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Game walkthroughGame Boy

Pocket Monsters: Midori (Game Boy, Japan) — Complete Campaign Walkthrough (original 1996 release)

A start-to-finish walkthrough for the original Japanese Game Boy release Pocket Monsters: Midori (Pokémon Green / Midori), covering the main story from Pallet Town to the Indigo Plateau champion, required version-trading pitfalls, Super Game Boy behaviour, and practical advice for every major gym, dungeon and boss. Includes clear progression checkpoints, team and item guidance, and post-league completion checks.

Pocket Monsters: Midori — Nintendo Game Boy Box - Front
Pocket Monsters: Midori — Box - Front.
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Edition coveredPocket Monsters: Midori (Japan, Game Boy original release — 1996)
Your goalComplete the original Midori (Green) main campaign by earning all eight Kanto Gym Badges, defeating the Elite Four and the Champion, and understanding the version's trading/exclusives constraints needed to complete the Pokédex.
Inside the guide16 chapters · 29,925 words
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Before you begin

This guide covers the original Japanese Game Boy release Pocket Monsters Green, released on February 27, 1996, using the original Red/Green game data and progression.

The supplied version label indicates a fan translation patch. The instructions below are for the underlying Japanese Red/Green release; translated text may differ, but no patch-specific wording or behavior is assumed.

The route runs from Pallet Town through all eight Kanto Gyms, Victory Road, the Elite Four, and the rival Champion battle. Optional post-League content is limited to the original game's available areas and collection activities, not FireRed and LeafGreen's expanded postgame.

Trading, Japanese-version communication compatibility, version exclusives, trade evolutions, and Super Game Boy display behavior are covered separately from the required campaign.

Set yourself up for the run

Confirm that the underlying game is the original Japanese Pocket Monsters Green Game Boy release from February 27, 1996. A fan translation patch may alter text, but this audit does not verify patch-specific behavior.

Japanese Green and Japanese Red have different encounter tables. Trading with a compatible Japanese Generation I game is required for opposing-version species and the four trade evolutions.

Use a compatible Japanese Game Boy-family link setup for original-cartridge trades. Do not connect Japanese and overseas Generation I cartridges; Nintendo warns that cross-region exchange and battling can damage data.

Carry ordinary medicine, status cures, Poké Balls, and later stronger healing items as the route advances. Do not assume modern remake shops, field moves, key-item pockets, or battle mechanics.

Choose a starter according to the desired early difficulty: Bulbasaur eases Brock and Misty, Squirtle gives a broadly convenient early route, and Charmander requires more preparation before those Gyms.

Plan field-move users for Cut, Surf, and Strength, but do not assume a modern move-reminder service exists in the original release.

If using a Super Game Boy, expect version-specific palettes and border behavior that change presentation rather than gameplay.

Pocket Monsters: Midori — Nintendo Game Boy Screenshot - Gameplay
Pocket Monsters: Midori — Screenshot - Gameplay.

Starting Out — Pallet Town, Your Starter, and First Choices

Choose a starter, win the unavoidable first rival battle, complete the Oak’s Parcel return trip, and leave Viridian City ready to catch Pokémon. This chapter applies to the original Japanese Game Boy release of Pocket Monsters Midori, whose map and Pokémon names may appear in Japanese during play.

Withdraw the Potion and trigger the opening sequence

You begin in your bedroom in Pallet Town. Before going downstairs, interact with the computer and withdraw the Potion stored there. A Potion restores 20 HP in this generation and can be used either from the Bag during battle or from the party screen outside battle. It is not required if the opening fight is easy, but it is your only immediate emergency heal during the first rival battle.

Go downstairs and leave the house. Professor Oak is not waiting in his laboratory yet. Walk north from Pallet Town toward the tall grass on Route 1. Oak stops you before you can enter the grass and takes you to his laboratory. This is the required trigger for receiving your first Pokémon, so do not spend time trying to bypass the event.

Inside the laboratory, the rival is already present. Oak presents three Poké Balls. The left-to-right order corresponds to Bulbasaur, Charmander, and Squirtle in the standard English naming used by guides, although the original Japanese cartridge displays Japanese names.

  • Withdraw the Potion from the bedroom computer.
  • Leave Pallet Town through the northern exit.
  • Allow Oak to take you back to the laboratory.
  • Confirm that the rival is in the laboratory before choosing.

Choose a starter for the opening difficulty curve

Bulbasaur is the easiest choice for the first two Gym Badges. Its Grass typing gives it a favorable matchup against Brock’s Rock-type Pokémon and later against Misty’s Water-type Pokémon. It is not required for a successful campaign, but it reduces the need to add a temporary counter before Pewter and Cerulean.

Squirtle provides the most straightforward all-purpose opening. It handles Brock reliably, has useful early durability, and becomes a dependable Water-type attacker for much of the story. It also gives you a simple answer to the many Rock- and Ground-type opponents encountered during the early routes.

Charmander creates the most demanding first section. Its early Fire attacks are poor against Brock’s Rock Pokémon, and Misty’s Water team is another unfavorable matchup. If you choose it, plan to catch and train another Pokémon rather than trying to force Charmander through every early battle. Charmander remains fully capable of completing the campaign and becomes a strong Fire-type option later.

The rival chooses the starter with a type advantage over yours: Charmander against Bulbasaur, Squirtle against Charmander, or Bulbasaur against Squirtle. This advantage is limited in the opening battle because the level 5 starters use basic moves rather than their later specialized attacks. Choose according to the amount of early training you want, not because one choice is needed to finish the game.

  • Choose Bulbasaur for the smoothest first two Gyms.
  • Choose Squirtle for a balanced early route.
  • Choose Charmander only if you are prepared to add another early attacker.
  • Remember that all three starters can complete the main campaign.

Win the level 5 rival battle

After selecting your starter, walk toward the laboratory exit. The rival challenges you before you can leave. Both Pokémon are level 5, and the rival’s type advantage does not yet translate into a reliable specialized attack. The battle is mainly a test of basic damage, HP management, and whether you waste turns using stat moves.

Begin with your starter at full health. Select its damaging move and use it repeatedly. Growl or Tail Whip can help in a close fight, but these moves usually cost more time than they are worth in this short battle. If your HP falls into a dangerous range, open the Bag and use the Potion from your bedroom computer. Using an item consumes your turn, so heal before the next hit would likely knock you out.

A win gives your starter enough experience to reach approximately level 6, depending on the battle’s exact experience result and whether the rival’s Pokémon is defeated by your starter. You do not need extensive wild-Pokémon grinding before this fight. If you lose, the story continues after the normal defeat sequence; heal at home and repeat the laboratory challenge rather than treating the loss as a permanent setback.

This battle also establishes a useful habit for the rest of the game: keep your lead Pokémon healthy before entering a scripted trainer fight, and judge whether a move is worth using based on the opponent’s remaining HP rather than automatically selecting a status move.

  • Start the battle with your starter at full HP.
  • Use the starter’s basic damaging attack as your default action.
  • Use the stored Potion if a single additional hit could cause a knockout.
  • Finish the rival battle before attempting to leave the laboratory.

Cross Route 1 and collect the free Potion

Return to Pallet Town if you need a free heal from your mother, then head north through Route 1 toward Viridian City. You cannot catch wild Pokémon yet because you do not have Poké Balls. Use Route 1 only for safe experience if your starter is still below the level you want, and run from encounters when your HP becomes unsafe. There is no reason to risk a knockout for a small amount of early experience.

A route attendant on Route 1 gives you a Potion as you travel north. Collect it and continue to Viridian City. The one-way ledges on the route are useful for returning south more quickly later, but jumping down a ledge prevents you from climbing back up that same ledge. If you need to return to Pallet Town before the story loop is complete, use the normal route rather than relying on the ledges to provide a shortcut in the wrong direction.

Heal at the Viridian City Pokémon Center before continuing. This costs nothing and leaves your starter ready for the return journey through Route 1.

  • Collect the free Potion on Route 1.
  • Reach Viridian City without allowing the starter to faint if possible.
  • Use the Pokémon Center before beginning the Parcel loop.
  • Do not search Route 1 for Poké Balls; they are not available yet.

Deliver Oak’s Parcel and unlock catching

Enter the Poké Mart in Viridian City. On this first visit, the clerk recognizes that you are from Pallet Town and gives you Oak’s Parcel instead of opening the normal purchasing sequence. Carry the Parcel south through Route 1 and return to Professor Oak’s laboratory in Pallet Town.

Give the Parcel to Oak. After the rival arrives, Oak gives you and the rival a Pokédex. This changes the purpose of the early routes: you can now begin capturing Pokémon and recording species. The Pokédex is required progression even if you intend to use only your starter for battles.

Visit the rival’s house after leaving the laboratory and speak with his sister. She gives you the Town Map. The map is not required for the next few steps, but it is useful in the original game because the cartridge does not provide modern navigation features or a detailed route tracker.

Return through Route 1 to Viridian City. The Poké Mart now operates normally. Buy Poké Balls before heading north again. Keep enough money for several captures rather than spending everything on Potions. Buy a few Potions only if your remaining funds allow it; trainer battles and later route exploration will provide more money.

Once you have Poké Balls, you can begin building the supporting team described in the next chapter. Route 1 is suitable for early captures such as Pidgey and Rattata, while later areas provide additional options. Do not feel pressured to catch a full team immediately. One starter plus one or two useful captures is enough to proceed toward Pewter City.

  • Receive Oak’s Parcel from the Viridian City Poké Mart clerk.
  • Deliver the Parcel to Professor Oak.
  • Receive the Pokédex.
  • Speak with the rival’s sister and receive the Town Map.
  • Return to Viridian City and buy Poké Balls.
  • Keep some money available for additional captures and basic healing.

Before you move on

  • The starter has completed the unavoidable level 5 rival battle.
  • The Potion from the bedroom computer and the free Potion on Route 1 have been collected.
  • Oak has received his Parcel and has given you the Pokédex.
  • The rival’s sister has given you the Town Map.
  • The Viridian City Poké Mart is open for normal purchases.
  • Your Bag contains Poké Balls, and you are ready to capture Pokémon and continue north toward Viridian Forest and Pewter City.
References for this chapter

Routes 1–3 and Viridian Route to Pewter — Building a Core Team

Deliver Oak’s Parcel, receive the Pokédex and initial Poké Balls, then build a compact party on Routes 1 and 2, Route 22, and Viridian Forest. Use trainer battles as your main source of experience, carry Antidotes for Viridian Forest, and reach Pewter City with a healthy starter and at least one dependable partner. Route 22 and some captures are optional; the required path is Route 1, Viridian City, Route 2, Viridian Forest, and Pewter City.

Deliver Oak’s Parcel and obtain your first Poké Balls

After the opening rival battle, travel north from Pallet Town along Route 1 to Viridian City, then continue south through Route 1 to return to Pallet Town. Enter Professor Oak’s laboratory and deliver the Parcel from the Viridian Poké Mart. Oak gives you and your rival Pokédexes and provides five Poké Balls in the original Generation I release. This is the point at which serious catching becomes possible.

Return to Viridian City and visit the Poké Mart. Buy additional Poké Balls, but keep money available for Potions and Antidotes. The exact Japanese text is different from later localized releases, so identify the shop by its location and use its ordinary purchase menu. Heal at the Pokémon Center before taking a new route.

  • Deliver Oak’s Parcel at Professor Oak’s laboratory.
  • Receive the Pokédex and five Poké Balls.
  • Buy additional Poké Balls, Potions, and Antidotes in Viridian City.
  • Heal before beginning team training.

Build a small team on Routes 1 and 2

Route 1 contains Pidgey and Rattata. Catch one if you want a second attacker immediately, but do not spend all your Poké Balls trying to fill the party. Pidgey supplies reliable early neutral damage and later Flying coverage. Rattata is especially useful in the opening routes because it receives strong early physical attacks, although it is not an important answer to Brock’s Rock- and Ground-type Pokémon.

Continue north from Viridian City onto Route 2. Its southern section leads to the Viridian Forest entrance. You can catch another common early Pokémon here, but the forest is the better place to look for Bug-type teammates and optional Pikachu. Pikachu is not required for this chapter, but it can become useful against Misty later if you choose Bulbasaur or Charmander and want an additional answer to Water Pokémon.

A starter plus two trained partners is enough to reach Pewter City. A full party of six is unnecessary and can make early training less efficient. Use the PC in the Pokémon Center to store captures that you do not intend to train.

  • Catch at least one backup attacker if your starter is your only usable Pokémon.
  • Consider Pikachu in Viridian Forest as an optional later-game support choice.
  • Avoid spending all your money and Poké Balls on unnecessary captures.
  • Store unused Pokémon at the Pokémon Center PC.

Use Route 22 as optional training

Before entering Viridian Forest, you may travel west from Viridian City onto Route 22. The route contains Spearow and Nidoran, both of which can provide useful early offensive options. Spearow has stronger immediate offensive potential than Pidgey, while Nidoran can become a valuable long-term team member after gaining levels and access to better moves.

Once the Pokédex has been received, the rival can be challenged near the northern end of Route 22. Heal first and save before approaching the battle. In the original game, this encounter is optional and remains available only until you defeat Brock and obtain the Boulder Badge. If your team is weak, leave the route and return later, but do not expect to fight this rival again after the first Gym victory.

The route also contains a Potion item. Take it if you are already exploring the grass, but do not treat Route 22 as required progression. After training or battling the rival, return to Viridian City and heal.

  • Treat Route 22 as an optional detour rather than the main story path.
  • Heal and save before challenging the rival.
  • Fight the rival before Brock only if your team is prepared.
  • Return to Viridian City after the detour.

Train with practical checkpoints instead of excessive grinding

Use trainer battles as the primary source of experience. Wild Pokémon are useful when a new capture needs to catch up, but repeatedly fighting low-level encounters is usually unnecessary if your main Pokémon can defeat route trainers consistently. A useful checkpoint before entering Pewter City is a starter around level 10 to 13, with at least one partner close enough to survive several battles rather than fainting after one hit.

Bulbasaur has the easiest early matchup against Brock because Grass attacks are super effective against both of Brock’s Pokémon. Squirtle has a similarly direct route through Water attacks. Charmander should not be expected to defeat Brock comfortably by itself; train a second Pokémon and consider using Butterfree’s Confusion after evolving a Caterpie, or rely on another suitable capture and additional levels. These are difficulty recommendations, not completion requirements.

For a low-level Pokémon, send it out first and immediately switch to a stronger team member. The weaker Pokémon can still receive experience from the battle, allowing you to train replacements or new captures without repeatedly risking them. Keep your strongest Pokémon healthy enough to finish the next trainer battle instead of allowing every team member to become injured at once.

  • Aim for a starter roughly in the low teens before the first Gym.
  • Keep at least one backup Pokémon capable of fighting independently.
  • Use switch training for fragile or newly caught Pokémon.
  • Stop grinding when trainer battles are manageable without repeated healing.

Cross Viridian Forest while managing poison and PP

From Viridian City, take Route 2 north and enter Viridian Forest through the southern gatehouse. Follow the main paths north toward the Pewter City exit. The forest is straightforward, but its Bug Catchers provide worthwhile experience and its wild encounters are stronger than those on Route 1. Battle trainers for money and experience if your party is healthy; avoid unnecessary wild fights when a key move is running low on PP.

Poison is the main hazard. Wild and trainer-owned Weedle can use Poison Sting, and poisoned Pokémon lose HP while walking in the original games. Use an Antidote promptly rather than hoping the next city is close enough. If several Pokémon are weakened, return to the entrance or leave the forest to heal in Viridian City before continuing.

Pikachu is an optional Viridian Forest capture. Caterpie and Weedle are also useful if you want an early evolved Bug Pokémon, but catch their basic forms if you intend to raise them: wild Metapod and Kakuna generally have only Harden, while a newly evolved Butterfree or Beedrill can retain useful earlier moves and gain better level-up options. Do not exhaust your Poké Balls searching for a specific encounter.

  • Carry Antidotes before entering Viridian Forest.
  • Use forest trainers as an experience and money checkpoint.
  • Preserve the starter’s strongest move PP for trainer battles.
  • Leave or backtrack if poison and lost HP make the party unsafe.
  • Catch Pikachu or a Bug Pokémon only if it fits your planned team.

Reach Pewter City and stop before Route 3

Exit Viridian Forest through the northern gate to reach Pewter City. Use the Pokémon Center immediately, then inspect your party and inventory before entering the Gym. A practical arrival party consists of the starter, at least one trained secondary attacker, and optionally a support Pokémon such as Pikachu, Butterfree, Pidgey, Rattata, Spearow, or Nidoran.

Route 3 lies east of Pewter City, but the Boulder Badge is required before the route opens. Do not expect to continue toward Mt. Moon yet. If the party is still struggling, train in the remaining accessible grass or make one final Route 22 detour, then return to Pewter and heal again.

The Pewter Gym itself belongs to the next chapter. Save outside or inside the city after healing so you can begin Brock’s battle with a full party, adequate PP, and enough Potions for an unsuccessful attempt.

  • Reach Pewter City through the northern exit of Viridian Forest.
  • Heal at the Pewter City Pokémon Center.
  • Confirm that the starter and at least one partner can battle consecutively.
  • Keep enough medicine for the Gym attempt.
  • Leave Route 3 for after earning the Boulder Badge.

Before you move on

  • Oak’s Parcel has been delivered and the Pokédex has been received.
  • The player has obtained Oak’s five Poké Balls and can purchase more in Viridian City.
  • The party includes the starter and at least one trained backup attacker or support Pokémon.
  • Route 22 has been used only as an optional detour, with its rival battle completed or consciously skipped before Brock.
  • The player has crossed Viridian Forest, managed poison with Antidotes or healing, and reached Pewter City.
  • The party has been healed in Pewter and is ready for the next chapter’s Brock battle.
  • Route 3 remains correctly closed until the Boulder Badge is earned.
References for this chapter

Pewter City and Mt. Moon — Brock and the First Real Test

Earn the Boulder Badge in Pewter City, cross Route 3, clear the original three-floor Mt. Moon, choose one fossil, and reach Cerulean City. This route applies to the original Japanese Pocket Monsters Red and Green Game Boy games, including the Japanese Green map progression, not FireRed, LeafGreen, or another later edition.

1. Prepare in Pewter City and handle the optional Route 22 battle

Heal at the Pewter City Pokémon Center before entering the Gym. Restock a few Potions, Poké Balls, and Antidotes at the Poké Mart if your supplies are low. Route 3 and Mt. Moon contain many one-time Trainer battles, so preserving enough healing items for the whole stretch is more useful than spending all your money on optional purchases.

