Appendix:Red and Blue walkthrough/Section 5: Difference between revisions

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=== A Rare Trade ===
=== A Rare Trade ===
In the house next to the Poké Center, an old man is willing to trade his {{2t|Ice|Psychic}}-type {{p|Jynx}} for your {{p|Poliwhirl}}.  You probably won't have one yet since you don't have a [[Fishing|fishing rod]], but this is the only Jynx in the game so you'll need it to complete your Pokédex.
In the house next to the Poké Center, an old man is willing to trade his {{2t|Ice|Psychic}}-type {{p|Jynx}} for your {{p|Poliwhirl}}.  You probably won't have one yet since you don't have a [[Fishing|fishing rod]], but this is the only Jynx in the game so you'll need it to complete your Pokédex.


=== Gym Badge Man ===
=== Gym Badge Man ===
In the northwest house is a man who will explain every effect of the eight {{DL|Badge|Indigo League|Indigo League}} [[Badge|Gym Badges]].
In the northwest house is a man who will explain every effect of the eight {{DL|Badge|Indigo League|Indigo League}} [[Badge|Gym Badges]].


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=== Something Shady ===
=== Something Shady ===
You won't be able to enter the house behind the Gym yet, since it is blocked off by a police officer.  It seems that Team Rocket is looking for trouble again, having stolen a valuable [[TM28|item]] from the people living here.  After you visit the Sea Cottage to the north, you'll be able to enter the home (and exit through a hole in the back wall to leave the city).
You won't be able to enter the house behind the Gym yet, since it is blocked off by a police officer.  It seems that Team Rocket is looking for trouble again, having stolen a valuable [[TM28|item]] from the people living here.  After you visit the Sea Cottage to the north, you'll be able to enter the home (and exit through a hole in the back wall to leave the city).


=== Cerulean Gym ===
=== Cerulean Gym ===
{{sign|RBY|header}}
{{sign|RBY|header}}
{{sign|RBY|CERULEAN CITY <br> POKéMON GYM <br> LEADER: MISTY <br> The Tomboyish Mermaid!}}
{{sign|RBY|CERULEAN CITY <br> POKéMON GYM <br> LEADER: MISTY <br> The Tomboyish Mermaid!}}
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|}
|}
|}
|}


Now that you've defeated Misty and won the {{badge|Cascade}}, all of your Pokémon at Lv 30 or below will always obey you (even those you got in a trade), and you can use {{m|Cut}} outside of battle once you get [[HM01]].  Misty also presents you with {{TM|11|BubbleBeam}} as a prize.  After her defeat, heal up and head north to {{rt|24|Kanto}}.
Now that you've defeated Misty and won the {{badge|Cascade}}, all of your Pokémon at Lv 30 or below will always obey you (even those you got in a trade), and you can use {{m|Cut}} outside of battle once you get [[HM01]].  Misty also presents you with {{TM|11|BubbleBeam}} as a prize.  After her defeat, heal up and head north to {{rt|24|Kanto}}.
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}}
}}
|}
|}


After you beat him, there are sixteen Trainers between Cerulean City and the Sea Cottage; luckily you can backtrack to the Poké Center to heal up as necessary.
After you beat him, there are sixteen Trainers between Cerulean City and the Sea Cottage; luckily you can backtrack to the Poké Center to heal up as necessary.
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Nine Trainers left between you and Bill's Sea Cottage.
Nine Trainers left between you and Bill's Sea Cottage.
<br>
 
When you see the Trainer standing in a line of trees with an item on the ground behind him, make sure to be at least three spaces away from him when you cross his line of sight.  Since you can't {{m|cut}} the tree down yet to get the item, you'll have to lure him away from the trees to battle you.  After that battle, you can pick up the {{TM|19|Seismic Toss}} that was blocked off.  {{m|Seismic Toss}} inflicts damage equal to the user's level, regardless of the battlers' {{stat|Attack}} or {{stat|Defense}}.
When you see the Trainer standing in a line of trees with an item on the ground behind him, make sure to be at least three spaces away from him when you cross his line of sight.  Since you can't {{m|cut}} the tree down yet to get the item, you'll have to lure him away from the trees to battle you.  After that battle, you can pick up the {{TM|19|Seismic Toss}} that was blocked off.  {{m|Seismic Toss}} inflicts damage equal to the user's level, regardless of the battlers' {{stat|Attack}} or {{stat|Defense}}.


