Game walkthroughGame Boy Color

Pokémon Crystal (Game Boy Color) — Complete Johto Campaign Walkthrough (USA / Europe, Rev A)

Step-by-step campaign walkthrough for Pokémon Crystal on the Game Boy Color (USA/Europe Rev A). Covers every required objective from New Bark Town through the Johto League Champion, the Crystal-only Suicune storyline, and post-game access to Kanto. Practical routing, boss tips, key item triggers and recovery advice so you can finish the game and continue into the post-game.

Pokémon Crystal — Nintendo Game Boy Color Box - Front
Pokémon Crystal — Box - Front.
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Edition coveredGame Boy Color — USA / Europe (Rev A)
Your goalDefeat all eight Johto Gym Leaders and the Elite Four to become Johto Champion, complete the Crystal-specific Suicune storyline (capture Suicune at Tin Tower), and unlock access to the Kanto post-game content.
Inside the guide16 chapters · 27,420 words
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Before you begin

You are starting a classic Generation II adventure in Pokémon Crystal on the Game Boy Color.

This guide leads you in-game: where to go, what to do and what to prepare for so you can beat the Johto League, complete Crystal’s Suicune storyline and move on to Kanto.

Follow the objectives in order and save frequently — many story events must be triggered by visiting the right places in sequence.

You will meet Team Rocket, collect eight Johto badges, face the Elite Four, and handle Crystal’s special legendary events.

If you want to capture Suicune and later reach Ho-Oh, follow the event steps and carry the recommended items and counters.

Post-game Kanto content and National Pokédex work are covered after the main campaign ending.

Set yourself up for the run

Save before major story events, Gym Leader battles, roaming-legendary attempts, and stationary legendary encounters. The original Game Boy Color game has one ordinary save slot, so back up the cartridge or save data externally only if your hardware supports it.

Choose Chikorita, Cyndaquil, or Totodile according to the team you want; early Gym matchups differ significantly.

Train a balanced core with at least one reliable special attacker and one physical attacker. Generation II assigns move categories by type, so keep that older mechanic in mind when choosing attacks.

Stock Potions, Super Potions, Full Heals, Revives, Great Balls, and Ultra Balls before major story events. Generation II Crystal does not contain Dusk Balls, Net Balls, Timer Balls, or other later-generation Poké Ball types.

Keep Pokémon available for Cut, Fly, Surf, Strength, Whirlpool, and Waterfall as the story makes them necessary. Flash is useful for caves but is not required for every route.

Carry status cures and, when possible, a Pokémon that can inflict sleep or paralysis for legendary captures. Save immediately before every stationary legendary encounter.

The internal clock affects encounter tables and some events. Original cartridges use their own real-time clock; rereleases or emulators may handle clock behavior differently.

Raikou and Entei roam after the Burned Tower event. Suicune follows Crystal’s fixed sequence: Burned Tower, Cianwood City, Route 42, Route 36, then the Tin Tower battle after the Clear Bell and Wise Trio sequence.

Pokémon Crystal — Nintendo Game Boy Color Screenshot - Gameplay
Pokémon Crystal — Screenshot - Gameplay.

Getting Started: New Bark, Starter Choice and Early Catching

Choose a starter in New Bark Town, travel through Route 29 and Cherrygrove City to Mr. Pokémon’s house, return the Mystery Egg to Professor Elm, receive the Pokédex and Poké Balls, then build a small team before continuing toward Violet City. The original Game Boy Color version uses morning, daytime and nighttime encounter tables, so the clock can affect which early Pokémon appear.

Choose a starter and leave New Bark Town

Begin on the second floor of your house in New Bark Town. Go downstairs and speak with your mother. She gives you the Pokégear and tells you that Professor Elm wants to see you. Leave the house and enter Elm’s laboratory, the building immediately to the west.

Speak with Professor Elm and inspect the three Poké Balls on the table. Chikorita is Grass-type, Cyndaquil is Fire-type and Totodile is Water-type. You can choose only one, and the choice cannot be changed during the playthrough without restarting. Elm’s healing machine in the northwest corner of the laboratory can restore your team before you leave. His aide gives you a Potion as you exit.

Cyndaquil generally provides the easiest early route because Fire attacks are effective against Bugsy’s Bug-type team in Azalea Town. Falkner’s Flying Pokémon are not a favorable matchup, so prepare a second Pokémon before that Gym. Totodile has no direct advantage against the first two Johto Gyms, but its strong physical attacks and good durability make it dependable. Chikorita has useful Grass typing against Water- and Ground-types, but Falkner and Bugsy both create difficult early matchups. If you choose Chikorita, plan to rely more on teammates, status moves and defensive play.

  • Choose one starter from Elm’s laboratory.
  • Heal at Elm’s machine if necessary.
  • Take the Potion from Elm’s aide before leaving.

Cross Route 29 and reach Cherrygrove City

Leave New Bark Town through the western exit onto Route 29. The route runs west through several grass patches before reaching Cherrygrove City. Fight a few wild Pokémon so your starter learns its early moves, but do not use all of your health on unnecessary encounters. Your starter holds a Berry, which automatically restores some HP when its health becomes low in battle.

Route 29 contains Sentret, Pidgey, Rattata and Hoppip during the daytime or morning, depending on the encounter table. Hoothoot appears at night, while Crystal’s nighttime table also changes some of the common encounters. The route’s northern gatehouse leads to the accessible lower portion of Route 46, where Geodude, Spearow and Rattata can provide useful alternatives, although the rest of Route 46 is blocked by ledges.

Enter Cherrygrove City and speak with the elderly Guide Gent on the eastern side of town. Accept his tour. He points out the Pokémon Center, Poké Mart, Route 30 and the sea, then gives you the Map Card for your Pokégear. Heal at the Pokémon Center before continuing. At this stage, the Poké Mart can supply Potions, Antidotes, Parlyz Heals, Awakenings and, after you receive Poké Balls, additional Poké Balls.

  • Complete Guide Gent’s tour and receive the Map Card.
  • Heal at Cherrygrove’s Pokémon Center.
  • Buy a few Potions and status cures before entering Route 30.

Take the eastern branch of Route 30 to Mr. Pokémon’s house

Leave Cherrygrove through the northern exit onto Route 30. The road splits farther north. The western branch leads toward Route 31 but is blocked by two Trainers who are still battling. Do not try to force your way through them. Take the eastern branch instead, passing through the grass and around the trees until you reach the house in the northeast corner.

Before entering Mr. Pokémon’s house, collect the nearby Berry and, if you wish, visit the southern house on Route 30 to receive another Berry from the resident. These items provide useful early healing, but they are optional. The important destination is Mr. Pokémon’s house.

Inside, speak with Mr. Pokémon to receive the Mystery Egg. Professor Oak is also present. Talk to Oak to receive the Pokédex. After the scene, Oak leaves and Mr. Pokémon’s house restores your Pokémon, so you can begin the return journey without immediately going back to Cherrygrove.

  • Use Route 30’s eastern branch rather than the blocked western branch.
  • Receive the Mystery Egg from Mr. Pokémon.
  • Receive the Pokédex from Professor Oak.

Return through Cherrygrove and defeat the first rival battle

Exit Mr. Pokémon’s house and start south. Professor Elm calls your Pokégear and urgently asks you to return to New Bark Town. Continue south to Cherrygrove City and heal at the Pokémon Center before leaving through the eastern exit.

The red-haired rival confronts you at the east side of Cherrygrove City, immediately before you return to Route 29. This is the first rival battle; it does not occur on Route 29. He uses the starter with a type advantage over your choice, but his Pokémon is still at the beginning of the game and its damaging moves are limited. Use your strongest reliable attack, watch your HP and use the Berry or Potion if necessary.

After the battle, travel east across Route 29 and return to New Bark Town. Enter Elm’s laboratory. A police officer asks you to identify the rival, then speak with Professor Elm to deliver the Mystery Egg. Elm’s aide gives you Poké Balls. Only now can you begin catching wild Pokémon, so return to earlier grass patches if you want to assemble a team before heading toward Violet City.

  • Heal before leaving Cherrygrove for the rival battle.
  • Defeat the rival at Cherrygrove’s east exit.
  • Deliver the Mystery Egg to Professor Elm and receive Poké Balls.

Build a practical early team on Routes 29–33

After receiving Poké Balls, revisit Route 29, Route 30 and Route 31 to catch a backup for your starter. Pidgey is available on Routes 29–31 and gives you a useful Flying option against Bug- and Grass-type opponents. Sentret and Rattata are straightforward Normal-types that can handle ordinary trainers, while Hoppip offers Grass and Flying utility later but is not a strong immediate attacker.

Route 30 and Route 31 contain Caterpie and Weedle during morning and daytime periods. Their early evolutions can contribute status or Bug-type attacks, and Cyndaquil users may especially appreciate a second Pokémon while preparing for Falkner. At night, Route 30 offers Poliwag and Hoothoot, while Route 31 offers Poliwag, Gastly and Hoothoot. Gastly is useful for status and immunity to Normal- and Fighting-type attacks, although it is fragile and may require careful switching.

After Violet City opens the southern road, Route 32 provides additional choices such as Bellsprout, Wooper, Hoppip and nighttime Zubat or Gastly. Route 33, reached after passing through Union Cave, offers Geodude, Spearow, Ekans, Zubat and Hoppip in Crystal. These areas belong to the next stretch of the adventure, so do not delay the main route just to search for a rare encounter.

Train at least one backup instead of placing all experience on the starter. A party of two or three reasonably trained Pokémon is enough for the opening section. Save before major story scenes and rival battles, keep Antidotes available for poisoned Pokémon, and heal whenever you reach a Pokémon Center. Continue north through the now-open western branch of Route 30 only after Elm has received the Mystery Egg.

  • Catch at least one Pokémon besides the starter.
  • Train a backup with a different useful matchup.
  • Use the Pokégear clock when searching for time-specific encounters.
  • Continue toward Route 31 and Violet City after the Route 30 Trainers move aside.

Before you move on

  • You selected Chikorita, Cyndaquil or Totodile in Professor Elm’s laboratory.
  • You completed Guide Gent’s tour in Cherrygrove City and received the Map Card.
  • You visited Mr. Pokémon’s house, received the Mystery Egg and obtained the Pokédex from Professor Oak.
  • You defeated the rival at Cherrygrove City’s east exit.
  • Professor Elm received the Mystery Egg and his aide gave you Poké Balls.
  • The Trainers blocking Route 30’s western branch have moved, allowing passage toward Route 31 and Violet City.
  • Your party includes the starter and at least one trained backup Pokémon, with healing items available and a recent save recorded.
References for this chapter

Violet City: Sprout Tower and Gym 1 (Falkner)

Clear Sprout Tower for HM05 Flash, defeat Violet City Gym Leader Falkner for the Zephyr Badge, collect the Mystery Egg from Professor Elm's aide, and leave town through Route 32. The original Game Boy Color layout has three floors, but several stairways return to different sections of the same floor, so follow the floor transitions below rather than assuming the tower has five separate stories.

Heal, restock, and choose useful early team members

Enter Violet City from Route 31 and heal at the Pokémon Center. Buy a few Potions and at least one Parlyz Heal before entering Sprout Tower. The tower is north of town, and the Gym is in the southwest portion of Violet City.

If your party needs support, Route 31 provides Pidgey during the day, Hoothoot at night, and Bellsprout. Pidgey and Hoothoot are practical choices against the many Grass-type Bellsprout used by the tower Sages. Gastly appears in Sprout Tower at night and can contribute useful resistances, although it may need a non-Normal attack to deal reliable damage.

For Falkner, the strongest early counter is the traded Onix obtained in the house southwest of the Pokémon Center in exchange for a Bellsprout. Catch Bellsprout on Route 31 or Route 32, then make the trade if you want a high-Defense Pokémon with Rock Throw. Geodude from Dark Cave is also effective, but Dark Cave is optional and does not need to be entered solely for this Gym.

  • Heal at the Violet City Pokémon Center.
  • Stock Potions, Poké Balls, and at least one Parlyz Heal.
  • Bring at least two usable Pokémon instead of relying on one damaged lead.
  • Consider catching Bellsprout if you want the traded Onix.

Follow the exact Sprout Tower route

Enter Sprout Tower, walk past the swaying central pillar on the ground floor, and climb the first stairs. On 2F Northeast, go east to battle Sage Nico, who uses three low-level Bellsprout. After the battle, take the nearby stairs back down to the northern section of 1F.

On 1F North, pick up the Parlyz Heal south of the northeast stairway. Walk west and battle Sage Chow, another Bellsprout specialist. Afterward, use the western stairway to return to 2F, this time in the southwest section.

On 2F Southwest, collect the X Accuracy in the northern part of the room. Continue toward the southwest corner and battle Sage Edmond. Then take the southern stairs up to 3F.

On 3F, pick up the Potion west of the stairway and continue north. Battle Sages Jin, Neal, and Troy along the central path. Troy's team includes a Hoothoot, so do not use only Grass-type attacks against every opponent.

After passing the swaying pillar, Silver's event occurs. He has defeated Elder Sage Li, takes the HM, and leaves with an Escape Rope. Pick up the Escape Rope in the northeast corner, then speak to Sage Li and defeat his two Bellsprout followed by Hoothoot. Li gives you HM05 Flash after the battle.

  • Collect the Parlyz Heal, X Accuracy, Potion, and Escape Rope.
  • Defeat Sages Nico, Chow, Edmond, Jin, Neal, Troy, and Li.
  • Confirm HM05 Flash is in the Bag before leaving.

Manage the tower battles and limited PP

Most Sprout Tower Sages use Bellsprout with Vine Whip and Growth. Fire- and Flying-type attacks are the cleanest answers, but ordinary attacks from a healthy starter are usually enough for the earlier Sages. If a Bellsprout uses Growth, finish it promptly rather than allowing repeated boosts.

Do not spend every use of your strongest move on the first trainer. Use weaker attacks against the level 3 Bellsprout teams and reserve reliable damage for the later battles. If your lead becomes badly injured or runs low on PP, leave the tower and heal at the Pokémon Center; the tower has no healing station.

Sage Li's Hoothoot is Normal/Flying rather than Grass/Poison. Rock-type attacks are especially effective, while neutral attacks from Totodile or another sturdy Pokémon are also sufficient. The Parlyz Heal is useful if a trainer's status move causes paralysis, but status cures are not normally required for every battle.

  • Keep the lead Pokémon healthy before the final three Sages.
  • Avoid letting Bellsprout accumulate multiple Growth boosts.
  • Heal before Falkner instead of attempting the Gym with depleted HP or PP.

Prepare for Falkner's Flying-type team

Falkner uses a level 7 Pidgey and a level 9 Pidgeotto. Both are Normal/Flying Pokémon and both know Mud-Slap, a Ground-type move that lowers accuracy. Pidgeotto also knows Gust, which is dangerous to Chikorita and other Grass-type Pokémon.

Totodile is a dependable general choice because its Water-type attacks deal neutral damage and it can withstand the early Flying attacks. Cyndaquil can win as well, but Mud-Slap is super effective against Fire types, so heal or switch if repeated accuracy drops make the battle unreliable. Chikorita should not be used as the only answer; pair it with Onix, Geodude, or another neutral attacker.

Onix is the safest accessible specialist counter. Its high Defense lets it absorb the opposing physical attacks, and Rock Throw is super effective against both of Falkner's Pokémon. Pidgey or Hoothoot can also help with the Gym Trainers and Falkner through neutral damage, but they do not provide the same defensive advantage as a Rock type.

  • Have a Rock-type, a sturdy neutral attacker, or a reliable Water-type ready.
  • Carry Potions for Mud-Slap damage and accuracy-related setbacks.
  • Save before entering Falkner's battle.

Clear the Gym walkway and defeat Falkner

The original Violet Gym has no puzzle. Follow the raised S-shaped walkway and defeat the two unavoidable Bird Keepers. Bird Keeper Abe uses one level 9 Spearow. Bird Keeper Rod uses two level 7 Pidgey. These battles provide useful experience before the Leader fight.

Against Falkner, defeat Pidgey first unless your counter can remove it safely without spending important resources. When Pidgeotto appears, watch for Gust and Mud-Slap. If your active Pokémon has suffered several accuracy drops, switch to a healthy teammate rather than repeatedly risking missed attacks. Use Potions during a safe turn and preserve your Rock-type counter for Pidgeotto if it is already weakened.

Winning gives you the Zephyr Badge, TM31 Mud-Slap, and permission to use Flash outside battle. The badge also increases the Attack of your Pokémon in battle. Leave the Gym and let Professor Elm's phone call direct you to the Pokémon Center.

  • Defeat Bird Keepers Abe and Rod.
  • Defeat Falkner's Pidgey and Pidgeotto.
  • Receive the Zephyr Badge and TM31 Mud-Slap.
  • Verify that Flash can now be used outside battle.

Collect the Mystery Egg and leave through Route 32

After Falkner's call, heal at the Pokémon Center and speak to Professor Elm's aide near the counter. He gives you the Mystery Egg and asks you to carry it with your active party so it can eventually hatch. Accept the Egg before leaving town; this is the required story follow-up after the first Gym.

Restock Poké Balls and basic healing items, then exit Violet City through the southern gate onto Route 32. Dark Cave and the Ruins of Alph can be explored later or treated as optional detours at this stage. They are not required to complete Sprout Tower, defeat Falkner, or obtain the Mystery Egg.

  • Collect the Mystery Egg from Elm's aide.
  • Heal and restock before entering Route 32.
  • Leave Violet City through the southern exit toward Route 32.