If you want the early rival battle on Route 22, return to Viridian City before defeating Brock, then leave through the western exit and enter the grass on Route 22. The rival is waiting near the beginning of the route. This battle is optional, but it is time-limited: in the original Generation I progression, it becomes unavailable once you obtain the Boulder Badge. Mt. Moon does not trigger a rival rematch, and reaching or clearing the cave does not create another rival fight. After the battle, return to Pewter City and heal before entering the Gym.

  • Heal in Pewter City.
  • Buy basic medicine and Poké Balls if necessary.
  • Fight the optional Route 22 rival before Brock only if you want the extra experience and money.
  • Do not expect Mt. Moon to trigger a rival rematch.

2. Defeat Brock and open Route 3

Pewter Gym has one regular Trainer before Brock. You can avoid that Trainer by walking around him, but battling him is worthwhile if your party needs experience. Heal before Brock if your best counter has taken damage.

Brock uses Geodude at level 12 and Onix at level 14. Both are Rock/Ground Pokémon. Bulbasaur can use Vine Whip, and Squirtle can use a Water-type move. Other reliable options include a trained Grass- or Water-type Pokémon, or a durable attacker carrying a suitable coverage move. Charmander can win, but Ember is not a favorable answer to this matchup, so train more carefully and use Potions rather than allowing a weakened Pokémon to be finished by a critical hit or Bide.

Defeating Brock gives you the Boulder Badge and TM34, Bide. The eastern Pewter exit remains blocked until the Gym victory is complete. Once the badge is awarded, leave town through the eastern gate and enter Route 3.

  • Defeat the Gym Trainer or walk around him.
  • Defeat Brock’s level 12 Geodude.
  • Defeat Brock’s level 14 Onix.
  • Receive the Boulder Badge and TM34.
  • Confirm that the eastern route to Route 3 is open.

3. Cross Route 3 and stage at the Mt. Moon Pokémon Center

Route 3 contains a long line of Trainers. Fight them for experience and money instead of grinding exclusively against wild Pokémon. Let developing party members take safe matchups, then switch back to your strongest Pokémon when an opponent has a clear type advantage. Keep an Antidote available because Poison Sting and wild encounters can leave a party member unable to finish the route safely.

Continue east until you reach the Pokémon Center beside Mt. Moon. Heal there before entering the cave. This Center is also where the salesman offers a Magikarp for money. The purchase is optional and has no bearing on the story, badge progression, or Mt. Moon route.

Before entering, check your Poké Ball supply and make sure at least one Pokémon has enough HP and PP for several consecutive battles. If your party becomes badly injured inside the cave, retreat to this Center. There is no required item in Mt. Moon that justifies risking a full party wipe.

  • Battle Route 3 Trainers for experience and money.
  • Reach the Pokémon Center beside Mt. Moon.
  • Heal before entering the cave.
  • Treat the Magikarp purchase as optional.
  • Carry enough Poké Balls, Potions, and Antidotes for the dungeon.

4. Enter Mt. Moon and follow the first ladder route

The original Mt. Moon uses three accessible floors: 1F, B1F, and B2F. Wild Zubat and Geodude are common, while Paras and Clefairy are less frequent. Catch a Pokémon only if you plan to use it or need it for Pokédex progress; repeated wild battles can drain PP before the required Trainer fights.

On the entrance floor, follow the western wall north. Pick up the Potion on the way, then battle the nearby Bug Catcher and continue along the path to the Lass. Take the ladder after this section. On B1F, follow the short path down to the next ladder, then descend to B2F.

The first required Rocket battle is immediately above the B2F ladder. Defeat the Rocket, then climb the small plateau to collect the HP Up if you want it. Use the nearby ladders to return to 1F. This is a good point to use an Antidote or Potion before continuing, because the next route includes more Trainers and another descent.

  • Enter Mt. Moon from Route 3.
  • Follow the west-wall route to the Potion and first Trainers.
  • Use the first ladder, then the B1F ladder to reach B2F.
  • Defeat the Rocket near the B2F entrance.
  • Collect the HP Up if desired and return to 1F.

5. Cross the central cave route and clear the fossil area

Back on 1F, head south to the Super Nerd, then collect the nearby Potion and Rare Candy if you want those optional items. Continue toward the eastern side of the floor. Follow the eastern wall north, taking the Escape Rope along the way if you want a quick exit item. In the northeast section, battle the Lass, then follow the path left and south to the next ladder.

Climb through the connecting floor and use the western ladder to reach B2F again. Collect TM01, Mega Punch, if you have a Pokémon that can use it effectively. Then defeat the Rocket below the plateau. The Rocket battle is part of the route toward the fossil chamber; it is not a remake-only encounter.

Continue through the connected ladders and return to 1F. Fight the Youngster on the southern route and the Hiker near the next ladder if you want the experience and money. These battles are useful preparation for the final cave Trainers, especially if your main party is still around the mid-teens.

Near the fossil chamber, follow the path around the western side. A narrow dead end before the northern stairs contains a hidden Moon Stone if you inspect the end wall. After taking it or skipping it, go north and challenge the Super Nerd guarding the fossils. Defeat him, then choose either the Dome Fossil or the Helix Fossil. The Dome Fossil is later revived into Kabuto; the Helix Fossil is later revived into Omanyte. Only one fossil is awarded during this visit, and the other cannot be obtained on the same cartridge without trading or using an exploit.

  • Defeat the Super Nerd on the first-floor route.
  • Collect optional Potion, Rare Candy, Escape Rope, and TM01 items if useful.
  • Follow the eastern wall and use the connecting ladders.
  • Defeat the Rocket below the B2F plateau.
  • Find the hidden Moon Stone if desired.
  • Defeat the fossil Super Nerd.
  • Choose either the Dome Fossil or Helix Fossil.

6. Leave through eastern Route 4 and reach Cerulean City

After choosing the fossil, continue past the fossil chamber and take the southern ladder. On B1F, use the final ladder to leave Mt. Moon. The exit places you on the eastern side of Route 4. There are no ordinary Trainers on this section of Route 4, so you can continue toward Cerulean even if your party is damaged, although healing is still sensible if you expect to fight immediately after arrival.

Pick up TM04, Whirlwind, if you want it, then follow the route east. The ledges make this stretch effectively one-way: after descending the relevant ledge, you cannot walk straight back to the Mt. Moon entrance. Finish any desired captures and item collection before committing to the eastern exit. You can return to the area later through the Kanto map, but not by simply reversing the ledge path.

Enter Cerulean City and heal at the Pokémon Center. The Bike Shop is present, but the Bicycle is not an immediate progression requirement, so do not treat it as a gate for the next story objective. The next required sequence begins north of Cerulean with Nugget Bridge, the Route 24 rival battle, Route 25, and Bill’s event. Mt. Moon itself provides no HM and does not cause a rival rematch.

  • Leave Mt. Moon through the final ladder.
  • Reach eastern Route 4.
  • Collect or skip TM04 according to your plans.
  • Follow Route 4 east to Cerulean City.
  • Heal at the Cerulean Pokémon Center.
  • Prepare for Nugget Bridge and the Route 24 sequence.

Before you move on

  • The Boulder Badge appears in the Trainer’s badge list.
  • Brock’s level 12 Geodude and level 14 Onix have been defeated.
  • TM34, Bide, has been received.
  • Route 3 has been crossed and the Mt. Moon Pokémon Center has been used as needed.
  • The Rocket members blocking the required Mt. Moon route have been defeated.
  • The fossil Super Nerd has been defeated.
  • Either the Dome Fossil or Helix Fossil is in the inventory.
  • The party has exited onto eastern Route 4.
  • Cerulean City and its Pokémon Center have been reached.
  • The party is ready for Nugget Bridge, the Route 24 rival battle, and Route 25.
References for this chapter

Cerulean City — S.S. Anne, Misty, and Route Flow

Complete the Cerulean City sequence by defeating the rival on Route 24, crossing Nugget Bridge, helping Bill on Route 25, defeating Misty, and using the S.S. Ticket to reach Vermilion City. Explore the S.S. Anne thoroughly before accepting HM01 Cut from the captain, because the ship departs after you leave with Cut. The original Japanese Game Boy release has no Misty rematch in this progression. The two important rival battles in this chapter are the Route 24 battle and the battle aboard the S.S. Anne.

Heal in Cerulean City and defeat the Route 24 rival

After exiting Mt. Moon, heal at the Cerulean City Pokémon Center and check your party’s HP, status conditions, and move PP. The route north of Cerulean contains the first rival battle of this chapter, so restore your team before stepping onto Route 24. Saving before the encounter is sensible if your party is already weakened.

The rival uses a mixed team rather than a single type. Do not build your entire plan around Misty’s Water weakness, because the rival’s Pokémon may require different answers. Use type advantages when available, switch out Pokémon facing an unfavorable matchup, and avoid allowing your only Grass- or Electric-capable Pokémon to take unnecessary damage before the Nugget Bridge battles.

Once the rival is defeated, cross Nugget Bridge and fight the trainers along it. These battles provide useful experience and money, and they are a good opportunity to bring a recently caught Pokémon up to the level of the rest of your party. A Grass- or Electric-capable Pokémon is especially useful for the Water-focused battles ahead, but keep a second attacker available in case your main counter is weakened.

  • Heal at the Cerulean Pokémon Center.
  • Save before entering the Route 24 rival battle.
  • Defeat the rival before proceeding across Nugget Bridge.
  • Use the Nugget Bridge trainers as an experience and money checkpoint.

Cross Route 24 and Route 25, then help Bill

Continue north after Nugget Bridge and follow Route 24 east onto Route 25. Fight the route trainers when your party is healthy enough to do so. If several Pokémon are badly injured, return to Cerulean City to heal before continuing; the route remains available, and the trainer experience is useful for preparing for Misty and the S.S. Anne.

At the house at the end of Route 25, interact with the Pokémon inside. This begins Bill’s event. Follow the event instructions and use the computer when required to separate Bill from the Pokémon involved in his teleportation experiment. Speak with Bill again after he returns to normal. He gives you the S.S. Ticket.

The S.S. Ticket is required to board the S.S. Anne in Vermilion City. It also causes the officer blocking the eastern Cerulean exit to move away. If the passage is still blocked, confirm that Bill’s event was completed and that you spoke to Bill after restoring him. There is no alternate ticket source in the Cerulean Gym or aboard the ship.

  • Reach Bill’s house at the end of Route 25.
  • Complete the computer portion of Bill’s event.
  • Speak to Bill after he returns to normal.
  • Receive the S.S. Ticket.
  • Confirm that the eastern Cerulean exit is open.

Defeat Misty in the Cerulean Gym

Return to Cerulean City and heal before entering the Gym. Misty’s original Red/Green battle uses a level 18 Staryu followed by a level 21 Starmie. Starmie is the more dangerous opponent because of its higher level, speed, and strong Water-type attacks. Do not assume that a fragile Pokémon with a type advantage can survive repeated hits.

Grass and Electric attacks are the most direct answers. Bulbasaur or Ivysaur can use Grass attacks, while Pikachu is an available Electric option if you caught one earlier. Depending on the Japanese Green encounter table and your current party, a nearby Grass-type capture can also fill this role. If you chose Charmander, do not rely on Fire attacks. Train a counter, use a sturdy neutral attacker, or combine status effects with safe switching and healing.

Lead with a healthy counter whenever possible. If your counter cannot safely take a hit, switch it in after another Pokémon has absorbed an attack, but avoid spending several turns healing while Starmie continues attacking. After winning, Misty awards the Cascade Badge and TM11, BubbleBeam. The badge permits the use of Cut outside battle after HM01 is obtained. There is no Misty rematch in the original Japanese Game Boy campaign covered here.

  • Heal before entering the Gym Leader battle.
  • Use Grass or Electric attacks against Staryu and Starmie.
  • Defeat Misty and receive the Cascade Badge.
  • Collect TM11, BubbleBeam.
  • Do not search for a later Misty rematch in this original campaign.

Travel from Cerulean City to Vermilion City

After completing Bill’s event and defeating Misty, leave Cerulean City through the eastern house. The officer who previously blocked the route should now be gone. Walk south across Route 5 and enter the Underground Path. Follow the path until it exits onto Route 6, then continue south to Vermilion City.

Route 6 contains several trainer battles, including Water-type opponents. Use your Grass- or Electric-capable Pokémon where appropriate, but do not allow your only reliable counter to be worn down by ordinary fights. Heal at the Vermilion Pokémon Center before boarding the ship, and restock Potions, status cures, and Poké Balls if your supplies are low.

The Route 24 rival battle and the S.S. Anne rival battle are separate encounters. Do not mistake the Route 24 fight for the rival battle that occurs later aboard the ship.

  • Leave Cerulean through the eastern house.
  • Cross the Underground Path from Route 5 to Route 6.
  • Reach Vermilion City.
  • Heal before entering the S.S. Anne.

Board the S.S. Anne and clear it before taking HM01

Go to the Vermilion harbor and show the S.S. Ticket to the sailor. The S.S. Anne has trainers, item balls, and hidden items throughout its decks and cabins. Explore the ship before visiting the captain. You can leave and return to the Vermilion Pokémon Center to heal until HM01 Cut has been received.

The second rival battle occurs aboard the S.S. Anne on the upper deck near the route to the captain. Defeat the rival before entering the captain’s room. Use type advantages where possible, but preserve enough healthy Pokémon for the remaining ship trainers and the next Gym preparation.

The ship contains several useful rewards, including TM08 Body Slam, TM44 Rest, a Great Ball, healing items, Ether items, a Rare Candy, and HM01 Cut. Some items are found as hidden items rather than visible Poké Balls, so search suspicious spaces if you want a complete sweep. Trainer battles are also valuable sources of experience and money.

When you are satisfied that the ship has been searched, enter the captain’s room and speak to him. After the event, he gives you HM01 Cut. Once you leave the ship after receiving Cut, the S.S. Anne departs in the normal sequence. Its remaining trainers and items should therefore be treated as potentially missable.

  • Board the S.S. Anne with the S.S. Ticket.
  • Explore the cabins, corridors, and lower deck before visiting the captain.
  • Defeat the rival aboard the ship.
  • Collect desired items and fight desired trainers before accepting HM01.
  • Receive HM01 Cut from the captain.

Leave the ship and prepare for Lt. Surge

Teach HM01 Cut to a compatible Pokémon if you intend to use it for field progression. Cut occupies a move slot permanently unless you use a special workaround outside the normal original-game route, so choose a Pokémon whose moveset can tolerate carrying it. The Cascade Badge allows Cut to be used outside battle.

Before leaving the S.S. Anne, make one final check of the rooms and item locations you want to visit. After receiving HM01 and disembarking, the ship normally sails away and cannot be boarded again through ordinary play.

Heal at the Vermilion Pokémon Center after the ship departs. The next objective is to use Cut to enter Vermilion Gym and challenge Lt. Surge. Begin preparing a Ground-type option for that battle while keeping a healthy Grass- or Electric-capable Pokémon available for nearby route encounters.

  • Teach HM01 Cut to a compatible Pokémon if needed.
  • Confirm that the desired S.S. Anne battles and items are complete.
  • Leave the ship only after receiving HM01 Cut.
  • Heal in Vermilion City.
  • Prepare a Ground-type answer for Lt. Surge.

Before you move on

  • Misty has been defeated and the Cascade Badge is recorded on the Trainer Card.
  • TM11, BubbleBeam, has been received.
  • Bill has returned to human form and the S.S. Ticket is in the Key Items pocket.
  • The eastern Cerulean exit is open.
  • The Route 24 rival battle has been won.
  • The Underground Path has been crossed and Vermilion City has been reached.
  • The S.S. Anne rival battle has been won.
  • The desired S.S. Anne trainers and items have been handled before leaving.
  • The captain has awarded HM01 Cut.
  • A compatible Pokémon can use Cut outside battle.
  • The party has been healed in Vermilion City and is ready for the route to Lt. Surge.
References for this chapter

Vermilion City and Lt. Surge — Electric Hazards and Useful Options

Finish the S.S. Anne before taking HM01 Cut, then use Cut to enter Vermilion Gym. The original Japanese Pocket Monsters Green puzzle does not reliably obey the later adjacent-trash-can rule, so use a careful save-and-retry method. Defeat Lt. Surge with Ground attacks when possible, then use Route 11 for eastern progress or Diglett's Cave for a Ground-type and a shortcut toward Route 2.

1. Prepare before boarding the S.S. Anne

After reaching Vermilion City from Cerulean City through the Underground Path, heal at the Pokémon Center and arrange your party before entering the harbor. The sailor requires the S.S. Ticket obtained during Bill's event before he will allow you aboard the S.S. Anne.

Carry Potions, Antidotes, and paralysis treatment. The ship has no Pokémon Center, although you can return to Vermilion City's Pokémon Center while the ship remains docked. That return option ends once you receive HM01 Cut from the captain.

The S.S. Anne contains many one-time trainer battles, useful item pickups, and the required rival encounter. Battles are optional for story progression but provide valuable experience and money. Complete the fights and collect the items you want before receiving Cut, because the ship departs after you leave once the captain has awarded the HM.

  • Heal in Vermilion City.
  • Bring healing items and status cures.
  • Finish desired ship battles and item collection before receiving HM01 Cut.

2. Explore the ship and defeat the rival

Board the S.S. Anne and search the cabins, corridors, lower areas, and upper deck. Fight the sailors, gentlemen, and other trainers that you want for experience. If your party becomes worn down, return to the Pokémon Center before proceeding to the captain.

The rival battle is on the upper floor near the route to the captain's quarters. Heal before approaching him. His lineup depends on the starter you chose, so respond to the Pokémon he sends out instead of relying on one fixed opening. Avoid exposing a weakened Water- or Flying-type to an Electric move, and keep a healthy physical attacker available for neutral damage.

After winning, enter the captain's quarters and speak to the seasick captain. He awards HM01 Cut. Teach Cut to a compatible Pokémon that you do not expect to need for your final moveset if possible. Generation I has no ordinary move-deleter service, so the move normally remains permanently assigned.

  • Defeat the rival on the upper floor.
  • Speak to the captain and receive HM01 Cut.
  • Choose the Cut user carefully before teaching the HM.

3. Leave the ship and open Vermilion Gym

Do not leave the ship until you have completed the battles and item collection you want. Once HM01 Cut has been received, disembark and the S.S. Anne will depart. You cannot use it as a normal repeatable location afterward.

