Appendix:Red and Blue walkthrough/Section 10: Difference between revisions

From Bulbapedia, the community-driven Pokémon encyclopedia.
Jump to navigationJump to search
(→‎3F: Lapras's moves)
(6 intermediate revisions by 3 users not shown)
Line 22: Line 22:
{{Catch/header|road|no}}
{{Catch/header|road|no}}
{{Catch/div|road|Fighting Dojo}}
{{Catch/div|road|Fighting Dojo}}
{{Catch/entry1|106|Hitmonlee|yes|yes|no|Gift|30|One|type1=Fighting}}
{{Catch/entry1|106|Hitmonlee|yes|yes|no|Gift|30|{{tt|One|Only one of the two can be picked}}|type1=Fighting}}
{{Catch/entry1|107|Hitmonchan|yes|yes|no|Gift|30|One|type1=Fighting}}
{{Catch/entry1|107|Hitmonchan|yes|yes|no|Gift|30|{{tt|One|Only one of the two can be picked}}|type1=Fighting}}
{{catch/div|building|Silph Co.}}
{{catch/div|building|Silph Co.}}
{{catch/entry1|131|Lapras|yes|yes|no|Gift|15|One|type1=water|type2=ice}}
{{catch/entry1|131|Lapras|yes|yes|no|Gift|15|One|type1=water|type2=ice}}
Line 109: Line 109:
|}
|}


=== Liberate Silph Co! ===
=== Liberate Silph Co.! ===
[[File:Rocket Grunt asleep RBY.png|thumb|What great security...]]
[[File:Rocket Grunt asleep RBY.png|thumb|left|What great security...]]
[[File:Silph Co 1F RBY.png|thumb|Silph Co, 1F]]


With [[Pokémon Tower]] cleared, the guard outside Silph Co. is taking a nap, leaving a perfect opportunity to sneak inside. The company uses [[warp tile]]s to allow their employees to quickly move around the huge building, which create a giant maze leading to Giovanni.
With [[Pokémon Tower]] cleared, the guard outside Silph Co. is taking a nap, leaving a perfect opportunity to sneak inside. The company uses [[warp tile]]s to allow their employees to quickly move around the huge building, which create a giant maze leading to Giovanni.
Line 267: Line 268:
{{Itemlist|Protein|5F; in the top-left area behind a door|R=yes|B=yes|display={{DL|Vitamin|Protein}}}}
{{Itemlist|Protein|5F; in the top-left area behind a door|R=yes|B=yes|display={{DL|Vitamin|Protein}}}}
{{Itemlist|TM Normal|5F; in the bottom-left area behind a door and next to a teleporter|R=yes|B=yes|display={{TM|09|Take Down}}}}
{{Itemlist|TM Normal|5F; in the bottom-left area behind a door and next to a teleporter|R=yes|B=yes|display={{TM|09|Take Down}}}}
{{Itemlist|Elixir|5F; in a plant west of Juggler Dalton ''(hidden)''|R=yes|B=yes|display={{DL|Ether|Elixir}}}}
{{Itemlist|Elixir|5F; in the plant on the right, east of the scientist ''(hidden)''|R=yes|B=yes|display={{DL|Ether|Elixir}}}}
{{Itemlist|HP Up|6F; in the bottom-left area behind a door|R=yes|B=yes|display={{DL|Vitamin|HP Up}}}}
{{Itemlist|HP Up|6F; in the bottom-left area behind a door|R=yes|B=yes|display={{DL|Vitamin|HP Up}}}}
{{Itemlist|X Accuracy|6F; in the bottom-left area behind a door|R=yes|B=yes|display={{DL|Battle item|X Accuracy}}}}
{{Itemlist|X Accuracy|6F; in the bottom-left area behind a door|R=yes|B=yes|display={{DL|Battle item|X Accuracy}}}}
Line 281: Line 282:


==== 2F ====
==== 2F ====
[[File:Silph Co 1F RBY.png|thumb|Silph Co, 1F]]
[[File:Silph Co 2F RBY.png|thumb|left|Silph Co, 2F]]
[[File:Silph Co 2F RBY.png|thumb|left|Silph Co, 2F]]


Line 306: Line 306:
[[File:Silph Co 5F RBY.png|thumb|left|Silph Co, 5F]]
[[File:Silph Co 5F RBY.png|thumb|left|Silph Co, 5F]]


