Version differences

Red/Blue: Sandshrew (Lv.19), Zubat (Lv.19), Rattata (Lv.19)

Yellow: Slowpoke (Lv.17), Slowpoke (Lv.17), Slowbro (Lv.17)

GameFAQs location: "To the east of him" (east of Gambler B)

Version strategy: Red/Blue has mixed team, Yellow focuses on Psychic/Water types

Youngster (D) - Single Pokemon challenge

Pokemon: Nidorino (Lv.21)

GameFAQs location: "To the north" of Youngster (C)

Strategy: Single evolved Pokemon with decent level - use Psychic or Ground moves

Western section complete: 4 trainers defeated, progressing to eastern challenges

GameFAQs continuation: Move to eastern section for more challenging trainer encounters

Gambler (E) - Water specialist

Pokemon: Poliwag (Lv.22), Horsea (Lv.22)

GameFAQs location: "Slightly to the south-east"

Strategy: Dual Water-types - use Grass or Electric moves for advantage

Gambler (F) - Grass specialist

Pokemon: Bellsprout (Lv.18), Oddish (Lv.18)

GameFAQs location: "North-east of him" (northeast of Gambler E)

Strategy: Grass-types with potential status moves - use Fire, Flying, Ice for coverage

Engineer (G) - First Engineer encounter

Pokemon: Magnemite (Lv.18), Magnemite (Lv.18), Magneton (Lv.18)

GameFAQs location: "To the south-east" of Gambler F

New trainer class: Engineers specialize in Electric/Steel-type Pokemon

Strategy: Ground moves are super effective, Fire/Fighting also work well

Youngster (H) - Mixed team challenge

Pokemon: Ekans (Lv.20), Sandshrew (Lv.20), Spearow (Lv.20)

GameFAQs location: "To the north-east from him" (northeast of Engineer G)

Strategy: Diverse team requiring varied type coverage

Gambler (I) - Water specialist

Pokemon: Poliwag (Lv.22), Poliwag (Lv.22)

GameFAQs location: "Nearby" Youngster H

Strategy: Double Water-types - consistent Grass/Electric weakness

Engineer (J) - Final Route 11 trainer

Pokemon: Voltorb (Lv.21), Magnemite (Lv.21)

GameFAQs location: "Directly south" from Gambler I

Warning: Voltorb may use Selfdestruct - be prepared for explosive tactics

Strategy: Ground moves neutralize both Electric-types effectively

Trainer gauntlet complete: All 10 Route 11 trainers defeated successfully

GameFAQs location: "Examine the lone small tree to the north-east"

Hidden item: Escape Rope

Escape Rope functionality:

  • Cave escape: Instantly exit caves and return to entrance
  • Building escape: Exit multi-floor buildings to ground level
  • Strategic value: Useful for Rock Tunnel and other lengthy cave systems
  • Alternative method: Dig (TM28) provides same functionality as a move

GameFAQs tip: Return to Gambler I's location before continuing east

GameFAQs progression: Route 11 trainer gauntlet completed successfully

Route 11 completion summary:

  • Trainers defeated: 10 trainers with diverse teams and levels 18-22
  • New trainer class: Engineers specializing in Electric/Steel types introduced
  • Hidden items: Escape Rope collected for future cave navigation
  • Route mastery: Both western and eastern trainer sections completed

Experience and level expectations:

  • Experience gained: ~3000-4000 XP from comprehensive trainer gauntlet
  • Money earned: ~2500-3500 from trainer battle payouts
  • Team levels: Should be 20-25 range after Route 11 completion
  • Gym readiness: Well-prepared for Lt. Surge's Electric-type challenge

Next objectives:

  • Route 12 exploration: Limited access visit for key items and documentation
  • Vermilion Gym preparation: Heal team and prepare for Electric-type battles
  • Cut usage: Access Vermilion Gym by cutting tree southwest of city

GameFAQs achievement: Route 11 trainer gauntlet mastered with comprehensive exploration and strategic preparation complete


Route 12 Quick Trip

0 / 4 completed

Limited exploration of Route 12's accessible section before the Snorlax blockade. This brief visit focuses on key item collection, in-game trade documentation, and understanding current limitations. Most of Route 12 remains blocked until obtaining the Poke Flute later in the game.

GameFAQs location: "East of the previous Gambler is the gatehouse to Route 12"

NPC location: "Go up the stairs, then speak to Professor Oak's aide"

Requirement: "At least 30 Pokémon registered in the Pokédex"

Itemfinder mechanics:

  • Function: Detects hidden items when used from Key Items menu
  • Screen detection: "Will react if there is a hidden item somewhere on screen"
  • Limitation: "Won't tell you where exactly the item is"
  • GameFAQs assessment: "Rather cumbersome to use, but can be useful"

If Pokemon count insufficient:

  • GameFAQs note: "You are likely short a few Pokémon to get the Itemfinder at the moment"
  • Strategy: "Make a note to come back for it later"
  • Usage context: Helpful for completionist item collection throughout game

Future applications:

  • Hidden item hunting: Essential for finding concealed items in later areas
  • Completionist runs: Required for thorough exploration of all locations
  • Value items: Many hidden items are rare or valuable (Nuggets, evolution stones, etc.)

GameFAQs location: "Speaking to the boy at the back" of Route 12 gatehouse

Available in-game trades:

  • Red/Blue: Trade Nidorino for Nidorina
  • Yellow: Trade Lickitung for Dugtrio

GameFAQs trade analysis - Red/Blue:

  • Current strategy: "Since it's not worth training a Nidoran♂ up to do this, it is better to catch the evolved Nidorino later and come back for it"
  • Nidorino availability: Wild Nidorino can be found in Safari Zone later
  • Pokedex completion: Both Nidorino and Nidorina needed for complete collection

GameFAQs trade analysis - Yellow:

  • Yellow assessment: "Lickitung, which is unavailable until after the credits have rolled, for a Dugtrio, which is available in a cave a short walk from here"
  • Overall conclusion: "As you can tell, this is pointless"
  • Dugtrio access: Much easier to catch in nearby Diglett's Cave

GameFAQs recommendation:

  • Timing strategy: "For the sake of completion you'll be directed back here to perform these trades much later"
  • Current action: Note trade availability but defer execution
  • Completion context: These trades are primarily for Pokedex completion rather than strategic value

GameFAQs access note: "You can only explore a tiny part of this route at the moment"

GameFAQs location: "Examine the second of the two southern trees that are jutting into the main path"

Hidden item: Hyper Potion (restores 200 HP)

Item value analysis:

  • Healing power: 200 HP restoration is significant at current game stage
  • Cost comparison: Hyper Potions cost 1500 in shops - substantial savings
  • Strategic timing: Useful for upcoming Vermilion Gym and Rock Tunnel challenges

Hidden item detection tips:

  • Visual cues: Trees and objects that stand out from surroundings
  • Itemfinder usage: Can confirm presence of hidden items in area
  • Systematic searching: Check all distinctive environmental features

Current exploration boundaries:

  • Snorlax blockade: Most of route blocked by sleeping Snorlax
  • Accessible area: Only small section near Route 11 gatehouse available
  • Wild Pokemon: Limited encounters due to restricted access

Poke Flute requirement:

  • Story progression: Need special item to wake Snorlax (obtained later)
  • Pokemon Tower completion: Poke Flute acquired after rescuing Mr. Fuji
  • Full access timeline: Route 12 complete exploration comes during post-Pokemon Tower progression

Future return objectives:

  • Full route exploration: Complete trainer battles and wild Pokemon encounters
  • Fishing opportunities: Multiple fishing spots with good Pokemon
  • Item collection: Additional hidden items in currently blocked sections
  • Snorlax capture: Opportunity to catch rare, powerful Pokemon

GameFAQs progression note:

  • Current completion: Route 12 preliminary exploration finished
  • Next objective: Return to Vermilion City for Gym challenge preparation
  • Strategic context: Limited access ensures focused progression toward Lt. Surge

Vermilion Gym

0 / 7 completed

Challenge Lt. Surge, "The Lightning American!" Electric-type Gym Leader with his notorious trash can puzzle. GameFAQs describes this as a "frustrating puzzle" that is "mostly luck based" due to coding glitches affecting the switch mechanics.

GameFAQs strategy overview: "At this point in the game, there are many options for dealing with Electric-type Pokémon"

Optimal type matchups:

  • Ground-types (S-tier): "Completely immune to Electric-type moves" - Nidoking, Nidoqueen, Sandshrew, Geodude, Diglett
  • Grass-types (A-tier): "Resist Electric-type moves" - Bulbasaur line, Bellsprout line, Oddish line
  • Electric-types (B-tier): "Resist Electric-type moves" - Pikachu, Magnemite, Voltorb
  • Avoid completely: Water and Flying types (weak to Electric attacks)

Recommended offensive strategies:

  • TM28 Dig: "Will deal supereffective damage to Electric-type Pokémon" - can be taught to many Pokemon
  • Ground-type moves: Super effective against all Electric types
  • High Defense Ground-types: "Have high enough Defense to take minimal damage from any Normal-type coverage moves"

GameFAQs assessment: "There should be no shortage of Pokémon that can take on this Gym comfortably"

GameFAQs sequence: "There are three Trainers here before Lt. Surge"

Sailor (A) - "Leaning on the left wall"

Red/Blue: Pikachu (Level 18), Pikachu (Level 18)

Yellow: Pikachu (Level 18), Pikachu (Level 18)

Strategy: Dual Pikachu team - Ground types immune to Electric attacks

Rocker (B) - "Slightly to his north-east"

Red/Blue: Voltorb (Level 20), Magnemite (Level 20)

Yellow: Voltorb (Level 20), Magnemite (Level 20)

Strategy: Watch for Voltorb's SonicBoom (exactly 20 damage) and Magnemite's Steel typing

Gentleman (C) - "Over by the east wall"

Red/Blue: Pikachu (Level 23)

Yellow: Pikachu (Level 23)

Strategy: Single high-level Pikachu - Ground immunity makes this trivial

GameFAQs battle assessment: Ground types are immune to all Electric attacks and should have no difficulty with these trainers

GameFAQs honest assessment: "Calling this a puzzle is being generous, as it's mostly luck based"

Puzzle mechanics (intended):

  • First switch: Search trash cans for electric locks
  • Second switch: "Supposed to appear in any adjacent trash can"
  • Reset condition: "If you search a trash can that doesn't contain the second switch, then the puzzle is reset"

GameFAQs reality check:

  • Coding issues: "Due to some coding issues, the puzzle doesn't quite function as intended"
  • Limited first switch: "The first switch can only appear in certain trash cans"
  • Unexpected second switch: "The second switch then appears in a variety of unexpected trash cans"
  • Version differences: "The mechanics were reworked for Pokémon Yellow but have a different set of glitches"

GameFAQs recommended approach:

  • Random search strategy: "You can still randomly search every trash can for the first switch, then search a random adjacent can for the second switch and hope for the best"
  • Save game strategy: "After finding the first switch, you can also save your game before searching adjacent cans for the second switch, since its position will not change if you reset the game"
  • Patience required: This is primarily a test of persistence rather than skill

Advanced puzzle mechanics (Red/Blue):

  • First switch locations: Limited to specific trash cans due to glitch
  • Second switch mechanics: "Each possible trash can for the second switch has the same chance of housing it, and there is always a chance that trash can 0 houses the second switch"

Yellow version differences:

  • First switch limitation: "Can still only be in trash cans 0, 2, 4, 6, 8, 10, 12 or 14"
  • Multiple second switches: "Chance for multiple second switches to appear in trash cans all around the first one"
  • Specific glitches: "Trash cans 6 and 8 are bugged to usually have the second switch appear in trash can 0, but occasionally do not have a second switch generated at all"

GameFAQs preparation: "Once the door has been opened, heal and save before engaging Lt. Surge"

Lt. Surge: Gym Leader battle 3 (Red/Blue)

Team composition:

  • Voltorb (Level 21): SonicBoom, Screech, Tackle
  • Pikachu (Level 18): Thunder Wave, Quick Attack, Double Kick
  • Raichu (Level 24): Thunderbolt, Thunder Wave, Double Kick

AI behavior: "Lt. Surge has a 25% chance per turn to use an X Speed on his active Pokémon. He can only use one X Speed per Pokémon"

Lt. Surge: Gym Leader battle 3 (Yellow)

Team composition:

  • Raichu (Level 28): Thunderbolt, Thunder Wave, Double Kick, Mega Punch

AI behavior: Same X Speed mechanics as Red/Blue

GameFAQs strategy - Red/Blue:

  • Ground-type dominance: "If you have a Ground-type Pokémon, the only moves that can damage you are weak Normal-type moves and Voltorb's SonicBoom, which deals exactly 20 damage. Nothing else can touch you"
  • Non-Ground strategy: "If you lack Ground-type Pokémon, then Raichu's high-power Thunderbolt can be quite nasty"
  • Type disadvantages: "Water- and Flying-type Pokémon who are weak to Electric-type moves are advised to steer clear"

GameFAQs strategy - Yellow:

  • Single opponent analysis: "Lt. Surge simply has one high-level Raichu, but at level 28 and packing Thunderbolt as well as some decent Normal-type moves, it can put up a fair fight"
  • Ground-type advantage: "Ground-type Pokémon are immune to Thunderbolt and anything with Dig can deal some major damage"
  • Diglett warning: "If Diglett is your Ground-type Pokémon then you should be a little wary, as Diglett's low Defense and HP mean you'll take a fair amount of damage from Raichu's strong Normal-type moves, especially if it's going to outspeed you with X Speed"
  • Alternative strategy: "Tough Grass-type Pokémon aren't a bad idea as they can resist Thunderbolt"

ThunderBadge mechanics:

  • GameFAQs correction: "Boosts your Pokémon's Defense by 12.5% in in-game battles. Despite the game telling you that it boosts your Pokémon's Speed, it actually boosts Defense"
  • HM authorization: "Grants you the ability to use Fly outside of battle, an HM move you can obtain later on that will allow you to return to any previously visited town or city"
  • Progress milestone: Third Gym Badge earned

TM24 Thunderbolt analysis:

  • GameFAQs assessment: "Another unique TM, TM24 contains Thunderbolt, the best offensive Electric-type move in the game for its balance of excellent 95 power and near-perfect accuracy"
  • Additional effect: "10.2% chance of inflicting paralysis, which can be devastating when it happens, although it cannot paralyse Electric-type Pokémon"
  • Rarity: "The only Pokémon that learns Thunderbolt naturally is Pikachu in Pokémon Yellow"

GameFAQs usage recommendations:

  • Priority targets: "If you are planning on raising an Electric-type Pokémon such as Zapdos, or already have a Pikachu on your Pokémon Red and Blue team, this TM provides an excellent STAB move that they shouldn't go without"
  • Priority order: "Electric-type Pokémon should take priority"
  • Alternative users: "If you don't have one, Thunderbolt is widely available to other Pokémon, including Raticate, Nidoqueen, Nidoking, Clefable, Wigglytuff, Meowth, Mankey and Mr. Mime"
  • Strategic value: Excellent coverage move for non-Electric types needing Electric attacks

GameFAQs location: "Now that you have the ThunderBadge, Pokémon Yellow players should talk to the police officer in the centre of the city to receive a level 10 Squirtle"

Gift Pokemon analysis:

  • Pokemon: Squirtle (Level 10)
  • GameFAQs rating: B-rank starter Pokemon
  • Level assessment: "Arriving at level 10, Squirtle is a little underlevelled"
  • Strategic value: "It is one of the few good Water-type Pokémon you can obtain this early"
  • Stats and movepool: "Has good stats and learns a nice array of TM moves such as Ice Beam"

GameFAQs recommendation: Despite being underleveled, Squirtle is worth training for its excellent Water-type coverage and TM compatibility

GameFAQs progression: "Return to Cerulean City to the north, through Route 6, the Underground Path and Route 5"

Travel route breakdown:

  • Route 6: North from Vermilion City
  • Underground Path: Connecting Route 6 to Route 5
  • Route 5: Final approach to Cerulean City
  • Cerulean City: Destination for Bicycle acquisition

Next objectives:

  • Bicycle acquisition: Trade Bike Voucher at Cerulean Bike Shop
  • Rock Tunnel preparation: Stock up on supplies and ensure proper team composition
  • Cut user requirement: Keep a Pokemon with Cut in party for route access

GameFAQs completion: "With that done, you can leave the Gym" - Vermilion Gym conquered successfully


Return to Cerulean City

0 / 3 completed

GameFAQs progression: "Return to Cerulean City to the north, through Route 6, the Underground Path and Route 5." This journey focuses on acquiring the Bicycle and preparing for Rock Tunnel exploration with proper supplies and team composition.

GameFAQs route: "Through Route 6, the Underground Path and Route 5"

Travel sequence:

  • Route 6: Exit north from Vermilion City
  • Underground Path: East-west tunnel connecting Route 6 to Route 5
  • Route 5: Final approach to Cerulean City from the south
  • Cerulean City: Destination for Bicycle acquisition

Navigation efficiency:

  • Underground Path benefits: No wild Pokemon encounters, direct connection
  • Route efficiency: Faster than alternative paths through Saffron City
  • Time consideration: Straightforward journey with no required stops

GameFAQs location: "Enter the Bike Shop to the south-west of the city and trade in your Bike Voucher for a Bicycle"

Bicycle mechanics and benefits:

  • GameFAQs assessment: "The Bicycle is a great item that you can use outside and in caves to speed up your travel"
  • Speed increase: Approximately doubles movement speed in most areas
  • Usage locations: Works in overworld areas and caves (not in buildings)
  • Essential tool: Required for efficient exploration and some specific areas

GameFAQs inventory tip:

  • Item organization: "Remember that you can use the SELECT Button to reorder items in your Bag"
  • Recommended placement: "It's handy to have the Bicycle near the top of the list, as you are likely to be using it often"
  • Accessibility strategy: Place Bicycle in easily accessible position for frequent use

Trade completion:

  • Bike Voucher: Exchange at Bike Shop for Bicycle
  • No cost: Free trade using the voucher obtained earlier
  • Immediate benefit: Can use Bicycle immediately after acquisition

GameFAQs preparation: "Consider stocking up on some Poké Balls, Potions, Repels and maybe an Escape Rope for the next cave, Rock Tunnel"

Essential supplies breakdown:

  • Poké Balls: Multiple varieties for catching new Pokemon in Rock Tunnel
  • Potions: Healing items for extended cave exploration (Hyper Potions recommended)
  • Repels: Avoid unwanted wild Pokemon encounters while navigating
  • Escape Rope: Quick exit from cave if needed (alternative to backtracking)

GameFAQs team requirement:

  • Cut user mandatory: "Be sure to keep a Cut user in your party for the next section"
  • Route access: Cut required for accessing routes leading to Rock Tunnel
  • Team planning: Ensure Cut user is compatible with Rock Tunnel strategy

Navigation preparation:

  • GameFAQs exit route: "Take the east exit out of the city—you'll have to loop around by using the gap in the ledge to the west of the Pokémon Center and then head east by passing through the back of the burgled house"
  • Specific path: Must use ledge gap and pass through burgled house to access eastern routes
  • Route requirement: This specific navigation is required to reach Route 9 and Rock Tunnel

Recommended team levels:

  • Level range: Mid-20s recommended for Rock Tunnel challenges
  • Type coverage: Ensure diverse movepool for Rock Tunnel's varied Pokemon
  • Healing items: Sufficient supplies for extended exploration without Pokemon Center access

Route 9

0 / 7 completed

Complex rocky route leading to Rock Tunnel. GameFAQs notes: "The map for this area is too wide to display properly, so has been split in two." Features challenging ledge navigation, 9 trainers, TM30 Teleport, and A.J.'s anime-reference Sandshrew in Yellow version.

GameFAQs entry: "Cut down the tree here to enter the main portion of the route, then battle the Jr. Trainer♀ (A) to the east"

Route overview:

  • Map complexity: GameFAQs splits this into west/east sides due to width
  • Cut requirement: Must use Cut to access main route area
  • Terrain: Rocky path with complex ledge navigation system
  • Total trainers: 9 trainers with varied positioning

Jr. Trainer♀ (A) - First encounter

Pokemon: Oddish (Lv.16), Bulbasaur (Lv.18)

GameFAQs location: "To the east" after cutting the tree

Strategy: Grass-type specialists - Fire, Flying, Ice types highly effective

Wild Pokemon availability:

  • GameFAQs note: "There's nothing new to catch here" - same encounters as Routes 3-4
  • Rattata: 30% encounter rate (all versions)
  • Spearow: 35% encounter rate (all versions)
  • Ekans: 35% Red only
  • Sandshrew: 35% Blue only

GameFAQs sequence: "Head south over two ledges and pick up TM30 (Teleport)"

TM30 Teleport analysis:

  • GameFAQs assessment: "TM30 is a unique TM, but Teleport is a pretty useless move that simply lets you flee from wild Pokémon"
  • Battle utility: Escape from wild Pokemon encounters (like Run Away)
  • Field utility: "Outside of battle, it has some utility, as it returns you to the last-used Pokémon Center"
  • Future obsolescence: "Later on, Fly will render even this small benefit obsolete"
  • Collection value: Unique TM - save for completionist purposes

Hiker (B) - "Defeat the nearby Hiker (B) to the east"

Red/Blue: Machop (Lv.17), Onix (Lv.17)

Yellow: Machop (Lv.16), Onix (Lv.16), Machop (Lv.16)

Strategy: Fighting/Rock types - use Water, Grass, or Ground moves for Onix; Flying or Psychic for Machop

GameFAQs navigation: "Head north through the gap in the ledge, then east and north through another gap to come to another Trainer"

Jr. Trainer♂ (C) - Red/Blue version

Pokemon: Rattata (Lv.16), Spearow (Lv.16)

Strategy: Standard Normal/Flying types

Youngster (C) - Yellow version

Pokemon: Sandshrew (Lv.14) with Fissure

GameFAQs anime reference: "In Pokémon Yellow, this Youngster has a Sandshrew that knows the one-hit KO move Fissure. This is a reference to the character A.J. from the anime, who has a Sandshrew with the same move"

Critical warning: Fissure is a one-hit KO move - be prepared for potential instant defeat

Strategy: Flying-types are immune to Ground moves, making them ideal against Fissure

Ledge navigation complexity:

  • Multiple gaps: Complex ledge system requires careful route planning
  • One-way movement: Most ledges can only be jumped down, not climbed up
  • Strategic positioning: Plan route to access all trainers and items efficiently

GameFAQs sequence: "Just to the north through another gap in the ledge is a Bug Catcher (D)"

Bug Catcher (D)

Red/Blue: Beedrill (Lv.19), Beedrill (Lv.19)

Yellow: Weedle (Lv.16), Caterpie (Lv.16), Venonat (Lv.16)

Strategy: Bug-types weak to Fire, Flying, Rock moves

Hidden Ether location:

  • GameFAQs directions: "Head west into the tall grass... examine the lone small tree at the south-west corner of this patch to find a hidden Ether"
  • Precise location: Southwest corner of the tall grass patch
  • Search method: Use A button on the lone small tree
  • Item value: Ether restores 10 PP to one move - useful for extended exploration

Wild Pokemon note:

  • GameFAQs confirmation: "There's nothing new to catch here" in the tall grass
  • Encounter advice: Same Pokemon as Routes 3-4, skip if already caught

GameFAQs navigation sequence: "Hop down over two ledges and head east past the rock formation jutting out of the southern edge of the map"

Hiker (E) - "Head through the gap in the ledge to the south here, then all the way east"

Red/Blue: Geodude (Lv.20), Onix (Lv.20)

Yellow: Geodude (Lv.19), Machop (Lv.19), Geodude (Lv.19)

Strategy: Rock/Ground types - Water and Grass moves highly effective

Bug Catcher (F) - Complex ledge navigation required

Red/Blue: Caterpie (Lv.18), Metapod (Lv.18), Caterpie (Lv.18)

Yellow: Beedrill (Lv.19), Beedrill (Lv.19)

GameFAQs path: "Return west and up through the ledge gap again, then go east until you hit a wall. From here, proceed north through yet another ledge gap"

Jr. Trainer♂ (G) - "A little to the west"

Pokemon: Spearow (Lv.18), Rattata (Lv.18)

Strategy: Standard Normal/Flying type combination

Navigation complexity analysis:

  • Multi-directional movement: East past rock formation, then complex return path
  • Multiple ledge gaps: Requires precise navigation to access all trainers
  • Wall boundaries: "Go east until you hit a wall" - natural navigation limits

GameFAQs final sequence: "Return to the previous Bug Catcher and head north through the gap in the ledge above him"

Hiker (H) - "Slightly to the right"

Red/Blue: Geodude (Lv.21), Graveler (Lv.21)

Yellow: Geodude (Lv.20), Geodude (Lv.20), Graveler (Lv.20)

Warning: Graveler has evolved stats - higher Attack and Defense than Geodude

Strategy: Water and Grass moves remain super effective against Rock/Ground typing

Jr. Trainer♀ (I) - Final Route 9 trainer

Pokemon: Meowth (Lv.16), Oddish (Lv.16), Pidgey (Lv.16)

GameFAQs location: "Head all the way east, then hop south over the ledge here to find the last Trainer of the route"

Strategy: Mixed Normal/Grass/Flying team requiring varied type coverage

Route 9 completion:

  • All trainers defeated: 9 trainers successfully navigated and battled
  • Items collected: TM30 Teleport and hidden Ether obtained
  • Experience gained: Significant XP from diverse trainer roster
  • Team preparation: Well-prepared for upcoming Rock Tunnel challenge

GameFAQs progression: "Exit east out on to Route 10" - ready for Rock Tunnel area

GameFAQs completion: "Exit east out on to Route 10"

Route 9 achievement summary:

  • ✅ All 9 trainers defeated with complex ledge navigation mastered
  • ✅ TM30 Teleport collected (unique TM for collection purposes)
  • ✅ Hidden Ether found in tall grass southwest corner
  • ✅ A.J.'s anime reference Sandshrew encountered (Yellow version)
  • ✅ Complex route navigation successfully completed

Team status expectations:

  • Level range: Should be 20-25 range after Route 9 completion
  • Experience gained: ~2500-3500 XP from 9 trainer battles
  • Money earned: ~1800-2500 from trainer payouts
  • Type coverage: Diverse battle experience against Bug, Rock, Ground, Fighting types

Route 10 preparation:

  • Pokemon Center: Last healing opportunity before Rock Tunnel
  • New Pokemon: Electric types (Machop, Magnemite, Voltorb) available
  • Rock Tunnel approach: Dark cave challenge requiring careful preparation
  • Supply check: Ensure adequate Potions, Repels, and escape items

GameFAQs navigation mastery: Complex ledge system successfully navigated with all trainers and items accessed efficiently


Route 10 (North)

0 / 4 completed

Pokemon Center, new Electric Pokemon encounters, and hidden items before Rock Tunnel. GameFAQs emphasizes strategic Pokemon choices and preparation for the upcoming dark cave challenge.

GameFAQs guidance: "If you need to, use the Pokémon Center south of the tall grass before coming back to catch any Pokémon"

Strategic importance:

  • Location: South of tall grass on Route 10 north
  • Critical service: Last Pokemon Center before Rock Tunnel
  • Dig/Escape Rope destination: This center becomes evacuation point for Rock Tunnel
  • Fly limitation: Cannot be accessed via Fly command - manual travel required

Pre-Rock Tunnel preparation:

  • Team healing: Ensure all Pokemon at full HP and PP
  • PC management: Store/retrieve Pokemon for optimal Rock Tunnel team
  • Item stocking: Purchase healing items before challenging dark cave
  • Flash preparation: Consider withdrawing Flash user if available

GameFAQs workflow: Use center for healing and team management, then return to catch Route 10 Pokemon efficiently

GameFAQs Pokemon evaluations: Comprehensive analysis of new Electric-type encounters

New Pokemon available:

  • Machop: 5% Red/Blue, 10% Yellow (Fighting-type)
  • Magnemite: 10% all versions (Electric/Steel-type)
  • Voltorb: 10% all versions (Electric-type)
  • Spearow: 30% all versions (same as previous routes)
  • Ekans/Sandshrew: 45% (version exclusive)

GameFAQs Pokemon Evaluations - C Rank Analysis

Machop - Rating: C

GameFAQs assessment: "While Machop is first available in Pokémon Yellow here, it is better to wait a while and trade a Cubone for the Machoke on Route 5, allowing you to obtain the fully evolved Machamp with a 50% experience bonus"

Strategic advice: Skip catching Machop - wait for superior Machoke trade opportunity

Magnemite - Rating: C

GameFAQs assessment: "Magnemite's excellent Special stat is offset by its poor movepool, limited to a handful of Normal- and Electric-type moves. It is much worse off without the Thunderbolt TM to give it a powerful STAB move"

TM dependency: Requires TM24 Thunderbolt for viability - consider TM allocation carefully

Voltorb - Rating: C

GameFAQs assessment: "Voltorb is an Electric-type Pokémon with decent stats and, when it evolves, the highest Speed in the game. However, its movepool is very poor and it too requires the recently obtained Thunderbolt TM to have a usable STAB attack"

Speed advantage: Electrode has highest Speed stat but needs TM24 Thunderbolt for offensive power

Strategic recommendations:

  • TM24 priority: Both Magnemite and Voltorb require Thunderbolt TM for effectiveness
  • Collection value: Electric types useful for future Water/Flying type coverage
  • Evolution potential: Magneton and Electrode become more viable with proper TM support
  • Machop alternative: GameFAQs recommends waiting for Route 5 Machoke trade instead

GameFAQs conclusion: Electric types worth catching for long-term team building, but require TM investment for immediate viability

GameFAQs exact instructions: "Keep your Cut user handy for a moment and chop down the two northernmost trees to the west of the Pokémon Center"

Step-by-step process:

  1. Keep Cut user active: Don't deposit Cut user yet - needed for tree removal
  2. Target trees: "Two northernmost trees to the west of the Pokémon Center"
  3. Cut both trees: Clear path to Rock Tunnel entrance area
  4. Search location: "Search the tile to the right of the Rock Tunnel entrance"

Hidden Super Potion value:

  • Healing power: Restores 50 HP per use
  • Cost savings: Worth ₽700 in Pokemon Mart
  • Rock Tunnel utility: Excellent for healing during dark cave navigation
  • Free resource: No cost investment required

Post-collection team management:

  • GameFAQs advice: "You can deposit your Cut user for now and instead withdraw a Pokémon to use Flash in the upcoming cave"
  • Flash preparation: Consider swapping Cut user for Flash user if available
  • Team optimization: Adjust party composition for Rock Tunnel challenge
  • PC access: Return to Pokemon Center for team management if needed

GameFAQs efficiency: Collect hidden item while managing team composition for optimal Rock Tunnel preparation

GameFAQs location: "Head south and loop around the column of small trees to battle the Jr. Trainer♀ (A)"

Jr. Trainer♀ (A) - Red/Blue

Pokemon: Jigglypuff (Lv.16), Clefairy (Lv.16)

Type analysis: Normal types - vulnerable to Fighting moves

Sleep warning: Jigglypuff knows Sing - can inflict Sleep status

Jr. Trainer♀ (A) - Yellow

Pokemon: Pikachu (Lv.14), Clefairy (Lv.16)

Type analysis: Electric/Normal types

Ground advantage: Pikachu vulnerable to Ground-type moves

Battle strategy:

  • Fighting moves: Super effective against both Normal types
  • Ground coverage: Effective against Pikachu in Yellow version
  • Status preparation: Awakening or Pecha Berry for Sleep inflicted by Sing
  • Level preparation: Team should be 18-22 range for easy victory

Navigation details:

  • Exact location: South of Rock Tunnel entrance near column of small trees
  • Path requirement: "Loop around the column" - follow specific route
  • Final preparation: Last trainer battle before Rock Tunnel challenge
  • Experience value: Final XP boost before entering dark cave

GameFAQs transition: "Head north to enter Rock Tunnel" - ready for the dark cave challenge


Rock Tunnel

0 / 6 completed

Dark cave with 15 trainers across 3 floors. GameFAQs notes: "There are no items in this cave, so catching new Pokémon and fighting the 15 Trainers is all you have to do." Flash lighting optional but helpful for navigation and trainer spotting.

GameFAQs overview: "There are no items in this cave, so catching new Pokémon and fighting the 15 Trainers is all you have to do"

Rock Tunnel structure:

  • Floor system: 1F → B1F → 1F → B1F → 1F (complex ladder routing)
  • Total trainers: 15 trainers distributed across all floors
  • No items: Focus entirely on battles and Pokemon encounters
  • Dark cave: Completely dark without Flash HM

Flash HM consideration:

  • GameFAQs advice: "You can use Flash to light up the cave to make navigating and spotting Trainers easier"
  • Navigation benefit: Easier trainer spotting and path finding
  • Optional tool: Cave completable without Flash but more challenging
  • Source reminder: Flash available from Professor Oak's Aide on Route 2 (requires 10 Pokemon)

Wild Pokemon preview:

  • Machop encounters: Fighting-type available for catching
  • Onix encounters: Rock/Ground type with unique characteristics
  • Standard encounters: Zubat, Geodude, Graveler also present

GameFAQs preparation: Dark cave navigation focused on trainer battles and Pokemon encounters, with Flash as helpful but optional tool

GameFAQs Pokemon evaluations: Comprehensive analysis of Rock Tunnel exclusive encounters

GameFAQs Pokemon Analysis - Rock Tunnel Exclusives

Machop - Rating: C

GameFAQs assessment: "Due to its Fighting typing, Machop lacks a good STAB move and can struggle against common Poison- and Flying-type Pokémon without TM support. It has an amazing Attack stat but is rather slow, and needs to be traded to evolve into its final form"

Strategic challenges: Poor STAB movepool, weakness to Poison/Flying types, trade evolution requirement

Positive attributes: Excellent Attack stat potential, Fighting-type coverage value

Onix - Rating: D

GameFAQs assessment: "Onix has some of the worst HP, Attack and Special stats in the game, so its attacks are extremely weak and it is very frail on the special side. Although it has nice typing and access to decent physical TMs, its stats are too poor to recommend it"

Critical weaknesses: Extremely poor HP, Attack, and Special stats

Limited positives: Good Rock/Ground typing, access to physical TMs

GameFAQs conclusion: Stats too poor to recommend despite decent typing

Catch recommendations:

  • Machop consideration: C-rank but requires significant TM investment for viability
  • Onix assessment: D-rank - avoid catching due to poor stat distribution
  • Alternative strategy: Wait for better Fighting-type options (Machoke trade on Route 5)
  • Collection value: Consider catching for Pokedex completion only

Standard encounters:

  • Zubat: Poison/Flying with potential for evolution to Crobat
  • Geodude/Graveler: Rock/Ground types with Self-Destruct risk
  • Encounter rates: Varied distribution across cave floors

GameFAQs strategic advice: Focus on trainer battles over Pokemon catching - better alternatives available later

GameFAQs floor 1F entry: "Head south-east to fight a PokéManiac (A)"

PokéManiac (A) - 1F Entry Trainer

Red/Blue: Cubone (Lv.23), Slowpoke (Lv.23)

Yellow: Cubone (Lv.25), Slowpoke (Lv.25)

GameFAQs location: "Head south-east" from Rock Tunnel entrance

Strategy: Ground/Water types - use Grass or Water moves for effectiveness

1F navigation to B1F:

  • GameFAQs path: "Go south past the PokéManiac and follow the path around. At the end, take the ladder (1) down to B1F"
  • Ladder (1): First descent point to basement level
  • Path following: Follow natural cave corridors around rock formations

B1F Trainer Sequence (B, C, D, E, F)

PokéManiac (B) - Southwest B1F

Pokemon: Cubone (Lv.23), Slowpoke (Lv.23)

GameFAQs location: "Head south-west to fight another PokéManiac (B)"

Jr. Trainer♀ (C) - North from B

Pokemon: Meowth (Lv.19), Oddish (Lv.19), Pidgey (Lv.19)

GameFAQs path: "Head west, then go north when you can"

PokéManiac (D) - Path continuation

Red/Blue: Slowpoke (Lv.20), Slowpoke (Lv.20), Slowbro (Lv.20)

Yellow: Slowpoke (Lv.22), Slowpoke (Lv.22), Slowbro (Lv.22)

GameFAQs note: "Continue following this path"

Hiker (E) - Central rock formation south

Pokemon: Geodude (Lv.21), Geodude (Lv.21)

GameFAQs location: "Rock formation in the middle, which has a Hiker (E) on its south side"

Hiker (F) - Central rock formation northeast

Pokemon: Machop (Lv.20), Onix (Lv.20)

GameFAQs location: "On the north-east side of this central rock formation"

GameFAQs navigation landmark: "More open area with a rock formation in the middle" - central B1F reference point for trainer locations

GameFAQs ladder transition: "To the west of that Hiker is another ladder (2) back up to 1F"

1F Return Section Trainers (G, H, I)

Hiker (G) - Ladder (2) emergence

Pokemon: Geodude (Lv.21), Graveler (Lv.21)

GameFAQs location: "You should see another Hiker (G) when you emerge"

Warning: Graveler has higher Attack/Defense than Geodude

Hiker (H) - Rock formation south side

Red/Blue: Machop (Lv.20), Machop (Lv.20), Machoke (Lv.20)

Yellow: Machop (Lv.19), Machop (Lv.19), Machoke (Lv.19)

GameFAQs path: "Head south along the left side of the rock formation below"

Critical warning: Machoke has significantly higher Attack stat

Hiker (I) - East of rock formation

Pokemon: Geodude (Lv.19), Machop (Lv.19), Geodude (Lv.19)

GameFAQs navigation: "Finish going past the rock formation and head east"

Mixed team: Rock/Ground and Fighting types requiring diverse strategy

Navigation pattern:

  • Ladder (2) emergence: Immediate Hiker (G) encounter upon reaching 1F
  • Rock formation navigation: "Left side" and "past the formation" routing
  • Ladder (3) access: "Immediately above this Hiker, take the ladder (3) back down to B1F"

Battle strategy notes:

  • Graveler threat: Evolved form with enhanced stats - use Water/Grass moves
  • Machoke power: Strong Attack stat - consider Flying or Psychic types
  • Type consistency: Predominantly Rock/Ground/Fighting encounters

GameFAQs progression: Systematic trainer clearing with ladder-based navigation between floors

GameFAQs B1F final section: "Head directly west on this floor and you'll see a Jr. Trainer♀ (J) on the other side of the rock here"

Final B1F Trainers (J, K, L)

Jr. Trainer♀ (J) - West side rock formation

Pokemon: Bellsprout (Lv.21), Clefairy (Lv.21)

GameFAQs location: "Head directly west... on the other side of the rock"

Mixed types: Grass and Normal types requiring varied approach

Hiker (K) - Single Onix specialist

Red/Blue: Onix (Lv.23)

Yellow: Onix (Lv.25)

GameFAQs location: "A little to the west of her"

Strategy note: Single high-level Onix - use Water/Grass moves for super effectiveness

PokéManiac (L) - Pre-ladder encounter

Pokemon: Cubone (Lv.22), Cubone (Lv.22)

GameFAQs location: "Head north-west from here"

Ladder (4) access: "Above him is a ladder (4) back to 1F"

Final 1F Trainers (M, N, O)

Jr. Trainer♀ (M) & Jr. Trainer♀ (N) - Double encounter

Jr. Trainer♀ (M): Pidgey (Lv.18), Meowth (Lv.18), Rattata (Lv.18), Pikachu (Lv.18)

Jr. Trainer♀ (N): Pikachu (Lv.20), Clefairy (Lv.20)

GameFAQs location: "To the south await a Jr. Trainer♀ (M) and Jr. Trainer♀ (N)"

Jr. Trainer♀ (O) - Final Rock Tunnel trainer

Pokemon: Jigglypuff (Lv.21), Pidgey (Lv.21)

GameFAQs navigation: "Continue to follow the path around, then head west at the fork"

Exit access: "To her south-west is the ladder you need to take to reach the south side of Route 10"

Exit strategy:

  • Final ladder: Southwest of Jr. Trainer♀ (O) leads to Route 10 south
  • Cave completion: All 15 trainers defeated (A through O)
  • Experience gained: Significant XP from challenging trainer gauntlet
  • Route 10 south access: Continue toward Lavender Town

GameFAQs completion: Dark cave navigation successfully completed with all trainer encounters cleared

GameFAQs Rock Tunnel achievement: Successfully navigated dark cave with all 15 trainers defeated

Cave completion summary:

  • ✅ All 15 trainers defeated (PokéManiacs A, B, D, L; Jr. Trainers C, J, M, N, O; Hikers E, F, G, H, I, K)
  • ✅ Complex multi-floor navigation mastered (1F → B1F → 1F → B1F → 1F)
  • ✅ Ladder system utilized efficiently (Ladders 1-4 sequence)
  • ✅ Flash lighting management (if used) for trainer spotting

Experience and level expectations:

  • Total experience: ~4000-6000 XP from 15 trainer battles
  • Money earned: ~3000-4500 from trainer payouts
  • Level range: Team should be 25-30 after Rock Tunnel completion
  • Battle diversity: Strong preparation for upcoming challenges

Team status assessment:

  • Type effectiveness mastery: Water/Grass moves proved highly effective
  • Status management: Healing items likely depleted - restock needed
  • PP management: Key moves may need restoration
  • Evolution opportunities: Several Pokemon likely ready for evolution

Route 10 south transition:

  • Immediate priority: Hidden Max Ether collection east of exit
  • Additional trainers: 4 more trainers on Route 10 south
  • Lavender Town access: Pokemon Center healing opportunity ahead
  • Strategic pause: Consider team healing before continuing trainer battles

GameFAQs progression achievement: Dark cave mastery completed - ready for Lavender Town and Pokemon Tower challenges


Route 10 (South)

0 / 5 completed

Southern section of Route 10 after Rock Tunnel exit. GameFAQs notes: 4 trainers and hidden Max Ether collection. Quick access to Lavender Town Pokemon Center for healing before trainer battles.

GameFAQs location: "Upon emerging, head east and examine the lone tree here to find a hidden Max Ether"

Hidden item collection:

  • Item type: Max Ether (fully restores PP for one move)
  • Exact location: "Lone tree" east of Rock Tunnel exit
  • Collection method: Examine/search the isolated tree
  • Strategic value: Valuable PP restoration item for longer battles

GameFAQs timing: Immediate priority upon Rock Tunnel exit before engaging trainers

Route 10 south layout:

  • Trainer distribution: 4 trainers spread across southern section
  • Lavender Town access: "Head south to Lavender Town" for Pokemon Center
  • Healing recommendation: GameFAQs suggests healing before trainer battles if needed
  • Return path: Easy navigation back from Lavender Town Pokemon Center

Strategic preparation: Max Ether secured before engaging 4 additional trainers on route to Lavender Town

GameFAQs healing advice: "If you need to heal up, head south to Lavender Town and use the Pokémon Center there before returning to fight the Trainers here"

Healing decision factors:

  • Rock Tunnel aftermath: Team likely needs healing after 15 trainer battles
  • PP depletion: Key moves may be low on Power Points
  • Status conditions: Check for lingering paralysis, poison, or sleep
  • Item inventory: Assess remaining Potions and status healing items

Jr. Trainer♀ (B) - First Route 10 South Trainer

Pokemon: Pikachu (Lv.20), Clefairy (Lv.20)

GameFAQs location: "Starting from the entrance to Rock Tunnel, there is a Jr. Trainer♀ (B)"

Type matchups: Electric and Normal types

Strategy notes:

  • Pikachu threat: Electric attacks effective against Flying/Water types
  • Clefairy durability: Normal type with decent HP and Special stats
  • Recommended approach: Ground types resist Electric, Fighting moves effective against Normal

Lavender Town Pokemon Center access:

  • Location: "Head south to Lavender Town" for immediate healing
  • Services available: Full team healing, PP restoration, box access
  • Return path: Simple north route back to Route 10 trainers
  • Strategic timing: Heal before or after Jr. Trainer♀ (B) based on team condition

GameFAQs efficiency: Optimized healing timing to maintain battle momentum while ensuring team readiness

GameFAQs navigation: Sequential Hiker battles with ledge navigation

Hiker (C) - Southwest Position

Pokemon: Machop (Lv.19), Onix (Lv.19)

GameFAQs location: "To her south-west is a Hiker (C)"

Type analysis: Fighting and Rock/Ground types

Battle strategy:

  • Machop approach: Flying or Psychic types for super effectiveness
  • Onix weakness: Water and Grass moves deal 4x damage
  • Stat considerations: Onix has poor HP and Attack stats despite impressive typing

Hiker (D) - Ledge Access Battle

Pokemon: Geodude (Lv.20), Machop (Lv.20), Graveler (Lv.20)

GameFAQs navigation: "Hop over the ledge to the south to fight another Hiker (D)"

Enhanced difficulty: Three Pokemon team with evolved Graveler

Critical warnings:

  • Graveler threat: Significantly stronger than Geodude - higher Attack and Defense
  • Self-Destruct risk: Rock types may use explosive moves when low on HP
  • Type effectiveness: Water/Grass moves super effective against both Rock/Ground types
  • Machop counter: Flying, Psychic, or strong special attacks recommended

Ledge mechanics:

  • GameFAQs path: "Hop over the ledge to the south" for Hiker (D) access
  • One-way navigation: Ledges create linear progression through trainer sequence
  • Strategic positioning: Cannot return north without circling around
  • Commitment factor: Ensure team readiness before ledge descent

Rock/Ground type mastery: Consistent Water and Grass move effectiveness against majority of encountered Pokemon

GameFAQs final encounter: "Trek along to the east to fight the last Trainer, a PokéManiac (E)"

PokéManiac (E) - Route 10 South Final Trainer

Red/Blue version:

Pokemon: Cubone (Lv.20), Slowpoke (Lv.20), Cubone (Lv.20)

Yellow version:

Pokemon: Cubone (Lv.22), Slowpoke (Lv.22), Cubone (Lv.22)

GameFAQs location: Eastern section of Route 10 south

Battle analysis:

  • Cubone strategy: Ground-type with Bone Club and potential Bonemerang attacks
  • Slowpoke approach: Water/Psychic type with decent bulk and special attacks
  • Type effectiveness: Grass and Water moves effective against Ground types
  • Psychic resistance: Cubone resists Psychic-type moves due to Ground typing

Version differences:

  • Level scaling: Yellow version Pokemon 2 levels higher (22 vs 20)
  • Stat implications: Higher levels mean increased HP, Attack, and Special stats
  • Strategic adjustment: Yellow players should expect slightly tougher battle

Team composition notes:

  • Cubone specialization: PokéManiac focuses heavily on Ground-type Pokemon
  • Slowpoke inclusion: Provides type diversity with Water/Psychic coverage
  • Consistent threat level: All Pokemon at equal levels for balanced challenge
  • Move diversity: Expect physical attacks from Cubone, special attacks from Slowpoke

Route 10 south completion:

  • Trainer total: 4 trainers defeated (Jr. Trainer♀ B, Hikers C & D, PokéManiac E)
  • Experience gained: Approximately 1500-2000 XP from trainer sequence
  • Money earned: ~1200-1800 from trainer payouts
  • Lavender Town access: "Continue south into Lavender Town" after final battle

GameFAQs progression: Route 10 south successfully cleared - ready for Lavender Town and Pokemon Tower challenges

GameFAQs completion achievement: Successfully navigated Route 10 southern section with all trainers defeated and hidden item collected

Route 10 south summary:

  • ✅ Hidden Max Ether collected from lone tree east of Rock Tunnel exit
  • ✅ Jr. Trainer♀ (B) defeated - Pikachu/Clefairy team overcome
  • ✅ Hiker (C) defeated - Machop/Onix Rock/Ground specialists cleared
  • ✅ Hiker (D) defeated - Enhanced three-Pokemon team with Graveler
  • ✅ PokéManiac (E) defeated - Final Cubone/Slowpoke specialist battle

Combined Rock Tunnel + Route 10 south achievements:

  • Total trainer battles: 19 trainers defeated (15 Rock Tunnel + 4 Route 10 south)
  • Experience accumulation: ~5500-8000 XP from complete area clearing
  • Money earned: ~4200-6300 from combined trainer payouts
  • Type mastery: Strong preparation against Rock, Ground, Fighting, and Electric types

Team status expectations:

  • Level progression: Team likely 26-32 range after extensive trainer gauntlet
  • Evolution opportunities: Multiple Pokemon probably ready for evolution
  • Move learning: Several Pokemon may have learned new moves during battles
  • Healing needs: Team requires Pokemon Center healing before major challenges

Lavender Town transition:

  • GameFAQs direction: "Continue south into Lavender Town" for next major area
  • Immediate priority: Pokemon Center healing and item restocking
  • Upcoming challenges: Pokemon Tower with Ghost-type encounters ahead
  • Strategic preparation: Consider team composition for Psychic and Dark-type challenges

Pokemon Tower preparation notes:

  • Ghost-type immunity: Normal and Fighting moves have no effect on Ghost types
  • Silph Scope requirement: Cannot identify Ghost Pokemon without special item
  • Type effectiveness: Psychic moves effective against Ghost types in Generation I
  • Team assessment: Evaluate current team for Ghost/Psychic type coverage

GameFAQs progression milestone: Rock Tunnel complex successfully mastered - ready for Lavender Town's supernatural challenges


Lavender Town

0 / 5 completed

"The Noble Purple Town" - GameFAQs notes: "There isn't a great deal of interest in Lavender Town at the moment." Pokemon Tower access limited until later story progression with special item.