Before you move on

  • Sage Li has been defeated and HM05 Flash is in your inventory.
  • The Zephyr Badge and TM31 Mud-Slap are in your possession.
  • Falkner has been defeated and the Gym walkway has been cleared.
  • Professor Elm's aide has handed you the Mystery Egg at the Violet City Pokémon Center.
  • Your party is healed, stocked with basic supplies, and ready to leave through the southern Route 32 exit.
References for this chapter

Ruins of Alph, Union Cave and Azalea Town — Bugsy and Ilex Forest

Travel south from Violet City through Route 32 and Union Cave, make only the useful early Ruins of Alph detour, then resolve Team Rocket’s Slowpoke Well operation in Azalea Town. Defeat Bugsy, handle Silver’s immediate rematch, and enter Ilex Forest to return the missing Farfetch’d and obtain HM01: Cut for the route to Route 34 and Goldenrod City.

1. Travel down Route 32 and make the optional Ruins of Alph stop

Leave Violet City through the southern exit and follow Route 32 toward Union Cave. Battle the route trainers if your team needs experience, and use the Pokémon Center near the lower part of Route 32 before entering the cave. The route provides useful early training, and the nearby fishing spot can help fill a Water-type gap if you did not choose Totodile.

The Ruins of Alph are west of Route 32. They are optional for the required story path, so do not search every chamber now. If you want to use the accessible section, enter the northern puzzle room and complete the Kabuto sliding puzzle. Dropping through the opening afterward leads to the early Unown area. You can also register Unown progress at the nearby research laboratory after catching three Unown, but neither this nor the deeper ruin chambers is needed to reach Azalea Town.

Return to Route 32 after the short detour. The deeper Ruins of Alph rooms require later field-move access, so postponing them prevents unnecessary backtracking.

  • Heal at the Route 32 Pokémon Center before entering Union Cave.
  • Treat the first Ruins of Alph puzzle and Unown area as optional.
  • Return to Route 32 instead of searching the later ruin chambers.

2. Cross Union Cave and continue through Route 33

Enter Union Cave from Route 32 and follow the accessible main route south. Fight the cave trainers if you need experience, but watch your remaining health and PP because repeated wild encounters can wear down an unprepared team. Carry Antidotes or another way to handle poison and keep a few Potions available before reaching Azalea Town.

Geodude is a useful optional capture in this section because its Defense and Ground typing help against many physical opponents and future Electric attacks. Zubat is also available and can become a valuable fast attacker after it gains friendship, although it may take time to develop. Capture either only if it fills a team weakness rather than adding another undertrained party member.

Several Union Cave areas cannot be completed on this visit. The lower sections containing later items and encounters require Surf and Strength, so do not try to force those routes now. Exit through the southern opening onto Route 33, collect the nearby Berry if desired, and continue west into Azalea Town.

  • Restore health and carry poison cures before entering Union Cave.
  • Use Geodude or Zubat only if the capture improves your team coverage.
  • Leave Surf-and-Strength sections for a later return.
  • Continue from Route 33 into Azalea Town.

3. Speak with Kurt and clear Slowpoke Well

Heal at the Azalea Town Pokémon Center, then visit Kurt’s house in the northwest part of town. He explains that Team Rocket is occupying Slowpoke Well and immediately goes to confront them. The Rocket member blocking the well leaves after this conversation, allowing you to enter.

Slowpoke Well is a short vertical route. From the entrance, move through the accessible ladders and defeat the Rocket Grunts blocking the way. One Grunt is on the upper section, another is reached by climbing onto the northeast ridge, and the remaining battles are farther along the lower accessible path. The final Rocket Grunt uses Koffing, so Ground-type damage is useful, while Fire, Water, or strong neutral attacks also work. Watch for poison from moves such as Smog and Poison Gas.

The well matters because Team Rocket’s Slowpoke operation is the immediate crisis preventing Azalea’s normal progression. Defeating the Grunts frees the Slowpoke, restores Kurt’s mobility, and removes the story block on the Gym. Afterward, Kurt returns home and gives you a Lure Ball. He can then begin making custom Poké Balls from Apricorns, which is optional.

Do not descend into the lower water-accessible sections during this first visit. The TM and King’s Rock there require both Surf and Strength and can be collected later.

  • Speak with Kurt before entering Slowpoke Well.
  • Defeat the Rocket Grunts on the accessible path.
  • Return to Kurt for the Lure Ball and Apricorn-ball service.
  • Postpone the Surf-and-Strength basement items.

4. Defeat Bugsy at the Azalea Gym

After Slowpoke Well is cleared, heal and enter the Azalea Gym. Its trainers provide worthwhile experience, so battle them unless your team is already weakened. Bugsy’s first two Pokémon are defensive Bug types, while Scyther is the real danger because Fury Cutter becomes stronger when it connects repeatedly. Its Speed and Attack also make it risky to leave unchecked.

Cyndaquil has the cleanest matchup because Fire attacks are super effective. A Pokémon with Flying-type damage is another strong answer. Totodile can win with reliable neutral attacks and healing, while Chikorita should avoid relying on Grass attacks against the Bug team and should use support moves or a secondary attacker. Geodude can withstand physical pressure from some opponents, but do not expose it to attacks that exploit its weaknesses.

Use sleep, paralysis, or other available disruption before Scyther’s Fury Cutter builds power. If a Pokémon is poisoned or badly weakened, switch and heal rather than gambling on a low-health attack. Defeat Bugsy to receive the Hive Badge and TM49, Fury Cutter. The badge also permits traded Pokémon up to level 30 to obey and enables the field use of Cut.

  • Bring Fire- or Flying-type damage if available.
  • Keep a second answer ready for Scyther.
  • Heal and restore PP before challenging Bugsy.
  • Collect the Hive Badge and TM49 after winning.

5. Handle Silver’s battle in Azalea Town

Do not head straight into Ilex Forest after leaving the Gym. When you reach the west side of Azalea Town, Silver confronts you about Team Rocket’s return and starts another battle. Heal at the Pokémon Center first, because his starter has evolved and his team now includes additional Pokémon.

Gastly is vulnerable to Ghost-, Psychic-, and Dark-type attacks, although strong attacks of other types can also defeat it because its defenses are low. Normal-type moves cannot hit it, so switch if your lead relies only on Tackle, Scratch, or another Normal attack. Zubat is vulnerable to Rock-, Electric-, Psychic-, and Ice-type moves. Silver’s evolved starter now has a same-type attack, so avoid matching your own starter against it unless you have a clear advantage.

After winning, Silver leaves toward Ilex Forest. This battle is required before the forest sequence can proceed, so if you lose, heal, restore PP, and return to the west side of town for another attempt.

  • Heal before crossing Azalea’s western side after Bugsy.
  • Prepare an answer for Gastly that does not rely only on Normal attacks.
  • Defeat Silver before entering the main Ilex Forest progression.

6. Rescue Farfetch’d and obtain Cut in Ilex Forest

Enter Ilex Forest from Azalea Town. Near the southern entrance, speak with the Charcoal Kiln apprentice, who explains that the missing Farfetch’d has run deeper into the forest. Approach the bird from the correct side to make it move toward the apprentice. If you approach from the wrong direction, it runs farther away, so circle around the paths and get behind it before interacting again.

The practical route is to approach Farfetch’d, make it flee, then move around through the clearings and approach from behind until it is driven back to the apprentice. When the bird reaches him, return to the Charcoal Kiln owner in Azalea Town. He gives you HM01, Cut, as the required reward for reopening the forest route. Teach Cut to a compatible Pokémon and use it on the small tree blocking the northern exit.

Return to the kiln after the rescue to speak with the apprentice as well. He gives you Charcoal, an optional held item that strengthens Fire-type attacks. In the forest, the man near the pond also gives TM02, Headbutt. Headbutt is optional but useful for obtaining Pokémon from small trees. The forest contains optional encounters such as Paras and time-dependent Oddish; do not delay the main route for them.

  • Guide Farfetch’d back to the apprentice by approaching from behind.
  • Speak with the Charcoal Kiln owner to receive HM01: Cut.
  • Return to the kiln for the optional Charcoal reward.
  • Use Cut on the tree blocking the northern exit.
  • Collect TM02 only if you want the optional Headbutt utility.

7. Leave through Route 34 and confirm completion

After using Cut, follow the northern forest path into the gatehouse and then Route 34. Route 34 leads north to Goldenrod City and contains the Day-Care Center. Heal before continuing if the forest battles left your team weakened, and fight or avoid the route trainers according to your experience needs.

This section is complete when Team Rocket has been removed from Slowpoke Well, Bugsy has awarded the Hive Badge, Silver’s Azalea battle has been won, Farfetch’d has been returned, and Cut has opened the northern forest exit. You do not need to finish every Ruins of Alph puzzle, collect every optional forest item, or revisit the lower Union Cave areas before proceeding to Goldenrod.

  • Slowpoke Well is cleared and Kurt’s town event is finished.
  • Bugsy has been defeated and the Hive Badge and TM49 are in your inventory.
  • Silver has been defeated on Azalea Town’s west side.
  • Farfetch’d has been returned and HM01: Cut has been received.
  • The northern Ilex Forest exit is open toward Route 34 and Goldenrod City.

Before you move on

  • Team Rocket has been removed from Slowpoke Well and the Slowpoke have been freed.
  • Kurt has returned home, awarded the Lure Ball, and resumed Apricorn-ball crafting.
  • Bugsy has been defeated, awarding the Hive Badge and TM49: Fury Cutter.
  • Silver has been defeated on the west side of Azalea Town.
  • Farfetch’d has been returned to the Charcoal apprentice.
  • HM01: Cut has been received from the Charcoal Kiln owner and used to clear the northern Ilex Forest exit.
  • Route 34 is accessible and Goldenrod City is the next main destination.
References for this chapter

Goldenrod City: Department Store, Radio Card and Whitney

Arrive in Goldenrod City from Route 34, use its shops and services, obtain the Radio Card, defeat Gym Leader Whitney for the Plain Badge, and prepare to continue north through Routes 35–37. The Team Rocket occupation of the Radio Tower is not available during this first visit; that later sequence begins after the Mahogany Town Rocket Hideout and is covered in Part 10.

Enter Goldenrod City from Route 34

Continue north from Route 34 until you enter Goldenrod City. The Pokémon Center is close to the southern approach, so heal immediately before exploring. Goldenrod is much larger than the towns you have visited so far, and several useful buildings are clustered around its central streets.

Your required goal is Whitney’s Gym, but handle the city facilities first. This gives you a reliable supply of healing items, a Fighting-type option for the Gym, and the Radio Card that will let the Pokégear receive radio broadcasts. Save before beginning the Gym challenge, especially if your team is relying on one main counter.

  • Heal at the Goldenrod Pokémon Center.
  • Save before entering the Gym.
  • Keep space in the party if you intend to make the optional Machop trade.

Restock at the Department Store

The Goldenrod Department Store is one of the best preparation points in early Johto. On the second floor, buy Super Potions, Poké Balls or Great Balls, Repels, Revives, and Full Heals as your money allows. Antidotes, Parlyz Heals, Awakenings, Burn Heals, and Ice Heals are also sold there. Full Heals are especially convenient because they remove several common status conditions at once.

The third floor sells battle items such as X Attack, X Defend, X Speed, and X Accuracy. These are optional, but an X Defend or X Attack can help if Whitney’s Miltank is overwhelming a team that lacks a strong type advantage. The sixth floor has vending machines selling Fresh Water, Soda Pop, and Lemonade. These drinks are inexpensive healing items and can be useful when you want to conserve Super Potions.

On the fifth floor, a man offers the Crystal version’s local trade: give him an Abra and he gives you Muscle, a female Machop holding a Gold Berry. Abra can be found around Routes 34 and 35. This trade is optional, but Muscle is one of the most dependable answers to Whitney because Fighting-type attacks are super effective against Normal-type Pokémon and Miltank’s Attract cannot affect a female Machop.

  • Buy Super Potions and at least a few status cures.
  • Carry Poké Balls or Great Balls for Route 35 and National Park encounters.
  • Trade an Abra for Muscle the Machop if you want a strong Whitney counter.
  • Do not spend all your money if your team still needs supplies for the northern routes.

Collect useful Goldenrod facilities and the Radio Card

Visit the Bike Shop in the southeast part of the city and speak to the owner. He loans you a Bicycle, which makes the long routes around Goldenrod much easier to cross. The Game Corner is in the southwest portion of town, behind the Pokémon Center. If you want to use its games or exchange coins for prizes, enter the nearby Goldenrod Underground and search its southern section for the Coin Case.

The Underground also contains optional trainers, a Pokémon Salon, a bargain shop, and an herbal medicine shop with limited opening times. None of these services is required for Whitney, so do not delay the Gym if your party is ready. Bill’s house is also in Goldenrod, but the important Bill events occur after meeting him in Ecruteak City, so there is no need to wait there during this visit.

Enter the Goldenrod Radio Tower in the northwest part of town. Speak to the woman at the far end of the first-floor counter to take the five-question promotional quiz. In Crystal, answer the questions Yes, Yes, No, Yes, No. Passing gives you the Radio Card for the Pokégear. The second floor is also open, where Buena can give you the Blue Card for her evening password program, but the Blue Card is optional.

The upper floors are restricted during this first visit. The Radio Tower takeover cannot be started yet, and you cannot obtain the Basement Key, Card Key, or Clear Bell now. Those events become available only after the Lake of Rage and Mahogany Town Rocket Hideout sequence, and the complete occupation is handled later in Part 10.

  • Collect the Bicycle from the Bike Shop.
  • Find the Coin Case in the Underground if you want to use the Game Corner.
  • Answer the Radio Tower quiz Yes, Yes, No, Yes, No.
  • Confirm that the Radio Card appears in the Pokégear.
  • Do not search the restricted Radio Tower floors for the later Rocket event.

Navigate Goldenrod Gym

Goldenrod Gym is in the northeast part of the city, beside the Flower Shop. Its trainers use Normal-type Pokémon. Walk around the central planter layout and battle the Gym trainers blocking the interior paths. You can reduce unnecessary damage by healing at the Pokémon Center before entering and by switching injured Pokémon out rather than allowing every team member to faint.

Fighting-type attacks are the most direct answer to this Gym. Muscle’s Low Kick or Karate Chop is useful, and a trained Heracross, Geodude, Onix, or another sturdy Pokémon can also help depending on the moves available. A Ghost-type can ignore Normal-type attacks, but it is not a complete answer because Miltank’s Rollout is Rock-type. Rock-types can reduce damage from Normal-type attacks, while moves such as Sand-Attack, Smokescreen, Flash, or paralysis can make Miltank less consistent if your team lacks strong damage.

  • Bring a Fighting-type attack if possible.
  • Keep a second Pokémon ready in case your main counter is paralyzed, flinched, or immobilized by Attract.
  • Heal before speaking to Whitney.

Defeat Whitney and claim the Plain Badge

Whitney uses Clefairy first and Miltank second. Clefairy is normally manageable, but Encore can lock your Pokémon into an unhelpful move and Metronome can produce an unexpected attack. Defeat it while preserving enough PP and HP for Miltank.

Miltank’s dangerous moves are Rollout, Stomp, Attract, and Milk Drink. Rollout becomes more threatening when it continues hitting, so avoid leaving a weak Pokémon in place while it builds momentum. Use Fighting-type damage whenever possible. If Miltank uses Attract, switch to a Pokémon of the same gender or use a different team member rather than losing several turns. Status effects, accuracy reduction, defensive Pokémon, and controlled switching can interrupt Miltank’s offense. When Miltank is low on health, keep attacking decisively so it has fewer safe opportunities to use Milk Drink.

After you win, Whitney cries and does not immediately give you the badge. Walk toward the exit and speak to Lass Bridget, the nearby Gym trainer. Then return to Whitney and speak to her again. She awards the Plain Badge and TM45, Attract. The Plain Badge also allows Strength to be used outside battle and provides its Generation II battle effect, a slight Speed increase for your Pokémon.

  • Defeat Clefairy and Miltank.
  • Break or outlast Miltank’s Rollout sequence.
  • Speak to Lass Bridget after Whitney begins crying.
  • Speak to Whitney again to receive the Plain Badge and TM45.

Prepare to leave for Routes 35–37

After earning the badge, visit the Flower Shop east of the Gym and speak to the woman inside if you have not already done so. She explains the strange tree on Route 36. The SquirtBottle is not an immediate Gym reward: first earn the Plain Badge, then speak to the owner’s sister at the Route 36 tree. Return to the Flower Shop afterward to receive the SquirtBottle, which is used to clear the path north of Route 36.

For the next section, restock Super Potions, Poké Balls, Repels, and status cures. Route 35 leads toward the National Park, and Routes 36 and 37 contain more trainers and wild Pokémon before Ecruteak City. A balanced party with a reliable physical attacker, a Water-type or other answer to Rock- and Ground-types, and a way to handle status conditions will make the northern routes smoother. Save before leaving Goldenrod if your party is healthy and your inventory is ready.

  • Receive the Plain Badge and TM45.
  • Obtain the SquirtBottle after completing the Route 36 conversation step.
  • Restock before Route 35.
  • Confirm the Radio Card is installed in the Pokégear.
  • Leave Goldenrod north through Route 35 when ready.

Before you move on

  • Whitney has been defeated.
  • Whitney has awarded the Plain Badge and TM45, Attract.
  • Strength can be used outside battle.
  • The Radio Card is installed in the Pokégear.
  • The Bicycle has been collected, if desired.
  • The SquirtBottle has been obtained after the Plain Badge and Route 36 steps, if you are completing the northern-route preparation now.
  • Your party is healed and your bag contains Poké Balls, healing items, and status cures.
  • You can leave Goldenrod City north onto Route 35 without needing the Clear Bell or any Radio Tower key.
References for this chapter

National Park, Routes 35–37 and Early Overworld Encounters

Travel north from Goldenrod through Route 35, use the National Park for optional encounters and the Bug-Catching Contest, then clear the Sudowoodo roadblock on Route 36 and continue through Route 37 to Ecruteak City. Focus on practical team additions and trainer experience instead of spending too long hunting rare encounters.

