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Game walkthroughGame Boy Advance

Pokémon FireRed Version — Complete Walkthrough (Game Boy Advance, original US/EU edition)

Step-by-step campaign walkthrough for the original Nintendo Game Boy Advance edition of Pokémon FireRed. Follow the Kanto route from Pallet Town through all eight Gyms, the optional One, Two, and Three Island story sequence available after Blaine, the Pokémon League, and the post-League expansion through Four, Five, Six, and Seven Island. After the Hall of Fame, continue through the National Pokédex, Ruby, Sapphire, Celio’s Network Machine, Cerulean Cave, and Mewtwo sequence, with required HMs, story gates, boss tactics, recovery steps, and concrete completion checks.

Pokémon FireRed Version — Nintendo Game Boy Advance Box - Front
Pokémon FireRed Version — Box - Front.
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Edition covered(USA / Europe) (Game Boy Advance, original release)
Your goalDefeat the Pokémon League after earning all eight Kanto Badges, view the Hall of Fame, and unlock major post-game content including the National Pokédex, Rainbow Pass, restored Network Machine, Sevii Islands expansion, and Cerulean Cave access. The first One, Two, and Three Island visit after Blaine is optional pre-League content; the post-League Ruby-and-Sapphire quest is required for the Network Machine and Cerulean Cave. Optional goals covered: complete the early Lostelle and Meteorite story, capture major legendaries available in-game, explore Seven Island, and finish key post-game quests.
Inside the guide17 chapters · 28,059 words
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Before you begin

You are starting the Kanto adventure in Pokémon FireRed.

This guide assumes the original Game Boy Advance edition, the FireRed remake of the original Kanto games, and leads you from the first starter choice through all eight Gym Badges, the optional early Sevii Islands visit, the Elite Four, the rival Champion, and the major post-game content on the Sevii Islands and in Cerulean Cave.

Each chapter gives clear local goals, prerequisites, reliable landmarks, hazards, boss tactics, recovery steps, and a concrete completion check.

Follow the chapters in order. After Blaine, Bill offers an optional visit to One, Two, and Three Island; you may complete that Lostelle and Meteorite sequence before Viridian Gym or postpone it. Viridian Gym opens after the other seven Kanto Badges are earned; the early Sevii sequence is not a prerequisite for entering it or for the first Pokémon League challenge. The later Rainbow Pass, Ruby, Sapphire, and restored Network Machine quest begins only after the Hall of Fame and National Pokédex requirements.

Optional catches, legendary encounters, the early Lostelle detour, Seven Island activities, and League rematches are labeled separately from required progression.

Save frequently before major battles, carry appropriate healing and status items, and teach HM moves only to Pokémon you plan to keep or to a deliberate utility user.

Set yourself up for the run

Decide your starter deliberately: Bulbasaur, Charmander, or Squirtle changes early-game difficulty and some route access.

Reserve box space early and keep room for optional catches, gift Pokémon, and HM-capable team members.

Stock Poké Balls, healing items, status cures, and Repels according to the next route.

After Blaine, decide whether to complete Bill’s optional One, Two, and Three Island visit before Viridian Gym. The post-League Rainbow Pass, Ruby, Sapphire, and restored Network Machine quest begins only after the Hall of Fame and National Pokédex.

Articuno, Zapdos, and Moltres are optional and can be reached before the post-game Ruby-and-Sapphire quest. The restored Network Machine is required for Cerulean Cave and Mewtwo, not for the three Kanto legendary birds.

Pokémon FireRed Version — Nintendo Game Boy Advance Screenshot - Gameplay
Pokémon FireRed Version — Screenshot - Gameplay.

Pallet Town through Pewter City and Brock

Choose a starter, win the opening rival battle, deliver Oak’s Parcel, receive the Pokédex and five Poké Balls, then travel through Route 1, Viridian City, Route 2, and Viridian Forest. Prepare in Pewter City and defeat Brock to earn the Boulder Badge before leaving through Route 3.

Choose a starter and win the laboratory battle

After naming your character and rival, leave your house and walk toward the tall grass north of Pallet Town. Professor Oak stops you and takes you to his laboratory. Choose Bulbasaur, Charmander, or Squirtle; each starter is level 5.

Bulbasaur gives the smoothest opening because its Grass typing is effective against Brock’s Rock/Ground Pokémon. Squirtle is also excellent for the first Gym and remains a durable early-game partner. Charmander creates a harder opening, but it becomes more manageable if you add a Fighting-type or raise Charmander until it learns Metal Claw.

Your rival immediately chooses the starter with a type advantage and challenges you inside the laboratory. Use your damaging move rather than wasting turns on unnecessary setup. If your starter is weakened afterward, return home and let your mother heal the party before leaving Pallet Town again.

