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Appendix:HeartGold and SoulSilver walkthrough/Section 16
The guide for those can be found here.
Return to New Bark
Congratulations, you are now the Indigo League Champion! That marks you as the strongest Trainer in all of Johto.
After the credits roll, you wind up back home in New Bark. Elm calls shortly after, asking you to visit the lab. Swing by to get the S.S. Ticket, a pass to board the S.S. Aqua in Olivine City. Head to the harbor to set sail for Vermilion City!
Enter the Olivine Port building to meet with Professor Oak, who upgrades your Pokédex to the National mode. This makes it possible to challenge the Gym Leaders to a rematch, participate in the Battle Frontier, and encounter wild Pokémon from far-off regions in places such as National Park. In addition, Professor Oak's Pokémon Talk now details information regarding Pokémon swarms. Present your S.S. Ticket to the Sailor to gain access to the harbor.
National Park (optional)
Once your Pokédex has been upgraded to National Mode, you will encounter foreign Bug Pokémon during National Park's bug-catching contest on Thursdays and Saturdays, while the ones native to Johto and Kanto (excluding Scyther and Pinsir) are now limited to the Tuesday contests. Be warned as the Pokémon found during these contests are at much higher levels than the ones found before acquiring the National Pokédex. In addition the prize for first place will be one of ten Evolution stones, chosen at random.
|Thursdays and Saturdays, Post National Dex|
Pokéathlon Dome (optional)
You can meet Magnus, an old man with a Poliwrath in the gate southwest of National Park. He is the founder of the new Pokéathlon Dome, a sports venue where Trainers can participate in the Pokéathlon, an Olympic-style competition where their three-Pokémon team competes against others. Each of the five courses—Speed, Power, Skill, Stamina, and Jump—test a Pokémon's stats with games like Hurdle Dash, Ring Drop, and Snow Throw. There are ten games in all, and any Pokémon is allowed to enter, though Pokémon with different formes will have different stat values. When you try to register for the first time, Whitney appears and gives you a jersey to wear for the competition.
The Aprijuice Stand is located to the west of the building. This shop sells a variety of pre-made Aprijuice, a performance-enhancing drink made from Apricorns, that change on a daily basis. Each of the three vending machines dispense five different drinks, each reflecting one performance stat. Noticing your Apricorn Box, the woman gives you an Apriblender. This allows you to mix your own drinks, by blending up to five Apricorns at a time. The drink is ready after walking 100 steps, and has three servings per drink.
The Athlete Shop, located at the building's far-right counter, allows competitors to exchange points for a variety of items. The available items change daily, and each item may only be purchased once per day, and many are available only if you have the National Pokédex.
Frontier Access (optional)
The Frontier Access is a small town on Route 40 that serves as a staging area for those seeking to challenge the Battle Frontier. Once you have defeated the Champion, the man inside the gate will allow you to enter the area. The single home belongs to a Move Tutor, who offers to teach any of 51 different moves for the right number of Battle Points. These points are earned by winning at the various facilities in the Battle Frontier.
The Battle Frontier is home to five different facilities. Each of these is led by a Frontier Brain, a position similar to that of a Gym Leader. These people may be challenged after experiencing a winning streak of a certain length. Defeating these Frontier Brains will earn challengers commemorative prints. Upon first entering the Frontier, the women at the entrance will update your Vs. Recorder with a Frontier Record, which documents of the amount of Battle Points and any prints earned.
Safari Zone (optional)
As you leave the Olivine Port, Baoba calls to inform you of the Safari Zone's new Object Arrangement feature. The Safari Zone is located at the Safari Zone Gate, a bazaar that sprung up due to the Safari Zone's popularity.
For 500, the player will receive 30 Safari Balls. Akin to previous Safari Zones, there is a large area to cover, but the six areas of the Zone can uniquely be rearranged to suit the player. Also, there is no time or step limit to how long the player can try to catch Pokémon. The only ways to leave are to retire, to walk back through the entrance or to run out of Safari Balls.
When a wild Pokémon appears, no Pokémon may be sent out to battle it; catching Pokémon here, as in most Safari Zones, requires sheer luck. There are four options in the battle screen: throw a Safari Ball, throw Bait, run away, and throw Mud. Throwing Bait makes a Pokémon less likely to run, but makes it harder to catch, while throwing Mud does the reverse, making it easier to catch but more likely to run.
When the player first visits the Safari Zone, its owner, Baoba, will give the player their first challenge of finding and catching a Geodude inside of the Safari Zone. No matter which of the 10 possible default Safari Zone area set-ups is in use, the Peak Area where Geodude can be found is always the first area that the player enters.
Three game-play hours after completion of the first challenge, Baoba will call the player and give them their second challenge. The point of this challenge is to get the player to use the Area Customizer, a machine that allows the player to move around and order the different areas of the Safari Zone. Using the Area Customizer to add the Desert Area, the player must catch a Sandshrew.