1. Clear Route 35 and use its trainers for preparation

Leave Goldenrod City through the northern gate and follow Route 35 toward the National Park. The route’s main path leads directly to the Park entrance, while a smaller western path connects toward Route 36. Battle the route trainers as you go unless your team is already weakened; their experience and prize money are more useful than repeatedly fighting low-level wild Pokémon.

Route 35 offers several worthwhile Crystal encounters. Abra is an optional catch if you can prevent it from using Teleport, while Growlithe provides Fire-type coverage during the daytime and Vulpix can appear depending on the version encounter table. Psyduck is available at night and can become a useful Water-type reserve. Ditto is not needed for the immediate story, so do not search for it simply because it can be found here.

Heal in Goldenrod before entering the National Park. Make sure your lead Pokémon has enough PP for the route trainers and leave room in the party if you want to catch something. A balanced team of four or five battle-ready Pokémon is more useful than a full party of undertrained additions.

  • Heal at the Goldenrod Pokémon Center before leaving.
  • Battle Route 35 trainers for experience and money.
  • Treat Abra, Ditto, and Yanma as optional catches rather than required preparation.
  • Keep at least one open party slot if you intend to catch a Park Pokémon.

2. Explore the National Park at the right time of day

Enter the National Park from the Route 35 gate. The Park is optional for story progress, but it has different ordinary grass encounters in the morning, daytime, and nighttime. In Crystal, the regular grass can provide Nidoran female, Nidoran male, Pidgey, Caterpie, Weedle, Ledyba, Sunkern, Venonat, Psyduck, Hoothoot, or Spinarak depending on the time period. The Park is not a general source of Pikachu; Pikachu appears there as one of the trainers’ Pokémon rather than as a standard wild encounter.

Use the time-based tables to fill a specific team gap. Morning is useful for Nidoran and Ledyba, daytime can provide Sunkern, and nighttime offers encounters such as Venonat, Psyduck, Hoothoot, and Spinarak. Most of these Pokémon are optional. Catch one only if it gives your team a needed move type, status option, or defensive switch.

Several items in the Park are worth collecting while passing through, including the Quick Claw and the outside-path items near the entrances. These rewards are optional and should not delay the route. The goal is to gain a useful team member or a little experience, not to complete every encounter table before Ecruteak.

  • Check whether the game is in morning, daytime, or nighttime before searching.
  • Use the Park to fill a team weakness rather than duplicating your starter’s role.
  • Do not spend extended periods looking for a nonexistent regular Pikachu encounter.
  • Collect convenient items, but keep the main route moving.

3. Enter the Bug-Catching Contest when it is available

The Bug-Catching Contest takes place in the National Park every Tuesday, Thursday, and Saturday. Speak to the attendant at either Park entrance to enter. You receive 20 Park Balls and may select one Pokémon from your party to accompany you; the rest of the party is held by the officials until the contest ends.

During the contest, catch Bug-type Pokémon and compare each new catch with the one currently selected for judging. Only one Pokémon can be kept as the contest entry, and replacing the current entry discards the earlier one. The judging considers factors such as the species’ rarity and strength, level, remaining HP, stats, and held item. If you find a strong entry, do not replace it casually.

The contest ends when all 20 Park Balls are used, 20 minutes pass, the participating Pokémon is knocked out, you leave the Park, or you choose to quit. The rarest available contest catches include Butterfree, Beedrill, Scyther, and Pinsir. Scyther and Pinsir are especially desirable, but winning is optional and neither is required for Ecruteak.

First place awards a Sun Stone, second place an Everstone, third place a Gold Berry, and lower placements receive a Berry. If the weekday is inconvenient, continue the story and return on the next contest day.

  • Enter only on Tuesday, Thursday, or Saturday.
  • Bring a Pokémon that can weaken targets safely.
  • Compare every new catch before replacing your current entry.
  • Leave through the exit or choose to quit when you are finished.
  • Treat Scyther, Pinsir, and the Sun Stone as optional rewards.

4. Clear Route 36 and obtain the SquirtBottle

Leave the National Park through its eastern gate and follow Route 36 until the path is blocked by the odd tree. Speak to the girl standing near the tree. She explains that water may be able to move it, then returns to Goldenrod City. Go back to Goldenrod and enter the Flower Shop northeast of the Gym. Speak to the people inside until you receive the SquirtBottle.

Return to Route 36 and use the SquirtBottle on the tree. The tree is actually a level 20 Sudowoodo, and interacting with it begins a one-time battle. Save immediately before using the SquirtBottle if you want to catch it. Weaken it carefully and use status moves if available; avoid a critical hit or a strong super-effective attack that could knock it out.

Catching or defeating Sudowoodo removes the roadblock. If you flee, the battle ends but the tree remains until you resolve the encounter. Once the path is open, speak to the man on the eastern side of Route 36 to receive TM08, Rock Smash. Rock Smash is optional for reaching Ecruteak, although it can open later item and encounter paths.

  • Speak to the girl beside the blocked tree.
  • Retrieve the SquirtBottle from the Goldenrod Flower Shop.
  • Save before starting the Sudowoodo battle if you want to catch it.
  • Clear Sudowoodo before attempting to use Route 37.
  • Collect TM08 from the man after the roadblock is removed.

5. Use Routes 36 and 37 for targeted catches and trainer experience

Route 36 has a small grass area and can provide Pidgey, Growlithe, Bellsprout, Ledyba, Hoothoot, and Spinarak, with Gastly appearing at night. Gastly is the most direct preparation for dealing with Ghost-type opponents because it can use status and Ghost-type attacks, although it is fragile. Growlithe is useful for Fire coverage, while Bellsprout can help against Water- and Rock-type targets if your starter does not already cover those matchups.

Route 37 is short and leads directly north into Ecruteak. Its daytime encounters include Growlithe and Pidgey or Pidgeotto, while nighttime adds Hoothoot, Noctowl, Spinarak, Ariados, and Stantler. Stantler is an optional Normal-type addition rather than a required Morty counter. A Normal-type is immune to Ghost-type attacks in Generation II, but ordinary Normal- and Fighting-type moves cannot damage Ghost Pokémon, so do not rely on those moves to attack Morty’s team.

Battle the Twins and Psychic on Route 37 if your party can handle them, then heal at the Ecruteak Pokémon Center. These trainers provide more efficient experience than repeatedly clearing low-level grass. If a new catch is several levels behind the rest of the party, train it against route trainers only when it can contribute safely; do not let one new Pokémon consume all of your healing items or PP.

  • Consider Gastly at night if you need status or Ghost-type coverage.
  • Consider Growlithe for Fire coverage and Bellsprout for Grass coverage.
  • Remember that Normal Pokémon resist the situation defensively but cannot hit Ghosts with Normal or Fighting moves.
  • Battle the Route 36 and Route 37 trainers once for efficient experience.
  • Heal at Ecruteak before entering the Burned Tower.

6. Prepare before entering the Burned Tower

Visit the Ecruteak Pokémon Center before entering the Burned Tower. Restore HP and PP, save your game, and carry Poké Balls, healing items, and status cures. The tower includes a rival battle and the story event involving Raikou, Entei, and Suicune, so do not enter with only one weakened Pokémon.

Bring a team that can handle mixed opponents rather than building solely for the upcoming Gym. Water- or Rock-type attacks help against Fire-types, Electric or reliable neutral attacks help against Water-types, and sleep or paralysis can make difficult encounters safer. Keep your strongest Pokémon near the level of the local trainers by fighting route trainers, not by repeating low-yield wild battles for a long time.

After the Legendary Beasts event occurs, continue with the Ecruteak storyline. Raikou and Entei begin their roaming behavior after the event, while Suicune’s Crystal storyline continues through scripted appearances. Do not waste time searching random grass for Suicune at this point.

  • Heal at the Ecruteak Pokémon Center.
  • Save before entering the Burned Tower.
  • Carry Poké Balls, healing items, and status cures.
  • Enter with several battle-ready Pokémon rather than one overtrained lead.
  • Continue the scripted Ecruteak events after the Legendary Beasts scene.

Before you move on

  • Route 35 and the National Park have been traversed, with optional encounters or contest rewards collected only if they serve the team.
  • The SquirtBottle has been obtained from the Goldenrod Flower Shop.
  • Sudowoodo has been caught or defeated and the Route 36 roadblock is gone.
  • TM08 Rock Smash has been collected if desired.
  • Route 37 has been crossed and Ecruteak City has been reached.
  • The party includes at least one dependable answer based on status, strong neutral damage, or useful Fire, Water, Grass, Rock, or Ghost coverage.
  • The team is healed, stocked with capture supplies, and ready for the rival battle and Legendary Beasts event in the Burned Tower.
References for this chapter

Ecruteak City, Burned Tower and the Legendary Beasts Awakening

Investigate the Burned Tower in Ecruteak City, defeat Silver, and awaken Raikou, Entei, and Suicune. In the original Game Boy Color Pokémon Crystal, Raikou and Entei become roaming Pokémon after this event, while Suicune follows a fixed Crystal storyline. After the tower, defeat Morty for the Fog Badge and the ability to use Surf outside battle. Then travel east from Ecruteak through Routes 38 and 39 to Olivine City, climb the Lighthouse, and speak with Jasmine so the Cianwood medicine objective can begin in Part 7.

Prepare in Ecruteak City

Heal at the Ecruteak City Pokémon Center before entering the Burned Tower. The tower is in the northwest part of town, west of the Tin Tower. Morty and Eusine are inside investigating the legendary Pokémon, and the Gym cannot be completed until the Burned Tower event is resolved.

Save before entering. Bring healing items and status cures because wild Pokémon and trainers can reduce your party’s health before the rival battle. Optional captures and items inside the tower are not required for the legendary-beast event.

Useful attacks for the upcoming rival battle include Fire, Ground, Fighting, Rock, Electric, Psychic, Ghost, and Dark. A Ground, Fire, or Fighting attack is particularly helpful against Magnemite, while Psychic, Ghost, or Dark attacks can handle Haunter. Do not begin with a party that has already lost most of its HP or important move PP.

  • Heal at the Ecruteak Pokémon Center.
  • Save before entering Burned Tower.
  • Carry healing items and status cures.
  • Keep at least one reliable answer to Magnemite and Haunter.

Reach Silver and win the rival battle

Enter the Burned Tower and follow the open route toward the fenced central area on the first floor. Speak to Eusine and Morty if you have not already done so, then approach the center of the room. Silver appears and starts the mandatory rival battle.

In Crystal, Silver uses Haunter, Magnemite, Zubat, and the evolved form of the starter he stole from Professor Elm. Haunter is vulnerable to Psychic-, Ghost-, and Dark-type attacks. Rock- and Electric-type attacks are effective against Zubat. Magnemite is weak to Fire-, Ground-, and Fighting-type attacks; Ground is especially useful because it strikes both of Magnemite’s original defensive types effectively.

Silver’s final Pokémon depends on your starter. If you chose Cyndaquil, he uses Croconaw. If you chose Totodile, he uses Bayleef. If you chose Chikorita, he uses Quilava. Use a dependable matchup rather than expecting one weakened Pokémon to defeat the entire team.

After Silver loses, the floor opens beneath you automatically. You fall into the basement; there is no separate staircase or alternate route needed to reach the legendary-beast scene.

  • Approach the fenced central area.
  • Defeat Silver.
  • Let the floor collapse carry you to the basement.
  • Heal and retry if the rival battle defeats you.

Trigger the legendary-beast awakening

After the collapse, you are placed near Raikou, Entei, and Suicune in the basement. Walk toward the three Pokémon to begin the story scene. This is not a capture battle, so Poké Balls cannot be used here.

Raikou and Entei flee. Suicune pauses briefly before leaving, and Morty and Eusine arrive afterward. Allow the complete conversation to finish; this releases the beasts and activates their later encounter rules.

Return upstairs using the ladder and leave the tower. Save after the event. The basement is not a later stationary capture location, so returning immediately will not let you catch any of the three Pokémon there.

  • Approach the three Pokémon.
  • Watch Raikou, Entei, and Suicune leave.
  • Let Morty and Eusine finish speaking.
  • Save after leaving the basement.

Understand Raikou and Entei’s roaming behavior

Raikou and Entei become roaming Pokémon after the awakening. They can appear in tall grass on changing Johto routes and normally attempt to flee as soon as battle begins. Their locations change when you move between map areas, so searching randomly across the region is inefficient.

Once their locations are available in the Pokédex, use the area display to identify the current route. A trapping move such as Mean Look can prevent escape if it is used before the beast flees, but the Pokémon using it must survive the opening turn. Sleep or paralysis improves later capture attempts. Roaming beasts retain damage and status effects between encounters, so an unsuccessful first encounter can make the next attempt easier.

You do not need to pursue either beast now. Carry Poké Balls as you continue the story, and postpone the hunt until you have a reliable escape-control plan. If you defeat a roaming beast, do not assume it will return as a normal wild encounter on that save.

  • Confirm that Raikou and Entei have been released.
  • Use the Pokédex area display after their locations become available.
  • Use Mean Look or another escape-control method only when prepared.
  • Avoid defeating a beast you intend to capture.

Follow the fixed Crystal Suicune sequence

Suicune does not become a normal random Johto roamer in the original Crystal release. Continue the story and trigger its fixed appearances in order.

The first later appearance is on the northern ledge above Cianwood City. When you approach Suicune, it flees across the water and Eusine challenges you. His team is Drowzee, Haunter, and Electrode. Bring answers to Psychic-, Ghost-, and Electric-type threats, and heal before approaching the ledge.

The next appearance is on Route 42 near the Mt. Mortar entrance. Cut the tree blocking the small wooded area, approach Suicune, and let it flee. The third appearance is on Route 36 beside the National Park gate. Approach Suicune there as well; it leaves without starting a capture battle.

After Pryce is defeated and Team Rocket is removed from Goldenrod Radio Tower, receive the Clear Bell from the real Director. Return to Ecruteak and enter Tin Tower. The Wise Trio stops you before the encounter area; defeat them, then proceed to the stationary level 40 Suicune encounter. The prior Suicune appearances and the Clear Bell are required.

Save immediately before the Tin Tower battle. Suicune does not flee like Raikou or Entei. Lower its HP carefully, use sleep or paralysis if available, and bring plenty of Poké Balls. Preserve the save before attacking so an accidental knockout does not end the capture attempt.

  • Trigger Suicune north of Cianwood City.
  • Defeat Eusine after Suicune flees.
  • Trigger Suicune on Route 42 near Mt. Mortar.
  • Trigger Suicune on Route 36 beside the National Park gate.
  • Clear Team Rocket from Goldenrod Radio Tower and receive the Clear Bell.
  • Defeat the Wise Trio at Tin Tower.
  • Save before the level 40 Suicune battle.

Defeat Morty at the Ecruteak Gym

After the basement scene, return to the Pokémon Center, heal, and enter the Ecruteak Gym. The Gym’s floor is mostly dark, but an invisible walkway leads to Morty. Trainers are positioned along the correct path, so expect several battles rather than trying to bypass the Gym entirely.

From the entrance, follow this walkway sequence: move up one space, right three, up four, left three, up two, right three, up two, left one, then continue upward to Morty. If you step onto the wrong part of the dark floor, you are returned to the entrance. Use the trainers as landmarks and heal before entering again if the route has drained your party.

Morty uses Gastly, two Haunters, and Gengar. Their levels are 21, 21, 23, and 25. Normal- and Fighting-type moves cannot hit these Ghost Pokémon, so do not rely on ordinary Tackle, Headbutt, or Fighting attacks unless another move or effect makes the target vulnerable. Psychic-, Ground-, Dark-, and Ghost-type attacks are practical choices. A Normal-type Pokémon can still be useful defensively because Morty’s Ghost attacks cannot hit it, but it needs a damaging move that can affect Ghosts.

Watch for Hypnosis, Mean Look, Curse, and Gengar’s Dream Eater. If a Pokémon is asleep, switch to a safe replacement when possible. If Curse is used by a Ghost Pokémon, switching removes the curse, provided Mean Look has not trapped you. Defeating Morty earns the Fog Badge, allows Pokémon up to level 50 to obey, and enables Surf outside battle. Morty also gives TM30 Shadow Ball. HM03 Surf itself is obtained separately by defeating the five Kimono Girls in Ecruteak’s Dance Theater, if you have not already done so.

  • Follow the hidden walkway to Morty.
  • Defeat Gastly, both Haunters, and Gengar.
  • Use Psychic, Ground, Dark, or Ghost attacks.
  • Avoid relying on Normal- or Fighting-type damage.
  • Receive the Fog Badge and TM30 Shadow Ball.
  • Obtain HM03 Surf from the Kimono Dance Theater if needed.

Travel from Ecruteak to Olivine City

Leave Ecruteak through the western exit onto Route 38, then continue south onto Route 39. The route is a direct overland connection to Olivine City. Battle trainers for experience if your party is underprepared, but you can avoid some fights if your team is already healthy and you want to conserve resources for the Lighthouse.

Route 38 contains several trainers and branching lanes. Continue west and then south until Route 39. On Route 39, pass the farm area and continue south. The sick Miltank is an optional side objective and is not required to reach Olivine or begin the Lighthouse story.

