Appendix:Crystal walkthrough/Section 15: Difference between revisions

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The first opponent is [[Will]], a master {{type2|Psychic}} Trainer.
The first opponent is [[Will]], a master {{type|Psychic}} Trainer.


A powerful {{type2|Electric}} can make short work of his {{p|Slowbro}} and pair of {{p|Xatu}}.  A hit from a strong {{type2|Fire}} move (like {{m|Flamethrower}}) can eliminate his {{p|Jynx}} and {{p|Exeggutor}}. If you chose {{p|Totodile}} as your starter, {{p|Feraligatr}}'s massive jaws can {{m|Bite}} and {{m|Crunch}} through Will's entire team without a much of a problem.
A powerful {{type|Electric}} can make short work of his {{p|Slowbro}} and pair of {{p|Xatu}}.  A hit from a strong {{type|Fire}} move (like {{m|Flamethrower}}) can eliminate his {{p|Jynx}} and {{p|Exeggutor}}. If you chose {{p|Totodile}} as your starter, {{p|Feraligatr}}'s massive jaws can {{m|Bite}} and {{m|Crunch}} through Will's entire team without a much of a problem.


{{Party|color={{psychic color}}|headcolor={{psychic color light}}|bordercolor={{psychic color dark}}|sprite=WillGSCsprite.png‎|prize={{pdollar}}4200|class=Elite Four|name=Will|game=GSC|location=Indigo Plateau|pokemon=5|
{{Party|color={{psychic color}}|headcolor={{psychic color light}}|bordercolor={{psychic color dark}}|sprite=WillGSCsprite.png‎|prize={{pdollar}}4200|class=Elite Four|name=Will|game=GSC|location=Indigo Plateau|pokemon=5|
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Heal your team, reorganize your [[party]] with your {{type2|Psychic}} leading, and head through the door to your second battle.
Heal your team, reorganize your [[party]] with your {{type|Psychic}} leading, and head through the door to your second battle.


{{-}}
{{-}}
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The second opponent is [[Koga]], a master {{type2|Poison}} Trainer, and former [[Gym Leader|leader]] of Kanto's [[Fuchsia Gym]].
The second opponent is [[Koga]], a master {{type|Poison}} Trainer, and former [[Gym Leader|leader]] of Kanto's [[Fuchsia Gym]].


A strong {{type2|Psychic}} is effective against all five of his Pokémon, while {{type2|Fire}}s can easily scorch his {{p|Ariados}}, {{p|Forretress}}, and {{p|Venomoth}}. Be careful with his Venomoth, {{p|Muk}}, and {{p|Crobat}}—all three know {{m|Toxic}}, a venomous move that {{status|badly poisons}} the foe. If afflicted, switching the Pokémon out of battle will cause the poison to lose its potency, degrading it to a normal {{status|poison}} condition.
A strong {{type|Psychic}} is effective against all five of his Pokémon, while {{type|Fire}}s can easily scorch his {{p|Ariados}}, {{p|Forretress}}, and {{p|Venomoth}}. Be careful with his Venomoth, {{p|Muk}}, and {{p|Crobat}}—all three know {{m|Toxic}}, a venomous move that {{status|badly poisons}} the foe. If afflicted, switching the Pokémon out of battle will cause the poison to lose its potency, degrading it to a normal {{status|poison}} condition.


{{Party|color={{poison color}}|headcolor={{poison color light}}|bordercolor={{poison color dark}}|
{{Party|color={{poison color}}|headcolor={{poison color light}}|bordercolor={{poison color dark}}|
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}}


Heal your team, and make sure that your {{type2|Psychic}} is ready for action again.
Heal your team, and make sure that your {{type|Psychic}} is ready for action again.


{{-}}
{{-}}
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The third opponent is [[Bruno]], a master {{type2|Fighting}} Trainer.
The third opponent is [[Bruno]], a master {{type|Fighting}} Trainer.


Your {{type2|Psychic}} will work wonders here, at least until it encounters Bruno's {{p|Onix}}.  There's only one thing a Psychic-type should look out for—{{p|Hitmontop}}'s {{m|Pursuit}} is a {{type2|Dark}} move, which is super-effective when used on a Psychic-type. Try {{m|Surf|flooding}} the battlefield with your {{type2|Water}} to take care of his Onix (just watch out for {{p|Hitmonchan}}'s {{m|ThunderPunch}}).
Your {{type|Psychic}} will work wonders here, at least until it encounters Bruno's {{p|Onix}}.  There's only one thing a Psychic-type should look out for—{{p|Hitmontop}}'s {{m|Pursuit}} is a {{type|Dark}} move, which is super-effective when used on a Psychic-type. Try {{m|Surf|flooding}} the battlefield with your {{type|Water}} to take care of his Onix (just watch out for {{p|Hitmonchan}}'s {{m|ThunderPunch}}).


