Appendix:Gold and Silver walkthrough/Section 10

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This is the Bulbapedia walkthrough for Pokémon Gold and Silver Versions. This walkthrough follows the original Game Boy Color version, not Pokémon HeartGold and SoulSilver.
The guide for those can be found here.


Cianwood City

Cianwood City

Cianwood City is a lonely little coastal city only connected to Johto's mainland by Route 40 Route 41. Despite its small size, the city encompasses a few important locations, including the Cianwood City Pharmacy and the Cianwood Gym. Trainers with a rock-smashing Pokémon in their party can remove the rocks north of the city; Krabby are common here, though there are items hidden under the rocks as well.

Pick up the Medicine

A Trainer's first stop in Cianwood City is the 500-year-old Cianwood City Pharmacy. Upon hearing of the lighthouse Pokémon's illness, the pharmacist gives you the SecretPotion, a powerful medicine that should heal Amphy of its sickness. After dispensing the SecretPotion, the pharmacist offers traditional medicine for sale.


Get a rare Pokémon

After obtaining the SecretPotion, visit the house just north of the pharmacy. The guy inside was bullied into giving his prized Sneasel to a kid with piercing eyes and long hair, and he's afraid that the thief may come back. He gives you his Shuckle for safekeeping (as long as you have an empty slot in your party). While not worth much on offense, Shuckle more than makes up for it with its strong defense. It has an unusual ability as well - if its Trainer gives it a Berry to hold, the mold inside its shell would degrade the item over time, eventually turning it into Berry Juice. If left with Shuckle even longer, the Berry Juice would solidify into a Rare Candy.

Cianwood Gym

CIANWOOD CITY
POKéMON GYM
LEADER: CHUCK
His Roaring Fists
Do the Talking

The Cianwood Gym only allows Fighting-types to train here, so Psychic- and Flying-type moves are best to use. Avoid using types like Normal or Ice, since they are vulnerable to Fighting-type attacks. While Ghost-types have full immunity here, a higher-level Kadabra or Pidgeotto will strike terror into the Gym's macho Pokémon.




After his defeat, Chuck awards the Storm Badge to Trainers. This badge commands obedience from Pokémon of level 70 or less, and also allows Trainers to fly from town to town, after obtaining HM02. Chuck's parting gift to victorious Trainers is TM01 (DynamicPunch), a move that guarantees confusion upon impact, despite its 50% accuracy rating.

Fly Like A Bird

With your shiny new Storm Badge in hand, speak to the woman in front of the Gym. The woman (who happens to be Chuck's wife) is so impressed that she gives you HM02 (Fly), and thanks you for giving her husband a reason to train. With HM02, Trainers can fly to any familiar town instantly!

Now teach a strong bird how to fly, and return to Olivine with the medicine for Amphy.

Olivine City

Olivine Gym

Back in Olivine, get to the top of the lighthouse to give the medicine to Jasmine. She administers it to Amphy, and seeing that it is healed, promises to return to her Gym.

OLIVINE CITY
POKéMON GYM
LEADER: JASMINE
The Steel-Clad
Defense Girl

Jasmine, the shy and quiet Gym Leader of Olivine City, has not recruited any junior Trainers for her Gym. Because of this, there is only a single battle that takes place here. Jasmine specializes in the Steel-type, which was only recently discovered (along with the Dark-type). Steel-types are great defensively, resisting attack from eleven different types. Fire- and Ground-type moves, like Flamethrower or Earthquake, work best here.



After defeating her, Jasmine presents Trainers with the Mineral Badge, which increases a party's defenses.
She also gives out TM23 (Iron Tail), a testament to the power of the Steel-type.

Now fly back to Ecruteak, and head east to Route 42.

Route 42

Route 42 stretches across northeastern Johto, connecting Ecruteak City to Mahogany Town. The large cave here is optional, though it contains many rare items and Pokémon. There is also another grove of Apricorn trees located on the central landmass.


Continue east across the two small lakes on the way to Mahogany.

Later...

Trainers that venture inside Mt. Mortar should bring no more than five Pokémon with them, in order to get a rare Fighting-type. It is also a wise choice to bring a Pokémon that can illuminate the darkness.

West/East Entrance

Entering from one of the side entrances, Trainers must climb a stairway cut into the rock ledge to reach the next section of the cave. Here, Trainers can take the stairs to the northwest in order to reach an Ether. The stairs on the rocky platform (near the east entrance) lead to a Guard Spec. Backtrack and shove the boulder out of the way, allowing you to venture deeper into the cave. A few items, including a Hyper Potion and Escape Rope are lying around. This is as far as Trainers can go, without entering from Route 42's central entrance.

Center Entrance

This entrance leads to a rocky platform with stairs leading to the basement. Once in the basement, Trainers can only surf around the cave, picking up a Hyper Potion and a Full Heal. The lone movable boulder here is meant to be pushed from the other side, so Trainers have nowhere else to go but back to the entrance.

File:Mtmortargs4.png
Basement floor

In order to reach the deepest area of the cave, a Trainer must have acquired HM07 (Waterfall). Entering from the central cave, they will be able to surf around the rocky ledge and ascend the waterfall beyond. The upper area of the cave is littered with small ponds, which Trainers must surf across in order to reach the stairs in the northwest.
Back in the lower part of the cave, Trainers must head east, where they can walk down the left stairway off of the rock platform, and take the stairs along the west wall.
The western stairs will lead Trainers to the basement floor where the Karate King, the master of the Fighting Dojo in Saffron City, is training. After defeating his Hitmonlee and Hitmonchan, he will give out a Tyrogue, the younger form of his two Pokémon, if you have five or less Pokémon in your party.










Intro | Part 1 | Part 2 | Part 3 | Part 4 | Part 5 | Part 6 | Part 7 | Part 8 | Part 9 | Part 10 | Part 11 | Part 12 | Part 13


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