Enter Olivine City and heal at the Pokémon Center. Before challenging the Gym, approach the Gym entrance. Your rival explains that Jasmine is not there; she is caring for a sick Pokémon at the Lighthouse. Go to the Lighthouse on the southeastern side of town and climb through the building. Follow the stairs and holes that lead upward until you reach Jasmine and Ampharos near the top. Speak with Jasmine to learn that Ampharos is ill and that medicine from Cianwood City is required.

This conversation completes the transition into the next chapter. Do not expect to fight Jasmine yet. Leave the Lighthouse, prepare a Surf-capable Pokémon, and continue from Olivine toward Route 40 and Route 41 for the Cianwood objective.

  • Leave Ecruteak through Route 38.
  • Continue south through Route 39.
  • Enter Olivine City and heal.
  • Approach the Olivine Gym to learn Jasmine is at the Lighthouse.
  • Reach Jasmine and Ampharos in the Lighthouse.
  • Speak with Jasmine about the medicine.
  • Prepare Surf and supplies for the route to Cianwood.

Before you move on

  • Silver has been defeated inside the Burned Tower.
  • The floor collapse has taken you to the basement.
  • Raikou, Entei, and Suicune have awakened and left the tower.
  • Morty and Eusine have finished their post-event dialogue.
  • Raikou and Entei are available under their roaming encounter rules.
  • Suicune has been encountered at Cianwood City, Route 42, and Route 36, if progressing the full Suicune chain.
  • Morty has been defeated with the Fog Badge obtained.
  • Surf can now be used outside battle, and HM03 has been obtained from the Dance Theater if needed.
  • You have traveled through Routes 38 and 39 to Olivine City.
  • You have spoken with Jasmine in the Olivine Lighthouse about Ampharos’s medicine.
  • You are ready to begin the Cianwood and SecretPotion objectives in Part 7.
References for this chapter

Olivine, Cianwood and the First Suicune Overworld Battle

Travel from Olivine City to Cianwood City, obtain the SecretPotion for Ampharos, trigger Crystal’s fixed Suicune appearance north of Cianwood, defeat Eusine, return the medicine to Jasmine, and prepare for the Cianwood Gym. The Suicune scene here is not a capture battle. Later appearances and the eventual Tin Tower encounter are future objectives, not completion requirements for this chapter.

Prepare at Olivine Lighthouse

Before leaving Olivine City, heal your party and visit the Olivine Lighthouse if you have not already done so. Climb through the Lighthouse and speak with Jasmine at the top. She explains that Ampharos is ill and asks you to find medicine in Cianwood City. This conversation is required before the Cianwood Pharmacy will give you the SecretPotion.

You need Surf to reach Cianwood. Bring a Pokémon that knows Surf, several healing items, and at least one sleep or paralysis cure. Routes 40 and 41 contain numerous Swimmer battles, and repeated Water-type encounters can wear down a party that relies on one Pokémon. You do not need to enter the Whirl Islands for the objectives in this chapter.

Save before leaving if your party is already damaged or low on move PP. The Cianwood Suicune scene leads directly into Eusine’s trainer battle, so arriving with a healthy team makes the sequence safer.

  • Speak with Jasmine at the top of Olivine Lighthouse.
  • Have a party member that knows Surf.
  • Heal the party before crossing the sea.
  • Carry healing items and status cures.
  • Save before leaving if your team is weakened.

Surf from Olivine to Cianwood

Leave Olivine from the western shore and Surf south through Route 40. Continue west and then southwest across Route 41 until you reach Cianwood City. The entrances to the Whirl Islands are optional at this point; you can pass them without entering and still complete every required objective here.

Fight the Swimmers if you want experience, but rotate your party so that your strongest attackers retain enough PP for Eusine. Electric- and Grass-type attacks are useful against many Water-type Pokémon on these routes. If a Pokémon becomes badly injured or afflicted by a status condition, return to Olivine before continuing rather than arriving in Cianwood unprepared.

When you reach Cianwood, heal at the Pokémon Center. The Pharmacy is in the southern part of town. Speak with the pharmacist after completing Jasmine’s Lighthouse conversation, and he will give you the SecretPotion for Ampharos. If he does not hand it over, return to Olivine and confirm that you spoke with Jasmine at the top of the Lighthouse.

  • Reach Cianwood by Surfing through Routes 40 and 41.
  • Ignore the Whirl Islands unless pursuing optional exploration.
  • Heal at the Cianwood Pokémon Center.
  • Receive the SecretPotion from the Pharmacy.

Trigger the Cianwood Suicune scene

After obtaining the SecretPotion, walk to the northern end of Cianwood City. Suicune is waiting on the raised shoreline area near the northern buildings. You do not need to enter the Cianwood Gym first.

Approach Suicune and allow the scene to play out. It runs away across the water instead of starting a wild battle. This is the intended event in the original Game Boy Color version of Pokémon Crystal: Suicune cannot be weakened or captured at this location.

Eusine appears after Suicune flees and immediately challenges you. Make sure your party is ready before approaching the raised area, because the battle follows the scene without a separate opportunity to visit the Pokémon Center.

  • Walk to the raised area at the north end of Cianwood City.
  • Approach Suicune and let the event finish.
  • Do not use Poké Balls during this scene.
  • Prepare to battle Eusine immediately afterward.

Defeat Eusine

Eusine uses Drowzee at level 23, Haunter at level 23, and Electrode at level 25. Drowzee is the main immediate threat because Hypnosis can put your lead to sleep, after which Dream Eater can both damage it and restore Drowzee’s HP. Use a strong attacker that can defeat Drowzee quickly, and switch or use an Awakening if Hypnosis connects.

Haunter is Ghost and Poison in the original Generation II type system. Normal- and Fighting-type moves cannot affect it, so do not waste turns using those attacks. Psychic-, Ground-, Ghost-, and Dark-type attacks are effective. Ground moves work in this original release because Haunter does not have the later Levitate ability. If Haunter uses Curse, finish the battle promptly or switch away from the cursed Pokémon if its HP is falling too quickly.

Electrode is vulnerable to Ground-type attacks. A Ground-type Pokémon also avoids damage from Electrode’s Thunder, although SonicBoom still causes fixed damage. If you do not have a Ground move, use your strongest consistent attacker and keep its HP high. Electrode can use Screech and Rollout, so do not allow a weakened Pokémon to remain in battle while its Defense has been lowered.

Eusine’s battle is a normal trainer fight. If you lose, heal and challenge him again. After winning, return to the Pokémon Center before continuing the medicine errand or entering the Gym. Sleep cures are especially useful for Drowzee and Haunter’s Hypnosis, while a Full Heal can cover several possible status problems.

  • Defeat Drowzee before repeated Hypnosis and Dream Eater become a problem.
  • Avoid Normal- and Fighting-type moves against Haunter.
  • Use Psychic, Ground, Ghost, or Dark attacks against Haunter when available.
  • Use Ground-type attacks against Electrode if possible.
  • Carry Awakening, Full Heal, or other status cures.
  • Heal after defeating Eusine.

Return the SecretPotion and prepare for Chuck

Return to Olivine City with the SecretPotion. Surf east across Routes 41 and 40, or use Fly if you have already defeated Chuck and received HM02 from his wife. Enter the Lighthouse, climb to Jasmine’s room, and give her the medicine. Ampharos recovers, and Jasmine returns to the Olivine Gym.

The immediate route objective is now the Cianwood Gym. Before challenging Chuck, heal in Cianwood and review your party’s answers to Fighting-type Pokémon. Psychic- and Flying-type attacks are useful against Chuck’s team, while Pokémon with good physical Defense can help withstand Fighting moves. Keep a plan for Poliwrath rather than relying on a single Pokémon, since it can use Water- and Fighting-type attacks.

The next Suicune events are not part of this chapter’s completion check. After the required later Johto story progress, Suicune’s scripted trail continues at Route 42 and Route 36. The Clear Bell, Goldenrod Radio Tower, Wise Trio, Tin Tower, and the level 40 Suicune battle belong to later chapters. Do not return to Tin Tower expecting the Cianwood scene alone to unlock the capture.

  • Return to Olivine with the SecretPotion.
  • Give the medicine to Jasmine at the Lighthouse.
  • Confirm that Ampharos has recovered and Jasmine has returned to the Gym.
  • Heal and restock in Cianwood.
  • Prepare Psychic- or Flying-type damage for Chuck.
  • Treat the later Route 42, Route 36, Clear Bell, and Tin Tower events as future objectives.

Before you move on

  • You spoke with Jasmine at the top of Olivine Lighthouse.
  • You received the SecretPotion from the Cianwood Pharmacy.
  • Suicune appeared on the raised area north of Cianwood City and fled.
  • You defeated Eusine’s Drowzee, Haunter, and Electrode.
  • You returned the SecretPotion to Jasmine.
  • Ampharos recovered and Jasmine returned to the Olivine Gym.
  • Your party is healed and prepared to challenge Chuck at the Cianwood Gym.
  • You understand that Route 42, Route 36, the Clear Bell, Radio Tower, Wise Trio, and Tin Tower occur later.
References for this chapter

Cianwood Gym, Olivine Gym, Mt. Mortar and Recovering from Roaming Beasts

After SecretPotion has been delivered and Ampharos has recovered, defeat Chuck in Cianwood, obtain HM02 Fly, return to Olivine, and defeat Jasmine for the Mineral Badge. You may make a limited Mt. Mortar visit afterward, but Kiyo and the deepest rewards require Waterfall. Raikou and Entei can be hunted now or postponed while you continue toward Route 42 and Mahogany Town.

Prepare in Cianwood after the medicine delivery

This chapter begins after the SecretPotion has already been given to Ampharos at the top of Olivine Lighthouse. Jasmine has returned to the Olivine Gym, but you are currently in Cianwood City. Heal at the Pokémon Center, restore move PP, and check that one Pokémon knows Strength before entering the Gym. Strength is needed for the boulder puzzle inside Chuck’s Gym; the HM was obtained earlier in Olivine’s café.

Stock healing items and at least one sleep cure. Chuck’s Poliwrath can use Hypnosis, and a confused or sleeping lead Pokémon can quickly turn a manageable battle into a retreat. Cianwood’s optional activities, including receiving the gift Shuckle from the local PokéManiac, are not required for either Gym. Save before entering the Gym so a bad status sequence does not cost unnecessary supplies.

  • Ampharos is already healthy and Jasmine has returned to Olivine Gym.
  • Your party is healed in Cianwood.
  • A party member knows Strength.
  • You have healing items and a sleep cure.
  • You saved before entering Chuck’s Gym.

Clear the Cianwood Gym puzzle

The first section contains three trainer positions. The two trainers facing one another must be battled in quick succession, followed by the third trainer. Once these battles are complete, stand beside the boulders and use Strength to move all three out of the passage. Push carefully so none is placed against a wall in a way that blocks the route. After the boulders are cleared, defeat the final Blackbelt to reach Chuck.

The Gym trainers use Fighting-type Pokémon including Hitmonlee, Hitmonchan, Machop, Machoke, Mankey, and Primeape. Psychic- and Flying-type attacks are the most direct answers. A Ghost-type can avoid ordinary Normal- and Fighting-type attacks, but keep a second option available because a weakened Ghost may still be vulnerable to other moves or status effects.

  • The three trainers before the boulder puzzle are defeated.
  • All three boulders have been moved with Strength.
  • The final Gym trainer is defeated.
  • Chuck is accessible.

Defeat Chuck and obtain Fly

Chuck uses Primeape followed by Poliwrath. Primeape knows Leer, Rage, Karate Chop, and Fury Swipes. Try to defeat it before repeated Leer uses reduce your Defense. Psychic or Flying damage is effective, and a durable Pokémon that does not depend on physical Defense can help if your main counter has been weakened.

Poliwrath is Water and Fighting type. Its moves are Hypnosis, Mind Reader, Surf, and DynamicPunch. Mind Reader makes the following DynamicPunch reliable, and DynamicPunch can confuse your Pokémon, so switch out a sleeping or confused Pokémon when possible. Use Psychic, Flying, Electric, or Grass attacks. Do not send a Rock- or Ground-type into Poliwrath simply because it is a Fighting-type opponent; Surf is especially dangerous to both of those choices.

After the battle, Chuck gives you the Storm Badge and TM01 DynamicPunch. The badge allows Pokémon up to level 70 to obey and permits Fly outside battle. Speak to Chuck’s wife outside the Gym afterward to receive HM02 Fly. Teach it to a suitable Pokémon if you want convenient travel between Cianwood, Olivine, and Ecruteak.

  • Primeape is defeated without allowing Leer to make the battle unsafe.
  • Poliwrath is handled with a plan for Hypnosis, Mind Reader, Surf, and DynamicPunch.
  • You received the Storm Badge and TM01 DynamicPunch.
  • Chuck’s wife gave you HM02 Fly.

Return to Olivine and challenge Jasmine

Use Fly to return to Olivine City, then heal and restock before entering the Gym. There are no Gym Trainer battles or puzzle rooms in the original Game Boy Color version. Once Ampharos has recovered, walk directly to Jasmine and speak with her to begin the battle.

Jasmine uses two Magnemite at level 30, followed by a level 35 Steelix. The Magnemite are Electric and Steel type and know Thunderbolt, Supersonic, SonicBoom, and Thunder Wave. Ground attacks are effective against them, although Ground-type Pokémon should be kept away from Steelix’s later attacks if they are already weakened. Fire, Ground, Fighting, and Water options can all contribute against Jasmine’s team; choose attacks your party can use reliably rather than relying on a single fragile counter.

Steelix knows Iron Tail, Rock Throw, Sunny Day, and Screech. Fire- and Water-type attacks are useful, while Ground- and Fighting-type attacks can also deal strong damage. Sunny Day strengthens Fire attacks and weakens Water attacks, so if Steelix sets it, consider switching to a Ground or Fighting attacker instead of repeatedly using Surf. Screech lowers Defense, and Iron Tail can become dangerous after that drop. Heal or switch rather than leaving a Defense-weakened Pokémon in front of Steelix.

  • You returned to Olivine after receiving Fly.
  • You healed and restocked before the Gym battle.
  • Both Magnemite have been defeated.
  • Steelix has been defeated.
  • You received the Mineral Badge and TM23 Iron Tail.

Make a limited first visit to Mt. Mortar

After both Gym victories, you may continue east from Ecruteak along Route 42 toward Mahogany Town. Mt. Mortar has entrances along this route and is optional at this point. A short exploration can provide experience and accessible items, but do not attempt to clear every branch of the cave yet. The deepest sections require Waterfall, which is obtained later in Ice Path after the Blackthorn storyline.

The cave contains useful encounters such as Machop, Geodude, Zubat, Golbat, Rattata, Raticate, and Marill at the appropriate times. Machop supplies Fighting-type coverage for later Normal- and Ice-type battles. Geodude can help against Normal, Flying, and Electric opponents but is highly vulnerable to Water and Grass. Golbat provides Flying coverage, while Marill can develop into a useful Water-type option if you are willing to train it. None is mandatory for the next story section.

Use the western or eastern entrance for a limited visit, collect only reachable items, and leave with an Escape Rope or by retracing your steps when your team is weakened. Do not treat every blocked passage as a problem that must be solved immediately.

  • You explored only accessible Mt. Mortar areas.
  • You did not attempt to force the Waterfall sections early.
  • You collected useful reachable items without exhausting your healing supplies.
  • You left or healed before continuing toward Route 42.

Return later for Kiyo and Tyrogue

Kiyo, the Karate King, waits in Mt. Mortar’s deepest section. Postpone this encounter until you can use Surf and Waterfall outside battle. On the later visit, use Surf to reach the water routes and Waterfall to climb into the deeper area, then follow the passages to Kiyo. The route is much easier once the required field moves are available, so there is no benefit to searching for an early entrance.

Defeat Kiyo and his two Fighting-type Pokémon. If you have an empty party slot, he gives you a level 10 Tyrogue. Tyrogue is optional and is not needed for the Rocket storyline, Pryce, the Pokémon League, or access to Kanto. Leave space in the party only if you specifically want to receive it immediately.

  • Kiyo has been postponed until Surf and Waterfall are available.
  • You will leave an empty party slot if you want Tyrogue.
  • You understand that Tyrogue is an optional reward.

Track or postpone Raikou and Entei

Raikou and Entei begin roaming Johto after the Burned Tower event. Open the Pokédex, select a beast whose entry is available, and use the Area display to see its current route. The marker identifies its current route, not a permanent patch of grass. Crossing a route or map boundary can cause the beast to move, so check the Area display again whenever you change locations.

If you want to attempt a capture now, work around two nearby routes containing grass and check the Pokédex after each movement. Repel can reduce ordinary encounters when your lead Pokémon is below the roaming beast’s level, but it cannot force Raikou or Entei to appear. Carry plenty of Poké Balls, healing items, and status cures, and save before beginning a serious attempt.

A roaming beast normally flees as soon as it gets the opportunity. A fast Pokémon with Mean Look is the clearest trapping option; use it before the beast escapes, then inflict sleep or paralysis and lower HP carefully. If you lack a reliable trapper, record the sighting and continue the story. Stronger Pokémon, better supplies, and later access to more suitable moves make postponed attempts less frustrating. Do not spend the whole Cianwood or Olivine segment forcing a capture.

  • Raikou and Entei are visible in the Pokédex Area display when selected.
  • You know the route marker changes as you cross map boundaries.
  • You have a trapping and status plan before attempting capture.
  • You are prepared to postpone the hunt and continue the main route.