{{Party|color={{fighting color}}|headcolor={{fighting color light}}|bordercolor={{fighting color dark}}|
{{Party|color={{fighting color}}|headcolor={{fighting color light}}|bordercolor={{fighting color dark}}|
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}}
}}


Heal up if needed, and swap your {{type2|Psychic}} leader with a high-powered {{type2|Fighting}}.
Heal up if needed, and swap your {{type|Psychic}} leader with a high-powered {{type|Fighting}}.


{{-}}
{{-}}
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The fourth opponent is [[Karen]], a master {{type2|Dark}} Trainer.
The fourth opponent is [[Karen]], a master {{type|Dark}} Trainer.


Your {{type2|Fighting}} should be able to take out her {{p|Umbreon}}, and {{p|Houndoom}} with little trouble. {{p|Murkrow}} is a {{t|Dark}}/{{type2|Flying}}, which makes it susceptible to a {{m|ThunderPunch}} attack. Torch her {{p|Vileplume}} with your {{type2|Fire}}, and look out for her {{p|Gengar}}'s {{m|Curse}}.
Your {{type|Fighting}} should be able to take out her {{p|Umbreon}}, and {{p|Houndoom}} with little trouble. {{p|Murkrow}} is a {{t|Dark}}/{{type|Flying}}, which makes it susceptible to a {{m|ThunderPunch}} attack. Torch her {{p|Vileplume}} with your {{type|Fire}}, and look out for her {{p|Gengar}}'s {{m|Curse}}.


{{Party
{{Party
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}}


Tend to your team, and swap your {{type2|Fighting}} leader with your {{type2|Electric}}.
Tend to your team, and swap your {{type|Fighting}} leader with your {{type|Electric}}.


{{-}}
{{-}}
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With the {{ka|Elite Four}} behind you, there is only one person left standing between you and the Hall of Fame: [[Lance]], [[master]] of {{t|Dragon}} Pokémon, and {{pkmn|Champion}} of the [[Pokémon League]].  This will be your toughest battle yet, but find a way to slay his {{t|dragon}}s, and you'll be recognized as the most powerful Trainer in all of Johto and Kanto!
With the {{ka|Elite Four}} behind you, there is only one person left standing between you and the Hall of Fame: [[Lance]], [[master]] of {{t|Dragon}} Pokémon, and {{pkmn|Champion}} of the [[Pokémon League]].  This will be your toughest battle yet, but find a way to slay his {{t|dragon}}s, and you'll be recognized as the most powerful Trainer in all of Johto and Kanto!


A word of caution: all six of Lance's Pokémon know the devastating move {{m|Hyper Beam}}, so if your team is in trouble, don't risk getting hit - heal up as often as you can. <br> Start off with your {{type2|Electric}} — Lance opens with his {{p|Gyarados}} and, due to its {{t|Water}}/{{type2|Flying}}, it is nothing but a big lightning rod.  That same {{type2|Electric}} will have the advantage over his entire team (though some more than others).  His {{p|Charizard}} and {{p|Aerodactyl}} hate water, so have your {{m|surf}}er swamp the battlefield to make short work of them.  That leaves his trio of {{p|Dragonite}}.  As {{t|Dragon}}/{{type2|Flying}}s, they are doubly vulnerable to {{t|ice}}, so shoot an {{m|Ice Beam}} or call in a {{m|Blizzard}}, and his {{t|dragon}}s will be nothing but a memory.
A word of caution: all six of Lance's Pokémon know the devastating move {{m|Hyper Beam}}, so if your team is in trouble, don't risk getting hit - heal up as often as you can. <br> Start off with your {{type|Electric}} — Lance opens with his {{p|Gyarados}} and, due to its {{t|Water}}/{{type|Flying}}, it is nothing but a big lightning rod.  That same {{type|Electric}} will have the advantage over his entire team (though some more than others).  His {{p|Charizard}} and {{p|Aerodactyl}} hate water, so have your {{m|surf}}er swamp the battlefield to make short work of them.  That leaves his trio of {{p|Dragonite}}.  As {{t|Dragon}}/{{type|Flying}}s, they are doubly vulnerable to {{t|ice}}, so shoot an {{m|Ice Beam}} or call in a {{m|Blizzard}}, and his {{t|dragon}}s will be nothing but a memory.


{{Party|
{{Party|

Revision as of 12:29, 4 June 2012

Indigo Plateau

INDIGO PLATEAU
The Ultimate Goal
for Trainers!
POKéMON LEAGUE HQ

You've finally made it to Indigo Plateau, and the game's almost over... well, not really. After defeating the Elite Four, you'll get to travel through the Kanto region as well.

The Elite Four members aren't called "elite" for nothing, so it's a good idea to train your team members at least to level 50 before challenging them. If you need to leave for some more training, talk to the old man near the Poké Center area. He can use his Abra to teleport you to your home in New Bark.