Heal in Vermilion City, then walk south toward the Gym. A small tree blocks the entrance. Open the Pokémon menu, select a party member that knows Cut, and use the field action while facing the tree.

The Gym trainers use Electric Pokémon. Place a healthy Ground-type first if you have one. If not, lead with a durable Pokémon that can deal reliable neutral physical damage. Heal before starting the trash-can puzzle if the ship battles have consumed much of your party's HP or PP.

  • The S.S. Anne has departed after the captain awarded Cut.
  • The tree outside Vermilion Gym has been removed.
  • The party is healed before the Gym sequence.

4. Solve the original Japanese trash-can puzzle

Vermilion Gym has an electric barrier controlled by two hidden switches in the trash cans. Search the cans until you find the first switch. In the original Japanese Red and Green games, the second switch is not reliably restricted to a can directly beside the first. The later-game advice that treats adjacency as a dependable rule should not be used for this edition.

After finding the first switch, save the game immediately. Then inspect candidate cans one at a time. If you find the second switch, the barrier opens. If the inspected can is empty and the puzzle resets, reload the save made after finding the first switch and try a different candidate rather than searching from the beginning.

The original engine has inconsistent switch placement behavior, so there is no dependable visual route through the cans. On authentic hardware, the save-and-reset method is the practical way to avoid losing the first switch. If you are not using a method that can reload the saved position, accept that the puzzle may require repeated random attempts. Do not assume that the next switch is adjacent, and do not import the simplified FireRed/LeafGreen rule.

  • Find the first switch.
  • Save immediately after activating it.
  • Try candidate cans one at a time and reload the save after a failed attempt.
  • Proceed only after both switches have opened the barrier.

5. Use a Ground-type against Lt. Surge

Lt. Surge's Japanese Green team is Voltorb at level 21, Pikachu at level 18, and Raichu at level 24. All three are Electric-type Pokémon. Ground Pokémon are immune to Electric attacks in this generation, making Diglett or Dugtrio from Diglett's Cave the most direct counter. Other Ground-types, including suitable Geodude or Sandshrew options, can also work if they have enough HP and dependable Ground damage.

Diglett's Cave is east of Vermilion City near Route 11. You can enter it before challenging Surge, catch a Diglett or Dugtrio, and train it against nearby opponents. Diglett is fast but fragile, so heal it before the Gym and keep a second Pokémon ready in case it is knocked out by a critical hit or a non-Electric attack.

Use a strong one-turn Ground attack when available. Dig can deal heavy damage, but its two-turn sequence gives Surge opportunities to use status or setup moves. If Dig is your best option, use it with a healthy Pokémon and enough PP rather than relying on a weakened lead.

  • Bring a healthy Ground-type if possible.
  • Diglett or Dugtrio is a practical counter from Diglett's Cave.
  • Keep a backup attacker in case your Ground-type falls.

6. Win without a Ground-type

If you lack a Ground-type, use a healthy Pokémon with solid physical damage and enough HP to survive critical hits. Grass Pokémon resist Electric attacks in Generation I, so Bulbasaur or Ivysaur can be safer than a Water- or Flying-type, although they still need a reliable damaging move.

Normal-, Fighting-, and Rock-type attackers can also win through level advantage, physical damage, and careful healing. Electric immunity is not the only concern: Surge's team can use moves such as Thunder Wave, SonicBoom, Screech, and X Speed. A Pokémon that avoids Electric damage can still be worn down or disabled.

Avoid a slow plan based entirely on repeated inaccurate status moves. Use paralysis or sleep when it creates a clear opening, then attack reliably. If the lead becomes paralyzed or reaches knockout range, switch before Raichu enters and use a Parlyz Heal or another appropriate cure when safe.

  • Avoid sending Water- or Flying-types into Electric attacks unless necessary.
  • Prioritize reliable damage over a prolonged status gamble.
  • Carry paralysis treatment if your team lacks Ground immunity.

7. Claim the badge and choose the next objective

After defeating Lt. Surge, receive the Thunder Badge and TM24 Thunderbolt. The Thunder Badge also permits the field use of Fly after HM02 is obtained later. Heal at the Pokémon Center before continuing.

For eastern progress, leave Vermilion City through Route 11. Its trainers provide one-time experience and prize money and the route leads toward the eastern side of Kanto. The original release does not provide ordinary trainer rematch windows, so treat these battles as limited resources.

If you want a Ground-type, additional training, or a western shortcut, enter Diglett's Cave east of the city. Its western exit near Route 2 gives access toward Pewter City and previously inaccessible Cut areas. You do not need to complete every optional task immediately, but a trained Diglett or Dugtrio can simplify later Electric encounters and provide useful coverage.

  • The Thunder Badge is recorded on the Trainer Card.
  • TM24 Thunderbolt is obtained.
  • The party is healed.
  • Choose Route 11 for eastern progress or Diglett's Cave for a Ground-type and western shortcut.

Before you move on

  • HM01 Cut is in the Bag and a party member can use it.
  • The S.S. Anne has departed after the captain awarded Cut.
  • The tree outside Vermilion Gym is cleared.
  • Both Vermilion Gym switches have been activated.
  • Lt. Surge is defeated, the Thunder Badge is displayed on the Trainer Card, and TM24 Thunderbolt is obtained.
  • The party has been healed and the next destination has been selected: Route 11 or Diglett's Cave.
References for this chapter

Celadon City — Shops, Team Building, and Erika’s Gym

Celadon City is the main preparation point for the middle portion of Pocket Monsters: Midori. Before exploring the city, travel from Vermilion through Cerulean, Route 9, Rock Tunnel, and Lavender Town. Flash is optional in the original Japanese Red/Green release, although carrying healing items and Antidotes makes the dark tunnel much safer. In Celadon, collect the useful gifts and Key Items, restock without exhausting your money, defeat Erika when your team is ready, and clear the Team Rocket Hideout to obtain the Silph Scope.

Travel from Vermilion City to Celadon City

After finishing the Vermilion City objectives, leave through the northern gate and cross Route 6 to return to Cerulean City. If you have not already done so, make sure a Pokémon in your active party knows Cut. You will need it to open the eastern route from Cerulean.

From Cerulean City, leave through the eastern exit onto Route 9. Cut the tree blocking the route and follow Route 9 east. Battle the trainers along the way for experience and money, but heal before entering the tunnel if several Pokémon are already weakened. Poison is a practical concern on this stretch, so carry Antidotes rather than relying only on the Pokémon Center at the destination.

Route 9 leads to Route 10 and the entrance to Rock Tunnel. In the original Japanese Game Boy release, Flash is optional: the tunnel remains navigable without using the field move. Without Flash, the play area is dark and landmarks are harder to distinguish, so progress carefully, keep track of turns, and avoid unnecessary detours. If you choose to use Flash, obtain it earlier from the appropriate assistant after meeting the Pokédex requirement and teach it to a compatible Pokémon that does not need the move for its battle role.

Cross Rock Tunnel and emerge on the Lavender Town side of Route 10. Heal in Lavender Town and use the Pokémon Center before continuing. The normal story route does not require you to finish Pokémon Tower at this point. Leave Lavender Town through the western exit onto Route 8, then use the Underground Path at the western end of Route 8. The path brings you to Route 7; walk west from Route 7 to enter Celadon City.

This route is the intended connection between the eastern and western portions of Kanto. Do not try to reach Celadon by treating Route 16 as the only approach, and do not import later remake requirements into Rock Tunnel. Flash improves visibility but is not required in the original Japanese Red/Green game.

  • Return from Vermilion to Cerulean through Route 6.
  • Use Cut on Route 9 and cross Route 9 and Rock Tunnel.
  • Heal in Lavender Town after leaving the tunnel.
  • Travel west across Route 8, use the Underground Path, and enter Celadon from Route 7.
  • Carry Antidotes and healing items; Flash is optional in this edition.

Enter Celadon City and establish your priorities

Heal at the Celadon Pokémon Center as soon as you arrive. Celadon contains the Department Store, Game Corner, Celadon Mansion, restaurant, Gym, and the entrance to Team Rocket’s Hideout. You can take several battles before leaving, so do not begin by spending all your money on optional prizes.

Keep a Pokémon that knows Cut in the party or make sure it is available through the Pokémon storage system. Cut is needed for the approach to Celadon Gym. A practical order is to heal, collect the Coin Case, inspect the Department Store, collect Eevee if it helps your team, and then choose between Erika’s Gym and the Rocket Hideout.

Erika and the Rocket Hideout do not need to be completed in one strict order. The Hideout is the important prerequisite for the normal Pokémon Tower sequence because defeating Giovanni there provides the Silph Scope. If your team is already prepared for Grass types, Erika can be defeated first. If you need the badge before continuing your route, clearing the Gym first is also valid.

  • Heal immediately after entering Celadon City.
  • Keep Cut available for the Gym entrance.
  • Reserve money for medicine and later Gym battles.
  • Choose whether to challenge Erika or clear the Rocket Hideout first.

Collect the Coin Case and shop without overspending

Enter the restaurant in southern Celadon and speak to the seated man in the appropriate area to receive the Coin Case. The Coin Case is optional for the badge campaign, but it is required for collecting and spending Game Corner Coins.

Visit the Department Store before beginning a long battle sequence. Buy practical medicine such as Potions or Super Potions, plus Antidotes and a few Paralyze Heals or Awakenings if your party lacks reliable status recovery. Keep enough money for later healing and Poké Balls instead of buying every battle item immediately.

The Department Store also sells evolution stones, Poké Balls, medicine, battle items, and one-use TMs. Original-generation TMs are generally consumed when taught, so do not use a TM merely to fill an empty move slot. Check the move’s usefulness for the intended Pokémon first.

Go to the rooftop vending machines and consider buying Fresh Water, Soda Pop, or Lemonade. These drinks restore HP and can also be presented to a thirsty gate guard to open Saffron City access later. Keep at least one drink available if you plan to enter Saffron before the gate sequence is otherwise resolved.

  • Receive the Coin Case from the Celadon restaurant.
  • Buy medicine and Poké Balls before spending on optional items.
  • Treat Department Store TMs as limited resources.
  • Keep a rooftop drink available for Saffron City access.

Collect Eevee and evaluate Game Corner options

Enter Celadon Mansion through the rear entrance and go upstairs to the room containing the gift Eevee. Eevee is optional and is not required for any Gym Badge. If your party needs an additional Water-, Electric-, or Fire-type role, evolve it with the matching stone after considering your existing coverage.

The Game Corner is also optional for the main campaign. Once you have the Coin Case, collect available Coins, buy more if desired, or use the machines. The Prize Corner offers Pokémon and TMs; Porygon is especially notable because it is obtained there rather than as a normal wild encounter in the original game.

Do not spend heavily on Coins before purchasing medicine. A new prize Pokémon also needs training, and adding one immediately before Erika can leave the rest of the party underprepared. Choose a prize only when it fills a genuine team or Pokédex need.

  • Collect Eevee only if it improves the current party.
  • Treat Game Corner Pokémon and TMs as optional rewards.
  • Buy healing supplies before spending money on Coins.

Prepare for Erika’s Gym

Celadon Gym is the greenhouse-like building in the southwestern part of the city. Cut the tree at the entrance, then follow the garden paths through the Gym. Defeat obstructing Gym Trainers for experience and money, but you do not need to fight every trainer if your party is already strong enough.

In the original Japanese Red/Green battle, Erika uses Victreebel at level 29, Tangela at level 24, and Vileplume at level 29. Fire- and Flying-type attacks are the clearest answers. Poison-, Bug-, Ice-, and Psychic-type attacks can also help, although dependable moves of those types may be less available in this early release.

Erika’s Pokémon can inflict poison, paralysis, or sleep through their moves. Carry Antidotes, Paralyze Heals, and Awakenings, and keep a second attacker ready in case the lead is disabled. A healthy neutral physical attacker is preferable to leaving your only Fire- or Flying-type Pokémon exposed while already weakened.

Heal at the Pokémon Center before speaking to Erika. If the team has reached the Gym with several Pokémon below the level of the opposing party, fight remaining local trainers or train briefly on nearby routes rather than relying on one fragile sweeper.

  • Bring a reliable Fire- or Flying-type attacker when possible.
  • Carry cures for poison, paralysis, and sleep.
  • Prepare a backup attacker.
  • Heal before initiating the Gym battle.

Defeat Erika and receive the Rainbow Badge

Lead with the strongest appropriate attacker and defeat Victreebel, Tangela, and Vileplume one at a time. Fire and Flying coverage can pressure all three, while a sturdy neutral attacker can finish a target if status or low HP makes the preferred counter unsafe.

If Erika inflicts a status condition, cure it when continuing would risk losing your only effective attacker. Do not allow one poisoned, paralyzed, or sleeping Pokémon to become the entire plan for the battle. Switch defensively when necessary and use healing items between opponents if the active Pokémon can survive the next turn.

Victory awards the Rainbow Badge and TM21, Mega Drain. TM21 is Erika’s Grass-type reward in the original Game Boy Red/Green/Blue releases; do not replace it with TM19 Giga Drain from later versions. The Rainbow Badge is required for normal badge progression, while Mega Drain is an optional move reward. Teach it only to a compatible Pokémon that benefits from Grass coverage and has a move slot worth spending.

  • Defeat Victreebel, Tangela, and Vileplume.
  • Confirm that the Rainbow Badge is recorded on the Trainer Card.
  • Receive TM21 Mega Drain.
  • Decide carefully whether to use the one-use TM.

Open the Rocket Hideout and obtain the Silph Scope

Enter the Celadon Game Corner and defeat the lone Team Rocket member near the rear poster. Examine the poster after the battle to reveal the hidden staircase into the Rocket Hideout.

The Hideout contains several Rocket battles, moving-floor sections, the Lift Key, and Giovanni’s office. Use the Rocket Trainers for experience and money, but return to the Pokémon Center if your main attackers are running low on HP or PP. Poison-focused opponents make Antidotes particularly useful.

Progress through the basement floors and moving panels until you reach the Rocket member carrying the Lift Key. Take the key, then use the elevator to reach the required basement floor and continue through the remaining barriers toward Giovanni. Ground- and Water-type attacks are useful against the Hideout’s common opponents and Giovanni’s party, but a balanced team is safer than relying on a single attacker.

Defeat Giovanni at the end of the Hideout. After the battle, obtain the Silph Scope. Keep it in the Key Items inventory; it is needed for the normal Pokémon Tower route in Lavender Town, where it allows the ghost encounters to be identified and lets you continue the rescue sequence involving Mr. Fuji.

The Hideout is the standard route to the Silph Scope, even though some original-generation progression can be bypassed by optional item interactions. For a reliable campaign walkthrough, obtain the Lift Key, defeat Giovanni, and confirm the Silph Scope before returning to Pokémon Tower.

  • Defeat the Rocket member beside the rear Game Corner poster.
  • Enter the hidden Rocket Hideout.
  • Obtain the Lift Key.
  • Use the elevator and reach Giovanni.
  • Defeat Giovanni and confirm that the Silph Scope is in the Key Items inventory.

Before you move on

  • The Rainbow Badge is displayed on the Trainer Card.
  • TM21 Mega Drain has been received, whether or not it was taught.
  • The party includes a dependable Fire-, Flying-, or strong neutral attacker for Erika’s Grass-type team.
  • The inventory contains Poké Balls, healing items, and cures for poison, paralysis, and sleep.
  • The Coin Case is collected if Game Corner prizes are part of the plan.
  • Giovanni has been defeated in the Celadon Rocket Hideout.
  • The Silph Scope is available for the normal Pokémon Tower route.
  • The player understands that Flash improves Rock Tunnel visibility but is not required in this original release.
References for this chapter

Fuchsia City and the Safari Zone — Trades, Koga, and Fieldwork

After obtaining the Silph Scope in the Celadon Game Corner Hideout, return to Lavender Town and clear Pokémon Tower. Rescue Mr. Fuji, receive the Poké Flute, and use it to wake one of the two Snorlax blocking the routes to Fuchsia City. Enter Fuchsia, collect Surf and Strength from the Safari Zone and its Warden, then defeat Koga for the Soul Badge. This chapter follows the original Japanese Pocket Monsters: Midori release on Game Boy, not Japanese Blue, international Red and Blue, or FireRed and LeafGreen.

1. Return to Lavender Town after obtaining the Silph Scope

Once the Silph Scope is in your inventory, leave Celadon City and return to Lavender Town. You can use the Underground Path from Route 7 to Route 8, then continue east into Lavender. Heal before entering Pokémon Tower and carry a few status-curing items, because the tower contains repeated Ghost- and Poison-type encounters and several Channeler battles.

Enter Pokémon Tower in the northeastern part of town. The Silph Scope is the required tool for identifying the otherwise unrecognizable ghosts. Without it, the tower’s story cannot be completed. On the second floor, your rival challenges you; defeat him before continuing upward. His party depends on your starter, so keep an Electric or Rock answer for his flying Pokémon and a reliable response to his starter and other coverage choices.

  • The Silph Scope is in the inventory.
  • Lavender Town has been reached after leaving Celadon.
  • The party is healed before entering Pokémon Tower.
  • The rival battle on the tower’s second floor has been completed.

2. Clear Pokémon Tower and rescue Mr. Fuji

Work upward through the tower, defeating or avoiding Channelers as necessary. The fifth floor contains a healing square that restores the party, including HP, PP, and status, so use it before the upper floors if your team is worn down. The healing square is especially useful because it lets you conserve Potions and return to the main path without leaving the tower.

On the sixth floor, approach the ghost blocking the stairway. The Silph Scope reveals it as the spirit of Marowak. This is a required battle, but the ghost cannot be captured. Water-, Grass-, and Ice-type attacks are effective against it; avoid wasting Poké Balls or trying to weaken it for capture.

Continue to the top floor and defeat the Team Rocket members guarding Mr. Fuji. Speaking to Mr. Fuji after the battle ends the tower sequence and returns you to his house in Lavender Town. Speak with him again there to receive the Poké Flute. The flute is a key progression item: it wakes sleeping Pokémon and is required to remove at least one Snorlax blocking the roads to Fuchsia.

  • The Silph Scope has revealed the Marowak ghost.
  • The Marowak ghost has been defeated or escaped from.
  • The Team Rocket guards on the upper floor have been defeated.
  • Mr. Fuji has been rescued.
  • The Poké Flute has been received from Mr. Fuji’s house.

3. Choose a route to Fuchsia City and wake a Snorlax

You can reach Fuchsia by either of two routes. The longer southern route begins by leaving Lavender through Route 12. Continue south until you reach the sleeping Snorlax, use the Poké Flute while facing it, and then proceed through Routes 12, 13, 14, and 15 to Fuchsia. This route contains many trainers and is useful for earning experience and money before the fifth Gym.