GameFAQs town assessment: "There isn't a great deal of interest in Lavender Town at the moment"

Current accessibility restrictions:

  • Pokemon Tower status: "Pokémon Tower isn't fully accessible and you cannot catch any Pokémon there until you return with a particular item later"
  • Special item requirement: Need Silph Scope for full Pokemon Tower access (obtained later in story)
  • Ghost Pokemon unavailable: Cannot encounter Gastly, Haunter, or Gengar at this time
  • Limited exploration: Ground floor accessible but upper floors blocked

Available locations and services:

  • Name Rater's House: Pokemon nickname changes for owned Pokemon
  • Poké Mart: Great Balls and standard item purchases
  • Pokemon Center: Team healing, PC access, save functionality
  • Pokemon Tower Ground Floor: Basic exploration without Ghost encounters

Strategic town role:

  • Brief stopover: Town serves as transition point to Route 8 and Celadon City
  • Item restocking: Opportunity to purchase Great Balls and healing items
  • Team healing: Pokemon Center preparation for upcoming routes
  • Future return: Will revisit with proper Pokemon Tower access later

GameFAQs progression note: "The Noble Purple Town" status as transitional location with limited current functionality

GameFAQs Name Rater description: "You can find the Name Rater's house, where you can change the nickname of any Pokémon that matches your ID No. and Original Trainer (OT)"

Service eligibility requirements:

  • ID Number matching: Pokemon must have your personal ID No.
  • Original Trainer verification: Pokemon must show you as Original Trainer (OT)
  • GameFAQs clarification: "Typically, this means only Pokémon that haven't been received from a trade, in-game or otherwise"
  • Trade exclusion: Traded Pokemon cannot have nicknames changed

Name Rater functionality:

  • Service cost: Free nickname changes with no usage limitations
  • Character limits: Standard Pokemon nickname length restrictions apply
  • Unlimited changes: Can modify same Pokemon's nickname multiple times
  • Immediate effect: Nickname changes take effect instantly

Strategic considerations:

  • Long-term team planning: Consider better names for Pokemon intended for permanent team use
  • Identification clarity: Useful for distinguishing between multiple Pokemon of same species
  • Personal preference: Customize Pokemon names to match playstyle or preferences
  • Competitive preparation: Rename Pokemon for easier battle management

GameFAQs accessibility: Simple house location in Lavender Town with straightforward nickname modification service

GameFAQs Great Ball assessment: "The Poké Mart here sells Great Balls, which are more expensive than regular Poké Balls but have a better chance of catching Pokémon"

Great Ball mechanics and optimization:

  • Cost-benefit analysis: Higher price but improved catch rate over standard Poké Balls
  • GameFAQs efficiency tip: "They work best when the target is below half its maximum HP—reducing its HP any lower than that is unnecessary"
  • HP threshold optimization: Maximum effectiveness at 50% target HP or below
  • Overkill avoidance: No additional benefit from reducing HP below 50%

Available Poké Mart inventory:

  • Great Balls: Enhanced catch rate for valuable Pokemon encounters
  • Standard Poké Balls: Basic catching tools for common encounters
  • Healing items: Potions, Super Potions for team maintenance
  • Status remedies: Antidotes, Awakenings, Paralyze Heals for status conditions

Strategic purchasing recommendations:

  • Great Ball priority: Stock up for rare Pokemon encounters on upcoming routes
  • Healing item preparation: Ensure adequate Potions/Super Potions for Route 8-7 trainer battles
  • Status condition readiness: Antidotes for potential Poison-type encounters
  • Budget management: Balance Great Ball investment with healing item needs

Catch rate optimization strategy:

  • Target HP management: Reduce wild Pokemon to ~50% HP for Great Ball efficiency
  • Status condition enhancement: Sleep or Paralysis further improves catch rates
  • False Swipe utility: Moves that leave Pokemon at 1 HP for guaranteed non-KO
  • Critical capture timing: Great Balls most valuable for rare or hard-to-find Pokemon

GameFAQs shopping efficiency: Great Ball investment recommended for upcoming route encounters and future Pokemon Tower exploration

GameFAQs routing: "Take a quick detour south into Route 12"

TM39 collection procedure:

  • GameFAQs directions: "Head south into the gatehouse and go up the stairs"
  • NPC interaction: "Speak to the girl here to receive TM39 (Swift)"
  • One-time acquisition: "The TM for it is a one-time deal"
  • Immediate availability: No requirements or prerequisites for collection

GameFAQs TM39 (Swift) analysis:

  • Move specifications: "Swift is a 60-power Normal-type move"
  • Unique accuracy property: "With the unique property of never missing, even against Pokémon underground from Dig or in the air from Fly, since it skips accuracy checks altogether"
  • Special targeting: Hits Pokemon using evasive moves (Dig, Fly)
  • GameFAQs evaluation: "Perfect accuracy is not a good enough trade-off for mediocre power, so this one is best skipped"

Strategic TM39 assessment:

  • Power limitation: 60 base power considered mediocre for mid-game battles
  • Accuracy advantage: Never-miss property valuable against evasive opponents
  • Niche applications: Useful against Pokemon with high evasion or using Dig/Fly
  • Overall recommendation: GameFAQs suggests skipping due to power/utility trade-off

Route 12 current limitations:

  • GameFAQs accessibility note: "You could head south and fight some Fishermen here, though Route 12 is still ultimately blocked off"
  • Snorlax blockage: Sleeping Snorlax prevents southern progression
  • Future return requirement: "So you'll have to return later" with Poké Flute
  • Limited trainer battles: Some Fishermen accessible but route incomplete

GameFAQs completion: "Return to Lavender Town" after TM39 collection and brief Route 12 exploration

GameFAQs departure preparation: "Withdraw a Cut user from the PC if you want to encounter wild Pokémon on the next route"

Cut user decision factors:

  • Wild Pokemon access: Cut required for grass encounters on Route 8
  • GameFAQs optimization note: "Although it's not necessary since the new Pokémon you can catch there will also be available on the route immediately after this one"
  • Route redundancy: Route 8 Pokemon also available on Route 7
  • Strategic flexibility: Optional Pokemon encounters vs. team slot management

Pre-departure checklist:

  • Team healing: Visit Pokemon Center for full HP/PP restoration
  • Item inventory check: Ensure adequate Potions and status healing items
  • Great Ball stock: Purchase recommended quantity for upcoming encounters
  • PC management: Withdraw Cut user if desired, manage team composition

GameFAQs route transition: "Exit west on to Route 8"

Lavender Town return strategy:

  • Future accessibility: Will return later with Silph Scope for Pokemon Tower
  • Ghost Pokemon availability: Gastly, Haunter encounters available on return visit
  • Story progression requirement: Pokemon Tower integral to main storyline later
  • Mr. Fuji rescue mission: Key story event awaits future return

Route 8 destination goals:

  • Immediate objective: Head west toward Celadon City
  • Trainer battles: Multiple trainers on Route 8 for experience and money
  • Underground Path access: Route 7-8 Underground Path for alternative navigation
  • Celadon City access: Major city with Gym, Department Store, and Game Corner

GameFAQs transition efficiency: Lavender Town serves as strategic preparation point for western route progression toward Celadon City


Route 8

0 / 6 completed

GameFAQs notes: "This is a straightforward route with no items, just a number of Trainers." Cut-accessible grass area for Fire-type Pokemon in Red/Blue versions.

GameFAQs route assessment: "This is a straightforward route with no items, just a number of Trainers"

Route 8 structure and features:

  • Layout design: Long east-west route connecting Lavender Town to Celadon City area
  • Item availability: No ground items or hidden treasures along the route
  • Trainer focus: Multiple trainer encounters for experience and money
  • Cut requirement: Small tree blocks access to central grass area

GameFAQs Cut grass accessibility:

  • Location description: "Halfway through, there's a patch of tall grass which can only be accessed with Cut"
  • Fire-type access: "Where Pokémon Red and Blue players can pick up a new Fire-type Pokémon"
  • Alternative option: "If you didn't bring a Cut user, you can also find these Pokémon on the upcoming Route 7"
  • Version specificity: Fire-types (Growlithe/Vulpix) available in Red/Blue but not Yellow

Strategic Cut planning:

  • Optional encounters: Fire-type Pokemon not exclusive to Route 8
  • Route 7 redundancy: Same Pokemon available on next route
  • Team slot consideration: Whether to include Cut user depends on team needs
  • Immediate access: Can explore grass area after defeating initial trainers

GameFAQs navigation efficiency: Straightforward trainer sequence without complex routing or item collection requirements

GameFAQs initial trainer sequence: "Defeat the Lass (A) and the Gambler (B) on the main path just to the south-west"

Lass (A) - First Route 8 Trainer

Pokemon: Nidoran♀ (Lv.23), Nidorina (Lv.23)

GameFAQs location: "Main path just to the south-west"

Type matchups: Poison-type Pokemon with Ground secondary on Nidorina

Strategy recommendations: Psychic moves super effective, Ground moves resist Electric attacks

Gambler (B) - Second Route 8 Trainer

Pokemon: Growlithe (Lv.22), Vulpix (Lv.22)

GameFAQs location: Near Lass (A) on main path

Fire-type preview: Shows available Pokemon for Cut grass area

Strategy approach: Water, Ground, Rock moves super effective against Fire types

GameFAQs Cut grass access: "From here, you can cut down the small tree a little farther west to access the tall grass for this area"

Fire-type Pokemon evaluations (Red/Blue only):

GameFAQs Fire-type Analysis

Vulpix - Rating: C

GameFAQs assessment: "Vulpix is very similar to Growlithe and also evolves with an upcoming Fire Stone. It has a slightly weaker stat spread, with worse Attack giving it a weaker Dig, but has higher Special for its Fire-type moves and learns Flamethrower at level 35"

Strategic trade-offs: Lower Attack but higher Special stats, learns Flamethrower naturally

Growlithe - Rating: C

GameFAQs assessment: "Growlithe has very high stats and can evolve with a Fire Stone which can be obtained shortly. Though it is a Fire-type Pokémon, its Fire-type moves are either weak or obtained very late, so it relies on valuable TMs such as Dig"

Critical limitation: Fire-type moves weak or late-game, TM dependency for effectiveness

Evolution advantage: Fire Stone evolution available soon via Celadon Department Store

Catch strategy considerations:

  • Version exclusivity: Growlithe (Red), Vulpix (Blue) - neither in Yellow
  • C-rank evaluation: Both Pokemon useful but not essential for team success
  • Fire Stone requirement: Evolution stones available at Celadon Department Store
  • Route 7 availability: Same Pokemon accessible without Cut requirement

GameFAQs progression note: Fire-type collection optional - focus on trainer battles for experience and advancement toward Underground Path

GameFAQs trainer progression: "Follow the main path of the route westwards, defeating the Trainers as you go"

Super Nerd (C) - Post-Cut Area

Pokemon: Grimer (Lv.22), Muk (Lv.22)

GameFAQs sequence: "Start with the nearby Super Nerd (C)"

Poison-type specialists: High HP Muk with strong Attack stat

Strategy warning: Muk particularly bulky with dangerous physical attacks

Lass (D) - Version-Specific Teams

Red/Blue version:

Pokemon: Meowth (Lv.23), Oddish (Lv.23), Pidgey (Lv.23)

Yellow version:

Pokemon: Clefairy (Lv.23), Clefairy (Lv.23)

GameFAQs variation: Significant team differences between versions

Strategy adaptation: Mixed types (Red/Blue) vs. pure Normal types (Yellow)

Super Nerd (E) - Electric/Poison Mix

Pokemon: Voltorb (Lv.20), Koffing (Lv.20), Voltorb (Lv.20), Magnemite (Lv.20)

Type diversity: Electric and Poison types requiring varied approach

Level consideration: Lower levels but multiple Pokemon

Self-Destruct risk: Voltorb may use explosive moves when weakened

Lass (F) - Normal-Type Team

Pokemon: Pikachu (Lv.22), Clefairy (Lv.22)

Electric/Normal combination: Standard encounter types

Strategy approach: Ground moves effective against Pikachu, Fighting moves against Clefairy

Battle progression notes:

  • Experience accumulation: Multiple trainers provide significant XP for team development
  • Type variety: Poison, Electric, Normal types require diverse battle strategies
  • Version awareness: Some trainers have different teams between Red/Blue and Yellow
  • Self-Destruct caution: Electric-types (Voltorb) may use explosive moves

GameFAQs westward progression: Systematic trainer clearing toward Underground Path entrance

GameFAQs final trainer sequence: "Finish with the Gambler (H) on the main pathway, while the final Trainer, a Super Nerd (I), will be just to the north-west of the final Gambler"

Lass (G) - Version-Specific Final Lass

Red/Blue version:

Pokemon: Nidoran♂ (Lv.22), Nidorino (Lv.22)

Yellow version:

Pokemon: Meowth (Lv.20), Meowth (Lv.20), Meowth (Lv.20)

GameFAQs version differences: Poison-type (Red/Blue) vs. triple Normal-type (Yellow)

Strategy variation: Psychic effectiveness vs. Fighting-type moves

Gambler (H) - Route Finale Trainer

Pokemon: Growlithe (Lv.24)

GameFAQs location: "Gambler (H) on the main pathway"

Single high-level Pokemon: Strongest individual trainer Pokemon on route

Fire-type power: Level 24 Growlithe with strong Fire-type attacks

Super Nerd (I) - Final Route 8 Trainer

Pokemon: Magnemite (Lv.22), Voltorb (Lv.22)

GameFAQs location: "Just to the north-west of the final Gambler"

Electric-type finale: Pure Electric-type team

Underground Path proximity: Last trainer before route exit

Route 8 completion assessment:

  • Trainer total: 9 trainers defeated (A through I sequence)
  • Experience gained: Significant XP from trainer levels 20-24
  • Money accumulated: Substantial funds for Celadon City shopping
  • Type mastery: Experience against Poison, Electric, Fire, Normal types

GameFAQs Underground Path transition: "Enter the gatehouse to the east of the Super Nerd to reach the Underground Path (Routes 7–8)"

Underground Path approach strategy:

  • Safe passage: No wild Pokemon encounters in underground tunnel
  • Hidden items: Collect items along underground pathway
  • Route 7 access: Direct connection to Celadon City area
  • Team preparation: Heal at Celadon Pokemon Center upon arrival

GameFAQs route mastery: All trainer encounters cleared - ready for Underground Path navigation and Celadon City exploration

Route 8 wild Pokemon availability:

Standard grass encounters (all versions):

  • Pidgey: 30% encounter rate - common Normal/Flying type
  • Meowth: 35% (Red/Blue), 30% (Yellow) - Normal type with Pay Day
  • Psyduck: 25% (Red/Blue), 35% (Yellow) - Water/Psychic potential
  • Abra: 10% all versions - rare Psychic-type with high potential

Cut-accessible grass (Red/Blue only):

  • Vulpix (Blue version): Fire-type with C-rank potential
  • Growlithe (Red version): Fire-type with C-rank potential
  • GameFAQs note: Same Pokemon available on Route 7 without Cut requirement

Yellow version exclusive:

  • Kadabra: 1% encounter rate - extremely rare evolved Psychic-type
  • Strategic value: Pre-evolved Alakazam stage, highly valuable if encountered
  • Catch difficulty: May know Teleport and potentially Confusion

Pokemon evaluation priorities:

  • Abra (A-rank potential): Worth seeking despite 10% rate, evolves to Alakazam
  • Kadabra (Yellow): Incredibly rare but extremely valuable encounter
  • Psyduck (B-rank): Solid Water/Psychic type with good movepool
  • Fire-types (C-rank): Useful but not essential, available elsewhere

Encounter strategies:

  • Abra catching: Only knows Teleport - use Quick Ball or sleep status
  • Patience requirement: Rare encounters may require extended searching
  • Great Ball usage: Consider using Great Balls for valuable Pokemon
  • Cut decision: Fire-types accessible on Route 7 without HM requirement

GameFAQs optimization: Focus on valuable encounters (Abra, Kadabra) while progressing through trainer battles toward Celadon City

GameFAQs Route 8 achievement: Successfully navigated straightforward trainer route with all 9 trainer encounters completed

Route 8 accomplishments summary:

  • ✅ All 9 trainers defeated (Lass A, Gambler B, Super Nerd C, Lass D, Super Nerd E, Lass F, Lass G, Gambler H, Super Nerd I)
  • ✅ Fire-type Pokemon evaluation completed (Red/Blue Cut grass area)
  • ✅ Wild Pokemon encounter opportunities assessed
  • ✅ Underground Path entrance accessed

Experience and progression metrics:

  • Trainer levels: Defeated Pokemon ranging from Level 20-24
  • Experience gained: ~3000-4500 XP from complete trainer sequence
  • Money earned: ~2500-3500 from trainer payouts
  • Team development: Strong preparation for Celadon City challenges

Strategic knowledge gained:

  • Fire-type accessibility: Growlithe/Vulpix available with Cut or on Route 7
  • GameFAQs efficiency: Route redundancy allows flexible team planning
  • Version differences: Some trainers have different teams between Red/Blue and Yellow
  • Underground Path function: Safe passage to western Kanto without wild encounters

Celadon City preparation checklist:

  • Team healing: Pokemon Center visit for full HP/PP restoration
  • Department Store exploration: Evolution stones, TMs, and rare items
  • Game Corner investigation: Team Rocket operations and prize Pokemon
  • Eevee acquisition: Celadon Mansion gift Pokemon with multiple evolution paths

Upcoming objectives priority:

  • Immediate: Underground Path navigation and hidden item collection
  • Short-term: Celadon City exploration and Team Rocket infiltration
  • Medium-term: Erika's Grass-type Gym challenge
  • Long-term: Saffron City access after Team Rocket defeat

GameFAQs milestone achievement: Route 8 mastery completed - western Kanto access secured with comprehensive trainer experience and strategic Pokemon evaluation


Underground Path (Routes 7-8)

0 / 3 completed

GameFAQs notes: Safe underground tunnel with two hidden items - Elixer and Nugget. Direct passage from Route 8 to Route 7 without wild Pokemon encounters.

GameFAQs assessment: Clean, safe tunnel connecting Route 8 to Route 7 with valuable hidden treasures

Underground Path strategic advantages:

  • No wild Pokemon encounters: Safe travel without random battles
  • Direct route connection: Efficient east-west passage bypassing outdoor routes
  • Hidden treasure cache: Two valuable items available for collection
  • NPC interactions: Several tunnel workers provide helpful dialogue
  • Well-lit environment: Clear visibility for navigation and item searching

Tunnel layout understanding:

  • Eastern entrance: Accessed from Route 8 gatehouse
  • Western exit: Leads to Route 7 stairs
  • Linear pathway: Straightforward east-west tunnel design
  • Hidden item zones: Specific tile locations for treasure hunting

GameFAQs navigation priority: Systematic exploration for complete item collection before proceeding to Route 7

GameFAQs item locations: "There is a hidden Elixer along the bottom row of tiles, just over halfway along the path to the west. On the second row of tiles from the top, a little farther west than the previous item, is a hidden Nugget."

Hidden Elixer collection:

  • GameFAQs location: "Bottom row of tiles, just over halfway along the path to the west"
  • Search method: Walk along bottom tile row pressing A button systematically
  • Item effect: Restores all PP for all moves of one Pokemon
  • Strategic value: Extremely rare PP restoration item for challenging dungeons
  • Usage recommendation: Save for Pokemon Tower, Victory Road, or Elite Four battles

Hidden Nugget collection:

  • GameFAQs location: "Second row of tiles from the top, a little farther west than the previous item"
  • Search technique: Check tiles systematically on second row from ceiling
  • Monetary value: Sells for ₽5000 (significant cash injection)
  • Economic strategy: Hold for Department Store purchases or immediate cash needs
  • Alternative use: Emergency funding for expensive items or multiple Poke Ball purchases

Item collection verification:

  • Systematic search: Press A on each tile in specified areas
  • Confirmation method: Clear "Item found" message when successful
  • Inventory check: Verify Elixer and Nugget appear in appropriate item pockets

GameFAQs completion standard: Both hidden items collected before tunnel exit - comprehensive treasure acquisition achieved

GameFAQs completion: "That's all, so take the stairs to the west up to Route 7" - systematic tunnel navigation completed

Underground Path achievement summary:

  • Safe passage completion: Route 8 to Route 7 without wild Pokemon encounters
  • Hidden Elixer acquired: Rare PP restoration item for challenging battles
  • Hidden Nugget collected: ₽5000 value monetary resource
  • Tunnel exploration mastery: Complete understanding of underground pathway system
  • Time efficiency gained: Faster route to Celadon City than overland alternatives

Resource acquisition analysis:

  • Elixer strategic value: Essential for Pokemon Tower Ghost-type encounters
  • Nugget economic impact: Significant funding for Celadon Department Store purchases
  • Travel efficiency: Direct Route 7 access without trainer battles or wild encounters
  • Navigation knowledge: Underground Path system familiarity for future reference

Celadon City preparation status:

  • Economic readiness: Nugget provides shopping funds for Department Store
  • Battle preparedness: Elixer available for challenging encounters
  • Route mastery: Alternative travel options understood and utilized
  • Strategic positioning: Optimal approach to major western Kanto city

GameFAQs progression milestone: Underground Path mastery completed - western Kanto access secured with comprehensive resource collection and efficient navigation


Route 7

0 / 2 completed

GameFAQs notes: "There are no items or Trainers here and no new Pokémon unless you missed the Fire-type Pokémon on Route 8, so simply continue west into Celadon City." Straightforward transitional route.

GameFAQs route assessment: "There are no items or Trainers here and no new Pokémon unless you missed the Fire-type Pokémon on Route 8" - minimal content transitional area

Route 7 characteristics:

  • No trainer battles: Complete absence of trainer encounters
  • No items available: No hidden or visible items to collect
  • No new Pokemon: Same encounter table as Route 8
  • Direct pathway: Simple east-west route design
  • Transitional purpose: Connects Underground Path to Celadon City

Pokemon encounter analysis:

  • Red/Blue Fire-type access: Vulpix (Red) or Growlithe (Blue) if missed on Route 8
  • Standard encounters: Same species availability as Route 8
  • Yellow version differences: Standard Route 8 encounter table maintained
  • Strategic recommendation: Skip Pokemon catching unless specific Fire-type needed

Route efficiency factors:

  • No content delays: Zero mandatory stops or interactions
  • Optimal routing: Direct Underground Path to Celadon City progression
  • Time savings: Immediate access to major story progression
  • Navigation simplicity: Impossible to get lost on linear pathway

GameFAQs strategic priority: "Simply continue west into Celadon City" - focus on major city exploration rather than route delays

GameFAQs progression directive: "Simply continue west into Celadon City" - direct advancement to western Kanto's major hub

Route 7 completion summary:

  • Minimal route navigation: No trainers, items, or new Pokemon encounters
  • Efficient pathway utilization: Underground Path to Celadon City connection established
  • Fire-type opportunity noted: Route 8 Pokemon availability confirmed if needed
  • Strategic routing completed: Optimal approach to Celadon City achieved

Celadon City preparation analysis:

  • Major story hub approaching: Western Kanto's largest city with multiple critical locations
  • Team Rocket operations: Game Corner investigation and Rocket Hideout access
  • Pokemon acquisition opportunities: Free Eevee from Celadon Mansion
  • Gym challenge availability: Erika's Grass-type specialty gym
  • Shopping infrastructure: Department Store with valuable items and TMs

Resource readiness assessment:

  • Underground Path treasures: Elixer and Nugget (₽5000) acquired for city activities
  • Team strength evaluation: Route 8 trainer experience gained for upcoming challenges
  • Navigation knowledge: Alternative route options understood for future reference
  • Story progression position: Ready for major western Kanto story developments

Upcoming Celadon City priorities:

  • Immediate objectives: Eevee acquisition, Game Corner exploration, Department Store visits
  • Story advancement: Team Rocket investigation and Silph Scope acquisition
  • Optional content: Gym challenge, TM collection, item shopping
  • Long-term positioning: Preparation for Pokemon Tower and eastern Kanto return

GameFAQs milestone achievement: Route 7 mastery completed - efficient transition to Celadon City with comprehensive western Kanto access secured


Celadon City

0 / 8 completed

GameFAQs notes: "The City of Rainbow Dreams" - Major western Kanto hub with Department Store, Game Corner, Eevee acquisition, and multiple TM rewards. Evolution stones available for ₽2100 each.

GameFAQs navigation: "After healing up, take the path next to the Pokémon Center north. Follow the path and head up through the gap in the trees, then head west and enter the building to the south via its rear entrance. This is the Celadon Mansion"

Eevee collection:

  • GameFAQs location: "Follow the staircases up and then head south into a small room, you can pick up the Poké Ball on the desk to obtain an Eevee"
  • Unique importance: "Choose wisely, as this Eevee is the only one available in the game"
  • Evolution stones cost: "Evolution stones, which can be purchased from the Department Store in this very city for ₽2100"

GameFAQs evolution evaluations:

  • Vaporeon - Rating B: "Has great stats with a gargantuan HP alongside high Special and is one of the few Water-type Pokémon you can obtain this early. Water is a great type and Vaporeon's movepool, while not exactly wide, is good enough to work"
  • Jolteon - Rating B: "Tied for second-fastest Pokémon in the game, Jolteon also has an excellent Special stat and Electric typing which grants it only one weakness. It is sorely lacking a good STAB move without the Thunderbolt TM, however"
  • Flareon - Rating C: "Fire is easily the worst of the three types for an evolved Eevee, and Flareon's movepool is limited to just Fire- and Normal-type moves. However, its excellent offensive stats allow it to muscle past most opposition regardless"

GameFAQs strategic recommendation: Water Stone for Vaporeon generally provides best overall utility, though team composition should guide final decision

Development trivia access: "The board on the wall here contains some very basic information concerning linking up with other games" - explore mansion for Game Freak developer easter eggs

GameFAQs PP Up location: "Return to the Pokémon Center, pick up a Cut user if necessary, then head south through the gap between two buildings. Go east down a narrow path behind the fence and cut down the tree. Head north into a dead end and examine the tree at the end to uncover a hidden PP Up"

PP Up strategic importance:

  • GameFAQs warning: "PP Ups are limited in number, so be careful about using them"
  • Usage mechanics: "Using a PP Up on a Pokémon will allow you to increase the maximum PP of one of its moves by 20% of the base amount (maximum 7)"
  • Maximum enhancement: "Any individual move can have up to three PP Ups applied to it, for a total of 60% extra maximum PP"
  • Example calculation: "A move with 15 maximum PP will have 18 maximum PP after one PP Up usage, and 24 maximum PP after three usages"

Coin Case acquisition:

  • GameFAQs navigation: "Head south past the narrow path where you used Cut and take the wide path west"
  • Restaurant location: "Enter the restaurant, which is the westernmost building on this row. Speak to the man in the top-left corner to receive the Coin Case"
  • Coin Case purpose: "The Coin Case is needed to store Coins, a special currency used at the Celadon Game Corner. These Coins can be gambled away on the slot machines and used to purchase prize Pokémon"

Celadon Hotel observation: "The first building here is the Celadon Hotel. There's nothing of note here except for an invisible PC in the top-right corner of the room in Pokémon Red and Blue. Perhaps this was a Pokémon Center that was cut during development"

GameFAQs Department Store assessment: "It is worth visiting the Celadon Department Store, which is the large building on the west side of the city"

Free TM18 Counter:

  • GameFAQs acquisition: "Head to 3F and speak to the man behind the counter to receive TM18 (Counter)"
  • TM18 mechanics: "TM18 is unique and contains the move Counter, an interesting move that causes the user to act last in a turn and then deals damage equal to twice the damage dealt by the move last used by either Pokémon, as long that move was Normal or Fighting type"
  • GameFAQs evaluation: "This move has many bugs associated with it and is generally too situational to be useful in-game, particularly since you don't want to be taking damage in the first place"

Notable TM purchases available:

  • TM32 (Double Team): "Increases the Pokémon's evade stat, and with a few uses it can make your Pokémon feel almost impossible to hit. It's a good filler option that can be taught to almost any Pokémon, though it requires some luck to be effective"
  • TM33 (Reflect): "Doubles the user's Defense until it switches out, although critical hits will still deal full damage. It is a decent filler option on many frailer Pokémon, and it has a very wide distribution"
  • TM07 (Horn Drill): "The first one-hit KO move available via TM. The user has to be faster than its opponent for Horn Drill to work, and even then it only has a 29.7% chance to hit"

GameFAQs X Accuracy strategy note: "You can use the item X Accuracy beforehand so that your Pokémon's moves are guaranteed to hit. Since you can now buy X Accuracy on 5F, this trick can be exploited to make the rest of the game incredibly easy"

GameFAQs 4F evolution stones: "On 4F you can purchase Evolution stones to evolve a variety of Pokémon, although be aware that their level-up moves usually become much worse as a result"

Evolution stone options (₽2100 each):

  • Fire Stone: Vulpix → Ninetales, Growlithe → Arcanine, Eevee → Flareon
  • Thunderstone: Pikachu → Raichu, Eevee → Jolteon
  • Water Stone: Poliwhirl → Poliwrath, Shellder → Cloyster, Staryu → Starmie, Eevee → Vaporeon
  • Leaf Stone: Gloom → Vileplume, Weepinbell → Victreebel, Exeggcute → Exeggutor

Poké Doll game-breaking discovery:

  • GameFAQs acquisition: "On 4F you can also purchase the Poké Doll"
  • Marowak bypass exploit: "Presumably due to an oversight, lets you bypass the ghost Marowak in Pokémon Tower. Typically, getting past the ghost Marowak event is only possible by first obtaining the Silph Scope item, which requires you to clear the Rocket Hideout area coming up shortly"
  • Alternative progression: "By using the Poké Doll instead, there is no need to set foot in the Rocket Hideout, though it will still be covered here since it is part of the game's intended content"

5F battle items: "On 5F you can buy various stat-enhancing vitamins and battle items. The vitamins are too expensive to bother with at ₽9800 each, but the battle items—particularly the aforementioned X Accuracy—can be useful and are much more reasonably priced"

GameFAQs vending machine purchases: "Buy a Poké Doll on 4F to trade away for an item later on. Head up to the top floor via the staircases to reach the Rooftop Square and purchase two Fresh Waters, one Soda Pop and one Lemonade from the vending machines in the corner"

Vending machine pricing quirk: "Interestingly, you can buy a Soda Pop or Lemonade even if you don't have enough money for them, as long as you have enough money to purchase a Fresh Water. If you do, you will end up with ₽0"

Critical inventory warning: "Make sure you have at least one spare slot for an item before speaking to the next NPC and trading away your newly obtained drinks. If you don't have a spare slot and offer her one of your two Fresh Waters, she'll take the drink without giving you the TM in return"

Premium TM acquisitions:

  • GameFAQs trading: "Speak to the girl on the left and give her one of each drink in exchange for TM13 (Ice Beam), TM48 (Rock Slide) and TM49 (Tri Attack)"
  • TM13 Ice Beam evaluation: "All three of these are unique TMs. Ice Beam is an excellent Ice-type move that can be learned by many Water- and Normal-type Pokémon, as well as of course Ice-type Pokémon. With 95 power, near-perfect accuracy and great typing, Ice Beam is a great addition to almost any special attacker's moveset"
  • Ice Beam strategic value: "Ice-type Pokémon get a powerful and accurate STAB move, Water-type Pokémon appreciate its ability to hit Grass- and Dragon-type Pokémon super effectively that otherwise resist their Water-type STAB moves"
  • Freeze chance bonus: "Ice Beam also has a 10.2% chance to freeze the opponent, which is rare, but devastating when it lands"

TM48 Rock Slide assessment: "Rock Slide is not quite as good, with 75 power and 89.5% accuracy. Still, it's the best Rock-type move in the game and so is a prime choice of STAB move on any Rock-type Pokémon fortunate enough to get it"

TM49 Tri Attack evaluation: "Tri Attack is a rather bland 80-power Normal-type move with near-perfect accuracy. It simply deals damage and doesn't inflict status conditions as it does in later games. It's perfectly fine if the Body Slam TM has already been taken, but it has low PP and by this point, there are superior options available to you"

GameFAQs Route 16 detour: "Withdraw a Pokémon that knows Cut, then take the west exit out of Celadon City for a quick detour"

Doduo encounter opportunity:

  • GameFAQs access: "Cut down the tree you see immediately after entering the route. There is some tall grass here which you can explore to catch a Doduo"
  • Doduo evaluation - Rating B: "Doduo is the best dual-type Normal/Flying Pokémon, with high Attack and Speed stats alongside the excellent Drill Peck at level 30, one level before it evolves. However, its movepool is shallow and it struggles against Rock-type Pokémon"

HM02 Fly acquisition:

  • GameFAQs location: "Head west through the gatehouse and enter the lone house on the other side. Speak to the woman inside to receive HM02 (Fly)"
  • Fly utility: "Fly allows you to quickly return to previously visited areas, mostly just towns and cities"
  • Battle application: "In battle, it's a 70-power Flying-type move that works similarly to Dig, turning the user invulnerable for one turn and attacking on the second. It's an okay move on Flying-type Pokémon that can't learn more powerful STAB moves such as Drill Peck"

GameFAQs progression note: "There's nothing else of interest here for the moment, so make sure you have your spare Fresh Water on hand, then head east from Celadon City through the Route 7 gatehouse"

GameFAQs Saffron City unlock: "You'll need to give the guard a drink so that he will allow you to pass into Saffron City"

Drink sharing mechanics:

  • Universal access: "Any drink from the Celadon Department Store Rooftop Square will do, but the Fresh Water is the cheapest option"
  • Guard network: "The guard will share this drink with the guards in the other gatehouses leading to Saffron City, so you can now pass into the city via any of the four gatehouses on Routes 5, 6, 7 and 8"

Saffron City preliminary visit:

  • GameFAQs timing note: "There isn't much to do in Saffron City until later, but it is worth visiting now to pick up a useful TM"
  • Early exploration benefits: Limited content available but strategic TM acquisition possible
  • Future significance: Major story hub for later game progression

GameFAQs Celadon City achievement summary: Complete exploration of "The City of Rainbow Dreams" with comprehensive resource acquisition

Critical acquisitions completed:

  • Eevee obtained: Only Eevee in game with three evolution options (Vaporeon B-rank, Jolteon B-rank, Flareon C-rank)
  • Premium TM collection: TM13 Ice Beam, TM48 Rock Slide, TM49 Tri Attack from rooftop girl
  • TM18 Counter acquired: Unique TM from Department Store 3F clerk
  • Hidden PP Up collected: Limited resource with 60% maximum PP enhancement potential
  • Coin Case obtained: Game Corner access for prize Pokemon and rare TMs
  • HM02 Fly acquired: Fast travel capability and 70-power Flying-type move
  • Saffron City access: Guard network unlocked via Fresh Water

Evolution stone strategy established:

  • Cost analysis: ₽2100 per stone with permanent evolution decisions
  • Movepool considerations: Level-up moves become worse post-evolution
  • Team composition priority: Choose Eevee evolution based on current type coverage needs

Poké Doll exploit knowledge:

  • Marowak bypass potential: Skip Rocket Hideout entirely using Poké Doll oversight
  • Route flexibility: Traditional Silph Scope path vs. alternative Poké Doll progression
  • Strategic implications: Multiple pathways available for Pokemon Tower access

Department Store mastery:

  • Shopping infrastructure: TMs, evolution stones, vitamins, battle items all accessible
  • X Accuracy exploitation: One-hit KO move guarantee strategy available
  • Resource management: Balance expensive purchases with immediate needs

GameFAQs progression milestone: Celadon City mastery completed - western Kanto hub fully explored with optimal resource acquisition and strategic positioning for multiple advancement paths


Route 16

0 / 3 completed

GameFAQs notes: Quick route detour for HM02 Fly acquisition and Doduo encounter. Part of Cycling Road complex leading to Fuchsia City.

GameFAQs route entry: "Withdraw a Pokémon that knows Cut, then take the west exit out of Celadon City for a quick detour"

Cut tree obstacle:

  • GameFAQs navigation: "Cut down the tree you see immediately after entering the route"
  • Grass access: "There is some tall grass here which you can explore to catch a Doduo"
  • Entry requirement: Cut HM essential for Route 16 exploration

Doduo encounter opportunity:

  • GameFAQs Doduo evaluation - Rating B: "Doduo is the best dual-type Normal/Flying Pokémon, with high Attack and Speed stats alongside the excellent Drill Peck at level 30, one level before it evolves"
  • Movepool limitations: "However, its movepool is shallow and it struggles against Rock-type Pokémon"
  • Strategic value: High-speed Physical attacker with excellent Normal/Flying STAB potential
  • Evolution timing: Learns Drill Peck at level 30, evolves to Dodrio at level 31

Route 16 context: Limited exploration area requiring Cut access, primarily valuable for Doduo acquisition and HM02 Fly collection

GameFAQs HM02 acquisition: "Head west through the gatehouse and enter the lone house on the other side. Speak to the woman inside to receive HM02 (Fly)"

Fly overworld utility:

  • Fast travel mechanics: "Fly allows you to quickly return to previously visited areas, mostly just towns and cities"
  • Movement efficiency: Eliminates need for walking/surfing between known locations
  • Exploration convenience: Essential for efficient late-game navigation

Fly battle application:

  • GameFAQs battle mechanics: "In battle, it's a 70-power Flying-type move that works similarly to Dig, turning the user invulnerable for one turn and attacking on the second"
  • STAB evaluation: "It's an okay move on Flying-type Pokémon that can't learn more powerful STAB moves such as Drill Peck"
  • Strategic considerations: Two-turn attack with invulnerability phase, moderate power for Flying-types

Distribution note: HM02 can be taught to most Flying-type Pokemon and select others, providing both utility and combat option

GameFAQs route assessment: "There's nothing else of interest here for the moment, so make sure you have your spare Fresh Water on hand, then head east from Celadon City through the Route 7 gatehouse"

Current exploration limitations:

  • Snorlax obstruction: Full Route 16 exploration blocked by sleeping Snorlax
  • Cycling Road access: Requires Bicycle from later game progression
  • Future significance: Route connects to Cycling Road leading to Fuchsia City

Essential acquisition summary:

  • HM02 Fly acquired: Fast travel capability and 70-power Flying-type move
  • 🔍 Doduo encounter: Optional high-tier Normal/Flying Pokemon with Drill Peck potential
  • 📋 Cut requirement met: Route access confirmed via Cut tree navigation

Progression directive:

  • Return strategy: Exit Route 16, return to Celadon City for Saffron City access
  • Fresh Water preparation: Ensure spare Fresh Water for Saffron City guard
  • Route 7 gatehouse: Use eastern exit for Saffron City progression

GameFAQs completion note: Route 16 detour completed - HM02 Fly acquired, Doduo encounter available, return to Celadon City for continued exploration


Saffron City

0 / 3 completed

GameFAQs notes: "Shining, Golden Land of Commerce" - Initial visit for TM29 Psychic acquisition. Fighting Dojo and Silph Co remain for later story progression.

GameFAQs TM29 location: "Head along the southernmost row of buildings and enter the house farthest to the east. Speak to the occupant to receive TM29 (Psychic)"

TM29 Psychic evaluation:

  • GameFAQs assessment: "Yet another unique TM, TM29 contains Psychic, the game's best Psychic-type move"
  • Power and accuracy: "It has a solid 90 power, 99.6% accuracy and a 33.2% chance to lower the opponent's Special by one stage so that they take even more damage from Psychic"
  • STAB importance: "It is mandatory on any Psychic-type Pokémon as their bread-and-butter STAB move, but could also be useful on the many Normal-type Pokémon that can learn it"

Strategic timing value:

  • GameFAQs future utility: "It will be particularly useful for the upcoming sections of the game, where it will land supereffective hits against the plethora of Poison-type Pokémon you will soon be facing"
  • Team Rocket advantage: Psychic-type moves excel against Poison-types commonly used by Team Rocket
  • Special stat reduction: 33.2% chance for stat debuff creates compounding damage advantage

Distribution considerations: Excellent on Psychic-types (Abra line, Mr. Mime, Slowpoke line) and useful coverage option for Normal-types like Clefairy line

GameFAQs Fighting Dojo introduction: "There's little else to do in Saffron City at the moment except to take on the Fighting Dojo to the north-east of the city, next to the Saffron Gym"

Challenge rewards available:

  • GameFAQs reward options: "If you'd like, you can follow that link and take the challenge now to earn your choice of a new Fighting-type Pokémon, either Hitmonlee or Hitmonchan"
  • Hitmonlee advantages: High Attack and Speed, excellent kicking moves, unique Fighting-type option
  • Hitmonchan advantages: Elemental punches (Fire, Ice, Thunder Punch), balanced Fighting-type with coverage

Level requirements and timing:

  • GameFAQs difficulty warning: "Your team will need to be capable of defeating up to level 37 Fighting-type Pokémon, which is certainly possible but also a bit higher level than you are likely to be at this point"
  • TM29 advantage: "The Psychic TM you received recently should make this challenge much easier, but it is advisable to return to the Fighting Dojo a little later on"
  • Strategic recommendation: Defer Fighting Dojo until team levels reach mid-30s for comfortable victory

Optional exploration note: Fighting Dojo remains available for immediate challenge if team is adequately leveled, or for future return with stronger Pokemon

GameFAQs progression directive: "Return to Celadon City and enter the Game Corner, which is the larger of the two buildings to the south-west of the Pokémon Center"

Current visit achievements:

  • TM29 Psychic acquired: Best Psychic-type move with 90 power and Special stat reduction
  • 📋 Fighting Dojo identified: Optional challenge for Hitmonlee or Hitmonchan
  • 🏢 Silph Co observed: Major building for later story progression
  • 🥋 Saffron Gym noted: Psychic-type gym for future badge collection

Deferred content summary:

  • Fighting Dojo: Optional immediate challenge or return when levels reach mid-30s
  • Silph Co: Major story location requiring Team Rocket Hideout completion first
  • Saffron Gym: Sabrina's Psychic-type gym, part of official badge progression
  • Mr. Psychic house: Additional buildings for future exploration

Return strategy:

  • Celadon Game Corner: Next story progression location for Team Rocket investigation
  • Fast travel option: Use newly acquired HM02 Fly for efficient city-to-city movement
  • TM29 preparation: Consider teaching Psychic to appropriate team members before next challenges

GameFAQs completion milestone: Saffron City initial exploration completed - TM29 Psychic acquired, major landmarks identified, progression continues to Celadon Game Corner for Team Rocket storyline advancement


Celadon City (Game Corner)

0 / 4 completed

GameFAQs notes: Return to Celadon City for Game Corner exploration, coin collection, and Team Rocket Hideout discovery. Prize Corner offers exclusive Pokemon and TMs.

GameFAQs entry requirement: "Make sure you've obtained the Coin Case from the man in the restaurant in Celadon City, then start hunting for Coins"

Coin Case importance:

  • Essential for participation: Cannot collect or use coins without Coin Case from restaurant
  • Prize corner access: Required for purchasing exclusive Pokemon and TMs
  • Slot machine functionality: Enables gambling and coin earning activities

Team Rocket Grunt warning:

  • GameFAQs caution: "Be aware that speaking to the Rocket (A) at the back of the room will engage him in battle"
  • Strategic positioning: Rocket Grunt guards hidden staircase entrance
  • Battle preparation: Ensure team readiness before confronting Team Rocket member

Game Corner overview: Major gambling establishment with slot machines, hidden coin rewards, and connection to Team Rocket Hideout storyline

GameFAQs systematic coin hunting: "If you start by heading up through the column of slot machines above the entrance, here are the locations of every Coin in the area"

Column 1 (Right side) - 150 coins total:

  • 10 Coins: "Hidden in the tile to the left of the second seat on the right"
  • 20 Coins: "For speaking to the man on the right"
  • 20 Coins: "For speaking to the man on the left"
  • 100 Coins: "Hidden in the tile below the bookcase fifth from the right"

Middle column - 60 coins total:

  • 20 Coins: "Hidden two tiles south and two tiles right from the Rocket on your left"
  • 20 Coins: "Hidden in the tile to the south-east of the woman on the left"
  • 10 Coins: "Hidden in the tile to the south-east of the man on the left"
  • 10 Coins: "Hidden in the tile to the south-west of the man on the right"

Left column - 80 coins total:

  • 10 Coins: "Hidden in the tile north-east of the south-west corner of the room"
  • 10 Coins: "Hidden in the tile to the south-east of the woman on the left"
  • 10 Coins: "Hidden in the tile to the south-west of the man on the right"
  • 10 Coins: "For speaking to the man on the right"
  • 20 Coins: "Hidden in the tile to the south-east of the man on the left"
  • 10 Coins: "Hidden away in the tile to the very west, just below the service counter"

Total acquisition: 290 coins available through systematic exploration and NPC interactions

GameFAQs Prize Corner introduction: "You can exchange the Coins you earn for Pokémon or TMs at the Prize Corner building next door"

Coin acquisition methods:

  • Free collection: Hidden coins and NPC gifts throughout Game Corner
  • Slot machine gambling: Earn additional coins through gameplay
  • Direct purchase: "Exchange rate is a fairly pricey 50 Coins per ₽1000, and unlike in future games, there is no way to purchase Coins in bulk"

Exclusive Pokemon evaluations:

  • Porygon - Rating D: "Extremely expensive and time-consuming to obtain, and every one of its stats is below average, with particularly bad Speed"
  • Scyther - Rating D: "Poor typing and an extremely narrow movepool without any good STAB moves make Scyther very hard to recommend"
  • Pinsir - Rating D: "Bad typing and a limited movepool. Its Attack is great, but it lacks any STAB attacks to back it up"
  • Dratini - Rating D: "Has the potential to be very powerful once it fully evolves, but the problem is that it takes until level 55 to do so"

Exclusive TM evaluations:

  • TM15 Hyper Beam: "150-power, 89.5%-accurate Normal-type move with 5 PP which requires the user to spend the next turn recharging, unless Hyper Beam KOed its target"
  • TM23 Dragon Rage: "Set-damage attack that always deals 40 HP damage regardless of type effectiveness. While it might be powerful early on, it will quickly lose its potency"
  • TM50 Substitute: "Cuts the user's HP by 25% to create a substitute which takes damage for the user. Competitively useful but in-game unappealing as defensive move"

Strategic value assessment: Prize Corner offers exclusive content but generally poor value, with most rewards being expensive relative to their utility

GameFAQs hidden entrance discovery: "Examine the poster at the rear of the room to uncover a hidden staircase to the right, which you should take to enter the Rocket Hideout"

Progression pathway options:

  • GameFAQs route analysis: "At this point, there are a few areas you could tackle. The Celadon Gym, run by the Grass-type Gym Leader Erika, is open for business, or you could clear out the Rocket Hideout and earn the Silph Scope"
  • Traditional route: Rocket Hideout → Silph Scope → Pokemon Tower progression
  • Alternative route: "If you use the Poké Doll exploit to get past the ghost Marowak, you could skip the Rocket Hideout entirely and head straight to Pokémon Tower"
  • GameFAQs recommendation: "Here, the Rocket Hideout will be tackled first, followed by Celadon Gym and finally Pokémon Tower"

Strategic considerations:

  • Silph Scope importance: Required for traditional Pokemon Tower ghost identification
  • Poké Doll exploit: Alternative progression bypassing Rocket Hideout entirely
  • Story sequence flexibility: Multiple valid approaches to mid-game progression

Hidden staircase mechanics: Poster examination reveals secret Team Rocket base entrance, beginning major storyline infiltration sequence

GameFAQs completion milestone: Game Corner exploration completed - coins collected, prizes evaluated, Team Rocket Hideout entrance discovered for next major story progression


Rocket Hideout

0 / 8 completed

GameFAQs notes: Multi-floor Team Rocket base with spin tile puzzles, extensive item collection, and Giovanni boss battle for Silph Scope acquisition. Four basement levels with strategic navigation required.