Beat the Rocket and Scientist near the stairs, and follow the hallway to the south to find a Rocket next to a warp tile. Defeat the Rocket, jump on the warp, and warp right back. Walk down and follow the narrow path to the right to find the {{key|I|Card Key}}, which opens any of the building's electronic doors. Go back towards the Rocket, and open the northwest door for a {{DL|Vitamin|Protein}}. Get upstairs to 6F.
Beat the Rocket and Scientist near the stairs, and pickup the hidden [[Elixir]] in the plant on the right near the scientist. Follow the hallway to the south to find a Rocket next to a warp tile. Defeat the Rocket, jump on the warp, and warp right back. Walk down and follow the narrow path to the right to find the {{key|I|Card Key}}, which opens any of the building's electronic doors. Go back towards the Rocket, and open the northwest door for a {{DL|Vitamin|Protein}}. Get upstairs to 6F.


==== 6F ====
==== 6F ====
Line 334: Line 334:


==== 3F ====
==== 3F ====
Use the Card Key to unlock the door in the center of the floor. Unlock the next door beyond that, beat the Scientist, grab the {{DL|Potion|Hyper Potion}} behind him, and take the warp near the first door. This sends you up to 7F again, where your rival attacks.
Use the Card Key to unlock the door in the center of the floor. Unlock the next door beyond that, beat the Scientist, grab the {{DL|Potion|Hyper Potion}} behind him, and take the warp near the first door.
 
==== 7F (Northwest) ====
This sends you up to 7F again, where your rival attacks.


{| align="center"
{| align="center"
Line 406: Line 409:
|move2=Growl|move2type=Normal
|move2=Growl|move2type=Normal
}}
}}
|}


==== 11F (west) ====
==== 11F (west) ====
Line 564: Line 568:
{{Project Walkthroughs notice}}
{{Project Walkthroughs notice}}


[[Category:Red and Blue walkthrough| 10]]
[[Category:Red and Blue walkthrough|R10]]

Revision as of 20:42, 6 February 2017

This is the Bulbapedia walkthrough for Pokémon Red and Blue.
These pages follow the original Game Boy iteration, not FireRed and LeafGreen. The guide for those games can be found here.


Saffron City

Saffron City

The sprawling Saffron City is home to two rival Pokémon Gyms; the official Saffron Gym, and the adjacent Fighting Dojo. Situated in the middle of town is the headquarters of Silph Co., which manufactures items like Potions and Poké Balls. It is the company's top-secret development project that has drawn Team Rocket to the city.

Poké Mart

Mr. Psychic

Visit the house in the southeast to meet Mr. Psychic, and get TM29 (Psychic) from him.

Fighting Dojo

One of Saffron's major attractions is that there are two Gyms here, not one. Located adjacent to the official Saffron Gym, the Fighting Dojo is an optional challenge. While there is no badge to be won here, the Karate Master will offer the choice of two Fighting Pokémon—the hard-kicking Hitmonlee or the piston-punching Hitmonchan.

Spr 1b 106.png
Type:
Fighting Unknown
Hitmonlee Lv.30
Double Kick
Fighting
Meditate
Psychic
  --  
   
  --  
   
Spr 1b 107.png
Type:
Fighting Unknown
Hitmonchan Lv.30
Comet Punch
Normal
Agility
Psychic
  --  
   
  --  
   


Liberate Silph Co.!

What great security...
Silph Co, 1F

With Pokémon Tower cleared, the guard outside Silph Co. is taking a nap, leaving a perfect opportunity to sneak inside. The company uses warp tiles to allow their employees to quickly move around the huge building, which create a giant maze leading to Giovanni.

The objective is to reach the top floor and rescue the Silph president from Giovanni. Taking the direct route to the top floor avoids most of the 31 Trainer battles here (and the money and experience that goes with it) and gets right to the boss, after which Trainers can collect the items without opposition. When medical attention becomes an issue, either leave for the Pokémon Center or look for the woman in the southwest corner of the 9th floor.

2F

Silph Co, 2F

There's no way to bypass the electronic doors yet, so step on either warp to teleport to 8F.

8F

Silph Co, 8F

Clear out the Rockets here, then take the elevator to 3F.

3F

Silph Co, 3F

Step out of the elevator and take the warp near the stairs back to the second floor. Talk to the woman to get TM36 (Selfdestruct), and warp back to 3F.

Fight the lone Rocket and take the warp in the southwest to a locked room on 5F. Grab the TM09 (Take Down) and warp back. Climb the stairs to the fourth floor.