The faster alternative begins in Celadon City. Travel west to Route 16, use the Poké Flute on the Snorlax blocking the road, then enter Cycling Road and ride south through Routes 17 and 18 into Fuchsia. This option is quicker but provides a different set of trainer battles. If you want to catch the Snorlax, save before playing the Poké Flute; the encounter is a one-time opportunity in the original release.

Only one Snorlax must be awakened to reach Fuchsia. You can leave the other sleeping until later. After entering Fuchsia, heal at the Pokémon Center before exploring the Safari Zone or challenging Koga.

  • At least one Snorlax has been awakened with the Poké Flute.
  • The party has reached Fuchsia City.
  • The southern Routes 12–15 or western Routes 16–18 route has been completed.
  • The party has been healed in Fuchsia.

4. Prepare in Fuchsia City before entering the Safari Zone

Fuchsia’s Pokémon Center and Poké Mart are directly useful before the Safari Zone and Gym. Buy Antidotes or Full Heals for Koga’s Poison-type team, along with Potions or Super Potions. The Safari Zone does not use ordinary Poké Balls, so do not enter expecting your regular stock to function there.

Visit the house beside the Safari Zone Warden’s house and speak to the Fishing Guru to receive the Good Rod. This is optional for the campaign but useful for water encounters and Pokédex work. Also speak with the Warden so the missing Gold Teeth objective is established before you enter the park.

The Safari Zone entrance charges 500 and supplies 30 Safari Balls. Its original Generation I rules do not allow you to send out your own Pokémon or weaken wild encounters. You can throw a Safari Ball, use bait, throw a rock, or leave the encounter. Bait reduces the chance of fleeing while making capture more difficult; rocks improve capture odds while making escape more likely. Neither action guarantees success.

  • Fuchsia supplies have been purchased.
  • The Good Rod has been collected if desired.
  • The Warden has been spoken to.
  • At least one Antidote or Full Heal is available.
  • The 500 entry fee is available.

5. Enter the Safari Zone and prioritize Surf and the Gold Teeth

Enter the Safari Zone and accept the 30 Safari Balls. The Safari Game ends when the walking allowance is exhausted or when all Safari Balls are used. Do not spend the first visit wandering through every patch of grass. The required objectives are HM03 Surf and the Warden’s Gold Teeth.

From the entrance, follow the connected route through Area 1 and Area 2 toward Area 3. Take the Area 2 connection leading into the western section rather than turning back for every item. In Area 3, locate the Gold Teeth lying on the ground and pick them up. They are near the Secret House, but the two rewards are separate objects and must both be collected.

After obtaining the Gold Teeth, enter the Secret House and speak with the official inside to receive HM03 Surf. You do not need to catch a rare Pokémon before taking the HM. If the step counter is running low, leave after collecting Surf and the teeth; optional items and rare captures can be pursued on later visits.

In Japanese Green, Pinsir is the important Safari Zone version-exclusive target. Scyther belongs to the opposing Japanese Red set. Chansey, Kangaskhan, Tauros, and Dratini are rare or difficult Safari encounters and are optional for campaign completion. Do not confuse Japanese Green’s table with Japanese Blue or the later international and remake tables.

  • 30 Safari Balls have been received.
  • The Area 1 and Area 2 detours have been minimized.
  • The Gold Teeth have been picked up in Area 3.
  • HM03 Surf has been received in the Secret House.
  • Pinsir has been recorded as a Green Pokédex priority if needed.
  • Optional rare captures have not delayed the required rewards.

6. Return the Gold Teeth and prepare Surf and Strength

Leave the Safari Zone and return to the Warden’s house in Fuchsia. Speak to the Warden with the Gold Teeth in your inventory. He gives you HM04 Strength. Keep a compatible Pokémon available to carry Strength, because the move is required for later boulder puzzles even if you eventually replace it on your main battler.

Teach Surf to a compatible Pokémon if you want to prepare the move immediately. Surf cannot be used outside battle until the Soul Badge is obtained, so collecting HM03 alone does not yet open the water routes. After defeating Koga, select Surf while facing a body of water to begin the route toward Cinnabar Island.

Use the Pokémon Center before the Gym. Carry Antidotes or Full Heals, because poison damage can continue after a battle and force an unnecessary retreat. A Ground- or Psychic-type attacker around Koga’s level range is useful, but bring a second attacker in case Disable, accuracy drops, or poison disrupts the first choice.

  • The Gold Teeth have been returned to the Warden.
  • HM04 Strength has been received.
  • A compatible Strength user is available.
  • A compatible Surf user is available.
  • The team is healed before entering Fuchsia Gym.
  • Poison recovery items are in the bag.

7. Navigate Fuchsia Gym and defeat Koga

Fuchsia Gym uses invisible walls. Walk through the apparently open corridors and test the passages until the path leads to the Gym trainers and Koga. Defeating trainers provides useful experience, but you do not need to fight every optional trainer if the party is already prepared. Avoid spending all healing items before reaching the leader.

The original Japanese Red and Green Koga battle uses Koffing at level 37, Muk at level 39, a second Koffing at level 37, and Weezing at level 43. Ground- and Psychic-type attacks are effective choices against the Poison-type team. Keep a backup attacker ready because Koffing and Weezing can use Smog or Sludge to poison, SmokeScreen can reduce accuracy, Muk can use Disable and Minimize, and Weezing can use Toxic and Selfdestruct.

Do not leave a badly weakened Pokémon in front of Weezing if you can switch safely. If your primary attack is Disabled, switch to a backup move or attacker rather than wasting turns. After the battle, Koga awards the Soul Badge and TM06 Toxic. The badge is the key requirement for using Surf outside battle.

  • The invisible-wall Gym route has been navigated.
  • Koga’s level 37, 39, 37, and 43 Pokémon have been defeated.
  • Ground or Psychic coverage has been used where practical.
  • Poison, Disable, Minimize, SmokeScreen, Toxic, and Selfdestruct have been managed.
  • The Soul Badge and TM06 Toxic have been received.

8. Confirm chapter completion and continue toward Cinnabar

This chapter is complete when the Poké Flute has been obtained, Fuchsia has been reached through one of the two Snorlax routes, HM03 Surf has been collected from the Safari Zone Secret House, HM04 Strength has been received from the Warden, and Koga has awarded the Soul Badge.

Use Surf after the badge to travel through the water route from Pallet Town toward Cinnabar Island. If the Safari Zone produced no rare captures, that is not a progression failure. The park can be revisited later, and every visit again uses the original Safari Ball and walking limits.

Keep separate Pokédex notes for Japanese Green encounters, opposing Japanese Red exclusives, trade evolutions, NPC trades, and species unavailable without another cartridge. Hall of Fame completion and Pokédex completion are different goals.

  • The Poké Flute is in the inventory.
  • HM03 Surf is recorded in the TM and HM list.
  • HM04 Strength is recorded in the TM and HM list.
  • The Soul Badge appears on the Trainer Card.
  • Surf works outside battle after selecting it near water.
  • Remaining Safari, version-exclusive, and trade-only species have been recorded.

Before you move on

  • You returned to Lavender Town after obtaining the Silph Scope.
  • You cleared Pokémon Tower, rescued Mr. Fuji, and received the Poké Flute.
  • You awakened a Snorlax on Route 12 or Route 16 and reached Fuchsia City.
  • You received 30 Safari Balls and collected HM03 Surf in Area 3’s Secret House.
  • You picked up the Gold Teeth in Area 3 and exchanged them with the Fuchsia Warden for HM04 Strength.
  • You defeated Koga’s original level 37, 39, 37, and 43 team.
  • You received the Soul Badge and TM06 Toxic.
  • You recorded Pinsir as the Japanese Green Safari priority and kept the remaining version-exclusive and trade-evolution requirements separate from campaign completion.
References for this chapter

Saffron City and Sabrina — Psychic Threats and Teleports

Return from Fuchsia to Lavender through the northern route, then travel west through Route 8 and the Underground Path to Celadon. Buy a drink from the Department Store rooftop to open Saffron City, clear Team Rocket from Silph Co., and defeat Sabrina in the original Generation I warp-panel Gym. Pocket Monsters: Midori has no Dark type or Dark-type moves, so use strong physical attackers, limited Bug attacks, and careful healing against Sabrina’s Psychic Pokémon.

Return from Fuchsia to Celadon

After finishing the Fuchsia objectives, leave the city through its northern exit and take Route 15. Continue through Route 14, then Route 13, and finally Route 12 until you reach Lavender Town. This is the continuous return route from Fuchsia; do not try to enter Saffron directly from the southern routes because the gate guards still block the city at this point.

From Lavender Town, leave through the western exit onto Route 8. Walk west across the route until you reach the Underground Path entrance. Enter the tunnel and follow it to Route 7, then continue west into Celadon City. Heal at the Pokémon Center before shopping and preparing for Silph Co.

Go to the Celadon Department Store and take the elevator to the rooftop. Buy any one of the available drinks from a vending machine: Fresh Water, Soda Pop, or Lemonade. Carrying one drink is enough to open Saffron City; you do not need Tea, which is a requirement from FireRed and LeafGreen rather than the original Game Boy release.

  • Leave Fuchsia through the northern exit.
  • Travel through Routes 15, 14, 13, and 12 to Lavender Town.
  • Use Route 8 and the Underground Path to reach Celadon City.
  • Buy Fresh Water, Soda Pop, or Lemonade on the Celadon Department Store rooftop.

Open Saffron City

Take the drink to any guard in a gatehouse connecting Saffron City with Route 5, Route 6, Route 7, or Route 8. Speak to the guard and give him the drink when prompted. The guards share the refreshment, so opening one gate opens access through the other Saffron gatehouses as well.

Enter Saffron City and heal at the Pokémon Center. The Fighting Dojo is optional. It can provide a choice between Hitmonlee and Hitmonchan, but it does not award a Gym Badge and is not required for Sabrina. The required progression is the Team Rocket occupation of Silph Co. in the center of town.

  • A gate guard accepts the drink.
  • You can enter Saffron City from the surrounding routes.
  • The party is healed before entering Silph Co.

Clear Team Rocket from Silph Co.

Enter the Silph Co. headquarters and go directly to the fifth floor. Move toward the lower-left section and step on the warp panel there. Immediately step back onto the same panel to return, then move toward the Card Key area and defeat the Rocket member blocking the approach. Pick up the Card Key. This key opens the locked doors throughout the eleven-floor building.

Use the Card Key to explore the building, battle Trainers, and collect useful items. A woman on the ninth floor can restore your party, allowing you to continue without returning to the Pokémon Center. If you want the optional Lapras gift, rescue the Silph employee near the rival-battle section after reaching that part of the building.

For the required route, use the Card Key to reach the rival battle and defeat your rival. Continue through the connected rooms and warp panels until you reach Giovanni. Defeat Giovanni, then speak with the Silph president. He awards the Master Ball for saving the company. Team Rocket leaves Silph Co., and the Rocket member blocking the Saffron Gym entrance disappears.

You may complete the Fighting Dojo before or after Silph Co. Its reward is optional, and choosing Hitmonlee or Hitmonchan has no effect on Sabrina’s Gym battle.

  • Obtain the Card Key on the fifth floor.
  • Use the ninth-floor healer if necessary.
  • Defeat the rival and Giovanni inside Silph Co.
  • Speak with the president and receive the Master Ball.
  • Confirm that the Rocket blocker at the Saffron Gym is gone.

Prepare for Sabrina in the original Generation I mechanics

Sabrina’s original Red and Green team is Kadabra at level 38, Mr. Mime at level 37, Venomoth at level 38, and Alakazam at level 43. Alakazam is the greatest threat because it is the highest-level Pokémon, has strong Special performance, and can use Recover. Kadabra can also use Recover, so damage that is too weak may be erased before you can finish the battle.

Dark type does not exist in Pocket Monsters: Midori, and Dark-type moves such as Bite do not receive their later-generation typing. Do not build the strategy around Dark Pokémon, Dark attacks, or Crunch. Ghost attacks are also unreliable against Sabrina because of the Generation I Psychic-versus-Ghost type-effectiveness bug. In this release, Ghost-type moves do not damage Psychic Pokémon as expected.

Bug attacks are the intended super-effective option, but the original game offers relatively few strong Bug moves. Beedrill’s Twineedle is a valid choice if you trained one, though its Poison typing makes switching it into Psychic attacks dangerous. A sturdy physical attacker is usually more dependable. Snorlax using Body Slam, a strong Normal-type attacker, or another Pokémon with good physical damage can exploit the relatively low Defense of Sabrina’s Psychic Pokémon.

Bring a backup attacker instead of relying on one special attacker. Carry healing items and cures for Venomoth’s poison or paralysis moves. Confusion from Psybeam can also waste turns, so switch out when a confused Pokémon is no longer safe to leave in battle.

  • Bring at least one sturdy physical attacker and one backup.
  • Use Bug attacks only when the user can withstand Psychic retaliation.
  • Carry healing items and status recovery.
  • Do not rely on Dark or Ghost attacks.

Cross the Saffron Gym warp panels

The original Saffron Gym contains nine rooms connected by warp panels. From the entrance, step onto the only panel in the starting room. In the next room, use the northwest panel. In the room reached after that, use the southwest panel. In the following room, use the southwest panel again. This shortest route places you in the center room with Sabrina.

The panel positions are relative to the room you are currently standing in, not to the entire Gym. If you want extra experience, fight the Gym Trainers before using the shortest route. Their battles are optional, so you can return to the entrance and heal if your team takes too much damage.

After Sabrina’s battle, the original Gym does not provide a convenient direct exit. Walk back through the warp panels, or use an Escape Rope if you brought one and the game permits it in your current position. Heal at the Pokémon Center after leaving.

  • Use the entrance panel.
  • Use the northwest panel in the next room.
  • Use the southwest panel in the following room.
  • Use the southwest panel once more to reach Sabrina.

Defeat Sabrina and claim the Marsh Badge

Start with your strongest accurate physical attack against Kadabra or Mr. Mime. Mr. Mime may use Barrier or Light Screen, while Kadabra can use Psybeam, Disable, and Recover. If either Pokémon uses a defensive move, keep applying reliable damage rather than switching to weak attacks that allow Recover to undo your progress.

Venomoth is vulnerable to several conventional attacking options, including strong Flying-, Fire-, Rock-, or neutral physical moves, but it can inflict poison, paralysis, or confusion. Cure a status condition when it prevents your main attacker from acting effectively or surviving the next exchange. Do not leave a confused, weakened Pokémon in battle merely because it has type coverage.

Save your healthiest physical attacker and your best healing items for Alakazam. Its level 43 Psychic attacks can severely damage weaker Pokémon, and Recover can prolong the fight. If your active attacker cannot survive another hit, switch to a durable reserve, heal on a safe turn, and return to the attacker that can deal meaningful damage. Alakazam’s low Defense makes strong physical attacks more valuable than weak special attacks.

If you lose, return to the Pokémon Center, restore HP and PP, and retry without replaying Silph Co. The Rocket-clearing progress remains complete. Adjust the party order so the attacker that performs best against Kadabra and Mr. Mime is not unnecessarily weakened before Alakazam appears.

  • Use strong physical attacks as the primary damage plan.
  • Manage Venomoth’s status effects promptly.
  • Preserve a healthy attacker and healing items for Alakazam.
  • Switch deliberately when confusion or low HP makes the active Pokémon unsafe.

Receive the Marsh Badge and verify completion

After defeating Kadabra, Mr. Mime, Venomoth, and Alakazam, Sabrina awards the Marsh Badge and TM46, Psywave. TM04 is not Sabrina’s reward in this original Game Boy release; Calm Mind belongs to later games. The Marsh Badge raises the obedience limit for traded Pokémon to level 70.

Heal at the Pokémon Center and save after the battle. Silph Co. and the Saffron Gym are separate milestones: defeating Giovanni removes Team Rocket from the city, while defeating Sabrina awards the badge. The optional Fighting Dojo reward does not count toward the eight Gym Badges.

  • Sabrina’s team is defeated: Kadabra level 38, Mr. Mime level 37, Venomoth level 38, and Alakazam level 43.
  • The Marsh Badge is recorded on the Trainer Card.
  • TM46 Psywave is received.
  • Team Rocket has been removed from Silph Co. and the Gym entrance is open.
  • The party is healed and the game is saved.

Before you move on

  • The player has returned from Fuchsia through Routes 15, 14, 13, and 12 to Lavender, then crossed Route 8 and the Underground Path to Celadon.
  • A Celadon Department Store rooftop drink has been given to a Saffron gate guard.
  • The Card Key has been collected in Silph Co., Giovanni has been defeated, the president has awarded the Master Ball, and the Rocket blockade has cleared.
  • The player has crossed the original Gym route using the entrance panel, northwest panel, southwest panel, and southwest panel.
  • Sabrina’s Kadabra level 38, Mr. Mime level 37, Venomoth level 38, and Alakazam level 43 have been defeated.
  • The Marsh Badge and TM46 Psywave have been received.
  • The party has been healed and the game has been saved after the Gym battle.
References for this chapter

Cinnabar Island — Blaine, Fire Hazards and the Laboratory

Reach Cinnabar Island with Surf, use the Pokémon Lab if you want to restore a fossil, explore the Pokémon Mansion to obtain the Secret Key, then defeat Blaine for the Volcano Badge. These directions target the original Japanese Pocket Monsters Green cartridge for Game Boy, released on February 27, 1996, and do not use the altered dungeon layout, postgame areas, or battle mechanics from FireRed and LeafGreen.

1. Reach Cinnabar Island and prepare before entering the Mansion

The direct route to Cinnabar Island is Route 21, reached by Surfing south from Pallet Town. You can also arrive through Route 20 after crossing the Seafoam Islands. Route 21 is usually the simpler choice if you only need to reach the island. Fight the route trainers if your party needs experience, then heal at the Cinnabar Pokémon Center.

The Pokémon Mansion stands on the island's western side, while the Gym is toward the eastern side. The Gym door is locked when you first arrive, so the Mansion is the required objective before Blaine. Buy medicine before entering. Potions or stronger healing items, Antidotes, and Burn Heals are useful, and an Escape Rope or a Pokémon that knows Dig can shorten the retreat after you collect the key.

Put a dependable Water-type or a Pokémon with strong Ground- or Rock-type attacks near the front of the party. Water is the most straightforward answer to Blaine, but the Mansion itself contains Poison-type encounters and trainers, so do not enter with only one badly damaged attacker.