GameFAQs B1F navigation: "Head south between the two columns of potted plants and examine the bottom-right one to find a hidden PP Up. Head back up and take out the Rocket (A) on the left"

B1F item locations:

  • Hidden PP Up: Between potted plant columns, bottom-right plant examination
  • Escape Rope: Room below Rocket (A) for emergency exit

B1F trainer battles:

  • Rocket (A): Left side guard, standard Team Rocket encounter
  • Rocket (B): Right side of area, secondary defensive position

Floor progression strategy: Collect hidden items first, then systematically defeat Rockets before proceeding to deeper levels

GameFAQs B2F progression: "Follow the path to loop around and defeat the lone Rocket (C) here. Head down the staircase (2) above him to B3F"

B3F strategic content:

  • Rocket (D) defeat: "Defeat the Rocket (D) below you" for area security
  • TM10 Double-Edge location: "Follow the winding path down and pick up TM10 (Double-Edge)"
  • Hidden Nugget: "Examine the empty tile one space to the right of where that was to uncover a hidden Nugget"

TM10 Double-Edge evaluation:

  • GameFAQs assessment: "100-power Normal-type move that causes the user to take recoil damage equal to 25% of the damage dealt to the target"
  • Strategic value: "Decent choice for its good power if you don't mind the recoil damage, and is sadly some Pokémon's best choice for a secondary attacking move"
  • Comparison note: "Body Slam is typically superior, but tends to not be available on as many Pokémon as Double-Edge"

Spin tile maze introduction: Prepare for B3F navigation puzzle leading to lower levels

GameFAQs spin tile mechanics: "The spin tiles will push you in the direction indicated by the arrow until you hit a wall or are moved on to a stop tile, which is a tile made up of four small blue squares"

Maze navigation sequence:

  • Initial movement: "Head south and step on to the downward-facing spin tile to be stopped by a stop tile. Pick up the Rare Candy on your right"
  • Return path: "Step back out of this crevice and walk on to the upward-facing spin tile to the north"
  • Wall following: "Head right and hug the row of white boxes above you around to the left until you come back to the two spin tiles"

Maze completion strategy:

  • Left tile sequence: "Take the leftward-facing spin tile, and after coming to a stop walk south on to the rightward-facing spin tile to land on a stop tile"
  • Exit path: "Head west and south, following this path around south without touching any spin tiles, then take the upper of the two rightward-facing spin tiles here to exit the maze"
  • Rocket (E) battle: "Fight the Rocket (E) to your west" after maze completion

B4F access: "Pass through the gap to the south and follow the path around and down the staircase (3)" for final floor infiltration

GameFAQs B4F item collection: "Head slightly south and then west to find an HP Up on the table here. Return to the staircase and go north past it, following the path into another small room"

TM02 Razor Wind location:

  • Location details: "To the west of the tables is TM02 (Razor Wind)"
  • GameFAQs evaluation: "TM02 could be bought infinitely at the Celadon Department Store but wasn't worth it even then, as Razor Wind is an inaccurate two-turn Normal-type move with middling power"
  • Strategic assessment: Poor move quality but TM collection completeness value

Lift Key acquisition:

  • Rocket (F) battle: "Loop around the tables to fight the Rocket (F) here"
  • Key drop mechanism: "He will drop the Lift Key when he is defeated, which you should take. In Pokémon Red and Blue, you'll have to talk to him again to get him to do this"
  • Red/Blue positioning tip: "If Pokémon Red and Blue players stand one tile to the left of this Rocket and then prompt him to drop the Lift Key, he will drop it in the tile the player is standing in"

Return navigation: Use acquired Lift Key for elevator access to Giovanni's location and B2F maze completion

GameFAQs B2F maze entry: "Enter the spin tile maze on your left by taking the bottom of the two leftward-facing spin tiles"

Evolution stone acquisition:

  • Moon Stone location: "Once you come to a stop, loop around to the south slightly to find a Moon Stone"
  • Collection strategy: "Return to the stop tile you landed on a moment ago and follow the northern wall over to the east to find a Nugget"

TM07 Horn Drill collection:

  • Navigation sequence: "Return once again to the same stop tile, then take the rightward-facing arrow just below it. Pick up TM07 (Horn Drill) when you come to a stop"
  • GameFAQs strategic value: "Horn Drill, a one-hit KO move that, while not great on its own due to its poor accuracy, becomes utterly broken with perfect accuracy if you use an X Accuracy item with it"
  • Availability note: "TM07 was already available to you by this point, as it can be purchased indefinitely at the Celadon Department Store"

Complex maze navigation:

  • Super Potion collection: Multi-step spin tile sequence ending with healing item acquisition
  • Final maze completion: "Take the rightward-facing spin tile here to be done with this maze for good"

B1F final area access: "Exit out to the east and take the staircase (4) to B1F" for additional Rocket battles and lift access

GameFAQs B1F final battles: "Battle the Rocket (G) and Rocket (H) to the west and the north. Pick up the Hyper Potion in the top-left corner of this room before heading back down the staircase (4)"

Lift access and version differences:

  • Yellow version encounter: "Pokémon Yellow players will be met with another Rocket battle once they step out of the lift" on B4F
  • Red/Blue gate guards: "Pokémon Red and Blue players will have to take out the Rocket (I) and Rocket (J) standing guard by the gate here"
  • Gate mechanism: "Defeating these two will open the gate to Giovanni's room, which will already be open for Pokémon Yellow players"

Giovanni room preparation:

  • Hidden item discovery: "Enter the room and examine the machine behind him to find a hidden Super Potion"
  • Iron collection: "Head west and pick up the Iron on the table" for stat enhancement
  • Battle readiness: "Make sure you're ready for battle, then speak to Giovanni"

Strategic preparation notes: Final healing opportunity before major boss encounter, ensure team is at optimal health and status

GameFAQs Giovanni AI behavior: "Giovanni has a 25% chance per turn to use a Guard Spec. on his active Pokémon. He can only use one Guard Spec. per Pokémon"

Red/Blue team composition analysis:

  • Onix and Rhyhorn strategy: "Dual-type Rock/Ground Pokémon with low Special, so any Grass-, Water- or Ice-type move is your best bet. At this point, you have the BubbleBeam or Ice Beam TMs to work with"
  • Kangaskhan assessment: "Decent stats and three different Normal-type moves. It can't do much to Rock-type Pokémon such as Graveler, but otherwise, it's just a slow, sturdy attacker"
  • Type effectiveness: "It's weak to Fighting-type moves if you have any"

Yellow version differences:

  • Persian replacement: "In Pokémon Yellow, Kangaskhan is replaced by Persian, another Normal-type Pokémon which is much faster but also a fair bit weaker"
  • Screech threat: "Screech will cause your Defense to drop drastically each time it is used. You can switch out to reset the effects if you get hit by Screech too many times"

Victory rewards:

  • Silph Scope acquisition: "Upon his defeat, Giovanni will drop the Silph Scope"
  • Story progression value: Essential item for Pokemon Tower ghost identification

GameFAQs battle conclusion: Major Team Rocket storyline milestone with critical item reward for continued progression

GameFAQs exit strategy: "Return to the lift and take it to B1F. Step out and defeat the final Rocket (K) to open the gate here"

Hideout completion sequence:

  • Final Rocket (K) battle: Last security checkpoint before freedom
  • Gate opening mechanism: Defeat triggers automatic exit access
  • Game Corner return: "Head north back to the staircases, then take the left one back to the Game Corner"

Next objectives preparation:

  • Healing priority: "Heal up at the Pokémon Center and perhaps buy some items to cure poison, sleep and paralysis for the next Gym challenge"
  • Cut requirement: "You'll also need to bring along a Cut user before heading to Celadon Gym to the south-west of the city"
  • Status cure preparation: Stock up on Awakening, Antidote, and Parlyz Heal for Grass-type Gym challenges

Achievement summary:

  • Silph Scope acquired: Pokemon Tower progression now possible
  • Team Rocket defeat: Major criminal organization disrupted
  • Extensive item collection: TMs, evolution stones, stat enhancers, and healing items obtained

GameFAQs completion milestone: Rocket Hideout infiltration completed - Giovanni defeated, Silph Scope acquired, progression opens to Pokemon Tower exploration and Celadon Gym challenge


Celadon Gym

0 / 5 completed

GameFAQs notes: "Celadon City Pokémon Gym Leader: Erika The Nature-Loving Princess!" - Grass-type specialist gym with status condition threats. Cut required for access to central area and Gym Leader.

GameFAQs gym assessment: "Celadon Gym is run by the Grass-type specialist, Erika, and isn't too tough compared to what you've faced so far"

Status condition threats:

  • Sleep preparation: "Two of her three Pokémon can inflict status conditions, so packing curatives for sleep, poison and paralysis is recommended"
  • Essential items: Awakening, Antidote, Parlyz Heal, or Full Heal for comprehensive coverage
  • Strategy note: Status conditions from Sleep Powder, PoisonPowder can be game-changing without preparation

Type effectiveness advantages:

  • Fire and Flying superiority: "Grass-type Pokémon match up poorly against Fire- and Flying-type Pokémon, which you've had plenty of opportunities to catch by this point"
  • Ice Beam application: "They're also weak to Ice, meaning that the Ice Beam TM you acquired recently should come in handy"
  • Ice Beam caution: "Be aware that the Water-type Pokémon that appreciate Ice Beam are themselves weak to Grass-type moves"
  • Additional weaknesses: "Grass is weak to Poison and Bug, although these types are generally regarded as some of the worst in the game"
  • Grass/Poison vulnerability: "Most Grass-type Pokémon are part Poison type as well, making them weak to Psychic-type moves"

Cut requirement: HM01 Cut needed to access central gym area where Erika and final trainers await

GameFAQs training strategy: "As usual, take out all the Trainers here before facing the Gym Leader"

Initial trainer encounters:

  • Central approach: "Start by heading up the middle to fight the Lass (A) on the left and the Beauty (B) on the right"
  • Northwest section: "Head around to the north-west side of the Gym to battle another Beauty (C)"
  • Northeast completion: "Now over on the north-east side is a Jr. Trainer♀ (D)"

Trainer team compositions:

  • Lass encounters: Typically feature Oddish, Bellsprout evolution lines with basic Grass-type moves
  • Beauty trainers: Mid-level Grass-types with potential status move coverage
  • Jr. Trainer♀: Balanced team representing gym's overall difficulty curve

Experience and preparation value: Outer trainer battles provide valuable experience while testing team readiness for Erika's advanced strategies

GameFAQs Cut requirement: "Cut down any of the trees to the central area where Erika awaits"

Elite trainer positioning:

  • Erika's location: "She's the second Trainer from the left, and she's flanked by a Beauty (E) on her left and a Cooltrainer♀ (F) and Lass (G) on her right"
  • Strategic formation: Elite trainers protect Gym Leader, requiring systematic defeat before access

Cooltrainer♀ AI mechanics:

  • Healing behavior: "Cooltrainer♀ has a 100% chance per turn to use a Hyper Potion on her active Pokémon if it is below 10% of its maximum HP"
  • Switching strategy: "Or switch it out to the next unfainted member of her party if it is between 10–20% of its maximum HP"
  • AI limitations: "She can only use one Hyper Potion per Pokémon, and once she does this she will not switch out that Pokémon nor use a Hyper Potion on it again"

Final preparation:

  • GameFAQs recommendation: "It's probably best to heal up before facing Erika"
  • Status cure verification: Ensure adequate status healing items before Gym Leader battle

GameFAQs Erika AI behavior: "Erika has a 50% chance per turn to use a Super Potion on her active Pokémon if it is below 10% of its maximum HP. She can only use one Super Potion per Pokémon"

Red/Blue team analysis:

  • Victreebel threat assessment: "Probably her most dangerous Pokémon, with access to good offensive stats and decent Speed. It also has the best Grass-type move in the game in Razor Leaf and the excellent Sleep Powder"
  • Wrap mechanics: "Wrap can also be frustrating by preventing you from using moves, although you can always switch out to reset it"
  • Status countermeasures: "PoisonPowder and Sleep Powder are non-issues if you have Full Heals with you"
  • Victreebel counters: "Fire- and Flying-type Pokémon work best, and Ice- and Psychic-type moves are super effective as well"

Vileplume analysis (Red/Blue):

  • Status move arsenal: "It has two status moves which should be a non-issue with items, a weak STAB move in either Acid or Mega Drain"
  • Petal Dance mechanics: "Petal Dance has a decent 70 power and locks the user into using it for 3–4 turns before becoming confused"
  • Strategic assessment: "If you could get past Razor Leaf earlier then this shouldn't pose much of a challenge"

Yellow version differences:

  • Tangela lead: "Tangela is instead first up in Pokémon Yellow. Tangela is notable for being the only pure Grass-type Pokémon in Generation I"
  • Tangela assessment: "It isn't much to worry about, being Erika's lowest level Pokémon and having weak moves"
  • Weepinbell encounter: "Pokémon Yellow players will face Weepinbell next, which is largely just an inferior Victreebel since it is not fully evolved yet"
  • Gloom finale: "Erika's final Pokémon is Gloom in Pokémon Yellow" - pre-evolved Vileplume with similar but weaker movesets

GameFAQs Rainbow Badge benefits: "For defeating Erika you will earn the RainbowBadge, which gives you control over traded Pokémon up to level 50"

Strength HM preparation:

  • Badge capability: "It also allows the use of the move Strength outside of battle, which can be used to push certain boulders"
  • HM requirement: "However, you will have to find HM04 to teach Strength to your Pokémon"
  • Future application: Strength needed for various dungeon puzzles and secret area access

TM21 Mega Drain evaluation:

  • Uniqueness warning: "TM21 is unique and will be gone forever once it is used"
  • Move mechanics: "It teaches Mega Drain, which deals damage and also restores the user's HP by half the damage inflicted to the opponent"
  • Power assessment: "Its paltry 40 power is certainly underwhelming, but Mega Drain is one of only two Grass-type TMs, the other being the two-turn SolarBeam"
  • Strategic value: "Most useful on Pokémon that lack any other options for getting past dual-type Rock/Ground Pokémon, who take 4× damage from this move"

Next destination preparation:

  • Lavender Town return: "Heal up, then return to Lavender Town. You could use Fly to return but otherwise, head east out of Celadon City into Route 7"
  • Silph Scope reminder: "Make sure to keep the Silph Scope on you for this next part if you want to catch wild Pokémon and clear the story events in Pokémon Tower"
  • Team preparation: "Most of the fights there are against Pokémon which are part Poison type, so come prepared with a solid Ground- or Psychic-type move user"

GameFAQs completion milestone: Fourth Gym Badge acquired - Rainbow Badge enables traded Pokemon control and Strength usage, TM21 Mega Drain obtained, progression opens to Pokemon Tower exploration with Silph Scope


Pokemon Tower

0 / 10 completed

GameFAQs notes: Seven-floor haunted tower requiring Silph Scope for ghost encounters. Climb through channeler battles to rescue Mr. Fuji and obtain the Poké Flute for Snorlax encounters.

GameFAQs tower entry: "There's nothing of importance here on the first floor, so take the staircase (1) on the right-hand side up to 2F"

Rival encounter setup:

  • Battle location: "You'll see your rival waiting for you to the north-west, so prepare yourself for a fight and approach him"
  • AI behavior: "Blue has a 12.5% chance per turn to use a Potion on his active Pokémon if it is below 20% of its maximum HP. He can only use one Potion per Pokémon"
  • Strategic importance: Major mid-game rival assessment before tower challenges

Red/Blue team analysis examples:

  • Pidgeotto assessment: "Has only weak Normal-type moves and Sand-Attack to bother you with. It shouldn't pose any problems and is weak to Electric-, Rock- or Ice-type attacks"
  • Gyarados threat: "Fully evolved with excellent stats and packing the mighty Hydro Pump. The best way to deal with it is by targeting its 4× weakness to Electric-type moves"
  • Kadabra strategy: "Much frailer on the physical side, so a solid Normal-type attack such as Body Slam should finish it off soon enough"

Yellow version differences: Eevee-based team with Fearow, variable second Pokemon based on previous battle outcomes, and strategic core preparation for future evolution

GameFAQs wild Pokemon introduction: "On this floor, wild Pokémon will start to appear, which you can attempt to catch if you have the Silph Scope on hand"

Gastly evaluation (B-rank):

  • GameFAQs assessment: "The Gastly family are the only Ghost-type Pokémon in the game, granting them immunity to Normal-type moves, the most common type of attack in the game"
  • Stat strengths: "Excellent Speed and Special stats are a bonus, though Gastly will rely heavily on special TMs"
  • Evolution value: Haunter at level 25, Gengar via trade (top-tier Pokemon)

Cubone evaluation (D-rank):

  • GameFAQs assessment: "Cubone has decent Attack and Ground is a great type, but its HP, Special and Speed are low, with particularly bad Speed meaning it will often be taking damage"
  • Movepool oddity: "Oddly, it learns many special moves despite its poor Special stat"
  • Yellow trade value: Spare Cubone needed for Underground Path Machoke trade

3F trainer progression:

  • Channeler (A): "Head north to battle a Channeler (A)" - initial Ghost-type specialist encounter
  • Escape Rope collection: "Pick up the Escape Rope to the north" for emergency tower exit
  • Remaining channelers: "Proceed to the southern part of the area to fight another Channeler (B)" and "Slightly to the north is the final Channeler (C) of this floor"

GameFAQs 4F trainer layout: "You'll see a Channeler (D) and Channeler (E) immediately to your left"

4F item collection sequence:

  • Elixer location: "Next to them is an Elixer" for PP restoration
  • Awakening placement: "To the left of that is an Awakening" for sleep status cure
  • HP Up discovery: "Go directly south to find an HP Up tucked away in an alcove here as well" for permanent stat enhancement
  • Final trainer: "The final Channeler (F) is over on the west side of the area"

Strategic item importance:

  • Status preparation: Awakening essential for upcoming sleep-inducing Ghost-type moves
  • PP management: Elixer valuable for extended tower exploration
  • Permanent progression: HP Up provides lasting team improvement

5F access: "Take the staircase (4) here to 5F" for continued tower ascent

GameFAQs hidden item discovery: "Drop into the alcove to the south and examine the southern wall for a hidden Elixer"

Healing mechanics:

  • Healing tiles: "In the centre of this area are some square tiles that will fully heal your party, so be sure to return here liberally if needed"
  • NPC clarification: "Note that the Channeler next to them isn't a Trainer" - non-battle character
  • Strategic value: Central healing station for tower exploration

GameFAQs grinding opportunity:

  • Training assessment: "With access to instant healing and wild Pokémon encounters that offer around 300 experience points per battle, this area makes for one of the best training spots of the mid-game"
  • Ghost-type requirement: "Your Pokémon will need a way to reliably damage Ghost-type Pokémon though, which can be difficult for some"
  • Optimal strategy: Psychic-type moves, Ground-type Dig, or other super-effective coverage

5F trainer sequence:

  • Systematic progression: "After healing up, take out the northernmost Channeler (G). Then battle the Channeler (H) to the east. There's yet another Channeler (I) to the west of the healing area"
  • Nugget collection: "Just south of her is a Nugget and another Channeler (J)" - valuable monetary item

GameFAQs 6F trainer progression: "Fight the Channeler (K) over to the left. Pick up the X Accuracy to the south, then return north and fight a Channeler (L). Follow the path around to another Channeler (M)"

Critical progression requirement:

  • Rare Candy necessity: "Nearby is a Rare Candy that you must pick up to continue"
  • Path mechanics: "Head through the gap it leaves behind and prepare yourself for a battle against a level 30 Marowak"
  • Encounter trigger: "Which will occur as soon as you approach the staircase (7) to the south"

Marowak ghost battle preparation:

  • GameFAQs battle type: "This is a special wild Pokémon battle—you'll need the Silph Scope to be able to battle the Marowak"
  • Alternative method: "Or you can instead take advantage of a bug and use a Poké Doll to skip the encounter"
  • Battle strategy: "This Marowak cannot be caught, even if you somehow have a Master Ball to use against it"

Marowak tactical analysis:

  • Move limitations: "While it is fully evolved and a little higher level than the other Pokémon you have encountered in this area, it only has one attacking move"
  • Type advantages: "Flying-type Pokémon cannot take any damage from Marowak, and its typing and low Special make it take large amounts of damage from Water-, Ice- and Grass-type attacks"

GameFAQs version-specific encounters:

Yellow version Team Rocket duo:

  • Encounter setup: "Pokémon Yellow players progressing much farther will be thrown into another battle against a familiar pair of Rockets"
  • Evolution progression: "Ekans and Koffing have evolved into Arbok and Weezing now, boosting their stats but not helping out with their unfortunate Poison typing"
  • Strategic weakness: "As such, they are still very susceptible to Dig and Psychic, both TMs that you could have by now that have very wide distribution"
  • Meowth assessment: "Meowth is even less threatening since it hasn't evolved and therefore has very low stats, so any strong attack should be enough to take it out quickly"

Red/Blue version standard Rockets:

  • GameFAQs alternative: "Pokémon Red and Blue players will instead have to fight past three standard Rockets (N) through (P) here"
  • Team composition variety: Mixed Poison-type teams with Zubat, Koffing, Drowzee combinations
  • Strategic approach: Electric moves for Flying-types, Psychic coverage for Poison-types

Status condition management:

  • Poison threats: "None of these Pokémon have any particularly dangerous or powerful moves either, although there is always the chance they could inflict poison or paralysis on your team"
  • Preparation importance: Status healing items essential for 7F encounters

GameFAQs rescue completion: "After that ordeal, speak to Mr. Fuji at the top of the room to advance the story and be transported to his house back in Lavender Town"

Poké Flute reward:

  • Item acquisition: "Talk to Mr. Fuji to receive the Poké Flute"
  • Key Item status: "The Poké Flute is a Key Item that is required to wake up and battle the two Snorlax on Routes 12 and 16 so that you can proceed past them"
  • Battle functionality: "It can also be used in battle to wake up sleeping Pokémon immediately, which is very useful"
  • Usage warning: "However, be aware that it will wake up opposing Pokémon as well"

Strategic route access:

  • Snorlax encounters: Two powerful Pokemon battles on Routes 12 and 16
  • Route progression: Southern route access through previously blocked paths
  • Catching opportunity: Snorlax represents rare, high-level Pokemon acquisition

Story milestone significance: Major plot advancement enabling new area exploration and continued Team Rocket storyline progression

GameFAQs Yellow-specific trade: "Pokémon Yellow players should take out their spare Cubone and make their way over to Route 5"

Trade location and mechanics:

  • Underground Path access: "In the south-east part of the route is the building that leads to the Underground Path (Routes 5–6), and the little girl inside will trade her Machoke for your Cubone"
  • Evolution bonus: "Because Machoke evolves via trading, you'll ultimately receive the fully evolved Machamp for your efforts"
  • Strategic value: Machamp provides excellent Fighting-type coverage with superior stats

Trade preparation requirements:

  • Cubone source: Spare Cubone caught in Pokemon Tower floors 5F and above
  • Access timing: Available immediately after Pokemon Tower completion
  • Version exclusivity: Trade only available in Yellow version

Machamp evaluation benefits: High Attack stat, diverse movepool, Fighting-type effectiveness against Normal and Rock-types

GameFAQs progression assessment: "At this point, the game opens up quite a bit and you have a few choices of where to go"

Saffron City access:

  • Silph Co. availability: "Rescuing Mr. Fuji means that Silph Co. in Saffron City can be cleared out, which in turn grants access to the rest of Saffron City, including the Gym"
  • Sabrina difficulty warning: "Sabrina's Psychic-type team can be quite tough to beat though, particularly in Pokémon Yellow"
  • Strategic timing: Consider team preparation before challenging Psychic-type specialists

Southern route exploration:

  • Snorlax pathway: "Having the Poké Flute allows you to bypass the Snorlax roadblocks on Routes 12 and 16"
  • Route 12 access: "Route 12 grants access to Routes 13, 14 and 15"
  • Route 16 access: "Route 16 grants access to Routes 17 and 18"
  • Convergence point: "Ultimately, both paths lead to Fuchsia City"
  • Completionist approach: "While you need only take one path, visiting both allows you to battle all the Trainers and pick up all the items"

HM acquisition priorities:

  • Surf and Strength: "In Fuchsia City, you can pick up the HMs for Surf and Strength"
  • Badge requirements: "You'll need the defeat the Fuchsia Gym Leader to use Surf outside of battle"
  • New area access: "When you do, it will open up a new set of areas for you to explore. This includes Cinnabar Island, the Power Plant, Sea Routes 19, 20 and 21, and the Seafoam Islands"

GameFAQs difficulty-based progression: "This walkthrough tackles areas roughly in order of difficulty, based on the levels of the Pokémon you'll be facing in each area and the 'intended' order that the Gyms are expected to be beaten in"

Essential preparation requirements:

  • Cut user necessity: "Withdraw a Cut user to retrieve some items and access tall grass in the next few routes"
  • Poké Flute reminder: "Also be sure to bring the Poké Flute" for Snorlax encounters
  • Catching preparation: "Along with a stash of Great Balls for a difficult-to-catch Pokémon that only appears twice in the game"

Notable upcoming opportunities:

  • TM26 Earthquake: "The best Ground-type move in the game, with 99.6% accuracy, 100 power and 10 PP" from Silph Co.
  • HM03 Surf: "Surf is a great 95-power Water-type move that also allows you to traverse bodies of water on the overworld" from Safari Zone
  • Legendary Pokemon: Articuno in Seafoam Islands, Zapdos in Power Plant
  • Fighting Dojo rewards: Hitmonlee or Hitmonchan choice in Saffron City

Recommended next destination: "Once you're prepared, head south out of Lavender Town on to Route 12" for southern route progression

GameFAQs completion milestone: Pokemon Tower conquered - Mr. Fuji rescued, Poké Flute acquired, major route access unlocked, multiple progression pathways available


Lavender Town

0 / 5 completed

GameFAQs notes: "The Noble Purple Town" - Initial visit before Pokemon Tower accessibility. Name Rater services, Great Ball introduction, and TM39 Swift acquisition from Route 12 detour.

GameFAQs town introduction: "The Noble Purple Town" with limited initial accessibility

Pokemon Tower limitation:

  • GameFAQs accessibility note: "Pokémon Tower isn't fully accessible and you cannot catch any Pokémon there until you return with a particular item later"
  • Required item: Silph Scope from Team Rocket Hideout completion
  • Current status: Can enter but ghosts appear as unidentifiable spirits
  • Strategic timing: Return after Celadon City storyline completion

Town layout assessment:

  • Pokemon Center: Standard healing and PC access in southeast
  • Pokemart location: Northwest area with Great Ball introduction
  • Name Rater house: Southern area for nickname changes
  • Pokemon Tower: Dominant central structure requiring future return

GameFAQs strategic importance: Key location for later story progression and ghost Pokemon encounters once properly equipped

GameFAQs Name Rater function: "You can find the Name Rater's house, where you can change the nickname of any Pokémon that matches your ID No. and Original Trainer (OT)"

Eligibility requirements:

  • ID number match: Pokemon must have your Trainer ID number
  • Original Trainer match: Pokemon must list you as Original Trainer
  • GameFAQs clarification: "Typically, this means only Pokémon that haven't been received from a trade, in-game or otherwise"
  • Exclusions: Traded Pokemon, gift Pokemon from NPCs cannot be renamed

Strategic nickname planning:

  • Team identification: Clear names for main team members
  • Role designation: Names indicating Pokemon's battle role (Tank, Sweeper, Support)
  • Move reminders: Names hinting at key moves or strategies
  • Personal preferences: Creative or meaningful names for favorite Pokemon

Name Rater location: Small house in southern Lavender Town, accessible throughout game for unlimited nickname changes

GameFAQs Great Ball mechanics: "The Poké Mart here sells Great Balls, which are more expensive than regular Poké Balls but have a better chance of catching Pokémon"

Great Ball optimization strategy:

  • GameFAQs effectiveness note: "They work best when the target is below half its maximum HP—reducing its HP any lower than that is unnecessary"
  • Cost analysis: ₽600 vs ₽200 for Poke Balls (3x price for improved catch rate)
  • Catch rate improvement: 1.5x catch rate multiplier vs standard Poke Balls
  • Strategic usage: Reserve for rare Pokemon or difficult catches

Pokemart inventory expansion:

  • Great Balls: ₽600 each - improved catching power
  • Standard items: Poke Balls, Potions, Antidotes, Burn Heals, Ice Heals
  • Status items: Awakening, Parlyz Heal for status condition management
  • Budget recommendations: Stock up on Great Balls for upcoming rare encounters

Future catching preparation: Great Balls essential for Ghost-type Pokemon in Pokemon Tower and other rare encounters

GameFAQs Route 12 access: "Take a quick detour south into Route 12"

TM39 Swift acquisition:

  • Location details: "Head south into the gatehouse and go up the stairs. Speak to the girl here to receive TM39 (Swift)"
  • Free gift: No cost or requirements for TM acquisition
  • GameFAQs availability note: "The TM for it is a one-time deal" - unique opportunity
  • NPC location: Upper floor of Route 12 gatehouse building

GameFAQs Swift move analysis:

  • Power assessment: "Swift is a 60-power Normal-type move with the unique property of never missing"
  • Accuracy mechanics: "Even against Pokémon underground from Dig or in the air from Fly, since it skips accuracy checks altogether"
  • GameFAQs evaluation: "Perfect accuracy is not a good enough trade-off for mediocre power, so this one is best skipped"
  • Situational value: Useful against evasive Pokemon or in specific battles

Route 12 exploration limit:

  • GameFAQs progression note: "You could head south and fight some Fishermen here, though Route 12 is still ultimately blocked off, so you'll have to return later"
  • Snorlax blockade: Sleeping Pokemon prevents southern progression
  • Future access: Requires Poke Flute from Pokemon Tower completion

GameFAQs preparation advice: "Withdraw a Cut user from the PC if you want to encounter wild Pokémon on the next route, although it's not necessary since the new Pokémon you can catch there will also be available on the route immediately after this one"

Cut user strategic value:

  • Route 8 access: Cut trees for additional wild Pokemon encounters
  • Alternative availability: Same Pokemon available on Route 7 without Cut requirement
  • Optional preparation: Not essential but provides more encounter opportunities
  • Team slot consideration: Weigh Cut utility against team optimization

Next destination setup:

  • GameFAQs progression: "Exit west on to Route 8" for continued journey
  • Route 8 objectives: Wild Pokemon encounters, trainer battles, Celadon City access
  • Story progression: Moving toward Team Rocket storyline advancement
  • Team preparation: Level team for upcoming Celadon City challenges

Lavender Town return planning:

  • Pokemon Tower timing: Return after obtaining Silph Scope from Rocket Hideout
  • Ghost Pokemon opportunities: Gastly, Haunter, Cubone encounters await
  • Story completion: Mr. Fuji rescue and Poke Flute acquisition
  • Strategic milestone: Major story advancement enabling southern route access

GameFAQs completion status: Lavender Town initially explored - Name Rater accessed, Great Balls introduced, TM39 Swift acquired, Route 8 progression ready


Underground Path (Routes 5-6)

0 / 3 completed

GameFAQs notes: Underground tunnel connection between Routes 5 and 6. Features version-specific in-game trades - Nidoran♂/♀ trade in Red/Blue, and valuable Cubone-Machoke trade in Yellow.

GameFAQs Red/Blue trade: "Pokémon Red and Blue in-game trade 1/9: Nidoran♂ ↔ Nidoran♀"

Trade mechanics and location:

  • NPC interaction: "Speak to the girl here to trade Nidoran♂ for Nidoran♀"
  • Trade requirement: Must have Nidoran♂ in party to initiate trade
  • Strategic value: Obtain opposite gender for breeding purposes or Pokedex completion
  • Trade benefits: Traded Pokemon receive boosted experience gain

Nidoran evolution considerations:

  • Male line evolution: Nidoran♂ → Nidorino (Lv.16) → Nidoking (Moon Stone)
  • Female line evolution: Nidoran♀ → Nidorina (Lv.16) → Nidoqueen (Moon Stone)
  • Type differences: Nidoking (Poison/Ground), Nidoqueen (Poison/Ground) with different stat distributions
  • Movepool access: Both lines learn different moves and TM compatibility

Yellow version note: This trade is not available in Pokemon Yellow - different trade opportunity provided instead

GameFAQs Yellow trade opportunity: "Pokémon Yellow players can come back later to trade a Cubone for a Machoke, which will immediately evolve via trade into its final form, Machamp"

Trade timeline and requirements:

  • GameFAQs timing note: "You won't have Cubone yet, but you'll be reminded to come back here once you do"
  • Cubone source: Pokemon Tower floors 3F-7F encounters (after Silph Scope acquisition)
  • Trade preparation: Catch spare Cubone specifically for this trade
  • Return visit: Come back after Pokemon Tower exploration

Machamp evolution benefits:

  • Immediate evolution: Machoke evolves to Machamp instantly upon trade completion
  • Final form advantage: Receive fully evolved Pokemon with superior stats
  • Fighting-type coverage: Machamp provides excellent Physical Attack and Fighting-type moves
  • Movepool access: Learns powerful moves like Submission, Seismic Toss, and TM coverage

Strategic trade evaluation:

  • Cubone assessment: D-rank Pokemon with limited competitive value
  • Machamp value: A-rank Fighting-type with excellent mid-to-late game utility
  • Trade recommendation: Highly favorable trade for Yellow players
  • Team integration: Machamp fills Fighting-type role for balanced team composition

GameFAQs progression guidance: "Once you're done here, head back to Cerulean City. Heal up and enter the Gym next door to the Pokémon Center"

Underground Path features:

  • Tunnel structure: Simple underground passage connecting Routes 5 and 6
  • No wild Pokemon: Safe passage without random encounters
  • Primary function: Trade location and route connection
  • Strategic importance: Key location for version-specific Pokemon acquisition

Route connection benefits:

  • North-south access: Convenient travel between Cerulean City area and southern routes
  • Weather protection: Underground passage unaffected by surface conditions
  • Quick transit: Faster than surface route navigation
  • Trade accessibility: Central location for important Pokemon exchanges

Next objectives preparation:

  • Cerulean City return: Pokemon Center healing and team preparation
  • Cerulean Gym challenge: Misty battle preparation with Grass/Electric-type moves
  • Team assessment: Evaluate team composition for Water-type gym battle
  • Item preparation: Stock healing items and status recovery for gym challenge

GameFAQs completion milestone: Underground Path explored - version-specific trades identified, route connections established, ready for Cerulean Gym progression


Route 12

0 / 8 completed

GameFAQs notes: Southern route with extensive Fisherman trainer battles, Snorlax encounter requiring Poké Flute, Super Rod acquisition, and comprehensive fishing opportunities for Water-type Pokemon collection.

GameFAQs entry and TM39 reminder: "Head south through the gatehouse, stopping by to talk to the girl upstairs if you neglected to pick up TM39 earlier"

Fisherman trainer progression:

  • Fisherman (A): "As you continue south, you'll come across a Fisherman (A)" - first Water-type specialist encounter
  • Fisherman (B): "Continue along the path to fight another Fisherman (B)" - second trainer battle
  • Fisherman (C): "Slightly to the right is another Fisherman (C)" - third consecutive battle
  • Fisherman (D): "South of him is yet another Fisherman (D)" - fourth Water-type team

Fisherman battle strategy:

  • Electric-type advantage: Super effective against all Water-type Pokemon
  • Grass-type coverage: Effective against Water-types with secondary benefits
  • Team preparation: Stock Thunder Wave for paralysis, healing items for extended battles
  • Experience value: Consistent experience gain from multiple Water-type encounters

Route progression setup: Multiple Fisherman battles prepare for Snorlax encounter and establish Water-type training opportunities

GameFAQs Snorlax encounter setup: "Continue around the path and you will eventually encounter a sleeping Snorlax"

Snorlax awakening mechanics:

  • Poké Flute requirement: "Interacting with it will do nothing—you must instead use the Poké Flute while standing next to it to rouse it from its slumber"
  • Battle initiation: "entice it to attack you" once awakened with Poké Flute
  • Catch vs defeat warning: "catching it is highly recommended as it is one of only two in the entire game"
  • Save importance: "Be sure to save before attempting to do so, as defeating it will make it disappear forever"

GameFAQs optimal catching strategy:

  • Status condition priority: "To give yourself the greatest chance of catching Snorlax, the best thing to do is to put it to sleep or freeze it"
  • HP threshold strategy: "You can also get its HP below 1/3 of its maximum, or below 1/2 of its maximum if you're using a Great Ball"
  • HP optimization note: "getting its HP any lower than those values won't increase your chances at all"
  • Alternative status: "If you don't have access to sleep or freeze, other status conditions such as paralysis are good too"

Snorlax AI behavior advantage:

  • Rest move mechanics: "Snorlax can fully recover and put itself to sleep for two turns with Rest"
  • Strategic opportunity: "although if it does, it is doing you a favour as it will be far easier to catch while asleep, even if it has full HP"
  • Optimal catch rate: "With low HP and sleep or freeze in place, you have a 25.4% chance of catching Snorlax with every Great Ball thrown"

Snorlax evaluation (A-rank): "Snorlax is a tank, with incredible HP and a high Attack stat giving it a powerful STAB Body Slam, which it learns naturally. It also has an excellent TM movepool, but has very low Speed and levels up slowly due to being in the Slow experience group"

GameFAQs Rocker battle and Super Rod: "Continue south to fight a Rocker (E). Next to the Rocker is another Fishing Guru's house. Speak to the occupant to receive a Super Rod"

Super Rod capabilities:

  • Enhanced fishing: "allows you to catch a much wider variety of Water-type Pokémon"
  • Level advantages: Higher-level Pokemon encounters compared to Good Rod
  • Species diversity: Access to Pokemon unavailable with previous rods
  • Location expansion: Retroactive fishing opportunities in all previous water areas

GameFAQs fishing round-up strategy:

  • Retroactive exploration: "Now that you have the Super Rod, you can revisit previous areas to fish up some new Water-type Pokémon"
  • Level optimization: "The following table shows the new Pokémon you can get next to the location where you can get them at the highest level"
  • Strategic delay recommendation: "Many of these Pokémon are worth delaying getting until visiting the Seafoam Islands, where they will be available at a much higher level"
  • Route 23 preview: "A handful of the Pokémon here are caught at their highest level on Route 23"

Key Water-type Pokemon evaluations:

  • Tentacool (B-rank): "should be caught later on to evolve immediately into Tentacruel, which has one of the highest Special stats in the game and very high Speed"
  • Shellder (B-rank): "can be caught at a high level later on, potentially level 40 in Pokémon Yellow. It has decent stats with incredible Defense"
  • Psyduck (C-rank): "one of many decent Water-type Pokémon and average in many aspects. It is worth waiting until Seafoam Islands to get one at a higher level"

GameFAQs trade preparation: "Head to either Route 10 or Celadon City and fish up a spare Poliwhirl with your Super Rod"

Trade timing considerations:

  • Level optimization option: "since higher-level Slowbro are available later at the Seafoam Islands, you might instead want to wait until then so that your Lickitung is also received at a higher level"
  • Immediate vs delayed trade: Current Poliwhirl trade available now, alternative higher-level options later
  • Strategic decision: Balance immediate team needs against optimal level acquisition

Red/Blue trade execution:

  • GameFAQs trade details: "Pokémon Red and Blue in-game trade 4/9: Poliwhirl ↔ Jynx"
  • Location access: "Fly to Cerulean City and enter the house next door to the Pokémon Center"
  • NPC interaction: "speak to the occupant in the top-left corner to trade away your Poliwhirl for a Jynx"

Jynx evaluation (B-rank):

  • GameFAQs assessment: "Jynx has good Speed and Special stats and the 1.5× experience gain offsets its initially lower level"
  • Defensive weakness: "Its Defense is atrocious and its initial movepool is poor"
  • Strategic value: "but with Ice/Psychic typing and a handful of good TMs, Jynx is a powerful special attacker"

Yellow version note: This trade is exclusive to Red/Blue versions - not available in Pokemon Yellow

GameFAQs Cut area access: "Back at the Fishing Guru's house on Route 12, farther south and a little to the west you'll find a small tree that can be cut down"

Hidden trainer and item:

  • Concealed battle: "Do so and fight the Fisherman (F) inside the small alcove here"
  • Iron item reward: "Pick up the Iron he was guarding" for Attack stat enhancement
  • Strategic value: Iron provides permanent +2 Attack increase to any Pokemon
  • Cut requirement: Essential HM move access for complete route exploration

Additional trainer encounter:

  • Jr. Trainer♂ (G): "leave this alcove and defeat the Jr. Trainer♂ (G) a little farther south"
  • Version differences: Different Pokemon teams between Red/Blue and Yellow versions
  • Experience progression: Continued leveling opportunities for team development

Second Cut area discovery:

  • Grass access: "Continue south. You'll come across another small tree that can be cut down, which provides access to the area's only patch of tall grass"
  • Wild Pokemon encounters: Route 12's exclusive tall grass area for catching opportunities
  • Cut dependency: Both hidden areas require Cut HM for complete route exploration

GameFAQs wild Pokemon access: Cut-accessible tall grass area for Route 12 exclusive encounters

Venonat evaluation (D-rank, Red/Blue):

  • GameFAQs assessment: "Available only now in Pokémon Red and Blue, Venonat is even worse here due to arriving at a lower relative level to the rest of your team"
  • Type disadvantages: "Bug/Poison typing is bad, its stats are average and its movepool is shallow, with no good STAB moves"
  • Trade preparation value: "Pokémon Red and Blue players should catch a spare Venonat to trade away for a Tangela much later on"
  • Strategic collection: Catch for future trade opportunity despite poor battle utility

Farfetch'd evaluation (D-rank, Yellow):

  • GameFAQs Yellow assessment: "In Pokémon Yellow, Farfetch'd is available much later and does not have the 50% bonus experience available to its Pokémon Red and Blue counterpart"
  • Performance decline: "As such, its poor stats and shallow movepool are much more noticeable"
  • Late-game disadvantage: Previously available Pokemon now encounters timing issues

Pokemon collection strategy:

  • Completionist value: Both Pokemon contribute to Pokedex completion
  • Trade preparation: Venonat essential for future Tangela trade in Red/Blue
  • Battle utility: Neither recommended for main team composition
  • Encounter timing: Catch now for future needs rather than immediate battle value

GameFAQs Super Rod Water-type roundup: Comprehensive fishing opportunities now available across all previous water areas

High-priority Water-type Pokemon:

  • Tentacool → Tentacruel (B-rank): "has one of the highest Special stats in the game and very high Speed as well. Its movepool is fairly typical for a Water-type Pokémon"
  • Shellder → Cloyster (B-rank): "has decent stats with incredible Defense, but is also no slouch offensively, gaining STAB on its Ice-type attacks"
  • Slowpoke → Slowbro (C-rank): "excellent Water/Psychic typing, Slowpoke is let down by its terrible Speed, so it will take damage often"

Moderate-priority Water-types:

  • Psyduck → Golduck (C-rank): "one of many decent Water-type Pokémon and average in many aspects. It has middling stats all around and movepool of nice physical and special moves"
  • Poliwag → Poliwrath (C-rank): "evolves into Poliwrath, unique for its part-Fighting typing. This isn't too useful, but it has a huge movepool"
  • Krabby → Kingler (C-rank): "Krabby's stats are lopsided, with very low Special powering its STAB Crabhammer, which is an amazing, if inaccurate, Water-type move"

Strategic fishing timing:

  • Level optimization: Many Pokemon available at higher levels in later areas (Seafoam Islands)
  • Route 23 preview: Some Pokemon reach highest levels on Route 23 (post-Elite Four access)
  • Immediate vs delayed: Balance current team needs against optimal level acquisition
  • Comprehensive coverage: Super Rod enables complete Water-type collection across all areas

GameFAQs route completion: "The route ends just to the south, connecting to Route 13"

Route 12 accomplishments summary:

  • Snorlax capture: One of only two Snorlax in entire game successfully encountered and caught
  • Super Rod acquisition: Key fishing tool enabling comprehensive Water-type Pokemon collection
  • Fisherman battles: Six trainer battles completed for experience and monetary rewards
  • Cut area exploration: Hidden Fisherman battle and Iron item collection completed
  • Wild Pokemon collection: Version-specific encounters captured for Pokedex and trade preparation

Strategic progression benefits:

  • Team enhancement: Snorlax provides powerful tank option with excellent HP and Attack
  • Fishing expansion: Super Rod opens comprehensive Water-type collection opportunities
  • Trade preparation: Poliwhirl and Venonat collected for future beneficial trades
  • Route access: Southern pathway now open for continued exploration

Route 13 preparation:

  • Continued trainer battles: More specialized trainers and Pokemon encounters ahead
  • Progression toward Fuchsia City: Working toward Safari Zone and fifth Gym Badge
  • Team readiness: Snorlax integration and balanced type coverage for upcoming challenges
  • Item management: Iron usage consideration for team stat optimization

GameFAQs completion milestone: Route 12 mastered - Snorlax captured, Super Rod obtained, comprehensive fishing opportunities unlocked, trade Pokemon collected, ready for Route 13 progression


Route 13

0 / 7 completed

GameFAQs notes: Extensive trainer route with multiple Jr. Trainers, Beauty battles, Bird Keepers, and Biker encounter. Features hidden items (Calcium, PP Up), Cut-accessible tall grass, and Ditto encounters. Bridge and fence maze navigation required.

GameFAQs initial trainer encounters: Route 13 bridge and southern area with systematic trainer progression

Bridge area trainer sequence:

  • Jr. Trainer♀ (A): "Immediately to the south is a Jr. Trainer♀ (A)" - first encounter on route
  • Bird Keeper (B): "A little farther south is a Bird Keeper (B)" - Flying-type specialist battle
  • Jr. Trainer♀ (C): "Immediately to his left is a Jr. Trainer♀ (C)" - version-specific teams

Version differences for Jr. Trainer♀ (C):

  • Red/Blue teams: Different Pokemon composition from Yellow version
  • Yellow teams: Specific Pokemon variations with adjusted levels
  • Strategic preparation: Adapt battle strategy based on version being played

Route 13 battle strategy:

  • Flying-type coverage: Electric and Rock-type moves effective against Bird Keepers
  • Diverse opposition: Jr. Trainers use varied Pokemon types requiring adaptable strategy
  • Experience farming: Multiple trainer battles provide substantial experience gains
  • Bridge navigation: Linear progression with mandatory trainer encounters

GameFAQs fence maze entry: "Continue left off the bridge into a fence maze area"

Beauty trainer encounters:

  • Beauty (D): "To the north are Beauty (D) and Beauty (E), from right to left" - version-specific teams
  • Beauty (E): Standard Beauty trainer with typical Pokemon lineup
  • Version differences: Beauty (D) has different teams between Red/Blue and Yellow

Additional Jr. Trainer encounters:

  • Jr. Trainer♀ (F): "Slightly left is another Jr. Trainer♀ (F)" - continued progression
  • Jr. Trainer♀ (G): "A little more west is yet another Jr. Trainer♀ (G)" - final Jr. Trainer

Beauty trainer strategy:

  • Pokemon variety: Beauty trainers typically use attractive or elegant Pokemon
  • Status moves: Prepare for potential status-inducing attacks
  • Type diversity: Mixed types requiring flexible battle approach
  • Maze navigation: Fence layout requires strategic movement to encounter all trainers

GameFAQs hidden Calcium location: "Follow the southern fence west into a small gap, then turn to face left and examine the tile here for a hidden Calcium"

Calcium item benefits:

  • Special stat enhancement: Provides permanent +2 Special increase to any Pokemon
  • Strategic value: Excellent for boosting special attackers or tank builds
  • Hidden location: Requires specific tile examination in fence maze gap
  • Limited availability: Hidden items like this are finite and valuable

GameFAQs hidden PP Up location: "Continue west from him and again enter the small gap at the end here, where you can examine the tree to the south to uncover a hidden PP Up"

PP Up item benefits:

  • Move enhancement: Increases PP (Power Points) of selected move by 20% of base value
  • Strategic utility: Excellent for extending powerful moves like Psychic, Surf, or coverage moves
  • Tree examination: Hidden behind specific tree examination requirement
  • Long-term value: Permanent improvement to move sustainability

Hidden item collection strategy: Systematic examination of suspicious tiles and trees in fence maze gaps for optimal item acquisition

GameFAQs western area progression: Navigation through fence maze to encounter final trainers

Bird Keeper (H) encounter:

  • GameFAQs location: "Head west from the previous Jr. Trainer♀ to encounter a Bird Keeper (H)"
  • Flying-type specialist: Expect Flying-type Pokemon with aerial combat focus
  • Type coverage strategy: Electric, Rock, and Ice-type moves highly effective

Bird Keeper (I) encounter:

  • GameFAQs positioning: "Following the northern wall along to the west will bring you to an encounter with another Bird Keeper (I)"
  • Second Flying specialist: Additional Flying-type challenge with different team composition
  • Strategic consistency: Maintain effective type coverage for Flying-type encounters

Final Biker (J) encounter:

  • GameFAQs final trainer: "A little to the south-west is the final Trainer of this route, a Biker (J)"
  • Poison-type specialist: Biker trainers typically use Poison-type Pokemon
  • Type advantage: Psychic and Ground-type moves effective against Poison-types
  • Route completion: Final trainer battle before Route 14 progression

GameFAQs tall grass access: "Zigzag north through the fence maze until you hit the northern wall. From here, heading east while hugging the northern wall will take you to the route's tall grass for encountering wild Pokémon, although you will need Cut to access it"

Cut requirement details:

  • HM01 Cut necessity: Essential for accessing hidden tall grass area
  • Strategic timing: Can be accessed immediately if Cut is available
  • Northern wall navigation: Specific path required to reach tall grass
  • Fence maze mastery: Understanding maze layout enables efficient grass access

GameFAQs Ditto evaluation (F-rank):

  • GameFAQs assessment: "Ditto is the worst Pokémon in the game. It has terrible stats and its only move is a gimmick that turns it into a near-copy of the opponent"
  • Battle utility: "Since most opposing Trainers in this game have terrible Pokémon with terrible moves, Ditto is never useful"
  • Transform mechanics: Single move copying opponent but with poor base stats
  • Collection value: Catch for Pokedex completion but avoid using in battles

Wild Pokemon encounter strategy:

  • Ditto encounters: Available in tall grass but not recommended for team use
  • Other wild Pokemon: Additional route-specific encounters available
  • Cut accessibility: Return later if Cut is not currently available

GameFAQs maze navigation strategy: Complex fence layout requiring systematic exploration for complete trainer and item coverage

Maze exploration pattern:

  • Bridge entry: Initial trainer encounters on straightforward bridge section
  • Fence maze access: "Continue left off the bridge into a fence maze area" for complex navigation
  • Gap utilization: "Follow the southern fence west into a small gap" for hidden item access
  • Northern wall strategy: "Zigzag north through the fence maze until you hit the northern wall" for comprehensive coverage

Systematic trainer coverage:

  • Linear bridge section: Jr. Trainers and Bird Keeper in straightforward progression
  • Beauty cluster: "To the north are Beauty (D) and Beauty (E), from right to left" requiring specific positioning
  • Scattered Jr. Trainers: Additional trainers distributed throughout maze requiring thorough exploration
  • Western terminus: Final Bird Keepers and Biker at maze conclusion

Navigation optimization:

  • Fence interaction: Understanding fence gaps and openings for efficient movement
  • Hidden area access: Specific tile and tree examination requirements
  • Wall hugging strategy: Following northern wall for tall grass access
  • Complete coverage: Ensuring all trainers, items, and areas are thoroughly explored

GameFAQs route completion: "Head south of him and then west on to Route 14"

Route 13 accomplishments summary:

  • Trainer battles completed: 10 total trainers defeated including Jr. Trainers, Beauties, Bird Keepers, and Biker
  • Hidden items collected: Calcium and PP Up acquired from fence maze hidden locations
  • Maze navigation mastered: Complex fence layout thoroughly explored and navigated
  • Ditto encounter available: Cut-accessible tall grass explored for rare Transform Pokemon
  • Version differences documented: Red/Blue vs Yellow trainer team variations identified

Strategic progression benefits:

  • Experience accumulation: Substantial experience gained from 10 diverse trainer battles
  • Stat enhancement items: Calcium and PP Up provide permanent Pokemon improvements
  • Navigation skills: Maze completion experience useful for future complex areas
  • Type coverage practice: Diverse trainer types prepare for varied future encounters

Route 14 preparation:

  • Team assessment: Review Pokemon levels and move coverage after extensive trainer battles
  • Item management: Consider Calcium and PP Up usage for optimal Pokemon enhancement
  • Healing requirements: Address any damage from numerous Route 13 battles
  • Continued southern progression: Ready for Route 14's unique challenges and encounters

GameFAQs completion milestone: Route 13 mastered - extensive trainer battles completed, hidden items collected, fence maze navigation accomplished, Ditto encounter opportunity identified, ready for Route 14 progression


Route 14

0 / 6 completed

GameFAQs notes: Bird Keeper and Biker specialist route with systematic trainer progression. Features 10 total trainer battles with Flying-type and Poison-type focus. Cut-accessible areas with optional tall grass exploration before reaching Route 15.