In order to be well-prepared for the next five battles, it is important to bring a team with a wide range of attack types.

Opponent
Effective Attack Types
Will Psychic Ghost Dark Fire Electric
Koga Poison Fire Psychic Ground Flying
Bruno Fighting Psychic Flying Water Grass
Karen Dark Fighting Ice Ghost Water
Lance Dragon Electric Ice Rock Dragon

Once you've assembled your team, stop by the Mart if you need extra medicine, and walk northeast towards the stairs. Save your game, and head up to face the Elite Four.


Elite Four

Battle 1: Will

Will Room GSC.png
Elite Four - 1
Will's Room

The first opponent is Will, a master Psychic-type Trainer.

A powerful Electric-type can make short work of his Slowbro and pair of Xatu. A hit from a strong Fire-type move (like Flamethrower) can eliminate his Jynx and Exeggutor. If you chose Totodile as your starter, Feraligatr's massive jaws can Bite and Crunch through Will's entire team without a much of a problem.



Heal your team, reorganize your party with your Psychic-type leading, and head through the door to your second battle.


Battle 2: Koga

Koga Room GSC.png
Elite Four - 2
Koga's Room

The second opponent is Koga, a master Poison-type Trainer, and former leader of Kanto's Fuchsia Gym.

A strong Psychic-type is effective against all five of his Pokémon, while Fire-types can easily scorch his Ariados, Forretress, and Venomoth. Be careful with his Venomoth, Muk, and Crobat—all three know Toxic, a venomous move that badly poisons the foe. If afflicted, switching the Pokémon out of battle will cause the poison to lose its potency, degrading it to a normal poison condition.



Heal your team, and make sure that your Psychic-type is ready for action again.


Battle 3: Bruno

Bruno Room GSC.png
Elite Four - 3
Bruno's Room

The third opponent is Bruno, a master Fighting-type Trainer.

Your Psychic-type will work wonders here, at least until it encounters Bruno's Onix. There's only one thing a Psychic-type should look out for—Hitmontop's Pursuit is a Dark-type move, which is super-effective when used on a Psychic-type. Try flooding the battlefield with your Water-type to take care of his Onix (just watch out for Hitmonchan's ThunderPunch).



Heal up if needed, and swap your Psychic-type leader with a high-powered Fighting-type.


Battle 4: Karen

Karen Room GSC.png
Elite Four - 4
Karen's Room

The fourth opponent is Karen, a master Dark-type Trainer.

Your Fighting-type should be able to take out her Umbreon, and Houndoom with little trouble. Murkrow is a Dark/Flying-type, which makes it susceptible to a ThunderPunch attack. Torch her Vileplume with your Fire-type, and look out for her Gengar's Curse.



Tend to your team, and swap your Fighting-type leader with your Electric-type.


Champion battle: Lance

Champion Room C.png
Champion
Lance's Room

With the Elite Four behind you, there is only one person left standing between you and the Hall of Fame: Lance, master of Dragon Pokémon, and Champion of the Pokémon League. This will be your toughest battle yet, but find a way to slay his dragons, and you'll be recognized as the most powerful Trainer in all of Johto and Kanto!

A word of caution: all six of Lance's Pokémon know the devastating move Hyper Beam, so if your team is in trouble, don't risk getting hit - heal up as often as you can.
Start off with your Electric-type — Lance opens with his Gyarados and, due to its Water/Flying-type, it is nothing but a big lightning rod. That same Electric-type will have the advantage over his entire team (though some more than others). His Charizard and Aerodactyl hate water, so have your surfer swamp the battlefield to make short work of them. That leaves his trio of Dragonite. As Dragon/Flying-types, they are doubly vulnerable to ice, so shoot an Ice Beam or call in a Blizzard, and his dragons will be nothing but a memory.



After finally defeating the Pokémon League, Lance compliments you, saying how much you've grown with your Pokémon. However, he is interrupted by DJ Mary, who is looking for an interview. She's a little late, but it's not her fault - Professor Oak isn't as quick as he used to be. He applauds your domination of the Pokémon League, and tells you that your Pokémon persevered because they believed in you as a Trainer. Mary is quick to try for that interview, but Lance steps in to take you away from the noise, much to Mary's dismay.

Lance takes you to the Hall of Fame room, saying that it has been a long time since he was last here. He explains the machine in front of you, that this is where Pokémon League Champions are honored, alongside their courageous Pokémon. He activates the machine, registering you and your partners as Hall of Fame members.
The game saves, a slideshow of your team members plays, and the credits roll...


← Part 14 Elm's Lab, Route 27, Route 26, Victory Road
Crystal
walkthrough
Back in New Bark Town, S.S. Aqua, Vermilion City, Vermilion Gym Part 16 →


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