  • Reach Cinnabar Island using Surf.
  • Heal at the Pokémon Center.
  • Stock healing items and status cures.
  • Bring a reliable Water, Ground, or Rock attacker.
  • Carry Dig or an Escape Rope if available.

2. Visit the Pokémon Lab for optional fossil restoration

The Pokémon Lab is on the southern part of Cinnabar Island. In its third room, give the scientist one fossil or the Old Amber that you obtained earlier. The available restorations are Omanyte from the Helix Fossil, Kabuto from the Dome Fossil, and Aerodactyl from the Old Amber. Only one of the two Mt. Moon fossils can normally be chosen in the same playthrough, so select the one that fits your team or Pokédex plan.

The scientist does not hand over the restored Pokémon immediately. Leave the Lab, enter again, and speak to him a second time to receive it. This is optional for story progress: neither fossil restoration nor any other Lab NPC is needed to unlock Blaine's Gym. The Secret Key comes from the Mansion, not from the Lab.

  • Restore a fossil or Old Amber if desired.
  • Leave and re-enter the Lab.
  • Collect the restored Pokémon after the return visit.
  • Do not mistake fossil restoration for the Gym-opening objective.

3. Explore the Pokémon Mansion by using the statue switches

Enter the Pokémon Mansion and examine the statues that contain the hidden switches. Activating a switch changes which gates are open elsewhere on the floor. If a passage is blocked, return to a nearby statue and change its setting; repeatedly wandering without checking the statues is the main reason this dungeon feels confusing.

The route requires moving through the upper floors before dropping through an opening to the basement. Use the stairs, newly opened gates, and the broken-floor route to reach the lower level. Fight the Scientists and Burglars when you want experience or money, but heal or cure poison before attempting a long return through the building. Wild encounters can also consume PP needed for Blaine.

The journals scattered through the Mansion are optional. They provide background about the research conducted there, but reading them is not required to open the Gym or obtain the key. The dungeon's required action is operating the switches and reaching the basement.

  • Activate every statue switch needed to open the route.
  • Use the stairs and floor openings to reach the basement.
  • Cure poison before continuing if necessary.
  • Treat the journals and extra trainer battles as optional content.

4. Collect the Secret Key in the basement

After reaching the basement, continue through the rooms and operate the switches whenever a gate blocks the way. The Secret Key is a visible item in the western portion of the basement. Pick it up directly; there is no NPC conversation or separate event required.

The original layout also contains TM14 Blizzard, TM22 SolarBeam, a Full Restore, and a Rare Candy in the basement, along with other optional items elsewhere in the Mansion. The Secret Key is the only required pickup. If you are collecting the useful items, take the key first so that an unexpected defeat cannot force you to repeat the dungeon's central objective.

Once the key is in the inventory, leave with Dig, an Escape Rope, or the route back through the Mansion. Return to the Pokémon Center before challenging the Gym. The original game does not use the later games' separate Key Items pocket, so confirm the key by checking the normal item inventory rather than looking for a modern category.

  • Reach the basement.
  • Collect the Secret Key.
  • Take Blizzard, SolarBeam, the Full Restore, or the Rare Candy if useful.
  • Exit the Mansion and heal before the Gym battle.

5. Build a Blaine counter plan

In the original Red and Green battle, Blaine uses Growlithe at level 42, Ponyta at level 40, Rapidash at level 42, and Arcanine at level 47. Every member is Fire type, making Water, Ground, and Rock attacks effective. A Water-type with a reliable damaging move is usually the safest single answer because it can handle the entire lineup without depending on a narrow status strategy.

Do not bring a party made mostly of Grass-, Bug-, or Ice-type Pokémon and expect to trade damage evenly. Fire attacks can wear those Pokémon down quickly, and Fire Blast can inflict burn. Restore the PP of your main Water, Ground, or Rock move before entering. Keep Burn Heals or Full Heals available, especially if your intended counter is a physical attacker that would lose damage from burn.

A party whose main battlers are around the high 30s to mid-40s can succeed with type advantage and sound healing, but the level 47 Arcanine is the encounter to prepare for. If your counter is below that range, use the Mansion, Route 20, and Route 21 trainers for experience rather than repeatedly entering the Gym with depleted HP and PP.

  • Prepare a Water, Ground, or Rock attacker.
  • Restore the attack PP needed for the full battle.
  • Carry Burn Heals or Full Heals.
  • Plan for Arcanine at level 47.
  • Avoid relying on a Fire-weak team.

6. Unlock and clear the Cinnabar Gym

Use the Secret Key at the Gym entrance. Inside, the trainer gates are controlled by quiz machines. Answering a question correctly opens the way forward without forcing the associated trainer battle. Answering incorrectly starts the battle instead. There is no story penalty for a wrong answer, so deliberately fighting can be useful if you want the experience and money, but it costs HP and PP.

The Gym's questions concern basic Pokémon facts. If you are unsure of an answer, fighting the trainer is safer than losing time trying to infer the Japanese wording. Whether you bypass or battle the trainers, heal before speaking to Blaine; the Gym does not provide a free recovery point immediately before the leader.

Lead with the Pokémon that has the best Water, Ground, or Rock attack. Use reliable damage instead of a slow status plan that gives Blaine extra turns. Switch only when necessary, because unnecessary switching gives Fire attacks more chances to deal damage or cause a burn. Defeat Growlithe, Ponyta, Rapidash, and Arcanine, then speak to Blaine to receive the Volcano Badge and TM38 Fire Blast.

  • Open the Gym with the Secret Key.
  • Use the quiz machines or fight the linked trainers.
  • Heal before the leader battle.
  • Defeat all four of Blaine's Pokémon.
  • Receive the Volcano Badge and TM38 Fire Blast.

7. Leave Cinnabar and prepare for the final Gym

After winning, return to the Pokémon Center and save. The Volcano Badge is the seventh badge in the usual Kanto route, and the Viridian City Gym is now the next required destination. Fly to Viridian City if Fly is available. Otherwise, Surf north from Cinnabar along Route 21 to Pallet Town, then travel north through Viridian City.

Before leaving, revisit the Lab if a fossil restoration was started but not collected. The Mansion does not need to be cleared again once the Secret Key has been obtained. You can also restock medicine at Cinnabar's Poké Mart and decide whether to keep a Mansion encounter such as Koffing, Grimer, or Ponyta, but these are optional team choices rather than progression requirements.

The chapter is complete when Blaine has been defeated, the Volcano Badge is recorded, and your party is ready to travel toward Viridian City. The next major objective is Giovanni's Gym, followed by Victory Road and the Pokémon League.

  • Confirm the Volcano Badge on the Trainer Card.
  • Collect any restored fossil from the Lab.
  • Heal and save after the Blaine battle.
  • Travel toward Viridian City for the eighth Gym.

Before you move on

  • The Secret Key has been collected from the Pokémon Mansion basement.
  • The Pokémon Lab has been revisited if a fossil or Old Amber was submitted.
  • Blaine's team of Growlithe, Ponyta, Rapidash, and Arcanine has been defeated.
  • The Volcano Badge and TM38 Fire Blast have been received.
  • The party has been healed and the next destination is Viridian City.
References for this chapter

Viridian Gym and Final Badge — Giovanni and Late-Game Preparation

After collecting the other seven Kanto Badges and defeating Blaine, return to Viridian City for the final Gym battle. Navigate the directional floor panels, defeat Giovanni’s original Red and Green team, collect the Earth Badge and TM27 Fissure, then prepare a balanced party and stocked inventory for Route 22, Route 23, and Victory Road.

Return to Viridian City after the Volcano Badge

Once Blaine has awarded the Volcano Badge, heal at the Cinnabar Island Pokémon Center and return to Viridian City. You can Fly there if you have a Pokémon that knows Fly; otherwise, travel back through the routes. The Viridian Gym is in the northeast part of the city and remains closed until the other seven Gym Leaders have been defeated.

Heal before entering and restore the PP of the attacks you intend to use against Giovanni. The Gym trainers are around the high 30s and low 40s, while Giovanni’s strongest Pokémon is level 50. A party whose main members are around the upper 40s is a practical target, but the exact level needed depends on move coverage and how much experience your team has gained.

Bring ordinary healing items and status recovery. You do not need to make a special trade before this Gym, and no trade is required to complete the main campaign. Trades can be used to improve the party or obtain a version-exclusive Pokémon, but prioritize a trained team over a newly received Pokémon that has weak or unsuitable moves.

  • The Volcano Badge is in your case.
  • The Viridian Gym entrance is open.
  • Your intended battle party is healed and has usable PP.
  • Your team has at least one Water, Ice, Psychic, or Ground attack for Giovanni’s Poison- and Ground-type Pokémon.

Navigate the Viridian Gym floor panels

The Gym contains one-way floor panels that carry you automatically. From the entrance, use the left-pointing panel to reach the first Tamer, then use the westward panel after that battle to reach a Black Belt. Move around the wall to the right to reach the next section rather than repeatedly stepping onto random panels.

From the central area, travel south and east. Several trainers can be skipped, but defeating them provides useful experience and money if your party is below the level you want. Continue east to collect the Revive, then go north to battle the Cooltrainer. After that fight, move west to battle the Black Belt in the adjoining section.

Return to the entrance after clearing this route. Walk north along the eastern side of the Gym, then go west near the northeastern corner. This leads to Giovanni’s position. The exact trainer battles you choose are optional, but the Revive is worth collecting if you are already passing through that section.

The Gym has no required field-move puzzle. Its challenge is the directional-panel layout, so if your party is weakened, leave and heal in Viridian City before attempting the Leader. Save before speaking to Giovanni if you want a clean retry point.

  • You know the route from the entrance to the central section.
  • The Revive has been collected or deliberately left behind.
  • You have reached Giovanni without exhausting the attacks needed for the battle.
  • You saved before starting the Leader battle.

Prepare for Giovanni’s original Red and Green team

In the original Japanese Red and Green battle, Giovanni uses Rhyhorn at level 45, Dugtrio at level 42, Nidoqueen at level 44, Nidoking at level 45, and Rhydon at level 50. This is not the Yellow battle, which has a different team, and it is not the FireRed and LeafGreen battle, which uses different moves, systems, and the TM26 reward.

Rhyhorn and Rhydon are Rock/Ground types. Water and Grass attacks are especially effective against them, with both types exploiting their double weakness. Ice and Fighting attacks are also useful. Dugtrio is pure Ground, so Water, Grass, and Ice are effective answers. Electric attacks have no effect against any of these Ground-type Pokémon.

Nidoqueen and Nidoking are Poison/Ground types. Water, Ice, Psychic, and Ground attacks are effective against them. Grass is not a reliable super-effective answer to these two because their Poison typing offsets the usual Ground weakness. If your only Water attacker is also your main answer to the Nido pair, keep a Psychic or Ice backup available rather than assuming one Pokémon will sweep the entire team.

A Water Pokémon with Surf is an excellent general answer, especially against Rhyhorn, Dugtrio, and Rhydon. A Psychic-type attacker is valuable for Nidoqueen and Nidoking. A strong Ground-type Pokémon can handle the Poison/Ground pair but should not rely on Ground attacks against Giovanni’s own Ground types. Avoid leading with an Electric Pokémon.

  • You have a reliable answer to the two Rock/Ground Pokémon.
  • You have a separate plan for Nidoqueen and Nidoking.
  • You have a backup attacker if your primary Water, Psychic, Ice, or Grass user is knocked out.
  • You are not relying on Yellow-only Thunder coverage or FireRed and LeafGreen movesets.

Defeat Giovanni and collect the final Badge

Lead with a healthy Pokémon that can immediately threaten Rhyhorn or Dugtrio. Use an accurate super-effective attack rather than spending several turns on a setup plan. Dugtrio is the fastest member of the team and can punish a slow Pokémon that is already damaged, so switch to a healthy counter instead of trying to preserve a nearly defeated lead.

When Nidoqueen or Nidoking enters, use Psychic, Water, Ice, or Ground coverage. If your Water attacker has already taken heavy damage, switch before it is forced out by a critical hit or status problem. Gen 1 critical hits and damage rolls can produce sudden knockouts, so keep a second attacker above half health whenever possible.

Giovanni’s final Pokémon is level 50 Rhydon. Do not treat the battle as won after the first four Pokémon. Use Water or Grass attacks immediately, or use another reliable super-effective move if those options are unavailable. Rhydon is slow, but its level and high physical power still make it dangerous to a weakened team.

After the battle, Giovanni gives you the Earth Badge and TM27, Fissure. In the original Game Boy release, the reward is not TM26 Earthquake. Fissure is a low-accuracy one-hit knockout move and is optional for a normal League party; keep it in the bag unless you have deliberately chosen a compatible user. Speak to Giovanni again before leaving if you want to confirm the post-battle dialogue and make him disappear from the Gym.

  • Giovanni’s Rhyhorn, Dugtrio, Nidoqueen, Nidoking, and Rhydon are defeated.
  • You received the Earth Badge.
  • You received TM27, Fissure.
  • You did not confuse the original reward with the FireRed and LeafGreen TM26 reward.

Tune the party before Victory Road

Heal in Viridian City and review the six Pokémon you intend to take through Route 22, Route 23, Victory Road, and the Pokémon League. The party should not depend on one attacker or one type. Useful coverage includes Water or Ice for Ground and Rock opponents, Psychic or Ground for Poison types, Electric or Ice for Water and Flying targets, and a reliable physical attacker for opponents that resist your special moves.

You can make your final catches or trades here, but do so only when they solve a specific weakness. For example, adding a trained Psychic-type can make the Nidoqueen and Nidoking matchup safer, while a Water-type with Surf can cover Giovanni, Route 23, and the Elite Four. A Pokémon received in a trade does not automatically make the party stronger if it is under-trained or has poor move coverage.

Train along Route 22 and in Victory Road instead of attempting to raise one Pokémon far above the rest. A practical League party is generally around the upper 40s or higher, with the main attackers at the upper end of that range. Exact levels are not mandatory, but entering the League with only one dependable battler leaves little room for recovery during the consecutive fights.

Review every move before spending a rare TM. The original game has limited-use TMs, so reserve strong coverage for Pokémon that will remain in the League party. Do not teach Fissure merely because it was awarded by Giovanni; its accuracy is poor and it is not required for any later objective.

  • The final six Pokémon cover several attack types.
  • At least two Pokémon can contribute meaningful damage against the Elite Four.
  • Your main attacks have sufficient PP.
  • Any final trade or catch fills a specific role rather than merely increasing party size.

Buy supplies and leave Viridian prepared

Use Viridian City as the last convenient Pokémon Center before the League route. Buy the strongest healing items available to you, along with Full Heals or other status cures and a useful supply of Revives. Keep enough money for healing rather than spending the remainder on optional purchases or a replacement Pokémon that still needs extensive training.

Check the PC before leaving. Deposit weak duplicates and unused party members, but retain a Pokémon that can use Surf and another that can use Strength. Surf is needed on the approach through Route 23, while Strength is needed inside Victory Road. Fly is useful for returning to Viridian after a failed attempt, but it is not the field move required to solve Victory Road.

Heal, reorganize the party, restore PP, and save before walking west from Viridian City onto Route 22. Route 22 contains the final rival battle before the League, so do not assume the road to Victory Road is free of mandatory combat. After Route 22, pass the Badge Check gates on Route 23 and enter Victory Road.

If the team still has a major weakness, return to training before leaving. Victory Road supplies additional experience and contains trainers, but it should refine a prepared party rather than compensate for a team that cannot handle Ground, Water, Psychic, Flying, and Rock matchups.

  • You have strong healing items, status cures, and Revives.
  • Surf and Strength are available on Pokémon you can use for the route ahead.
  • The party has restored PP and a clear lead order.
  • You saved after healing and before entering Route 22.

Before you move on

  • The Earth Badge is displayed with the other seven Kanto Badges.
  • TM27, Fissure, is in the inventory or has been deliberately taught to a compatible Pokémon.
  • The final party has multiple offensive types and at least two dependable attackers.
  • The party’s important moves have restored PP.
  • The inventory contains healing items, status cures, and Revives for Route 22, Victory Road, and the Elite Four.
  • Surf and Strength are available before departing for the Pokémon League route.
  • The player understands that trades are optional for campaign completion but may be needed later for trade evolutions or Pokédex completion.
References for this chapter

Victory Road — Boulders, Trainers and Final Preparation

Victory Road is the final required dungeon before the Pokémon League in the original Japanese Pocket Monsters: Green for Game Boy. Before entering the League route, return to Route 22 after earning all eight Gym Badges and defeat the mandatory second rival battle. The earlier Route 22 rival battle, fought before Brock, is optional and becomes unavailable after obtaining the Boulder Badge; it must not be confused with this final Route 22 battle. Route 23 then checks all eight Badges, and Victory Road requires a Pokémon that can use HM04 Strength. The dungeon has three floors, several trainer battles, optional items, the one-time Moltres encounter, and four boulder-switch stages. Flash is not required to solve the original Japanese Red and Green layout. After leaving Victory Road, continue through the northern part of Route 23 to reach Indigo Plateau, the final Pokémon Center and Poké Mart before the Elite Four.

Prepare in Viridian City and defeat the mandatory Route 22 rival

Heal in Viridian City and organize the party before heading west through Route 22. Because all eight Gym Badges are now required for the final League approach, the rival battle near the western section of Route 22 will trigger after you have earned the Earth Badge. This is the second Route 22 rival battle and it is mandatory. You cannot pass through the League route until you win it.

The earlier Route 22 battle, encountered near the beginning of the game after delivering Oak's Parcel, is a separate event. That first battle is optional and is no longer available after the Boulder Badge is obtained. The post-badge battle is not optional: defeat the rival before proceeding to the League gate and Route 23.

After winning, return to the League checkpoint and continue west through the gate. Confirm that all eight Gym Badges are recorded and that a current party member knows HM04 Strength. The guards inspect the Badges one at a time as you proceed north through Route 23, with the final checkpoint requiring the Earth Badge.

Restore the party before leaving Viridian City and carry healing items. The next Pokémon Center is at Indigo Plateau, beyond Victory Road and the remaining stretch of Route 23. Strength is needed inside the cave, while Flash is not required for the original Japanese Red and Green layout.

  • Heal in Viridian City.
  • Distinguish the optional early Route 22 battle from the mandatory post-badge battle.
  • Defeat the rival on Route 22 after earning all eight Gym Badges.
  • Confirm all eight Gym Badges.
  • Bring a Pokémon that can use Strength.
  • Enter the League route with usable HP and PP.