4F

Silph Co, 4F

Beat the Rockets here, and climb to the fifth floor.

5F

Silph Co, 5F

Beat the Rocket and Scientist near the stairs, and pickup the hidden Elixir in the plant on the right near the scientist. Follow the hallway to the south to find a Rocket next to a warp tile. Defeat the Rocket, jump on the warp, and warp right back. Walk down and follow the narrow path to the right to find the Card Key, which opens any of the building's electronic doors. Go back towards the Rocket, and open the northwest door for a Protein. Get upstairs to 6F.

6F

Silph Co, 6F

Open the door past the Scientist to find an HP Up and an X Accuracy. Climb to 7F.

7F

Silph Co, 7F

Use the Card Key to open the nearest door and grab TM03 (Swords Dance). You can battle the grunt on the other side of the door near the TM, but the nearby warp only leads back to 5F. After battling the Rocket along the north wall (next to the counter), walk to the left you'll see your rival loitering in the next room. Follow the narrow hallway south to an area with a Scientist, grab the Calcium, and head up two flights of stairs to reach 9F.

9F

Silph Co, 9F

By now, your team may be running out of energy. After beating the Rocket, open the door nearby and talk to the woman near the beds. To thank you for your efforts, she'll heal your team to full health. Beat the second Rocket and take the stairs to 10F.

10F

Silph Co, 10F

There are only two thugs to fight here, but make sure to grab the Carbos, Rare Candy, and TM26 (Earthquake) from the southwest room. Take the stairs to 11F for a quick battle.

11F (east)

Silph Co, 11F

Beat the lone Rocket Grunt here, and take the elevator all the way down to the third floor.

3F

Use the Card Key to unlock the door in the center of the floor. Unlock the next door beyond that, beat the Scientist, grab the Hyper Potion behind him, and take the warp near the first door.

7F (Northwest)

This sends you up to 7F again, where your rival attacks.

Bulbasaur If the player chose Bulbasaur: Charmander If the player chose Charmander: Squirtle If the player chose Squirtle:






Once he leaves, speak with the Silph employee nearby to get a Lapras, a rare Water/Ice Pokémon, and take the southern warp to the eleventh floor.

Spr 1b 131.png
Types:
Water Ice
Lapras Lv.15
Water Gun
Water
Growl
Normal
  --  
   
  --  
   

11F (west)

One last Rocket Grunt stands before Giovanni; take out his Cubone, Drowzee, and Marowak to clear a path to the boss. If your team needs to rest, take a trip to the Pokémon Center or the woman on 9F to heal up. Open the door with the Card Key to confront Giovanni.



With Giovanni defeated, Team Rocket's hold on Silph Co. is broken. The president is so relieved that his company is saved that he rewards you with the Master Ball prototype, a version of Poké Ball that catches any Pokémon without fail!

With the Rockets gone, you are free to collect any leftover items sitting around the building; stop by the 4th floor, and check the west room for a Full Heal, Max Revive, and Escape Rope. You're also free to challenge the Saffron Gym.

Saffron Gym

Saffron Gym

SAFFRON CITY
POKéMON GYM
LEADER: SABRINA

The Master of
Psychic Pokémon!

The Saffron Gym specializes in Psychic Pokémon, and Bug-type moves like Twineedle are their worst nightmare. Despite the low number of Bug attacks, Bug Pokémon like Butterfree, Beedrill, or Parasect are able to resist Sabrina's psychic offensive. Her team's defenses are weak, so try attacking with physical moves like Earthquake or Body Slam.

Saffron Gym
The Marsh Badge



After the battle, Sabrina awards you the Marsh Badge. This badge ensures obedience from all Pokémon up to level 70. She also gives you TM46 (Psywave) as a gift.

The next stop is Fuchsia City to the south, where you'll finally find HM03 (Surf) and HM04 (Strength). There are two ways to get to Fuchsia—either head south from Lavender Town, or west from Celadon City. The western path is where you'll find HM02 (Fly), and the Super Rod is found on the eastern path. For now, go west through Celadon City to reach Route 16.

← Part 9 Celadon City, Celadon Gym, Rocket Hideout, Pokémon Tower
Red and Blue
walkthrough
Routes 16, 17 and 18, Fuchsia City, Fuchsia Gym, Safari Zone Part 11 →


Project Walkthroughs logo.png This article is part of Project Walkthroughs, a Bulbapedia project that aims to write comprehensive step-by-step guides on each Pokémon game.