Before you move on

  • Chuck has been defeated and the Storm Badge is in your case.
  • TM01 DynamicPunch and HM02 Fly have been obtained.
  • Jasmine has been defeated in the Olivine Gym.
  • The Mineral Badge and TM23 Iron Tail have been obtained.
  • You have either made a limited Mt. Mortar visit or deliberately postponed it.
  • You know that Kiyo and the Tyrogue reward require a later Surf-and-Waterfall return.
  • Raikou and Entei are either being tracked with a deliberate capture plan or intentionally left for later.
  • Both the Storm Badge and Mineral Badge are secured before you proceed east through Route 42 toward Mahogany Town.
References for this chapter

Mahogany Town, Lake of Rage and the Rocket Hideout

Travel from Ecruteak City to Mahogany Town, investigate the abnormal Pokémon at the Lake of Rage, dismantle Team Rocket’s underground headquarters, defeat Pryce and obtain the Glacier Badge. Catching the Red Gyarados is optional, but the Lake of Rage investigation, Rocket Hideout, HM06 Whirlpool reward and Mahogany Gym battle are required before returning to Goldenrod for the Radio Tower crisis.

Reach Mahogany Town from Ecruteak City

Leave Ecruteak City through the eastern exit and follow Route 42 toward Mahogany Town. Surf across the water sections when the route requires it. The entrances to Mt. Mortar are optional here, so continue east after crossing the streams and enter Mahogany Town.

Heal at the Pokémon Center before continuing. Mahogany Town has no standard Poké Mart, so buy Poké Balls, healing items and status cures before leaving Ecruteak, or use Fly to restock if necessary. A man blocks the Gym entrance and directs you toward the Lake of Rage, so Pryce cannot be challenged yet.

Take Route 43 north from Mahogany Town. The main road passes through a gatehouse controlled by Team Rocket, where the guards demand 1,000 Poké Dollars. Use the grassy side route around the gate to avoid the fee. Battle the Route 43 trainers if you need experience, but preserve enough PP for the hideout and the battles that follow.

  • Use Surf on Route 42 to reach Mahogany Town.
  • Heal and stock supplies before going north.
  • Use the grassy Route 43 bypass if you want to avoid the 1,000-Poké-Dollar toll.

Investigate the Lake of Rage and handle the Red Gyarados

Continue north on Route 43 to the Lake of Rage. Surf into the middle of the lake to reach the fixed red Gyarados encounter. In the original Pokémon Crystal, this is the game’s guaranteed shiny encounter and it is at level 30. Save before starting the battle if you want the best chance of preserving the capture attempt.

Lower its HP carefully and use Sleep or paralysis to improve the odds of catching it. Electric-type attacks are effective because Gyarados is Water/Flying, but avoid using an attack strong enough to knock it out unexpectedly. Catching the Pokémon is optional for story progress. Catching or defeating it gives you the Red Scale, while defeating or fleeing forfeits that individual capture opportunity.

After the encounter, return to the shore and speak with Lance. He explains that Team Rocket’s radio signal is forcing Magikarp to evolve and asks you to help investigate its source. The Red Scale can later be exchanged with Mr. Pokémon for the Exp. Share, but that exchange is optional and is not needed to clear the hideout.

  • Save before approaching the red Gyarados.
  • Catch or defeat the level 30 Gyarados and receive the Red Scale.
  • Speak with Lance on the Lake of Rage shore afterward.

Enter the hidden Rocket Hideout

Return to Mahogany Town and enter the suspicious souvenir shop northwest of the Pokémon Center. Lance confronts the Rocket worker, reveals the hidden staircase and leads you into Team Rocket’s Hideout.

On B1F, work toward the scientist beside the computer. Defeat him and examine the computer to disable the Persian statue security system. Before the system is disabled, walking in front of the statues triggers extra Rocket battles. The striped floor also contains battle traps involving Pokémon such as Koffing, Geodude and Voltorb, so avoid unnecessary crossings when possible.

Collect optional items if you want them, then use the stairs to continue downward. Lance will later heal your party on B2F, so you can postpone using healing items until you reach that point if your team can safely manage the intervening battles.

  • Enter the souvenir shop after meeting Lance at the lake.
  • Disable the statue alarm at the B1F computer.
  • Continue through the hideout toward B2F and B3F.

Obtain both passwords and open the executive rooms

On B2F, locate Lance to receive a full party heal. He does not accompany you through every section, so treat this as a useful recovery point before continuing.

On B3F, defeat the Rocket Grunt in the northeast section and speak to that same Grunt again after the battle. The first password is SlowpokeTail. Continue through the hideout, defeat the relevant scientist and Rocket Grunt in the southwest area, then talk to the defeated Grunt again to obtain the second password, RaticateTail. Defeating the Grunts without speaking to them afterward does not complete this step.

Return to the locked executive room and use the first password. Defeat the Rocket executive inside, then speak with the Murkrow. It runs through the hideout and reveals the route toward the next locked door.

Follow Murkrow through the connected corridors and return to the second password door on B2F. Enter RaticateTail. In the following confrontation, Lance handles the accompanying Rocket Grunt while you battle the executive. Ground- or Psychic-type attacks are useful against Poison Pokémon, but keep a flexible team because the hideout also includes Electric-type opponents.

  • Question the defeated password Grunts again after their battles.
  • Use SlowpokeTail at the first executive door.
  • Defeat the first executive and follow Murkrow.
  • Use RaticateTail at the second door and defeat the executive with Lance’s assistance.

Stop the transmitter and receive HM06 Whirlpool

After the executive battle, reach the transmitter room. Team Rocket is using six Electrode to power the radio equipment. Lance splits the work between you: defeat or catch the three Electrode on your side of the room. These are separate encounters, so save beforehand if you want to attempt captures.

The Electrode may use self-destructing attacks. Do not rely on a fragile Pokémon that cannot survive a sudden explosion, and consider using paralysis or sleep if you intend to catch one. Catching them is optional; the hideout is cleared when the three Electrode on your side have been removed.

Once the broadcast stops, speak with Lance. He gives you HM06 Whirlpool. You may keep it in the Bag until you need it, but remember that Generation II HM moves normally cannot be deleted during the adventure. Whirlpool’s field use is unavailable until you earn Pryce’s Glacier Badge.

  • Catch or defeat all three Electrode on your side of the room.
  • Confirm that the transmitter has been disabled.
  • Receive HM06 Whirlpool from Lance.
  • Remember that the Glacier Badge is needed to use Whirlpool outside battle.

Defeat Pryce and obtain the Glacier Badge

Leave the hideout, heal at the Pokémon Center and enter the Mahogany Gym. The former entrance roadblock is gone because the Red Gyarados event and Rocket Hideout have been completed. Navigate the original Generation II ice-sliding puzzle by using the walls and statues as stopping points. A practical route begins near the left side of the gym: slide upward, then work across the ice, down, left, and back up and right toward Pryce. Battle the Gym trainers if you need experience, but heal before the leader if the route has worn down your team.

Pryce uses Seel at level 27, Dewgong at level 29 and Piloswine at level 31. Seel and Dewgong are Water/Ice or Water Pokémon with Icy Wind, Aurora Beam, Headbutt and Rest, while Piloswine is Ice/Ground and knows Icy Wind, Fury Attack, Mist and Blizzard. Electric or Grass attacks are useful against Seel and Dewgong, while Water, Fire, Fighting, Grass or Steel attacks can handle Piloswine. Do not assume a single type will cover the entire team safely; Piloswine’s Ground typing makes Electric attacks ineffective against it.

Watch for Rest from Seel and Dewgong. If either Pokémon falls asleep, use the opening to deal damage, but be ready for the battle to last longer than expected. After Pryce is defeated, he awards the Glacier Badge and TM16 Icy Wind. The badge raises Special Attack and Special Defense in battle and permits the use of Whirlpool in the field.

  • Navigate the original Crystal ice maze and reach Pryce.
  • Defeat Seel, Dewgong and Piloswine.
  • Receive the Glacier Badge and TM16 Icy Wind.
  • Confirm that Whirlpool can now be used outside battle.

Confirm completion and return to Goldenrod

After leaving the Gym, Professor Elm calls to report Team Rocket broadcasts coming from Goldenrod City. Heal and prepare to return there by Fly or by traveling back through Ecruteak City. The next required operation is the Goldenrod Radio Tower crisis.

The Red Gyarados encounter is optional to the story, but the Red Scale should be in your Bag after catching, defeating or fleeing from the encounter. The mandatory progression state is that the Mahogany Hideout has been cleared, the transmitter has stopped, Lance has awarded HM06 Whirlpool, Pryce has been defeated and the Glacier Badge is in your case.

You are now ready to return to Goldenrod City and begin the Radio Tower sequence. Do not treat the Clear Bell or Tin Tower events as part of this chapter; those occur after the Goldenrod Rocket operation.

  • The Lake of Rage encounter has been resolved and the Red Scale was obtained.
  • The Mahogany Rocket Hideout is cleared.
  • The transmitter is disabled and Lance gave you HM06 Whirlpool.
  • Pryce has been defeated and the Glacier Badge is recorded.
  • Elm’s call has directed you back toward Goldenrod City.

Before you move on

  • The Lake of Rage red Gyarados has been caught, defeated or fled from, and the Red Scale is in the Bag.
  • The hidden Team Rocket Hideout beneath Mahogany Town has been cleared.
  • Both passwords were obtained and used, and the executive battles were completed.
  • The three Electrode on the player’s side were caught or defeated.
  • The radio transmitter has stopped and Team Rocket has withdrawn from the hideout.
  • Lance has given the player HM06 Whirlpool.
  • Pryce has been defeated and the Glacier Badge has been obtained.
  • Professor Elm’s call has occurred, leaving the player ready to return to Goldenrod City for the Radio Tower crisis.
References for this chapter

Goldenrod Radio Tower: Infiltration, the Director and Obtaining the Clear Bell

After defeating Pryce and receiving Professor Elm’s call, return to Goldenrod City. Team Rocket has taken over the Radio Tower, and the occupation must be cleared through a linked route involving the tower, Goldenrod Underground, and the Department Store basement warehouse. You will obtain two different keys in sequence: the Basement Key from the disguised Director, then the Card Key from the rescued real Director. After using the Card Key to reach the remaining Rocket members, the real Director rewards you with Crystal’s Clear Bell.

1. Trigger the takeover and prepare

Defeat Pryce in the Mahogany Town Gym, leave the Gym, and answer Professor Elm’s telephone call. Elm reports trouble at the Goldenrod Radio Tower. Fly or walk back to Goldenrod City and heal at the Pokémon Center before entering the tower, which stands west of the Pokémon Center.

This section contains several consecutive battles, so bring a balanced party rather than relying on one Pokémon. Ground- and Psychic-type attacks are useful against the Poison-heavy Rocket teams, while strong neutral attacks cover opponents that resist those types. Carry Potions or Super Potions, Full Heals or other status cures, and a few Revives if your party is not fully trained. The Radio Tower event does not require special capture supplies, so reserve most of your bag space for healing items and later progression.

  • Pryce has been defeated.
  • Professor Elm’s call has been answered.
  • The party is healed and has enough healing items for consecutive battles.

2. Climb the tower and defeat the disguised Director

Enter the Radio Tower and climb through the accessible floors. Battle the Rocket Grunts blocking the stairs and corridors. Side rooms may contain optional items, but the required route is the upward path toward the fifth-floor office.

Speak to the apparent Director on the fifth floor. He is actually the Rocket Executive Petrel in disguise. Defeat his Poison-type team, which is built around Koffing and Weezing. Ground- and Psychic-type attacks are effective, but be cautious with weakened Pokémon because Koffing and Weezing can use powerful self-destructing attacks. Use a fresh or durable Pokémon when an opponent is low enough that a self-destruct attempt is possible.

After the battle, Petrel gives you the Basement Key. Do not use this key on the Radio Tower’s shutter. It opens a locked entrance in Goldenrod Underground.

  • Petrel, the disguised Director, has been defeated.
  • The Basement Key has been received.
  • The tower’s remaining upper section is still blocked, as expected.

3. Open Goldenrod Underground and rescue the real Director

Leave the Radio Tower and enter Goldenrod Underground. Find the locked door leading into the warehouse section and use the Basement Key. The key works here, not on the Radio Tower’s third-floor shutter.

Advance through the warehouse route and battle the Rocket members. Your rival challenges you during this section, so heal before entering if the tower battles left your party weakened. Continue until you reach the room containing three switches. The standard route solution is to press the switches from left to right in the order 3, 2, then 1. If the wrong switch has already been pressed, reset the arrangement and apply the sequence again rather than wandering through the blocked passages.

Follow the opened route through the crates and defeat the remaining Rocket members. The real Radio Director is being held in the warehouse area. Speak to him after clearing the nearby opponents. He gives you the Card Key and explains that it opens the shutter on the third floor of the Radio Tower.

  • The Basement Key opened the Underground warehouse entrance.
  • The rival battle is complete.
  • The switches were set in the order 3, 2, then 1.
  • The real Director has been found and the Card Key has been received.

4. Use the Card Key in the Radio Tower

Return to the Radio Tower with the Card Key. Go to the third floor and use the key on the shutter blocking the eastern passage. This is the correct use for the Card Key; the Basement Key and Card Key are not interchangeable.

Proceed through the newly opened route and battle the Rocket members on the upper floors. The fights become more demanding, but you can use healing items between battles or leave the tower to heal and return. Poison cures are particularly useful because several Rocket Pokémon can wear down a party over multiple fights. Optional items can be collected if you have room, but defeating the remaining Rocket personnel is the required objective.

  • The Card Key came from the real Director.
  • The third-floor shutter has been opened.
  • The eastern route through the upper tower is accessible.

5. Defeat the remaining Rockets and receive the Clear Bell

Continue upward through the opened section and defeat the Rocket members and executives guarding the remaining floors. Keep a reliable answer to Poison types, but switch rather than forcing a Ground- or Psychic-type Pokémon to stay in against a dangerous opposing move.

After Team Rocket has been conclusively defeated and the Radio Tower is safe, speak with the real Director in the tower’s upper area. In Pokémon Crystal, he gives you the Clear Bell as his reward. This does not happen immediately when you rescue him in Goldenrod Underground: rescuing him gives you the Card Key, while the Clear Bell comes after the final Radio Tower battles.

  • The remaining Rocket battles are finished.
  • Team Rocket no longer controls the Radio Tower.
  • The real Director has awarded the Clear Bell.

6. Confirm the reward and prepare for the Suicune sequence

Open the Key Items pocket and confirm that the Clear Bell is present. It is Crystal’s key item for the Tin Tower Suicune event and is awarded by the Goldenrod Radio Director, not found inside Tin Tower and not obtained from Eusine.

The Clear Bell is necessary for the Tin Tower encounter, but it is not the only progression condition. You must also have completed the earlier Crystal-specific Suicune events and the relevant Eusine storyline before the stationary Suicune encounter becomes available. If the Tin Tower guardians still prevent progress, return to the earlier Ecruteak and route events rather than repeatedly checking the tower.

Before beginning the eventual Suicune battle, save immediately before entering the encounter. Bring reliable Poké Balls, a Pokémon that can inflict sleep or paralysis, and a durable Pokémon that can lower Suicune’s HP without knocking it out. Avoid uncontrolled poison or other damage-over-time effects during the capture attempt. If Suicune is defeated, reload the save made before the battle; if you leave without catching it, the encounter should be treated as a missed capture opportunity until you restore an appropriate save.

  • The Clear Bell is visible in the Key Items pocket.
  • The Card Key and Basement Key sequence has been completed.
  • The earlier Suicune and Eusine events have been completed before attempting Tin Tower.
  • A save has been made before the Suicune encounter.

Before you move on

  • The Radio Tower has returned to normal operation.
  • The Basement Key was used in Goldenrod Underground.
  • The Card Key was obtained from the real Director and used on the Radio Tower’s third-floor shutter.
  • The final Rocket members and executives have been defeated.
  • The real Director has given you the Clear Bell.
  • You are ready to continue the previously triggered Crystal Suicune events and return to Tin Tower when the encounter conditions are complete.
References for this chapter

Tin Tower and Capturing Suicune (Crystal-specific sequence)

In the original Game Boy Color version of Pokémon Crystal, Suicune is not a roaming encounter. It becomes a stationary Level 40 battle in Tin Tower after the legendary beasts have been awakened, Suicune has appeared at the required overworld locations, Team Rocket has been removed from Goldenrod Radio Tower, and the Clear Bell has been obtained from the real Director. Raikou and Entei remain separate roaming Pokémon. This chapter is complete when the four Suicune story stages are finished, the Wise Trio has been defeated, and Suicune has been captured. The later Rainbow Wing and Ho-Oh requirements are optional post-game material covered separately in Part 16.

1. Awaken the legendary beasts in Burned Tower

Enter Burned Tower in Ecruteak City and work toward the large opening in the floor. Drop into the basement and approach the three Pokémon gathered there. Raikou and Entei flee immediately and become roaming encounters across Johto. Suicune circles the player before leaving without starting a battle.

Eusine and Morty follow you into the basement after the scene. Speak with them if they remain nearby, then continue the main story. Suicune cannot be captured during this first meeting. From this point onward, do not search ordinary grass for Suicune: in Crystal, only Raikou and Entei roam. Suicune’s later appearances are fixed story events.

Save before major story battles and keep a few status cures available. The stationary Suicune encounter can normally be lost permanently if you defeat it, so the safest plan is to save immediately before initiating the Tin Tower battle.

  • The Burned Tower basement scene has played.
  • Raikou and Entei have fled and are available as roaming encounters.
  • Suicune has left without a battle.

2. Trigger Suicune’s Cianwood City appearance and defeat Eusine

After reaching Cianwood City, heal at the Pokémon Center and restore important move PP. Go north through town, past the residences, and follow the path to the raised ledge overlooking the water. Suicune is waiting there. Approach it and it flees across the water, triggering Eusine’s battle.