  • Choose one level 5 starter.
  • Complete the first rival battle in Oak’s Laboratory.
  • Heal at home if necessary before beginning the delivery trip.

Deliver Oak’s Parcel and receive the Pokédex

Walk north through Route 1 to Viridian City. Wild Pokémon appear in the grass, but you cannot catch them yet because you do not have Poké Balls. Battle only when you want experience, and return to the Pokémon Center if your starter is badly injured.

Enter the Viridian City Poké Mart and speak with the shop clerk. The clerk gives you Oak’s Parcel. Return south through Route 1 to Pallet Town and deliver it to Professor Oak in his laboratory.

After Oak receives the Parcel, he gives you the Pokédex. He then gives you five Poké Balls, which unlocks normal wild-Pokémon catching. Daisy in the neighboring house can give you the Town Map after the Pokédex event; this is useful but optional.

  • Reach Viridian City through Route 1.
  • Collect Oak’s Parcel from the Poké Mart clerk.
  • Return to Oak’s Laboratory and deliver the Parcel.
  • Receive the Pokédex and five Poké Balls.
  • Optionally receive the Town Map from Daisy.

Build an optional early team

After receiving the Poké Balls, you can catch Pokémon on Route 1. Pidgey provides an early Flying-type option, while Rattata is a straightforward Normal-type attacker. Neither is mandatory.

Route 22, west of Viridian City, is an optional detour. Mankey is particularly useful for a Charmander player because Fighting-type attacks are effective against Brock’s Rock Pokémon. Spearow is another optional choice. Heal before entering Route 22 because the rival may challenge you there; this battle is not required for progress.

Return to Viridian City when ready. The Pokémon Center restores your party, and the Poké Mart lets you buy Potions and Poké Balls. The old man near the city’s north side can demonstrate catching a Pokémon, but watching the demonstration is optional.

  • Catch any desired Route 1 Pokémon.
  • Consider Mankey or Spearow on optional Route 22.
  • Heal and restock in Viridian City before continuing north.
  • Do not treat the Route 22 rival battle or any particular catch as mandatory.

Cross Route 2 and enter Viridian Forest

Leave Viridian City through the north gate and follow Route 2. The route continues north toward Viridian Forest, but the western side is blocked by a tree that cannot be removed yet. Do not search for Cut or teach an HM here; Cut is obtained much later in Vermilion City.

Enter Viridian Forest through the gatehouse. The forest contains optional Caterpie, Metapod, Weedle, Kakuna, and the less common Pikachu. Caterpie and Weedle evolve quickly, while Pikachu can provide useful Electric coverage later, but none is required.

From the entrance, follow the paths through the trees and battle the Bug Catchers for experience. Useful visible items include Poké Balls, Potions, and an Antidote. The Antidote is worth collecting because wild Weedle and trainer Pokémon can inflict Poison. Continue toward the northern gate, defeat Bug Catcher Sammy on the way, and exit onto the upper section of Route 2.

  • Enter Viridian Forest from Route 2.
  • Collect useful items if desired, especially the Antidote.
  • Battle or avoid Bug Catchers according to your team’s condition.
  • Exit through the northern gate onto Route 2.

Reach Pewter City and prepare for Brock

Continue north on Route 2 to Pewter City. Heal at the Pokémon Center before entering the Gym. Buy Potions and Poké Balls at the Poké Mart; an Antidote is also sensible if your team has been poisoned in Viridian Forest.

The Pewter Gym contains a Camper with Geodude at level 10 and Sandshrew at level 11. You may walk around him if you want to reach Brock immediately, but defeating him provides useful experience and money.

Brock uses Geodude at level 12 and Onix at level 14. Both are Rock/Ground Pokémon, so Electric attacks do not work. Grass- and Water-type attacks are the most reliable answers. Bulbasaur and Squirtle can use their natural type advantage, while Charmander should rely on Metal Claw after reaching level 13, use another Pokémon with Fighting or Ground coverage, or gain additional levels before attempting the battle. A Route 22 Mankey is an optional practical counter for Charmander users.

During the battle, watch for Onix’s Bind and Rock Tomb. Rock Tomb can lower Speed, so do not depend on winning through speed alone. Heal with Potions between Pokémon if necessary, and switch away from a weakened Pokémon rather than allowing it to be knocked out unnecessarily.

  • Heal and restock in Pewter City.
  • Defeat the optional Gym trainer or walk around him.
  • Defeat Brock’s level 12 Geodude and level 14 Onix.
  • Use Grass, Water, Fighting, Ground, or Charmander’s Metal Claw rather than Electric attacks.

Claim the Boulder Badge and finish the chapter

After Brock is defeated, he awards the Boulder Badge and TM39 Rock Tomb. The badge enables the use of Flash outside battle later; it does not give you HM05 itself, and no early field move needs to be taught now.