GameFAQs route entry progression: "Continue west from Route 13 and fight the Bird Keeper (A) here"

Initial Bird Keeper encounters:

  • Bird Keeper (A): First Flying-type specialist encounter upon entering from Route 13
  • Bird Keeper (B): "Head up to the north-west corner of the route to find another Bird Keeper (B)" - corner positioning
  • Strategic positioning: Northern area requires thorough exploration for complete trainer coverage

Route 14 Flying-type battle strategy:

  • Electric-type supremacy: Thunder, Thunderbolt, and Thunder Wave highly effective against all Flying-types
  • Rock-type coverage: Rock Slide and Rock Throw provide excellent type advantage
  • Ice-type effectiveness: Ice Beam and Blizzard deal super effective damage
  • Speed considerations: Many Flying-types have high Speed, prioritize accuracy and power

Northern area navigation:

  • Corner exploration: North-west corner requires specific navigation for Bird Keeper (B)
  • Fence maze continuation: Route 14 extends Route 13's complex layout patterns
  • Systematic coverage: Ensure all northern trainers encountered before southern progression

GameFAQs fence maze progression: "Head back south, down through the gap at the bottom of the fence maze where a Bird Keeper (C) is waiting"

Fence maze Bird Keeper encounters:

  • Bird Keeper (C): Positioned at fence maze gap requiring specific navigation path
  • Bird Keeper (D): "Slightly to the south-east of him is another Bird Keeper (D)" - proximity positioning
  • Gap utilization: Understanding fence maze gaps essential for trainer access

Fence maze navigation strategy:

  • Gap identification: "Down through the gap at the bottom of the fence maze" - specific path required
  • South-east positioning: Bird Keeper (D) requires directional awareness for encounter
  • Maze completion: Thorough exploration ensures no trainers missed in complex layout
  • Pattern recognition: Route 14 fence maze extends Route 13's navigation principles

Bird Keeper battle consistency:

  • Flying-type specialization: All Bird Keepers use primarily Flying-type Pokemon teams
  • Type coverage maintenance: Continue Electric/Rock/Ice-type strategy from previous encounters
  • Experience accumulation: Multiple Bird Keeper battles provide substantial Flying-type experience
  • Team preparation: Stock healing items for extended trainer battle sequence

GameFAQs southern route progression: "Head south down the route proper to encounter a Biker (E) and a Bird Keeper (F)"

Trainer type diversification:

  • Biker (E): First Poison-type specialist encounter introducing new battle dynamics
  • Bird Keeper (F): Continued Flying-type specialization maintaining route's aerial theme
  • Strategic adaptation: Prepare for dual trainer types requiring flexible battle approach

Biker battle strategy introduction:

  • Poison-type coverage: Psychic and Ground-type moves highly effective against Poison-types
  • Status condition threats: Biker Pokemon often use poison and status-inducing moves
  • Defensive preparation: Stock Antidotes and status recovery items for Poison encounters
  • Type advantage exploitation: Steel-type moves (if available) resist Poison-type attacks

Route proper navigation:

  • Linear progression: "Head south down the route proper" indicates straightforward path
  • Dual encounter preparation: Back-to-back trainer battles require healing management
  • Mixed specialist types: Route 14 features both Flying and Poison specialists
  • Battle rhythm establishment: Systematic trainer progression builds experience momentum

GameFAQs Cut tree navigation: "You can safely ignore the Cut tree here, then head south and loop around north past the row of trees"

Western section Biker encounters:

  • Biker (G): "In this western section of the route you will encounter Biker (G)" - first of triple Biker cluster
  • Biker (H): Second consecutive Biker encounter in western concentration
  • Biker (I): Third Biker completing the Poison-type specialist cluster

Cut tree strategy and navigation:

  • Optional exploration: "You can safely ignore the Cut tree here" - not required for progression
  • Loop navigation: "Head south and loop around north past the row of trees" - specific path guidance
  • Tree row understanding: Navigation pattern requires awareness of tree positioning
  • Western section access: Looping pattern enables access to Biker cluster area

Biker cluster battle strategy:

  • Poison-type specialization: Three consecutive Biker battles requiring sustained Poison-type coverage
  • Psychic-type dominance: Psychic moves super effective against Poison-types
  • Ground-type effectiveness: Earthquake and Dig provide excellent coverage options
  • Status management: Multiple Poison encounters increase status condition probability
  • Healing preparation: Stock Potions and Antidotes for extended Biker battle sequence

GameFAQs optional tall grass access: "There's some tall grass to the north behind a Cut tree, but there's nothing new to catch here"

Cut tree requirement and assessment:

  • HM01 Cut necessity: Required for accessing northern tall grass area
  • Limited encounter value: "Nothing new to catch here" - no exclusive Pokemon encounters
  • Completionist consideration: Optional area for thorough exploration but not essential
  • Experience opportunity: Wild Pokemon battles available for additional training

Optional exploration strategy:

  • Cut availability assessment: Access if HM01 Cut is learned and usable
  • Time management: Weigh exploration time against progression efficiency
  • Experience needs: Utilize if team requires additional leveling opportunity
  • Item search: Check for potential hidden items in tall grass area

Route exploration completion:

  • Systematic coverage: All mandatory trainer encounters completed
  • Optional content identified: Cut areas explored or marked for future access
  • Navigation mastery: Complex route layout successfully navigated
  • Battle experience gained: Substantial Flying and Poison-type encounter experience

GameFAQs final trainer encounter: "Head all the way south and tackle the last Trainer of the route, a Bird Keeper (J)"

Route completion assessment:

  • Bird Keeper (J): Final Flying-type specialist completing Route 14's aerial theme
  • Total trainer count: 10 trainers defeated (6 Bird Keepers + 4 Bikers)
  • Type specialization mastery: Extensive Flying and Poison-type battle experience gained
  • Navigation completion: Complex fence maze and western section thoroughly explored

GameFAQs Route 15 preparation warning: "That's it for this route, so you can head west from here on to Route 15, which will be the last route full of Trainers before you can visit a Pokémon Center"

Strategic preparation for Route 15:

  • Healing management: "Last route full of Trainers before you can visit a Pokémon Center" - crucial preparation
  • Item stock assessment: Ensure adequate Potions, PP restoration, and status recovery items
  • Team condition evaluation: Assess Pokemon HP, PP, and status before continuing
  • Battle readiness: Prepare for extended trainer encounters without healing access

Route 14 accomplishments summary:

  • Flying-type mastery: 6 Bird Keeper battles completed with type advantage exploitation
  • Poison-type coverage: 4 Biker encounters providing Poison-type battle experience
  • Complex navigation: Fence maze and western section looping successfully completed
  • Optional content awareness: Cut-accessible areas identified for future exploration
  • Strategic preparation: Team ready for final trainer route before Pokemon Center access

GameFAQs completion milestone: Route 14 mastered - dual specialist trainer types defeated, complex navigation accomplished, team prepared for Route 15's final trainer gauntlet before Fuchsia City access


Route 15

0 / 5 completed

GameFAQs notes: Final trainer-heavy route before Fuchsia City Pokemon Center access. Features extensive trainer gauntlet with 10 total battles, TM20 Rage acquisition, and potential Exp. All reward for Pokedex milestone achievement.

GameFAQs northern area access: "Cut down the tree and head west along the upper half of this route to eventually encounter a Jr. Trainer♀ (A)"

Cut tree requirement and navigation:

  • Cut HM access: Tree blocking northern path - requires Cut HM for exploration
  • Upper route progression: Western navigation through northern area for trainer encounters
  • Area accessibility: Northern path provides access to TM and initial trainer battles

GameFAQs TM20 acquisition: "Keep heading west to pick up TM20 (Rage)"

GameFAQs TM20 Rage assessment (F-rank):

  • Move evaluation: "Rage is a useless move that is also subject to some Generation I glitches, so should be ignored entirely"
  • Power and mechanics: "It's a weak 20-power Normal-type move that locks the user into using it every turn until the user faints or the battle ends"
  • Strategic problems: "Because it is so weak and renders you unable to change moves, switch out, use items or even flee, it is extremely detrimental to use this move"
  • Collection value: "TM20 is unique though, so hang on to it for that reason if no other"

GameFAQs initial trainer encounter: Jr. Trainer♀ (A) battle in northern area during western progression

Jr. Trainer♀ (A) battle analysis:

  • Trainer type focus: Jr. Trainer♀ specialization with balanced team composition
  • Battle positioning: Northern route encounter during TM collection progression
  • Strategic timing: First trainer battle before main route gauntlet begins

Route progression strategy:

  • Northern completion: TM20 collection and initial trainer defeat accomplished
  • Southern transition: Prepare for main route trainer gauntlet sequence
  • Healing assessment: Evaluate team condition before extensive trainer battles

GameFAQs navigation guidance: "Return to where you initially cut down the tree and jump down to the southern part of the route"

GameFAQs trainer gauntlet overview: "The rest of the area is unremarkable save for Trainers (B) to (J) that you can defeat before entering the gatehouse at the end"

GameFAQs trainer sequence analysis (B through J):

  • Jr. Trainer♀ (B): Version-specific team variations between Red/Blue and Yellow
  • Beauty (C): Specialized trainer type with aesthetic-focused Pokemon team
  • Biker (D) and (E): Poison-type specialist encounters - dual Biker presence
  • Beauty (F): Second Beauty encounter with advanced team composition
  • Jr. Trainer♀ (G): Continued Jr. Trainer♀ specialization focus
  • Bird Keeper (H) and (I): Flying-type specialist encounters - dual Bird Keeper presence
  • Jr. Trainer♀ (J): Final trainer with version-specific variations

Trainer battle strategy considerations:

  • Type diversity management: Multiple specialist types requiring diverse battle strategies
  • Healing resource conservation: No Pokemon Center access until Fuchsia City completion
  • Experience optimization: Extensive battle sequence provides significant experience gains
  • Team endurance: Sustained battle capability essential for route completion

GameFAQs progression pattern: "From right to left, you will encounter the following Trainers" - systematic east-to-west trainer engagement

GameFAQs Exp. All acquisition opportunity: "In the unlikely event that you have 50 or more Pokémon registered in the Pokédex, go up the stairs inside the gatehouse and speak to Professor Oak's aide to receive an Exp. All"

Pokedex milestone requirements:

  • Registration threshold: 50+ Pokemon registered in Pokedex for Exp. All eligibility
  • Timing consideration: "Make a note to come back for the Exp. All later if you don't quite have enough Pokémon registered in the Pokédex yet"
  • Accessibility: Gatehouse location for future reference and return visits

GameFAQs Exp. All mechanics and strategic value:

  • Experience distribution: "Takes half of the experience points and EVs received by the current battling Pokémon and distributes them evenly among all the members of your team"
  • Optimal usage scenarios: "Tends not to be very useful unless you're training up a single weak Pokémon—in that case, a party size of two will cause the weaker party member to receive a quarter of the total experience points"
  • Item management warning: "Note that the Exp. All is not a key item in these games, and it is very possible to accidentally sell or toss it"
  • Permanence consideration: "If you do this, it is impossible to obtain another one through any legitimate means"

GameFAQs Generation I mechanics note: "The Exp. All is bugged to distribute fewer experience points and EVs than it should if more than two Pokémon participate in defeating a single opposing Pokémon"

GameFAQs route completion: "Continue west to arrive in Fuchsia City"

Route 15 accomplishments summary:

  • Trainer battles completed: 10 total trainers defeated including Jr. Trainers, Beauty specialists, Bikers, and Bird Keepers
  • TM collection achieved: TM20 Rage acquired despite F-rank strategic value
  • Pokedex milestone evaluated: Exp. All opportunity assessed for current or future acquisition
  • Team endurance proven: Sustained battle capability demonstrated through extensive trainer gauntlet

Fuchsia City arrival benefits:

  • Pokemon Center access restored: First healing opportunity since Route 14 completion warning fulfilled
  • Safari Zone accessibility: Major capture opportunities and rare Pokemon encounters available
  • Gym challenge preparation: Koga's Poison-type gym accessible with proper strategic preparation
  • Regional exploration hub: Access to multiple route connections and advanced game areas

Strategic progression achievement:

  • Southern route trilogy mastery: Routes 12, 13, 14, and 15 completely conquered with comprehensive GameFAQs accuracy
  • Trainer battle expertise: Diverse specialist types successfully defeated including Fishermen, Beauty, Bikers, Bird Keepers, and Jr. Trainers
  • Resource management success: Team sustained through extensive trainer gauntlet without Pokemon Center access

GameFAQs completion milestone: Route 15 mastered - final trainer gauntlet conquered, TM20 collected, Exp. All opportunity assessed, team successfully delivered to Fuchsia City with comprehensive southern route progression accomplished


Fuchsia City

0 / 6 completed

GameFAQs notes: "Behold! It's Passion Pink!" - Major city hub with Pokemon Center access, Ultra Ball shopping, Good Rod acquisition, and extensive area exploration opportunities. Strategic positioning for Safari Zone and southern route access.

GameFAQs Pokemon Center navigation: "Finding it can be a little awkward—you have to head over to the western side of the city, then follow a one tile wide path south and around to a raised area with a few buildings on it. The easternmost building here is the Pokémon Center"

Pokemon Center strategic importance:

  • First healing opportunity: "Which is likely a great relief by this point" - first Pokemon Center since extensive trainer gauntlet completion
  • Team recovery essential: Full healing after Routes 12-15 comprehensive trainer battles
  • Strategic location: Central hub for Safari Zone, gym challenge, and regional exploration access

Navigation complexity assessment:

  • Western city access: Navigate to western side for Pokemon Center approach
  • Path navigation: Follow narrow one-tile path south and around to raised area
  • Building identification: Easternmost building on raised area contains Pokemon Center services

Team status evaluation: Assess team condition after extensive Route 15 trainer gauntlet and prepare for upcoming Safari Zone and gym challenges

GameFAQs Poke Mart access strategy: "To reach the Poké Mart in the north-west of the city, it can be helpful to have a Pokémon with Cut on hand. Otherwise, you will have to take a winding route through the east side of the city to reach it"

Ultra Ball strategic acquisition:

  • GameFAQs Ultra Ball assessment: "Here, you can stock up on Ultra Balls, which are the best Balls in the game outside of the one-time-only Master Ball"
  • Price consideration: "However, at ₽1200 each, they are rather pricey"
  • Safari Zone preparation: Essential for rare Pokemon capture opportunities in upcoming Safari Zone exploration
  • Investment strategy: High-cost but optimal capture success rate for challenging encounters

Navigation optimization strategies:

  • Cut HM advantage: Direct northern approach with Cut tree removal for efficient navigation
  • Alternative routing: Winding eastern route if Cut HM unavailable - longer but accessible path
  • Time efficiency: Cut HM provides significant navigation time savings

Shopping preparation strategy: Assess current Poke Ball inventory and financial resources for optimal Ultra Ball investment before Safari Zone challenges

GameFAQs Good Rod acquisition: "Immediately head south from this eastern entrance and you'll come across two houses. Enter the one on the right and speak to the occupant to receive the Good Rod"

Good Rod location and navigation:

  • Eastern entrance approach: Navigate south from eastern city entrance for direct access
  • Housing identification: Two houses available - target right-side house for Good Rod NPC
  • Simple acquisition: Speak to house occupant for immediate Good Rod receipt

GameFAQs Good Rod strategic assessment (D-rank):

  • Limited functionality: "The Good Rod is only capable of catching low-level Goldeen and Poliwag, both of which you could have obtained by now and at higher levels using the Super Rod"
  • Timing criticism: "It makes you wonder why they didn't space these items out a little better"
  • Obsolescence factor: Super Rod superior for same Pokemon at higher levels
  • Collection value: Complete fishing rod collection for completionist purposes

Fishing tool progression summary:

  • Old Rod: Basic tool with limited encounter variety
  • Good Rod: Intermediate tool with redundant capabilities
  • Super Rod: Optimal tool for high-level Water-type encounters

GameFAQs Route 19 exploration suggestion: "You can bring your Super Rod and take a short detour on to the route to the south if you would like to catch a Staryu"

GameFAQs Staryu evaluation (B-rank):

  • Evolution potential: "Staryu can immediately evolve into the excellent Starmie, a great Pokémon with a nice Water/Psychic typing, high stats and excellent special movepool via the use of TMs"
  • Strategic consideration: "It might be worth visiting Seafoam Islands to get a higher-level one"
  • Immediate accessibility: Route 19 provides current capture opportunity without area progression

Version-specific encounter opportunities:

  • Red/Blue Horsea access: "Pokémon Red and Blue players can catch a Horsea here for Pokédex purposes, as so far you have only had the opportunity to catch the evolved form, Seadra"
  • Red version optimization: "Pokémon Red players can instead opt to catch a higher level one in Seafoam Islands later on"
  • Pokedex completion strategy: Utilize current access for immediate registration or plan future optimization

Super Rod fishing strategy:

  • Tool optimization: Use Super Rod for superior encounter rates and levels
  • Water-type collection: Route 19 provides diverse aquatic Pokemon opportunities
  • Strategic timing: Optional exploration during Fuchsia City preparation phase

GameFAQs city exploration scope: "While there is a great deal to take care of in Fuchsia City, it can be saved until after you've cleared up another few optional routes"

Major facility identification and strategic planning:

  • Safari Zone access: Major capture facility with rare Pokemon and exclusive items
  • Fuchsia Gym availability: Koga's Poison-type gym challenge accessible for badge progression
  • Regional connectivity: Gateway to southern water routes and Seafoam Islands exploration
  • Service infrastructure: Complete Pokemon Center, Poke Mart, and NPC services

Strategic exploration prioritization:

  • Immediate needs: Pokemon Center healing, Ultra Ball acquisition, Good Rod collection
  • Optional exploration: Route 19 Water-type encounters, city facility comprehensive survey
  • Future planning: Safari Zone preparation, gym challenge strategy, regional progression assessment

City layout navigation mastery:

  • Eastern entrance optimization: Direct access to Good Rod and southern route connections
  • Western section navigation: Pokemon Center access via complex but navigable pathways
  • Northern area accessibility: Poke Mart access with Cut HM optimization strategies

GameFAQs route progression strategy: "Fly back to Celadon City. You'll need the Bicycle on hand for this next section, as well as the Poké Flute. It's also best to bring along some Balls to catch another Snorlax and some more wild Pokémon. Once you're ready, proceed west on to Route 16"

Equipment preparation requirements:

  • Bicycle necessity: Essential for upcoming cycling road navigation and efficient route exploration
  • Poke Flute importance: Required for additional Snorlax encounters in western route progression
  • Capture supplies: Adequate Poke Ball inventory for Snorlax and wild Pokemon encounters

Strategic preparation checklist:

  • Team status: Full healing and optimal battle condition from Pokemon Center services
  • Item inventory: Ultra Balls acquired, Good Rod collected, fishing tools complete
  • Equipment verification: Bicycle, Poke Flute, Cut HM, and capture supplies confirmed
  • Route planning: Celadon City return via Fly for western route progression initiation

Fuchsia City exploration achievement:

  • Service utilization: Pokemon Center healing, Poke Mart shopping, NPC interactions completed
  • Tool acquisition: Good Rod obtained for complete fishing rod collection
  • Strategic positioning: City established as regional hub for future Safari Zone and gym challenges
  • Route 19 assessment: Southern exploration opportunities identified for optimal Water-type encounters

GameFAQs progression milestone: Fuchsia City mastered - Pokemon Center accessed, Ultra Balls acquired, Good Rod collected, Route 19 opportunities assessed, team prepared for western route cycling road progression with complete equipment readiness


Route 16

0 / 4 completed

GameFAQs notes: Cycling Road entrance with second Snorlax encounter and bicycle-only trainer battles. Features 6 total trainers (Bikers and Cue Balls) requiring bicycle navigation for access to Route 17 progression.

GameFAQs Snorlax encounter preparation: "Save and do any necessary preparation before attempting to catch your second Snorlax. When ready, stand next to the Snorlax and use your Poké Flute"

Snorlax encounter mechanics and strategic importance:

  • Second opportunity: Additional chance to obtain A-rank Snorlax for team optimization
  • Poke Flute requirement: Essential key item for Snorlax awakening and battle initiation
  • Save state preparation: Recommended save before encounter for capture optimization
  • Strategic positioning: Snorlax blocks cycling road access until captured or defeated

GameFAQs Snorlax capture strategy (A-rank):

  • Status condition priority: "Try to inflict it with sleep or freeze" for optimal capture rate enhancement
  • HP threshold optimization: "Get its HP below 1/3 of its maximum, and then start throwing Balls at it"
  • Great Ball alternative: "You need only gets its HP below 1/2 of its maximum if you're using Great Balls"
  • Ultra Ball superiority: Best capture tool available for challenging A-rank encounter

Snorlax strategic value assessment:

  • Tank role excellence: Massive HP pool and defensive capabilities
  • Movepool diversity: Access to powerful Normal-type and utility moves
  • Team composition enhancement: Excellent addition for balanced team strategies
  • Unique encounter opportunity: Limited availability requires strategic capture consideration

GameFAQs cycling road access mechanics: "Proceed west through the gatehouse and you'll automatically be riding your Bicycle when you exit out the other side"

Bicycle requirement enforcement:

  • Mandatory equipment: "Note that the guard will not allow you to pass if you do not have the Bicycle with you"
  • Automatic activation: Bicycle automatically equipped upon gatehouse exit
  • Speed enhancement: Bicycle provides significant movement speed increase for route navigation
  • Cycling road exclusivity: Special route requiring bicycle for access and movement

Route transition mechanics:

  • Gatehouse checkpoint: Bicycle verification and automatic equipment activation
  • Movement enhancement: Cycling provides optimal navigation speed for trainer battles
  • Route progression: Gateway to Route 17 cycling road continuation

Strategic preparation verification:

  • Equipment checklist: Bicycle, Poke Flute, capture supplies confirmed
  • Team status assessment: Ensure optimal battle condition for upcoming trainer encounters
  • Inventory management: Adequate healing items and Poke Balls for sustained battles

GameFAQs trainer battle overview: "There are six Trainers (A) to (F) here to fight. From right to left, they are as follows"

GameFAQs trainer sequence analysis (A through F):

  • Biker (A): Initial Poison-type specialist encounter on cycling road
  • Cue Ball (B): Fighting-type specialist with version-specific team variations
  • Cue Ball (C): Continued Fighting-type focus with Red/Blue vs Yellow differences
  • Biker (D): Additional Poison-type encounter with advanced team composition
  • Cue Ball (E): Final Fighting-type specialist battle
  • Biker (F): Concluding Poison-type encounter before Route 17 progression

Dual specialist trainer type strategy:

  • Biker encounters (A, D, F): Poison-type specialists requiring appropriate type matchups and status condition management
  • Cue Ball encounters (B, C, E): Fighting-type specialists with version-specific variations and physical attack focus
  • Type diversity preparation: Mixed battle strategies required for dual specialist types
  • Cycling road progression: Systematic east-to-west trainer engagement pattern

Battle strategy considerations:

  • Poison-type counters: Psychic and Ground-type moves effective against Biker teams
  • Fighting-type counters: Flying and Psychic-type moves optimal against Cue Ball specialists
  • Version differences: Red/Blue vs Yellow team variations requiring adaptive strategies
  • Bicycle combat: All battles conducted while riding bicycle for enhanced mobility

GameFAQs route completion: "Once you've defeated the Trainers here, head south to end up on Route 17"

Route 16 accomplishments summary:

  • Snorlax encounter completed: Second A-rank Snorlax opportunity captured or defeated
  • Cycling road access achieved: Bicycle requirement fulfilled and automatic activation accomplished
  • Trainer battles mastered: 6 total battles completed including Biker and Cue Ball specialists
  • Dual-type strategy implementation: Poison-type and Fighting-type battle expertise demonstrated

Route 17 progression preparation:

  • Cycling road continuation: Extended bicycle route with additional trainer encounters
  • Southern navigation: Direct progression to Route 17 for cycling road advancement
  • Momentum maintenance: Sustained bicycle movement for optimal route progression
  • Team readiness: Continued battle preparation for extended cycling road challenges

Strategic achievement assessment:

  • Equipment utilization: Bicycle and Poke Flute successfully employed for route completion
  • Capture opportunity optimization: Second Snorlax encounter strategically managed
  • Trainer diversity mastery: Dual specialist types (Bikers and Cue Balls) successfully defeated
  • Cycling road expertise: Bicycle navigation and combat proficiency established

GameFAQs completion milestone: Route 16 mastered - second Snorlax encounter completed, cycling road access achieved, 6 trainer battles conquered with dual-type expertise, team prepared for Route 17 extended cycling road progression with optimal bicycle navigation proficiency


Route 17

0 / 6 completed

GameFAQs notes: "Also known as Cycling Road" - Extended downhill bicycle route with automatic southward movement, 10 trainer battles, 5 hidden items, and unique brake mechanics for optimal navigation and item collection.

GameFAQs cycling road mechanics: "This route is sloped downhill, so you will automatically cycle southwards unless you are actively moving in another direction"

Brake control system and optimization:

  • Brake button functionality: "You can hold the A or B Button to apply the brakes and stop yourself from moving automatically"
  • Optimal control strategy: "Though it is generally easier to hold the B Button and use the A Button to pick up hidden items"
  • Movement management: Active directional control required to resist automatic southward progression
  • Precision navigation: Brake control essential for accurate trainer battles and item collection

Cycling Road navigation strategy:

  • Momentum utilization: Use downhill slope for efficient route progression
  • Controlled exploration: Apply brakes strategically for comprehensive area coverage
  • Item collection optimization: B Button brake with A Button interaction for hidden item acquisition
  • Trainer engagement timing: Brake control for optimal battle positioning

Route 17 unique characteristics:

  • Extended length: Longest cycling road section with multiple path options
  • Automatic movement: Constant southward momentum requiring active control
  • Multi-path layout: Eastern, central, and western routes for comprehensive exploration

GameFAQs eastern grass exploration: "Start heading down the eastern side of the Route to find a patch of tall grass, which doesn't hold much new besides Ponyta for Pokémon Yellow players"

GameFAQs Ponyta evaluation (D-rank):

  • Movepool limitations: "Ponyta has an extremely sparse movepool and evolves very late at level 40"
  • Stat assessment: "Though it has solid stats" - decent base statistics despite other limitations
  • Type disadvantage: "Fire is a poor typing with no relevant advantages and means that Ponyta struggles against the many late-game Water-type Pokémon"
  • Version exclusivity: Yellow version specific encounter opportunity

Wild Pokemon encounter strategy:

  • Limited diversity: Tall grass provides minimal new species for Red/Blue players
  • Pokedex completion: Ponyta registration valuable for Yellow version completionist goals
  • Strategic value assessment: D-rank evaluation suggests limited team integration potential
  • Collection vs utility: Consider Pokedex completion over team enhancement

Eastern route exploration benefits:

  • Initial trainer encounters: Eastern path provides access to early cycling road battles
  • Hidden item proximity: Rare Candy location near eastern trainer encounters
  • Path familiarization: Introduction to multi-route cycling road navigation

GameFAQs trainer battle overview: Systematic 10-trainer progression through Cycling Road with dual specialist types

GameFAQs trainer sequence analysis (A through J):

  • Cue Ball (A): Eastern route initial Fighting-type encounter with strategic positioning
  • Cue Ball (B): Continued Fighting-type focus with version-specific team variations
  • Biker (C): Western route Poison-type specialist introduction
  • Biker (D): Central progression Poison-type encounter with route navigation
  • Biker (E): Eastern path return with advanced Poison-type team composition
  • Cue Ball (F): Southern progression Fighting-type specialist battle
  • Cue Ball (G): Continued southern advancement with version differences
  • Biker (H): Western route return with northern navigation pattern
  • Cue Ball (I): Northwestern area Fighting-type encounter
  • Biker (J): Final eastern Poison-type specialist before Route 18 transition

Multi-path navigation strategy:

  • Eastern route priority: Initial trainer encounters and Rare Candy acquisition
  • Central path utilization: Hidden Full Restore collection and mid-route progression
  • Western route exploration: Northern backtrack pattern for comprehensive trainer coverage
  • Southern completion: Final trainer encounters before route exit

Cycling road battle tactics:

  • Brake control engagement: Precise positioning for optimal battle initiation
  • Type specialization management: Fighting-type and Poison-type counter strategies
  • Version adaptation: Red/Blue vs Yellow team variation responses
  • Momentum preservation: Efficient battle completion for continued route progression

GameFAQs hidden item collection overview: Systematic acquisition of 5 valuable hidden items with precise location guidance

GameFAQs hidden item locations and strategic value:

  • Rare Candy: "Near the middle of this tall grass is a hidden Rare Candy, two tiles north and four east of the topmost Cue Ball (A)" - immediate level enhancement
  • Full Restore: "On the west side of this narrow path, one tile west and six north of the topmost sign" - complete status and HP recovery
  • PP Up: "Directly south of this Cue Ball, 14 tiles down to be precise" - permanent move enhancement
  • Max Revive: "One tile west and seven tiles north of him" - full revival capability
  • Max Elixir: "Three tiles south and two west of this Biker is the final hidden item" - complete PP restoration

Item collection strategy and brake control:

  • Precise positioning: Brake control essential for accurate tile positioning
  • A Button optimization: "Hold the B Button and use the A Button to pick up hidden items" for efficient collection
  • Reference point navigation: Use trainer and landmark positions for location accuracy
  • Systematic coverage: Complete collection requires multi-path exploration

Hidden item strategic importance:

  • Rare Candy value: Immediate level advancement for team optimization
  • Full Restore utility: Emergency healing for challenging upcoming encounters
  • PP Up permanence: Long-term move enhancement for key abilities
  • Max Revive insurance: Team recovery for critical battle situations
  • Max Elixir efficiency: Complete PP restoration for extended exploration

Collection completion verification: All 5 hidden items acquired for optimal inventory enhancement and future challenge preparation

GameFAQs multi-path navigation strategy: Systematic exploration of eastern, central, and western routes for complete coverage

Eastern route progression pattern:

  • Initial exploration: Tall grass Pokemon encounters and Rare Candy acquisition
  • Trainer engagement: Cue Ball (A) and (B) battles with eastern path advancement
  • Path transition: Strategic movement to central and western routes

Central route utilization:

  • GameFAQs narrow path navigation: "Head south down the narrow path in the middle of the route"
  • Full Restore collection: Hidden item acquisition with precise landmark navigation
  • Path connectivity: Access to both eastern and western route systems

Western route exploration strategy:

  • Northern backtrack pattern: "Continue south and take the next path to the west when you can. Start heading back up north"
  • Biker encounter sequence: Systematic Poison-type specialist battles
  • Max Revive acquisition: Hidden item collection with coordinate precision
  • Westernmost path completion: "Continue north up the westernmost path"

Southern completion sequence:

  • Final trainer encounters: Remaining Cue Ball and Biker battles
  • Fence landmark recognition: "Now head all the way south until you encounter a group of small fences"
  • Max Elixir collection: Final hidden item acquisition before route exit

Navigation optimization techniques:

  • Brake control mastery: Precise movement control for comprehensive exploration
  • Landmark utilization: Trainer positions and environmental features for navigation reference
  • Path efficiency: Optimal route sequencing for complete coverage with minimal backtracking

GameFAQs route completion indicator: "Continue heading south, and when you stop cycling automatically, you'll know you've reached Route 18"

Route 17 accomplishments summary:

  • Cycling road mastery: Brake control and automatic movement navigation accomplished
  • Trainer battle completion: 10 total battles defeated including Cue Ball and Biker specialists
  • Hidden item acquisition: All 5 hidden items collected (Rare Candy, Full Restore, PP Up, Max Revive, Max Elixir)
  • Multi-path exploration: Eastern, central, and western routes systematically covered
  • Ponyta encounter assessed: Yellow version specific Pokemon opportunity evaluated

Route 18 transition preparation:

  • Automatic stopping recognition: Cycling momentum cessation indicates route boundary
  • Continued bicycle access: Maintain cycling capability for Route 18 exploration
  • Inventory optimization: Hidden items acquired for upcoming challenges
  • Team status assessment: Evaluate battle experience gains and team condition

Cycling Road expertise achievement:

  • Mechanical mastery: Downhill momentum and brake control techniques perfected
  • Navigation proficiency: Multi-path routing and comprehensive exploration completed
  • Combat effectiveness: Dual specialist trainer types (Fighting and Poison) successfully defeated
  • Resource acquisition: Strategic hidden item collection optimized for future encounters

GameFAQs completion milestone: Route 17 mastered - Cycling Road mechanics conquered, 10 trainer battles completed, 5 hidden items acquired, multi-path navigation expertise achieved, team prepared for Route 18 continued cycling road progression with comprehensive Cycling Road mastery


Route 18

0 / 5 completed

GameFAQs notes: Brief cycling road continuation with in-game trade opportunities, three Bird Keeper trainer battles, and small grass exploration before returning to Fuchsia City for Gym access and Safari Zone preparation.

GameFAQs in-game trade setup: "Pokémon Red and Blue players should make a quick detour over to Fuchsia City and withdraw their spare Slowbro before coming back to the gatehouse"

Trade location and mechanics:

  • Trade NPC location: "Upstairs in the gatehouse, you can speak with the boy by the window to perform an in-game trade"
  • Trade details: "giving away your Slowbro for a Lickitung" (Red/Blue only)
  • Alternative Yellow trade: "In Pokémon Yellow, you can trade away a Tangela for a Parasect"
  • Trade timing: "Tangela is available shortly, and once you have one you will be directed back here to perform this trade"

GameFAQs Lickitung evaluation (D-rank):

  • Type and movepool: "Lickitung is a Normal-type Pokémon with a wide TM movepool"
  • Statistical weakness: "its late availability and bad stats mean it compares poorly to other Normal-type Pokémon such as Snorlax"
  • Experience limitation: "Even its boosted experience gain can't help it much"
  • Strategic assessment: D-rank placement due to inferior stats despite movepool diversity

Trade opportunity optimization:

  • Slowbro preparation: Withdraw spare Slowbro from PC if available for Red/Blue players
  • Completion benefit: Pokedex entry and experience with in-game trading mechanics
  • Strategic value: Optional completionist content with educational trading experience
  • Version consideration: Different trades available for Red/Blue vs Yellow versions

GameFAQs trainer battle overview: "three Bird Keepers (A) to (C). From north to south, they have the following teams"

Bird Keeper specialist battle strategy:

  • Trainer type focus: All three trainers specialize in Flying-type Pokemon
  • Formation pattern: Positioned north to south (A, B, C) for systematic progression
  • Battle approach: Electric and Rock-type moves highly effective against Flying-types
  • Experience value: Consistent Flying-type experience for team development

GameFAQs trainer progression analysis:

  • Bird Keeper A (northern): First encounter in systematic progression sequence
  • Bird Keeper B (central): Middle trainer with continued Flying-type specialization
  • Bird Keeper C (southern): Final trainer before grass exploration area
  • Strategic consistency: All trainers maintain Flying-type focus for predictable battle planning

Flying-type counter strategy:

  • Electric-type advantage: Pikachu, Voltorb, or Electric-type moves for super effective damage
  • Rock-type effectiveness: Rock Throw or Rock-type Pokemon for dual weakness exploitation
  • Ice-type coverage: Ice Beam or Ice-type moves for additional super effective options
  • Type resistance awareness: Avoid Ground, Bug, and Fighting-type moves due to Flying immunity/resistance

GameFAQs grass exploration: "On the other side of the gatehouse is a small patch of tall grass to the south"

Route 18 wild Pokemon characteristics:

  • Grass patch size: Small exploration area with limited wild encounters
  • Encounter diversity: Standard Route 18 wild Pokemon available for capture
  • Strategic timing: Optional exploration before Fuchsia City return
  • Completion benefit: Additional Pokemon encounters for Pokedex progression

Wild encounter optimization strategy:

  • Battle preparation: Ensure team ready for potential wild encounters
  • Pokeball inventory: Maintain adequate capture supplies for new encounters
  • Level consideration: Wild Pokemon levels appropriate for current team strength
  • Time efficiency: Brief exploration due to small grass area size

Route 18 exploration strategy:

  • Systematic coverage: Explore entire small grass patch for complete encounter opportunities
  • Encounter evaluation: Assess wild Pokemon for team composition or Pokedex value
  • Resource management: Conserve HP and PP for upcoming Fuchsia Gym challenges
  • Strategic progression: Complete exploration before Fuchsia City return

GameFAQs return progression: "proceed east to return to Fuchsia City and heal up at the Pokémon Center"

Fuchsia City re-entry strategy:

  • Direction guidance: Head east from Route 18 to reach Fuchsia City
  • Pokemon Center priority: Immediate healing recommended for upcoming challenges
  • Strategic positioning: Prepare for Fuchsia Gym and Safari Zone access
  • Resource restoration: Full HP and PP recovery before major challenges

Fuchsia City preparation checklist:

  • Team healing: Full restore at Pokemon Center for optimal battle readiness
  • Item inventory: Verify Pokeball supplies and healing items before Gym
  • Strategic planning: Review team composition for upcoming Poison-type Gym challenge
  • Safari Zone consideration: Prepare for optional Safari Zone exploration if desired

Route 18 completion achievement:

  • Trade opportunity: In-game trade experience with Slowbro/Lickitung exchange
  • Trainer battles: Three Bird Keeper encounters completed with Flying-type expertise
  • Exploration coverage: Small grass patch thoroughly explored for wild encounters
  • Strategic progression: Team prepared for Fuchsia Gym and Safari Zone challenges

GameFAQs Gym access guidance: "After that, you can enter the Fuchsia Gym directly to the left of the Pokémon Center"

GameFAQs Safari Zone timing strategy:

  • Safari Zone availability: "At this point, you can visit the Safari Zone, which you might want to do to obtain some rare Pokémon"
  • Gym priority recommendation: "However, it is worth tackling the Fuchsia Gym first"
  • Strategic reasoning: "earning the SoulBadge there will enable you to pick up all the items in the Safari Zone"
  • Optimization benefit: SoulBadge provides Surf access for complete Safari Zone exploration

Fuchsia Gym preparation strategy:

  • Gym location: Directly left of Pokemon Center for convenient access
  • Type specialization: Poison-type Gym requiring Psychic and Ground-type counters
  • Badge importance: SoulBadge enables Surf HM for expanded exploration capabilities
  • Team optimization: Ensure Psychic-type moves or Pokemon for Poison-type advantage

Strategic progression priority:

  • Immediate goal: Fuchsia Gym challenge for SoulBadge acquisition
  • Secondary objective: Safari Zone exploration with complete item access
  • Long-term benefit: Surf capability for oceanic route progression
  • Efficiency optimization: Badge-first approach maximizes Safari Zone rewards

GameFAQs completion milestone: Route 18 mastered - in-game trade opportunity utilized, Bird Keeper specialist encounters conquered, grass exploration completed, Fuchsia City return achieved, team prepared for Fuchsia Gym challenge with optimal Safari Zone timing strategy


Fuchsia Gym

0 / 8 completed

GameFAQs notes: "Fuchsia City Pokémon Gym Leader: Koga The Poisonous Ninja Master!" - Poison-type specialist gym with invisible wall navigation challenges, Psychic-type trainers, and SoulBadge reward enabling Surf HM usage for water exploration.

GameFAQs Poison-type analysis: "The Fuchsia Gym members specialise in Poison-type Pokémon, one of the most underdeveloped types in Generation I despite appearing so prominently"

Poison-type weaknesses and advantages:

  • Type weaknesses: "Poison is weak to Psychic, Ground and Bug"
  • Type advantages: "strong against only Grass and Bug"
  • Move limitations: "doesn't have much in the way of impressive moves to speak of"
  • Overall assessment: "Fuchsia Gym should not be too much of a challenge"

GameFAQs trainer type diversity:

  • Psychic-type prevalence: "most of the Trainers in the Gym use Pokémon that are the far better Psychic type"
  • Psychic weaknesses: "which only has Bug as a weakness"
  • Counter strategy: "Bug doesn't have much going for it so you're better off using strong neutral hits"
  • Physical attack focus: "Pokémon with powerful physical attacks and a solid Attack stat would be a good choice"

Status condition preparation:

  • Poison threat: "Most of the Gym's Psychic-type Pokémon have a way to inflict the poison status condition"
  • Item preparation: "it might be worth bringing a few Antidotes"
  • Healing access: "although the Pokémon Center is not very far away either"
  • Strategic consideration: Balance item usage with convenient Pokemon Center proximity

GameFAQs gym gimmick explanation: "This Gym's gimmick is invisible walls blocking the player's path"

Visual recognition strategy:

  • Wall identification: "The invisible walls look slightly different to the standard floor tiles"
  • Detection technique: "looking closely should reveal where they are"
  • GameFAQs visual aid: "the area map above highlights them with a red outline for clarity"
  • Navigation approach: Study floor tile patterns carefully before attempting movement

Gym navigation strategy:

  • Systematic approach: Plan route carefully to avoid invisible wall collisions
  • Visual confirmation: Look for subtle tile differences indicating wall placement
  • Path optimization: Find most efficient route through visible passages
  • Trainer accessibility: Ensure all trainers can be reached through proper navigation

GameFAQs trainer approach strategy: "You can defeat every standard Trainer before taking on Koga" - systematic trainer progression recommended for optimal experience and preparation

GameFAQs Juggler trainer sequence: Four total Juggler encounters (A, B, C, F) with unique switching AI behavior

GameFAQs Juggler AI mechanics:

  • Switching probability: "Juggler has a 25% chance per turn to switch his active Pokémon out"
  • Switch targeting: "to the next unfainted member of his party"
  • Switch limitation: "He can do this up to three times per Pokémon"
  • Battle complexity: Unpredictable switching patterns create varied battle scenarios

Juggler battle positioning and progression:

  • Juggler A (western): "start by approaching the Juggler (A) to the left"
  • Juggler B (eastern): "There's another Juggler (B) over to the right"
  • Juggler C (navigation): "heading up the eastern wall of the Gym. Along the way, you'll encounter another Juggler (C)"
  • Juggler F (southern): "Slightly farther south is the final regular Trainer, a Juggler (F)"

Anti-switching battle strategy:

  • Fast offense: Use powerful moves to minimize switching opportunities
  • Status effects: Sleep or paralysis can prevent switching behavior
  • Type coverage: Maintain diverse movesets for various switched Pokemon
  • Patience approach: Accept longer battles due to switching mechanics

GameFAQs Tamer trainer positioning: Two Tamer encounters (D and E) requiring specific navigation through invisible wall maze

Tamer battle locations and access:

  • Tamer D (northern): "Farther north is a Tamer (D)" - reached through eastern wall progression
  • Tamer E (western route): "Head all the way west, then a little to the south-east to encounter another Tamer (E)"
  • Navigation complexity: Requires mastery of invisible wall positioning for proper access
  • Strategic positioning: Both trainers positioned for systematic gym progression

Tamer trainer characteristics:

  • Pokemon specialization: Tamer class typically focuses on diverse Pokemon types
  • Battle strategy: Standard AI behavior without special switching mechanics
  • Experience value: Contribute to overall gym experience and team strengthening
  • Progression importance: Complete before Koga encounter for optimal preparation

Navigation optimization for Tamer encounters:

  • Route planning: Map efficient path through invisible walls to reach both trainers
  • Wall awareness: Maintain visual recognition of invisible barrier placement
  • Systematic approach: Follow GameFAQs recommended progression sequence
  • Completion verification: Ensure both Tamers defeated before Koga approach

GameFAQs Koga battle overview (Red/Blue): "The remaining Trainer to the south is the Gym Leader, Koga" with X Attack AI enhancement

Koga AI mechanics (Red/Blue):

  • X Attack usage: "Koga has a 25% chance per turn to use an X Attack on his active Pokémon"
  • Enhancement limit: "He can use up to two X Attacks per Pokémon"
  • Strategic impact: Potential significant Attack stat boosting during battle
  • Counter approach: Plan for enhanced attack power throughout encounter

GameFAQs Koffing analysis (low threat):

  • Threat assessment: "The two Koffing should not be an issue"
  • Pokemon characteristics: "low-level unevolved Poison-type Pokémon with weak moves"
  • Counter strategy: "can be easily taken care of with supereffective Psychic- and Ground-type attacks or a few neutral hits"
  • Strategic approach: Use Koffing encounters to establish battle momentum

GameFAQs Muk analysis (moderate threat):

  • Evolution advantage: "fully evolved and higher level when compared to Koffing"
  • Threat classification: "more irritating than challenging"
  • Attack limitation: "its only damaging move is Sludge, which is pretty mediocre"
  • Status concern: "try not to let it use Minimize too often, or you'll be missing more than you connect"

GameFAQs Weezing analysis (high threat):

  • Level threat: "At level 43, there's a good chance it is a higher level than your team"
  • Selfdestruct danger: "probably has enough power to one-hit KO anything that doesn't resist it"
  • Type immunity: "Ghost-type Pokémon are immune to it, and Rock-type Pokémon resist it"
  • Toxic threat: "Toxic, which inflicts a type of poison known as bad poison, ramping up its damage each turn"

GameFAQs Koga Yellow modifications: "Koga's team is higher level in Pokémon Yellow, but also worse in a lot of ways"

Koga AI mechanics (Yellow):

  • X Attack reduction: "Koga has a 12.5% chance per turn to use an X Attack" (reduced from 25%)
  • Enhancement limit: "He can use up to two X Attacks per Pokémon" (same as Red/Blue)
  • Strategic advantage: Lower enhancement probability benefits player preparation

GameFAQs team composition analysis (Yellow):

  • Evolution disadvantage: "three of his team are unevolved"
  • Type complexity: "every member is part Bug type, giving them more weaknesses"
  • Weakness expansion: "weak to Bug, Fire, Flying, Psychic and Rock"
  • Strategic assessment: More weaknesses without significant benefits

GameFAQs Venonat analysis (three encounters):

  • Level variation: "They differ slightly in their levels and movesets"
  • Common moves: "in common they all pack Toxic and Psychic"
  • Toxic mechanics: "bad poison, ramping up its damage each turn"
  • Status moves: "Sleep Powder, which inflicts sleep, and Supersonic, which inflicts confusion"

GameFAQs Venomoth analysis (final threat):

  • Level intimidation: "Fully evolved and at level 50, it might seem intimidating"
  • Statistical reality: "middling stats for a fully evolved Pokémon"
  • Move weakness: "Leech Life is pathetically weak, and Psychic lacks the 50% damage bonus from STAB"
  • Evasion concern: "Try not to let it use Double Team too much though"

GameFAQs SoulBadge mechanics: "Koga will reward you with the SoulBadge upon his defeat"

GameFAQs badge effect correction:

  • Actual effect: "boosts your Pokémon's Speed by 12.5% in in-game battles"
  • Text discrepancy: "The game text says that the Badge boosts your Pokémon's Defense"
  • Code reality: "but it instead boosts Speed according to the game's code"
  • Strategic benefit: Speed enhancement improves turn order advantages

Surf HM capability unlock:

  • HM authorization: "The SoulBadge also allows your Pokémon to use the move Surf outside of battle"
  • Exploration expansion: "allowing you to cross bodies of water"
  • HM acquisition: "The HM which teaches Surf can be picked up in the Safari Zone"
  • Progression sequence: "which you will visit next"

GameFAQs TM06 Toxic reward:

  • TM acquisition: "Once the battle is over, you'll receive TM06 (Toxic)"
  • Move mechanics: "Toxic inflicts bad poison on the opponent, a slight improvement on regular poison"
  • Generation I limitation: "Bad poison reverts to regular poison upon switching out"
  • Strategic assessment: "largely useless" due to switching mechanics and battle tempo

GameFAQs Safari Zone progression: "The next area to tackle is the Safari Zone, which lies beyond the northern gatehouse in Fuchsia City"

Surf HM preparation strategy:

  • Team requirement: "To get all the items there, be sure to bring along a Pokémon capable of learning Surf"
  • Surf compatibility: "Most Water-type Pokémon can learn Surf, along with a handful of other Pokémon"
  • Item completionist approach: Surf capability essential for comprehensive Safari Zone exploration
  • Strategic planning: Ensure Surf-compatible Pokemon in party before Safari Zone entry

Fuchsia Gym completion achievements:

  • Badge acquisition: SoulBadge earned with Speed boost and Surf authorization
  • Trainer mastery: Six total trainers defeated with invisible wall navigation
  • Koga victory: Poison-type specialist Gym Leader conquered with version-specific strategies
  • TM reward: TM06 Toxic acquired despite limited strategic value

Strategic progression preparation:

  • Safari Zone readiness: Team prepared with Surf-compatible Pokemon for complete exploration
  • HM acquisition priority: Surf HM collection essential for water route progression
  • Item completionist setup: SoulBadge enables full Safari Zone item collection capability
  • Exploration expansion: Water route access unlocked for oceanic progression opportunities

GameFAQs completion milestone: Fuchsia Gym mastered - Poison-type specialist Koga defeated, SoulBadge acquired with Speed enhancement and Surf authorization, invisible wall navigation conquered, team prepared for Safari Zone comprehensive exploration with optimal Surf HM utilization strategy


Safari Zone

0 / 10 completed

GameFAQs notes: Unique Pokemon capture area with special mechanics including 500-step limit, 30 Safari Ball restriction, rock/bait system, and exclusive rare Pokemon encounters. Essential for HM03 Surf and Gold Teeth acquisition.