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|-  
|-  
|  
|  
{{Catchableheader|land}}
{{catch/header|land|no}}
{{Catchentry1|013|Weedle|yes|no|no|Grass|8|25%}}
{{catch/entry1|013|Weedle|yes|no|no|Grass|8|25%|type1=Bug|type2=Poison}}
{{Catchentry1|013|Weedle|no|yes|no|Grass|8|1%}}
{{catch/entry1|010|Caterpie|no|yes|no|Grass|8|25%|type1=Bug}}
{{Catchentry1|043|Oddish|yes|no|no|Grass|12-14|25%}}
{{catch/entry1|043|Oddish|yes|no|no|Grass|12-14|25%|type1=Grass|type2=Poison}}
{{Catchentry1|069|Bellsprout|no|yes|no|Grass|12-14|25%}}
{{catch/entry1|069|Bellsprout|no|yes|no|Grass|12-14|25%|type1=Grass|type2=Poison}}
{{Catchentry1|014|Kakuna|yes|no|no|Grass|9|15%}}
{{catch/entry1|014|Kakuna|yes|no|no|Grass|9|15%|type1=Bug|type2=Poison}}
{{Catchentry1|014|Kakuna|no|yes|no|Grass|7|4%}}
{{catch/entry1|011|Metapod|no|yes|no|Grass|9|15%|type1=Bug}}
{{Catchentry1|016|Pidgey|yes|yes|no|Grass|13|15%}}
{{catch/entry1|016|Pidgey|yes|yes|no|Grass|13|15%|type1=Normal|type2=Flying}}
{{Catchentry1|063|Abra|yes|yes|no|Grass|10-12|15%}}
{{catch/entry1|063|Abra|yes|yes|no|Grass|10-12|15%|type1=Psychic}}
{{Catchentry1|011|Metapod|yes|no|no|Grass|7|4%}}
{{catch/entry1|011|Metapod|yes|no|no|Grass|7|4%|type1=Bug}}
{{Catchentry1|011|Metapod|no|yes|no|Grass|9|15%}}
{{catch/entry1|014|Kakuna|no|yes|no|Grass|7|4%|type1=Bug|type2=Poison}}
{{Catchentry1|010|Caterpie|yes|no|no|Grass|8|1%}}
{{catch/entry1|010|Caterpie|yes|no|no|Grass|8|1%|type1=Bug}}
{{Catchentry1|010|Caterpie|no|yes|no|Grass|8|25%}}
{{catch/entry1|013|Weedle|no|yes|no|Grass|8|1%|type1=Bug|type2=Poison}}
{{Catchablefooter|land}}
{{catch/footer|land}}
|}
|}


=== Sea Cottage ===
=== Sea Cottage ===
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Bill's got a problem: he screwed up an experiment and combined his DNA with that of a Pokémon.  It's not permanent though, so when he steps into the machine, use his PC to help him out.  Now that he's human again, he gives you an {{DL|List of key items in Generation I|S.S. Ticket}} as thanks.  This ticket lets you board the luxury cruise-liner, [[S.S. Anne]], that's docked in the [[Vermilion City]] harbor.  Vermilion City is also the location of the third Gym.  Before you leave [[Cerulean Cape]], step outside of Bill's house... and walk right back inside.  Check out his PC to view his favorite Pokémon, the {{p|Eevee}} family (this also gives you four new pages of data in your Pokédex).  Now take the shortcut south of the cottage to backtrack to Cerulean City.
Bill's got a problem: he screwed up an experiment and combined his DNA with that of a Pokémon.  It's not permanent though, so when he steps into the machine, use his PC to help him out.  Now that he's human again, he gives you an {{DL|List of key items in Generation I|S.S. Ticket}} as thanks.  This ticket lets you board the luxury cruise-liner, [[S.S. Anne]], that's docked in the [[Vermilion City]] harbor.  Vermilion City is also the location of the third Gym.  Before you leave [[Cerulean Cape]], step outside of Bill's house... and walk right back inside.  Check out his PC to view his favorite Pokémon, the {{p|Eevee}} family (this also gives you four new pages of data in your Pokédex).  Now take the shortcut south of the cottage to backtrack to Cerulean City.


== Cerulean City ==
== Cerulean City ==
Stop in the Poké Center if needed, then get ready to hit the road again.


Stop in the Poké Center if needed, then get ready to hit the road again.
<br>
Now that the police officer has moved out of the way, you can finally enter the home that was robbed by the [[Team Rocket|Rockets]].  Besides the obvious signs of a break-in, the intruder also left a gaping hole in the wall as an escape route.  Step through the hole, and you're jumped by a Rocket.
Now that the police officer has moved out of the way, you can finally enter the home that was robbed by the [[Team Rocket|Rockets]].  Besides the obvious signs of a break-in, the intruder also left a gaping hole in the wall as an escape route.  Step through the hole, and you're jumped by a Rocket.