Cross Route 23 and solve the first-floor switch

After defeating the mandatory Route 22 rival, pass through the League gate and continue north on Route 23. Show each Badge to the guards as requested. Once the final Earth Badge check is accepted, enter Victory Road.

On 1F, find the nearby Strength boulder. Push it south once, then east until it reaches the wall. Push it north twice, east until it reaches the wall again, north twice, east once, and south once onto the floor switch. The complete first-floor sequence is south once, east to the wall, north twice, east to the wall, north twice, east once, then south onto the switch.

The correctly placed boulder removes the barrier on the nearby raised section. Return toward the initial area and use the opened route to reach the intersection and the ladder to 2F. The first floor also has an optional item branch. One boulder controls access to two nearby items, so you can collect one item, leave Victory Road, re-enter to reset the boulder, and collect the other. Neither item is required for the exit or the League.

  • Pass every Route 23 Badge checkpoint.
  • Push the first boulder south once.
  • Push it east to the wall.
  • Push it north twice.
  • Push it east to the wall.
  • Push it north twice.
  • Push it east once.
  • Push it south onto the switch.
  • Use the opened route and climb to 2F.

Activate the second-floor switch

On 2F, move south from the ladder area until you reach the next Strength boulder. Push it south once, west once, south once more, and west once onto the floor switch. The complete sequence is south once, west once, south once, then west once.

The second switch removes the next barrier and opens the raised route. Climb onto the opened section and follow the available path eastward. Continue around the floor, passing trainers and optional item branches along the route, until you reach the ladder leading to 3F.

Some trainers can be avoided, but battles directly in your path provide useful experience before the League. If several team members are weakened or important moves have lost too much PP, leave Victory Road and return after healing. Exiting and re-entering resets the movable boulders, allowing a failed arrangement to be attempted again.

  • Find the 2F Strength boulder.
  • Push it south once.
  • Push it west once.
  • Push it south once more.
  • Push it west onto the switch.
  • Cross the opened route and climb to 3F.

Reposition the upper-floor boulder and activate its switch

On your first visit to 3F, move through the upper route until you reach the boulder associated with the next barrier. Push it north twice, then west into the wall. This is only the initial positioning step.

After positioning the boulder, use the available ladder to descend to 2F. Follow the altered route across that floor and take the ladder that returns to the relevant section of 3F. Do not attempt to place the boulder on its switch during the first visit; the required route depends on this descent and return.

When you return to 3F, push the same boulder south once. Then push it west four times, south three times, and east once onto the floor switch. The complete upper-floor sequence is north twice, west into the wall, descend and return to 3F, then south once, west four times, south three times, and east once onto the switch.

The switch opens the barrier toward the final boulder and exit route. Moltres is encountered on the lower section reached during this part of the cave. It is a one-time optional encounter in the original Japanese Red and Green release. Save before attempting to catch it if desired, but do not exhaust the supplies needed for the League.

  • On the first 3F visit, push the boulder north twice.
  • Push it west into the wall.
  • Descend to 2F.
  • Use the route and ladder that return to 3F.
  • Push the same boulder south once.
  • Push it west four times.
  • Push it south three times.
  • Push it east once onto the switch.
  • Continue through the opened barrier.

Drop the final boulder and reach the exit

After the upper-floor barrier opens, follow the route toward the separate Strength boulder beside a hole. Push this boulder through the hole, then follow it down through the same opening. You arrive on the lower section beside the fallen boulder.

Push the fallen boulder left until it rests on the final floor switch. This removes the last barrier near the exit route. Continue through the opened passage, use the connected ladder route, and leave Victory Road through its northern exit.

The hole sequence is mandatory. If the boulder is pushed into a corner or positioned incorrectly, leave Victory Road and re-enter so the movable boulders return to their starting positions. Then repeat the puzzle stages. Moltres and the side items are not required for the exit, the Elite Four, or the main campaign.

  • Find the separate boulder beside the hole.
  • Push it through the hole.
  • Follow it down through the hole.
  • Push the fallen boulder left onto the lower-floor switch.
  • Use the opened ladder route.
  • Reach the northern Victory Road exit.

Handle trainers, items, and final training

Victory Road contains some of the strongest wild Pokémon and trainers encountered before the League. Concentrate experience on the six Pokémon intended for the Elite Four rather than rebuilding the party with several low-level captures. Defeat trainers that are safely on your route for dependable experience and money, but avoid unnecessary battles if important moves have already lost too much PP.

Keep mixed coverage available for the Elite Four and Champion. The League battles are fought consecutively, and a party relying on one attacking type can run out of useful moves or face resistant opponents. Use weaker attacks against ordinary Victory Road trainers when possible and preserve reliable high-power moves for the League.

The optional item branches and Moltres encounter can be postponed. If several team members are weakened, key moves are nearly empty, or too many recovery items have been used, return to Viridian City before completing the cave. Re-entering Victory Road resets the boulder positions, so a full recovery is safer than reaching Indigo Plateau with a depleted team.

  • Train the intended League party.
  • Use accessible trainers for controlled experience and money.
  • Preserve PP on important attacks.
  • Skip optional branches if the party is weakened.
  • Return to Viridian City if a full recovery is needed.

Reach Indigo Plateau and make final preparations

After leaving Victory Road, continue north through Route 23. Follow the statue passage toward the League entrance and use the easternmost opening in the final statue section to reach Indigo Plateau.

The Indigo Plateau Pokémon Center and Poké Mart are the last healing and shopping facilities before the Elite Four sequence. Heal the entire party, restore important move PP, and cure poison, paralysis, sleep, burn, confusion, and other harmful status conditions. Purchase the recovery items you can afford, including strong HP restoration, status cures, and Revives.

Check each Pokémon's moves and party position before entering the League. Put a dependable lead in the first position and make sure intended switch-ins are healthy. Save at Indigo Plateau after shopping. The Elite Four must be fought in sequence, followed by the Champion, without returning to the Pokémon Center between battles. If the attempt fails, reload the Indigo Plateau save, adjust the party order or item plan, and try again rather than entering with the same depleted setup.

  • Leave Victory Road through the northern exit.
  • Reach Indigo Plateau.
  • Heal the entire party.
  • Restore important move PP.
  • Cure harmful status conditions.
  • Buy healing items, status cures, and Revives.
  • Confirm the final party and move sets.
  • Save before entering the Elite Four.

Before you move on

  • All eight Gym Badges have been earned and accepted at the Route 23 checkpoints.
  • The mandatory second Route 22 rival battle has been defeated after all eight Gym Badges were earned.
  • The player has passed through Route 23 and entered Victory Road.
  • The first-floor boulder has been pushed south once, east to the wall, north twice, east to the wall, north twice, east once, and south onto its switch.
  • The second-floor boulder has been pushed south once, west once, south once, and west once onto its switch.
  • On the first 3F visit, the upper-floor boulder has been pushed north twice and west into the wall.
  • The player has descended to 2F and returned to 3F using the required ladder route.
  • After returning to 3F, the same boulder has been pushed south once, west four times, south three times, and east once onto its switch.
  • The separate final boulder has been pushed through the hole.
  • The player has followed the boulder through the hole and pushed it left onto the lower-floor switch.
  • The northern Victory Road exit has been reached.
  • The player has arrived at Indigo Plateau.
  • The intended League party is healed, cured of harmful status, and has usable PP.
  • The bag contains enough recovery items for the Elite Four and Champion battles.
  • The game has been saved at Indigo Plateau before entering the Elite Four.
References for this chapter

Indigo Plateau — Elite Four Strategy and Single-Session Runs

In the original Japanese Pocket Monsters: Midori, the Elite Four must be defeated in a fixed sequence: Lorelei, Bruno, Agatha, and Lance. The game does not restore HP, PP, or status between these battles. Before entering the first room, use the Indigo Plateau Pokémon Center and Poké Mart, then plan the entire run around limited PP, healing items, and a party that can answer Water, Fighting, Poison, Ghost, Rock, Flying, and Dragon threats.

Stage the party before entering the first room

Heal at the Pokémon Center immediately outside the League rooms, then check every party member’s HP, PP, and status. Buy a substantial supply of Max Potions or Hyper Potions, Full Heals, and Revives. Full Restores are useful if you have them, but they are not required for a successful first clear. Ethers and Elixirs are especially valuable because the League is long and the most useful attacks often have limited PP.

Bring a balanced party instead of six Pokémon that depend on the same move type. The most useful coverage for this sequence is Electric for Lorelei’s Water Pokémon and Lance’s Gyarados, Psychic or Flying for Bruno’s Fighting Pokémon, Psychic or Ground for Agatha’s Poison Pokémon, and Ice for Lance’s Dragonair and Dragonite. A strong Water user also provides a reliable answer to Bruno’s Onix and Lance’s Aerodactyl.

A party clustered around levels 50 to 55 is a practical target for a normal campaign. Lance’s strongest Pokémon is level 62, so lower-level teams can still win but will need better switching and more item use. Put a dependable lead in the first position, but do not treat the lead as permanent: switch whenever the matchup or remaining HP makes another party member safer.

  • Restore the entire party’s HP and PP before entering.
  • Carry HP recovery, status cures, and several Revives.
  • Confirm that Electric, Psychic or Flying, Water or Ground, and Ice coverage have usable PP.
  • Leave enough money and supplies for a failed attempt and retraining.

Defeat Lorelei with Electric coverage

Lorelei’s original Red/Green team is Dewgong level 54, Cloyster level 53, Slowbro level 54, Jynx level 56, and Lapras level 56. Use Electric attacks against Dewgong, Cloyster, Slowbro, and Lapras whenever the attack is strong enough to finish the job. Grass attacks are not a dependable substitute here: the Ice typing on most of these Pokémon reduces Grass damage, so do not enter the League assuming a Grass-only answer will sweep this battle.

Jynx is Ice/Psychic rather than Water/Ice. Switch to a strong physical attacker or use a reliable Fire, Rock, Bug, or other effective move against it. Avoid leaving a frail Electric Pokémon in against Jynx simply because it handled the previous four targets. Jynx’s original moveset includes Ice Punch and Body Slam, while Lapras can use Confuse Ray, Blizzard, and Hydro Pump, so confusion and heavy damage can disrupt an otherwise clean run.

Do not spend an Ether merely to restore a move that still has several uses remaining. Conversely, if your only dependable Electric attacker is nearly empty before Lapras, restore it before the fight ends if possible, or preserve a backup plan for the next member. After Lorelei falls, use the room transition to heal before speaking to Bruno.

  • Use Electric attacks on Lorelei’s Water Pokémon when possible.
  • Use a separate answer for Jynx rather than relying on an Electric or Grass sweep.
  • Keep at least one strong Water or Ground answer healthy for Bruno’s Onix.
  • Heal and cure important status conditions before starting Bruno.

Break through Bruno with Water, Psychic, or Flying attacks

Bruno’s team is Onix level 53, Hitmonchan level 55, Hitmonlee level 55, Onix level 56, and Machamp level 58. Use Water or Grass attacks on both Onix; their Rock/Ground typing makes them poor targets for ordinary physical attacks but very vulnerable to Water. Psychic and Flying attacks are the clearest answers to Hitmonchan, Hitmonlee, and Machamp.

The two Onix are not the main danger, so use them as opportunities to switch safely or heal if the opposing Pokémon cannot threaten your active member. Bruno’s Fighting Pokémon can deal heavy physical damage, and Hitmonchan carries elemental punches. Machamp also has Fissure, an inaccurate one-hit knockout move, so do not deliberately leave a badly injured Pokémon in front of it.

If confusion, paralysis, or another condition makes an attacker unreliable, switch rather than repeatedly gambling on a failed turn. In Generation I, confusion can cause the Pokémon to hurt itself, and paralysis can prevent actions while also reducing Speed. Bruno is normally the least expensive place to use a limited recovery item, but do not revive every weak backup: preserve items for a Pokémon that is essential against Agatha or Lance.

  • Defeat both Onix with Water or Grass attacks.
  • Use Psychic or Flying attacks on Bruno’s Fighting Pokémon.
  • Watch for Hitmonchan’s elemental punches and Machamp’s Fissure.
  • Save Revives for members with a necessary later matchup.

Control Agatha’s Ghost and Poison team

Agatha uses Gengar level 56, Golbat level 56, Haunter level 55, Arbok level 58, and Gengar level 60. Every member has Poison typing, so Psychic attacks are the main direct weakness exploit. Ground attacks are also useful against the Poison Pokémon, but remember that Gengar and Haunter are Ghost/Poison: Normal and Fighting attacks do not affect them in Generation I.

Her first Gengar and Haunter can use Hypnosis, Dream Eater, and Confuse Ray. Golbat can also cause confusion, while the final Gengar has Toxic in addition to confusion and sleep-based disruption. If a key Psychic attacker is confused or asleep, switch to a backup rather than allowing several turns of self-damage or incapacitation. Use a Full Heal when the affected Pokémon still has an important role; do not spend one on a party member that can be safely replaced.

Arbok is less resistant to direct physical pressure than the Ghost Pokémon, but its Glare and Screech can create problems if you give it several turns. Defeat it promptly or switch to a Pokémon that can tolerate the lowered defenses and paralysis. Keep your best Lance counter out of unnecessary danger, because Lance’s levels rise sharply after Agatha.

  • Use Psychic attacks as the primary answer to Agatha’s Poison Pokémon.
  • Remember that Normal and Fighting attacks fail against her Ghost Pokémon.
  • Treat Hypnosis, Dream Eater, Confuse Ray, and Toxic as serious attrition threats.
  • Keep at least one Psychic or Ground backup available if the main attacker is disabled.

Prepare specifically for Lance’s mixed team

Lance’s original Red/Green team is Gyarados level 58, Dragonair level 56, Dragonair level 56, Aerodactyl level 60, and Dragonite level 62. Use Electric attacks on Gyarados. Use Ice attacks on both Dragonair and Dragonite; in Generation I, Dragon Pokémon are weak to Ice, and this is the most important coverage for the two Dragonair and the final Dragonite.

Aerodactyl is Rock/Flying and can be defeated with Water, Electric, or Ice attacks. It is faster than many under-trained party members, so do not rely on a weakened Pokémon surviving one more turn. Dragonite can use Agility, Barrier, and Hyper Beam. If it uses Barrier, physical attacks become less attractive; switch to special damage such as Ice or use a status move if your plan supports it.

Lance has one Hyper Potion per Pokémon and may use it when a Pokémon is near defeat, so a barely surviving target may require a second attack. This is the correct battle in which to spend an Ether or Elixir if it restores the only Ice or Electric move that can finish the fight. After Lance is defeated, the game moves directly toward the Champion battle. Heal and restore PP with items before proceeding; the Pokémon Center is not restored automatically during this transition.

  • Use Electric coverage on Gyarados.
  • Reserve Ice coverage for Dragonair and Dragonite.
  • Use Water, Electric, or Ice attacks against Aerodactyl.
  • Restore the party with items after Lance before the Champion battle.

Manage items between rooms and recover from failure

You can open the party and item menus after each Elite Four victory, but you cannot walk back to the Pokémon Center between rooms. Heal the next battle’s lead first, then restore the party members needed for later matchups. A Max Potion or Hyper Potion is more efficient than several weak healing items when a Pokémon has lost a large amount of HP. Use Full Heals or Full Restores when status would prevent the Pokémon from performing its assigned role.

Revives should preserve a battle-winning role rather than erase every faint. Revive the only reliable Ice user before Lance, the only strong Psychic attacker before Agatha, or the only Electric user if Gyarados is otherwise difficult. If the party whites out, the run ends and you return outside the League sequence. Heal and restock at the Indigo Plateau Pokémon Center, then change the training, move coverage, or item plan before trying again.

  • Heal after every victory before entering the next room.
  • Spend recovery items according to the next matchup, not only on the lowest HP total.
  • Use Ethers and Elixirs on irreplaceable coverage moves.
  • Restart preparation after a whiteout instead of repeating an unsuccessful item sequence.

Before you move on

  • Lorelei, Bruno, Agatha, and Lance have all been defeated in that fixed order during one uninterrupted League challenge.
  • The game advances from Lance’s room toward the Champion battle without returning you to the Pokémon Center.
  • Before challenging the Champion, the surviving party has been healed with items and its key moves have usable PP.
  • If the party whites out, the League challenge has not been completed; return to the Indigo Plateau Pokémon Center and revise the preparation plan.
References for this chapter

Champion Battle and Hall of Fame — Final Checks and Recovery Plans

After the Elite Four, the final battle is against your rival at Indigo Plateau. His first three Pokémon are always Pidgeot, Alakazam, and Rhydon. The remaining three depend on your chosen starter. Prepare answers for Flying, Psychic, Ground, Water, Fire, Grass, and Rock targets, conserve healing items through the Elite Four, and let the Hall of Fame and save sequence finish before powering off.

1. Prepare at Indigo Plateau

Heal at the Indigo Plateau Pokémon Center before entering the first Elite Four room. This is the last normal opportunity to restore HP and PP, rearrange the party, and purchase supplies. The Elite Four and Champion are fought in one continuous sequence, with no Pokémon Center between battles.

Build around coverage rather than six Pokémon that share the same weakness. Bring a reliable Electric or Ice answer for Flying targets, Water or Grass coverage for Rhydon, a strong physical attacker for Alakazam, and dependable Water, Ground, Electric, Fire, or Ice options for the starter-dependent Pokémon. A party concentrated around the low-to-mid 50s can succeed with good matchups and item use, but several Pokémon near the Champion’s level provide a safer margin.

Restore the PP of your most important attacks before entry. Carry healing items, Revives, and status cures, but do not spend them casually during the early Elite Four battles. Save outside the first Elite Four room after completing your final preparations so a failed attempt can be repeated from a stable point.

  • The whole party is healed.
  • Your important attacks have sufficient PP.
  • The party contains answers to Rhydon, Alakazam, and the starter-dependent Pokémon.
  • Supplies are purchased before entering the first room.
  • The game is saved outside the Elite Four sequence.

2. Confirm the Champion’s team for your starter

The rival always opens with Pidgeot Lv. 61, Alakazam Lv. 59, and Rhydon Lv. 61. The rest of the team follows the starter you selected in Professor Oak’s laboratory.

If you chose Bulbasaur, the full team is Pidgeot Lv. 61, Alakazam Lv. 59, Rhydon Lv. 61, Exeggutor Lv. 61, Gyarados Lv. 63, and Charizard Lv. 65.