GameFAQs entry requirements: "pay the requisite ₽500 to enter and receive 30 Safari Balls before heading inside the Safari Zone proper"

Yellow version accessibility feature:

  • No-money provision: "In Pokémon Yellow, if you bother the attendant here, he will allow you to enter the Safari Zone even if you don't have ₽500"
  • Alternative payment: "Instead, he will take all your remaining money and give you a number of Safari Balls proportionate to the amount you paid"
  • Minimum guarantee: "leaving you with a single Safari Ball if you have no money at all"
  • Design rationale: Prevents game-breaking scenario where players can't obtain HM03 Surf and Gold Teeth

GameFAQs 500-step counter mechanics:

  • Step limitation: "You have a 500-step counter while inside the Safari Zone"
  • Auto-exit trigger: "Running out the counter will automatically return you to the entrance"
  • Ball depletion exit: "as will running out of Safari Balls"
  • Movement optimization: "Turning on the spot does not count as a step, but can still be used to trigger wild Pokémon battles"

Safari Ball restriction system:

  • Ball limitation: "You are restricted to the 30 Safari Balls you bought when entering"
  • No carry-over: "any unused Safari Balls are lost once the game is over"
  • Strategic consideration: Plan efficient exploration and capture priorities
  • Hidden gatehouse item: "out-of-bounds hidden item inside the entry gatehouse" - inaccessible Nugget detected by Itemfinder

GameFAQs unique battle mechanics: "The Safari Zone also has different battling mechanics to the rest of the game"

Pokemon behavior and flee mechanics:

  • No attacking: "The Pokémon here do not attack you but have a nasty habit of running away from battle"
  • Speed correlation: "those with higher Speed stats are more likely to flee"
  • No standard battles: "Instead of sending out a Pokémon to fight, you're restricted to throwing rocks and bait"
  • Rock/bait effects: "which affect the capture chance and fleeing chance of the target Pokémon"

GameFAQs rock mechanics analysis:

  • Capture benefit: "Each rock you throw at the wild Pokémon doubles the chance of catching it"
  • Anger consequence: "but also makes it angry for 1–5 turns"
  • Flee penalty: "and an angry Pokémon is twice as likely to flee"
  • Risk assessment: Higher capture rate balanced by increased flee probability

GameFAQs bait mechanics analysis:

  • Capture penalty: "each thrown bait halves the chance of catching the Pokémon"
  • Calming benefit: "but also lulls it into an eating state for 1–5 turns"
  • Flee reduction: "during which time it is four times less likely to flee"
  • Strategic trade-off: Lower capture rate balanced by reduced flee probability

GameFAQs optimal strategy recommendation:

  • Best approach: "the strategy that gives you the best chance to capture a Pokémon on any given encounter is simply to throw Balls at it"
  • Avoid complications: "and ignore rocks and bait entirely"
  • Exception case: "The only time you might ever want to consider rocks and bait is if you are running low on Balls"
  • Efficiency warning: "but you will be significantly reducing your capture chances if you do this"

GameFAQs Center Area overview: "Besides the tall grass, there isn't much of interest in the Center Area at the moment"

GameFAQs Exeggcute evaluation (C-rank):

  • Level disadvantage: "Though it will be underlevelled and belongs to the Slow experience group"
  • Type advantage: "Exeggcute has a nice Grass/Psychic typing and can evolve immediately into the powerful Exeggutor"
  • TM dependency: "It wants the Psychic TM to be truly effective, however"
  • Strategic value: C-rank placement due to evolution potential and type versatility

GameFAQs Rhyhorn evaluation (D-rank):

  • Experience group limitation: "Another underlevelled Pokémon in the Slow experience group"
  • Evolution delay: "Rhyhorn won't evolve until level 42"
  • Statistical potential: "While its physical stats are incredible and its movepool is great"
  • Training requirement: "it requires a long grind to become powerful, and still has low Speed and Special"

GameFAQs Chansey evaluation (D-rank):

  • Difficulty factor: "Chansey isn't a bad Pokémon, but it is extremely difficult to catch"
  • Attack limitation: "Its abysmally low Attack means it can't effectively use any STAB moves"
  • Special advantages: "but it does at least have a strong Special and a wide special movepool"
  • Capture challenge: Extreme rarity and low catch rate make acquisition impractical

GameFAQs Tangela evaluation (D-rank):

  • Rarity status: "A rare Safari Zone encounter"
  • Movepool weakness: "Tangela has a terrible movepool consisting entirely of Grass- and Normal-type attacks"
  • Missing key moves: "It lacks SolarBeam or even Petal Dance"
  • Statistical mismatch: "and its Attack stat is too low to use Normal-type moves effectively"

GameFAQs Center Area (east) navigation: "Head north-east and take the narrow eastern path into Center Area (east)"

Version-specific Pokemon availability:

  • Yellow Kangaskhan location: "Pokémon Yellow players will have to visit Area 2 to find Kangaskhan"
  • Red/Blue Tauros locations: "Pokémon Red and Blue players can find Tauros in Areas 2 and 3, with it being most common, though still very rare, in Area 3"
  • Rarity consideration: Both Pokemon extremely difficult to encounter and capture

GameFAQs systematic item collection route:

  • Carbos acquisition: "Head east and climb the rocky plateau to the north. At the northern edge is a Carbos"
  • TM37 Egg Bomb location: "Take the westernmost stairs down off this plateau and head north. A patch of land jutting into the central body of water has TM37 (Egg Bomb)"
  • TM37 assessment: "TM37 can be bought infinitely at the Celadon Department Store and contains Egg Bomb, a mediocre Normal-type move"
  • Limited compatibility: "can only be learned by Exeggcute, Exeggutor, Chansey and Mew, which all have much better options"

Additional item acquisition sequence:

  • Max Potion location: "To the north-west, you can pick up a Max Potion"
  • Full Restore navigation: "Proceed east from there, using the small rocky plateau here to bypass the tree, and pick up the Full Restore"
  • Area 2 progression: "Finally, go up around the plateau to the west and take the western exit to Area 2"
  • Strategic completion: Systematic item collection before advancing to next Safari Zone area

GameFAQs Area 2 Pokemon availability: "Check if you have any new Pokémon available to you in Area 2 before continuing"

Yellow version Kangaskhan opportunity:

  • Exclusive location: "This is the only area in the game where Kangaskhan can be caught in Pokémon Yellow"
  • Trade preparation: "and you can catch a spare one to trade away for a Muk much later on"
  • Value assessment: "This isn't worth it for anything other than completion purposes"
  • GameFAQs Kangaskhan evaluation (D-rank): "tough Normal-type Pokémon with good stats and an excellent movepool" but "extremely difficult to catch"

GameFAQs Area 2 navigation strategy:

  • Route planning: "Head west, ignoring the first staircase to the north and the path exiting south"
  • Grass navigation: "and instead pass through the patch of tall grass to the north and take the set of stairs here"
  • Plateau descent: "Come down off this rocky plateau using the stairs to the south-west"
  • Northern progression: "and then go as far north as you can"

TM40 Skull Bash acquisition:

  • Item location: "To the east from here is TM40 (Skull Bash)"
  • GameFAQs TM evaluation: "TM40 is a one-time TM which teaches Skull Bash, a 130-power Normal-type move"
  • Critical weakness: "with the massive drawback of requiring a charge turn to execute"
  • Recommendation: "Pass" - not worth using due to two-turn mechanic

Additional item collection completion:

  • Protein location: "Loop around the bushes to the north to find a Protein and continue west"
  • Area 3 transition: "Head all the way south and exit south into Area 3"
  • Strategic progression: Complete Area 2 exploration before advancing to critical Area 3

GameFAQs Area 3 essential items: Primary location for game-critical items including Gold Teeth and HM03 Surf

Gold Teeth acquisition:

  • Item location: "Pick up the Gold Teeth to the south"
  • Strategic importance: Required for HM04 Strength acquisition from Fuchsia City Warden
  • Game progression: Essential item for continued story progression
  • Collection priority: High priority item for Safari Zone completion

TM32 Double Team acquisition:

  • Item location: "then head west and pick up TM32 (Double Team) in plain sight"
  • GameFAQs competitive analysis: "Using Double Team to ramp up your evade stat can be very useful if luck is on your side"
  • Effectiveness potential: "After enough uses, it can feel almost impossible for your opponent to hit you"
  • Competitive ban history: "it can be so good that it earned itself a ban from competitive matches"
  • Practical limitation: "it takes time to use it repeatedly over a few turns, and in-game you can often one-hit KO an opponent"

Secret House and HM03 Surf acquisition:

  • Hidden Revive: "There is also a hidden Revive which is inside the nearby statue"
  • HM03 acquisition: "Enter the Secret House by this statue and speak to the man inside to receive HM03 (Surf)"
  • GameFAQs Surf analysis: "As well as being an HM move which allows you to travel over bodies of water on the overworld"
  • Battle effectiveness: "Surf is an excellent Water-type move in its own right, being a little less powerful than its closest competition, Hydro Pump, in exchange for near-perfect accuracy and higher PP"

Surf usage considerations:

  • STAB recommendation: "It should be a staple move on any Water-type Pokémon for a strong and reliable STAB attack"
  • Compatibility: "though a handful of other Pokémon can learn it too"
  • Critical limitation: "Its only downside is that once it is learned, it can't be forgotten short of trading the Pokémon to Gold, Silver or Crystal"
  • Strategic warning: "so think carefully before teaching it"

GameFAQs Surf capability unlock: "If you have defeated the Fuchsia Gym Leader, you can now use Surf outside of battle after teaching it to a compatible Pokémon"

Area 3 Surf exploration sequence:

  • Initial Surf usage: "Exit the Secret House and surf south over the small body of water here"
  • Max Potion acquisition: "Head south into the patch of tall grass and pick up the Max Potion a little to the east"
  • Plateau navigation: "before climbing on to the rocky plateau"
  • Max Revive collection: "Head east and descend the other set of stairs here to pick up a Max Revive before exiting to the east"

Center Area final item collection:

  • Return navigation: "You'll emerge back into the west side of the Center Area"
  • Final Surf usage: "Head east and surf across the water to pick up the final item, a Nugget"
  • Completion assessment: "That's all for the Safari Zone unless you want to catch any more Pokémon"
  • Exit options: "so either exit to the south or, more likely, have the step counter run out to return to the entrance"

Safari Zone completion achievements:

  • Essential items acquired: Gold Teeth for HM04 Strength access, HM03 Surf for water exploration
  • Comprehensive exploration: All four areas (Center, Center East, Area 2, Area 3) fully explored
  • Item collection mastery: All available items collected including stat-enhancing vitamins and TMs
  • Rare Pokemon opportunities: Access to Safari Zone exclusive Pokemon for team diversity

Strategic progression preparation:

  • HM capabilities: Surf enables oceanic route access, Gold Teeth enables Strength boulder puzzles
  • Team enhancement: Potential rare Pokemon acquisitions for specialized team roles
  • Exploration expansion: Water routes and Strength-gated areas now accessible
  • Game progression: Critical path items secured for continued story advancement

GameFAQs trade preparation overview: "To complete all in-game trades, Pokémon Red and Blue players should catch a Nidorino to trade for a Nidorina on Route 11"

Red/Blue trade preparation:

  • Nidorino requirement: Catch spare Nidorino for Nidorina trade on Route 11
  • Trade evaluation: "neither of these trades are worth it for anything except completion purposes"
  • Timing reminder: "You'll be reminded shortly when to trade these in"
  • Completion value only: Trade primarily for Pokedex completion rather than strategic benefit

Yellow trade preparation:

  • Tangela requirement: "while Pokémon Yellow players should catch an extra Tangela to trade for a Parasect on Route 18"
  • Trade location: Route 18 gatehouse upstairs for Tangela/Parasect exchange
  • Strategic assessment: "another rather pointless in-game trade" for completion purposes
  • Collection priority: Low priority due to limited strategic value

GameFAQs Tauros evaluation (D-rank):

  • Availability challenge: "Tauros doesn't fare too well in-game largely because it's so rare and hard to catch"
  • Level disadvantage: "and then will be a little underlevelled"
  • Potential assessment: "If you do get one, it's a strong Normal-type Pokémon with great Attack and Speed and a fantastic movepool"
  • Acquisition difficulty: Extreme rarity makes practical acquisition challenging

GameFAQs Dratini evaluation (D-rank - Yellow only):

  • Yellow availability: "Available for the first time in Pokémon Yellow, though at the low level of 15"
  • Evolution challenge: "Dratini only evolves into its powerful final form at level 55"
  • Training requirement: "This is a long grind due to Dratini's low stats and Slow experience group"
  • Long-term potential: Powerful final evolution but requires extensive training investment

GameFAQs glitch opportunity: "A little later on, Pokémon Red and Blue players can take advantage of a glitch to bypass all these odd mechanics"

Standard mechanics bypass:

  • Glitch benefit: "and catch Safari Zone Pokémon using standard battle mechanics"
  • Reference link: "Cinnabar Island wild pokemon glitch" enables normal battle system
  • Accessibility: Available to Red and Blue players only
  • Strategic advantage: Eliminates Safari Zone capture restrictions and flee mechanics

Capture optimization recommendations:

  • Direct ball strategy: "the strategy that gives you the best chance to capture a Pokémon on any given encounter is simply to throw Balls at it"
  • Avoid rock/bait: "and ignore rocks and bait entirely" for optimal capture rates
  • Exception scenario: "The only time you might ever want to consider rocks and bait is if you are running low on Balls"
  • Efficiency warning: "but you will be significantly reducing your capture chances if you do this"

Mechanics reference availability:

  • Detailed mechanics: "For a full breakdown of these mechanics, take a look at the Safari Zone mechanics section"
  • Advanced understanding: Comprehensive analysis available for players wanting detailed knowledge
  • Strategic planning: Understanding mechanics enables better capture planning and resource management
  • Optimization potential: Knowledge of system enables maximum efficiency within constraints

Alternative approach consideration:

  • Normal capture later: Glitch enables standard battle mechanics for Safari Zone Pokemon
  • Strategic timing: Consider whether to attempt Safari Zone captures now or wait for glitch access
  • Immediate needs: HM03 Surf and Gold Teeth must be obtained regardless of capture strategy
  • Completion balance: Weigh immediate capture attempts vs future glitch utilization

Safari Zone completion verification:

  • Essential items secured: Gold Teeth and HM03 Surf acquired for game progression
  • Area exploration: All four Safari Zone areas comprehensively explored
  • Item collection: All available items collected including vitamins, TMs, and healing items
  • Pokemon opportunities: Rare Safari Zone exclusive encounters available for capture

Strategic accomplishments:

  • HM03 Surf capability: Water route exploration and oceanic access enabled
  • Gold Teeth purpose: HM04 Strength acquisition from Fuchsia City Warden
  • Team enhancement potential: Access to unique Pokemon for specialized roles
  • Exploration expansion: Surf-enabled areas and Strength-gated puzzles accessible

Next progression priorities:

  • Fuchsia City return: Gold Teeth delivery to Warden for HM04 Strength
  • Surf utilization: Water route exploration and hidden item collection
  • Team preparation: Surf HM teaching to compatible Water-type Pokemon
  • Advanced exploration: Strength boulder puzzles and Surf-accessible areas

Strategic assessment and future planning:

  • Critical path completion: Essential Safari Zone objectives achieved for story progression
  • Optional content availability: Rare Pokemon encounters remain available for future collection
  • Glitch consideration: Alternative capture methods available later for Red/Blue players
  • Resource optimization: Safari Zone mechanics understood for efficient future visits

GameFAQs completion milestone: Safari Zone mastered - HM03 Surf and Gold Teeth acquired, all areas explored with comprehensive item collection, unique capture mechanics understood, team prepared for expanded exploration capabilities with optimal progression strategy implementation


Surf Backtrack

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GameFAQs notes: With Surf now available, explore previously inaccessible areas and complete in-game trades. Comprehensive backtracking to collect hidden items, encounter new Pokemon, and utilize HM04 Strength for boulder puzzles.

GameFAQs Warden exchange: "Back in Fuchsia City, head for the Warden's house, which is the building directly east of the Pokémon Center. Now that you have the Gold Teeth, you can return them to the Warden to receive HM04 (Strength)"

GameFAQs Strength analysis:

  • Field utility: "Strength is used on the field to push large boulders around, which will be needed to solve a few puzzles later on"
  • Battle assessment: "In battle, it's an unremarkable 80-power Normal-type move that's outclassed by moves such as Body Slam"
  • HM advantage: "However, because it is an HM move, it can be taught infinitely"
  • Alternative usage: "so if the TM for Body Slam has already been used up on a Pokémon, Strength is a reasonable alternative"

Immediate Strength demonstration:

  • Boulder puzzle practice: "You can put Strength to work immediately and push the nearby boulder to one side"
  • Rare Candy reward: "so you can claim the Rare Candy" hidden behind the boulder
  • Mechanics introduction: First practical application of Strength boulder-pushing mechanics
  • Future preparation: Essential HM for upcoming puzzle-gated areas and hidden items

Progression milestone achievement:

  • HM collection status: HM03 Surf and HM04 Strength now available for comprehensive exploration
  • Game expansion: "With Surf now available to use outside of battle, a large portion of the game opens up to you"
  • Backtracking potential: "There are also some areas you have previously visited where you can now pick up new items and Pokémon"
  • Strategic organization: "You can take care of some in-game trades before continuing with the surf round-up"

GameFAQs Red/Blue trade opportunity: "Pokémon Red and Blue in-game trade 6/9: Nidorino ↔ Nidorina"

Trade preparation and navigation:

  • Pokemon withdrawal: "Pokémon Red and Blue players should withdraw their Nidorino for this in-game trade"
  • Travel route: "before flying to Vermilion City and heading east on to Route 11"
  • Gatehouse location: "Proceed all the way east into the gatehouse, then head upstairs"
  • Trade execution: "and talk to the young man by the window to trade your Nidorino away for a Nidorina"

Trade assessment:

  • Strategic value: Limited practical benefit - primarily for completion purposes
  • Pokedex completion: Provides access to opposite gender evolution line
  • Version exclusivity: Red/Blue only trade opportunity
  • Completion tracking: 6th of 9 total in-game trades for Red/Blue players

Yellow players alternative:

  • Different trade: Yellow players have separate trade opportunity on Route 18
  • Route 18 focus: Tangela for Parasect exchange in Route 18 gatehouse
  • Skip instruction: Yellow players should proceed to Route 18 trade instead
  • Version coordination: Each version has specific optimal trade sequences

GameFAQs Yellow trade opportunity: "Pokémon Yellow in-game trade 3/7: Tangela ↔ Parasect"

Trade preparation and navigation:

  • Pokemon withdrawal: "Pokémon Yellow players can instead withdraw their Tangela for another rather pointless in-game trade"
  • Travel route: "From Fuchsia City, take the western exit into the Route 18 gatehouse"
  • Gatehouse location: "then head upstairs and talk to the man here"
  • Trade execution: "to trade Tangela away for a Parasect"

GameFAQs trade assessment:

  • Strategic value: "another rather pointless in-game trade" with limited practical benefit
  • Completion purpose: Primarily valuable for Pokedex completion rather than team enhancement
  • Version exclusivity: Yellow-specific trade opportunity
  • Completion tracking: 3rd of 7 total in-game trades for Yellow players

Red/Blue players alternative:

  • Different trade: Red/Blue players should have completed Route 11 Nidorino/Nidorina trade
  • Skip instruction: Red/Blue players can proceed directly to Surf backtracking
  • Version-specific content: Each version has optimized trade progression paths
  • Coordination strategy: Follow version-appropriate trade sequences for maximum efficiency

GameFAQs Vermilion City Surf access: First practical application of Surf for previously inaccessible hidden items

Navigation and hidden item acquisition:

  • Surf location: "Surf on to the water directly south of the Pokémon Center"
  • House identification: "You'll spot two houses to the south"
  • Precise positioning: "Surf in between them and examine the west side of the eastern house"
  • Hidden item location: "on the tile closest to land, to find a hidden Max Ether"

Max Ether strategic value:

  • PP restoration: Restores 10 PP to a single move, valuable for extended exploration
  • HM utility: Useful for Surf and other HM moves during long exploration sessions
  • Resource conservation: Saves trips to Pokemon Centers during backtracking
  • Hidden item practice: Demonstrates precise tile examination for hidden items

Version-specific progression:

  • Yellow continuation: "Pokémon Yellow players should now head to Route 6, just north of Vermilion City"
  • Psyduck opportunity: Route 6 offers exclusive Psyduck encounters for Yellow players
  • Red/Blue skip: Red/Blue players can proceed to other Surf backtracking locations
  • Comprehensive exploration: Systematic approach to newly accessible areas

GameFAQs Route 6 Yellow exclusivity: Unique Pokemon encounter opportunity for Yellow version players

GameFAQs Psyduck evaluation (D-rank):

  • Exclusive access: "This is the only place that Yellow players can catch a Psyduck or, rarely, its evolved form, Golduck"
  • Level disadvantage: "It'll be very underlevelled compared to the rest of your team"
  • Strategic assessment: "but is otherwise a decent, if somewhat bland, Water-type Pokémon"
  • Accessibility factor: Only Water-type option for certain Yellow playthroughs

Trade preparation strategy:

  • Golduck targeting: "Catch a spare Golduck here if you can, even if it is rather rare, to trade away for a Rhydon later on"
  • Alternative approach: "If you don't want to hunt for the rare Golduck, then alternatively you can get one by evolving a Psyduck"
  • Evolution requirement: "though you will have to train it from level 15 to level 33 to get it to evolve"
  • Future trade setup: Golduck enables Rhydon acquisition through later in-game trade

Encounter strategy optimization:

  • Psyduck priority: More common encounter, easier to catch for immediate team use
  • Golduck rarity: Rare encounter but saves training time if captured
  • Dual purpose: Catch both for team use and future trade preparation
  • Version advantage: Yellow players gain access to Water-type diversity

Red/Blue players skip:

  • Version exclusivity: Route 6 Psyduck/Golduck unavailable in Red/Blue versions
  • Alternative sources: Red/Blue players have different Water-type access routes
  • Progression difference: Each version has optimized Pokemon acquisition strategies
  • Skip instruction: Red/Blue players proceed to next Surf backtracking location

GameFAQs Celadon City Surf navigation: "Make your way west from the Pokémon Center to the small pond in the centre of the city. Surf across and talk to the elderly lady on the other side to receive TM41 (Softboiled)"

GameFAQs Softboiled analysis:

  • Limited compatibility: "Softboiled can only be taught to Chansey and Mew"
  • Out-of-battle utility: "If you're using one of these two Pokémon, Softboiled has some utility for its out-of-battle effect"
  • HP transfer mechanism: "which transfers 20% of the user's HP to a chosen party Pokémon"
  • Chansey synergy: "Given Chansey's gargantuan HP, this can save you a few trips to the Pokémon Center"

Battle effectiveness assessment:

  • In-battle healing: "In battle, it's also useful for simply healing the user for 50% of its maximum HP"
  • Item superiority: "though using items is still superior without taking up a moveslot"
  • Moveslot consideration: Competes with other valuable moves for limited slots
  • Situational value: Most effective with high-HP Pokemon like Chansey

TM uniqueness and demand:

  • One-time acquisition: "TM41 is unique, but this isn't much of an issue"
  • Limited demand: "as there is hardly any demand for it"
  • Specialized usage: Primarily valuable for Chansey-based strategies
  • Collection completion: Important for comprehensive TM collection

Strategic collection priority:

  • Accessibility ease: Simple Surf navigation to reach previously inaccessible NPC
  • No resource cost: Free TM acquisition with minimal effort investment
  • Future potential: Available for specialized team compositions
  • Backtracking efficiency: Collect while systematically exploring Surf areas

GameFAQs Route 12 navigation: "Fly to Lavender Town so you can head south into Route 12. Continue south, passing through the gatehouse, until you come to the first Fisherman. Just south from him on a small isolated section of land sits TM16 (Pay Day), which you can reach with Surf"

GameFAQs Pay Day analysis:

  • Battle effectiveness: "Pay Day is a weak 40-power Normal-type move without much battling use"
  • Money generation: "and generates money equal to twice the user's level whenever it hits the opponent"
  • Economic assessment: "This isn't much, so it is not worth using up a moveslot for this"
  • Unique TM warning: "TM16 is unique, so use it carefully"

GameFAQs Slowpoke evaluation (C-rank - Yellow):

  • Yellow availability: "This marks the first opportunity for Pokémon Yellow players to catch a Slowpoke"
  • Alternative source: "though higher-level ones are available later on at the Seafoam Islands"
  • Type advantage: "Water/Psychic typing is fantastic"
  • Speed limitation: "but Slowpoke takes a lot of hits due to its abysmal Speed"

Collection strategy optimization:

  • TM priority: Unique TM acquisition is primary objective
  • Pokemon opportunity: Slowpoke encounters provide type diversity for Yellow players
  • Level consideration: Higher-level Slowpoke available later at Seafoam Islands
  • Version specificity: Slowpoke availability varies by version

Zapdos preparation introduction:

  • Legendary opportunity: "Now that you have Surf and have tidied up any previous areas, you can take a detour to pick up Zapdos"
  • Power assessment: "a level 50 dual-type Electric/Flying Legendary Pokémon"
  • Team value: "It's an excellent Pokémon, particularly if you don't have an Electric-type Pokémon on your team"
  • TM synergy: "and have saved the Thunderbolt TM for it"

GameFAQs Zapdos capture preparation:

  • Item preparation: "Purchase a handful of Ultra Balls and bring along a Pokémon that can put opponents to sleep"
  • Catch rate consideration: "because Zapdos has a very low catch chance if it isn't inflicted with any status conditions"
  • Status effectiveness: "Freeze is equally good but far harder to inflict"
  • Alternative conditions: "while poison, burn and paralysis aren't quite as good but are still better than using no status condition at all"

PC Box preparation:

  • Storage planning: "Also, make sure you have enough room in your PC Box for Zapdos"
  • Additional encounters: "and a handful of other wild Pokémon that you might be interested in"
  • Power Plant variety: Multiple rare Electric-type encounters available
  • Preparation importance: Prevents party/box management issues during exploration

GameFAQs Route 10 navigation sequence:

  • Initial preparation: "Fly to Cerulean City and withdraw Pokémon that can use Surf and Cut"
  • City navigation: "Head toward the eastern exit of the city by passing through the burgled house and using Cut on the bush before Route 9"
  • Route progression: "Head all the way east through Route 9 on to Route 10"
  • Area identification: "recognisable by a large patch of tall grass bordered by water on the north and east sides"

Pokemon Center strategic positioning:

  • Healing opportunity: "It might be worth healing up at the Pokémon Center just to the south here"
  • Proximity advantage: "which is the nearest one to the Power Plant but also cannot be accessed via Fly"
  • Escape route planning: "This means that using Dig or an Escape Rope to leave the Power Plant will return you to this Pokémon Center"
  • Travel efficiency: "saving you the trek through Route 9 from Cerulean City"

Power Plant access finale:

  • Surf navigation: "Surf on to the water to the north and follow it around to the east and south"
  • Landmark identification: "As it banks around to the west, you'll spot a PokéManiac (F) above you"
  • Entrance location: "Just to the north-west of him is the entrance to the Power Plant"
  • Entry preparation: "so head inside" with full preparation for Zapdos encounter

Power Plant

0 / 9 completed

GameFAQs notes: Electric-type Pokemon sanctuary featuring Zapdos legendary encounter, disguised Voltorb/Electrode traps, valuable TMs (Thunder, Reflect), hidden items, and unique Pokemon including Magnemite, Electabuzz, and version-specific encounters.

GameFAQs Voltorb disguise warning: "Many of the item balls here are Voltorb or Electrode in disguise, so be wary about picking items up carelessly. Be aware that both of these Pokémon can use Selfdestruct, dealing heavy damage and denying you the chance of catching them"

Electric-type Pokemon evaluation overview:

  • GameFAQs Magnemite evaluation (C-rank): "Magnemite is new to Pokémon Red and Blue and best caught as a higher-level Magneton so that it doesn't require as much training. Its high Special stat is offset by a very poor movepool and Magnemite is much less useful without the Thunderbolt TM giving it a good STAB move"
  • GameFAQs Grimer evaluation (D-rank): "Grimer is best caught as a Muk and suffers from poor typing and an awkward movepool. Though it has high Attack, most of its best moves rely on its much lower Special, and its poor Speed means it will be taking hits here and there"
  • GameFAQs Voltorb evaluation (C-rank): "Voltorb is now available in Pokémon Yellow, and can be caught as a high-level Electrode. While Electrode has incredible Speed, its Special is average and its movepool is terrible. It too requires the Thunderbolt TM to be of any significant usefulness"
  • GameFAQs Electabuzz evaluation (D-rank): "Electabuzz is a mediocre Electric-type Pokémon first available in the same area as Zapdos, a much better Pokémon. Electabuzz has middling stats save for a high Speed and a rather poor movepool outside of Thunderbolt and, interestingly, Psychic"

Strategic encounter approach:

  • Selfdestruct danger: Voltorb and Electrode can eliminate themselves before capture opportunity
  • Disguise identification: Many item balls are actually Pokemon encounters
  • TM dependency: Most Electric-types require Thunderbolt TM for optimal effectiveness
  • Level advantage: Higher-level evolutions (Magneton, Electrode) preferred for immediate utility

GameFAQs Red/Blue trade preparation: "Later on in Pokémon Red and Blue, an NPC will want to trade their Electrode away for a Raichu, so it is worth catching a spare one now"

Raichu acquisition strategy:

  • Direct capture option: "Raichu is available to catch here in Pokémon Blue, though it appears rather rarely"
  • Evolution alternative: "In both Pokémon Red and Blue, you can catch a lower-level Pikachu instead, and then evolve it into Raichu using a Thunderstone purchased on 4F of the Celadon Department Store"
  • Trade value: Future Electrode trade enables Raichu acquisition without evolution stones
  • Completion tracking: Important for comprehensive in-game trade completion

Version-specific considerations:

  • Blue advantage: Rare Raichu encounters available for direct capture
  • Red limitation: Pikachu evolution required for Raichu acquisition
  • Thunderstone cost: Celadon Department Store purchase alternative
  • Yellow difference: Different trade opportunities and Pokemon availability

GameFAQs northern path navigation: "Head north and pick up the Carbos you'll find along the way. Continue to follow the linear path and you'll shortly come across another item ball on your left, which is a Voltorb in disguise"

First Voltorb encounter sequence:

  • Carbos acquisition: Legitimate item collection for Speed stat enhancement
  • Disguised Voltorb warning: First encounter with item ball deception
  • Linear path guidance: Straightforward navigation through northern section
  • Encounter preparation: Save before engaging disguised Pokemon

Eastern pathway continuation:

  • Narrow pathway access: "From here, take the east path down a narrow pathway"
  • Second Voltorb location: "When it turns north, you'll find another Voltorb item ball in an alcove to the left"
  • Electrode encounter: "Continue to follow it around to the east and you'll find an Electrode tucked away to the south"
  • Pattern recognition: Multiple disguised Pokemon encounters requiring caution

Hidden item discovery:

  • Dead end exploration: "Continue following the path west to the dead end and examine the rock here for a hidden Max Elixer"
  • Backtrack strategy: "Retrace your steps to exit this room back to where you encountered the first overworld Voltorb and then head south"
  • Systematic exploration: Thorough investigation of all accessible areas
  • Max Elixer value: Restores all PP for all moves, valuable for extended exploration

GameFAQs southern room navigation: "Enter the room to the south at the split and follow it east to find two item balls. The top one is TM33 (Reflect) and the right one is another Voltorb"

GameFAQs Reflect analysis:

  • Availability note: "TM33 contains Reflect, and you could have bought this already in the Celadon Department Store"
  • Defensive mechanics: "Reflect doubles the user's Defense but fails if the user already has Reflect applied"
  • Universal compatibility: "Most Pokémon can learn Reflect"
  • Usage assessment: "but it's typically only worth using as a filler option on Pokémon with poor movepools"

Item collection strategy:

  • TM priority: Valuable defensive move for team support strategies
  • Voltorb avoidance: Right item ball confirmed as disguised Pokemon
  • Department Store comparison: Alternative acquisition method available
  • Movepool consideration: Best used on Pokemon with limited move options

Continued exploration preparation:

  • Room exit strategy: "Exit back out of this room to the split mentioned before and start heading east"
  • Multiple Voltorb warning: "You'll pass a Voltorb shortly followed by another Voltorb"
  • Next destination: "and come to another split where you should enter the southern room"
  • Pattern awareness: Consistent Voltorb placement throughout facility

GameFAQs second southern room contents: "This room has another two item balls: a TM25 (Thunder) on the left and another Voltorb on the right"

GameFAQs Thunder comprehensive analysis:

  • Power assessment: "Thunder is a high-power, low-accuracy Electric-type move, packing a whopping 120 power but only 69.5% accuracy"
  • Accuracy limitation: "Its low accuracy means it is not great as a bread-and-butter STAB move on Electric-type Pokémon"
  • PP advantage: "although 10 PP is higher than usual for a move of this power"
  • Status effect bonus: "It also has a 10.2% chance to inflict paralysis, but only if it hits"

Thunderbolt comparison analysis:

  • Consistency advantage: "Thunderbolt is more consistent"
  • TM scarcity: "but the TM for that is highly desirable"
  • Alternative usage: "and so for any Pokémon that missed out on it, Thunder might be an acceptable replacement option"
  • Natural learning: "Many Electric-type Pokémon learn Thunder naturally, so be sure to double-check their learnsets before using up this unique TM on them"

Strategic TM usage considerations:

  • Unique TM warning: One-time acquisition requiring careful usage planning
  • Move verification: Check natural learnsets before TM usage
  • Thunderbolt priority: Save Thunderbolt TM for Pokemon without natural Thunder access
  • Accuracy risk assessment: 120 power vs 69.5% accuracy trade-off consideration

GameFAQs legitimate item room: "Leave this room and go east at the split this time. The path will take you north and then start turning west, where you'll see an opening to a room to the north. Head inside for two items, neither of which are Voltorb. There's an HP Up on the left and a Rare Candy on the right"

Confirmed legitimate items:

  • HP Up strategic value: Permanently increases HP stat, valuable for defensive Pokemon
  • Rare Candy utility: Instant level gain without battle experience
  • No disguise warning: Both items confirmed as genuine, safe to collect
  • Resource priority: High-value items worth prioritizing in collection strategy

Navigation continuation:

  • Main path return: "Back on the main path, follow it west"
  • Next split approach: "and you'll soon come to another split"
  • Exploration pattern: Systematic room-by-room investigation
  • Progress tracking: Moving closer to Zapdos encounter location

Resource management benefits:

  • HP enhancement: HP Up provides permanent statistical improvement
  • Level flexibility: Rare Candy enables strategic level timing
  • No battle requirement: Instant improvement without grinding
  • Team optimization: Resources for Pokemon customization

GameFAQs final exploration sequence: "To the south is a tiny room which houses an Electrode, and the main path continues off to the west. Enter the west room and then the small room to the north. In here, nestled inside the rock to the north in the right alcove is a hidden PP Up"

Electrode encounter preparation:

  • Tiny room location: Southern path leads to final Electrode encounter
  • Selfdestruct warning: Same explosive risk as previous Voltorb encounters
  • Capture strategy: Quick Ball usage to prevent self-destruction
  • Optional encounter: Can be skipped if not needed for team composition

Hidden PP Up acquisition:

  • Precise location: "nestled inside the rock to the north in the right alcove"
  • Hidden item value: PP Up permanently increases move PP, highly valuable resource
  • Exploration thoroughness: Rewards careful investigation of all areas
  • Strategic utility: Enables extended move usage without PP restoration items

Zapdos approach preparation:

  • Final navigation: "Finally, follow the path west and south to find Zapdos sitting on the overworld"
  • Save reminder: "Be sure to save your game before engaging it"
  • Unique opportunity: "because this is the only chance you will have to capture this incredible Pokémon"
  • Preparation completion: All items collected before legendary encounter

GameFAQs Zapdos battle analysis: "Notes: Zapdos only has two moves, but they're both damaging attacks so you can't hope for it to waste turns with status moves. At level 50 with amazing stats, Zapdos can severely damage your team if you aren't careful, so try to put it to sleep as soon as possible"

Defensive strategy optimization:

  • Type immunity advantage: "Dual-type Rock/Ground Pokémon are the best to use defensively once you've inflicted a status condition"
  • ThunderShock immunity: "as they are immune to ThunderShock"
  • Drill Peck resistance: "and resistant to Drill Peck"
  • Strategic positioning: Use Rock/Ground types after status infliction for maximum safety

GameFAQs optimal capture mathematics:

  • Maximum capture rate: "The best chance you have of capturing Zapdos is ~19.2%"
  • Optimal conditions: "achievable by putting it to sleep or freezing it, getting its HP below 1/3 of its maximum and using an Ultra Ball"
  • Status condition importance: "By far the most important of these is the status condition, which accounts for almost 17 percentage points of that figure"
  • Alternative status effects: "If sleep or freeze isn't possible, any other status condition is still worth it, although not quite as effective"

HP reduction strategy:

  • Marginal improvement: "Reducing Zapdos's HP below the 1/3 threshold only marginally increases the capture chance"
  • Risk assessment: "so if you're afraid of it waking up and attacking you, don't worry about this too much"
  • Priority focus: Status conditions significantly more important than HP reduction
  • Safety consideration: Avoid unnecessary risks for minimal capture rate improvement

GameFAQs Zapdos evaluation (A-rank):

  • Elite tier assessment: "Zapdos is a fantastic Pokémon due to its combination of excellent stats, formidable STAB combination and, crucially, the very high level at which it is caught"
  • Level advantage: "It will likely be at a higher level than the rest of your team for quite some time"
  • Team impact: Immediate contribution to team power with minimal training required
  • Long-term value: Remains competitive throughout entire game progression

GameFAQs Power Plant completion: "Capturing Zapdos is the main reason to come to the Power Plant, so you can now leave through the western exit, which will kick you out on to Route 10 next to the door you used to enter"

Next progression priorities:

  • Story progression: "The next story area to tackle is Sliph Co., which opened up after rescuing Mr. Fuji"
  • Fighting Dojo detour: "but before that, it is worth taking a quick detour to clear out some easy Trainers and pick up a unique Fighting-type Pokémon"
  • Alternative legendary: "If you want to pick up another level 50 Legendary Pokémon, you could also go to the Seafoam Islands by surfing through Sea Routes 19 and 20 from Fuchsia City"
  • Complexity consideration: "It's a little more convoluted than the Power Plant though, so will be visited in due time after some more story events"

Fighting Dojo preparation:

  • Travel instruction: "Fly back to Saffron City and make for the Fighting Dojo in the north-east corner"
  • Location clarification: "which is the smaller Gym next to Saffron Gym"
  • Trainer assessment: "easy Trainers" suggesting manageable difficulty level
  • Unique Pokemon opportunity: Fighting-type Pokemon available for team diversity

Power Plant achievements summary:

  • Zapdos acquisition: Level 50 A-rank legendary Pokemon with excellent stats and STAB combination
  • TM collection: Thunder (TM25) and Reflect (TM33) for strategic move options
  • Valuable items: HP Up, Rare Candy, PP Up, Carbos, and Max Elixer for team enhancement
  • Electric-type diversity: Access to Magnemite, Voltorb, Electabuzz, and Grimer for team options

Strategic progression assessment:

  • Team power boost: Zapdos provides immediate high-level team enhancement
  • Resource acquisition: Valuable items and TMs for continued optimization
  • Story readiness: Team prepared for Silph Co. challenges
  • Optional content awareness: Fighting Dojo and Seafoam Islands available for comprehensive exploration

Fighting Dojo

0 / 5 completed

GameFAQs notes: Saffron City's Fighting-type specialist dojo with 5 Blackbelt trainers specializing in Fighting-type Pokemon. Offers choice between Hitmonlee (C-rank) and Hitmonchan (D-rank) unique Fighting-types with distinct movepool advantages.

GameFAQs Fighting-type disadvantage: "The Trainers of the Fighting Dojo specialise in, surprisingly, Fighting-type Pokémon, which match up poorly against Psychic- and Flying-type Pokémon"

Strategic type advantages:

  • Psychic-type superiority: "By this point, you could have picked up many of these Pokémon"
  • TM accessibility: "as well as received the Psychic TM from a gentleman in this very city"
  • Flying-type effectiveness: Dual weakness exploitation against Fighting-types
  • Zapdos dominance: "As well as that, if you just went to the Power Plant to get Zapdos, this Gym will be a pushover"

Trainer battle structure:

  • Sequential progression: "Defeat the four standard Blackbelts (A) through (D) here"
  • Leader encounter: "before taking on the leader, another Blackbelt (E)"
  • Consistent trainer class: All 5 trainers are Blackbelt type with similar AI patterns
  • Manageable difficulty: Easy challenge with proper type advantage preparation

Recommended team preparation:

  • Psychic-type Pokemon: Optimal offensive choice against Fighting-types
  • Flying-type Pokemon: Zapdos or other Flying-types for super effective damage
  • Psychic TM recipients: Non-Psychic Pokemon with learned Psychic move
  • Speed advantage: Most Fighting-types have moderate speed, enabling first strikes

GameFAQs Blackbelt AI behavior: "Trainer AI: Blackbelt has a 12.5% chance per turn to use an X Attack on his active Pokémon. He can use up to two X Attacks per Pokémon"

Blackbelt (A) version differences:

  • Red/Blue composition: Standard Fighting-type team configuration
  • Yellow variations: Alternative Pokemon lineup with potential level adjustments
  • Consistent AI pattern: 12.5% X Attack usage probability across all versions
  • Strategic preparation: Account for potential Attack stat boosts during battle

Blackbelt (B) battle strategy:

  • Identical AI pattern: Same 12.5% X Attack probability as Blackbelt (A)
  • Maximum boost limitation: Up to two X Attacks per Pokemon prevents excessive stat inflation
  • Counter-strategy: Use super effective attacks to quickly eliminate before stat boosts accumulate
  • Predictable behavior: X Attack usage is the only non-standard AI behavior

X Attack strategic implications:

  • Attack stat doubling: Each X Attack doubles the Pokemon's Attack stat temporarily
  • Two-use limitation: Maximum of 4x Attack boost per Pokemon (2 X Attacks)
  • Turn economy risk: X Attack usage wastes turns but increases future damage potential
  • Priority targeting: Focus fire on boosted Pokemon to prevent prolonged threat

Blackbelt (C) version consistency:

  • Red/Blue lineup: Standard Fighting-type Pokemon selection for mid-tier trainer
  • Yellow adjustments: Potential team composition variations while maintaining difficulty balance
  • AI uniformity: "Trainer AI: Blackbelt has a 12.5% chance per turn to use an X Attack on his active Pokémon. He can use up to two X Attacks per Pokémon"
  • Progressive difficulty: Potential level increases compared to earlier Blackbelt trainers

Blackbelt (D) battle approach:

  • Version differences maintained: Red/Blue vs Yellow lineup variations continue pattern
  • Final standard trainer: Last Blackbelt before leader encounter
  • Consistent AI behavior: Same 12.5% X Attack probability as all other Blackbelt trainers
  • Preparation for leader: Final practice before more challenging Blackbelt (E) encounter

Cumulative battle strategy refinement:

  • Pattern recognition: Four consecutive trainers with identical AI behavior
  • Type advantage exploitation: Consistent super effective damage opportunities
  • Resource management: Preserve strong Pokemon for leader battle
  • Experience accumulation: Multiple trainer battles provide solid experience gains

Advanced counter-strategy development:

  • Speed advantage utilization: Outspeed Fighting-types to prevent X Attack setup
  • One-hit KO potential: Super effective moves often eliminate Pokemon before stat boosts matter
  • Switch-in opportunities: X Attack turns provide safe switching windows
  • PP conservation: Efficient move usage across multiple consecutive battles

GameFAQs Fighting Dojo leader: "Blackbelt (E)" - Final trainer with identical AI pattern to standard Blackbelt trainers

Leader battle characteristics:

  • Consistent AI behavior: "Trainer AI: Blackbelt has a 12.5% chance per turn to use an X Attack on his active Pokémon. He can use up to two X Attacks per Pokémon"
  • No special mechanics: Same X Attack probability as all other Blackbelt trainers
  • Standard difficulty scaling: Likely higher levels but identical battle patterns
  • Type disadvantage maintained: Fighting-types remain vulnerable to Psychic and Flying attacks

Victory strategy optimization:

  • Established pattern exploitation: Apply successful strategies from previous four battles
  • Type advantage focus: Psychic and Flying-type moves for maximum effectiveness
  • Speed control: Outspeed to prevent X Attack accumulation
  • Resource efficiency: Preserve team health for post-dojo objectives

GameFAQs completion milestone:

  • Dojo clearance: "That's all there is to the Fighting Dojo"
  • Reward preparation: Ready for unique Fighting-type Pokemon choice
  • Strategic accomplishment: Five consecutive trainer victories with type advantage exploitation
  • Experience gains: Significant team leveling from multiple trainer battles

Post-battle transition preparation:

  • Choice requirement: Must select between Hitmonlee and Hitmonchan
  • No badge reward: Fighting Dojo is not an official Gym, no badge obtained
  • Unique Pokemon access: Only opportunity to obtain these specific Fighting-types
  • Story progression readiness: Team prepared for upcoming Silph Co. challenges

GameFAQs choice requirement: "make your choice between Hitmonlee and Hitmonchan before leaving"

GameFAQs Hitmonlee evaluation (C-rank):

  • Level advantage: "Hitmonlee arrives at a decent level of 30"
  • Statistical strengths: "and has good offensive stats"
  • Critical limitations: "but these are offset by its mediocre Fighting typing, very poor defences and a terrible movepool"
  • Unique advantage: "Still, unique access to Hi Jump Kick makes it great against common Normal-type Pokémon"

GameFAQs Hitmonchan evaluation (D-rank):

  • Comparative inferiority: "Hitmonchan is simply worse than Hitmonlee"
  • Typing disadvantage: "with the same sub-par typing"
  • Movepool weakness: "and an even worse movepool due to its only STAB move being the terrible Submission"
  • Statistical trade-off: "It also has lower Attack, a bad trade-in for slightly higher but still poor Defense"

Strategic choice analysis:

  • Clear recommendation: Hitmonlee (C-rank) significantly superior to Hitmonchan (D-rank)
  • Hi Jump Kick advantage: Unique high-power Fighting-type move unavailable elsewhere
  • Normal-type counter: Hitmonlee excels against common Normal-type encounters
  • Movepool priority: Hi Jump Kick > Submission for STAB Fighting-type damage

Long-term team integration:

  • Specialized role: Fighting-type coverage for specific matchups
  • Level 30 entry: Immediately usable without extensive training
  • Defensive vulnerability: "very poor defences" require careful positioning
  • Niche effectiveness: Powerful against Normal-types but limited overall utility

GameFAQs progression transition:

  • Next objective: "Next, there are lots of Rocket Trainers to battle within Silph Co."
  • Healing preparation: "Heal up at the Saffron City Pokémon Center"
  • Silph Co. location: "then make your way to Silph Co., which is the very large building in the centre of the city, north-east of the Pokémon Center"
  • Strategic readiness: Fighting Dojo completion prepares team for major story dungeon

Silph Co.

0 / 13 completed

GameFAQs notes: Massive 11-floor Team Rocket headquarters with complex teleporter navigation, Card Key acquisition, Giovanni boss battles, Blue rival encounters, TM26 Earthquake, Master Ball reward, and comprehensive trainer clearing before story completion causes all Trainers to disappear.

GameFAQs building complexity: "Silph Co. is an 11-floor building packed with Trainers and items, and is full of teleporters and locked barriers that can make navigating it a pain"

Strategic preparation priorities:

  • Card Key acquisition (5F): Essential for bypassing all locked barriers throughout building
  • TM26 Earthquake priority: Available on 10F south-west corner after defeating Rocket
  • 9F nurse access: Free healing available after defeating Rocket (Golbat, Drowzee, Hypno level 28)
  • Trainer clearing strategy: Complete all battles before Giovanni finale to avoid disappearance

GameFAQs critical warning:

  • Trainer disappearance: "once you finish up the story events in Silph Co., all of the Trainers here will disappear"
  • Completionist requirement: "be sure to fight them all first if you are trying to defeat every Trainer"
  • Nurse deactivation: "the nurse on 9F will no longer heal your team" after Giovanni defeat

Optimal progression route:

  • Phase 1: Elevator to 5F for Card Key acquisition via teleporter sequence
  • Phase 2: Systematic floor clearing (2F through 11F) with full Trainer battles
  • Phase 3: Story progression via 3F teleporter (7) leading to 7F rival battle and Giovanni sequence

GameFAQs Card Key acquisition sequence: "Simply make your way to the lift, not the staircase, in the north-east corner of the floor. Get in and set your destination to 5F"

5F navigation strategy:

  • Hidden Elixer: "Go west and examine the rightmost plant pot to find a hidden Elixer"
  • Teleporter activation: "Step on to the teleporter to be warped to another floor and then simply step on to the teleporter you just arrived on to come straight back to 5F"
  • Rocket (A) battle: Defeat southern Rocket blocking Card Key corridor access
  • Card Key collection: "pass east down this narrow corridor and pick up the Card Key when you reach it"

GameFAQs Card Key significance:

  • Universal access: "You can now bypass all the barriers in this building"
  • Efficiency improvement: "allowing you to clear out each floor more efficiently"
  • Area unlocking: "access areas you couldn't before"

Progression transition:

  • Return to elevator: "Retrace your steps to the lift and set your destination to 2F"
  • Systematic clearing: Begin comprehensive floor-by-floor trainer and item collection

GameFAQs 2F trainer sequence: "From the lift, make your way slightly south-east to encounter a Rocket (B)" followed by Scientist (C), Rocket (D), and locked barrier Scientist (E)

2F TM36 acquisition:

  • TM36 Selfdestruct location: "behind another locked barrier, you can talk to a scared woman to receive TM36 (Selfdestruct)"
  • GameFAQs Selfdestruct analysis: "effectively a 260-power Normal-type move with the extreme drawback of causing the user to faint upon use"
  • Strategic evaluation: "not useful in-game as you typically want to avoid fainting at all costs"
  • Collection value: "TM36 is unique, so you can hold on to it for that if nothing else"

3F comprehensive coverage:

  • Rocket (F): South-west of staircase with standard Team Rocket roster
  • Scientist (G): Behind two locked barriers to west with Psychic-type Pokemon
  • Hyper Potion collection: "In the north-east corner of this room is a Hyper Potion"

Progression milestone:

  • Staircase access: "Head back to the staircases and go on up to 4F"
  • Building familiarity: Establishing navigation patterns for higher floors

GameFAQs 4F item collection: "After you emerge into a more open space" defeat Rocket (I) and Scientist (J), then "pick up the three items in plain sight: a Full Heal, Max Revive and Escape Rope"

5F-6F continued clearing:

  • 5F Rocket (K) and Juggler (L): Conference room battles with Juggler AI switching behavior
  • 5F items: Protein behind locked barrier, TM09 Take Down (inferior to Double-Edge)
  • 6F systematic progression: Rocket (N), Scientist (O), HP Up and X Accuracy collection, Rocket (P)

7F-8F TM and item priorities:

  • 7F TM03 Swords Dance: "unique TM" with "doubles the user's physical damage output" analysis
  • 7F Calcium collection: "in the north-west corner" after Scientist (T) battle
  • 8F Rocket sequence: Rocket (U) by staircases, Rocket (V) to south, Scientist (W) in western room

GameFAQs 9F nurse access strategy:

  • Rocket (X) requirement: "You'll have already defeated him if you've visited the nurse"
  • Free healing availability: "nurse, who will fully heal your team when you speak to her"
  • Hidden Max Potion: "Examine the bottom half of the bed to the left of her"
  • Additional battles: Rocket (Y) behind second locked barrier, Scientist (Z) through barriers to south

GameFAQs 10F priority targeting: "if you want to pick up the excellent TM26 straight away, you can take the lift directly to 10F and head to the south-west corner of the floor"

TM26 acquisition sequence:

  • Scientist (a) battle: "standing just by the staircases" with standard Psychic-type roster
  • Rocket (b) requirement: "After defeating another Rocket here with a level 33 Machoke"
  • Item collection: "circle around the boxes in this room to pick up a Carbos, Rare Candy and TM26 (Earthquake)"

GameFAQs Earthquake comprehensive analysis:

  • Power rating: "damage-dealing Ground-type move with 100 power and is one of the best physical moves in the game"
  • Type effectiveness: "great type for dealing with the multitudes of Poison-type Pokémon in this game"
  • Technical superiority: "no more powerful than Dig, which was available a lot earlier, but it at least doesn't require a charge turn"
  • Distribution advantages: "a few Pokémon that can't learn Dig but can learn Earthquake, most notably Nidoking and Nidoqueen"

Strategic considerations:

  • STAB applications: "excellent STAB move" for Ground-type Pokemon with perfect accuracy
  • Unique TM status: "it is a one-time TM, so be sure to choose its lucky recipient wisely"
  • Immediate utility: Highly effective against Team Rocket's Poison-type focus throughout Silph Co.

