Appendix:Yellow walkthrough/Section 9

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Saffron City

Saffron City

City Under Siege

Team Rocket's operation has led them to Saffron City, and Silph Co. was a perfect target. With those criminals around, the residents have been confined to their homes while the Silph employees are being held hostage. Gather a strong team in order to infiltrate the company.

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 right next door to the official Saffron Gym, the Fighting Dojo is an optional challenge. While you don't receive a badge from defeating the Trainers inside, the Karate Master will give you the choice of two Fighting Pokémon—the hard-kicking Hitmonlee or the piston-punching Hitmonchan.

Liberate Silph Co!

Now that you've made it through Pokémon Tower, the guard outside Silph Co. is gone. The company uses warp tiles to allow their employees to quickly move around the building, which create a giant maze between you and Giovanni.

The objective is to reach the top floor and rescue the Silph president from Giovanni. If you know how to get there, you can avoid most of the 31 Trainer battles here (and the money and EXP that goes with it), beat the boss, and collect the items without opposition. When you need to heal, either leave for the Poké Center, or look for the woman in the southwest corner of the 9th floor.


Silph Co, 1F

The lobby is totally deserted. Climb the stairs in the back to 2F.

Silph Co, 2F


The electronic doors are locked tight, so step on either warp tile to teleport to 8F.


Silph Co, 8F

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


Silph Co, 3F

Step out of the elevator and take the warp near the stairs back to the 2nd floor. Talk to the woman to get TM36 (Selfdestruct), and warp back to 3F.

Back on the 3rd floor, fight the lone Rocket and take the warp in the southwest corner to a locked room on the 5th floor. Grab the TM09 (Take Down) there and warp back. Climb the stairs to the fourth floor.


Silph Co, 4F

Knock these two Rockets around a bit, then climb to the 5th floor.


Silph Co, 5F

Beat the Rocket and Scientist near the north wall and follow the hallway to the south, where you'll find a Rocket next to another warp tile. Defeat the Rocket, step on the warp, and warp right back to 5F. Walk down and follow the narrow path to the right, where you'll find the Card Key, which unlocks all of the electronic doors in the building. Go left past the Rocket, and open the door to the northwest room for a Protein. Climb up to 6F.


Silph Co, 6F

Open the door to the southwest room to reach an HP Up and an X Accuracy. Head up to 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.


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 (but ignore the warp), and take the stairs to 10F.


Silph Co, 10F

There are only two thugs 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 grunt battle.

11F (east)

Silph Co, 11F

Beat the lone grunt here, then take the elevator back down to 3F.


If you haven't already, use the Card Key on the door in the center of the room. Open the locked door beyond that, defeat the Scientist, and grab the Hyper Potion behind him. Take the warp on the other side of the wall from the Scientist, and you'll find yourself on the 7th floor again. Get ready to face your rival!


Take a single step off of the warp tile, and your rival challenges you.

135 If Eevee evolved to Jolteon: 136 If Eevee evolved to Flareon: 134 If Eevee evolved to Vaporeon:

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 11th floor.

11F (west)

One last battle stands between you and Giovanni.

Make sure your team is at full health, so take a trip to the Pokémon Center or the woman on 9F. Open the door with the Card Key, and approach the mob boss.

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

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 8 Celadon City, Celadon Gym, Rocket Hideout, Pokémon Tower
Routes 16, 17 and 18, Fuchsia City, Fuchsia Gym, Safari Zone Part 10 →

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