Appendix:Red and Blue walkthrough/Section 12: Difference between revisions

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Revision as of 05:41, 1 July 2011

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.

Route 12

Otherwise known as Silence Bridge, Route 12 is a great spot for fishermen. Bring the Poké Flute along, because the second Snorlax is out like a light halfway through the route. If you didn't catch the one on Route 16, make sure to get this one! Walk through the gate and talk to the girl on the second floor to get TM39 (Swift). Beyond the first fisherman, surf to the separate platform to get TM16 (Pay Day). Pay Day is a great attack for cash-strapped Trainers - when used, it scatters coins on the ground that are worth twice the attacker's level for every time it's used, and the Pokémon's owner would collect that money after the battle. For example, a level 50 Pokémon using that move 3 times would result in $300 received.

With Snorlax gone, the quick way between Vermilion and Lavender is clear. The first house south of the Route 11 intersection is home to the third Fishing Guru; this brother hands out the Super Rod to any fishing enthusiasts. This higher-end rod is the best in the game, and it can reel in some of the strongest sea creatures, like Seaking and Dratini. Continue south, and cut into the clearing with the lone Trainer to get an Iron. Follow the tree line south to reach Route 13.


Route 13

Route 13 is a maze of fences. There are 14 Trainers scattered, around so be careful — their 44 Pokémon can take a toll on battle-weary Pokémon. Wander through the maze, and follow the path south to reach Route 14.


Route 14

There are six Trainers on Route 14, but the main point of interest here is the tall grass, where wild Ditto are found. This odd creature can reorganize its cells to instantly transform into a copy of any opposing Pokémon. Not only does using the move change Ditto's type and stats, it also mimics the opponent's moveset (albeit with only 5 PP each). After turning to the west, the trail becomes Route 15, east of Fuchsia City.






Route 15

There are 10 Trainers and an item here. Hack down the tree to climb up onto the hill. Grab the TM20 (Rage) from the ledge, and go to the west to enter the gate. One of Oak's aides is upstairs, and rewards you for catching at least 50 species with the Exp. All. It distributes experience to all party members whether they fight or not, but reduces the total amount for those that do participate in battle.


Fuchsia City

File:SeafoamEntrance.png
The entrance to the twin island caves

Back in Fuchsia, visit the Poké Center to prepare for the upcoming ocean routes. Be sure to bring Pokémon that know Surf and Strength, or you won't make it to Cinnabar Island. It's a good idea to bring a bunch of Ultra Balls, too. Head south of Fuchsia to hit the beach.


Routes 19 & 20

There are 13 Trainers swimming between Fuchsia City and the Seafoam Islands. Ride the waves to the southwest.


Land on the small plot of land in the center of the route, and step into the Seafoam Islands.









Seafoam Islands

Everything here belongs to the ocean, so expect to encounter many Water- and Template:Type2s. The real prize is located on the bottom floor, but there are inconveniently-placed boulders and treacherous ocean currents to get past first.

File:Seafoam B1F.png
Take the NW stairs to B2F


1F

From the entrance, walk to the right and shove the boulder over the hole, so it drops to the floor below. Walk back towards the entrance, and climb up on the rock ledge. Ignore the first set of stairs, and push the second boulder down into the northeast hole. Take the stairway on the rock ledge to the floor below.

B1F

Step off of the ledge, head northeast (past another set of stairs), and push the boulder down the hole again. Backtrack to the northwest stairs.

B2F

Walk to the east to find the same boulder next to another hole. By now Trainers get the idea. Once it falls through, go all the way back to the first floor, and fall through the hole in the northeast.

B1F

Shove the boulder through the hole, and drop down after it.

File:Seafoam B3F.png
Climb out of the water and head left
File:Seafoam boulders.png
Move the boulders like this, and push two down the holes

B3F

Climb out of the water and head south. Step down off of the rock ledge to find a group of boulders. In the narrow passage, shove the right-side boulder to the back wall, and move the left-side boulder ↓1 and ←1. Shove the boulder south of the stairs all the way to the left. Move the right boulder north of the eastern hole, and shove it down. Push the left boulder down the western hole, and jump down behind it to B4F.



B4F

The last floor! With the two boulders in the way, the strong current flowing past this area has been blocked, allowing Trainers to swim to the small island in the north. SAVE THE GAME before approaching Articuno - there's only one, so don't risk KO'ing it. If Articuno ends up defeated, or a Trainer runs out of Ultra Balls, turn the power off and on, leave the islands, and prep for a second run.

Articuno, the legendary bird of ice

After catching their first legendary, Trainers should surf to the steps near the boulders, and take the first stairway.

File:Seafoam exit.png
Once Trainers get here, they're home free


B3F

Follow the rock ledge east to the other two boulders in the water, and surf east to the opposite shore. From this point, the path to the outside stretches straight ahead. Climb the stairways to the 1st floor, and exit the Seafoam Islands. Route 20's western half connects to Cinnabar Island.


← Part 11 Routes 16, 17 and 18, Fuchsia City, Fuchsia Gym, Safari Zone
Red and Blue
walkthrough
Cinnabar Island, Cinnabar Gym, Route 21 Part 13 →


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.