Before leaving Pewter City, visit the Pokémon Center and heal. On the east side of town, one of Professor Oak’s aides gives you the Running Shoes after Brock has been defeated. Holding the B Button while moving lets you run. The Pewter Museum and its fossil displays are optional at this stage, and the Old Amber cannot be collected until you have Cut later in the game.

Your next required destination is Route 3, the east exit from Pewter City. Stop at the city’s Pokémon Center after receiving the badge and save your game. Part 2 begins with the player leaving Pewter through Route 3 toward Mt. Moon.

  • Obtain the Boulder Badge.
  • Receive TM39 Rock Tomb from Brock.
  • Confirm Flash is now permitted in the field, while remembering that HM05 is obtained later.
  • Collect the Running Shoes from Oak’s aide east of Pewter City.
  • Heal and save at the Pewter Pokémon Center.
  • Be ready to leave east through Route 3.

Before you move on

  • Professor Oak has received Oak’s Parcel.
  • The Pokédex and five Poké Balls are in your possession.
  • You have crossed Route 1, Viridian City, Route 2, and Viridian Forest.
  • You have reached Pewter City and defeated Brock.
  • The Boulder Badge and TM39 Rock Tomb are in your possession.
  • You have collected the Running Shoes or confirmed the aide’s event is available after Brock.
  • Your party is healed and you are saved in Pewter City, ready to leave east through Route 3.
References for this chapter

Route 3, Mt. Moon and Route 4 to Cerulean City

Begin this chapter after Brock has been defeated and the Boulder Badge has been obtained. Leave Pewter City through Route 3, cross Mt. Moon while handling Team Rocket and choosing one fossil, then use Route 4 to reach Cerulean City. The chapter ends at the Cerulean Pokémon Center, ready for the Nugget Bridge, Route 24 and Misty progression covered next.

1. Leave Pewter City and stock up on supplies

Start in Pewter City with the Boulder Badge already obtained. Heal at the Pokémon Center, check that your active team has room for new captures, and buy Poké Balls, Potions and a few Antidotes. Mt. Moon contains frequent wild encounters, several trainers and Team Rocket battles, so entering with only one damaged Pokémon is risky.

Leave Pewter City through the eastern gate to enter Route 3. Professor Oak’s aide is near the start of the route and gives you the Running Shoes. In the original Game Boy Advance FireRed release, hold the B Button while moving to run. This route is a long trainer corridor, so use it for experience rather than trying to avoid every battle.

  • Have the Boulder Badge before starting this chapter.
  • Heal in Pewter City and restock basic items.
  • Collect the Running Shoes from Oak’s aide on Route 3.
  • Keep space available if you want to catch a Route 3 or Mt. Moon Pokémon.

2. Cross Route 3 and use its encounters selectively

Follow Route 3 east toward the Mt. Moon entrance. The route contains many trainers, including Bug Catchers, Lasses, Youngsters and other early-game opponents. Battle enough of them to keep your main team progressing, but return to Pewter if your healing supplies are running low rather than entering the cave unprepared.

Route 3 is one of the first places where Nidoran can be added to the team. FireRed has different encounter availability from LeafGreen, and the rarer Nidoran gender can be difficult to find, so do not spend excessive time searching for a particular gender unless you specifically want a Nidoking or Nidoqueen project. Nidoran is optional; your starter and existing team can complete the route without it.

Continue east until you reach the Pokémon Center outside Mt. Moon. Heal before entering the cave. The Center is also the location of the Magikarp salesman. He offers a Magikarp for 500 Poké Dollars. This purchase is optional, but Gyarados can become a useful Water-type later if you are willing to train Magikarp.

  • Battle Route 3 trainers for experience and money.
  • Catch Nidoran only if it fits your planned team.
  • Heal at the Pokémon Center beside Mt. Moon.
  • Decide whether the optional Magikarp purchase is worthwhile.

3. Enter Mt. Moon and follow the main route

Enter Mt. Moon from the Route 3 side. The cave has multiple floors and ladders, so mark your progress by remembering which ladder you used. Wild Geodude, Zubat, Paras and Clefairy can appear inside. Geodude is useful if you want a durable early Ground/Rock Pokémon; Clefairy is uncommon and optional; Zubat becomes more valuable after evolving, but its early moves are limited.

On the first floor, move left and collect TM09 Bullet Seed if you want it, then continue through the trainer area. Side paths contain items such as a Parlyz Heal, Potion, Rare Candy and Escape Rope. Collect them if your team is healthy, but do not let item hunting leave you without healing capacity for the cave’s required battles.