If you chose Charmander, the full team is Pidgeot Lv. 61, Alakazam Lv. 59, Rhydon Lv. 61, Arcanine Lv. 61, Exeggutor Lv. 63, and Blastoise Lv. 65.

If you chose Squirtle, the full team is Pidgeot Lv. 61, Alakazam Lv. 59, Rhydon Lv. 61, Gyarados Lv. 61, Arcanine Lv. 63, and Venusaur Lv. 65. Do not prepare for Exeggutor on this route: the Squirtle-start team contains Arcanine instead.

The Champion can use Full Restores during this battle when a Pokémon is badly weakened. Plan to finish damaged Pokémon decisively when possible, and expect a weakened rival Pokémon to recover if you leave it within healing range.

  • Your starter route is identified correctly.
  • You have a plan for the three fixed Pokémon.
  • You have accounted for all three starter-dependent Pokémon.
  • You are prepared for Full Restore use.

3. Defeat Pidgeot, Alakazam, and Rhydon efficiently

Pidgeot is Normal and Flying. Electric and Rock attacks are effective, while Ice coverage is also useful if available. Its Sky Attack requires a preparation turn, but a weak Pokémon can still be badly damaged when the attack lands. Use the charging turn to attack, switch, or heal only when the incoming damage is acceptable.

Alakazam is pure Psychic and carries powerful Psychic attacks, Reflect, and Recover. In the original release, Dark type and Dark moves do not exist. A strong physical attacker is generally more reliable than a weak special attacker, and Bug attacks can exploit Alakazam’s weakness when you have a dependable Bug move. Keep pressure on it so it does not repeatedly use Recover.

Rhydon is Ground and Rock. Water and Grass attacks are the best answers, and Ice attacks are also useful. Its Horn Drill is inaccurate but can instantly remove a vulnerable lower-level Pokémon. Do not leave a weakened Pokémon in front of Rhydon while trying to win through slow, low-damage attacks.

  • Pidgeot is removed without sacrificing your main answer to the remaining team.
  • Alakazam is pressured by strong physical or Bug damage.
  • Rhydon is attacked with Water or Grass coverage when available.
  • At least one healthy attacker remains for the final three.

4. Handle Exeggutor, Gyarados, and Arcanine according to the route

Exeggutor appears on the Bulbasaur and Charmander routes. It is Grass and Psychic, so Fire, Flying, Bug, and strong physical attacks are useful. Exeggutor knows Hypnosis, and a sleeping Pokémon can waste turns while the rest of the party is worn down. Use a status-healing item when waking that Pokémon immediately matters; otherwise switch to a healthier backup.

On the Bulbasaur route, Exeggutor is Lv. 61 and is followed by Gyarados Lv. 63 and Charizard Lv. 65. On the Charmander route, Exeggutor is Lv. 63 and is followed by Blastoise Lv. 65 after Arcanine Lv. 61.

On the Squirtle route, Exeggutor is absent. Gyarados is Lv. 61, Arcanine is Lv. 63, and Venusaur is Lv. 65. Gyarados is Water and Flying and is especially vulnerable to Electric attacks. Arcanine is pure Fire and is best handled with Water or Ground attacks. Preserve at least one healthy Water, Ground, or strong neutral attacker after these matchups.

  • You know whether Exeggutor is present on your route.
  • You preserve Electric coverage for Gyarados when possible.
  • You keep Water or Ground coverage available for Arcanine.
  • You do not spend your only healthy final attacker before the Lv. 65 Pokémon.

5. Finish the final starter evolution

Charizard is Fire and Flying. Water, Rock, and Electric attacks are effective. Avoid sending a Grass Pokémon into it unless no safer option remains, and heal the intended counter before Charizard arrives if earlier battles have reduced its HP.

Blastoise is pure Water. Electric and Grass attacks are effective, but Hydro Pump and Blizzard can punish a fragile counter. Keep a second answer available rather than relying on one low-HP Electric or Grass Pokémon.

Venusaur is Grass and Poison. Fire, Flying, Psychic, and strong physical attacks are useful. It carries Growth, Mega Drain, Razor Leaf, and SolarBeam, so do not give it unnecessary turns to increase its damage or recover health. If your planned finisher cannot safely survive a critical hit or strong neutral attack, heal or switch before sending it in.

After the last Pokémon faints, follow the victory dialogue and Professor Oak’s Hall of Fame sequence. Do not reset or power off while the game is transitioning from the battle result into the ending presentation.

  • The correct Lv. 65 Pokémon is identified.
  • Your intended finisher is healthy enough to act safely.
  • You have a backup if the first counter faints or becomes disabled.
  • The post-battle sequence is allowed to continue uninterrupted.

6. Confirm the Hall of Fame and save

The Hall of Fame record is the concrete campaign completion check. It records the winning party after all eight Gym Badges, the Elite Four, and the Champion battle have been completed. Hall of Fame entry does not mean the Pokédex is complete; version exclusives, trade evolutions, and event-only species remain separate collection goals.

Watch until the winning party has been registered and the ending flow has finished. Generation I cartridges use battery-backed SRAM for saved data, and Hall of Fame records are stored in that save memory. On original hardware, an aging battery can eventually cause save loss. If the file matters, preserve it with suitable save-dump hardware rather than continuing to rely on an unbacked cartridge.

After the game returns to the title screen, load the save normally and confirm that Continue works and the Hall of Fame record is present. If using an emulator or flashcart, make a separate copy of the save file after this verification. Do not treat a temporary emulator state as the only backup.

  • The winning party appears in the Hall of Fame.
  • The ending and save transition have finished.
  • A normal reload confirms that the save opens.
  • The Hall of Fame is not being mistaken for Pokédex completion.
  • A cartridge or emulator backup has been made when appropriate.

7. Recover after a failed League run

If the party loses during the League sequence, the game returns you to the last Pokémon Center and the run must be restarted from the first Elite Four room. Heal completely, restore PP, replace fainted or unsuitable party members, restock at the Indigo Plateau shop, and save before trying again.

Identify the first point where the attempt became unstable. If Lorelei or Bruno consumes too many resources, improve the relevant matchup instead of simply buying more items. If Agatha’s status effects are the problem, carry additional cures and use accurate attacks. If Lance or the Champion defeats your final counter, add a second Ice, Electric, Water, Grass, Rock, or Ground answer as appropriate and train the weakest party member before retrying.

Once the Hall of Fame has been verified, make a backup before experimenting with trades, moves, or postgame captures. The League victory is secure only when the completed save can be reloaded normally.

  • The failed run is followed by healing and resupply.
  • The party is changed to address the actual failure point.
  • No single Pokémon is responsible for every important matchup.
  • A verified Hall of Fame save is backed up before postgame experimentation.

Before you move on

  • All eight Kanto Gym Badges are present.
  • The rival has been defeated as Champion.
  • The winning party is displayed in the Hall of Fame.
  • The ending and save transition have finished.
  • A normal reload confirms that the completed save opens.
  • Any remaining version-exclusive, trade-evolution, or event-only species are tracked separately for Pokédex completion.
References for this chapter

Post-League Access and Postgame Opportunities

After defeating the Elite Four and Champion and completing the Hall of Fame sequence, the original Japanese Pocket Monsters Green opens Cerulean Cave as its main post-League destination. The cave contains high-level wild Pokémon, valuable items, and the stationary level 70 Mewtwo encounter. Its layout and item placement follow the original Japanese Red/Green design, not Japanese Blue, international Red/Blue, Yellow, or FireRed/LeafGreen. Campaign completion and Pokédex completion are separate goals: Green cannot normally register every species alone, and Kadabra, Machoke, Graveler, and Haunter require communication trades to become their final forms. The nine Japanese Red/Green NPC trades are useful collection objectives, but they do not replace version exchanges or external trade evolutions.

Finish the League and unlock Cerulean Cave

Defeat the Elite Four and the Champion, then let the Hall of Fame sequence finish. When control returns, save the game. Cerulean Cave is not opened merely by collecting the eight Gym Badges; the entrance guard also requires that the player has entered the Hall of Fame.

Return to a Pokémon Center before beginning the trip. Bring a Pokémon that knows Surf, healing items, status cures, and enough Poké Balls for ordinary encounters and Mewtwo. The original release has no Sevii Islands quest or Network Machine requirement. Those belong to FireRed and LeafGreen, not the 1996 Game Boy game.

In Japanese text, the cave may be called Hanada Cave in NPC dialogue, and the Japanese Town Map uses Nameless Cave. For practical guide purposes, use Cerulean Cave consistently so it is not confused with later releases or with Cerulean City, whose Japanese name is Hanada City.

  • All eight Kanto Gym Badges are recorded.
  • The Hall of Fame sequence has finished.
  • The game has been saved after control returns.
  • The party is healed and includes a Pokémon that knows Surf.

Reach Cerulean Cave from Cerulean City

Travel to Cerulean City and leave through the northern exit onto Route 24. Follow the route to the water, use Surf, and travel south toward the cave entrance near the northern edge of Cerulean City. The entrance is reached from the water; walking north from the city does not lead directly into it.

The guard permits entry only after the Hall of Fame condition has been met. If the guard still blocks the way, verify that the Champion battle and Hall of Fame sequence were completed rather than stopping after the Elite Four or merely earning all eight badges.

Use a map specifically marked for original Japanese Red/Green. Japanese Blue and international Red/Blue use a different cave item arrangement, and Yellow has a different layout and item set. FireRed and LeafGreen restore the Red/Green-style layout but add remake mechanics and separate access requirements.

  • Route 24 has been followed to its water section.
  • The entrance is reached by Surfing south toward Cerulean City.
  • The guard allows entry.
  • The map being used is for original Japanese Red/Green.

Explore the three-floor cave and collect the optional items

Cerulean Cave contains 1F, 2F, and B1F. The first floor begins with a route onto a raised plateau and a ladder to 2F. The upper floor is a rock maze with several ladders. After taking the correct ladder back toward 1F, continue through the water routes and descend to B1F. The basement passages lead to the final plateau where Mewtwo waits.

The original Japanese Red/Green item set consists of one Nugget, two Full Restores, one Max Elixir, one hidden Rare Candy, three Ultra Balls, one PP Up, and one Max Revive. The Nugget is in the northwest part of 1F. The Full Restores are in the southwest part of 1F and the eastern part of 2F. The Max Elixir is at the northern end of the large central 1F plateau, with the hidden Rare Candy on a rock southwest of it.

The PP Up is in the southwest section of 2F, reached from the southern ladder on the western 1F plateau. One Ultra Ball is in the southeast section of 2F. The other two Ultra Balls are on B1F, with one on an eastern plateau and one hidden on a lone rock near the Max Revive. The Max Revive is in the northeast portion of B1F.

These items are optional. If wild encounters have depleted HP, PP, or status cures, leave through the entrance, heal in Cerulean City, and return. The cave remains available after leaving.

  • The original Japanese Red/Green floor arrangement is being followed.
  • The item locations are being checked against the Red/Green set.
  • Optional items have been collected or logged for a later visit.
  • The party retains enough supplies for the Mewtwo encounter.

Catch Mewtwo in the deepest chamber

Mewtwo is a stationary level 70 encounter on the deepest part of B1F. Save immediately before interacting with it. If the Master Ball is still available, it guarantees the capture. If using Ultra Balls, bring a Pokémon that can inflict sleep, freeze, or paralysis and weaken Mewtwo carefully.

In Generation I, Mewtwo knows Psychic, Barrier, Swift, and Recover. Barrier reduces damage from physical attacks, Recover can undo weakening progress, and Psychic can heavily damage an unprepared party. Use weaker attacks once Mewtwo is in a safe capture range. Avoid poison and burn if possible because end-of-turn damage can defeat it before a ball succeeds. Sleep and freeze provide the strongest capture support; paralysis is useful but less effective for capture than those conditions.

If you flee, the stationary encounter remains available for another attempt. If Mewtwo is defeated, do not assume it will return through ordinary gameplay in this release. Restore the save made before the battle if you want another attempt. After catching it, verify the Pokédex entry and leave the cave to heal.

  • The game was saved immediately before the encounter.
  • Mewtwo was caught or intentionally left for a later attempt.
  • A defeated Mewtwo was handled by restoring the pre-battle save.
  • Mewtwo appears in the Pokédex after capture.

Organize the Pokédex and PC before trading

Review the Pokédex and separate species that have been caught from species that have only been seen. Make four lists: species already obtained, species still requiring evolution, species exclusive to the other version, and species requiring communication trades. This prevents ordinary capture work from being confused with trade planning.

Use the PC to keep separate groups for unevolved Pokémon awaiting training, Pokémon ready to evolve, version-exclusive specimens, and Pokémon prepared for link trades. Sort by Pokédex number or evolution family. Keep spare specimens where possible, and do not trade away the only Pokémon needed for another evolution or NPC exchange unless a replacement is already secured.

NPC trades and communication trades are different systems. An NPC trade permanently exchanges a requested Pokémon for a fixed in-game Pokémon. A communication trade transfers a Pokémon between compatible save files and can trigger a trade evolution. NPC trades therefore cannot substitute for the four external trade evolutions.

  • Caught and seen entries have been reviewed.
  • Version-exclusive gaps are listed separately from evolution requirements.
  • The PC contains protected specimens from important evolution families.
  • Trade candidates are recorded before any exchange.

Complete the four communication trade evolutions

Trade Kadabra to evolve it into Alakazam, Machoke into Machamp, Graveler into Golem, and Haunter into Gengar. The original Japanese Red/Green games provide no stone or level-up replacement for these four trade evolutions. To keep each evolved Pokémon on the Green save, trade it to a compatible Generation I game and trade it back after the evolution occurs.

The setup requires two connected systems, compatible Generation I software, and a working Game Boy communication method. A second Green cartridge is useful but does not remove the need for two systems and a link connection. Verify the exact hardware, cartridge, flashcart, or emulator combination before sending a unique Pokémon. A setup that runs the game correctly may still lack reliable Generation I trading support.

  • Kadabra, Machoke, Graveler, and Haunter are marked as trade targets.
  • A compatible Generation I game and link setup are ready.
  • Alakazam, Machamp, Golem, and Gengar have been registered after successful trades.

Complete the nine Japanese Red/Green NPC trades

The six regional trade locations are Route 2, the Underground Path between Routes 5 and 6, Route 11, Route 18, Cerulean City, and Vermilion City. In Japanese Red/Green, the exchanges are Abra for Mr. Mime on Route 2; Nidoran♀ for Nidoran♂ in the Underground Path; Nidorino for Nidorina on Route 11; Slowbro for Lickitung on Route 18; Poliwhirl for Jynx in Cerulean City; and Spearow for Farfetch'd in Vermilion City.

The Pokémon Lab on Cinnabar Island contains three additional exchanges: Raichu for Electrode, Venonat for Tangela, and Ponyta for Seel. These nine trades belong to Japanese Red/Green. The Japanese Blue Kadabra-for-Graveler exchange is a different version's trade and must not be counted here.

Prepare spare requested Pokémon where possible. After each exchange, check the received Pokémon and record the trade as completed. Do not surrender the only specimen needed for another evolution, version-exchange plan, or Pokédex entry unless a replacement is already secured.

  • The six regional trades have been checked at Route 2, the Underground Path, Route 11, Route 18, Cerulean City, and Vermilion City.
  • The three Cinnabar Pokémon Lab trades have been checked: Raichu for Electrode, Venonat for Tangela, and Ponyta for Seel.
  • The Japanese Blue Kadabra-for-Graveler trade has not been counted.
  • NPC trades remain separate from communication trades.

Before you move on

  • The Hall of Fame has been entered and the game has been saved afterward.
  • Cerulean Cave has been entered from the Route 24 water route.
  • The original Japanese Red/Green cave items have been collected or deliberately logged: one Nugget, two Full Restores, one Max Elixir, one hidden Rare Candy, three Ultra Balls, one PP Up, and one Max Revive.
  • Mewtwo has been caught, or the encounter has deliberately been postponed after fleeing. A defeated Mewtwo has been handled by restoring the pre-battle save.
  • The PC contains organized records of caught species, evolution targets, version-exclusive gaps, and communication-trade targets.
  • Alakazam, Machamp, Golem, and Gengar have been obtained through compatible link trades if complete evolution-line registration is intended.
  • The nine Japanese Red/Green NPC trades have been checked at the six regional locations and the three Cinnabar Pokémon Lab locations.
  • Remaining Pokédex gaps are identified as ordinary captures, evolution requirements, version differences, communication trades, or the separate Mew availability issue rather than unfinished post-League story content.
References for this chapter

Version Exclusives, Trading Roadmap, and Practical Solutions

The original Japanese Pocket Monsters Green for Game Boy was released alongside Japanese Red on February 27, 1996. The supplied LandaR v0.02 translation patch changes displayed text, but this guide does not treat its wording or link behavior as independently verified. The underlying Japanese Green game is designed for communication with another compatible Japanese release: each Red and Green version contains exclusive Pokémon, and four species require external trading to evolve. Plan the Pokédex as a multi-save project, keep original-cartridge, Virtual Console, emulator, and remake collections separate, and test any communication setup before risking rare Pokémon or important save files.

1. Confirm the edition before planning trades

Use this chapter for the original Japanese Pocket Monsters Green cartridge or an unmodified dump of that Game Boy release. It does not apply automatically to Japanese Pocket Monsters Blue, international Pokémon Red or Blue, Pokémon Yellow, FireRed, LeafGreen, or a fan translation with altered mechanics. The supplied LandaR v0.02 patch is treated only as a text translation layer; no patch-specific Cable Club behavior is assumed or claimed.

Japanese Red and Green share the main Kanto campaign, but their wild encounter distributions differ. Japanese Blue was released later with revised data and encounter tables, so a Japanese Blue availability guide can give the wrong answer for Green. The international Red and Blue pair broadly follows the Japanese Red and Green distribution, but Nintendo warned that Japanese and overseas original releases should not be linked because of data-corruption risk.

Separate the campaign goal from the collection goal. Eight Badges and a Hall of Fame entry complete the main adventure. A complete ordinary Generation I Pokédex is a separate project requiring compatible trades, and Mew is an event-dependent exception rather than a normal route capture.

  • Confirm that the title is Japanese Pocket Monsters Green, not Japanese Blue.
  • Treat the fan translation as unverified text-only support unless its communication behavior has been separately tested.
  • Record Hall of Fame completion and Pokédex completion as separate goals.
  • Keep the 1996 cartridge, any Virtual Console copy, and any remake save as separate editions.

