Appendix:Yellow walkthrough/Section 10
These pages follow the original Game Boy iteration, not Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!. The guide for those games can be found here.
Saffron City
Saffron City is a sprawling metropolis located in the heart of the region between Cerulean City, Celadon City, Lavender Town, and Vermilion City. The Silph Co. headquarters dominates the city skyline, and two Pokémon Gyms stand in the northeast district. It is the most populous city in all of Kanto.
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Mr. Psychic's house
The southeast house belongs to a man known as Mr. Psychic. Speak to him and he claims to know exactly why you are here, and gives you TM29 (Psychic).
Silph Co.
The Silph Co. is the leading manufacturer of items like Poké Balls, Potions, and TMs. Their products are supplied to every Poké Mart in the region. The company has been a target of Team Rocket, first for their Silph Scope prototype, and now for a top-secret development project. The Rocket Grunt posted outside the building has fallen asleep, leaving a perfect opportunity to sneak inside. The building holds eleven floors, with warp panels allowing the workers to quickly move around. This convenience ends up acting as a maze for anyone trying to reach the top floor.
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2F
It is not possible to open the electronic doors yet, so step on either warp panel to teleport to the eighth floor.
8F
Battle the Scientist and the two Rocket Grunts, then take the elevator down to 3F.
3F
Take the northeast warp panel back to the second floor. Speak to the woman here in the northwest room to receive TM36 (Selfdestruct), then warp back to 3F.
Fight the Rocket Grunt and take the warp panel in the southwest to reach 5F; pick up the TM09 (Take Down) from the southwest room before returning to 3F.
Climb up the stairs to 4F.
4F
Battle another two Rocket Grunts and climb to the fifth floor.
5F
Fight the Rocket Grunt near the stairs and the Scientist to the west. Follow the hallway southward to reach another Rocket Grunt standing next to a warp panel. Defeat him, step on the warp panel, then warp right back. Turn eastward to find a Card Key, which is used to open the building's electronic doors. Pass by the warp panel again and unlock the northwest room to reach a Protein. Take the stairs up to 6F.
6F
Follow the western hallway past the Scientist and unlock the southwest room to get an HP Up and an X Accuracy. Climb the stairs to 7F.
7F
Use the Card Key to unlock the east-central room and pick up TM03 (Swords Dance). Turn around and follow the central hallway to the southwest room. Battle the Scientist and grab the Calcium before taking the stairs up to 9F.
9F
Defeat the Rocket Grunt at the south end of the central hallway, then open the door to the break room. Speak to the woman here, and she heals your Pokémon to full health as thanks for your efforts. Climb the stairs to the tenth floor.
10F
Battle the Scientist and the Rocket Grunt, then pick up the Carbos, Rare Candy, and TM26 (Earthquake) from the southwest room. Ride the elevator all the way down to 3F.
3F
Use the Card Key to unlock the central room. Open the door to the west-central room beyond that, defeat the Scientist, and grab the nearby Hyper Potion. Take the warp in the central room.
7F (Northwest)
When you reach the northwest room on the seventh floor, Blue is waiting for you.
Rival Battle 6
Blue has made some changes to his team since the previous battle in Pokémon Tower. He has swapped out his Fearow for a Kadabra, while his Shellder, Magnemite, Vulpix, and Eevee have all evolved.
If Eevee evolved into Vaporeon:
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If Eevee evolved into Jolteon:
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If Eevee evolved into Flareon:
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Afterward, he brags that he will be the world's most powerful Trainer before warping away. Once he leaves, speak to the nearby office worker. Realizing that you are here to save them all, he would like to give you a Pokémon. If you have room in your party, he gives you a Lapras. They had been keeping it in their lab, but he thinks it would be much better off with you. Take the final warp panel to the west side of 11F.
11F (West)
As soon as you move off of the warp panel, you are confronted by Jessie and James again. They claim that their boss is in a meeting and intend to defeat you so that he will not be disturbed.
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Use the Card Key to open the door and confront Giovanni. He claims to be having some important business meeting with the company president and warns you to stay out of grown-up matters before drawing you into battle.
VS Giovanni
Giovanni's Nidorino, Rhyhorn, and Nidoqueen all take serious damage from Ground-type attacks like Dig and Earthquake. The latter two are also vulnerable to Water moves. His Persian only takes super effective damage from Fighting attacks.
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With Giovanni defeated, Team Rocket's plans for Silph Co. have been thwarted. He vows that the group will never fall and promises to return. Giovanni and his underlings make their escape, while their co-conspirators also flee the building. Speak to the president, who is so grateful to you for saving Silph that he rewards you with the Master Ball prototype. This improved kind of Poké Ball has a 100% success rate, so be sure to save it for a hard-to-catch Pokémon.
Copycat's house
Now that the Rockets have left the city, the Grunt outside the northwest house is gone. A girl inside known as the Copycat likes to collect Pokémon dolls. Give her a Poké Doll to receive TM31 (Mimic) in return.
Fighting Dojo
Saffron City is unique as the only city to have two Pokémon Gyms. The Fighting Dojo is located in the northeast neighborhood, next door to the Saffron Gym. The two clubs had once competed to determine which would become the city's one official Gym, and the Psychic Pokémon of Saffron Gym were victorious. There is no Badge to be won here, but defeat the Karate Master to earn the choice of two rare Fighting-type Pokémon: the hard-kicking Hitmonlee or the piston-punching Hitmonchan. Use Psychic- and Flying-type attacks here for greatest effect.
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Saffron Gym
SAFFRON CITY POKéMON GYM
LEADER: SABRINA
The Master of
Psychic Pokémon!
The Saffron Gym specializes in Psychic Pokémon. Only Bug attacks deal super effective damage to them, but the few available Bug moves are relatively weak. Psychic Pokémon typically have low Defense, so it is better to use moves that deal physical damage, like Normal-, Flying-, and Rock-type attacks.
The Gym uses a series of warp panels to confuse and disorient any challengers. Step on the panel near the entrance to reach the southeast room. To reach the Gym Leader by using as few warps as possible, continue by stepping on the northwest, southwest, and southwest panels in the following rooms. This leads to the center room, where Sabrina awaits anyone up to the challenge.
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After the battle, Sabrina awards you the Marsh Badge, which ensures obedience from all Pokémon up to level 70. She also gives you TM46 (Psywave) as a prize.
The next destination is Fuchsia City to the south. There are two paths that lead there: either take Cycling Road west of Celadon City, or follow the coast south of Lavender Town.
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Yellow walkthrough |
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This article is part of Project Walkthroughs, a Bulbapedia project that aims to write comprehensive step-by-step guides on each Pokémon game. |