The cave’s layout loops between floors. If you reach a dead end or a ladder that only leads to a small item area, return to the previous floor and continue searching for the next passage. Escape Ropes are useful if you need to leave after completing the required sequence, but do not use your last one before reaching the far exit.

  • Search Mt. Moon for Geodude, Zubat, Paras or Clefairy if desired.
  • Collect useful items without exhausting your supplies.
  • Use ladders to move between the connected sections of the cave.
  • Keep at least one reliable battler healthy for Team Rocket and the fossil battle.

4. Defeat Team Rocket inside Mt. Moon

Team Rocket members are stationed throughout Mt. Moon. Their teams use Pokémon such as Rattata, Zubat and Sandshrew, with levels around the low teens. Fighting, Water, Grass and Electric attacks can all be useful depending on the opponent. Zubat is vulnerable to Electric, Rock and Psychic attacks, while Sandshrew is vulnerable to Water and Grass attacks.

Several Rocket battles are optional if you are rushing, but clearing the trainers along the main route provides useful experience and money. Keep an eye on status conditions, especially Poison from certain attacks and wild encounters. Use an Antidote during the cave if the affected Pokémon still needs to fight; otherwise, retreat to the Pokémon Center rather than allowing poison damage to accumulate.

Near the end of Mt. Moon, a Super Nerd blocks the fossil choice. Defeat him, then choose either the Helix Fossil or the Dome Fossil. Helix becomes Omanyte, while Dome becomes Kabuto. You can take only one fossil during this sequence, and the choice is optional for completing the main story. Pick the one you prefer, then continue left and downward through the final passage to the cave exit.

  • Defeat the required Team Rocket members blocking the route.
  • Use type advantages against Rattata, Zubat and Sandshrew.
  • Choose either the Helix Fossil or Dome Fossil after defeating the Super Nerd.
  • Continue through the final tunnel and exit Mt. Moon.

5. Cross Route 4 and reach Cerulean City

After leaving Mt. Moon, enter the western half of Route 4. This area contains a Pokémon Center, a grass patch and several optional items. Heal immediately at the Center before continuing east. Route 4’s FireRed encounters include Rattata, Spearow, Mankey and Ekans. Mankey is available here as well as earlier on Route 22, while Spearow can provide a stronger early Flying option than Pidgey if you want one.

The Magikarp salesman is inside the Pokémon Center near the cave entrance, not on the route itself. The two martial artists nearby are move tutors for Mega Punch and Mega Kick. These tutors are optional and require no battle, so use them only if one of your Pokémon benefits from the move and you are comfortable giving up an existing move slot.

Follow the route east and use the ledges to descend toward Cerulean City. Route 4’s eastern section funnels you toward the city, and returning to Mt. Moon on foot will not be practical after dropping past the ledges. Do not jump down until you have finished any Route 4 grass encounters or optional item collection you want to handle now.

  • Heal at the Route 4 Pokémon Center.
  • Catch Spearow, Mankey or Ekans only if they improve your team.
  • Consider the optional Mega Punch and Mega Kick tutors.
  • Finish optional Route 4 exploration before descending the ledges.

6. End the chapter in Cerulean City

Enter Cerulean City and heal at the Pokémon Center. Do not begin the next major battle sequence with a weakened team. Cerulean is the next hub for Nugget Bridge, Route 24 and Route 25, and the Cerulean Gym. The city also contains shops and optional NPC interactions, but the required progression continues north toward Nugget Bridge.

Before starting the next chapter, review your team’s coverage. Misty’s Water-type Pokémon make Grass and Electric attacks valuable, while a team relying only on Fire- or Ground-type attacks may need a new partner or additional training. If your current team lacks a dependable answer to Water Pokémon, consider training an available Grass or Electric Pokémon before challenging the Gym.

Save in or near the Cerulean Pokémon Center. Your immediate next destination is Nugget Bridge north of the city, followed by Route 24 and Route 25.

  • Reach Cerulean City after crossing Route 4.
  • Heal at the Cerulean Pokémon Center.
  • Check that your team has a plan for Misty’s Water types.
  • Save before beginning the Nugget Bridge sequence.

Before you move on

  • The Boulder Badge is already in your case before this chapter begins.
  • You have collected the Running Shoes on Route 3.
  • You have crossed Route 3 and entered Mt. Moon from the Pewter side.
  • Team Rocket’s required Mt. Moon battles are complete.
  • You have defeated the Super Nerd and chosen either the Helix Fossil or Dome Fossil.
  • You have exited Mt. Moon onto Route 4 and reached Cerulean City.
  • You have healed at the Cerulean Pokémon Center.
  • Your next required destination is Nugget Bridge, with Misty’s Gym preparation to follow.
References for this chapter

Cerulean City — Rival, Nugget Bridge, Route 24–25 and Misty

Starting at the Cerulean City Pokémon Center after crossing Mt. Moon and Route 4, defeat the rival north of Cerulean, clear Nugget Bridge and the Team Rocket recruiter, reach Bill’s Sea Cottage on Route 25 to obtain the S.S. Ticket, then return to Cerulean and defeat Misty for the Cascade Badge.