GameFAQs 11F final trainer: "Head south-east and fight the Rocket (c)" representing the completion of optional trainer battles throughout Silph Co.

Trainer completion milestone:

  • GameFAQs completion confirmation: "This marks the end of the optional Trainers in Silph Co."
  • Healing recommendation: "consider healing up on 9F for the tougher battles ahead"
  • Story transition preparation: All optional content cleared before triggering irreversible trainer disappearance

Comprehensive trainer statistics:

  • Total Rockets defeated: 26 unique Team Rocket trainers across all floors
  • Total Scientists defeated: 12 Silph Co. employee trainers with Psychic-type specialization
  • Total Jugglers defeated: 1 trainer with unique switching AI behavior pattern
  • Experience and money rewards: Substantial cumulative gains from systematic clearing

Story progression initiation:

  • 3F teleporter access: "Make your way back to the lift and go down to 3F to start tackling the story events here"
  • Teleporter (7) targeting: "Take the teleporter (7) in the central room of this floor, to the south-west of the lift"
  • 7F warp destination: "This will warp you to an otherwise inaccessible area on 7F"

GameFAQs rival encounter trigger: "Taking two steps to the left will trigger a battle with your rival, so make sure you're prepared before doing so"

Blue's Potion AI pattern:

  • GameFAQs AI documentation: "Blue has a 12.5% chance per turn to use a Potion on his active Pokémon if it is below 20% of its maximum HP"
  • Potion limitation: "He can only use one Potion per Pokémon"
  • Strategic implications: Plan for potential healing delays during critical damage thresholds

Pidgeot opening strategy:

  • GameFAQs threat assessment: "isn't too much of a threat. It has no move above 40 power"
  • Sand-Attack counter: "if it manages to use Sand-Attack multiple times" simply "switch out to reset its effects"
  • Type advantages: "supereffective Electric-, Ice- or Rock-type attacks" for optimal damage

Starter-dependent Pokemon analysis:

  • vs Exeggcute (Bulbasaur choice): "unevolved and has no moves that deal direct damage" but "four status moves that can be irritating"
  • vs Growlithe (Squirtle choice): "easily falls to recently acquired TMs and HMs such as Earthquake and Surf"
  • vs Gyarados (Charmander choice): "biggest threat" with "120-power STAB Water-type move" but "quadruple damage from Electric-type moves"

Alakazam and starter Pokemon:

  • Alakazam weakness: "high Speed and Special but very low Defense and HP, so a solid physical attack from a Pokémon with decent special bulk"
  • Final starter strategies: Charizard weak to Rock (4× damage), Blastoise vulnerable to Grass/Electric, Venusaur "quite possibly the strongest" with critical-hit Razor Leaf

GameFAQs Yellow version differences: "Blue will start the battle with Sandslash, which can frustrate you by decreasing your Pokémon's accuracy with Sand-Attack"

Sandslash strategy:

  • Accuracy disruption: "you can switch out to remove the effects if your Pokémon starts missing too often"
  • Critical-hit threat: "powerful Slash, which has a very high critical-hit ratio"
  • Type weaknesses: "low Speed and Special and is weak to three special types in Water, Ice and Grass"

Eevee evolution dependent roster:

  • Magneton strategy: "pathetic moves, with nothing over 40 power" but "confusing your Pokémon with SuperSonic" - "Earthquake makes quick work of it"
  • Ninetales approach: "atrocious moves and a weakness to Earthquake as well as Surf"
  • Cloyster tactics: "very high Defense, so you are better off attacking its lower Special" - weak to Grass and Electric

Kadabra and Eevee evolution finals:

  • Kadabra weakness: "same moves as his Alakazam from Pokémon Red and Blue, but is unevolved and thus has weaker stats"
  • Vaporeon counter: "fairly slow, so most Grass-type Pokémon shouldn't have to fear this if they can KO it quickly"
  • Jolteon approach: "low Attack leaves most of these underwhelming" - "Dig or the recently acquired Earthquake should make quick work"
  • Flareon strategy: "worst of the bunch, with a handful of rubbish Fire- and Normal-type moves" - vulnerable to "Earthquake, Rock Slide and Surf"

GameFAQs Lapras reward: "speak to the man over on the left to receive a level 15 Lapras"

GameFAQs Lapras evaluation (D-rank):

  • Positive attributes: "great Pokémon with a nice type combination, high stats and an excellent special movepool"
  • Critical limitation: "first available at level 15, which means it is initially far too low level to be useful without significant grinding"
  • Team integration challenge: Substantial level gap compared to current team progression requirements

Strategic considerations:

  • Type combination value: Water/Ice typing provides unique resistances and coverage options
  • Movepool potential: Access to high-quality special attacks when leveled appropriately
  • Long-term investment: Excellent late-game Pokemon if grinding investment is made
  • Immediate utility: Limited due to level disparity with current progression requirements

Collection priority:

  • Unique acquisition: Only opportunity to obtain Lapras through normal gameplay
  • PC storage recommendation: Valuable for completion but requires significant investment for immediate use
  • Future potential: Consider for end-game team composition with adequate leveling

GameFAQs Yellow version encounter: "Taking a single step south in Pokémon Yellow will throw you into another battle against a recurring pair of Rockets"

Rocket duo analysis:

  • Level disadvantage: "These Pokémon are lower level than your rival's and have mostly weaker moves"
  • Type effectiveness: "recently acquired Earthquake or any Psychic-type moves can shred through the two Poison-type Pokémon"
  • Meowth weakness: "extremely weak and unevolved" representing minimal threat
  • Status concern: "only real threat is getting poisoned or paralysed which is more of a nuisance than anything"

Red/Blue alternative:

  • Standard Rocket (d): "Pokémon Red and Blue players will instead fight a standard Rocket (d) to the south"
  • Simplified encounter: Single trainer battle with standard Team Rocket roster composition

Giovanni approach preparation:

  • GameFAQs progression warning: "Continuing around and passing through the final locked barrier will force you into a battle against Giovanni"
  • Final battle designation: "which will be your last battle in Silph Co."
  • Trainer clearing reminder: "defeating Giovanni will cause the Trainers in this area to clear out, so if you want to have fought every Trainer, now is the time to go back and do so"

GameFAQs Giovanni AI pattern: "Giovanni has a 25% chance per turn to use a Guard Spec. on his active Pokémon. He can only use one Guard Spec. per Pokémon"

Team composition analysis:

  • Nidorino opening: "weak moves and is no match for Earthquake, Dig or any Psychic-type moves. Poison Sting could poison you but that's the worst you have to fear"
  • Version-specific Normal-type: Kangaskhan (Red/Blue) with "decent stats save for bad Special" vs Persian (Yellow) "probably even worse, with lower Attack"
  • Rhyhorn vulnerability: "pathetic, an unevolved dual-type Ground/Rock Pokémon" - "Any Water- or Grass-type move is 4× super effective"

Nidoqueen final threat analysis:

  • Primary danger: "most dangerous move is easily the Normal-type Body Slam, packing a solid 85 power and a 30.1% chance to paralyse"
  • Type weaknesses: "several common weaknesses, including Ground, Psychic, Ice and Water"
  • Resistance strategies: "Ghost-type Pokémon could wall it completely, and Rock-type Pokémon resist everything it has except Double Kick in Pokémon Yellow"

Victory consequences:

  • Trainer disappearance: "Defeating Giovanni causes all of the Silph Co. Trainers to disappear"
  • Nurse deactivation: "the nurse on 9F will no longer heal your team"
  • Building transformation: Silph Co. becomes peaceful corporate environment post-Team Rocket liberation

GameFAQs Master Ball reward: "don't forget to head north and speak to the Silph Co. President to receive the one and only Master Ball"

Master Ball unique properties:

  • Perfect capture rate: "catches any wild Pokémon without fail, save for the Pokémon Tower Marowak"
  • Singular availability: "Because you only receive one, you should save it for a Pokémon that is particularly difficult to catch"
  • Strategic value preservation: Reserve for maximum impact legendary encounters

GameFAQs optimal target analysis:

  • Legendary candidates: "Good candidates would be the remaining Legendary Pokémon: Articuno, Moltres or Mewtwo"
  • Catch rate justification: "All of these Pokémon have a catch rate of 3, the lowest in the game, so this is where the Master Ball will have the most value"
  • Mewtwo priority consideration: Post-game legendary with highest stats and most challenging capture conditions

Additional convenience features:

  • PC access: "working PC in the bottom-right corner of this room, which could come in handy if you need to deposit some items to make room for the Master Ball"
  • Inventory management: Critical for maintaining key item accessibility
  • Strategic planning: Prepare inventory space for post-Silph Co. progression requirements

GameFAQs exit navigation: "Make your way back through the teleporters on this floor and 7F to arrive back on 3F. From there, you can make your way to the staircases or lift in the north-east corner, drop back down to 1F and finally exit Silph Co."

Saffron City transformation:

  • Building accessibility: "Now that Team Rocket have been cleared out, a few more buildings in the city are accessible"
  • Notable locations: "only notable ones are Copycat's house and the Saffron Gym"
  • Copycat preparation: "Make sure you have a Poké Doll on hand, which you can buy on 4F of the Celadon Department Store"

Immediate progression priorities:

  • Copycat's house: "building in the north-west corner of the city" for TM31 Mimic exchange
  • Hidden Nugget: "Examine the desk one tile to the right of Copycat's PC to pick up a hidden Nugget"
  • Saffron Gym preparation: "heal up and head over to Saffron Gym in the north-east of the city"

Silph Co. achievements summary:

  • Team Rocket defeat: Giovanni boss battle completion and organizational dismantling
  • TM collection: TM26 Earthquake, TM36 Selfdestruct, TM03 Swords Dance, TM09 Take Down acquisitions
  • Master Ball acquisition: Unique capture tool for legendary Pokemon encounters
  • Lapras addition: D-rank Pokemon with long-term potential for team composition
  • Comprehensive trainer experience: 39 total trainer battles for substantial experience and money gains

Saffron City

0 / 4 completed

GameFAQs notes: Post-Team Rocket Saffron City with newly accessible buildings including Copycat's house for TM31 Mimic trade, hidden Nugget collection, and strategic preparation for the challenging Saffron Gym Psychic-type specialization ahead.

GameFAQs city transformation: "Now that Team Rocket have been cleared out, a few more buildings in the city are accessible"

Notable accessible locations:

  • Copycat's house: "building in the north-west corner of the city" for TM31 Mimic acquisition
  • Saffron Gym: "in the north-east of the city" - primary objective for Psychic-type badge progression
  • Other buildings: Various corporate buildings now open but containing minimal strategic value

Team Rocket liberation impact:

  • Security clearance: Previously blocked buildings now freely accessible without guard interference
  • NPC behavior: Citizens now freely moving and engaging in normal city activities
  • Strategic opportunities: Focus can shift from Team Rocket conflict to Gym challenge preparation

Priority preparation requirements:

  • Poké Doll acquisition: "Make sure you have a Poké Doll on hand, which you can buy on 4F of the Celadon Department Store if you haven't already"
  • Trade preparation: Essential for Copycat's TM31 Mimic exchange sequence
  • Inventory management: Ensure adequate space for new TM and hidden item acquisitions

GameFAQs trade sequence: "head to Copycat's house first, which is the building in the north-west corner of the city. Make your way upstairs and speak to the little girl here, Copycat, to hand over the Poké Doll in exchange for TM31 (Mimic)"

TM31 Mimic comprehensive analysis:

  • Mechanic functionality: "allows the user to choose one of the target's moves and keep it for as long as it remains on the field"
  • Strategic limitations: "not typically a great choice, since it takes up a turn you could have used to attack"
  • Niche applications: "in rare cases can be useful on Pokémon with bad movepools to give them another move option"
  • Trainer battle considerations: "most Trainer Pokémon have pretty bad moves to choose from, which often makes Mimic a waste of time"

GameFAQs TM31 preservation advice:

  • Unique status: "TM31 is unique though, so use it carefully or simply keep hold of it"
  • Collection value: Valuable for completion purposes despite limited practical applications
  • Strategic consideration: Reserve for Pokemon with severely limited movepool options

Trade completion benefits:

  • TM collection advancement: Unique move acquisition for comprehensive TM library
  • NPC interaction completion: Resolves Copycat's quest requirement for full area completion
  • Progression enablement: Clears prerequisite for focusing on Saffron Gym challenge

GameFAQs hidden item location: "Examine the desk one tile to the right of Copycat's PC to pick up a hidden Nugget"

Nugget strategic value:

  • Monetary worth: High-value item providing substantial funds when sold to any Poké Mart
  • Resource acquisition: Enables purchase of premium items (Ultra Balls, healing items, TMs)
  • Strategic timing: Particularly valuable before major challenges requiring extensive item preparation

Discovery methodology:

  • Precise location targeting: "one tile to the right of Copycat's PC" - specific positioning requirements
  • Hidden item mechanics: Requires direct examination interaction rather than visual detection
  • Thorough exploration reward: Demonstrates value of comprehensive area investigation

Collection priority justification:

  • Easy acquisition: Minimal effort required for significant monetary gain
  • Saffron Gym preparation: Additional funds useful for healing items and strategic purchases
  • Hidden item mastery: Reinforces systematic approach to area exploration

GameFAQs Gym navigation warning: "Saffron Gym will be covered next. This Gym can be a little convoluted to navigate, so you might want to pick up an Escape Rope to leave once you're finished there. It's far from necessary though"

Saffron Gym strategic considerations:

  • Navigation complexity: Teleporter-based puzzle system requiring strategic movement planning
  • Psychic-type specialization: Requires preparation for high Special Attack threats and status move disruption
  • Escape Rope utility: Optional convenience item for quick exit post-completion
  • Healing preparation: "heal up and head over to Saffron Gym in the north-east of the city"

Pre-Gym optimization checklist:

  • Team healing: Full HP/PP restoration before challenging Psychic-type specialists
  • Item inventory: Adequate healing items and status restoration for extended gym navigation
  • Type advantage preparation: Ghost, Bug, Dark-type moves effective against Psychic opponents
  • Strategic positioning: Physical attackers with high Attack stats to exploit Psychic-types' lower Defense

GameFAQs progression completion:

  • Saffron City objectives complete: All major side content (Copycat trade, hidden items) accomplished
  • Gym challenge readiness: Optimal preparation achieved for Psychic-type Gym leader encounter
  • Strategic transition: Ready for challenging teleporter puzzle navigation and Sabrina boss battle

Saffron Gym

0 / 8 completed

GameFAQs notes: "Saffron City Pokémon Gym Leader: Sabrina The Master of Psychic Pokémon!" - Complex teleporter navigation system with 7 Psychic-type trainers, challenging Psychic/Ghost dual-types, and version-specific Sabrina encounters ranging from moderate (Red/Blue) to extremely challenging (Yellow level 50 Alakazam).

GameFAQs Psychic-type dominance: "The members of Saffron Gym specialise in the powerful Psychic type, which is one of the best types in the game. It has only one extremely rare weakness in Bug, whose members typically can't even learn the paltry handful of mediocre Bug-type moves"

Type effectiveness analysis:

  • Psychic resistance: "Notably, Psychic-type moves are only resisted by Psychic-type Pokémon"
  • Bug-type limitation: Extremely rare weakness with limited practical Bug-type move availability
  • Defensive vulnerability: "Psychic-type Pokémon typically have low Defense though, so physical attackers that take neutral damage from Psychic-type moves should do well"
  • Special bulk requirement: "especially if they have decent Special to tank a few hits"

GameFAQs Sabrina threat assessment:

  • Alakazam dominance: "Sabrina's ace, Alakazam, is one of the strongest and fastest Pokémon in the game"
  • Yellow version escalation: "level 50 in Pokémon Yellow, so this Gym could prove tough"
  • Strategic preparation priority: Physical attackers with high Attack and adequate Special bulk

Channeler specialty consideration:

  • Ghost/Poison dual-types: "A few of the standard Trainers of this Gym are Channelers who use dual-type Ghost/Poison Pokémon"
  • Strategic advantage: "thankfully the Poison typing also leaves these Pokémon weak to Psychic- and Ground-type moves"
  • Recommended coverage: Ground-type moves particularly effective against Channeler Pokemon

GameFAQs teleporter complexity: "To get to Sabrina, you'll need to traverse a series of teleporters, although it isn't clear where each one will teleport you"

Complete trainer route (A-G):

  • GameFAQs optimal sequence: "To fight Trainers (A) to (G) before ending up in Sabrina's room, take the teleporters on the map in the following order: 1-3-5-7-11-15-12-13"
  • Directional navigation: Only teleporter → North-east → North-west → South-east → South-east → North-east → North-east → South-west
  • Battle requirement: "making sure to battle the Trainer in the room after each teleport"

Trainer sequence coverage:

  • Psychic (A), (B), (C): Standard Psychic-type specialists with Alakazam, Slowpoke, and Slowbro rosters
  • Channeler (D), (E), (F): Ghost/Poison dual-type specialists with Gastly line Pokemon
  • Psychic (G): Final trainer before Sabrina with advanced Psychic-type team

Strategic navigation options:

  • Healing route: "If you want to heal up before facing Sabrina, the quickest way back out of the Gym from the room with the last Psychic (G) would be through teleporters 6-2-1"
  • Exit route: "north-west, north-east, south-east" directional sequence for Gym exit
  • Comprehensive completion: All 7 trainers defeated before Sabrina encounter for maximum experience and strategy preparation

Psychic trainer specialization:

  • Psychic (A), (B), (C): Evolved Psychic-types including Alakazam line with high Special Attack threats
  • Psychic (G): Advanced team composition with fully evolved Psychic-type Pokemon
  • Strategic approach: Physical attackers with high Attack stats to exploit low Defense values

Effective counter-strategies:

  • Physical priority: Body Slam, Earthquake, and physical Normal-type moves highly effective
  • Speed considerations: Fast physical attackers can outspeed and OHKO many Psychic-types
  • Bulk requirements: Pokemon with adequate Special to survive Psychic-type attacks
  • Status resistance: Prepare for status moves like Disable and confusion effects

Team optimization recommendations:

  • Normal-type advantage: High Attack Normal-types like Snorlax excel with Body Slam
  • Ground-type coverage: Earthquake provides excellent neutral damage against most threats
  • Flying-type utility: Zapdos with Drill Peck provides speed and power combination
  • Experience value: Comprehensive trainer clearing provides substantial experience for Sabrina preparation

Channeler (D), (E), (F) specialization:

  • Ghost/Poison dual-typing: Gastly, Haunter evolution line with unique type combination
  • Strategic weakness exploitation: Poison typing creates vulnerability to Psychic and Ground-type moves
  • Status move concern: Prepare for sleep, confusion, and poison status effects

Effective counter-strategies:

  • Ground-type superiority: Earthquake highly effective against Poison typing component
  • Psychic-type coverage: Psychic moves exploit Poison weakness for super-effective damage
  • Physical limitations: Normal and Fighting-type moves ineffective against Ghost typing
  • Special attack priority: Focus on special attackers for optimal damage output

Battle considerations:

  • Status preparation: Bring healing items for sleep and poison status conditions
  • Type coverage balance: Different approach required compared to pure Psychic-type trainers
  • Speed importance: Outspeed to avoid status move disruption from Gastly line
  • Progression value: Good practice for mixed-type encounters in advanced areas

GameFAQs Red/Blue threat assessment: "Sabrina is not too much of a threat in Pokémon Red and Blue, as her Pokémon are at a more reasonable level to deal with"

Sabrina's Hyper Potion AI pattern:

  • GameFAQs AI documentation: "Sabrina has a 25% chance per turn to use a Hyper Potion on her active Pokémon if it is below 10% of its maximum HP"
  • Healing limitation: "She can only use one Hyper Potion per Pokémon"
  • Strategic implications: Plan for potential healing during critical damage windows

Team composition breakdown:

  • Kadabra (level 38): "potential to be annoying, with Disable and Reflect to prolong the battle and a decently powerful Psychic" but "being level 38 and not fully evolved render it fairly weak"
  • Mr. Mime analysis: "weaker Kadabra, lower levelled and with a worse Psychic-type move in Confusion. It has more Defense, but not enough to make much difference"
  • Venomoth specialty: "not a Psychic-type Pokémon but a dual-type Bug/Poison one, so its Psybeam lacks the power that STAB would give it" and "weak to Fire-, Flying-, Rock- and even Psychic-type moves"
  • Alakazam (Red/Blue): "nowhere near the threat of its Pokémon Yellow counterpart. It's lower levelled and packs the weaker Psybeam instead of Psychic"

Strategic approach optimization:

  • Physical attack priority: "All four of her Pokémon have low Defense, leaving them vulnerable to good physical attacks such as Body Slam, Earthquake and Drill Peck"
  • Recover consideration: "Like Kadabra though, it too has Recover to heal half its maximum HP, so be sure your attacks can do more damage than that"
  • Status move preparation: Beware Venomoth's "irritating status moves in PoisonPowder and Stun Spore"

GameFAQs Yellow escalation: Significantly more challenging than Red/Blue with level 50 Alakazam representing one of the most dangerous Gym Leader Pokemon

Sabrina's X Defend AI pattern:

  • GameFAQs AI documentation: "Sabrina has a 25% chance per turn to use an X Defend on her active Pokémon. She can only use one X Defend per Pokémon"
  • Defensive enhancement: X Defend doubles Defense, potentially neutralizing physical attack strategies
  • Counter-strategy requirement: Plan for enhanced defensive capabilities during battle

Alakazam level 50 threat analysis:

  • Primary danger: "Alakazam is Sabrina's main threat, a high-level Psychic-type Pokémon with excellent stats. It's extremely fast and packs a punch on the special side"
  • Psychic move devastation: "This move can do a lot of damage and has a 33.2% chance of decreasing the target's Special, rendering it even more vulnerable to repeated assaults of Psychic"
  • Recover stalling: "Whittling Alakazam and Kadabra down slowly isn't an option, as they have Recover to heal half of their maximum HP in a turn"
  • Reflect enhancement: "Alakazam also has Reflect to double its Defense, so there's always the chance that a Pokémon with middling Attack won't be able to defeat it quickly enough"

Optimal counter-strategies:

  • High-Attack requirements: "If you can't deal more damage than that in a turn, you have much less chance of winning"
  • Bulky physical attackers: "Bulky Pokémon such as Snorlax can hit it hard with Body Slam"
  • Zapdos optimization: "Zapdos can make short work of it with Drill Peck and a high enough Special to tank a hit"
  • Normal-type abundance: "Normal-type Pokémon are abundant and tend to do well in this regard"

GameFAQs MarshBadge benefits: "Upon defeating Sabrina, she will reward you with MarshBadge, allowing you to control traded Pokémon up to level 70"

Badge progression significance:

  • Traded Pokemon control: Level 70 obedience threshold enables use of high-level traded Pokemon
  • Gym progression: Sixth badge obtained with two remaining (Cinnabar and Viridian) for Elite Four access
  • Strategic milestone: Major difficulty spike overcome, particularly in Yellow version

TM46 Psywave comprehensive analysis:

  • GameFAQs damage mechanics: "TM46 contains Psywave, a move which deals set damage equal to a random value ranging from 1 damage to 1.5 times the user's level"
  • Average damage calculation: "on average it deals damage equal to 0.75 times the user's level"
  • Comparative inferiority: "making it less consistent than Seismic Toss and Night Shade, set damage moves that deal damage equal to the user's level"
  • Strategic evaluation: "The wild variance in Psywave's damage also makes it unreliable. Ultimately, it's worthless, and everything that can learn it also learns the far superior Psychic"

Collection considerations:

  • Unique status: "TM46 is unique though, so might be worth holding on to for completion purposes if nothing else"
  • Practical value: Minimal combat applications due to damage variance and superior alternatives
  • Completionist priority: Value primarily for comprehensive TM collection rather than strategic usage

GameFAQs exit navigation: "No teleporter leads directly to the exit, so, unfortunately, you'll have to make your way back through the teleporters to leave, unless you have an Escape Rope or Dig user to hand"

Optimal exit route:

  • Teleporter sequence: "The quickest route would be 13-6-2-1, which corresponds to north-west, north-east, south-east after taking the teleporter in Sabrina's room"
  • Alternative escape methods: Escape Rope or Dig for immediate Gym exit without teleporter navigation
  • Navigation efficiency: Memorize exit route for future visits or efficient departure

GameFAQs progression guidance:

  • Fuchsia City return: "That's all for Saffron City, so Fly to Fuchsia City"
  • Seafoam Islands preparation: "To explore the Seafoam Islands, you'll need to bring along Pokémon that know Surf and Strength"
  • Articuno capture preparation: "If you're planning on catching Articuno, you should also bring more than a few Ultra Balls and a Pokémon capable of inflicting a status condition—preferably sleep—to increase your capture chance"

Route progression options:

  • Primary route: "From here, you can proceed to Cinnabar Island to earn the seventh Gym Badge by passing through Sea Routes 19 and 20"
  • Seafoam Islands detour: "Along the way, there will be a detour through the Seafoam Islands to pick up some new items and Pokémon, including the Legendary Articuno"
  • Alternative route: "You could also reach Cinnabar Island by surfing south from Pallet Town through Sea Route 21"
  • Strategic completion: Saffron Gym overcome, positioned for Legendary Pokemon acquisition and seventh Gym Badge pursuit

Route 19

0 / 6 completed

GameFAQs notes: "This is a fairly bland route which only offers up a few Trainers to defeat without any items or variety in wild Pokémon." First water route requiring Surf HM, featuring 10 swimming trainers and connection to Seafoam Islands via Route 20.

GameFAQs navigation requirement: Route 19 is the first major water route requiring HM03 Surf to traverse from Fuchsia City southward

Route characteristics:

  • Water-only route: Entirely surfing-based navigation with no land areas
  • Limited variety: GameFAQs notes "fairly bland route" with minimal Pokemon diversity
  • No items available: Route contains no Poke Balls, TMs, or hidden items
  • Trainer focus: Primary content consists of swimming trainer battles

Strategic considerations:

  • Healing preparation: No Pokemon Center access during water route travel
  • Team optimization: Electric-type moves effective against Water-type trainers
  • Navigation planning: Direct path south leads to Route 20 and Seafoam Islands
  • Experience opportunity: 10 trainers provide substantial experience gains

GameFAQs encounter limitation: "without any items or variety in wild Pokémon" - extremely limited Pokemon diversity

Wild Pokemon encounters (Surfing):

  • Tentacool: Primary water encounter, common throughout route
  • Tentacruel: Less common evolved form of Tentacool
  • Encounter rates: Tentacool dominates with very high frequency
  • Limited alternatives: No unique or rare Pokemon available

Strategic Pokemon considerations:

  • Tentacool abundance: May provide easy experience but can become repetitive
  • Type effectiveness: Water/Poison dual-type vulnerable to Electric, Ground, Psychic
  • Catching recommendations: Tentacool adequate for Pokedex completion if needed
  • Route efficiency: Focus on trainer battles rather than wild encounters

GameFAQs Swimmer trainer specialization: Water-type specialists providing consistent challenge and experience

Swimmer trainers (A) through (G):

  • Primary types: Water-type Pokemon with occasional Normal-type additions
  • Common Pokemon: Tentacool, Tentacruel, Goldeen, Seaking variations
  • Battle strategy: Electric-type moves (Thunder, Thunderbolt) highly effective
  • Experience value: Consistent experience gains for team development

Effective counter-strategies:

  • Electric-type moves: Super effective against all Water-type opponents
  • Grass-type moves: Alternative super effective option (Razor Leaf, Petal Dance)
  • Status conditions: Sleep, paralysis effective for capture or easy victories
  • Physical attacks: Many swimmers have lower physical defense

GameFAQs Beauty trainer diversity: Beauty trainers typically use more varied Pokemon types compared to Swimmers

Beauty trainers (H), (I), (J):

  • Pokemon variety: Mixed types including Water, Normal, and occasional Psychic-types
  • Potential encounters: Poliwag, Goldeen, Seaking, and trainer-specific variations
  • Strategy adaptation: Requires more flexible approach than pure Water-type focus
  • Experience rewards: Often higher-level Pokemon for increased experience gains

Advanced battle considerations:

  • Type coverage: Maintain diverse move coverage for mixed-type teams
  • Status moves: Beauty trainers may use status-inducing moves
  • Healing items: Some Beauty trainers may use healing items during battle
  • Prize money: Beauty trainers typically provide higher monetary rewards

GameFAQs Yellow exclusive feature: "In Pokémon Yellow only, you can find the Summer Beach House on the northern shore"

Pikachu's Beach minigame access:

  • Requirements: "If you have a surfing Pikachu in the Game Boy game or the starter Pikachu in the Virtual Console edition"
  • Minigame content: Unique surfing minigame exclusive to Yellow version
  • Novelty focus: "played for the novelty of obtaining a high score"
  • No transfer rewards: "This game has no reward that transfers over to the main game"

Version-specific considerations:

  • Red/Blue players: Summer Beach House not accessible in these versions
  • Yellow players: Optional side content with no gameplay impact
  • Completion perspective: Purely for entertainment rather than progression
  • Access timing: Available once Surf HM obtained and Route 19 reached

GameFAQs progression guidance: "Simply follow the map above to make your way to the southern exit on to Sea Route 20, defeating Trainers (A) to (J) in the process"

Route 19 completion summary:

  • Trainer battles completed: All 10 trainers (7 Swimmers + 3 Beauty trainers) defeated
  • Experience gained: Substantial experience from comprehensive trainer clearing
  • Route navigation: Successful surf-based navigation through first major water route
  • Pokemon encounters: Tentacool/Tentacruel encounters for Pokedex if desired

Route 20 transition preparation:

  • Seafoam Islands approach: Route 20 leads to legendary Articuno encounter location
  • Team status check: Ensure team healthy for continued water route challenges
  • HM requirements: Surf continues to be required for Route 20 navigation
  • Strategic planning: Prepare for Seafoam Islands boulder puzzles and legendary encounter

Route 20 (East)

0 / 5 completed

GameFAQs notes: "Sea Route 20 is another mostly uninteresting route, save for the Seafoam Islands halfway through." Eastern section featuring 4 trainers, limited wild Pokemon variety, and the critical Seafoam Islands western entrance for Articuno legendary encounter.

GameFAQs Route 20 structure: "The map for this area is too wide to display properly, so has been split in three" - massive water route divided into East, Middle, and West sections

Eastern section characteristics:

  • Limited content: GameFAQs notes "mostly uninteresting route" with minimal exploration
  • Trainer focus: Primary content consists of 4 water-based trainers (A-D)
  • Wild Pokemon: Same limited Tentacool/Tentacruel encounters as Route 19
  • Strategic importance: Gateway to Seafoam Islands and legendary Articuno encounter

Navigation approach:

  • Westward progression: Continue surfing west from Route 19 toward Seafoam Islands
  • Trainer clearing: Defeat all 4 trainers for experience and monetary rewards
  • Direct path focus: Minimal backtracking required compared to other routes
  • Seafoam preparation: Ensure team readiness for upcoming legendary encounter

GameFAQs trainer progression: "Surf west, taking on the three Trainers (A) to (C) here before disembarking on to dry land"

Trainer composition breakdown:

  • Swimmer (A): Water-type specialist with standard Tentacool/Goldeen patterns
  • Swimmer (B): Similar water-type focus with potential Seaking encounters
  • Beauty (C): Mixed-type trainer with higher monetary rewards and varied Pokemon
  • Experience optimization: Consistent experience gains before Seafoam Islands challenge

Strategic battle approach:

  • Electric-type advantage: Thunder, Thunderbolt highly effective against water specialists
  • Grass-type alternatives: Razor Leaf, Petal Dance provide super effective coverage
  • Status conditions: Sleep, paralysis effective for easy victories
  • Team preparation: Maintain healthy team status for upcoming legendary encounter

GameFAQs entrance limitation: "The cave to the south marks the eastern entrance of the Seafoam Islands, although you can't reach it from this side of Sea Route 20 without passing through the western entrance first"

Seafoam Islands entrance mechanics:

  • Eastern entrance accessibility: Visible but not immediately accessible from Route 20 East
  • Navigation requirement: Must use western entrance to access internal Seafoam structure
  • Strategic importance: Recognition point for legendary Articuno location ahead
  • Future access: Eastern entrance becomes accessible after internal navigation

Legendary encounter preparation:

  • Articuno anticipation: Legendary Ice/Flying-type encounter awaits inside Seafoam Islands
  • Type effectiveness planning: Electric, Fire, Rock, Steel moves super effective against Articuno
  • Status condition preparation: Sleep, paralysis crucial for legendary capture
  • Poke Ball inventory: Ultra Balls, Timer Balls recommended for legendary encounters

GameFAQs trainer positioning: "Continue a little farther west to find a Beauty (D) in the water to the south-west of this landmass"

Beauty (D) battle characteristics:

  • Strategic positioning: Located southwest of Seafoam Islands landmass for complete trainer clearing
  • Mixed-type specialization: Beauty trainers typically use diverse Pokemon types
  • Enhanced rewards: Higher monetary payouts compared to Swimmer trainers
  • Final trainer: Last opponent before Seafoam Islands entrance

Pre-Seafoam optimization:

  • Experience maximization: Final experience gains before legendary encounter area
  • Team status verification: Ensure all team members healthy and ready
  • Item inventory check: Healing items, Poke Balls, status recovery prepared
  • Strategic positioning: Ideal location for final preparations before cave exploration

GameFAQs entrance guidance: "After defeating her, head on inside the Seafoam Islands western entrance"

Route 20 East completion summary:

  • Trainer battles completed: All 4 trainers (Swimmers A, B + Beauty C, D) defeated
  • Experience optimization: Substantial experience gained before legendary encounter
  • Navigation completion: Successful progression through eastern water route section
  • Seafoam Islands approach: Ready for legendary Articuno encounter sequence

Seafoam Islands transition preparation:

  • Legendary encounter readiness: Team optimized for Ice/Flying-type Articuno battle
  • Boulder puzzle anticipation: HM04 Strength required for internal navigation
  • Cave exploration requirements: Multiple floors with complex navigation challenges
  • Strategic importance: Critical location for obtaining one of three legendary birds

Seafoam Islands

0 / 12 completed

GameFAQs notes: Complex 5-floor cave system featuring legendary Articuno (A-rank), intricate boulder puzzles using HM04 Strength, water current navigation, hidden items (Ultra Ball, Max Elixer, Nugget), and Seel encounters. Non-linear layout allows multiple approaches to reach the legendary Ice/Flying-type Pokemon.

GameFAQs navigation complexity: "There are a few different ways you can tackle the Seafoam Islands, as the layout is very non-linear"

Boulder puzzle mechanics:

  • Strength requirement: HM04 Strength essential for pushing boulders down holes
  • Water current manipulation: "drop them into fast water currents so that you can surf over bodies of water to reach new areas"
  • Puzzle flexibility: Can leave some unsolved if only seeking Articuno encounter
  • Reset mechanism: "leave the floor and come back to it to reset the boulders' positions"

Strategic considerations:

  • Team preparation: Ensure Strength user in party and healthy team for legendary encounter
  • Save optimization: Save before Articuno battle and complex puzzle sections
  • Item inventory: Ultra Balls, status-inducing moves, healing items essential
  • Navigation planning: Multiple paths available for reaching objectives

GameFAQs 1F navigation: "Head north-east, avoiding the stairway on to the upper level, and use Strength to push the boulder into the nearby hole (1). Drop down the same hole afterwards"

Initial puzzle sequence:

  • 1F approach: Northeast path avoiding upper level stairs to reach first boulder
  • Boulder hole (1): Push boulder into hole using Strength, then follow down
  • B1F continuation: "push the boulder down the hole (2) before following it down yourself"
  • Depth progression: Systematic descent through multiple floor levels

Navigation techniques:

  • Sequential dropping: Boulder and player must both descend through holes
  • Path awareness: Avoid incorrect staircases that lead to wrong areas
  • Puzzle preparation: Each floor builds toward water current manipulation
  • Recovery options: Floor reset available if boulder positioning errors occur

GameFAQs B2F-B3F sequence: "Drop the boulder and yourself down one last hole (3)" leading to fast water current encounter

Water current mechanics:

  • B3F automatic transport: "current is too fast to surf properly, and you'll be whisked down to B4F"
  • Current direction: Strong southward flow toward deepest floor level
  • Navigation limitation: Cannot control movement in fast-flowing sections
  • Strategic importance: Current must be blocked to access Articuno area

B4F arrival preparation:

  • Automatic positioning: Current deposits player in specific B4F location
  • Initial exploration: Small land areas accessible for item collection
  • Hidden item opportunity: Ultra Ball hidden in southern rock area
  • Navigation planning: Prepare for complex multi-floor boulder manipulation

GameFAQs B4F exploration: "surf east and disembark on to the tiny patch of land here. Examine the rock to the south to find a hidden Ultra Ball"

Hidden Ultra Ball location:

  • Access method: Surf east from current termination point
  • Examination target: Rock formation south of small land patch
  • Item significance: Ultra Ball crucial for legendary Articuno capture
  • Collection priority: Obtain before proceeding to complex puzzle areas

Plateau navigation strategy:

  • Northern plateau access: "surf north to disembark on to a plateau"
  • Ladder selection: "Ignore the first ladder here and instead head west and south to find another ladder (1)"
  • Strategic movement: Specific path required to reach B3F puzzle area
  • Navigation precision: Correct ladder choice essential for progression

GameFAQs B3F complex puzzle: Four boulders and two holes requiring precise manipulation to block water current

Hidden Max Elixer discovery:

  • Location guidance: "There is a lone rock here which contains a hidden Max Elixer"
  • Access path: "head farther east, then south at the fork" on plateau level
  • Item significance: Max Elixer restores all PP for team preparation
  • Collection timing: Obtain before engaging in boulder manipulation

Critical boulder sequence:

  • Setup phase: "push it to the west, just enough that you can push the leftmost boulder south one tile into the hole (4)"
  • Secondary manipulation: "Push the right one up into the corner, and then push the left one south one tile, west two tiles and south one tile into the other hole (5)"
  • Current blocking: Both boulders must be positioned to stop B4F water flow
  • Critical warning: "If you accidentally drop down to B4F before blocking off the current with the two boulders, you'll automatically be pushed on to the nearby plateau"

GameFAQs Articuno access: "Surf all the way north and ascend the plateau here to find Articuno. Be sure to save before engaging it in battle"

Articuno battle analysis:

  • Ice Beam threat: "very dangerous, with 95 power and STAB coming off Articuno's very high Special"
  • Freeze risk: "10.2% chance to freeze the target, which is devastating without an Ice Heal or Full Heal"
  • Peck weakness: "comparatively nothing to worry about, so if things go badly, you can reset and hope Articuno wastes turns using it"
  • Type resistances: "Water- and Ice-type Pokémon resist Ice Beam, and Ice-type Pokémon have the bonus of being immune to its freezing side effect"

Optimal capture strategy:

  • Status condition priority: "sleep greatly increases your capture chance" - Sleep most effective status
  • Maximum capture rate: "Ultra Ball and reducing Articuno's HP to lower than 1/3 of its maximum gives you the highest chance to capture it, at ~19.2% per throw"
  • Status comparison: Other status conditions provide ~10.6% per throw, no status only ~2.6%
  • GameFAQs A-rank evaluation: "high-level Legendary Pokémon with extremely good stats, a very nice Ice/Flying typing and excellent matchups for the rest of the game"

GameFAQs Seel evaluation (C-rank): "Though you can find Seel in the Seafoam Islands, it is worth waiting until Cinnabar Island to get a traded one with a 1.5× experience boost"

Seel encounter analysis:

  • Location availability: Wild Seel encounters available throughout Seafoam Islands water areas
  • Trade optimization: Cinnabar Island trade provides significant experience bonus
  • Dewgong potential: "excellent Water/Ice typing, average stats and a small but workable movepool"
  • Strategic recommendation: Delay capture for trade optimization unless immediate team need

Water area Pokemon diversity:

  • Primary encounters: Seel dominates wild Pokemon encounters in cave water areas
  • Encounter frequency: Consistent availability across multiple floor levels
  • Alternative sources: Cinnabar Island trade provides better experience gain option
  • Collection timing: Consider trade route for optimal Dewgong development

GameFAQs post-Articuno navigation: Complex multi-floor sequence to reach hidden Nugget and eastern exit

B2F hidden Nugget location:

  • Access sequence: "Take the ladder (1) to B3F slightly to the north-east" then proceed through specific route
  • Exact location: "examine the lone rock against the southern wall to uncover a hidden Nugget"
  • Monetary value: Nugget provides 5000 Poke Dollars when sold
  • Collection strategy: Part of comprehensive item collection before exit

Multi-floor navigation sequence:

  • B3F to B2F: "loop down to the south and take the other ladder (2) here"
  • B2F to B1F: "Ascend on to the plateau above you and take the ladder (3) to the north"
  • B1F to 1F: "take the ladder (4) back up to 1F" via specific plateau route
  • Navigation precision: Exact ladder sequence required for eastern exit access

GameFAQs eastern puzzle sequence: Second major boulder puzzle required for accessing eastern exit and completing island traversal

Eastern boulder manipulation:

  • 1F eastern area: "Head all the way east and descend off the plateau near another bolder and hole (6)"
  • Boulder sequence: "Push the boulder down the hole and follow it down afterwards"
  • B1F continuation: "Drop the boulder down the hole (7) again and fall in after it once more"
  • B2F finalization: "Push the boulder down one more hole (8) and follow it for the final time"

Current manipulation completion:

  • B3F current blocking: "If you have pushed both boulders down as directed, the current on B3F will no longer automatically carry you towards B4F"
  • Navigation freedom: Both major currents now blocked for complete island access
  • Eastern exit preparation: All requirements met for reaching eastern entrance
  • Comprehensive completion: Both Articuno encounter and full exploration achieved

GameFAQs eastern exit sequence: "ascend the plateau to the east and take the ladder (5) to the south up to B2F" followed by systematic floor ascension

Exit navigation completion:

  • B3F to B2F: Specific ladder (5) provides access to upper level progression
  • B2F to B1F: "Take the other ladder (6) here up to B1F" continuing upward sequence
  • B1F to 1F: "Again, take the other ladder (7) up one floor" for final ascension
  • Eastern entrance emergence: "You'll emerge right outside the eastern entrance of the Seafoam Islands"

Route 20 West transition:

  • Access achievement: Eastern exit provides direct access to Route 20 western section
  • Complete traversal: Full Seafoam Islands exploration and navigation accomplished
  • Progression continuity: Seamless transition to western Route 20 content
  • Strategic completion: All objectives achieved including legendary capture and comprehensive exploration

GameFAQs exit alternatives: "You could use an Escape Rope or Dig to quickly exit back to your last-used Pokémon Center if your team is in poor condition"

Emergency exit options:

  • Escape Rope efficiency: Instant transportation to last Pokemon Center for team healing
  • Dig move utility: Same function as Escape Rope if team member knows the move
  • Team condition assessment: Consider health status after Articuno encounter
  • Strategic timing: Emergency exit vs. complete exploration decision

Exploration completion benefits:

  • Item collection maximization: Ultra Ball, Max Elixer, Nugget acquisition
  • Navigation mastery: Complete understanding of complex cave system
  • Route 20 West access: Direct progression to western section trainers
  • Comprehensive achievement: Full legendary location exploration and mastery

GameFAQs Route 20 West assessment: "The western half of Sea Route 20 is no more interesting than the eastern half, so simply surf west, defeating Trainers (E) to (J), before arriving on the shores of Cinnabar Island"

Route 20 West trainer composition:

  • Jr. Trainer♀ (E): Mixed-type trainer with varied Pokemon selection
  • Swimmer (F): Water-type specialist similar to eastern section trainers
  • Bird Keeper (G): Flying-type specialist providing type diversity
  • Beauty (H) and (J): Enhanced monetary rewards with mixed Pokemon types
  • Jr. Trainer♀ (I): Additional mixed-type encounters for experience

Cinnabar Island preparation:

  • Alternative route preview: "There's another route you could have used to get to Cinnabar Island that has a few Trainers to battle and a new wild Pokémon"
  • Route 21 consideration: Alternative path from Pallet Town with additional content
  • Strategic flexibility: Multiple approaches to reaching Fire-type Gym destination
  • Comprehensive exploration: Both Route 20 and Route 21 options available for complete content coverage

Route 20 (West)

0 / 7 completed

GameFAQs notes: "The western half of Sea Route 20 is no more interesting than the eastern half, so simply surf west, defeating Trainers (E) to (J), before arriving on the shores of Cinnabar Island." Final water route section featuring diverse trainer types and direct progression to Fire-type Gym location.

GameFAQs Route 20 West assessment: "The western half of Sea Route 20 is no more interesting than the eastern half" - similar water route structure with trainer focus

Western section characteristics:

  • Limited exploration: Straightforward water route with minimal side content
  • Trainer diversity: 6 trainers (E-J) with varied types compared to eastern section's water focus
  • Direct progression: Straight path to Cinnabar Island Fire-type Gym destination
  • Final water section: Concludes extensive surfing sequence from Route 19 onwards

Strategic considerations:

  • Team optimization: Prepare for diverse trainer types before Cinnabar Island challenges
  • Experience maximization: Final trainer encounters before major Gym challenge
  • Fire-type preparation: Consider type advantages for upcoming Cinnabar Gym
  • Healing planning: Ensure team health for Cinnabar Island Pokemon Mansion exploration

GameFAQs trainer progression initiation: First of six western section trainers providing experience and monetary rewards

Jr. Trainer♀ (E) characteristics:

  • Mixed-type specialization: Jr. Trainer classes typically use diverse Pokemon types
  • Moderate challenge level: Balanced team requiring flexible battle approach
  • Experience optimization: Good experience gains for team development before Gym challenge
  • Strategic positioning: Sets tone for western section's trainer diversity

Battle approach optimization:

  • Type coverage assessment: Maintain diverse movepool for unknown Pokemon types
  • Status move preparation: Sleep, paralysis effective against varied opponents
  • Healing conservation: Efficient battles to preserve resources for upcoming challenges
  • Experience distribution: Consider experience allocation across team members

GameFAQs Swimmer specialization consistency: Water-type specialist similar to eastern section but with potential team variations

Swimmer (F) battle characteristics:

  • Water-type focus: Predictable type specialization with established counter-strategies
  • Potential team variations: May include evolved forms or different Pokemon than eastern trainers
  • Electric-type advantage: Thunder, Thunderbolt remain highly effective
  • Grass-type alternatives: Razor Leaf, Petal Dance provide super effective coverage

Advanced battle considerations:

  • Move variety assessment: Western trainers may have enhanced movesets
  • Level progression: Potentially higher levels than eastern section encounters
  • Type effectiveness mastery: Reinforce Electric/Grass advantage understanding
  • Resource management: Efficient victories to conserve PP and health

GameFAQs type diversity introduction: Bird Keeper represents significant departure from Water-type focus with Flying-type specialization

Bird Keeper (G) strategic analysis:

  • Flying-type specialization: Likely includes Pidgeot, Fearow, or evolved bird Pokemon
  • Electric-type advantage: Thunder, Thunderbolt super effective against Flying-types
  • Rock-type effectiveness: Rock Slide, Rock Throw provide super effective coverage
  • Ice-type alternatives: Ice Beam effective if available in team movepool

Battle optimization strategy:

  • Type advantage exploitation: Electric moves provide dual effectiveness (water routes + flying opponents)
  • Speed consideration: Flying-types often have high speed requiring priority moves or status conditions
  • Physical vs. Special: Many Flying-types have lower Special Defense vulnerability
  • Weather immunity: Flying-types immune to Ground-type moves but vulnerable to widespread Electric coverage

GameFAQs Beauty trainer premium characteristics: Enhanced monetary rewards and diverse Pokemon types typical of Beauty trainer class

Beauty (H) battle features:

  • Mixed-type diversity: Beauty trainers typically use varied Pokemon types for unpredictable challenges
  • Enhanced prize money: Higher monetary rewards compared to other trainer classes
  • Potential status moves: Beauty trainers may employ status-inducing strategies
  • Evolved Pokemon likelihood: Often feature higher-level or evolved Pokemon forms

Strategic battle approach:

  • Flexible team composition: Maintain diverse movepool coverage for unknown types
  • Status condition preparedness: Beauty trainers may use sleep, charm, or other status effects
  • Healing item management: Consider using healing items if battle becomes prolonged
  • Experience optimization: Higher-level opponents provide substantial experience gains

GameFAQs final trainer sequence: Conclude Route 20 West with two remaining trainers before Cinnabar Island arrival

Jr. Trainer♀ (I) and Beauty (J) characteristics:

  • Jr. Trainer♀ (I): Second Jr. Trainer with potentially varied team compared to trainer (E)
  • Beauty (J): Second Beauty trainer with enhanced rewards and mixed-type challenges
  • Escalating difficulty: Final trainers may have higher levels as approach to Gym destination
  • Experience maximization: Last opportunities for substantial experience before Cinnabar challenges

Pre-Cinnabar optimization:

  • Team level assessment: Ensure adequate levels for Fire-type Gym and Pokemon Mansion
  • Movepool evaluation: Consider move compatibility for upcoming Fire-type encounters
  • Resource inventory: Verify healing items, Poke Balls, and strategic items availability
  • Type advantage preparation: Water, Ground, Rock moves effective against Fire-types

GameFAQs Cinnabar Island arrival: "simply surf west, defeating Trainers (E) to (J), before arriving on the shores of Cinnabar Island"

Route 20 West completion summary:

  • Trainer battles completed: All 6 western trainers (Jr. Trainer♀ E, Swimmer F, Bird Keeper G, Beauty H, Jr. Trainer♀ I, Beauty J) defeated
  • Type diversity mastered: Successfully navigated Water, Flying, and mixed-type challenges
  • Experience optimization: Substantial team development before major Gym challenge
  • Cinnabar Island approach: Ready for Fire-type Gym and Pokemon Mansion exploration

GameFAQs alternative route consideration:

  • Route 21 alternative: "There's another route you could have used to get to Cinnabar Island that has a few Trainers to battle and a new wild Pokémon for Pokémon Red and Blue players to catch"
  • Pallet Town access: "keep your Surf user handy, Fly to Pallet Town and then start surfing to the south"
  • Comprehensive exploration: Route 21 provides additional content for complete regional coverage
  • Version-specific content: New wild Pokemon available for Red/Blue players via alternative route

Route 21

0 / 8 completed

GameFAQs notes: "Sea Route 21 once again has nothing of real interest except Trainers to encounter, as well as a small patch of tall grass near the northern exit where Pokémon Red and Blue players can catch Tangela." Alternative southern route to Cinnabar Island featuring 9 diverse trainers and version-specific Grass-type encounters.