2. Track Japanese Green’s version-exclusive species

Japanese Green supplies Sandshrew, Sandslash, Vulpix, Ninetales, Meowth, Persian, Bellsprout, Weepinbell, Victreebel, Magmar, and Pinsir as the Green side of the Red and Green distribution. The list includes evolved forms because each species has its own Pokédex entry. If the collection save needs every entry, catching only Sandshrew or Vulpix is not enough; evolve them or obtain their evolved forms through another exchange.

Japanese Red supplies the opposing set: Ekans, Arbok, Oddish, Gloom, Vileplume, Mankey, Primeape, Growlithe, Arcanine, Scyther, and Electabuzz. A Japanese Red cartridge is the cleanest physical partner because it matches the original pair. Preserve source copies when possible, especially for Pokémon that the partner may also need.

The key count is eleven exclusive species on each side, not eleven evolutionary families. Across the compatible Red and Green pair, the ordinary first 150 entries can be assembled, but one Green save cannot obtain every version-exclusive species without outside communication. Some species are also available only through NPC trades in the original game, so use an edition-specific checklist rather than assuming every missing entry is a wild encounter.

  • Mark all eleven Japanese Green exclusives on the Green collection record.
  • Prepare Ekans, Arbok, Oddish, Gloom, Vileplume, Mankey, Primeape, Growlithe, Arcanine, Scyther, and Electabuzz on Japanese Red or another verified compatible source.
  • Preserve at least one source copy before trading rare or unique species away.
  • Do not substitute Japanese Blue or remake encounter lists.

3. Complete the four trade evolutions with trade-backs

Kadabra becomes Alakazam, Machoke becomes Machamp, Graveler becomes Golem, and Haunter becomes Gengar when traded. These original Generation I evolutions do not require a minimum level or a held item. The evolution occurs during the communication sequence, so arrange for the evolved Pokémon to be returned if the intended collection save is the one that needs the entry.

Write the trade-back order before entering the Cable Club. Start with a low-value test Pokémon if the hardware or software setup is new. Then send one eligible Pokémon, confirm that the evolution completed, receive it back, and check the party, storage box, and Pokédex. Repeat for the remaining three. A written list prevents an evolved Pokémon from being left on the partner save by mistake.

NPC trades are useful for their specific fixed Pokémon, including species that are difficult or unavailable to catch normally, but they do not remove the general requirement for Alakazam, Machamp, Golem, and Gengar in an ordinary Japanese Red or Green collection. Do not count an NPC trade as a substitute for a successful external trade-back when the goal is to create these four species on the intended save.

  • Trade Kadabra and return Alakazam.
  • Trade Machoke and return Machamp.
  • Trade Graveler and return Golem.
  • Trade Haunter and return Gengar.
  • Verify each return trade after saving and reloading.

4. Use compatible original-cartridge hardware

For original cartridges, use two Game Boy-family systems and a working Game Boy Game Link Cable. Save both games before entering the Cable Club on the second floor of a Pokémon Center. Keep the cable connected through the trade and both save operations. If a communication error occurs, stop rather than repeatedly resetting; inspect the cable, ports, cartridge contacts, and save status before trying again.

Japanese Red, Green, Blue, and Yellow can communicate with the Japanese Generation I games. Japanese Gold, Silver, and Crystal can also connect through the Time Capsule after the required progress in the Generation II game. The Time Capsule is not a way to send Generation II Pokémon or moves backward: only Pokémon and data valid for Generation I can cross that connection. For a straightforward Green Pokédex, Japanese Red remains the preferred partner.

Do not link an original Japanese cartridge with an English-language Generation I game. Nintendo’s Japanese product information specifically warns that exchanging or battling with overseas versions can corrupt data. A cable or cartridge that physically fits is not evidence of safe software compatibility. Keep original-cartridge partners Japanese-language unless you have verified a different arrangement with authoritative documentation and accept the risk.

  • Use two compatible Game Boy-family systems.
  • Use a tested Game Link Cable and inspect both link ports.
  • Confirm that both cartridges are Japanese-language software.
  • Save before entering the Cable Club and wait for both games to finish saving.
  • Never test with the only copy of a legendary or version-exclusive Pokémon.

5. Follow a controlled two-save exchange order

Finish Green’s local captures before beginning the exchange. Include route encounters, gifts, fossils, Game Corner prizes, one-time legendary encounters, and NPC trades. Keep a written record of caught and seen entries so a missing species can be identified as a capture, evolution, version exclusive, NPC trade, or trade evolution.

Prepare Japanese Red separately. Capture its eleven exclusive species and evolve lines that are easier to complete on the source save. Exchange version exclusives one at a time, recording the sender, receiver, and whether the Pokémon is meant to return. If both players want complete records, prepare duplicates of common species instead of repeatedly moving a single copy between saves.

Perform the four trade evolutions in a separate session after the version-exclusive exchange. This gives you a clean recovery point if a cable, emulator, flashcart, or save-writing process fails. Save and reload both games after each session before proceeding to the next group.

  • Complete Green’s ordinary captures first.
  • Prepare all eleven Red-exclusive species on the Red save.
  • Exchange version exclusives while preserving source copies.
  • Perform trade evolutions in a separate trade-back session.
  • Back up or verify both saves after every major exchange.

6. Treat emulators, flashcarts, and Virtual Console as separate systems

A game running correctly in an emulator does not prove that its Cable Club communication works. For a link-capable emulator, use two separate instances running the same Japanese revision where possible. Back up both save files, perform a low-value test trade, save, close both instances, and reload them. Confirm that the traded Pokémon remains present before attempting a rare species or trade evolution.

Apply the same caution to flashcarts. A flashcart may run the adventure while lacking reliable link support, requiring a special link mode, or handling battery-backed save writes differently from an original cartridge. Verify the exact hardware and firmware combination before treating it as a Pokédex solution. Keep untouched backup copies and never use the only copy of a legendary for testing.

The Japanese Nintendo 3DS Virtual Console releases used local wireless communication to reproduce Generation I trading and battling between compatible Virtual Console copies. They are a different environment from the 1996 cartridge and cannot directly communicate with original Game Boy hardware. The Japanese Virtual Console releases were also discontinued for new purchase when the Nintendo 3DS eShop closed on March 27, 2023, so this option applies only to systems that already retain the required software.

  • Back up both emulator or flashcart saves before testing.
  • Use matching Japanese revisions when possible.
  • Complete and reload a low-value test trade first.
  • Keep Virtual Console saves separate from the original cartridge save.
  • Do not assume modern wireless communication links to a 1996 cartridge.

7. Keep remakes and later generations outside the original save goal

FireRed and LeafGreen are Generation III remakes with different encounter tables, progression rules, and communication hardware. They cannot trade directly with the original Japanese Green cartridge. A Pokémon obtained in a remake may help complete a collection in that remake, but it does not create a missing Pokédex entry on the original Green save.

The same separation applies to later-generation transfer systems. Japanese Red and Green are incompatible with Generation III and later games as direct trading partners. A later game can be a practical alternative if the goal is to collect Kanto species rather than preserve the original 1996 edition, but it must be recorded as a separate project.

Mew exists in the Generation I data but is not normally obtainable through the standard adventure. Track it separately from the ordinary 150-species route. A Hall of Fame entry, all eight Badges, or a complete remake collection does not certify a complete original Green Pokédex.

  • Choose whether the project is original Green or a remake collection.
  • Do not attempt direct trading between Green and FireRed or LeafGreen.
  • Keep later-generation Pokémon and saves separate.
  • Record Mew as event-dependent rather than a normal route capture.

Before you move on

  • The Green save has all eight Gym Badges and a Hall of Fame entry if the main-campaign goal is also being tracked.
  • All eleven Japanese Green-exclusive species are caught or registered on the intended collection save.
  • The eleven Japanese Red-exclusive species have been received from a compatible Japanese source and recorded on Green.
  • Alakazam, Machamp, Golem, and Gengar have each been created through a successful trade and returned to the intended save when required.
  • Both saves were backed up or verified after the final exchange, then closed and reloaded with the traded Pokémon still present.
  • The completion record distinguishes the ordinary 150-species route from Mew’s event-dependent status.
  • Any Virtual Console, remake, emulator, flashcart, or later-generation collection is recorded separately from completion of the 1996 Japanese Green cartridge.
References for this chapter

Final Wrap: Checks, Save Hygiene and Next Goals

Confirm the original Japanese Pocket Monsters Green campaign by checking all eight Kanto Gym Badges, completing the Elite Four and Champion run, viewing the Hall of Fame registration, and saving successfully afterward. Treat League completion and Pokédex completion as separate goals. A complete first-150 Pokédex requires communication with compatible Japanese games because of version exclusives and trade evolutions. Mew is a separate event-dependent objective. Before trading, repairing the cartridge, testing link hardware, or experimenting with an emulator, preserve and verify the save file.

Confirm the main campaign result

Load the completed file and open the Trainer Card. Confirm that all eight Kanto Gym Badges are displayed: Boulder, Cascade, Thunder, Rainbow, Soul, Marsh, Volcano, and Earth in standard English naming. The Japanese game displays Japanese text, but the badge order is the same. If one badge is absent, return to the corresponding Gym and complete that battle before treating the campaign as finished.

The decisive League check is the Hall of Fame sequence after defeating the Elite Four and the Champion. The four Elite Four battles must be completed in order, followed by the Champion, as one continuous challenge. You can use healing items during the run, but you cannot visit a Pokémon Center between members. Let the Hall of Fame registration and closing sequence finish, then save normally after the game returns to regular play.

Reload the file after saving. Confirm that the party, money, badges, Pokédex data, and ordinary story progress remain intact. The Hall of Fame record proves that the main campaign is complete; it does not prove that every Pokémon has been caught.

  • The Trainer Card shows all eight Kanto Gym Badges.
  • The Elite Four and Champion were defeated in the same League run.
  • The Hall of Fame sequence completed fully.
  • The saved file reloads with the badges, party, and story progress intact.

Audit the Pokédex separately from the League result

Open the Pokédex and distinguish caught entries from seen entries. A Pokémon appearing in the Pokédex is not necessarily registered as caught, so inspect the capture status for every species you intend to count. Make a written list of missing entries instead of relying only on the numerical display.

Japanese Red and Green each provide most of the first 150 species without outside help, but the pair is designed around communication. Each version has its own exclusive species, while Kadabra, Machoke, Graveler, and Haunter require external trading to become Alakazam, Machamp, Golem, and Gengar. Keep those Pokémon in a secure party slot or PC box until the trade is ready, and verify the evolved result after the exchange.

Japanese Red and Green have nine documented NPC trades: six located around Kanto and three located in the Cinnabar Pokémon Lab. These trades can provide species that are otherwise unavailable or difficult to obtain in the original Red and Green encounter tables. Check the relevant NPC locations if your goal is the ordinary first-150 record. Do not import the Japanese Blue trade table into this checklist, because Japanese Blue changes several trades and encounter arrangements.

The first 150 species are distinct from Mew. Mew is number 151 and is not obtained through a normal wild encounter, Gym reward, story event, or the ordinary Red and Green version-exclusive trade cycle. Therefore, a completed first-150 collection and a complete 151-species Pokédex are different goals. Treat Mew as requiring a historically valid event, distribution, or another externally verified method rather than as a normal Green campaign objective.

  • Every missing entry is classified as caught, seen only, version-exclusive, trade-evolution, NPC-trade, or special-distribution dependent.
  • The four trade-evolution species are stored safely before trading.
  • The nine Japanese Red and Green NPC trades are understood as six around Kanto and three in the Cinnabar Pokémon Lab.
  • The Japanese Blue trade table has not been substituted for the Japanese Red and Green table.
  • The ordinary 150-species route is kept separate from Mew’s event-dependent status.

Use a compatible regional and hardware setup for trades

For the original Japanese cartridge, use another compatible Japanese Generation I game: Japanese Red, Green, Blue, or Yellow. The games communicate through the Game Boy Link Cable. Japanese Red and Green can also communicate with Japanese Gold, Silver, and Crystal through the Generation II Time Capsule, subject to Time Capsule restrictions. That connection does not create a direct route from the original cartridge into Generation III or later games.

Nintendo’s regional warning is important. Do not connect a Japanese cartridge to an overseas-language Generation I cartridge for trading or battling. Japanese and non-Japanese games do not safely translate all Pokémon data, and cross-language trading can corrupt data or saves. Matching the broad Generation I release is not enough; the language and communication compatibility must be verified.

Before moving a rare Pokémon, save normally on both games. Check that both cartridges load reliably, both systems have stable power, and the cable is seated properly. During the Cable Club exchange, follow the on-screen instructions and do not switch off either system. Confirm that the receiving game completes the communication sequence and that the Pokémon appears in the destination party or PC before treating the trade as successful.

Emulator trading depends on the specific emulator and edition. Use two instances only when reliable Generation I link communication is explicitly supported. Keep separate copies of both save files, disable save states during the exchange, and test with an expendable Pokémon first. A patched ROM or flashcart should not be assumed to support link play merely because it boots the game.

  • Both games are verified compatible Japanese releases.
  • A normal save exists on both games before trading.
  • The cable or emulator link has passed a low-risk test trade.
  • A backup exists before moving a rare Pokémon or trade-evolution candidate.

Preserve the completed cartridge save

The original Game Boy release stores its save in battery-backed cartridge RAM. A cartridge released on February 27, 1996 contains an aging battery component, and eventual battery failure can erase the save. If the Hall of Fame file or Pokédex matters, create a cartridge save dump with suitable hardware before opening the cartridge or attempting battery work.

A save dump is useful only if it can be read back successfully. Keep at least one dated copy in a separate location and test a duplicate on a compatible setup. Do not consider an untested file to be a complete backup. If you use a flashcart or emulator, retain several dated copies of the in-game save file and keep experimental states in a separate folder from the main save.

Battery replacement can erase the save if power is lost while the battery is being changed. Use a repair method that preserves cartridge RAM or have the work performed by someone experienced with battery-backed Game Boy cartridges. After the repair, boot the game and inspect the party, PC boxes, badges, Hall of Fame status, and Pokédex. Save normally before returning the cartridge to storage.

Keep the cartridge dry and protected from impact. Avoid contaminating the connector contacts, and do not repeatedly insert a valuable cartridge into unreliable hardware. The completed file should not exist in only one physical location.

  • A cartridge save dump or emulator save copy exists.
  • The backup has been loaded successfully on a separate copy or setup.
  • The cartridge is not the only location holding the completed file.
  • Battery replacement will not begin until the save has been preserved.
  • The repaired or restored file has been checked and saved again.

Choose the next goal without risking the completion file

For a Pokédex project, complete the species available directly in Green first. Then use the written missing-entry list to arrange trades with Japanese Red, Green, Blue, or Yellow. Mark which Pokémon are being lent, received, or returned. Organize the PC into League team, trade candidates, duplicates, and Pokédex reserves so a large exchange session does not lead to an accidental release.

For repeated Elite Four runs, replenish healing items and move PP before entering Indigo Plateau. Use varied type coverage rather than six Pokémon dependent on one attack type. After each run, note which members consume the most healing items or PP, then adjust one or two moves or team members. Keep challenge-run experiments on a separate file or on a verified backup copy.

For speedruns, glitch testing, challenge rules, flashcart experiments, or emulator testing, do not use the only file containing the Hall of Fame and collection progress. Make a duplicate first and keep the original backup untouched. This is especially important before trying unfamiliar save-state behavior, link features, patches, or cartridge repairs.

The original 1996 Game Boy cartridge has no direct migration function into later generations. The Nintendo 3DS Virtual Console releases were separate re-releases with their own communication and transfer arrangements. Those arrangements do not give the original cartridge a transfer function. If later transfer is part of your plan, identify the exact re-release, software, hardware, and service required before moving or modifying anything, and verify that the relevant service remains available.

  • One next goal has been selected: first-150 Pokédex completion, broader collection through trades, repeat League runs, or a separate challenge file.
  • The completed campaign save is isolated from experiments.
  • The trade plan names the exact compatible Japanese releases and hardware.
  • Any later transfer plan concerns a specific supported re-release, not the original 1996 cartridge.

Before you move on

  • The Trainer Card shows all eight Kanto Gym Badges.
  • The Elite Four and Champion have been defeated.
  • The Hall of Fame sequence has completed and the post-League save loads normally.
  • The Pokédex has been reviewed with caught and seen entries distinguished.
  • Missing species have been classified as direct Green captures, one of the six Kanto NPC trades, one of the three Cinnabar Pokémon Lab trades, version-exclusive, trade-evolution, or special-distribution dependent.
  • The ordinary 150-species route is understood as separate from Mew’s event-dependent status.
  • Trade-evolution Pokémon and rare collection targets are backed up or stored safely.
  • A tested cartridge save dump or emulator save backup exists.
  • Future exchanges use verified Japanese Generation I compatibility.
  • Any later transfer plan is based on a specific re-release or supported service, not the original 1996 cartridge.
References for this chapter
THE NEXT SAVE POINT

Finishing up

The Trainer Card shows all eight Kanto Gym Badges.

The Elite Four have been defeated in order and the rival Champion has been defeated, producing a Hall of Fame entry.

Victory Road has been cleared and the post-League original-game access condition has been triggered. Cerulean Cave is the major optional post-League destination; in the original Japanese Red/Green release, NPC dialogue uses Hanada Cave and the Japanese Town Map uses Nameless Cave.

The guide's collection scope is recorded separately from campaign completion: Japanese Green cannot obtain every ordinary species without compatible trades, and the four trade evolutions require trading.

Mew is not a normal story or wild encounter in this release and must be tracked separately from the ordinary 150-species collection goal.

The completed save has been reloaded successfully and backed up before battery work, link experiments, or challenge runs.

Choose your next game
A CLOSER LOOK

Screenshots & video

Game imagery for reference. Follow the written chapters above for the route and strategies.

CHECK THE DETAILS

Sources & references

Our original guide draws on the references below. Check the edition at the top of this page before following controls or unlock requirements.

About the game & collecting notes
Platform
Game Boy

A start-to-finish walkthrough for the original Japanese Game Boy release Pocket Monsters: Midori (Pokémon Green / Midori), covering the main story from Pallet Town to the Indigo Plateau champion, required version-trading pitfalls, Super Game Boy behaviour, and practical advice for every major gym, dungeon and boss. Includes clear progression checkpoints, team and item guidance, and post-league completion checks.

Darryl Polo
ABOUT THE AUTHOR

Darryl Polo

Darryl Polo loves tinkering with emulation and revisiting retro games. He enjoys exploring how old favorites play on different setups and sharing what he learns along the way. At Joking Joystick, he writes about the games, hardware, and small discoveries that keep the hobby fun.

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