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{{Trainerfooter|Water|1|Inside}}
{{Trainerfooter|Water|1|Inside}}
|}
|}


Since you've shown that Rocket that you're no pushover, he gives up the {{TM|28|Dig}} to you before running off.  A handy TM, since using it in a cave lets you return to the entrance.  Now head south, you've got a ship to catch!
Since you've shown that Rocket that you're no pushover, he gives up the {{TM|28|Dig}} to you before running off.  A handy TM, since using it in a cave lets you return to the entrance.  Now head south, you've got a ship to catch!
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[[Image:R5rby.PNG|thumb|left|Route 5]]
[[Image:R5rby.PNG|thumb|left|Route 5]]


<br>
{| class="expandable" align="center" style="background: #{{blue color light}}; -moz-border-radius: 1em; border: 5px solid #{{red color light}};"
{| class="expandable" align="center" style="background: #{{blue color light}}; -moz-border-radius: 1em; border: 5px solid #{{red color light}};"
|- align="center"
|- align="center"
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|-  
|-  
|  
|  
{{Catchableheader|land}}
{{catch/header|land|no}}
{{Catchentry1|043|Oddish|yes|no|no|Grass|13-16|40%}}
{{catch/entry1|043|Oddish|yes|no|no|Grass|13-16|40%|type1=Grass|type2=Poison}}
{{Catchentry1|069|Bellsprout|no|yes|no|Grass|13-16|40%}}
{{catch/entry1|069|Bellsprout|no|yes|no|Grass|13-16|40%|type1=Grass|type2=Poison}}
{{Catchentry1|016|Pidgey|yes|yes|no|Grass|13-16|35%}}
{{catch/entry1|016|Pidgey|yes|yes|no|Grass|13-16|35%|type1=Normal|type2=Flying}}
{{Catchentry1|056|Mankey|yes|no|no|Grass|10-16|25%}}
{{catch/entry1|056|Mankey|yes|no|no|Grass|10-16|25%|type1=Fighting}}
{{Catchentry1|052|Meowth|no|yes|no|Grass|10-16|25%}}
{{catch/entry1|052|Meowth|no|yes|no|Grass|10-16|25%|type1=Normal}}
{{catchablefooter|land}}
{{catch/footer|land}}
|}
|}


=== Pokémon Daycare ===
=== Pokémon Daycare ===
Having trouble getting your weaker team members into battle for experience?  Then you've come to the right place!  The man inside will accept one of your Pokémon at a time to raise for you while you're away.  Whatever you choose to leave with him will gain 1 [[EXP|experience point]] for every step you take (if you bought the {{pdollar}}500 {{p|Magikarp}} near [[Mt. Moon]], this is a good way to raise it).  The downside is that he'll make any decisions for you - he may delete a skill you like, or ignore a new move altogether.  He will charge you {{pdollar}}100 for every level your Pokémon gained to return it to you.


Having trouble getting your weaker team members into battle for experience?  Then you've come to the right place!  The man inside will accept one of your Pokémon at a time to raise for you while you're away.  Whatever you choose to leave with him will gain 1 [[EXP|experience point]] for every step you take (if you bought the {{pdollar}}500 {{p|Magikarp}} near [[Mt. Moon]], this is a good way to raise it).  The downside is that he'll make any decisions for you - he may delete a skill you like, or ignore a new move altogether.  He will charge you {{pdollar}}100 for every level your Pokémon gained to return it to you.
<br>
The guardhouse to [[Saffron City]] is currently blocked off, so take the [[Underground Path (Routes 5-6)|Cerulean-Vermilion Underground]] to {{rt|6|Kanto}}.  The woman at the northern exit will offer to trade her {{p|Nidoran♀}} for your {{p|Nidoran♂}} if you're interested.
The guardhouse to [[Saffron City]] is currently blocked off, so take the [[Underground Path (Routes 5-6)|Cerulean-Vermilion Underground]] to {{rt|6|Kanto}}.  The woman at the northern exit will offer to trade her {{p|Nidoran♀}} for your {{p|Nidoran♂}} if you're interested.



Revision as of 17:56, 23 August 2010

This is the Bulbapedia walkthrough for Pokémon Red and Blue Versions. This walkthrough follows the original Game Boy version, not Pokémon FireRed and LeafGreen.
The guide for those can be found here.

Cerulean City

File:Ceruleanrby.PNG
Cerulean City

You made it to Cerulean City... and now you're trapped. You won't be able to leave the city until you beat Cerulean Gym, and your rival as well (who is waiting on the bridge to Route 24).

A Rare Trade

In the house next to the Poké Center, an old man is willing to trade his Ice/Psychic-type Jynx for your Poliwhirl. You probably won't have one yet since you don't have a fishing rod, but this is the only Jynx in the game so you'll need it to complete your Pokédex.

Gym Badge Man

In the northwest house is a man who will explain every effect of the eight Indigo League Gym Badges.