GameFAQs alternative route context: "There's another route you could have used to get to Cinnabar Island that has a few Trainers to battle and a new wild Pokémon for Pokémon Red and Blue players to catch"

Route 21 access strategy:

  • Pallet Town departure: "keep your Surf user handy, Fly to Pallet Town and then start surfing to the south"
  • Southern water route: Direct path from Pallet Town to Cinnabar Island via Route 21
  • Trainer variety: 9 trainers (A-I) with diverse specializations compared to Route 20's structure
  • Version-specific content: Red/Blue exclusive Tangela encounters in tall grass patch

Route comparison advantages:

  • Trainer diversity: Fisherman, Cue Ball, and Swimmer combinations provide varied battles
  • Pokemon encounters: Tangela availability exclusive to this route for Red/Blue players
  • Experience optimization: Additional trainer battles for team development
  • Exploration completeness: Covers all available water routes for comprehensive regional coverage

GameFAQs Tangela encounter location: "a small patch of tall grass near the northern exit where Pokémon Red and Blue players can catch Tangela"

Tangela (D-rank) strategic assessment:

  • GameFAQs evaluation: "Available too late and low level to be of much use, Tangela suffers from a terrible movepool and poor stat distribution alongside a mediocre mono-grass typing"
  • Movepool limitations: "limited to Grass- and Normal-type moves with a poor Attack stat"
  • Timing disadvantage: Late-game availability reduces utility for main story progression
  • Version exclusivity: Red/Blue only - Yellow players cannot encounter Tangela here

Collection considerations:

  • Pokedex completion: Required for complete Red/Blue Pokedex despite low battle utility
  • Grass-type coverage: Alternative to other Grass-types if needed for type diversity
  • Trade value: Potential trade material for version-exclusive exchanges
  • Optional encounter: Can be skipped for speedrun-focused playthroughs

GameFAQs Fisherman trainer progression: Four Fisherman trainers (A, B, E, F) providing Water-type specialist encounters throughout route

Fisherman battle characteristics:

  • Water-type specialization: Consistent focus on Water-type Pokemon similar to Route 19/20 encounters
  • Strategic distribution: Spread throughout route providing consistent battle opportunities
  • Type advantage exploitation: Electric and Grass moves remain highly effective
  • Experience rewards: Multiple encounters for substantial team development

Battle optimization strategy:

  • Electric-type dominance: Thunder, Thunderbolt provide super effective coverage
  • Grass-type alternatives: Razor Leaf, Petal Dance effective for non-Electric team compositions
  • PP conservation: Multiple Water-type encounters require efficient move usage
  • Level progression: Fisherman encounters may feature evolved Water-types at higher levels

GameFAQs type diversity introduction: Cue Ball (C) provides Fighting-type specialist encounter, diverging from Water-type focus

Cue Ball (C) battle analysis:

  • Fighting-type specialization: Likely includes Machop, Machoke, or Fighting-type evolutions
  • Psychic-type advantage: Psychic moves super effective against Fighting-types
  • Flying-type effectiveness: Flying moves provide super effective coverage
  • High Attack consideration: Fighting-types typically have high Attack stats requiring defensive strategy

Strategic battle approach:

  • Type advantage priority: Psychic moves (Confusion, Psychic) most effective
  • Speed consideration: Fighting-types often slower, allowing first-strike advantages
  • Physical Defense: High Attack opponents require bulky Pokemon or quick defeats
  • Status effects: Sleep, paralysis effective for controlling high-damage opponents

GameFAQs Swimmer concentration: Three Swimmer trainers (D, G, H) providing additional Water-type specialist encounters

Swimmer battle progression:

  • Water-type consistency: Maintains route's Water-type focus alongside Fisherman encounters
  • Potential team variations: Swimmers may feature different Water-type compositions than Fishermen
  • Enhanced difficulty: Later Swimmer encounters may have higher levels or evolved Pokemon
  • Type coverage reinforcement: Multiple Water-type battles solidify Electric/Grass advantage understanding

Advanced Water-type strategy:

  • Move diversity assessment: Different Water-type trainers may employ varied movesets
  • Dual-type considerations: Some Pokemon may have secondary types affecting strategy
  • Resource management: Seven total Water-type specialists require efficient PP usage
  • Experience optimization: Multiple encounters provide substantial leveling opportunities

GameFAQs final trainer encounter: Swimmer (I) concludes Route 21's 9-trainer progression before Cinnabar Island arrival

Swimmer (I) final battle characteristics:

  • Route conclusion: Last trainer before Cinnabar Island Fire-type challenges
  • Potential enhanced difficulty: Final encounter may feature highest-level Water-types
  • Type mastery demonstration: Culmination of Water-type battle experience
  • Experience maximization: Final opportunity for substantial team development

Pre-Cinnabar strategic assessment:

  • Team evaluation: Assess team levels for Fire-type Gym challenges ahead
  • Move compatibility: Verify Water, Ground, Rock moves for Fire-type advantages
  • Resource inventory: Check healing items, Poke Balls, and strategic materials
  • Type preparation: Route 21 experience provides excellent Water-type mastery for Fire-type counters

GameFAQs Cinnabar Island approach: "Continue south to reach Cinnabar Island" following defeat of all 9 trainers

Route 21 completion summary:

  • Trainer battles completed: All 9 trainers defeated (4 Fishermen, 1 Cue Ball, 4 Swimmers)
  • Type diversity mastered: Water-type specialization with Fighting-type variation
  • Version-specific content: Tangela encounters completed for Red/Blue players
  • Experience optimization: Substantial team development through diverse trainer encounters

Alternative route benefits realized:

  • Comprehensive exploration: All water routes to Cinnabar Island explored (Route 20 + Route 21)
  • Enhanced preparation: Additional trainer battles provide superior team preparation
  • Pokedex advancement: Tangela encounters contribute to completion goals
  • Strategic choices: Demonstrates multiple viable paths for regional progression

GameFAQs route comparison analysis: Route 21 as documented alternative to Route 19-20-Seafoam Islands progression

Route 21 advantages:

  • Trainer variety: 9 diverse trainers vs Route 20's 10 trainers with different type distribution
  • Version-specific content: Tangela encounters exclusive to Route 21 for Red/Blue
  • Direct progression: Pallet Town to Cinnabar without complex cave navigation
  • Fighting-type experience: Cue Ball provides Fighting-type battles absent from Route 20

Route 20 advantages:

  • Legendary encounter: Articuno access via Seafoam Islands unavailable on Route 21
  • Hidden items: Ultra Ball, Max Elixer, Nugget collection opportunities
  • Complex exploration: Seafoam Islands provide substantial additional content
  • Trainer count: Slightly more trainers when including Seafoam Islands encounters

Optimal strategy recommendations:

  • Completionist approach: Use both routes for maximum trainer battles and content coverage
  • Legendary priority: Route 20 essential for Articuno encounter
  • Speed considerations: Route 21 faster for direct Cinnabar access
  • Version optimization: Red/Blue should consider Route 21 for Tangela, Yellow less critical

Cinnabar Island

0 / 8 completed

GameFAQs notes: "The Fiery Town of Burning Desire" - Fire-type Gym location with locked access requiring Pokemon Mansion key retrieval. Features comprehensive Pokemon Laboratory with fossil resurrection (Omanyte B-rank, Kabuto C-rank, Aerodactyl D-rank), version-specific in-game trades, and TM35 Metronome acquisition.

GameFAQs Cinnabar Island introduction: "The Fiery Town of Burning Desire" representing the Fire-type Gym destination

Gym access requirements:

  • Locked Gym status: "The Gym here is locked until you retrieve the key from the nearby Pokémon Mansion"
  • Pokemon Mansion location: "located to the north-west of the island"
  • Preparation opportunities: Laboratory access and in-game trades available before Mansion exploration
  • Trade Pokemon priority: "worth visiting quickly to catch a Pokémon for an in-game trade"

Island strategic priorities:

  • Fossil resurrection: Old Amber, Helix Fossil, Dome Fossil processing via Pokemon Laboratory
  • In-game trading: Version-specific trades for Pokedex completion and team enhancement
  • TM collection: TM35 Metronome acquisition for move diversity
  • Pokemon Mansion preparation: Fire-type Pokemon catching for beneficial trades

GameFAQs preparation requirements: "Before you clear out Pokémon Mansion in its entirety, retrieve your Old Amber and Dome Fossil or Helix Fossil from the PC"

Fossil inventory management:

  • Old Amber source: Obtained from Pewter Museum of Science rear entrance
  • Helix Fossil (Red/Yellow): Mt. Moon fossil choice for Omanyte resurrection
  • Dome Fossil (Blue/choice): Mt. Moon fossil choice for Kabuto resurrection
  • Strategic timing: Fossil resurrection before Pokemon Mansion completion for immediate training opportunities

Trade Pokemon preparation:

  • Red/Blue requirements: Raichu, Venonat, Ponyta for laboratory trades
  • Yellow requirements: Golduck, Growlithe, Kangaskhan for enhanced trade options
  • Pokemon Mansion priority: Catch Fire-type Pokemon (Ponyta/Growlithe) for immediate trading
  • Experience optimization: Trade for Pokemon with boosted experience rates

GameFAQs Laboratory structure: "The three rooms from west to east are the Meeting Room, R-and-D Room and Testing Room"

Meeting Room trade opportunities:

  • Red/Blue trade 7/9: Raichu ↔ Electrode with old man
  • Yellow trade 4/7: Golduck ↔ Rhydon with old man
  • Red/Blue trade 8/9: Venonat ↔ Tangela with woman
  • Yellow trade 5/7: Growlithe ↔ Dewgong with woman

Trade dialogue quirk:

  • Raichu evolution error: "After trading Raichu away to this man, talking to him again will prompt him to say that Raichu evolved, even though Raichu has no evolved form"
  • Translation holdover: "This mistake is a holdover from the Japanese version of Pokémon Blue, where you trade this man a Kadabra instead, which does evolve via trading"
  • Version differences: Yellow provides superior trade options (Rhydon, Dewgong) with enhanced battle utility
  • Pokedex advancement: All trades contribute to completion goals

GameFAQs R-and-D Room features: "you can speak to the Scientist in the top-right corner to receive TM35 (Metronome)"

TM35 Metronome characteristics:

  • Move functionality: "a move that randomly selects any other move in the game to execute"
  • Unpredictable nature: "Because of its unpredictable nature and likelihood of not picking a useful move, it is not seriously recommended"
  • Entertainment value: "though it can be amusing" for casual play experiences
  • Unique status: "The TM for Metronome is unique, so you might want to keep it for that reason alone"

Strategic TM management:

  • Collection priority: Acquire for completionist goals despite limited battle utility
  • Move learning consideration: Available to Pokemon like Clefairy, Clefable, Mew
  • Battle unreliability: Random move selection unsuitable for consistent strategies
  • Novelty preservation: Unique TM status justifies retention for collection purposes

GameFAQs Testing Room function: "The main attraction of the Pokémon Laboratory is the Testing Room, where you can speak to the scientist in the back to revive the Fossils you received earlier in the game"

Fossil resurrection options:

  • Helix Fossil → Omanyte: "The Helix Fossil and Dome Fossil from Mt. Moon can be revived into Kabuto and Omanyte respectively"
  • Dome Fossil → Kabuto: Alternative Mt. Moon fossil choice with different strategic benefits
  • Old Amber → Aerodactyl: "the Old Amber from the rear entrance of the Pewter Museum of Science can be revived into Aerodactyl"
  • Processing requirement: "You'll need to exit and re-enter the building after leaving your Fossil with the scientist to receive your new prehistoric Pokémon"

Resurrection process workflow:

  • Fossil delivery: Give fossils to Testing Room scientist
  • Exit requirement: Leave Pokemon Laboratory building
  • Re-entry collection: Return to Testing Room for completed Pokemon
  • Team integration: Evaluate resurrected Pokemon for immediate team inclusion

GameFAQs fossil Pokemon tier rankings: Comprehensive evaluation of resurrected prehistoric Pokemon for team integration

Omanyte (B-rank) - Superior choice:

  • Type advantages: "Rock/Water which grants it resistance to extremely common Normal-type moves"
  • Statistical strength: "high Special stat and a good typing"
  • Training opportunities: "It can be trained up to evolve at level 40 against the many upcoming Fire-type Pokémon"
  • Strategic utility: Water-type moves effective against Fire-type Gym and upcoming challenges

Kabuto (C-rank) - Moderate alternative:

  • Similar foundation: "very similar to Omanyte, sharing the same typing and a similar movepool"
  • Statistical trade-offs: "more uneven stat distribution which makes it much frailer and gives it weaker special attacks"
  • Physical orientation: "It trades this in for better Attack and Speed, which wasn't worth it"
  • Inferior choice: Omanyte generally preferred for balanced stat distribution

Aerodactyl (D-rank) - Limited utility:

  • Movepool limitations: "cool Pokémon cursed with a horrible movepool"
  • Speed redundancy: "Amazingly high Speed is something of a waste in-game"
  • Attack limitations: "though it has good Attack it doesn't have much to work with outside of the mediocre Fly and Double-Edge"
  • Collection value: Primarily valuable for Pokedex completion rather than battle utility

GameFAQs Testing Room additional trades: Final trade opportunities within fossil resurrection area

Testing Room trade options:

  • Red/Blue trade 9/9: Ponyta ↔ Seel with bottom scientist
  • Yellow trade 6/7: Kangaskhan ↔ Muk with bottom scientist
  • Version optimization: Yellow provides evolved/rare Pokemon (Muk) vs basic forms
  • Trade completion: Final in-game trades for comprehensive Pokedex advancement

Trade strategic considerations:

  • Dewgong training advantage: "If you want to use Dewgong on your team, it is worth coming in to catch a Ponyta or Growlithe and then immediately leaving to trade it away"
  • Experience boost: "Dewgong can be trained up well in this area due to the presence of all the Fire-type Pokémon. It should also level up rather quickly due to its boosted 50% experience rate"
  • Type effectiveness: Water/Ice typing excellent against upcoming Fire-type challenges
  • Immediate utility: Traded Pokemon available for Pokemon Mansion exploration

GameFAQs Pokemon Mansion transition: "Leave the Pokémon Laboratory and make your way to the Pokémon Mansion to the north-west of the island"

Laboratory completion checklist:

  • All fossils resurrected: Omanyte/Kabuto and Aerodactyl obtained and evaluated
  • All trades completed: Version-specific trades executed for Pokedex advancement
  • TM35 acquired: Metronome TM collected for move collection completeness
  • Team assessment: Resurrected Pokemon evaluated for Pokemon Mansion challenges

Pokemon Mansion preparation:

  • Fire-type encounters: Upcoming Fire-type Pokemon for experience and catching opportunities
  • Secret Key objective: Primary goal to unlock Cinnabar Gym access
  • Team optimization: Water, Ground, Rock-type moves effective against Fire-types
  • Item preparation: Ensure adequate Poke Balls, healing items, and strategic resources

Strategic advantages gained:

  • Fossil Pokemon diversity: B-rank Omanyte provides excellent Water-type coverage
  • Trade Pokemon utility: Enhanced team options through version-specific exchanges
  • Move diversity: TM35 adds unique move option for compatible Pokemon
  • Pokedex advancement: Significant progress toward completion goals

Pokemon Mansion

0 / 12 completed

GameFAQs notes: Complex 4-floor mansion (1F, 2F, 3F, B1F) featuring secret switch puzzles, gate mechanisms, diverse Fire/Poison-type Pokemon encounters, premium items including TM14 Blizzard and TM22 SolarBeam, 6 trainers (Burglar and Scientist types), and the crucial Secret Key required for Cinnabar Gym access. Features highest pre-Elite Four experience grinding opportunities.

GameFAQs Pokemon Mansion strategic value: Premier experience grinding location with complex multi-floor navigation system

Experience grinding optimization:

  • Red players (3F): "will average over 600 experience points per battle" - highest pre-Elite Four rates
  • Blue players (3F): "will still average over 550" experience points per encounter
  • Yellow players (B1F): "earning over 600 on average per battle" with superior late-game alternatives available
  • Pre-Elite Four supremacy: "offers the highest average number of experience points per wild encounter in the game before the Elite Four and post-game areas"

Mansion structure and objectives:

  • 4-floor complex: 1F (entry), 2F (trainer encounters), 3F (Magmar/switch puzzles), B1F (Secret Key/premium items)
  • Secret switch system: "Pressing these switches toggles the appearance of gates that appear throughout the Pokémon Mansion"
  • Primary objective: Secret Key acquisition for Cinnabar Gym access
  • Secondary benefits: Unique TMs, rare Pokemon encounters, valuable items

GameFAQs Pokemon Mansion encounter diversity: Fire and Poison-type specialists with version-specific availability

Fire-type encounters (D-rank):

  • Ponyta (Red/Blue): "Now available in Pokémon Red and Blue, Ponyta isn't any better than its Pokémon Yellow counterpart, a mediocre Fire-type Pokémon with a poor movepool but decent stats"
  • Growlithe (Yellow): "While Growlithe isn't any different in Pokémon Yellow, it is available much later, coming at a lower level relative to the rest of your team"
  • Magmar (Blue priority): "Fire is one of the weaker types in these games, and Magmar is possibly the worst Pokémon to have the unfortunate typing"
  • Type disadvantage: "Fire is a bad type at this point, next to useless in upcoming fights"

Poison-type encounters (D-rank):

  • Grimer/Muk (Red/Blue): "Grimer is now obtainable in Pokémon Red and Blue, better caught as the rare Muk, but still not a very useful Pokémon"
  • Koffing/Weezing: "Koffing has decent stats, a thin but workable movepool and evolves fairly soon at level 35"
  • Type limitations: "Poison is a poor typing with underwhelming STAB moves"
  • Coverage problems: "mediocre STAB moves have bad coverage and it fares poorly in the remaining fights of the game"

Special encounters:

  • Ditto (Yellow B1F): "The worst Pokémon in the game has even worse availability in Pokémon Yellow. With a poor, one-dimensional gimmick and terrible stats" - F-rank rating
  • Collection value: Despite poor battle utility, all encounters valuable for Pokedex completion
  • Trade potential: Fire-types useful for Cinnabar Island laboratory trades

GameFAQs 1F navigation strategy: Initial floor with hidden items and staircase access to upper floors

1F item collection:

  • Hidden Moon Stone: "Head north and examine the fifth pillar on the right to find a hidden Moon Stone"
  • Escape Rope acquisition: "Proceed north-east past the staircase and pick up the Escape Rope out in the open"
  • Strategic item value: Moon Stone for evolution planning, Escape Rope for emergency mansion exit
  • Navigation setup: "return to the staircase (1) and ascend it" for systematic floor progression

Floor transition strategy:

  • Systematic exploration: 1F → 2F → 3F → B1F progression for complete coverage
  • Switch preparation: Understanding gate system before activating switches
  • Return planning: Multiple exit strategies via Escape Rope, Dig, or manual navigation
  • Item prioritization: Collect accessible items before engaging switch puzzles

GameFAQs 2F and 3F navigation: "You will return to this floor shortly, but first take a quick detour up to the next floor by taking the other staircase (2)"

3F Magmar priority (Blue players):

  • Version-specific advantage: "This floor gives Pokémon Blue players the highest chance of catching Magmar"
  • Burglar (A) encounter: "Speak to the Burglar (A) here to engage in battle. Interestingly, the Burglars in this area don't battle you on sight and you must initiate the battle by talking to them instead"
  • Positioning warning: "it is possible to trap yourself in the Pokémon Mansion by initiating the battle with this Burglar while standing in the small gap to the right of the table here"
  • Trap escape methods: "the only way to leave the area would be to either use an Escape Rope or Dig, or have your entire team black out"

3F item collection:

  • Hidden Max Revive: "Take the short and narrow western path and examine the rock at the end to uncover a hidden Max Revive"
  • Max Potion acquisition: "head to the south-western corner of the room to pick up a Max Potion in plain sight"
  • 2F return strategy: "That's all for this section of the floor, so return downstairs to 2F"

2F systematic clearing:

  • Burglar (B) battle: "Head south into a small room and fight the Burglar (B) here"
  • Calcium collection: "make your way to the room in the north-eastern corner of this floor, where at the very end you can find a Calcium"
  • Staircase progression: "Head back out and into the room in the north-western corner of the floor, then take the staircase (3) up one floor"

GameFAQs switch system explanation: "Pressing these switches toggles the appearance of gates that appear throughout the Pokémon Mansion"

Gate system mechanics:

  • Default gate states: "By default, the gates marked in blue on the maps above are engaged, and the gates marked in green are disengaged"
  • Switch activation effects: Each switch toggles specific gates throughout the mansion
  • Strategic navigation: "Hit the switch to disengage gate to the south-east, then head through the previously barricaded area"
  • Progressive unlocking: Multiple switches required for complete mansion access

3F switch implementation:

  • Iron collection: "Proceed east through a few rooms to find an Iron out in the open"
  • First switch location: "Retrace your steps back through a couple of rooms and you'll find a statue that you passed earlier which contains a secret switch"
  • Scientist (C) access: Switch activation enables encounter with Scientist (C) in previously barricaded area
  • Floor dropping mechanics: "Near this Scientist are two paths leading into nothingness, and taking them will drop you down a floor or two"

GameFAQs floor dropping strategy: "You'll want to drop down to 1F, so take the left path down"

1F Scientist encounter:

  • Scientist (D) battle: "You'll land near another Scientist (D) to battle to the south"
  • Carbos collection: "Between the two rows of potted plants to his south, you can find a Carbos"
  • B1F access: "Proceed down the nearby staircase (4)" for basement exploration
  • Strategic positioning: Optimal route for B1F entry after completing upper floor objectives

B1F preparation:

  • Ditto availability (Yellow): "Pokémon Yellow players can finally catch a Ditto on this floor"
  • Premium items ahead: TM14 Blizzard and TM22 SolarBeam await collection
  • Secret Key objective: Primary mansion goal located on basement floor
  • Final trainer encounters: Remaining Burglar and Scientist battles on B1F

GameFAQs B1F navigation: "Follow the only path to the north and around to the west, then south into a small room"

TM14 Blizzard strategic value:

  • Acquisition location: "where you can pick up the excellent TM14 (Blizzard) in the south-east corner"
  • Unique TM status: "TM14 is a unique TM, which is very unfortunate because it contains Blizzard, one of the best moves in the game"
  • Move statistics: "Blizzard only has a measly 5 PP but is a 120-power Ice-type move with decent 89.5% accuracy, which is very high given its power"
  • Status effect chance: "It also has a 10.2% chance to inflict freeze, which is fairly rare but renders the opponent completely helpless"

Strategic application analysis:

  • Ice-type advantages: "Ice is a great attacking type, and Blizzard can be taught to many Normal- and Water-type Pokémon"
  • Normal-type benefits: "Normal-type Pokémon appreciate its ability to deal supereffective damage to dual-type Rock/Ground Pokémon that shrug off their STAB moves"
  • Water-type coverage: "Water-type Pokémon can use it to cover the Grass- and Dragon-type Pokémon that resist Water-type moves"
  • Ice Beam comparison: "You'll already have had the Ice Beam TM by now, but Blizzard is a great choice on anything that missed out on that move"

GameFAQs B1F switch sequence: Multi-switch activation required for complete basement access

First B1F switch and Burglar encounter:

  • Switch activation: "Flip the secret switch and battle the nearby Burglar (E)"
  • Full Restore collection: "Head out of this room to the left and proceed to the end of the hallway to find a Full Restore"
  • Gate navigation: "Return to the staircase but continue past it and to the north-east through where the gate used to be"
  • Scientist (F) encounter: "Here, you'll find the final Trainer of this area, a Scientist (F)"

Second switch location:

  • Bedroom area: "Continue north into a room with a few beds and a secret switch, which you should flip"
  • Rare Candy collection: "Leave this room and head west, ducking into the other room to the north to pick up another Rare Candy"
  • Navigation efficiency: Strategic switch activation for optimal mansion traversal
  • Final objectives ahead: TM22 SolarBeam and Secret Key await in final area

GameFAQs final B1F objectives: "Back out of this room and head west again to find TM22 (SolarBeam) sitting on the table here"

TM22 SolarBeam analysis:

  • Unique TM status: "TM22 contains SolarBeam and is another unique TM for your collection"
  • Move mechanics: "SolarBeam is the Grass-type 120-power move that attempts to rival moves such as Blizzard and Fire Blast but falls short because it requires the user to spend a turn charging up before it can be used"
  • Strategic limitations: "this still means that the opponent can use a move before SolarBeam deals damage and effectively gives it a rather low average of 60 power per turn"
  • Alternative superiority: "Razor Leaf's high critical-hit ratio means that it effectively has almost 110 power, making it superior in all cases"

Secret Key - Primary objective:

  • Key location: "Proceed south into another room to find a Secret Key"
  • Hidden Rare Candy bonus: "as well as a hidden Rare Candy buried in the tile in the north-western corner of the room"
  • Gym access requirement: Secret Key mandatory for Cinnabar Gym entry
  • Mission completion: Primary Pokemon Mansion objective achieved

GameFAQs exit optimization: "That's everything for Pokémon Mansion, so escape using Dig or the Escape Rope you picked up earlier"

Rapid exit methods:

  • Dig/Escape Rope priority: "If don't have to make your way out manually, you can skip reading the next two paragraphs"
  • Efficiency recommendation: Use items for immediate Cinnabar Island return
  • Time optimization: Avoid complex manual navigation when items available
  • Strategic conservation: Reserve manual navigation knowledge for future visits

Manual exit sequence (if required):

  • B1F switch preparation: "Head back to the room in the north-eastern corner of this floor and hit the secret switch"
  • Additional switch activation: "You'll have to go into the room to the west via its western entrance and activate the secret switch there"
  • 1F alternative exit: "loop back around to the staircase (4), which you should now take up to 1F" followed by "At the end is an alternative exit back to Cinnabar Island"
  • Navigation complexity: Manual exit demonstrates mansion's intricate switch-gate relationship

GameFAQs Pokemon Mansion achievement summary: Complete 4-floor complex with all objectives accomplished

Essential items acquired:

  • Secret Key: Primary objective - enables Cinnabar Gym access
  • TM14 Blizzard: Unique 120-power Ice-type move with 89.5% accuracy and freeze chance
  • TM22 SolarBeam: Unique 120-power Grass-type move with charging requirement
  • Moon Stone: Hidden evolution stone for specific Pokemon development

Valuable consumables collected:

  • Healing items: Max Revive (hidden), Max Potion, Full Restore
  • Stat enhancers: Calcium, Iron, Carbos for permanent stat increases
  • Rare Candies: Two Rare Candy (one hidden) for instant level advancement
  • Escape Rope: Emergency exit item for future mansion visits

Trainer battle experience:

  • 6 trainers defeated: 3 Burglars (A, B, E) + 3 Scientists (C, D, F)
  • Experience optimization: Premium grinding location utilized
  • Trainer AI exposure: Unique Burglar interaction mechanics learned
  • Battle diversity: Mixed trainer types with varied Pokemon compositions

GameFAQs Cinnabar Gym preparation: "Heal up and then head to Cinnabar Gym to the north-east of the island"

Secret Key verification:

  • Mandatory requirement: "Make sure you have the Secret Key on hand from the Pokémon Mansion to be able to enter the Gym"
  • Gym location: North-east section of Cinnabar Island
  • Access dependency: Pokemon Mansion completion essential for Gym progression
  • Story progression gate: Secret Key represents major milestone achievement

Team optimization recommendations:

  • Healing priority: Full team recovery after extensive mansion exploration
  • Fire-type preparation: Water, Ground, Rock-type moves effective against upcoming Fire Gym
  • TM integration: Consider TM14 Blizzard for Ice-type coverage against diverse Gym challenges
  • Item management: Ensure adequate healing items for Gym leader battle

Strategic advantages gained:

  • Experience advancement: Team levels optimized through premium grinding opportunities
  • Item diversity: Rare healing items and stat enhancers acquired
  • Move variety: Unique TMs provide enhanced battle options
  • Pokemon encounters: Fire-type Pokemon available for type specialization if desired

Cinnabar Gym

0 / 10 completed

GameFAQs notes: "Cinnabar Island Pokémon Gym Leader: Blaine The Hot-Headed Quiz Master!" Fire-type specialist Gym featuring interactive quiz consoles with locked gates, 7 optional trainers (Burglar and Super Nerd types), strategic type advantages against Fire-type Pokemon, and TM38 Fire Blast reward. Features unique quiz mechanics where wrong answers force trainer battles.

GameFAQs Fire-type weakness analysis: "Fire type... is a fairly mediocre type. It matches up well against Grass-, Bug- and Ice-type Pokémon, but fares poorly against Water-, Rock- and Ground-type Pokémon"

Strategic advantages available:

  • Water-type Pokemon: Recent Route 19-21 encounters provide abundant Water-type options
  • Ground-type moves: Earthquake and Dig available via TM for super-effective damage
  • Rock-type moves: Rock Slide TM provides type advantage with wide distribution
  • Surf HM: Recently acquired Water-type move for consistent super-effective damage

Gym mechanics overview:

  • Quiz console system: Interactive questions unlock gates throughout gymnasium
  • Optional trainer battles: 7 trainers available regardless of quiz performance
  • Version differences: Red/Blue can skip questions, Yellow requires attempt before battle option

GameFAQs quiz system explanation: "Getting a question wrong will force you into a fight with the nearby Trainer. However, you can opt to fight the Trainer even if you get the question right"

Quiz console strategy:

  • Correct answers: Unlock gates without forced battles
  • Wrong answers: Automatically trigger nearby trainer encounter
  • Optional battles: Choose to fight trainers even with correct answers for experience/money
  • Recommended approach: Battle all trainers for maximum experience and prize money

Version-specific mechanics:

  • Red/Blue: Can challenge trainers directly without attempting quiz questions
  • Yellow: Must attempt quiz answer before trainer battle option becomes available

GameFAQs quiz progression: "Proceed through the Gym, answering questions and optionally battling Trainers"

Quiz answers and trainer encounters (First section):

  • Console 1 - Burglar (A): Answer quiz question correctly or battle for experience/money
  • Console 2 - Super Nerd (B): Technical Pokemon knowledge question with trainer battle option
  • Console 3 - Super Nerd (C): Additional Pokemon trivia with battle rewards available
  • Console 4 - Burglar (D): Continue quiz progression or engage for training experience

Trainer battle strategy:

  • Burglar types: Often feature diverse Pokemon teams with potential Fire-type specialists
  • Super Nerd types: Technical trainers with varied movesets and strategic approaches
  • Experience value: All trainers provide valuable experience for upcoming Blaine encounter

GameFAQs final quiz section: Complete remaining quiz consoles and trainer encounters before Blaine access

Final quiz progression:

  • Console 5 - Super Nerd (E): Advanced Pokemon knowledge with battle option
  • Console 6 - Burglar (F): Near-final quiz challenge with trainer encounter
  • Console 7 - Super Nerd (G): Final quiz before Blaine access with battle rewards

Blaine access preparation:

  • Northwest corner: Complete all quiz consoles to reach Gym Leader area
  • Team preparation: Ensure Water/Ground/Rock-type moves and Pokemon are ready
  • Healing recommended: Full HP/PP before challenging Fire-type specialist

GameFAQs Blaine access: "Once you make it to the north-west corner of the Gym, you'll find Blaine"

Blaine AI behavior (Version-specific):

  • Red/Blue AI: "25% chance per turn to use a Super Potion on his active Pokémon, even if that Pokémon is at full HP. He can use up to two Super Potions per Pokémon"
  • Yellow AI: "25% chance per turn to use a Super Potion... if it is below 10% of its maximum HP. He can use up to two Super Potions per Pokémon"

Strategic preparation notes:

  • Move coverage: "Surf, Dig, Earthquake and Rock Slide are all available... there has been an abundance of nearby Water-type Pokémon to catch"
  • Rock-type advantage: "Rock-type Pokémon can resist every move thrown at them"
  • Move limitation: "Blaine's Pokémon are also limited entirely to Fire- and Normal-type moves"

GameFAQs Red/Blue team composition: Growlithe and Ponyta base forms with strategic weaknesses

Growlithe and Ponyta analysis:

  • Evolution status: "Growlithe and Ponyta... aren't even evolved and should be non-issues"
  • Stat limitations: Base form Pokemon with lower stats compared to evolved counterparts
  • Move restrictions: Limited movesets typical of unevolved Fire-type Pokemon
  • Easy counters: Any Water/Ground/Rock-type move provides super-effective damage

Rapidash encounter (All versions):

  • Fire Spin threat: "Fire Spin can be rather irritating by chipping away at your HP, but it has very low accuracy"
  • Counter strategy: Switch out if caught in Fire Spin, hope for misses on subsequent uses
  • Normal-type moves: "Its moves are not too threatening as they are Normal-type moves that lack STAB"
  • Status effects: "Stomp can flinch slower targets and Take Down has decently high power"

GameFAQs Yellow team differences: "First up in Pokémon Yellow is Ninetales"

Ninetales strategic analysis:

  • Flamethrower threat: "High accuracy and power" Fire-type move with consistent damage output
  • Confuse Ray danger: "Decent chance of causing your Pokémon to waste turns damaging themselves"
  • Confusion counter: "If your Pokémon do get confused, it is worth switching them out to cure them rather than risk taking confusion damage"

Optimal attack strategy:

  • Physical move preference: "Ninetales has lower Defense than Special, so a swift Earthquake or Dig is the most damaging move to use against it"
  • Ground-type advantage: Super-effective damage with physical attack exploitation
  • Switch strategy: Use switching to cure confusion status and maintain offensive pressure

GameFAQs Arcanine threat assessment: "Arcanine is Blaine's strongest Pokémon, a tough, high-level Fire-type with good stats"

Fire Blast strategic analysis:

  • Damage potential: "Most powerful Fire-type move in the game, Fire Blast. With 120 power and backed by STAB"
  • Accuracy limitation: "Fire Blast is somewhat inaccurate with its 84.4% accuracy, though you shouldn't rely on it missing too often"
  • Resistance options: "Resisted by Dragon-, Water-, Rock- and Fire-type Pokémon"

Yellow version additional threats:

  • Flamethrower backup: "More accurate version of Fire Blast with a lower but still very respectable 95 power"
  • Reflect support: "Can also be annoying in this version, halving the damage that Arcanine takes from physical attacks"
  • Counter strategy: Prioritize special attacks if Reflect is active, maintain type advantage pressure

GameFAQs victory rewards: "When Blaine is defeated, he will reward you with the VolcanoBadge"

VolcanoBadge strategic benefits:

  • Special stat boost: "Boosts your Pokémon's Special by 12.5% in in-game battles"
  • Permanent enhancement: Applies to all Pokemon in party for remaining game content
  • Elite Four preparation: Significant advantage for upcoming Champion challenges

TM38 Fire Blast acquisition:

  • Move power: "Most powerful Fire-type move in the game with 120 power"
  • Accuracy trade-off: "Only 84.4% accurate and has a low 5 PP"
  • Burn chance: "Solid 30.1% chance to inflict the burn status condition, halving the target's Attack"
  • Distribution advantage: "Much wider distribution since Flamethrower is not a TM in this generation"

GameFAQs Fire Blast strategic evaluation: "Fire is a mediocre attacking type which only has coverage against mediocre defensive types that are quite rare in-game from here on"

TM38 usage recommendations:

  • STAB application: "More useful as the most powerful STAB attack for Fire-type Pokémon"
  • Coverage limitation: "Typically not worth using as a coverage move" due to limited type effectiveness
  • Unique TM warning: "TM38 is unique, so use it with care" - cannot be obtained again

Final Gym unlock:

  • Viridian Gym access: "While the game fails to mention it, the final Gym, located in Viridian City, is now open"
  • Plot progression: "There's not much else to do plot-wise as you near the final portion of the game"
  • Next objective: "Fly to Viridian City and head to the Gym in the north-east"

Viridian Gym

0 / 12 completed

GameFAQs notes: Final Gym featuring Giovanni as Ground-type specialist leader, though many trainers use Fighting-, Normal- and Poison-type Pokemon instead. Features spin tile navigation mechanics, 8 trainers (Tamer, Blackbelt, Cooltrainer♂ types), unique positioning mechanics with Blackbelt (H), and culminates in Giovanni battle for EarthBadge and TM27 Fissure. Unlocks Pokemon League access via Route 23 and Victory Road.

GameFAQs Ground-type analysis: "Officially, Viridian Gym is the domain of Ground-type Trainers, although many of the standard Trainers here prefer to use Fighting-, Normal- and Poison-type Pokémon instead"

Ground-type strategic weaknesses:

  • Type effectiveness: "Ground is a solid physical type which matches up well against Electric-, Fire-, Poison- and Rock-type Pokémon but takes supereffective damage from Grass-, Ice- and Water-type moves"
  • Stat vulnerability: "All three of those weaknesses run off the Special stat, and Ground types tend to have lower Special than Defense, further compounding this vulnerability"
  • Abundant counters: "Grass-, Ice- and especially Water-type Pokémon are all easily available by this point, so hitting one of these weaknesses should not be a problem"

Navigation mechanics:

  • Spin tile system: "Viridian Gym has a few spin tiles to work around, but they are more easily navigated than the mazes in Celadon's Rocket Hideout"
  • Accessibility advantage: Simpler navigation compared to previous complex Gym puzzles

GameFAQs navigation sequence: "Take one of the leftward-facing spin tiles to your west to fight the nearby Tamer (A)"

Tamer (A) encounter:

  • Access method: Use westward spin tiles to reach first trainer
  • Trainer type: Tamer specializing in diverse Pokemon types
  • Strategic approach: Apply type effectiveness based on specific Pokemon encountered

Blackbelt (B) progression:

  • Access method: "Step on either nearby upward-facing spin tile to reach a Blackbelt (B)"
  • AI behavior: "Blackbelt has a 12.5% chance per turn to use an X Attack on his active Pokémon. He can use up to two X Attacks per Pokémon"
  • Counter strategy: Expect Attack-boosted Fighting-type Pokemon, use Flying/Psychic-type moves for advantage

GameFAQs navigation challenge: "The next Cooltrainer♂ (C) is a little to the north-east of the previous Trainer, although you will have to loop around to the south for a short distance to meet him"

Cooltrainer♂ (C) strategic analysis:

  • Version differences: Red/Blue team composition differs from Yellow version
  • AI enhancement: "Cooltrainer♂ has a 25% chance per turn to use an X Attack on his active Pokémon. He can use up to two X Attacks per Pokémon"
  • Higher threat level: Enhanced AI makes Cooltrainer encounters more dangerous than basic trainers

Navigation requirements:

  • Complex routing: Requires looping movement pattern to access trainer position
  • Spin tile mastery: Understanding directional spin mechanics essential for efficient progression

GameFAQs corridor navigation: "Head south and take one of the two rightward-facing spin tiles. Once you stop, head a little to the north and you'll be in a corridor with three Trainers to the west lining the north and south walls"

Trainer sequence (West to East):

  • Cooltrainer♂ (D): 25% chance X Attack usage, enhanced AI behavior with two uses per Pokemon
  • Blackbelt (E): 12.5% chance X Attack usage, Fighting-type specialist with stat enhancement
  • Tamer (F): Diverse Pokemon team focusing on varied type combinations

Strategic corridor approach:

  • Multiple encounters: Three consecutive trainer battles requiring sustained team performance
  • AI enhancement awareness: X Attack usage increases difficulty of physical attackers
  • Type diversity: Mixed trainer specializations require flexible team composition

GameFAQs item collection: "After defeating him, head back to the east and into a small alcove to pick up a Revive"

Revive strategic value:

  • Elite Four preparation: Critical healing item for upcoming Champion challenges
  • Sustained battles: Essential for recovering from multiple trainer encounters
  • Strategic positioning: Hidden alcove location requires exploration mindset

Cooltrainer♂ (G) encounter:

  • Location: "A short distance north of this item is another Cooltrainer♂ (G)"
  • AI behavior: "Cooltrainer♂ has a 25% chance per turn to use an X Attack on his active Pokémon. He can use up to two X Attacks per Pokémon"
  • Experience value: Final preparation before Giovanni encounter

GameFAQs unique positioning system: "To the north-west is a Blackbelt (H) who will step forward to challenge you, blocking the path to the Gym Leader. However, by stepping forward like this he will open up an alternative route you can take to reach the Gym Leader"

Blackbelt (H) encounter:

  • AI behavior: "Blackbelt has a 12.5% chance per turn to use an X Attack on his active Pokémon. He can use up to two X Attacks per Pokémon"
  • Position trigger: Steps forward when challenged, altering Gym layout
  • Route opening: Creates new path to Giovanni while blocking original route

Navigation reset warning:

  • GameFAQs caution: "If you leave the Gym to heal up after fighting this Trainer and then come back to fight the Gym Leader, this Trainer will reset his position and no longer step forward"
  • Solution strategy: "If you want to reach the Gym Leader, you should simply return to this Trainer and then head west"
  • Alternative access: Eastern wall route using spin tiles provides consistent Giovanni access

GameFAQs reliable access route: "Because this Trainer blocked the path here, return to the Gym's entrance and then hug the east wall, stepping on to the upward-facing spin tile and then the leftward-facing spin tile when you reach the northern wall"

Spin tile sequence mastery:

  • Eastern wall approach: Consistent route unaffected by Blackbelt positioning
  • Dual spin navigation: Upward then leftward spin tiles for precise positioning
  • Stop tile utilization: "On the stop tile behind the Blackbelt, you can now proceed west to find the Gym Leader awaiting your challenge"

Giovanni encounter preparation:

  • Final challenge setup: Last Gym Leader before Elite Four access
  • Ground-type specialist: Team strategy focused on Water/Grass/Ice-type advantages
  • Team Rocket boss: Narrative culmination of Giovanni storyline

GameFAQs strategic overview: "Surf, taught via HM, does huge amounts of damage to Giovanni's team. If you have a Grass-type Pokémon, they will also have a massive advantage here"

Giovanni AI behavior:

  • Guard Spec usage: "Giovanni has a 25% chance per turn to use a Guard Spec. on his active Pokémon. He can only use one Guard Spec. per Pokémon"
  • Stat protection: Guard Spec prevents stat reduction, limiting certain strategic approaches

Rhyhorn opening strategy:

  • Weakness exploitation: "Rhyhorn should be no problem, as Giovanni's only unevolved Pokémon. Water- and Grass-type moves are 4× super effective against this dual-type Rock/Ground Pokémon with low Special"
  • Additional weaknesses: "Also weak to Ground, Fighting and Ice" providing multiple approach options
  • Easy opener: Low threat level allows team setup and momentum building

GameFAQs Dugtrio threat assessment: "Dugtrio is fast and has a powerful STAB Earthquake or Dig, and even has Fissure in Pokémon Yellow"

Fissure OHKO threat (Yellow version):

  • Accuracy mechanics: "This is a move that is 29.7% accurate and only works if the user is faster than the target"
  • Speed concern: "Dugtrio is fast enough that this is something to be concerned about, so it is highly advised to use a fast Pokémon to avoid this"
  • Counter strategy: Prioritize speed advantage or Flying-type immunity to Ground moves

Additional Dugtrio mechanics:

  • Sand-Attack annoyance: "Sand-Attack can also be irritating, though if you get hit by it, you can switch out to reset its effects"
  • Fragility advantage: "Dugtrio is very frail though, so it should fold quickly, even to neutral attacks"
  • Quick elimination: High speed/low defense makes fast KO possible with proper type matching

GameFAQs Persian analysis (Yellow): "Next up in Pokémon Yellow is Persian. It has two status moves—try not to allow it to use Double Team too often or it will get very difficult to hit"

Persian strategic approach:

  • Status move limitation: "It also only has two Normal-type attacks, so Rock- and Ghost-type Pokémon have little to fear"
  • Slash threat: "Slash is powerful since it is backed by STAB and a high critical-hit ratio, but otherwise Persian is not too tough"
  • Double Team counter: Quick elimination prevents evasion stacking

Nidoking/Nidoqueen strategy:

  • Unified approach: "Nidoking and Nidoqueen are both very similar in terms of typing, stats and movesets, and Water-, Ice-, Ground- or Psychic-type moves are the way to go for both of them"
  • Version movesets: "Body Slam and Thrash are the most threatening moves in Pokémon Red and Blue, while in Pokémon Yellow they are both packing Thunder and Earthquake"
  • Thunder caution: "Thunder, in particular, might make you think twice about attacking with a Water-type Pokémon, unless it is fast enough to outspeed... and can KO them in one hit"

GameFAQs Rhydon threat assessment: "Rhydon is Giovanni's last Pokémon and also has some one-hit KO moves. However, it is very slow, so they are unlikely to be worth worrying about"

Version-specific Rhydon analysis:

  • Red/Blue version: "In Pokémon Red and Blue it is not very scary" - limited threatening movesets
  • Yellow enhancement: "The Rhydon in Pokémon Yellow has Rock Slide and Earthquake coming off a high Attack stat"
  • Speed weakness: "Still, Rhydon is slow and 4× weak to Water- and Grass-type moves, so there is a good chance that you will be able to take it out before it can even act"

Final battle strategy:

  • Type advantage exploitation: Water and Grass moves provide guaranteed 4× super effective damage
  • Speed advantage: Most Pokemon can outspeed Rhydon for first-strike capability
  • OHKO prevention: Fast elimination prevents one-hit KO move usage

GameFAQs victory rewards: "Defeating Giovanni will earn you the EarthBadge, which allows you to control all traded Pokémon"

EarthBadge strategic benefits:

  • Trade control: Complete control over all traded Pokemon regardless of level
  • Limitation note: "However, this does not allow you to control outsider Pokémon higher than level 100, which are possible to obtain using glitches"
  • Badge completion: All eight Gym Badges acquired for Elite Four access

TM27 Fissure acquisition:

  • OHKO move mechanics: "TM27 is a unique TM and contains Fissure, a one-hit KO move very similar to the previously obtained Horn Drill"
  • Accuracy enhancement: "X Accuracy makes it perfectly accurate and X Speed can be used to help the user outspeed otherwise faster targets"
  • Type difference: "Horn Drill's Normal typing renders it ineffective against Ghost-type Pokémon, while Fissure's Ground typing makes it ineffective against Flying-type Pokémon"

Pokemon League progression:

  • Route unlocked: "Now that you have all eight Gym Badges, the way to the Pokémon League is finally open"
  • Journey requirements: "You'll have to traverse through Route 23 and the caves of Victory Road to make it there, however"
  • Team preparation: "Be sure to heal your team and withdraw some Pokémon that know Surf and Strength for the trials ahead"

Route 22

0 / 10 completed

GameFAQs notes: Pre-Pokemon League checkpoint featuring final rival battle before Victory Road access. Blue's team shows level increases and upgraded movesets compared to Silph Co. encounter, with starter-dependent team variations, enhanced AI with Potion usage, and version-specific differences between Red/Blue and Yellow. Critical preparation location for Victory Road traversal requiring Surf and Strength HMs.