Heal in Cerulean City and prepare for the northern route

Begin at the Cerulean City Pokémon Center. Heal your party, check that you have enough Potions, and buy a few status cures if Mt. Moon left your team weakened. You do not need to return to Pewter City, Route 3, Route 4, or Mt. Moon for this chapter.

Before going north, make sure at least two Pokémon are ready for consecutive battles. A single Pokémon that is already low on health or short on useful move PP can be overwhelmed by the rival, the five Nugget Bridge trainers, and the Team Rocket battle that follows. In FireRed, Oddish is available on Routes 24 and 25 and is an especially useful optional catch for Misty’s Water-type team. Pikachu from Viridian Forest is another possible counter if you are willing to backtrack later, but it is not required.

  • Start from the Cerulean City Pokémon Center.
  • Heal the full party before heading north.
  • Carry healing items and at least one backup battler.
  • Consider catching Oddish on Routes 24 or 25 in FireRed.

Defeat the rival north of Cerulean City

Leave Cerulean City through the northern exit. The rival waits at the approach to Nugget Bridge and challenges you before you can continue toward Route 24. His team includes Pidgeotto at level 17, Abra at level 16, Rattata at level 15, and a level 18 starter chosen according to your own starter. The final Pokémon is Charmander if you chose Bulbasaur, Squirtle if you chose Charmander, or Bulbasaur if you chose Squirtle.

Use an Electric- or Rock-type attack against Pidgeotto when possible. Abra only knows Teleport in this battle, so it cannot deal direct damage; use that turn to switch, heal, or give experience to a weaker party member if it is safe. Rattata can use Quick Attack, so do not assume a low-health Pokémon will move first. Avoid matching your starter directly against the rival’s starter unless your level and move advantage are clear, because the rival’s starter now has a damaging move of its own.

If you lose, return to the Cerulean Pokémon Center, heal, and challenge the rival again. There is no requirement to clear Nugget Bridge before this battle, so deal with the rival while your party is fresh.

  • Challenge the rival at the northern Cerulean exit.
  • Defeat Pidgeotto, Abra, Rattata, and the starter-dependent fourth Pokémon.
  • Heal at the Pokémon Center if the battle leaves important members weakened.

Clear Nugget Bridge and defeat the recruiter

Cross Nugget Bridge after the rival battle. Five trainers challenge you in sequence, so use the bridge as a controlled experience section rather than rushing through it. You can retreat to the Cerulean Pokémon Center between battles if your team is running low on HP or move PP; doing so does not reset defeated trainers.

After the fifth bridge battle, continue north and speak to the Team Rocket member at the far end. He offers you a place in Team Rocket. Refuse the offer, then defeat him in battle. He awards a Nugget after the confrontation. The Nugget is optional for progression, but it can be sold for useful early-game money.

Once the recruiter is defeated, the path toward Route 24 and Route 25 is open. Do not confuse this battle with the separate Rocket member involved in the Cerulean house theft; that later encounter becomes available after Misty is defeated and leads toward the next chapter’s Vermilion progression.

  • Defeat all five Nugget Bridge trainers.
  • Defeat the Team Rocket recruiter at the northern end.
  • Collect the Nugget reward.
  • Heal before continuing if the consecutive battles consumed supplies.

Travel through Routes 24 and 25 to Bill’s Sea Cottage

Continue east from Route 24 and battle or avoid the trainers as needed. Route 24 and Route 25 provide additional experience and FireRed encounters, including Oddish. Catching one is optional, but a Grass-type attack gives you a strong answer to Misty’s Water Pokémon. Keep enough party space if you intend to catch a new team member.

Follow Route 25 east through its winding trainer-filled path. The route contains branches and dead ends, so check each turn carefully and collect visible items only when your party can handle the additional encounters. At the end of the route, enter the Sea Cottage and speak to the Pokémon inside the house.

The Pokémon is Bill, who needs help returning to human form. Use the computer beside him to complete the separation procedure, then speak to Bill again after he returns to normal. He gives you the S.S. Ticket. This item is required for boarding the S.S. Anne in Vermilion City, although the ship and HM01 Cut belong to the next progression segment.

After receiving the ticket, leave by the route shortcut and return to Cerulean City. Save and heal before entering the Gym.

  • Cross Route 24 and Route 25.
  • Reach the Sea Cottage at the end of Route 25.
  • Use Bill’s computer to complete his event.
  • Speak to Bill again and receive the S.S. Ticket.
  • Return to Cerulean City and heal.

