Appendix:Ruby and Sapphire walkthrough/Section 16

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This is the Bulbapedia walkthrough for Pokémon Ruby and Sapphire.
These pages follow the original Game Boy Advance iteration, not Pokémon Omega Ruby and Alpha Sapphire. The guide for those games can be found here.


Route 128

Route 128
Route 128

Route 128 lies between Route 127 to the north, Route 129 to the south, and Ever Grande City to the east. It is here where Captain Stern discovered an ancient cavern hidden deep beneath the waves.


Down to the Depths

Team MagmaR/Team AquaS has stolen Captain Stern's submarine, and there's not a moment to lose! Surf to the south side of the ring of shallow water, then Dive into the deep water to find a cave entrance. Swim inside to enter the Seafloor Cavern and find Captain Stern's stolen submarine. Use Dive again to surface and enter the main part of the cave.

Seafloor Cavern, Underwater
Seafloor Cavern, Chamber 1
Seafloor Cavern, Chamber 2
Seafloor Cavern, Chamber 3
Seafloor Cavern, Chamber 4
Seafloor Cavern, Chamber 5
Seafloor Cavern, Chamber 6
Seafloor Cavern, Chamber 7
Seafloor Cavern, Chamber 8
Seafloor Cavern, Chamber 9
Seafloor Cavern, Chamber 10R
Seafloor Cavern, Chamber 10S

Seafloor Cavern

The Seafloor Cavern is an ancient cave system hidden deep beneath the waves of Route 128. MaxieR/ArchieS has gone to great lengths to breach the seal that has protected this place for ages, in the hope of awakening the super-ancient Pokémon rumored to dwell here. He believes this Pokémon has the power to bring about the great future he desires, but the risks seem far too great.


Chamber 1

Climb out of the water and pass through the doorway to the north.

Chamber 2

Go north and use Rock Smash to clear the cracked rock, then use Strength to push the nearby boulder southward. Move east and push the second boulder eastward. Turn north and battle the first Grunt near the stairway. At this point, the paths diverge:

  • The northern doorway leads to the southeast part of Chamber 5.
  • The southeast doorway leads through Chambers 3 and 4 to the southwest part of Chamber 5.

Chamber 3

Move southward to find two branching tunnels, each with rocky debris that requires Strength and Rock Smash to clear. The eastern path leads to the northwest part of Chamber 4; the western path leads to the center of Chamber 4.

Chamber 4

  • From the northwest doorway, jump the nearest ledge to battle a third Grunt, then jump the eastern ledge.
  • From the central doorway, turn northward.

The paths converge at this point, leading to the northeast doorway.

Chamber 5

  • From the southwest doorway: use Strength to push the southwest boulder northward, then the west-central boulder eastward. Push the northwest boulder northward, then use Rock Smash to clear the cracked rock nearby. Push the northeast boulder eastward and pass through the northeast doorway to Chamber 7.
  • From the southeast doorway: use Strength to push the southeast boulder northward, then do the same to the easternmost boulder. Push the east-central boulder westward, then use Rock Smash to clear the cracked rock nearby. Push the northeast boulder northward, then clear the second cracked rock to the west. Push the northwest boulder westward and pass through the northwest doorway to Chamber 6.

Chamber 6

A large pool of water occupies most of this chamber. Use Surf to ride the currents to a calm spot a short distance to the northeast. Move eastward to reach another calm spot, then continue northeastward to be whisked around the rock outcropping. Move westward and follow the current to the north doorway. This leads to the southwest part of Chamber 8.

Chamber 7

A large pool of water occupies most of this chamber. Surf eastward along the south wall to reach the second current, which leads to a calm spot a short distance to the north. Move northward to reach the west side of the chamber, then north again to be whisked back and forth toward the northwest part of the chamber. Climb onto shore and pass through the north doorway to the southeast part of Chamber 8.

Chamber 8

This chamber is initially filled with a grid of boulders that hinder any movement.

  • If entering from the southwest: begin by using Strength to move the southwest boulder northward, then the southernmost boulder eastward.
  • If entering from the southeast: begin by using Strength to move the southernmost boulder eastward.

Next, push the west-southwest boulder westward, then the north-central boulder northward. Finally, push the northeast boulder eastward.

After clearing the maze, turn northward to run into CourtneyR/ShellyS, the same Admin from the Weather Institute. She's looking for payback, and draws you into battle!

VS CourtneyR



VS ShellyS



Chamber 9

A dozen boulders lie scattered ahead. Begin by using Strength to move the south-central boulder one step northward, then the other two southernmost boulders farther apart. Move the first boulder to either side, then the middle boulder behind it one step northward. This creates a row of five boulders on the north side of the puzzle. Push the center-north pair of boulders farther apart, then move both the north-northwest and north-northeast boulders to the north wall. Finally, push the north-central boulder to either side to reach the north doorway.

Chamber 10

Go east to find TM26 (Earthquake) on the uppermost level, then turn south and follow the downward-sloping tunnel. At its end, you stumble across the super-ancient Pokémon in its long-dormant state. Just then, you are approached by MaxieR/ArchieS. Having waited so long for this moment, he is awestruck by the powerful Pokémon. He is surprised that you managed to chase him here, but isn't worried. In order to see his dream realized, he intends to finally defeat you once and for all!

VS MaxieR



VS ArchieS



Best-Laid Plans

Despite his defeat, MaxieR/ArchieS refuses to back down. He still intends to awaken the super-ancient Pokémon, and holds the Blue OrbR/Red OrbS high. However, the legendary artifact begins shining by itself, and the Pokémon awakens prematurely. It escapes the cavern and emerges somewhere on the ocean's surface above. MaxieR/ArchieS is left dumbfounded as he did not activate the orb, and quickly receives a call from his subordinates on the surface. The energy generated by the creature's presence has altered Hoenn's normal weather conditions as expected, but to dangerous and unforeseen intensity. This dramatic shift now influences any battles conducted in and around the eastern ocean. GroudonR triggers harsh sunlight, which boosts the power of Fire-type moves by 50% and weakens Water-type attacks by 50%. KyogreS generates torrential rain, which strengthens Water moves by 50% and cuts the power of Fire attacks by 50%. He ends the call by ordering his subordinates to hold position and monitor the situation. While he is still unsure what went wrong, ArchieR/MaxieS and a pair of his Grunts enter a moment later. He condemns the villainous team's actions and tries to reason with its leader, who seems unwilling to accept that his plans are falling apart. ArchieR/MaxieS orders his counterpart outside to show him what he has done, and tells you to evacuate, as well.

Route 128

Back on the surface, the group witnesses the extreme weather firsthand. The power of the super-ancient Pokémon has surpassed expectations, forcing MaxieR/ArchieS to grudgingly work with his rival to make things right. ArchieR/MaxieS appreciates your help but fears the worst, and tells you to escape while you still can. The rivals leave northward a moment later.

Just then, Steven swoops down from the sky to assess the situation. He informs you that the cause of this extreme weather, the blazing sunR/a massive stormcloudS, hangs in the sky above Sootopolis City to the northwest. He wonders aloud what could be happening there and advises you not to do anything reckless, then takes off for the city.


← Part 15 Mossdeep City, Route 125, Shoal Cave, Route 127
Ruby and Sapphire
walkthrough
Route 126, Sootopolis City, Cave of Origin Part 17 →


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