Bike Shop

File:BikeShop rby.png
Outside the Bike Shop

The building in the southwest of the city is a bike shop. Finally, you can move faster than on foot - too bad the price tag is a whopping $1,000,000! Your wallet can't carry that much cash, so you'll have to track down a Bike Voucher somewhere...

Something Shady

You won't be able to enter the house behind the Gym yet, since it is blocked off by a police officer. It seems that Team Rocket is looking for trouble again, having stolen a valuable item from the people living here. After you visit the Sea Cottage to the north, you'll be able to enter the home (and exit through a hole in the back wall to leave the city).

Cerulean Gym

CERULEAN CITY
POKéMON GYM
LEADER: MISTY
The Tomboyish Mermaid!

The Cerulean Gym specializes in Template:Type2 Pokémon, so your best options are Grass- and Electric-types. Trainers who chose Charmander may have a rough time here, so you may want to venture off to Route 24 to catch an OddishR or a BellsproutB to help take on the Gym.

Cerulean Gym
The Cascade Badge





Now that you've defeated Misty and won the Cascade Badge, all of your Pokémon at Lv 30 or below will always obey you (even those you got in a trade), and you can use Cut outside of battle once you get HM01. Misty also presents you with TM11 (BubbleBeam) as a prize. After her defeat, heal up and head north to Route 24.

Route 24

As soon as you head for "Nugget Bridge", you rival appears. He taunts you like usual, and challenges you to another battle. Let your weakest team member fight his Abra - the only move it knows is Teleport, so there's no risk of taking any damage.

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







After you beat him, there are sixteen Trainers between Cerulean City and the Sea Cottage; luckily you can backtrack to the Poké Center to heal up as necessary.

Once you manage to beat the five Trainers on the bridge (and the Rocket grunt in disguise), you'll get a Nugget (worth $5,000 - good for quick cash) for your efforts.


Now that you've gotten past the bridge, you can turn left to the tall grass and battle a Jr. Trainer♂. If you're after an Abra, a good strategy is to have your Butterfree or Clefairy put it to sleep so it can't teleport away. Don't forget to pick up TM45 (Thunder Wave) on the northern ledge. Thunder Wave is a non-damaging move that causes paralysis, which is helpful when trying to capture new Pokémon. Turn east towards Route 25.

Route 25

Nine Trainers left between you and Bill's Sea Cottage.

When you see the Trainer standing in a line of trees with an item on the ground behind him, make sure to be at least three spaces away from him when you cross his line of sight. Since you can't cut the tree down yet to get the item, you'll have to lure him away from the trees to battle you. After that battle, you can pick up the TM19 (Seismic Toss) that was blocked off. Seismic Toss inflicts damage equal to the user's level, regardless of the battlers' Attack or Defense.


Sea Cottage

File:SeaCottage.png
Bill's house

Bill's got a problem: he screwed up an experiment and combined his DNA with that of a Pokémon. It's not permanent though, so when he steps into the machine, use his PC to help him out. Now that he's human again, he gives you an S.S. Ticket as thanks. This ticket lets you board the luxury cruise-liner, S.S. Anne, that's docked in the Vermilion City harbor. Vermilion City is also the location of the third Gym. Before you leave Cerulean Cape, step outside of Bill's house... and walk right back inside. Check out his PC to view his favorite Pokémon, the Eevee family (this also gives you four new pages of data in your Pokédex). Now take the shortcut south of the cottage to backtrack to Cerulean City.


Cerulean City

Stop in the Poké Center if needed, then get ready to hit the road again.

Now that the police officer has moved out of the way, you can finally enter the home that was robbed by the Rockets. Besides the obvious signs of a break-in, the intruder also left a gaping hole in the wall as an escape route. Step through the hole, and you're jumped by a Rocket.


Since you've shown that Rocket that you're no pushover, he gives up the TM28 (Dig) to you before running off. A handy TM, since using it in a cave lets you return to the entrance. Now head south, you've got a ship to catch!

Route 5


Pokémon Daycare

Having trouble getting your weaker team members into battle for experience? Then you've come to the right place! The man inside will accept one of your Pokémon at a time to raise for you while you're away. Whatever you choose to leave with him will gain 1 experience point for every step you take (if you bought the $500 Magikarp near Mt. Moon, this is a good way to raise it). The downside is that he'll make any decisions for you - he may delete a skill you like, or ignore a new move altogether. He will charge you $100 for every level your Pokémon gained to return it to you.

The guardhouse to Saffron City is currently blocked off, so take the Cerulean-Vermilion Underground to Route 6. The woman at the northern exit will offer to trade her Nidoran♀ for your Nidoran♂ if you're interested.


← Part 4 Route 3, Mt. Moon, Route 4
Red and Blue
walkthrough
Route 6, Vermilion City, SS Anne, Vermilion Gym Part 6 →


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.