Eusine uses Drowzee at Level 23, Haunter at Level 23, and Electrode at Level 25. Dark- or Ghost-type attacks are useful against Drowzee and Haunter, although Haunter can use Hypnosis and Mean Look. A Ground-type attack is the safest answer to Electrode. Do not rely on a Water-type attack against Electrode, and be ready to cure sleep if Haunter lands Hypnosis.

This battle is separate from the later Tin Tower encounter, so Suicune does not appear here as a catchable opponent. Heal again after Eusine’s battle before leaving Cianwood.

  • Suicune has appeared on the northern Cianwood ledge.
  • Suicune has fled across the water.
  • Eusine’s battle has been completed.
  • Your party is healed before continuing.

3. Trigger the Route 42 appearance

Return to Ecruteak City and leave through the eastern exit onto Route 42. Travel toward the Mt. Mortar entrances. Near the route’s wooded section, a Cut tree blocks a small clearing. Use Cut on that tree, enter the clearing, and approach Suicune. It flees again without beginning a capture battle.

If the clearing is empty, check the earlier prerequisites rather than searching the rest of the route. The Burned Tower awakening and the Cianwood appearance must already have been triggered. The Route 42 event is a fixed overworld scene, not a random encounter.

The route can contain ordinary wild Pokémon and trainers, so bring a Pokémon that knows Cut and heal before entering the clearing if your team is worn down.

  • You have reached the wooded section of Route 42 near Mt. Mortar.
  • The Cut tree has been removed.
  • Suicune has appeared and fled from the clearing.

4. Trigger the Route 36 appearance beside National Park

Travel to Route 36 and go to the National Park entrance area. The relevant location is the tree beside the National Park gate on the route, not the Sudowoodo that originally blocked the central road. In Crystal, Suicune appears beside this tree after the earlier fixed appearances.

Approach Suicune to make it flee. This is the final required overworld appearance before the Tin Tower battle. Route 36 does not become a Suicune hunting area afterward; once this scene is complete, continue the normal story and wait until the Clear Bell is available.

The Cianwood and Route 42 scenes are the other required post-awakening appearances. If Suicune does not appear at Route 36, revisit those locations and confirm that each event scene was actually triggered rather than merely passing through the route.

  • You have reached the tree beside the National Park entrance on Route 36.
  • Suicune has appeared and fled there.
  • The Cianwood, Route 42, and Route 36 appearances are complete.

5. Obtain the Clear Bell from Goldenrod Radio Tower

Defeat Pryce in Mahogany Town, then complete the Team Rocket takeover of Goldenrod Radio Tower. Follow the Underground section to obtain the key needed to reach the restricted tower areas, defeat the remaining Rocket executives, and rescue the real Director.

After Team Rocket leaves, visit the Director in his office. He gives you the Clear Bell as a reward. The Clear Bell is not obtained from Eusine or the Wise Trio. Make sure the item is actually in your Bag before traveling to Ecruteak.

Before entering Tin Tower, buy a strong supply of Poké Balls, healing items, and status cures. Ultra Balls are the practical standard. Heal at the Ecruteak Pokémon Center and save before beginning the Wise Trio sequence.

  • Pryce has been defeated.
  • Team Rocket has been removed from Goldenrod Radio Tower.
  • The real Director has given you the Clear Bell.
  • Capture supplies, healing items, and a recent save are ready.

6. Defeat the Wise Trio and enter Tin Tower

Enter the building at the foot of Tin Tower with the Clear Bell in your Bag. The caretaker recognizes the bell and permits you to approach the tower, but the Wise Trio stops you before the main entrance. Defeat all three sages in succession.

Sage Gaku uses Noctowl and Flareon, both at Level 32. Sage Masa uses Noctowl and Jolteon, both at Level 32. Sage Koji uses Noctowl and Vaporeon, both at Level 32. Rock- or Electric-type attacks are useful against Noctowl. Use Water- or Ground-type attacks against Flareon, Ground-type attacks against Jolteon, and Electric- or Grass-type attacks against Vaporeon.

The game does not provide a free party restoration between these battles. Use healing items between fights when necessary, and avoid exhausting the move PP needed for Suicune. After the third victory, follow the opened path into Tin Tower and save before approaching the central area on the first floor.

  • All three Wise Trio battles are complete.
  • The route into Tin Tower has opened.
  • You have saved before approaching the legendary beasts.

7. Capture the stationary Level 40 Suicune

On Tin Tower 1F, the three legendary beasts appear together near the central pillar. Raikou and Entei flee when they notice you. Suicune remains and begins the stationary battle at Level 40.

Suicune’s Crystal moveset is Leer, BubbleBeam, Rain Dance, and Gust. It is a pure Water-type Pokémon, so Electric- and Grass-type attacks are super effective. Begin with a controlled attack instead of your strongest move, especially if your attacker is much stronger than Level 40. The goal is to reduce Suicune’s HP without knocking it out.

Sleep is the most useful status condition for capture attempts, while paralysis is also practical. Avoid poison and burn because their end-of-turn damage can defeat Suicune while you are throwing Poké Balls. Once its HP is low, use Ultra Balls or the best available balls and continue patiently.

If Suicune faints, reset to the save made before the battle. Do not rely on the game to restore this encounter in the original Game Boy Color release. After the capture succeeds, check the Pokédex or party/PC to confirm that Suicune is recorded as owned.

  • Suicune’s HP has been reduced without knocking it out.
  • Suicune is asleep or paralyzed when practical.
  • Suicune has been captured and recorded as owned.

8. Optional later note: Raikou, Entei, Rainbow Wing, and Ho-Oh

Raikou and Entei remain separate roaming-capture objectives. Their locations change when you move between routes, so use the Pokédex area display to track them and consider trapping or sleep-based tactics when you finally engage them. Capturing Suicune does not make either roaming beast stationary.

The Rainbow Wing and Ho-Oh sequence is optional and is not required to complete Part 11. It belongs to the later post-game progression covered in Part 16. In the original Crystal mechanics, the relevant later conditions include entering the Hall of Fame and catching Raikou, Entei, and Suicune on the current save. After those conditions are met, speak with Eusine in the Celadon City Pokémon Center, return to Ecruteak, and visit the Wise Trio at Tin Tower for the Rainbow Wing and access to the upper tower route.

Do not delay or invalidate the Suicune capture because of the Ho-Oh objective. Part 11 is complete as soon as the Tin Tower Suicune encounter has been captured and recorded as owned.

  • Raikou and Entei are understood to be optional roaming objectives.
  • The Rainbow Wing and Ho-Oh sequence has been deferred to Part 16.
  • No Hall of Fame or Kanto requirement is needed to complete this chapter.

Before you move on

  • The Burned Tower legendary-beast awakening has occurred.
  • Suicune has fled from the northern Cianwood City ledge.
  • Suicune has fled from the Cut-accessible clearing on Route 42.
  • Suicune has fled from the tree beside the National Park entrance on Route 36.
  • The Clear Bell was obtained from the real Director after the Goldenrod Radio Tower crisis.
  • All three Wise Trio battles have been won.
  • The stationary Level 40 Suicune encounter on Tin Tower 1F has been completed successfully.
  • Suicune is caught and recorded as owned in the Pokédex.
  • Raikou, Entei, Hall of Fame entry, Kanto progress, Rainbow Wing, and Ho-Oh are not required for Part 11.
References for this chapter

Blackthorn City, Dragon’s Den and the Rising Gym (Clair)

After defeating Pryce, clearing the Mahogany Rocket Hideout, and finishing the Goldenrod Radio Tower crisis, travel east from Mahogany Town through Route 44 and the original Game Boy Color Ice Path. Reach Blackthorn City, solve its Strength-and-lava Gym puzzle, defeat Clair, complete the Dragon Shrine examination, receive the Rising Badge and TM24 DragonBreath, then return to New Bark Town and begin the route toward Victory Road and the Pokémon League. The Dragon Fang and ExtremeSpeed Dratini are optional rewards; neither is required to continue toward the League.

Finish the Mahogany and Goldenrod prerequisites

Do not attempt this chapter from the first Mahogany Town visit. Pryce must have been defeated, Team Rocket’s Mahogany Hideout must be cleared, and the Goldenrod Radio Tower crisis must be resolved. During the Radio Tower sequence, retrieve the Card Key through the Goldenrod Underground route, clear the upper floors, defeat the remaining executives, and receive the Clear Bell from the rescued Director. Once those events are complete, return to Mahogany Town.

Heal at the Mahogany Pokémon Center and restock before leaving. Bring a Pokémon that knows Strength for Ice Path, and keep Surf available for the later Dragon’s Den visit. Whirlpool is also required in Dragon’s Den. Carry healing items, status cures, and a few Poké Balls if you want to catch an Ice Path Pokémon such as Jynx or Swinub.

  • Defeat Pryce.
  • Clear the Mahogany Rocket Hideout.
  • Finish the Goldenrod Radio Tower crisis.
  • Receive the Clear Bell from the Director.
  • Bring Strength, Surf, and Whirlpool access.
  • Heal and restock in Mahogany Town.

Travel east across Route 44

Leave Mahogany Town through the eastern exit onto Route 44. Battle the first trainer or move around the encounter if your team needs to conserve health. Continue east along the main dirt path. The route contains several Fisher and Cooltrainer battles; fighting them is useful experience before Clair, but return to the Pokémon Center if multiple team members become weakened.

The route’s central tall grass is reached by Surfing across the pond near the middle of the area. You can collect the Burnt Berry, Max Revive, and Ultra Ball while crossing the route. These items are optional, but the Max Revive is worth taking if you have room. Follow the eastern path after the trainers and you will reach the entrance to Ice Path. There is no alternate story route to Blackthorn City from Mahogany Town.

  • Exit Mahogany Town to the east.
  • Cross Route 44 and battle useful trainers.
  • Use Surf to reach the central grass if desired.
  • Collect the Max Revive if convenient.
  • Enter Ice Path at the eastern end of Route 44.

Cross Ice Path and collect HM07 Waterfall

Ice Path has no trainers in the original Crystal route, but its sliding floors and Strength boulders can force a reset of your position. On the first ice section, from the entrance, slide right, down, right, down, and right. Walk around the ledge and descend the ladder. On the next large ice section, use the route north, west, north, east, north, east, south, west, north, west, south, east, south, east, then north and east to reach the next area.

Continue through the next sliding section to obtain HM07 Waterfall. From the northern sliding area, move right, up, left, down, and right to reach the HM07 item. Pick it up before proceeding. Waterfall is required for the later Tohjo Falls route, so do not leave Ice Path without it.

After collecting HM07, backtrack through the ice and descend to the basement. The route now becomes a Strength puzzle. Push the boulders into the holes so they fall to the lower floor. The first boulder is moved right, down, around its side, left, then into position. Move the second boulder left and upward before pushing it into its hole. In the middle-right section, push another boulder right, down, across, and left into its hole. Finish by moving the last boulder upward, left, upward, right, and into the remaining hole. If a boulder is placed incorrectly, leave the room and return to reset the puzzle.

Use the newly opened basement route to reach the lower ice floors. The boulders placed above create the stops needed to cross the next sliding section. Continue through the lower floors, taking the Max Potion, Full Heal, NeverMeltice, Iron, Protein, and PP Up if desired. TM44 Rest is also optional. Follow the final ice route south and then down to the exit. You will emerge in Blackthorn City.

  • Use Strength on the Ice Path boulders.
  • Solve the first and second sliding-floor sections.
  • Collect HM07 Waterfall.
  • Complete the basement boulder puzzle.
  • Cross the lower ice floors.
  • Exit Ice Path into Blackthorn City.

Prepare in Blackthorn City

Heal at the Pokémon Center immediately after arriving. Blackthorn’s Poké Mart sells useful late-Johto supplies, including Ultra Balls and stronger healing items. The Move Deleter is also available in town if an HM is occupying a needed move slot, although you do not need to remove Strength before solving the Gym.

The Blackthorn Gym uses the original Gold, Silver, and Crystal Strength-and-lava layout, not the moving-platform puzzle from HeartGold and SoulSilver. Keep Strength available. For Clair’s team, prepare an Ice-type attack for the three Dragonair and a second reliable attacker for Kingdra. In Generation II, Kingdra is Water/Dragon, so Ice attacks are neutral rather than super effective; Dragon-type attacks are its only super-effective option. Paralysis cures and dependable healing are important because Clair’s Pokémon can use Thunder Wave and DragonBreath.

  • Heal in Blackthorn City.
  • Restock Ultra Balls and healing items.
  • Keep Strength available.
  • Prepare an Ice attack for Dragonair.
  • Bring a backup attacker and paralysis cures.

Solve the Blackthorn Gym puzzle

Enter the Gym and defeat Cooltrainer Paul, then climb the stairs. The upper floor contains three boulder groups. In the upper-left group, push the right boulder upward twice, then push the other boulder into its hole. In the lower group, push the right boulder downward three spaces, then move the other boulder into alignment and push it into the hole. In the upper-right group, move the first boulder to the right, then push the boulder near the hole downward.

Use the cleared paths and stairs to reach the lower floor again. Defeat Cooltrainer Cody and Cooltrainer Lola on the approach to Clair. Cooltrainer Mike can be bypassed depending on your route. If you trap a boulder in an unusable position, leave the Gym and re-enter; the puzzle resets.

  • Defeat the first Gym trainer.
  • Push the upper-left boulders into place.
  • Solve the lower boulder group.
  • Solve the upper-right boulder group.
  • Defeat Cody and Lola.
  • Speak with Clair.

Defeat Clair’s Dragonair and Kingdra

Clair uses three level 37 Dragonair and a level 40 Kingdra. Use Ice attacks against the Dragonair, but watch for their different coverage: one uses Surf, one uses Thunderbolt, and one uses Ice Beam. All can use Thunder Wave or DragonBreath, so do not rely on one slow counter for the entire battle.

Kingdra uses Surf, DragonBreath, Smokescreen, and Hyper Beam. Ice attacks deal normal damage. Use a Dragon-type move if your team has one; otherwise use strong neutral attacks, paralysis, confusion, or other reliable status support while healing before Hyper Beam can finish a weakened Pokémon. If Smokescreen lowers your accuracy repeatedly, switch to a backup attacker rather than letting the battle drag on.

  • Use Ice attacks against the Dragonair.
  • Account for Surf, Thunderbolt, and Ice Beam coverage.
  • Cure paralysis when it threatens your counter.
  • Treat Ice as neutral against Kingdra.
  • Prepare for Smokescreen and Hyper Beam.
  • Defeat Clair.

Reach the Dragon Shrine

Clair will not give you the Rising Badge immediately. Leave the Gym, heal if necessary, and walk to the water behind it. Surf across the lake to enter Dragon’s Den. Inside, follow the water south. The route is blocked by a Whirlpool; use Whirlpool to remove it, then continue Surfing toward the southern land area and enter the Dragon Shrine.

The Calcium and Max Elixir are optional. The Dragon Fang is also optional in Crystal and is not required for the badge. Do not search the cave for it before completing the examination if you want to continue efficiently.

  • Leave the Gym after defeating Clair.
  • Surf across the lake behind the Gym.
  • Enter Dragon’s Den.
  • Use Whirlpool at the blocked water route.
  • Reach the Dragon Shrine.

Pass the Dragon Shrine examination

Speak with the elder inside the shrine. To qualify for the special Dratini, answer the five questions with the following displayed answers: Pal, Raising, Anybody, Love, and Both. Other responses can still allow the badge sequence to proceed, but missing any of these answers changes the later Dratini’s moveset.

After the examination, Clair enters and acknowledges your success. She then awards the Rising Badge. Leave the shrine normally so the next reward sequence can occur.

  • Question 1: Pal.
  • Question 2: Raising.
  • Question 3: Anybody.
  • Question 4: Love.
  • Question 5: Both.
  • Complete the examination.

Receive the badge, TM24, and optional Dratini

After the examination, the Rising Badge appears on your Trainer Card. In Crystal, it allows Waterfall to be used outside battle and makes traded Pokémon obey regardless of level. Clair gives you TM24 DragonBreath after you leave the shrine. Confirm that the TM is in your Bag before departing.

For the optional gift, return to the Dragon Shrine after receiving the badge and TM24. Leave an empty party slot by carrying no more than five Pokémon. Speak with the elder again. If all five answers were correct, the level 15 Dratini knows ExtremeSpeed; otherwise, it receives the ordinary version of the gift. The Dragon Fang can be collected separately from the eastern side of Dragon’s Den after using Whirlpool.

  • Receive the Rising Badge.
  • Use Waterfall outside battle.
  • Confirm TM24 DragonBreath is in the Bag.
  • Optional: return with an open party slot.
  • Optional: receive the level 15 Dratini.
  • Optional: collect the Dragon Fang.

Return to New Bark Town and begin the League route

After receiving TM24, leave Blackthorn City and return to New Bark Town. Professor Elm calls after the badge sequence; visit his laboratory and speak with him to receive the next story reward. This visit is required before continuing the final Johto route.

From New Bark Town, Surf east onto Route 27. Enter Tohjo Falls and use Waterfall to climb the interior cascade. Continue through Routes 27 and 26, then pass the Pokémon League Reception Gate into Victory Road. The Rising Badge, HM07 Waterfall, and the visit to Professor Elm are the practical completion points for this chapter.

  • Leave Blackthorn City after receiving TM24.
  • Return to New Bark Town.
  • Speak with Professor Elm after his call.
  • Surf east onto Route 27.
  • Use Waterfall in Tohjo Falls.
  • Reach the route toward Victory Road and Indigo Plateau.

