Appendix:Red and Blue walkthrough/Section 12

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Route 12

Otherwise known as Silence Bridge, Route 12 is a great spot for fishermen. Bring your Poké Flute along, because the second Snorlax is still out cold halfway through the route. As you pass through the guardhouse, talk to the girl on the second floor to get TM39 (Swift), a Template:Type2 move that never misses! After you pass the first fisherman, you can surf to the dock platform to get TM16 (Pay Day). Pay Day is a great move if you're low on cash - when it's used, it scatters coins on the ground that are worth twice the attacker's level for every time it's used, and you collect that money when you win! If a level 50 Pokémon used that move 3 times, you'd gain $300.

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 you can cut into a clearing with a lone Trainer to get an Iron. A little farther south is a patch of tall grass beyond an overgrown tree, but the only new species are Venonat, Gloom (Red), and Weepinbell. Follow the tree line south and you'll pass onto 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 if you're not prepared. Once you make it through the maze, follow the path south to reach Route 14.



Route 14

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


Route 15

10 Trainers and an item ball here. First, hack down the tree so you can climb up onto the hill. Grab the TM20 (Rage) from the ledge, and whether or not you battle the other Trainers, go to the west to enter the guardhouse. One of Professor Oak's aides is upstairs, and if you've caught at least 50 kinds, he'll give you an Exp. All. It gives experience to all party members whether they fight or not, but it reduces the total amount for those that battle. If you don't need it, just store it in the PC.


Fuchsia City

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

Back in Fuchsia, visit the Poké Center to heal and prep your team for the upcoming water-bound routes. You'll need to have access to Surf and Strength to get to Cinnabar Island, so bring a few favorite monsters along. Make sure to bring a bunch of Ultra Balls, too. Once you're all set, head south from Fuchsia to hit the beach.

Routes 19 & 20

There are a total of 13 Trainers swimming between Fuchsia City and the Seafoam Islands, so get ready for some rough waves! The only Pokémon in this part of the ocean is Tentacool, so don't worry about finding anything new for now. Work your way through the waves to the southwest.


If you need to rest up, you'll have to backtrack to Fuchsia; otherwise, step into the Seafoam Islands.

Seafoam Islands

Like the name says, everything here belongs to the ocean, so you will encounter many Horsea, Seel, Slowpoke, Shellder, and Krabby. The real prize roosts on the bottom floor, and there are unstable 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 to the hole, so it drops to the floor below. Walk back towards the enctrance, and climb up on the rock ledge. Ignore the first set of stairs you see, and push the second boulder down into the hole. Take the first stairway to the floor below.

B1F:

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

B2F:

Walk to the east and you'll find the same boulder next to another hole. By now you know what to do. 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 walk to the 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, and you'll find a group of boulders. In the narrow passage, shove the right-side boulder to the back wall, and move the left-side boulder down one space, and left one space. Shove the boulder beneath 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 here has been blocked, letting you swim to the small island in the north. SAVE YOUR GAME before approaching Articuno, because you'll only have one shot to catch it. If you defeat it, or run 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 your first legendary, surf to the steps near the boulders, and take the first stairway you see.

File:Seafoam exit.png
Once you get here, you'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 is right in front of you. Climb the stairways to the 1st floor, and exit the Seafoam Islands. Route 20's western half connects to Cinnabar Island.





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 | Part 14 | Part 15