Prepare for the Cerulean Gym

Misty’s Gym is in the northeastern part of Cerulean City. The Gym has a pool in the center. One trainer can be bypassed, but another trainer stands on the direct approach, so expect at least one Gym battle before Misty unless you deliberately route around the available path.

Misty’s FireRed team is Staryu at level 18 and Starmie at level 21. Both are Water-type Pokémon, and Starmie is also Psychic-type. Starmie is the main threat because it is faster, deals substantial damage with Water Pulse, can confuse a Pokémon with that move, and knows Recover. Do not depend on a barely surviving Pokémon to finish it after Starmie restores its health.

Electric and Grass attacks are the clearest counters. Pikachu’s ThunderShock, Bulbasaur’s Vine Whip, or Oddish’s Grass attacks can deal strong damage. If you lack either type, use your strongest neutral attacker and keep a second Pokémon ready to switch in. Sleep or paralysis can create a safe opening, but status effects should support a reliable damage plan rather than replace it. Ground- and Rock-type Pokémon should not be your primary answer because Water attacks are super effective against them.

  • Bring at least two battle-ready Pokémon.
  • Use Electric- or Grass-type attacks when available.
  • Carry healing items for Water Pulse damage and confusion.
  • Do not rely on one underleveled Pokémon to defeat Starmie.

Defeat Misty and finish the chapter

Challenge Misty after defeating any required Gym trainer. Take out Staryu quickly, then preserve your best counter for Starmie. If Starmie uses Recover, continue attacking with your strongest reliable move rather than wasting turns on weak attacks. If confusion causes a setback, switch to a healthy teammate instead of repeatedly risking self-inflicted damage.

After both Pokémon are defeated, Misty awards the Cascade Badge and TM03, which contains Water Pulse. The Cascade Badge allows field use of Cut and ensures obedience from traded Pokémon up to level 30. Cut itself is obtained later from the S.S. Anne captain, so receiving the badge does not mean HM01 is already in your inventory.

Heal at the Cerulean Pokémon Center after the battle. The next progression is the stolen-TM event at the robbed house north of the Gym, followed by the route toward Vermilion City and the S.S. Anne. That sequence belongs to the next chapter.

  • Defeat Misty’s Staryu and Starmie.
  • Receive the Cascade Badge.
  • Receive TM03 Water Pulse.
  • Heal in Cerulean City before continuing.
  • Confirm that the S.S. Ticket is in your inventory for the next chapter.

Before you move on

  • The rival north of Cerulean City has been defeated.
  • All five Nugget Bridge trainers have been defeated.
  • The Team Rocket recruiter north of Nugget Bridge has been defeated and the Nugget collected.
  • Bill has been restored at the Sea Cottage and has given you the S.S. Ticket.
  • Misty’s level 18 Staryu and level 21 Starmie have been defeated.
  • The Cascade Badge and TM03 Water Pulse have been received.
  • The party has been healed in Cerulean City and is ready to begin the Vermilion City and S.S. Anne segment.
References for this chapter

Route 5–6, the S.S. Anne, Vermilion City and Lt. Surge

Travel south from Cerulean City through Route 5, the Underground Path, and Route 6 to Vermilion City. Board the S.S. Anne with the ticket received from Bill, defeat your rival, help the seasick captain, and obtain HM01 Cut. Use Cut to enter Vermilion Gym, solve its trash-can switch puzzle, and defeat Lt. Surge for the Thunder Badge.

Travel from Cerulean City to Vermilion City

Leave Cerulean City through the southern exit to Route 5. The guards at the Saffron City gates still block direct passage, so use the Underground Path entrance at the southern end of Route 5. Follow the tunnel to its Route 6 exit, then continue south through Route 6 to Vermilion City.

The Day Care on Route 5 is optional and has no story requirement. Route 6 contains trainers and wild Pokémon that can provide useful experience before the S.S. Anne and rival battle. Heal at the Vermilion Pokémon Center before going to the harbor, because the ship contains several battles and there is no need to spend the trip weakened.

Diglett’s Cave is east of Vermilion and is optional at this point. Diglett or Dugtrio can be useful against Lt. Surge because Ground-type Pokémon are immune to Electric-type attacks. Do not treat catching one as mandatory; other Ground Pokémon or a sufficiently trained team can also win the Gym.

  • Leave Cerulean City through Route 5.
  • Use the Underground Path instead of the blocked Saffron gates.
  • Cross Route 6 and reach Vermilion City.
  • Heal at the Vermilion Pokémon Center.
  • Optionally visit Diglett’s Cave for a Ground-type counter.