Before you move on

  • Pryce has been defeated.
  • The Mahogany Rocket Hideout is cleared.
  • The Goldenrod Radio Tower crisis is complete.
  • The Clear Bell has been received from the Director.
  • Route 44 has been crossed from Mahogany Town.
  • Ice Path has been traversed.
  • HM07 Waterfall is in the Bag.
  • Blackthorn City has been reached through Ice Path.
  • Clair has been defeated.
  • The Dragon Shrine elder has completed the examination.
  • The Rising Badge appears on the Trainer Card.
  • Waterfall can be used outside battle.
  • Clair has given TM24 DragonBreath.
  • Professor Elm has been visited after the badge sequence.
  • The player can Surf east from New Bark Town onto Route 27.
  • The player can continue through Tohjo Falls toward Victory Road and Indigo Plateau.
  • Optional completion: all five quiz answers were correct and the elder has given the level 15 Dratini with ExtremeSpeed.
  • Optional completion: the Dragon Fang has been collected, if desired.
References for this chapter

Victory Road and Indigo Plateau — Final Gauntlet to the Elite Four

After earning the Rising Badge and obtaining Waterfall, return to New Bark Town and begin the final approach through Route 27, Tohjo Falls, Route 26, the Pokémon League Reception Gate, Victory Road, and Route 23. Victory Road is a compact cave with ledges, ladders, wild encounters, useful items, and Silver’s final required battle before the League. End this chapter at Indigo Plateau with the party healed, supplied, and reviewed for the consecutive battles covered in Part 14.

Return to New Bark Town and enter Route 27

Use Fly to return to New Bark Town, then walk to the eastern shore. Surf east across the water to enter Route 27. This is the intended final route to the Pokémon League; the path does not begin from Blackthorn City.

Continue east through Route 27’s water and land sections until you reach Tohjo Falls. Trainers along the route can wear down a party that has just finished the Dragon’s Den, so heal before leaving New Bark Town if necessary. Keep one Pokémon that knows Surf and another that knows Waterfall in the active party. Both field moves are needed to complete the crossing.

Save before committing to the League approach. The route is not difficult to reverse, but an unexpected critical hit or status condition can force a long return trip if you have no spare healing items.

  • Return to New Bark Town.
  • Carry Surf and Waterfall.
  • Heal before starting Route 27 if the party is damaged.
  • Save before crossing toward Tohjo Falls.

Cross Tohjo Falls and use Route 26’s recovery house

Enter Tohjo Falls and Surf west from the entrance area to reach the dead-end path containing the optional Moon Stone. Return to the entrance side, then use Waterfall to climb the large falls. Follow the upper passage and descend the next waterfall to reach the exit. The Moon Stone is optional and can be skipped.

Outside the cave, continue through Route 27 until the route joins Route 26. Route 26 has several trainers and branching paths, but the main objective is simply to follow the road north. The house on the eastern side contains a woman who fully restores your party. Use this free recovery point before tackling the final trainers, and return to it whenever the team becomes too weak to continue safely.

Optional Route 26 items include the daily Ice Berry and a Max Elixir. Neither is needed to reach the League. When you reach the northern building, enter the Pokémon League Reception Gate.

  • Use Waterfall to cross Tohjo Falls.
  • Use the Route 26 rest house whenever the party needs a full recovery.
  • Skip optional items if they would cost too many resources or encounters.
  • Follow Route 26 north to the Reception Gate.

Pass the Pokémon League Reception Gate

At the Reception Gate, the first guard checks your Trainer Card for all eight Johto Badges. The Rising Badge from Clair completes the required set. After the guard confirms your badges, walk through the northern doors into Victory Road.

If passage is refused, check the Trainer Card and confirm that all eight Johto Gym Badges are recorded. The Clear Bell, Suicune storyline, Ho-Oh events, and any Kanto progress are irrelevant to this check. You do not need a separate League pass or legendary Pokémon.

  • Confirm all eight Johto Badges are registered.
  • Pass the badge check.
  • Enter Victory Road through the northern doors.
  • Do not search for an additional access item.

Traverse Victory Road and collect useful items

Original Pokémon Crystal’s Victory Road is much shorter than the earlier Kanto version. It contains wild Pokémon, ridges, ledges, ladders, and item branches, but no ordinary trainer gauntlet. Use Repels if your team is already prepared; otherwise, the cave’s encounters can provide some final experience.

On the first floor, walk onto the rocky ridge and follow it northeast. The northeastern branches contain a Full Heal and a Max Revive. Return toward the center, head west, and climb the northwest ladder.

On the second floor, move east across the ridge and take the HP Up from the southern ledge if you want it. Continue east, turn north, and climb the ladder. On the third floor, follow the ridge southwest, jump the southern ledge, and descend the southeastern ladder.

On the lower second-floor section, collect the Full Restore, jump the ledge, and climb the western ladder back to the third floor. Circle counter-clockwise around the ridge and move to the western wall. Drop through the hole to reach the lower section containing TM26 Earthquake. After collecting it, jump east and climb back up.

The cave also contains a second Full Heal and a hidden Max Potion. These are optional. Ledges are one-way drops, so do not jump until you are certain that the drop does not send you back through a lengthy section. After returning to the upper third-floor path, move north toward the exit.

  • Use Repels if further experience is unnecessary.
  • Treat every ledge as a one-way route decision.
  • Collect TM26 Earthquake if it benefits a Ground-type or another compatible team member.
  • Take the Full Restore before dropping to the Earthquake area if you want the efficient item route.
  • Do not exhaust the team searching for optional items.

Defeat Silver before the Victory Road exit

Silver blocks the route near the northern exit and begins the final required Rival battle before the Pokémon League. Save before approaching him and heal the lead Pokémon first; there is no healing pause between the conversation and the battle.

In original Crystal, Silver’s team appears in this order: Sneasel at level 34, Golbat at level 36, Magneton at level 35, Haunter at level 35, Kadabra at level 35, and the fully evolved starter with a type advantage over the starter you chose at level 38. If you chose Chikorita, Silver uses Typhlosion. If you chose Cyndaquil, he uses Feraligatr. If you chose Totodile, he uses Meganium.

Use a Fighting move against Sneasel, which is Dark and Ice. Golbat appears second, so prepare an answer immediately after Sneasel: Electric, Ice, Rock, or Psychic attacks are effective, while a Steel-type can withstand much of Golbat’s damage. Watch for Confuse Ray and avoid letting confusion waste several turns.

Use a Ground-type Pokémon or Ground attack against Magneton. Ground Pokémon are immune to its Electric attacks and can exploit its Steel typing, but switch away if your chosen counter is vulnerable to SonicBoom or has already been weakened. Fire and Fighting attacks can also contribute if a Ground option is unavailable.

Haunter is Ghost and Poison. Dark attacks are reliable, and Normal-type Pokémon are immune to its Shadow Ball in this generation. Psychic or Ground attacks can also work, but do not give Haunter time to combine Mean Look, Curse, or Confuse Ray with repeated switching. Kadabra has low physical Defense, so a strong physical attack or a Bug, Ghost, or Dark move can remove it quickly. Avoid relying on a weakened Fighting- or Poison-type against Kadabra’s Psychic attacks.

Keep a dedicated answer for Silver’s final starter rather than assuming your own starter will win. Use the appropriate super-effective move: Electric or Grass against Feraligatr, Fire, Flying, Bug, or Ice against Meganium, and Water, Ground, or Rock against Typhlosion. Silver’s battle order is fixed, so preserve the correct counters for the Pokémon still waiting in the lineup.

If the battle goes badly, reset from the save, change the lead, and place the most reliable counters in positions where they can enter without taking unnecessary damage. After Silver is defeated, the northern exit becomes available.

  • Save immediately before Silver.
  • Prepare for Sneasel first and Golbat second.
  • Carry Fighting coverage for Sneasel.
  • Carry Electric, Ice, Rock, or Psychic coverage for Golbat.
  • Use Ground coverage against Magneton when possible.
  • Keep Dark, Ghost, Bug, Psychic, or Ground options for Haunter and Kadabra.
  • Reserve a reliable counter for Silver’s level 38 starter.
  • Confirm Silver is defeated before leaving Victory Road.

Cross Route 23 and stage the party at Indigo Plateau

Leave Victory Road through the northern exit and follow Route 23 north. Route 23 is a short connection to the Indigo Plateau building, so there is no need for a detour after Silver’s defeat. Enter the building at the end of the route.

Use the Pokémon Center immediately. Restore HP, status conditions, and move PP before shopping. This is the final Pokémon Center and Poké Mart before the Elite Four sequence, making Indigo Plateau the correct staging area for Part 14.

Buy Full Restores for combined HP and status recovery, along with Full Heals if you want to preserve the more expensive items. Carry Revives or Max Revives for emergencies. Hyper Potions and Max Potions are useful when no status cure is needed. If you have Ether or Elixir items, reserve them for moves that are central to your League plan instead of spending them casually during the approach.

Review all six party positions, not just the lead. The League contains Psychic-, Poison-, Fighting-, Dark-, and Dragon-focused opponents. Useful coverage includes answers to Flying Pokémon, Poison Pokémon, Fighting Pokémon, and Lance’s Dragonite. Ice attacks are particularly valuable for Lance, while Electric, Ground, Fire, Psychic, Fighting, and Water attacks can each matter elsewhere. Check move PP, held items if used, status cures, and the order in which you expect to send out each team member.

Do not begin the Elite Four in this chapter. The League battles, Champion battle, Hall of Fame entry, and the transition into Kanto are covered in Part 14.

  • Reach Indigo Plateau through Route 23.
  • Heal the whole party at the Pokémon Center.
  • Restore every important move’s PP.
  • Buy Full Restores, status cures, and Revives.
  • Reserve Ether or Elixir items for essential moves.
  • Review coverage against all four Elite Four members and Lance.
  • Stop here before starting the Elite Four.

Before you move on

  • The party has returned to New Bark Town and crossed Route 27 and Tohjo Falls using Surf and Waterfall.
  • The Route 26 rest house has been used if necessary, and the party has passed the Reception Gate with all eight Johto Badges registered.
  • Victory Road has been crossed and Silver’s final pre-League battle has been won.
  • The party has exited through Route 23 and reached Indigo Plateau.
  • The party is fully healed at the Indigo Plateau Pokémon Center.
  • The bag contains practical HP recovery, status cures, and emergency Revives, with PP-restoring items available if possible.
  • The team has been reviewed for the Elite Four and Lance, but the League battles and Hall of Fame sequence have not yet begun.
References for this chapter

Elite Four and Becoming Johto Champion

Heal and restock at Indigo Plateau, then defeat Will, Koga, Bruno, Karen and Champion Lance in one continuous challenge. After the Hall of Fame sequence, return to Professor Elm in New Bark Town to receive the S.S. Ticket and unlock travel from Olivine City to Vermilion City in Kanto.

Prepare at Indigo Plateau

After leaving Victory Road, enter the Indigo Plateau Pokémon Center and heal your entire party. The adjacent Poké Mart is your last convenient place to buy supplies before the League, so purchase a substantial supply of Full Restores, Full Heals and Revives. Bring additional healing items if your team is close to the Elite Four’s expected level range or if several Pokémon still have important moves with low PP.

The five battles are fought consecutively. You cannot return to the Pokémon Center between opponents, but you can use items, change held items and rearrange your party from the menu between battles. Put your most reliable lead Pokémon first, but keep the party order flexible because each opponent uses a different type focus.

A balanced team is more useful than a group built around one attacking type. Prepare at least one strong Water, Electric or Rock attack for Flying targets, a dependable Psychic or Flying answer for Bruno’s Fighting-types, a Fire or Ground option for Koga’s Pokémon, and an Ice-type attack for Lance’s Dragonite. In Generation II, move categories are determined by type, so select attacks with the game’s original mechanics in mind rather than copying strategies from later Pokémon games.

Save in the Indigo Plateau Pokémon Center after healing and stocking the bag. If the challenge goes badly, leave through the League attendant, use Fly once you are outside, train or replace weak moves, and return with your supplies restored. There is no need to attempt the full sequence repeatedly with a party that is already running out of PP or healing items.

  • Heal all six party positions, including Pokémon you may use only as reserves.
  • Restore PP on the attacks needed for Psychic, Fire, Ground, Water, Electric, Rock and Ice coverage.
  • Buy Full Restores, Full Heals and Revives before entering the League.
  • Save at Indigo Plateau before starting the first battle.

Defeat Will, the Psychic specialist

Will uses two Xatu along with Jynx, Exeggutor and Slowbro. Electric attacks are useful against the Xatu and Slowbro, while Fire attacks are effective against Jynx and Exeggutor. Dark-, Ghost- and Bug-type attacks can also help against Psychic Pokémon, but use the attacks available to your actual team rather than forcing a matchup that leaves you exposed to Psychic damage.

Slowbro can use Amnesia, which raises its Special stat in this generation. Attack it before it gets several opportunities to set up, or switch to a Pokémon that can damage it reliably with physical attacks. Do not let a weakened attacker remain in battle simply because Slowbro is already below half health; the increased defenses can turn a nearly won exchange into a long stall.

Both Xatu can use Future Sight. Future Sight does not strike immediately, so note when it has been used and avoid leaving a fragile Pokémon in front of a new opponent if the delayed attack is about to land. Heal and cure sleep, confusion or other status conditions before beginning Koga’s battle.

  • Use Electric coverage on Xatu or Slowbro when safe.
  • Use Fire or another suitable super-effective attack against Jynx and Exeggutor.
  • Pressure Slowbro before repeated Amnesia uses make it difficult to defeat.
  • Remove status conditions before moving to Koga.

Break through Koga’s Poison team

Koga’s team consists of Ariados, Venomoth, Forretress, Muk and Crobat. Psychic attacks are effective against Ariados, Venomoth and Muk, while Fire attacks are especially valuable against the Bug-types and are the safest way to pressure Forretress. Ground attacks can handle several Poison targets, but they do not hit Crobat because of its Flying type.

Forretress is the main emergency target. It can use Spikes, Protect and Explosion. If Forretress has already taken damage and you can finish it safely, do so; otherwise do not leave a badly weakened Pokémon in front of it merely to gain one more attack. Explosion can remove your active Pokémon even when Forretress is near defeat.

Muk can use Minimize and Acid Armor, making a prolonged fight increasingly unreliable. Use a strong accurate move and do not allow poison or repeated misses to drain the party. Crobat is fast and may use Double Team or Toxic, so Electric, Psychic or Rock coverage is preferable to a slow Pokémon that gives it several turns to disrupt the fight.

  • Use Fire against Forretress when possible.
  • Treat Explosion as a serious risk until Forretress has fainted.
  • Use Psychic or Ground attacks against appropriate Poison targets, but not against Crobat.
  • Cure poison before starting Bruno’s battle.

Handle Bruno with Psychic and Flying attacks

Bruno leads with Hitmontop and also uses Hitmonlee, Hitmonchan, Onix and Machamp. Psychic and Flying attacks are the most direct answers to the Fighting-types. Hitmontop can use Pursuit, which is especially dangerous when a weakened Psychic-type switches out, so consider attacking once before switching if your current Pokémon can survive.

Hitmonlee may use Swagger and Hitmonchan carries the elemental punches, so do not assume every Fighting-type is answered safely by the same Flying Pokémon. Keep a backup attacker available in case your first counter is confused, paralyzed or weakened. Hitmonlee’s Hi Jump Kick can also punish a miss, while Hitmonchan’s Ice Punch is dangerous for Grass- or Flying-types.

Switch to Water or Grass coverage for Onix. Machamp is Bruno’s strongest Pokémon and can threaten Flying-types with Rock Slide. Use your strongest reliable attack, keep enough HP to survive a critical hit, and avoid wasting turns on unnecessary setup when Machamp is already dealing heavy damage.

  • Use Psychic or Flying attacks against Bruno’s Fighting-types.
  • Avoid careless switches into Hitmontop because of Pursuit.
  • Use Water or Grass against Onix.
  • Keep a reserve answer for Machamp’s Rock Slide.

Outlast Karen’s Dark team

Karen uses Umbreon, Vileplume, Gengar, Murkrow and Houndoom. Umbreon is vulnerable to Fighting- and Bug-type attacks, but it can combine Sand-Attack, Confuse Ray and Mean Look to make the fight unreliable. Attack with a strong accurate move and avoid giving it repeated setup turns.

Vileplume can use Stun Spore and Moonlight. Fire, Ice and other suitable super-effective attacks are useful, but cure paralysis promptly if you need the same Pokémon for Houndoom or Lance. Gengar is Poison/Ghost rather than a pure Dark-type target; use an appropriate damaging move, but watch for Destiny Bond.

If Gengar has used Destiny Bond, do not defeat it with a damaging attack on the following turn unless you accept losing the attacking Pokémon. Wait out the effect with a non-damaging action, healing or a safe switch when possible. Murkrow is weak to Electric, Ice and Rock attacks. Houndoom is vulnerable to Water, Ground and Rock, but its Flamethrower and Crunch can punish a frail counter.

  • Bring a Fighting or Bug answer for Umbreon.
  • Use Fire, Ice or another suitable attack against Vileplume.
  • Stall after Gengar uses Destiny Bond instead of immediately attacking.
  • Reserve Water, Ground or Rock coverage for Houndoom.

Defeat Champion Lance

Lance’s team is Gyarados, three Dragonite, Aerodactyl and Charizard. His opening Gyarados can use Rain Dance, which strengthens its Surf and makes Dragonite’s Thunder reliable. Electric attacks are the best answer to Gyarados, but do not leave a Pokémon vulnerable to Surf simply because it resists another part of the team.