After the player has both received the National Pokédex from Professor Oak, and 3 hours of gameplay have passed after completion of Baoba's second challenge, Baoba will call the player to tell them that he has come up with a new idea for the Safari Zone. After receiving this call, the player will be able to place blocks in each active area of the Safari Zone. Each active area can contain up to 30 blocks at one time. Initially, the player will have access to only 6 block items. After another 3 hours of gameplay, Baoba will call the player again and add 6 new blocks. This cycle will repeat 2 more times until the player has been granted access to all 24 different block items.
|Long Fence 1|
|Long Fence 2|
|Short Fence 1|
|Short Fence 2|
Each active area of the Safari Zone keeps a hidden counter of how many days it has been active. After being active for ten days, a certain block type will be upgraded for each active area. Baoba will call to notify the player when this occurs. Once an area has been upgraded, the upgrade will not disappear if the player moves the area to be inactive or removes any blocks currently in the area. Each upgrade acts a multiplier for certain block types within the area. For example, a Plains block in an area with no upgrades counts as a single Plains block point. A Plains block in an area with one Plains upgrade counts as two Plains block points.
The day counter for each active area of the Safari Zone is not related to the DS's clock. In order to achieve area upgrades, the player must actually play the game on different days to increment the counters.
|10||Plains||Double block value|
|50||Plains||Triple block value|
|100||Plains||Quadruple block value|
Fast Ship S.S. Aqua
Upon boarding the ship, a frantic old man runs into you. His granddaughter is missing, and he asks for your help before running off. Luckily, there are only so many places where she could be on the ship. Before starting the search, check your cabin at the east end of the hallway; it has a PC and a cozy bed to rest in, which is important to have with so many Trainers on board.
The first cabin to the right contains a sleeping Sailor. Your cabin is located next door, and Firebreather Lyle occupies the cabin across the hall. The fourth cabin on the right side is empty.
The first cabin to the left is occupied by Hiker Noland. The cabin to the left is empty. The cabin across the hall belongs to the worried grandfather, and the fourth cabin on the left side contains Pokéfan Colin and his daughters, Twins Meg & Peg.
The crew's rest area is located to the left of the stairs, while the dining area is located to the right. Beyond that is the engine room. The Sailor on guard duty asks you to find his replacement for the next shift. Head back to the entrance to find Stanly, the snoozing Sailor in the cabin next to yours. He springs awake when you confront him, and challenges you to a battle. Put him in his place, and he runs off. Go back downstairs and you are free to progress past him. Climb the ladder up to the captain's cabin.
The little girl is with the Captain, safe but bored, and keeps trying to get him to play. When you talk to her, she insists on playing a game of hide-and-seek. You'll find her on the lower deck, in a dark corner past the crew's rest area. Take her back to her grandfather's cabin, and he rewards you with a Metal Coat, a power-up for Steel-type attacks and an essential part of certain trade evolutions. Just then, the captain announces that the ship has docked in Vermilion Harbor, and passengers may now disembark.
Vermilion City has not changed much over the past three years. A sleeping Snorlax blocks the path to the east, and the old man is still clearing the ground for construction with his Machop. Landmarks include the Pokémon Fan Club and Vermilion Gym.
A Legendary Sighting
As you proceed along the pathway from the harbor, you find Suicune standing on the water to the east — assuming you've seen it in Cianwood City and Route 42 first. It runs off as soon as you spot it, and Eusine appears again. He talks about noticing a pattern before he leaves as well.
Pokémon Fan Club
Listen to the Chairman's long story about his prized Rapidash, and he gives you a Rare Candy for sticking around through the whole thing. Take note of the guy with the Clefairy; it is actually a Poké Doll that will need to be returned to its owner later.
The Vermilion Gym specializes in Electric-type Pokémon, so avoid using Water or Flying Pokémon. Conversely, Ground Pokémon are not only immune to electrical attacks, but their Ground-type attacks inflict serious damage on Electric Pokémon. Lt. Surge has installed two switches, each hidden in a different trash can. When you find the first, the second is always in an adjacent trash can. If you flip the first but not the second, the trap resets. When both switches are flipped, the electrical barrier that separates you from the Gym Leader is disabled.
Lt. Surge's Raichu tends to use Double Team, which can quickly make it difficult to hit. Raichu and one of his Electrode can paralyze their target with Thunder Wave, so bring along a few Parlyz Heals. Take care when facing his Magneton; its Mirror Shot attack, a Steel-type move, will deal serious damage to Rock Pokémon like Graveler. Most of his Pokémon have the Static Ability, so use non-contact moves like Earthquake.
Defeated, Lt. Surge awards you the Thunder Badge, and hands out TM34 (Shock Wave) as a prize.
|HeartGold and SoulSilver
|This article is part of Project Walkthroughs, a Bulbapedia project that aims to write comprehensive step-by-step guides on each Pokémon game.|