Board and explore the S.S. Anne

Go south through Vermilion City to the harbor and show the sailor Bill’s S.S. Ticket. You can board the S.S. Anne once the ticket is checked. The ship contains optional trainers, useful items, and a rival battle required before you can reach the captain.

Explore the ship before speaking to the captain. Once the captain has been helped and you leave the ship, the S.S. Anne departs and cannot normally be re-entered on that save. The ship’s rooms include items such as TM31 Brick Break, TM44 Rest, Great Ball, Super Potion, Ether, Hyper Potion, Stardust, and X Attack. These rewards are optional, but they are permanently missable if you leave without collecting them.

A woman in one of the ship’s rooms can restore your party when spoken to, so use her before the rival battle if needed. If you lose, return to the Vermilion Pokémon Center and try again after gaining experience or buying supplies.

  • Show the S.S. Ticket at the harbor.
  • Explore the available ship rooms and collect any desired items.
  • Use the onboard recovery point before the rival battle.
  • Do not leave after obtaining Cut until all desired ship exploration is complete.

Defeat the rival and obtain HM01 Cut

From the ship’s entrance, take the western staircase to the next floor, then follow the corridor toward the northeastern stairs. Your rival stops you before the captain’s quarters and begins the battle.

In FireRed, the rival uses Pidgeotto at level 19, Raticate at level 16, Kadabra at level 18, and a starter evolution at level 20. The final Pokémon is Charmeleon if you chose Bulbasaur, Wartortle if you chose Charmander, or Ivysaur if you chose Squirtle. Use Electric, Rock, or Ice coverage against Pidgeotto when available, Fighting-type damage against Raticate, and strong physical or super-effective attacks against Kadabra. Avoid relying on a single weakened Pokémon because the team covers several types.

After winning, climb the nearby stairs to the captain’s quarters. Speak to the seasick captain and help him recover. He gives you HM01 Cut. Receiving the HM does not teach the move automatically, so open the Pokémon menu and teach Cut to a compatible Pokémon. HM moves cannot normally be removed until you later reach the Move Deleter, so use a Pokémon whose long-term moveset will not be badly affected.

Finish any remaining ship exploration before leaving. The ship departs after you exit following the captain event.

  • Defeat the rival aboard the ship.
  • Speak to the captain after the battle.
  • Receive HM01 Cut.
  • Teach Cut to a compatible Pokémon.
  • Collect any remaining optional ship items before disembarking.

Open Vermilion Gym and solve the switch puzzle

After leaving the ship, heal at the Vermilion Pokémon Center. Cut the small tree blocking the Gym entrance in the southwestern part of the city, then enter the Gym and defeat or bypass its trainers as you work toward Lt. Surge.

The Gym’s electronic barrier is controlled by two switches hidden in trash cans. Search the cans until you find the first switch. The second switch is in one of the cans directly adjacent to the first. The exact locations are randomized, so the adjacent can may be in any direction.

If you inspect an incorrect can while searching for the second switch, both switches reset. Search again from the beginning. Once both switches are activated in the correct order, the barrier opens and Lt. Surge can be challenged. Carry Parlyz Heals or Full Heals because the Gym trainers and Lt. Surge can inflict paralysis.

  • Use Cut on the tree outside Vermilion Gym.
  • Find the first switch in a trash can.
  • Search an adjacent can for the second switch.
  • Restart the search if the puzzle resets.
  • Heal and cure paralysis before speaking to Lt. Surge.

Defeat Lt. Surge for the Thunder Badge

Lt. Surge’s FireRed team is Voltorb at level 21, Pikachu at level 18, and Raichu at level 24. Ground-type moves are the safest approach because Electric attacks cannot affect Ground-type Pokémon. Diglett or Dugtrio from Diglett’s Cave can perform well, while Geodude and other Pokémon with reliable Ground attacks are also useful.

Voltorb carries Shock Wave, Tackle, Screech, and SonicBoom. SonicBoom deals fixed damage, so it can hurt a low-HP Pokémon even when ordinary damage is reduced. Pikachu and Raichu use Shock Wave, Thunder Wave, Quick Attack, and Double Team. Raichu is the strongest opponent because of its level and Special Attack, so save a healthy Ground-type or another dependable answer for it.

If you do not have a Ground type, use a Pokémon that can withstand repeated Electric attacks and bring a second answer in case paralysis or Double Team causes problems. Grass types are not weak to Electric attacks, but they are not immune, so do not rely on a single Grass Pokémon unless it is sufficiently durable. Cure paralysis when it prevents reliable attacks or switching.

After the victory, Lt. Surge awards the Thunder Badge and TM34 Shock Wave. The badge also enables Fly outside battle after HM02 is obtained later. Heal at the Pokémon Center, then continue east to Route 11 or return through Diglett’s Cave if you want to pursue the Route 2 side objectives.