Ice attacks are the most valuable general tool against Lance’s Dragonite. Keep the Pokémon carrying Ice coverage healthy, but do not expose it blindly to Fire Blast or Thunder. A Water-type can handle Charizard and Aerodactyl, while Electric attacks are useful against the Flying targets that are not protected by a Ground immunity. Rock attacks are also effective against Charizard and Aerodactyl, though they may be risky if Lance’s Pokémon can answer with a powerful move.

Heal before walking into Lance’s room. Once you proceed, the battle begins without another healing screen. If Lance uses Hyper Beam, the recharge turn can provide an opportunity to heal or attack, but do not assume every Hyper Beam use will leave you safe if your Pokémon is already near fainting.

After Lance’s final Pokémon falls, the game takes you into the Hall of Fame. Your party is recorded, the ending sequence and credits play, and the save resumes in New Bark Town. This is the completion point for the Johto League campaign.

  • Use Electric attacks against Gyarados when possible.
  • Keep a reliable Ice attack available for the three Dragonite.
  • Use Water, Electric or Rock coverage against Charizard and Aerodactyl as appropriate.
  • Heal before entering Lance’s room.
  • Confirm that the Hall of Fame sequence has completed before turning off the game.

Receive the ticket and unlock Kanto travel

After the credits, continue the save and wait for Professor Elm’s call. Return to Professor Elm’s laboratory in New Bark Town and speak with him. He gives you the S.S. Ticket, the boarding pass required for the S.S. Aqua. This gift is the post-Hall-of-Fame trigger for regional travel; Professor Oak in Pallet Town does not give you this ticket in the original Crystal release.

Fly or travel to Olivine City and enter the harbor building on the southern side of town. Speak to the Sailor there while the S.S. Ticket is in your Bag. Board the S.S. Aqua to sail to Vermilion City in Kanto.

The ship contains optional trainers and a short missing-granddaughter event. You may complete those encounters for experience and rewards, but they are not required to prove that Kanto has been unlocked. Once the ship reaches Vermilion City, you can leave the harbor and begin the Kanto post-game. The Johto League is complete even if you postpone the ship’s optional events.

  • Return to Professor Elm’s laboratory after the Hall of Fame.
  • Receive and verify the S.S. Ticket in the Bag.
  • Reach Olivine Harbor and board the S.S. Aqua.
  • Arrive at Vermilion City in Kanto.

Before you move on

  • Will, Koga, Bruno, Karen and Lance have all been defeated.
  • The game has recorded the party in the Hall of Fame and shown the ending sequence.
  • Professor Elm has given the S.S. Ticket in New Bark Town.
  • The S.S. Aqua can be boarded at Olivine Harbor.
  • The ferry has carried the player to Vermilion City, confirming that Kanto travel is unlocked.
References for this chapter

Post-Game: Reaching Kanto and Early Kanto Navigation

After defeating the Elite Four and Lance, return to New Bark Town and speak with Professor Elm to receive the S.S. Ticket. Board the S.S. Aqua at Olivine Harbor, complete the missing-granddaughter event, and arrive in Vermilion City. From there, begin Kanto exploration, challenge the accessible Gyms, and investigate the Kanto Power Plant problem that affects later routes and events.

1. Finish the Johto League and return to New Bark Town

Kanto access begins only after you defeat all four Elite Four members and Champion Lance, then enter the Hall of Fame. After the ending sequence, control returns to your house in New Bark Town. If you load the completed save and find yourself there, the post-game travel event is active.

Leave the house and wait for Professor Elm’s call, or enter his laboratory if the call has already occurred. Speak to Elm to receive the S.S. Ticket. This Key Item is the boarding pass for the S.S. Aqua, which connects Olivine City and Vermilion City.

  • Defeat the Elite Four and Lance.
  • Enter the Hall of Fame and resume play in New Bark Town.
  • Receive the S.S. Ticket from Professor Elm.

2. Prepare for the first Kanto trip

Heal your party before leaving New Bark Town and restock basic healing items, status cures, and Poké Balls. You do not need Surf merely to board the ship, but Surf is valuable immediately afterward because Kanto contains water-separated routes and optional items. Bring a Pokémon that knows Cut or Surf if you intend to enter Vermilion Gym: in this original Generation II layout, one of those field moves is needed to pass the obstacle outside the Gym.

Fly to Olivine City if Fly is available. Otherwise, travel through Johto to Olivine. Enter the harbor building on the south side of town and speak to the Sailor at the boarding point while the S.S. Ticket is in your Key Items pocket.

  • Heal and restock before sailing.
  • Bring Cut or Surf for Vermilion Gym access.
  • Reach Olivine Harbor and show the ticket to the Sailor.

3. Complete the S.S. Aqua event

Soon after boarding, a Gentleman tells you that his granddaughter is missing. Your cabin is at the far end of the upper-deck hallway; it contains a PC and a bed that restores your party, making it a useful recovery point during the search.

Go downstairs to the lower deck. A Sailor blocks the passage and asks you to find another Sailor who has left his post. Return upstairs and enter the cabin next to your own. Battle Sailor Stanly, then return downstairs and speak to the first Sailor again. He will move aside.

Continue through the lower deck. Battle or pass the available trainers, then take the stairs back to the upper deck and enter the captain’s cabin. The girl is there with the Captain. Speak to her, and she will return to her grandfather’s cabin. Speak to the Gentleman afterward to receive the optional Metal Coat. The Captain then announces the arrival at Vermilion City.

  • Find the Sailor who left his post and defeat him.
  • Reach the captain’s cabin and speak to the missing girl.
  • Return the girl to her grandfather and receive the Metal Coat if desired.
  • Arrive in Vermilion City.

4. Establish Vermilion City as your first Kanto base

Heal at the Vermilion Pokémon Center as soon as you disembark. The harbor is your regular Johto connection: after the first voyage, the S.S. Aqua runs between Olivine and Vermilion on its scheduled sailing days, so you can return to Johto rather than becoming stranded in Kanto.

Vermilion has Route 6 to the north and Route 11 to the east. The eastern exit and the eastern entrance to Diglett’s Cave are blocked by a sleeping Snorlax, so do not plan on using that route yet. Visit the Poké Mart to replace supplies, and optionally visit the Pokémon Fan Club for its Rare Candy reward.

  • Heal in Vermilion’s Pokémon Center.
  • Identify the harbor, Route 6, and Route 11.
  • Restock before beginning Kanto exploration.

5. Challenge Vermilion Gym or continue north to Saffron

Lt. Surge’s Vermilion Gym is the most convenient first target because you arrive directly beside it. However, Saffron City is also reachable through Route 6, and its Gym is available as part of the early Kanto route. Kanto Gym Leaders do not need to be defeated in one strict sequence, although some routes and side events are easier after the Power Plant problem is resolved.

In Pokémon Crystal, the trash-can switches in Vermilion Gym are inactive. Walk through the Gym and battle the trainers without searching for hidden switches. Lt. Surge uses Electric-type Pokémon, so Ground-type attacks are the safest answer and Ground-type Pokémon are immune to Electric attacks. Grass-type Pokémon are a workable alternative because they resist Electric moves. Watch for Magneton’s Zap Cannon and the two Electrode’s Explosion; do not leave a weakened Pokémon in front of an Electrode unless you can finish it safely.

Defeat Lt. Surge to receive the Thunder Badge. If you do not yet have Cut or Surf available for the entrance obstacle, obtain the required field-move access before attempting to enter.

  • Enter Vermilion Gym using Cut or Surf.
  • Ignore the inactive trash-can switches.
  • Use Ground-type attacks or another reliable Electric counter.
  • Defeat Lt. Surge and receive the Thunder Badge.

6. Move through Saffron toward the Power Plant

From Vermilion, take Route 6 north to Saffron City. Explore Saffron as needed, then continue west through Route 8 to Lavender Town. The Underground Path between Route 6 and Route 5 is closed while the Kanto Power Plant problem remains unresolved, so do not waste time trying to force that route open.

From Lavender Town, travel north through Route 10 and enter Rock Tunnel. Flash is useful but not mandatory if you know the cave layout. Continue through the tunnel to Route 9, then follow the route east toward the Kanto Power Plant.

Inside the Power Plant, speak with the Manager to learn that the generator is missing its Machine Part. This sets up the next objective: travel to Cerulean City, investigate the Gym, recover the stolen part, and return it to the Manager. Restoring the generator reopens important Kanto services and triggers later side events, including the Copycat and Magnet Train sequence.

  • Travel from Vermilion through Route 6 and Saffron.
  • Reach Lavender Town through Route 8.
  • Cross Rock Tunnel to Route 9 and inspect the Power Plant.
  • Learn that the Machine Part is missing.

7. Completion check for this chapter

This chapter is complete when you have entered Kanto by S.S. Aqua, finished the ship’s missing-granddaughter event, and established Vermilion City as a usable base. For the chapter’s optional Gym objective, defeat Lt. Surge and claim the Thunder Badge. If you choose to postpone the battle, at minimum reach the Gym with Cut or Surf access and a prepared answer to Electric-type Pokémon.

The next progression target is the Kanto Power Plant problem. Follow the route through Saffron, Lavender, Rock Tunnel, and Route 9 rather than attempting to pass the closed Underground Path or the sleeping Snorlax.

  • Kanto access is active through the S.S. Aqua.
  • The missing-granddaughter event is finished.
  • Vermilion City’s Pokémon Center and harbor are available.
  • Lt. Surge has been defeated, or Vermilion Gym is ready for the battle.
  • The Kanto Power Plant and missing Machine Part are your next major objectives.

Before you move on

  • Professor Elm has given you the S.S. Ticket after the Hall-of-Fame sequence.
  • You have boarded the S.S. Aqua at Olivine Harbor.
  • You have found the missing girl in the captain’s cabin and returned her to her grandfather.
  • You have arrived in Vermilion City and can use its Pokémon Center and harbor.
  • You have defeated Lt. Surge for the Thunder Badge, or have reached Vermilion Gym with Cut or Surf access and a Ground-type strategy.
  • You know the route through Route 6, Saffron, Lavender, Rock Tunnel, and Route 9 toward the Kanto Power Plant.
References for this chapter

Optional Completion: National Pokédex, Rainbow Wing and Ho-Oh

After entering the Hall of Fame, complete the optional Ho-Oh sequence by catching Raikou, Entei, and Suicune on the current Pokémon Crystal save, then travel to Celadon City and speak with Eusine in the Pokémon Center. That conversation activates the final Rainbow Wing sequence. Return to Ecruteak’s Tin Tower, speak with the Wise Trio to receive the Rainbow Wing, climb the newly opened upper floors, and capture the level 60 Ho-Oh at the rooftop. Generation II has no later National Pokédex upgrade ceremony; the broad collection goal is ownership of the 251 species represented by the Generation II Pokédex, with trades, breeding, evolution, and legitimate event methods required for species unavailable on one cartridge.

Catch Raikou, Entei, and Suicune

Enter the Hall of Fame before beginning the Ho-Oh objective. The current save must also have Raikou, Entei, and Suicune caught. Suicune is the stationary level 40 encounter at Tin Tower that follows Crystal’s Clear Bell storyline. Raikou and Entei become roaming Pokémon after the Burned Tower event and must be tracked through the Pokédex Area display.

For a roaming encounter, check the beast’s current route, use short loops near connected route boundaries, and save before weakening it. A Pokémon with Mean Look or Spider Web can stop the normal flee action if it moves first, although Roar can still end the battle. Sleep or paralysis improves the capture chance. False Swipe is available in the original Generation II games as TM54, so use it if you have obtained the TM and have a compatible Pokémon; otherwise weaken the beast cautiously and avoid critical hits.

If Raikou or Entei escapes without being defeated, check the Pokédex again and continue tracking. Do not defeat either one unless you are prepared to lose that encounter on the original release. For the most reliable event progress, catch all three beasts on the Crystal save rather than relying on a seen entry or an externally supplied Pokémon.

  • The current save has entered the Hall of Fame
  • Raikou is caught
  • Entei is caught
  • Suicune is caught at Tin Tower
  • The three beasts are recorded as owned rather than merely seen

Speak with Eusine in Celadon City

After the Hall of Fame condition is met and all three Legendary beasts are caught, travel to Kanto and reach Celadon City. Enter the Celadon City Pokémon Center and speak with Eusine. This conversation is a required trigger for the final Crystal Ho-Oh sequence: Eusine reports rumors of a rainbow-colored Pokémon at Tin Tower and leaves to investigate.

If Eusine does not advance the event, confirm that the Hall of Fame record exists on the current save and that Raikou, Entei, and Suicune are actually caught. Do not substitute the Clear Bell for this conversation. The Clear Bell belongs to Crystal’s Suicune storyline; the Celadon Eusine conversation is the post-game trigger that precedes the Rainbow Wing event.

  • The Hall of Fame record exists
  • Raikou, Entei, and Suicune are caught
  • Eusine is present in the Celadon City Pokémon Center
  • The conversation about the rainbow-colored Pokémon has occurred
  • Eusine has left to investigate Tin Tower

Return to Tin Tower and receive the Rainbow Wing

Fly or travel back to Ecruteak City and enter Tin Tower. The Fog Badge allows the initial floor, but the upper route remains unavailable until the required post-game conditions and Eusine conversation have been completed. Speak with the middle member of the Wise Trio at the rear of the first floor.

The sage gives you the Rainbow Wing. A staircase appears beside him, opening the route to the upper floors. If the Rainbow Wing is not awarded, return to Celadon and speak with Eusine again, then verify the three catches and Hall of Fame record. Do not use Gold or Silver instructions that place the relevant wing elsewhere or use different level requirements.

  • Eusine’s Celadon conversation is complete
  • The Wise Trio has awarded the Rainbow Wing
  • The staircase from Tin Tower 1F to 2F has appeared
  • The Rainbow Wing is present in the bag

Climb Tin Tower and capture Ho-Oh

Heal in Ecruteak City, stock status-healing items and capture balls, and save before starting the climb. From the third floor, take the broad path around the ramps to the northeast stairs. On 4F, use the western route around the ramps and pillar to reach the northwest stairs. On 5F, cross the northern ramps, move through the central area, and use the southeast stairs. The route returns through another 4F and 5F section before reaching 6F.

On 6F, circle the central pillar and take the western stairs. On 7F, use the northern warp panels to reach the eastern side of 9F, then return and take the southern western-side panel to 8F. From 8F, use the southern panel to reach the north side of 9F, take the western panel back to 8F, then use the north-central panel to reach central 9F. Climb the final stairs to the rooftop.

Save immediately before interacting with Ho-Oh. In original Crystal, Ho-Oh is level 60, Fire/Flying type, and knows Gust, Recover, Fire Blast, and Sunny Day. Sleep or paralysis is useful, but Sunny Day makes Fire Blast more dangerous and Recover can restore its health. Lower its HP gradually, use False Swipe if available, and throw Ultra Balls or other suitable balls once its HP is low. If the encounter is lost, reset to the pre-battle save rather than importing remake-specific respawn rules.

  • The Rainbow Wing was obtained from the Wise Trio
  • The party is healed
  • A save exists immediately before Ho-Oh
  • Status support and capture balls are ready
  • Ho-Oh is captured and confirmed in the party or PC

Complete the 251-species collection separately

Pokémon Gold, Silver, and Crystal use the Generation II Pokédex rather than a later regional-to-National upgrade ceremony. The full collection target is ownership of all 251 entries. Use catches, evolution, breeding, friendship, time-based encounters, fishing, Headbutt trees, stones, and trades to fill the list.

One original Crystal cartridge cannot ordinarily supply every species by itself. The two unchosen starters, version-exclusive Pokémon, trade evolutions, fossil lines, and some Generation I species require trading or another legitimate external method. Mew and Celebi should be recorded separately because ordinary route encounters do not provide them in the original English Game Boy Color release; availability depends on the specific event, hardware, or distribution history.

Professor Oak’s evaluation is useful as a progress check, but audit each Pokédex entry and confirm that it is marked owned rather than merely seen. Completing the Kanto Gyms is an independent optional goal and does not create a new Pokédex mode.

  • The target is ownership of all 251 Generation II species
  • Trade-only and evolution-only entries are identified
  • Breeding and time-based encounters are accounted for
  • Mew and Celebi availability is documented honestly
  • Every entry is marked owned rather than merely seen

Before you move on

  • The current save has entered the Hall of Fame.
  • Raikou, Entei, and Suicune are caught.
  • The player has spoken with Eusine in the Celadon City Pokémon Center after meeting the Hall of Fame and capture conditions.
  • The Wise Trio has awarded the Rainbow Wing.
  • The Tin Tower staircase is open.
  • Ho-Oh has been captured at level 60 at the Tin Tower summit.
  • Every Pokédex entry through 251 has been audited as owned, with trade-only and event-dependent species documented separately.
References for this chapter
THE NEXT SAVE POINT

Finishing up

You have defeated all eight Johto Gym Leaders and received their badges.

You have defeated Will, Koga, Bruno, Karen, and Lance and entered the Hall of Fame.

You have completed Crystal’s Suicune sequence and captured the stationary Level 40 Suicune at Tin Tower.

You have obtained the S.S. Ticket from Professor Elm after the Hall of Fame and boarded the S.S. Aqua to Vermilion City, confirming Kanto access.

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 Color

Step-by-step campaign walkthrough for Pokémon Crystal on the Game Boy Color (USA/Europe Rev A). Covers every required objective from New Bark Town through the Johto League Champion, the Crystal-only Suicune storyline, and post-game access to Kanto. Practical routing, boss tips, key item triggers and recovery advice so you can finish the game and continue into the post-game.

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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