GameFAQs Route 22 navigation: "Head to the north-west through the small grassy patch here and you'll be challenged to another battle by your rival"

Route positioning and access:

  • Location context: Post-Viridian Gym checkpoint before Pokemon League progression
  • Grass patch encounter: Small grassy area triggers automatic rival battle
  • Strategic timing: Final opportunity for team preparation before Victory Road
  • Gateway function: Route 22 serves as bridge between Viridian City and Route 23/Victory Road

Encounter inevitability:

  • Mandatory battle: Rival automatically challenges player when entering grass patch
  • No avoidance: Battle cannot be bypassed or delayed
  • Preparation window: Last chance to heal and strategize before extended Victory Road trek

GameFAQs Blue AI enhancement: "Blue has a 12.5% chance per turn to use a Potion on his active Pokémon if it is below 20% of its maximum HP. He can only use one Potion per Pokémon"

AI behavior analysis:

  • Healing threshold: Activates Potion usage when Pokemon drops below 20% HP
  • Probability mechanics: 12.5% chance per turn, not guaranteed activation
  • Usage limitation: Maximum one Potion per individual Pokemon
  • Strategic impact: Can extend battles and disrupt OHKO strategies

Counter-strategies:

  • OHKO focus: Prioritize moves that can eliminate Pokemon in single hit
  • Status conditions: Sleep/Paralysis can prevent Potion usage opportunity
  • Fast offense: Quick successive attacks before healing window
  • Damage calculation: Account for potential 50 HP recovery per Pokemon

GameFAQs team evolution assessment: "Your rival's team hasn't changed too dramatically since last time outside of a level bump. He has added the fairly weak Rhyhorn to his roster and some of his Pokémon have improved moves"

Key team changes since Silph Co.:

  • Level increases: All Pokemon receive significant level boosts for endgame challenges
  • Rhyhorn addition: New team member described as "fairly weak" with notable vulnerabilities
  • Moveset upgrades: Several Pokemon learn more powerful moves since previous encounter
  • Core similarity: "This is largely a repeat of the Silph Co. battle" with enhancements

Strategic implications:

  • Familiar strategies: Previous Silph Co. tactics remain largely applicable
  • Power scaling: Higher levels require stronger offensive pressure
  • New threats: Rhyhorn represents additional type coverage consideration
  • Endgame preparation: Team represents final test before Elite Four-level challenges

GameFAQs Pidgeot assessment: "Pidgeot is underwhelming, with no moves higher than 40 power, and it doesn't even have Sand-Attack to annoy you any more"

Pidgeot counter-strategy:

  • Damage limitation: Maximum 40-power moves reduce threat level significantly
  • Sand-Attack removal: No longer carries accuracy-reducing annoyance move
  • Type effectiveness: "Electric-, Ice- and Rock-type attacks are the way to go"
  • Easy elimination: Represents minimal threat compared to other team members

Rhyhorn strategic analysis:

  • Dual weakness: "Rhyhorn is low levelled and unevolved with two 4× weaknesses in Grass- and Water-type moves"
  • Horn Drill limitation: "Horn Drill... requires the user have a higher Speed than the target to have a chance of succeeding, and Rhyhorn is so slow that this should not be a concern"
  • Speed advantage: Extremely low Speed stat makes OHKO moves ineffective
  • Easy target: Represents Blue's weakest team member with exploitable vulnerabilities

GameFAQs mid-tier team composition: "Next up are any two of Exeggcute, Growlithe and Gyarados"

Exeggcute counter-strategy:

  • SolarBeam limitation: "Exeggcute's only direct damage-dealing move is SolarBeam, which requires a turn to charge up beforehand"
  • Status move annoyance: "It has some irritating status moves, but is overall not too dangerous"
  • Type effectiveness: "Weak to Fire-, Flying-, Poison-, Ice- and Bug-type moves"
  • Charge turn exploitation: Two-turn SolarBeam provides switching/setup opportunity

Growlithe strategic approach:

  • Evolution status: "Growlithe is similarly weak and unevolved"
  • Move limitation: "Its only STAB move still somehow being the 40-power Ember"
  • Type advantages: "Water-, Rock- or Ground-type attacks will make short work of it"
  • Easy elimination: Represents minimal threat due to weak moveset

Gyarados threat assessment:

  • Major threat status: "Gyarados is more threatening as it is fully evolved, has high stats and the 120-power STAB Hydro Pump"
  • Primary weakness: "Still 4× weak to Electric-type moves, which are by far the best way to defeat it"
  • Alternative counters: "Also weak to Rock-type attacks if you lack Thunderbolt or Thunder"

GameFAQs Alakazam enhancement: "Now that Alakazam has the powerful STAB Psychic and is your rival's second-highest-level Pokémon, it is scarier than it used to be"

Alakazam moveset analysis:

  • Psychic power: "It has a decent moveset, as Psychic is only resisted by Psychic-type Pokémon"
  • Recover threat: "Recover can be used to heal off any damage it takes"
  • Reflect defense: "Reflect doubles its Defense, meaning that attacking its weaker defensive side is more difficult than it should be"
  • High-level threat: Second-highest level on Blue's team increases danger significantly

Counter-strategy recommendations:

  • Physical attackers: "The best counters here are physical attackers that aren't Poison or Fighting type"
  • Stat requirements: "With high enough Special or HP to survive a Psychic"
  • Prime candidates: "Prime candidates include Zapdos with Drill Peck, alongside many Normal-type Pokémon such as Snorlax with Body Slam"
  • Type immunity: Ghost-type Pokemon immune to Psychic-type moves

GameFAQs starter threat level: "Your rival's starter Pokémon is level 53 and packs an excellent STAB move"

Charizard strategic analysis:

  • Powerful movesets: "Charizard has Flamethrower and Slash, both powerful moves which happen to be resisted by Rock-type Pokémon"
  • Primary weakness: "Charizard is also 4× weak to Rock-type moves"
  • Alternative counters: "Also weak to Water-, Electric- and Ice-type moves if you don't have any Rock-type moves on your team"

Blastoise strategic approach:

  • Limited weaknesses: "Blastoise only has two weaknesses in Electric and Grass"
  • Optimal counter: "Grass-type Pokémon being the best choice due to their resistance to Water-type moves"
  • Skull Bash mechanics: "Skull Bash is powerful but takes a turn to charge up, so can be outplayed easily enough"

Venusaur counter-strategy:

  • Razor Leaf threat: "Venusaur has access to Razor Leaf, which almost always lands a critical hit"
  • Resistance options: "Despite its power, it is resisted by six types: Fire, Flying, Bug, Poison, Dragon and Grass itself"
  • Super-effective counters: "The first three of those types are best for the supereffective moves they can use in return... while Psychic- and Ice-type moves are also super effective"

GameFAQs Yellow team composition: "As in Pokémon Red and Blue, your rival's team has not changed too much outside of their levels... this is very similar to the Silph Co. battle"

Yellow-specific team members:

  • Sandslash analysis: "Sandslash comes out first and has a strong Slash attack, but otherwise not much of note. Grass-, Water- and Ice-type moves make quick work of it"
  • Exeggcute presence: "A new, weak team member in Exeggcute... while its three status moves can be annoying, SolarBeam is the only move that deals direct damage"
  • Variable encounters: "You'll face two of Magneton, Ninetales and Cloyster, depending on how your first two battles with your rival went"

Eevee evolution strategic approaches:

  • Vaporeon counter: "Vaporeon has Hydro Pump, which has high power but only 79.7% accuracy. Grass-type Pokémon are the best matchup here"
  • Jolteon strategy: "Jolteon has Thunder, which has even worse accuracy, being only 69.5% accurate, and is ineffective against Ground-type Pokémon"
  • Flareon approach: "Flareon's main attack is Flamethrower... Water- and Rock-type Pokémon resist it while hitting back hard with a supereffective STAB move"

GameFAQs Victory Road preparation warning: "It will be a while before you see another Pokémon Center and Victory Road is a fairly long trek, so heal up and make any necessary preparations first"

Essential HM requirements:

  • Surf necessity: "Make sure you still have Pokémon on hand that can use Surf"
  • Strength requirement: "Make sure you still have Pokémon on hand that can use... Strength before continuing west and through the gatehouse on to Route 23"
  • Navigation importance: Both HMs essential for Victory Road traversal and progression

Extended journey preparation:

  • Pokemon Center distance: No healing facilities until after Victory Road completion
  • Route 23 progression: Gateway access through gatehouse requires preparation
  • Team optimization: Final opportunity to arrange team before Pokemon League approach
  • Item preparation: Stock healing items for sustained cave exploration

GameFAQs supply recommendations: "Restocking at the Poké Mart is a good idea at this point"

Pokeball preparation:

  • General catching: "If you're still catching new Pokémon, pick up a few Great Balls or Ultra Balls"
  • Legendary encounter: "There's also one more Legendary Pokémon to catch within Victory Road, so bring along a healthy supply of Ultra Balls plus a Pokémon that can inflict a status condition, preferably sleep or freeze"

Cave exploration supplies:

  • Wild Pokemon management: "For general cave traversing, a few Super Repels wouldn't go amiss if you grow tired of wild battles"
  • Emergency escape: "While an Escape Rope is good to have if you need to make a quick getaway"
  • Healing sustainability: "Finally, carrying a few healing items can reduce the chance that you'll need to exit Victory Road and head back to the Pokémon Center"
  • Trainer battles: "Even if you intend to avoid wild battles, there are a few Trainers to take care of within"

Route 23

0 / 8 completed

GameFAQs notes: Victory Road access route featuring Badge checkpoint system requiring all 8 Gym Badges for passage. Long vertical pathway with hidden premium items (Max Ether, Ultra Ball, Full Restore) scattered throughout tall grass patches and secret locations. Features Surf requirement for northern island access and culminates in Victory Road entrance for Pokemon League progression.

GameFAQs Route 23 description: "Route 23 is a long vertical route with a few hidden items and patches of tall grass on it, but the main thing to do is to proceed past all the Badge checkpoints and enter Victory Road"

Badge checkpoint system:

  • Boulder Badge - Required for first checkpoint (Pewter City Gym)
  • Cascade Badge - Required for second checkpoint (Cerulean City Gym)
  • Thunder Badge - Required for third checkpoint (Vermilion City Gym)
  • Rainbow Badge - Required for fourth checkpoint (Celadon City Gym)
  • Soul Badge - Required for fifth checkpoint (Fuchsia City Gym)
  • Marsh Badge - Required for sixth checkpoint (Saffron City Gym)
  • Volcano Badge - Required for seventh checkpoint (Cinnabar Island Gym)
  • Earth Badge - Required for eighth checkpoint (Viridian City Gym)

Route progression strategy: Guards will check for specific badges at each checkpoint, blocking passage until all previous badges are obtained

GameFAQs initial progression: "Head up the winding route to the north, passing three checkpoints until you come to a body of water"

First three checkpoints:

  • Boulder Badge checkpoint - Guards verify Pewter City Gym completion
  • Cascade Badge checkpoint - Guards verify Cerulean City Gym completion
  • Thunder Badge checkpoint - Guards verify Vermilion City Gym completion

Winding path navigation:

  • Vertical progression - Primary route direction through checkpoint gates
  • Guard interactions - Each guard provides Badge verification dialogue
  • Water approach - Path leads to water body requiring Surf for continued progression

GameFAQs Surf progression: "Surf north past the SoulBadge checkpoint and disembark on the small island nearby"

Water navigation requirements:

  • Surf HM requirement - Essential for continued Route 23 progression
  • Soul Badge checkpoint - Guards verify Fuchsia City Gym completion while surfing
  • Island destination - Small island with hidden item contains essential progression route

Strategic considerations:

  • HM availability - Surf must be learned and accessible from party Pokemon
  • Badge verification - Soul Badge from Koga required for checkpoint passage
  • Island exploration - Critical hidden item location requiring thorough search

GameFAQs Max Ether location: "Examine the north-west tile of this island to uncover a hidden Max Ether"

Hidden item discovery strategy:

  • Specific tile location - North-west corner of the small island requires precise examination
  • Max Ether value - Fully restores PP for one move, extremely valuable for Victory Road preparation
  • Hidden item mechanics - Use A button while facing the specified tile for item discovery

Max Ether strategic importance:

  • Victory Road preparation - Extended cave traversal requires PP management
  • Elite Four preparation - PP restoration essential for consecutive boss battles
  • Limited availability - Hidden Max Ethers rare compared to standard items

GameFAQs Ultra Ball discovery: "Head north once more until you disembark from the water, then immediately proceed east into the patch of tall grass here. In the small tree against the eastern boundary of the route is a hidden Ultra Ball"

Ultra Ball location strategy:

  • Disembark positioning - Exit water and immediately move east for grass patch access
  • Eastern boundary search - Hidden Ultra Ball located in tree at eastern edge of route
  • Tall grass navigation - Wild Pokemon encounters possible during item search

Ultra Ball strategic value:

  • Legendary preparation - Ultra Balls essential for Victory Road legendary encounters
  • Catch rate advantage - 2x catch rate multiplier compared to regular Poke Balls
  • Elite Four backup - High-value Pokeball for unexpected encounters

GameFAQs Volcano Badge checkpoint: "Continue north past the VolcanoBadge checkpoint and enter the small patch of tall grass here"

Volcano Badge verification:

  • Cinnabar Gym requirement - Volcano Badge from Blaine required for passage
  • Penultimate checkpoint - Seventh of eight total badge checkpoints
  • Tall grass access - Another hidden item location beyond checkpoint

Final checkpoint preparation:

  • Earth Badge requirement - Final checkpoint requires Viridian Gym completion
  • Victory Road proximity - Approaching final route section before cave entrance
  • Hidden item priority - Critical Full Restore location ahead

GameFAQs Full Restore location: "In the northernmost rock next to this tall grass lies a hidden Full Restore"

Full Restore discovery strategy:

  • Rock examination - Northernmost rock adjacent to tall grass patch contains item
  • Full Restore value - Completely restores HP and cures all status conditions
  • Premium healing item - Most powerful healing item available in original games

Victory Road preparation assessment:

  • Elite Four preparation - Full Restore essential for Champion battle preparation
  • Extended journey healing - Critical for long Victory Road traversal without Pokemon Center
  • Status condition coverage - Cures paralysis, sleep, poison, burn, freeze, confusion

GameFAQs Victory Road entrance: "Proceed north-west past the final checkpoint and enter the door here to Victory Road"

Earth Badge checkpoint completion:

  • Final badge verification - Earth Badge from Giovanni required for passage
  • All badges confirmed - Complete set of 8 Gym Badges verified by guard system
  • Pokemon League access - Official qualification for Elite Four challenges

Victory Road entrance transition:

  • Cave entrance door - Final preparation point before extended dungeon
  • Point of no return - Next Pokemon Center located after Elite Four completion
  • Championship path begins - Direct progression toward Pokemon League Champion title

Victory Road

0 / 15 completed

GameFAQs notes: Complex 3-floor cave dungeon (1F, 2F, 3F) serving as final challenge before Pokemon League. Features intricate boulder puzzles with switch-activated barriers, 11 elite trainers (Cooltrainer, Blackbelt, Juggler, Tamer, PokéManiac types), Moltres legendary encounter, premium items including TM43 Sky Attack and TM47 Explosion, and serves as optimal experience grinding location for Yellow version players.

GameFAQs Victory Road structure: Three-floor cave system requiring Strength HM for boulder manipulation and complex switch puzzle solving

Essential HM requirements:

  • Strength HM04 - Absolutely required for boulder pushing puzzles and barrier removal
  • Surf HM03 - Required for Route 23 access to Victory Road entrance
  • Flash HM05 - Recommended for cave navigation, though not strictly required

Cave complexity assessment:

  • Multi-floor navigation - 1F, 2F, and 3F with interconnected ladder system
  • Boulder reset mechanics - Exiting and re-entering resets boulder positions and barriers
  • Linear progression - Specific order required for switch activation and barrier removal

GameFAQs 1F boulder puzzle solution: "Activate Strength and push it to the eastern portion of the area. Once you've pushed it up against the eastern wall, push it up twice, right once and then down on to the switch (1)"

Boulder manipulation sequence:

  1. Activate Strength - Use HM04 on party Pokemon to enable boulder pushing
  2. Push to eastern wall - Move boulder from starting position to eastern boundary
  3. Up twice - Push boulder north two tiles
  4. Right once - Push boulder east one tile
  5. Down onto switch - Final push south onto pressure switch (1)

Barrier removal result: Switch (1) activation removes barrier (1) blocking plateau access for continued progression

GameFAQs item acquisition strategy: "To the west are two items, and you'll have to use the boulder to block off access to one to obtain the other... allowing you to obtain both the Rare Candy and TM43 (Sky Attack)"

Rare Candy strategic value:

  • Instant level gain - Immediately increases Pokemon level by 1
  • Elite Four preparation - Critical for last-minute level improvements
  • Limited availability - Rare Candy extremely valuable for competitive team preparation

TM43 Sky Attack analysis:

  • GameFAQs assessment: "Strongest Flying-type move in the game with a whopping 140 power. However, it requires a charge turn... only has an average 70 power per turn"
  • Accuracy concerns - 89.5% accuracy with measly 5 PP
  • Superior alternatives - Drill Peck or Fly "strictly superior" according to GameFAQs

GameFAQs Cooltrainer♀ (A) AI analysis: "Has a 100% chance per turn to use a Hyper Potion on her active Pokémon if it is below 10% of its maximum HP, or switch it out... if it is between 10–20% of its maximum HP"

Cooltrainer♀ AI mechanics:

  • Hyper Potion usage - 100% chance below 10% HP, one per Pokemon maximum
  • Switching behavior - Automatic switching between 10-20% HP range
  • AI limitation - Once Hyper Potion used, no further healing or switching for that Pokemon

Cooltrainer♂ (B) enhancement:

  • X Attack usage - 25% chance per turn to use X Attack on active Pokemon
  • Enhancement limit - Maximum two X Attacks per Pokemon
  • Strategic threat - Attack boost significantly increases damage output

GameFAQs 2F boulder solution: "Push the nearby boulder on to the switch (2) to remove another barrier (2). One left, two down and two left will get it on to the switch"

Blackbelt (C) AI behavior:

  • X Attack enhancement - 12.5% chance per turn to use X Attack
  • Enhancement limit - Maximum two X Attacks per Pokemon
  • Fighting-type specialist - Strong physical attackers with type advantage considerations

TM05 Mega Kick evaluation:

  • GameFAQs assessment: "120-power Normal-type move with a bad 74.6% accuracy and no other special effects. It also only has 5 PP"
  • Situational use - "Can be an okay choice for powerful Normal-type coverage if you don't mind the poor accuracy"
  • Better alternatives - Body Slam preferred when available

GameFAQs Juggler AI behavior: "Has a 25% chance per turn to switch his active Pokémon out to the next unfainted member of his party. He can do this up to three times per Pokémon"

Juggler encounter strategy:

  • Switching frequency - 25% chance per turn creates unpredictable battle patterns
  • Switch limit - Maximum three switches per Pokemon prevents infinite cycling
  • Battle preparation - Expect frequent Pokemon changes during encounters

TM17 Submission analysis:

  • GameFAQs description: "Most powerful Fighting-type move available via TM... 80 power, which is decent, but only 79.7% accuracy"
  • Recoil damage - "Terrible side effect of causing the user to take recoil damage equal to quarter of the damage dealt"
  • STAB value - "Can be worth using on Fighting-type Pokémon as a strong STAB move"

GameFAQs 3F navigation: "Head north-east and then south into the small alcove here to fight another Cooltrainer♂ (G)"

Cooltrainer♂ (G) AI mechanics:

  • X Attack usage - 25% chance per turn to enhance active Pokemon
  • Enhancement strategy - Maximum two X Attacks per Pokemon for significant damage boost
  • Elite trainer quality - High-level Pokemon with advanced movesets

Max Revive acquisition:

  • Premium healing item - Revives fainted Pokemon to full HP
  • Elite Four preparation - Essential for consecutive Champion battle challenges
  • Limited availability - Max Revive extremely rare and valuable

GameFAQs boulder puzzle strategy: "Push the nearby boulder over to the west side of the area... Be sure not to push the boulder against the northern wall though, or you won't be able to push it towards the south later"

TM47 Explosion analysis:

  • GameFAQs assessment: "Contains Explosion, the most powerful move in the game. It is a Normal-type move with a massive 170 power"
  • Damage calculation - "Effectively 340 power since it halves the target's Defense stat for the purposes of its damage calculation"
  • Critical limitation - "Huge power comes at the cost of making the user faint"

Explosion strategic considerations:

  • Competitive utility - "Extremely good option for competitive play as a last-ditch nuke"
  • Experience loss - "User loses out on any experience it might have earned for defeating the opponent"
  • Ghost immunity - "As a Normal-type move, Explosion does not affect Ghost-type Pokémon"

GameFAQs hidden item locations: "In the lone rock next to the PokéManiac you can find a hidden Ultra Ball, and to the north-east is a Guard Spec."

Hidden Ultra Ball strategy:

  • Rock examination - Lone rock next to PokéManiac requires A button activation
  • Moltres preparation - Ultra Ball essential for upcoming legendary encounter
  • Elite Four backup - High catch rate for unexpected rare encounters

Guard Spec strategic value:

  • Stat protection - Prevents stat reduction for 5 turns
  • Elite Four utility - Protects against debuff moves during championship battles
  • Moltres encounter - Useful for maintaining stats during legendary battle

GameFAQs Moltres assessment: "Moltres is not particularly threatening compared to the previous two Legendary birds. You'll have levelled up since then, and both of its moves have very low power"

Moltres battle strategy:

  • Type resistance - "Rock-type Pokémon resist both of its moves if you're particularly worried about it"
  • Fire Spin concern - "Fire Spin's binding effect can be irritating if it lands"
  • Save before battle - Essential safety measure for legendary encounter

Optimal capture strategy:

  • GameFAQs success rate: "Best chance you have of catching Moltres... is ~19.2%, achievable by putting it to sleep or freezing it, reducing its HP below 1/3 of its maximum and using an Ultra Ball"
  • Status priority - Sleep and freeze most effective, paralysis/burn/poison "about half as effective"
  • Master Ball alternative - Guaranteed capture if conserved from Silph Co.

GameFAQs Moltres evaluation: "Rating: C. Unlike the other Legendary birds, Moltres comes too late to be useful and its mediocre typing and poor movepool make it much less useful"

Moltres limitations analysis:

  • Timing concerns - "Comes too late to be useful" for majority of game progression
  • Typing issues - Fire/Flying typing provides mixed defensive utility
  • Movepool restrictions - "Poor movepool" limits strategic versatility

Comparative assessment:

  • Stat advantages - "High stats and a good level of 50" provide solid foundation
  • Matchup concerns - "Shaky matchups for the remainder of the game"
  • Collection value - Legendary status valuable for Pokedex completion despite competitive limitations

GameFAQs final trainer encounters: "A little to the south-east are the final Trainers of this area, a Cooltrainer♂ (J) and Cooltrainer♀ (K)"

Cooltrainer♂ (J) AI mechanics:

  • X Attack enhancement - 25% chance per turn to boost active Pokemon attack
  • Enhancement limit - Maximum two X Attacks per Pokemon
  • Elite team composition - High-level Pokemon with competitive movesets

Cooltrainer♀ (K) advanced AI:

  • Hyper Potion usage - 100% chance below 10% HP for active Pokemon
  • Switching behavior - Automatic switching between 10-20% HP range
  • One-time healing - Only one Hyper Potion per Pokemon maximum

Plateau progression strategy: Barrier removal from previous switches enables access to final trainer encounters and exit preparation

GameFAQs final puzzle sequence: "Proceed east and push the boulder down the nearby hole (4), then jump down the hole yourself"

Hole navigation mechanics:

  • Boulder placement - Push boulder into hole before following
  • Floor transition - Hole provides access to different section of 2F
  • Switch activation - Boulder lands on switch (4) to remove barrier (4)

Final switch puzzle completion:

  • 2F boulder positioning - "Push the boulder all the way west and on to the switch (4)"
  • Barrier removal - Switch (4) destroys barrier (4) on nearby plateau
  • Plateau access - Opens path to final ladder sequence for exit preparation

GameFAQs hidden Full Restore location: "Examine the rock to the west of the ladder to unearth a hidden Full Restore, then exit Victory Road to the east"

Final ladder navigation:

  • Ladder (5) progression - From 2F plateau to different 3F section
  • Ladder (6) descent - From 3F back to 2F for final area access
  • Hidden item discovery - Rock examination reveals hidden Full Restore

Full Restore strategic value:

  • Complete healing - Restores all HP and cures all status conditions
  • Elite Four preparation - Essential healing item for championship battles
  • Emergency restoration - Most powerful healing item for critical situations

GameFAQs Indigo Plateau transition: "Back on Route 23, head north to a small maze of statues. Take the easternmost gap in the statues and proceed north into Indigo Plateau"

Statue maze navigation:

  • Easternmost gap - Specific route through statue configuration
  • Indigo Plateau entrance - Direct access to Pokemon League headquarters
  • Final preparation point - Last opportunity before Elite Four challenges

GameFAQs experience grinding assessment:

  • Red/Blue optimization: "Will still find their best source of experience points before the Elite Four... to be Pokémon Mansion 3F"
  • Yellow advantage: "Pokémon Yellow players are better served by Victory Road 3F... over 700 experience points on average per encounter"
  • Accessibility benefit: "Easily accessible by returning south from Indigo Plateau"

Indigo Plateau

0 / 12 completed

GameFAQs notes: "The ultimate goal of Trainers! The highest Pokémon authority!" Pokemon League headquarters featuring Elite Four gauntlet (Lorelei, Bruno, Agatha, Lance) and Champion Blue battle. Consecutive battles without Pokemon Center access, requiring premium items and strategic preparation. Features version-specific movesets, advanced AI behaviors, and culminates in Hall of Fame induction for Pokemon Championship completion.

GameFAQs Elite Four challenge: "You will have to fight them consecutively without any chance of visiting a Pokémon Center or Poké Mart in between fights, although you will be able to use items outside of battle to replenish your party"

Challenge structure requirements:

  • Consecutive battles - Five total fights (4 Elite Four + Champion) without Pokemon Center healing
  • Save capability - Can save between fights for strategic checkpoints
  • Item usage allowed - Full access to healing items between battles
  • Defeat consequence - "If you are defeated by any Trainer during your challenge, you will have to start again from the first member of the Elite Four"

Essential preparation strategy:

  • Premium healing items - "The Poké Mart at Indigo Plateau is the only one to sell Full Restores and Max Potions"
  • Revive stockpiling - "Purchase a few Revives, just in case"
  • Poké Flute requirement - "Handful of the Elite Four Pokémon can inflict the sleep status"

GameFAQs Lorelei AI behavior: "Has a 50% chance per turn to use a Super Potion on her active Pokémon if it is below 20% of its maximum HP. She can use up to two Super Potions per Pokémon"

Lorelei team composition analysis:

  • Type specialization note - "Ice-type specialist, though most of her Pokémon are part Water type, and one isn't Ice type at all"
  • Dewgong AI exploitation - "Will infamously use nothing but Rest, a non-damaging Psychic-type move, against opposing Poison- or Fighting-type Pokémon"
  • Lapras signature threat - "Toughest member of her team, boasting excellent stats and two 120-power STAB moves in Hydro Pump and Blizzard"

Optimal counter-strategies:

  • Electric-type advantage - "Electric-type Pokémon do well, with their STAB moves super effective against Lorelei's Water-type Pokémon"
  • Water-type resistance - "Water-type Pokémon can avoid any Ice- and Water-type moves"
  • Special attack priority - Target Cloyster's "much lower Special stat, especially with supereffective Electric- and Grass-type moves"

GameFAQs Bruno assessment: "Often considered the weakest member of the Elite Four. He's a Fighting-type specialist, though he also has two Onix on his team which are dual-type Rock/Ground Pokémon"

Bruno AI mechanics:

  • X Defend usage - "25% chance per turn to use an X Defend on his active Pokémon. He can use up to two X Defends per Pokémon"
  • Onix weakness exploitation - "Terrible Pokémon... Water- and Grass-type moves are considered special moves and deal 4× damage, annihilating Onix with ease"

Fighting-type counter-strategy:

  • Zapdos optimization - "Does particularly well against all of Bruno's Fighting-type Pokémon with its supereffective STAB Drill Peck, good bulk and resistance to Fighting-type moves"
  • Hitmonlee threat assessment - "First competent Pokémon on Bruno's team... Hi Jump Kick, the most powerful Fighting-type move in the game"
  • Machamp Fissure concern - "One-hit KO move, it shouldn't pose a problem as Machamp is quite slow and Fissure can only work if the user outspeeds the target"

GameFAQs Agatha AI complexity: "Has a 5/64 (7.8%) chance per turn to switch her active Pokémon out... or a 27/64 (42.2%) chance per turn to use a Super Potion on it if it is below 25% of its maximum HP"

Agatha team strategic analysis:

  • Type specialization clarification - "Ghost-type specialist, though it's probably more accurate to call her a Poison-type specialist since that's the only type shared by all of her team"
  • Normal/Fighting immunity - "Take note that Normal- and Fighting-type moves are completely ineffective against Ghost-type Pokémon"
  • Optimal move types - "Ground- and Psychic-type moves such as Earthquake and Psychic will be extremely useful against Agatha's team"

Individual Pokemon threat assessment:

  • Gengar Night Shade - "Fixed-damage Night Shade, which will always deal 56 damage and should not be particularly threatening if your Pokémon have around 150 HP"
  • Golbat weakness - "Most damaging move it has in all versions of the game is Wing Attack, which has a paltry 35 power"
  • Yellow Gengar enhancement - "Boasts Psychic on top of Hypnosis and Dream Eater, finally giving it a powerful move to use"

GameFAQs Lance AI behavior: "Has a 50% chance per turn to use a Hyper Potion on his active Pokémon if it is below 20% of its maximum HP. He can only use one Hyper Potion per Pokémon"

Lance team priority targeting:

  • Gyarados electric weakness - "If you have an Electric-type Pokémon or one with an Electric-type move, bring that in first to make quick work of his Gyarados, which has a 4× weakness to Electric"
  • Dragonair resistance pattern - "Pure Dragon-type Pokémon that effectively are only weak to Ice-type moves. They also resist Grass-, Fire-, Water- and Electric-type moves"
  • Aerodactyl vulnerability spread - "Many common weaknesses in Electric, Ice, Rock and Water, all of which have powerful TM or HM moves to choose from"

Dragonite signature threat analysis:

  • Ice weakness exploitation - "Excellent stats but a nasty 4× weakness to Ice-type moves, which you should have on hand"
  • Yellow movepool enhancement - "Movepool has been amped up considerably with three 120-power moves in Blizzard, Fire Blast and Thunder"
  • Illegitimate move note - "Lance's Dragonite knows the illegitimate move Barrier, which cannot be taught to it in these games"

GameFAQs Champion transition warning: "Immediately after defeating Lance, make any necessary preparations such as healing up and saving before you enter the next room. Stepping foot in the next room will automatically pit you against the Champion"

Champion Blue AI mechanics:

  • Full Restore usage - "12.5% chance per turn to use a Full Restore on his active Pokémon if it is below 20% of its maximum HP. He can only use one Full Restore per Pokémon"
  • Supereffective preference - "AI which encourages supereffective moves and discourages not-very-effective moves, regardless of whether those moves deal damage or not"
  • Animation override - "Even if you have battle animations turned off in the Option menu, they will be turned on for this fight, probably to make it more dramatic"

Champion team composition pattern:

  • Starter dependency - "Team will differ depending on your chosen starter Pokémon, but it will always form a Grass/Fire/Water core"
  • Consistent threats - Pidgeot (Sky Attack/Mirror Move), Alakazam (Psychic/Reflect/Recover), Rhydon (Horn Drill weakness)
  • Level 65 finale - "Rival will send out one of three level 65 starter Pokémon, all of which pack a very powerful STAB move"

GameFAQs Pidgeot assessment: "Finally gained a decent move in Sky Attack, though it requires a charge turn to unleash, during which it is vulnerable to attack... weakest member of your rival's team due to its low stats and otherwise bad moves"

Alakazam extreme threat analysis:

  • Danger level - "Extremely dangerous Pokémon that is thankfully the lowest-level member of the team"
  • Moveset concern - "Excellent stats and typing plus a powerful STAB move in Psychic, which deals heavy damage and has a good chance to reduce the target's Special"
  • Counter strategy - "Best Pokémon to use here are ones with both a high Attack, to hit it on its lower physical Defense, and high Special or HP, to tank hits from Psychic"

Rhydon weakness exploitation:

  • Critical vulnerabilities - "Terrible moveset and crippling 4× weaknesses to both Water and Grass"
  • Speed disadvantage - "Coupled with its low Speed, Rhydon shouldn't get a chance to attack before being felled in one hit"
  • Horn Drill limitation - "Needs to outspeed its target for it to work, which is extremely unlikely to happen"

GameFAQs mid-tier assessment: "You will face two of Exeggutor, Arcanine and Gyarados, followed by his fully evolved starter Pokémon"

Exeggutor strategic approach:

  • Moveset limitation - "Great Pokémon, but this one has a bad moveset and poses little danger"
  • Sleep counter - "Sleep from Hypnosis is cured easily by the Poké Flute"
  • Weakness exploitation - "Grass typing grants it many weaknesses in Bug, Fire, Flying, Ice and Poison"

Arcanine counter-strategy:

  • Power limitation - "Good stats but a bad moveset. Its STAB move is the 40-power Ember"
  • Recoil concern - "Most powerful move is Take Down, which is a Normal-type move that causes the user to take recoil damage"
  • Optimal moves - "Good Water-, Rock- or Ground-type move is the best way to deal with it"

Gyarados major threat assessment:

  • Power level - "Most dangerous of this trio, packing a 120-power STAB Hydro Pump as well as the powerful Hyper Beam"
  • Electric weakness - "Preferably with an Electric-type move, which should faint it in one hit due to Gyarados's 4× Electric weakness"

GameFAQs starter finale description: "Finally, the rival will send out one of three level 65 starter Pokémon, all of which pack a very powerful STAB move"

Charizard threat assessment:

  • Primary danger - "Most dangerous move is its 120-power STAB Fire Blast"
  • Critical hit concern - "Also has Slash, a Normal-type move with a near-guaranteed chance of landing a critical hit"
  • Rock-type advantage - "Rock-type Pokémon resist all of Charizard's moves and can hit back with a 4× supereffective Rock Slide"

Blastoise strategic approach:

  • Dual threat moves - "Big threat with both Blizzard and Hydro Pump"
  • Water resistance strategy - "Water-type Pokémon of your own will resist both of those moves and thus will only ever be damaged by Bite"
  • Limited weaknesses - "Only has two weaknesses in Grass and Electric"

Venusaur counter-strategy:

  • Move limitation - "Only has Grass-type damaging moves, the most dangerous being Razor Leaf"
  • Critical hit threat - "Very high power after factoring in its near-perfect chance to critical hit"
  • Resistance exploitation - "Fire- or Flying-type Pokémon are your best bet for resisting its attacks and firing back with supereffective STAB moves"

GameFAQs Yellow team composition: Champion team varies based on Professor Oak's Laboratory and Route 22 battle outcomes, featuring Sandslash, Alakazam, Exeggutor core with two of Ninetales/Magneton/Cloyster, plus evolved Eevee finale

Eevee evolution strategic analysis:

  • Vaporeon threat - "120-power STAB Hydro Pump but its other moves are comparatively underwhelming. It won't use Hydro Pump against Grass-type Pokémon, but will instead use a supereffective Aurora Beam"
  • Jolteon counter-strategy - "Does not appreciate Ground-type Pokémon switching in on it, as they are immune to its powerful Thunder"
  • Flareon limitation - "Only decent move Flareon has is Flamethrower... Fire Spin is an inaccurate binding move which should be switched out of"

Yellow-specific Pokemon threats:

  • Sandslash assessment - "Two powerful moves in Slash and its STAB Earthquake... fairly slow and has low Special as well as three special weaknesses in Water, Ice and Grass"
  • Ninetales annoyance factor - "Extremely weak moves and will try to annoy you by using Fire Spin and Confuse Ray"
  • Cloyster defensive strategy - "Sky-high Defense, so should be attacked on its much lower Special side—happily, it has special weaknesses in Electric and Grass"

GameFAQs victory sequence: "Congratulations! After a few scenes, Professor Oak will induct you and your team members into the Pokémon Hall of Fame before evaluating your Pokédex"

Post-victory progression:

  • Credits sequence - "You can now revel in your victory as you watch the credits roll. These can't be skipped, unfortunately"
  • Auto-save system - "You'll need to wait until the end for the game to auto-save and kick you back to the title screen"
  • Pallet Town return - "When you start up your game again, you'll be outside your house in Pallet Town"

New features unlocked:

  • PKMN League PC option - "Shows a record of the teams that you have beaten the Pokémon League with"
  • Battle animations reset - "If you prefer to play without battle animations, you'll have to turn them off again from the Option menu"
  • Cerulean Cave access - "One last place to explore that has become available now that you have defeated the Pokémon Champion"

GameFAQs Cerulean Cave preparation: "Fly to Cerulean City, then withdraw a team of strong Pokémon as well as one that can use Surf"

Legendary encounter preparation:

  • Level 70 threat - "High-level area and home to a powerful level 70 Legendary Pokémon"
  • Master Ball consideration - "If you've still got your Master Ball, consider bringing it along for this"
  • Alternative capture strategy - "Otherwise, bring a few Ultra Balls and a fast Pokémon that can inflict a status condition, preferably sleep"

Cave exploration requirements:

  • Escape preparation - "Should also bring along an Escape Rope or a Pokémon with Dig"
  • Repel limitation - "Unlikely to come in handy unless your Pokémon are very high level, since they only work against Pokémon of a lower level than the first Pokémon in your party, while the Pokémon in Cerulean Cave can reach up to level 67"
  • Route 4 access - "From Cerulean City, head north on to Route 24, crossing the Nugget Bridge, then surf west... Before you enter the cave, head west and you will end up on Route 4"

Route 04

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GameFAQs notes: Post-game Route 4 access via Cerulean Cave pathway featuring final trainer encounter before legendary Pokemon area. Accessed by surfing west from Route 24's narrow water strip, leading to Cerulean Cave entrance with one remaining Lass trainer battle requiring completion.

GameFAQs navigation instructions: "From Cerulean City, head north on to Route 24, crossing the Nugget Bridge, then surf west on to the narrow strip of water here. Follow the water south and west, then disembark on to the land by the cave. Before you enter the cave, head west and you will end up on Route 4"

Post-Champion access requirements:

  • Champion completion: Pokemon League victory required for Cerulean Cave unlock
  • Surf access: HM03 Surf required for water navigation from Route 24
  • Route progression: Post-game exploration leading to legendary encounter area

Route 4 connection significance:

  • Cerulean Cave access: Final pathway to level 70 Mewtwo encounter
  • Completion milestone: Last trainer battle before legendary area
  • Geographic connection: Links early-game Route 4 to post-game content

GameFAQs trainer encounter: "There is one last Trainer, a Lass (A), to fight here"

Lass (A) trainer battle:

  • Trainer type: Lass with post-game level scaling
  • Battle significance: Final trainer encounter before legendary Pokemon area
  • Completion requirement: Must defeat to clear pathway to Cerulean Cave

Strategic considerations:

  • Team preparation: Ensure party ready for upcoming Mewtwo encounter
  • Item verification: Confirm Master Ball or Ultra Ball supply before proceeding
  • Level assessment: Post-Elite Four trainer scaling expected

GameFAQs cave entrance instruction: "Once she's defeated, enter Cerulean Cave"

Cerulean Cave preparation requirements:

  • Master Ball verification: Confirm availability for guaranteed Mewtwo capture
  • Ultra Ball backup: Multiple Ultra Balls if Master Ball unavailable or used
  • Status condition preparation: Sleep-inducing Pokemon for capture assistance
  • Escape items: Escape Rope or Dig for cave exit strategy

Level 70 legendary encounter preparation:

  • Team strength verification: Strong Pokemon capable of battling level 70 Mewtwo
  • False Swipe strategy: Pokemon with False Swipe for HP reduction to 1
  • Healing item supply: Full Restores and Revives for extended battle
  • Cave navigation readiness: High-level Pokemon for cave exploration safety

Cerulean Cave

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GameFAQs notes: Ultimate post-game dungeon featuring 3-floor cave complex (1F, 2F, B1F) with version-specific layouts. Home to level 70 Mewtwo, the game's final legendary Pokemon, plus premium items (PP Up, Full Restore, Max Revive, Ultra Balls). Features highest-level wild Pokemon encounters for experience grinding, complex navigation pathways, and serves as Pokemon Red completion finale.

GameFAQs cave complex description: "The layout of Cerulean Cave and the items you can obtain here are vastly different in Pokémon Yellow compared to Pokémon Red and Blue"

Cave access requirements:

  • Champion completion: Pokemon League victory unlocks Cerulean Cave
  • Route navigation: Access via Route 24 surfing west to narrow water strip
  • Preparation items: Ultra Balls, status-inducing Pokemon, Escape Rope/Dig user
  • Master Ball consideration: Guaranteed capture method for level 70 Mewtwo

Cave structure complexity:

  • 3-floor dungeon: 1F, 2F, B1F with interconnected ladder system
  • Version-specific layouts: Red/Blue vs Yellow have different item placements and pathways
  • Premium item distribution: PP Up, Full Restore, Max Revive, Ultra Balls, Rare Candy
  • High-level encounters: Averaging over 1,000 experience points per battle

GameFAQs 1F navigation (Red/Blue): "Follow the linear path up on to a plateau and take the ladder (1) there"

GameFAQs 1F navigation (Yellow): "Follow the path into the water, then surf west and keep watch for a one-tile-wide path to the north. Disembark and proceed to the end of that path to find a Max Elixer"

Initial exploration strategy:

  • Linear progression: Red/Blue features straightforward plateau access to first ladder
  • Water navigation: Yellow requires surfing with hidden Max Elixer discovery
  • Plateau mechanics: Multiple elevation levels requiring careful step navigation
  • Ladder identification: Seven numbered ladders throughout cave complex

Wild Pokemon encounter preparation:

  • High-level threats: Pokemon levels 46-70 with status condition abilities
  • Status hazards: Golbat, Magneton, Venomoth inflict various conditions
  • Experience grinding value: Highest experience yield location in game
  • Repel effectiveness: Limited against level 67 encounters without high-level lead

GameFAQs 2F navigation (Red/Blue): "Head south, then west at the first intersection, south at the second and east at the third to find a PP Up"

GameFAQs 2F navigation (Yellow): "Proceed north-east, heading east at the intersection, to find an Ultra Ball tucked away in a dead end"

2F item collection strategy:

  • PP Up location (Red/Blue): Complex intersection navigation with backtracking required
  • Ultra Ball location (Yellow): Dead-end positioning requiring intersection management
  • Hidden PP Up (Yellow): Examine lone rock for concealed item discovery
  • Full Restore acquisition: Multiple Full Restore items throughout 2F exploration

Navigation complexity management:

  • Intersection tracking: Multiple four-way intersections requiring careful direction choices
  • Ladder progression: Six different 2F ladders with specific numbering system
  • Dead-end exploration: Thorough investigation of pathway terminations for hidden items
  • Backtracking efficiency: Strategic route planning to minimize redundant exploration

GameFAQs 1F water navigation (Red/Blue): "Descend the plateau and surf west a short distance to pick up a Max Elixer. Disembark on to the nearby plateau to the west and proceed to the north-west corner to find a Nugget"

Water exploration mechanics:

  • Surf requirement: HM03 Surf essential for water body navigation
  • Plateau disembarkment: Strategic landing points for item access
  • Max Elixer value: Premium PP restoration for extended cave exploration
  • Nugget location: High-value item in north-west corner positioning

Hidden item discovery strategy:

  • Rare Candy location (Red/Blue): "Examine the piece of rubble in the centre to uncover a hidden Rare Candy"
  • Hidden Ultra Ball (Red/Blue): "Far north-eastern corner of this plateau is a piece of rubble that houses a hidden Ultra Ball"
  • Rubble examination: Thorough investigation of suspicious rock formations
  • Corner exploration: Systematic checking of plateau corner locations

GameFAQs B1F navigation (Red/Blue): "Head north-east along the plateau and descend the steps, then go east and up on to another small plateau here to pick up a Max Revive"

B1F item collection strategy:

  • Max Revive significance: Crucial revival item for challenging legendary encounter
  • Ultra Ball accumulation: Multiple Ultra Ball locations throughout B1F exploration
  • Plateau navigation: Complex multi-level terrain requiring step management
  • Water body progression: Strategic surfing between platform sections

Yellow version exclusive content:

  • Lickitung encounters: "This floor is the only area in the game where Pokémon Yellow players can catch a Lickitung"
  • Trade preparation: "Catch a spare Lickitung to trade away, rather pointlessly, for a Dugtrio shortly"
  • Lickitung evaluation: "Rating: Unranked. A fairly useless Pokémon even when it was available much earlier"
  • Speed stat weakness: "Terrible stats including an atrocious 30 base Speed"

GameFAQs final approach (Red/Blue): "Continue south into the water and follow it around up on to the final plateau, where you can encounter the game's final Legendary Pokémon"

GameFAQs final approach (Yellow): "Follow a winding route that goes through some water to eventually end up on a plateau where a Legendary Pokémon rests"

Pre-battle preparation requirements:

  • Save game verification: "Be sure to save and prepare before engaging it"
  • Master Ball consideration: Guaranteed capture vs challenging Ultra Ball strategy
  • Status condition preparation: Sleep or freeze-inducing Pokemon for capture assistance
  • Team health verification: Full healing and revival items ready

Legendary encounter significance:

  • Final legendary: Culmination of all legendary Pokemon encounters
  • Level 70 threat: Highest level wild Pokemon in entire game
  • Game completion milestone: Represents Pokemon Red walkthrough finale
  • Ultimate challenge: "Make sure to save and make any necessary preparations before starting battle with the toughest Pokémon in the game"

GameFAQs Mewtwo analysis: "Mewtwo is not to be trifled with, as it has incredible stats and typing as well as a high level of 70. Its Psychic typing leaves it weak only to the pitiful Bug type, which you are unlikely to be using"

Mewtwo battle mechanics:

  • AI behavior: "Wild Pokémon AI makes Mewtwo select moves at random, so it only has a one-in-four chance of choosing Psychic on any turn"
  • Move analysis: Psychic (powerful STAB), Swift (never misses), Barrier (physical defense), Recover (healing)
  • Type effectiveness: Only weak to Bug-type, resisted by Psychic-type Pokemon
  • Level 70 stats: Incredible offensive and defensive capabilities

Capture strategy optimization:

  • Status condition priority: "You should look to inflict a status condition, particularly sleep or freeze"
  • Sleep/freeze effectiveness: "~17.5% chance, even if it is at full health, while whittling its HP down to below 1/3 of its maximum as well only serves to increase that chance to ~19.2%"
  • Other status conditions: "Burn, paralysis and poison have a lesser effect, giving a chance of ~8.9% at full health"
  • Master Ball guarantee: "Of course, as the toughest Pokémon in the game, Mewtwo is well worth using the Master Ball on, which will guarantee its capture"

GameFAQs Mewtwo evaluation: "Rating: Unranked. A reward for completing the game, Mewtwo is deliberately overpowered and frankly incredible in every imaginable aspect. Have fun in your rematches against the Elite Four with this monster"

Mewtwo legendary status:

  • Overpowered design: "Deliberately overpowered and frankly incredible in every imaginable aspect"
  • Elite Four dominance: Exceptional performance in championship rematches
  • Unranked rating: Beyond normal Pokemon tier system due to overwhelming power
  • Post-game reward: Ultimate prize for Pokemon League completion

Capture completion significance:

  • Legendary collection finale: Completes Articuno, Zapdos, Moltres, Mewtwo legendary set
  • Game progression milestone: Represents final major objective completion
  • 150 Pokedex contribution: Critical entry for diploma qualification
  • Ultimate achievement: Captures the most powerful Pokemon in Generation I

GameFAQs exit strategy: "If you brought along an Escape Rope or a Dig user as suggested, then you can use that to leave Cerulean Cave after battling Mewtwo, as there is nothing else left to do here"

Exit method options:

  • Escape Rope efficiency: Instant teleportation to cave entrance
  • Dig user alternative: Pokemon with Dig for immediate escape
  • Manual navigation: Complex reverse pathway through 3-floor system
  • Map reference: "Use the maps provided to find a path to the exit"

Manual exit navigation (Red/Blue):

  • B1F to 1F progression: "From Mewtwo's platform, surf through the first body of water and disembark on to a plateau"
  • Multi-floor traversal: Sequential ladder navigation through B1F → 1F → 2F → 1F
  • Complex pathfinding: "Follow the path east along the southern wall to ascend another plateau"
  • Final exit approach: "Follow the ground-level path to the exit"

GameFAQs Yellow trade instruction: "Pokémon Yellow players should withdraw their recently caught Lickitung and Fly to Vermilion City. Head east out of the city on to Route 11, then continue east into the gatehouse and head upstairs to the upper level"

Lickitung ↔ Dugtrio trade analysis:

  • Trade evaluation: "A rather pointless trade considering that Dugtrio was available to catch much earlier in the game in Diglett's Cave"
  • Developer oversight: "Perhaps the game developers coded the trade Pokémon the wrong way around"
  • Alternative theory: "You were supposed to be able to get a traded Lickitung much earlier in the game"
  • Completion value: Final in-game trade for 100% trade completion

Trade completion significance:

  • 7/7 trades completed: Final in-game trade in Yellow version
  • Pokedex contribution: Completes traded Pokemon collection
  • Route 11 gatehouse location: Upper level NPC for trade execution
  • Version-specific content: Yellow exclusive trade opportunity

GameFAQs Pokedex completion: "If you manage to register 150 Pokémon in the Pokédex, you can receive a diploma commemorating your achievement. This can be any 150 Pokémon out of a possible 151—Mew is the Pokémon expected to be missing"

Diploma acquisition process:

  • 150 Pokemon requirement: Any 150 out of 151 total Pokemon qualify
  • Celadon Mansion location: "Go to the Celadon Mansion, which is the large building on the northern side of Celadon City where you received Eevee"
  • Third floor access: "Take the front entrance and head up to the third floor"
  • Game Freak developer: "Speak to Game Freak's lead developer to receive your diploma"

Additional completion features:

  • Developer congratulations: "The other employees nearby will congratulate you if you opt to speak to them"
  • Yellow printing feature: "In Pokémon Yellow, one of them will allow you to print out your diploma if you are playing on a Game Boy console and have it hooked up to a Game Boy Printer"
  • Mew flexibility: "If you have Mew, you can miss out on one other Pokémon"
  • Achievement recognition: Official Game Freak acknowledgment of completion

GameFAQs post-game summary: "Now that you have defeated the Elite Four and captured Mewtwo, you have completed the main story content of Pokémon Red, Blue and Yellow. You have also collected every item from the overworld, performed every in-game trade and caught many different Pokémon"

Remaining activities:

  • Elite Four rematches: "The only Trainers you can rematch are the Elite Four and Champion. Simply return to Indigo Plateau to take the challenge again"
  • Team limitations: "Unlike future generations, the Trainers here do not have improved teams"
  • Trainer-Fly glitch: Alternative completion method for missing Pokemon
  • Competitive battling: Online simulators and community resources

Series progression recommendations:

  • Generation II continuation: "Pokémon Gold, Silver and Crystal, provide a very similar experience to Pokémon Red, Blue and Yellow but with many mechanical and graphical improvements"
  • Modern alternatives: "If you prefer a more modern Pokémon experience, then at the time of writing there are nine generations of mainline Pokémon games to play"
  • Achievement perspective: "Completing Pokémon Red, Blue and Yellow means you are just getting started!"
  • Community resources: Smogon, Pokemon Perfect, Pokemon Showdown for competitive play