  • Defeat Voltorb, Pikachu, and Raichu.
  • Receive the Thunder Badge.
  • Receive TM34 Shock Wave.
  • Heal before continuing toward Route 11 or Diglett’s Cave.

Before you move on

  • HM01 Cut is recorded in the TM Case and at least one compatible Pokémon knows Cut.
  • The captain has been helped and the S.S. Anne has departed after you leave it.
  • The tree blocking Vermilion Gym has been cut.
  • The Gym’s two trash-can switches have been activated successfully.
  • Lt. Surge has been defeated.
  • The Thunder Badge and TM34 Shock Wave have been received.
  • Route 11 is open as the next eastern destination, with Diglett’s Cave available as an optional route toward Route 2.
References for this chapter

Diglett’s Cave, Route 11, Rock Tunnel, Lavender Town and Celadon City

After defeating Lt. Surge, travel through Route 11 and Diglett’s Cave to obtain HM05 Flash on Route 2. Return to Cerulean City, cross Route 9 and Route 10, and pass through Rock Tunnel to reach Lavender Town. Make the initial Pokémon Tower visit, including the rival battle on the second floor, but leave when the unidentified ghost prevents further progress. From Lavender, take Route 8, the Underground Path, and Route 7 to reach Celadon City. This chapter ends with you ready to begin the Celadon Game Corner and Team Rocket sequence in the next chapter.

1. Clear Route 11 and enter Diglett’s Cave

Heal in Vermilion City, then leave through the eastern exit onto Route 11. This route contains several trainers and wild Pokémon, so use it to bring weaker team members closer to the rest of the party. Pick up visible items while moving east, but do not continue toward the blocked Route 12 side as your main route; the sleeping Snorlax prevents that path from becoming useful yet.

The southeastern entrance to Diglett’s Cave is on Route 11. Enter the cave and follow its winding passage north. Diglett’s Cave connects Route 11 with the eastern side of Route 2 and has no required trainer battles. Diglett are common, while Dugtrio can appear at much higher levels than the other wild encounters. Ground Pokémon are immune to Electric-type attacks, so use Water, Grass, or Ice moves against them and avoid relying on an Electric lead.

  • Heal before entering Route 11.
  • Battle trainers for experience if the team needs training.
  • Enter Diglett’s Cave from the eastern end of Route 11.
  • Prepare for a possible higher-level Dugtrio.

2. Reach Route 2 and obtain HM05 Flash

Continue north through Diglett’s Cave until you emerge on the eastern side of Route 2. Use Cut on the nearby tree and follow the path south to the gate building. Speak with Professor Oak’s aide inside. In FireRed, he gives you HM05 Flash after you have caught at least 10 different Pokémon species; entries that you have only seen do not count.

Flash is not required to enter or technically cross Rock Tunnel, but it illuminates the cave and makes the route much easier to follow. Teach it to a compatible Pokémon that you are comfortable using as utility support if possible. You already have the Boulder Badge, so Flash can be used outside battle after it has been obtained.

  • Use Cut on the tree beside the Route 2 exit.
  • Speak with Oak’s aide in the gate building.
  • Have at least 10 different species recorded as caught.
  • Obtain HM05 Flash before returning toward Rock Tunnel.

3. Return to Cerulean City and take Route 9

Retrace your route through Diglett’s Cave to Route 11, then return to Vermilion City. From Vermilion, use the Underground Path north of the city to reach the southern side of Cerulean City. This backtracking is necessary because the Snorlax on Route 11 blocks the direct eastern route to Lavender Town at this stage.

Heal and restock in Cerulean City. Leave through the eastern entrance onto Route 9 and use Cut on the tree blocking the path. Route 9 contains several trainers and wild Pokémon; fight them if your team needs experience, or avoid optional battles if your supplies are limited. Continue east until Route 9 joins Route 10.

  • Return to Vermilion City through Diglett’s Cave.
  • Use the Underground Path to reach Cerulean City.
  • Take Route 9 east from Cerulean City.
  • Use Cut to clear the Route 9 entrance.

4. Prepare at the Route 10 Pokémon Center

Continue along Route 9 until you reach Route 10. Follow the route south toward the Pokémon Center beside the northern entrance to Rock Tunnel. Heal there before entering the cave; it provides the nearest reliable recovery point if you need to retreat.

Put the Pokémon carrying Flash in your active party and buy healing items, Poké Balls, and Repels if necessary. Rock Tunnel contains multiple floors, ladders, trainers, and wild encounters. An Escape Rope is also useful if you need to leave before reaching the opposite exit.

  • Reach the Pokémon Center beside Rock Tunnel.
  • Heal before entering.
  • Place a Flash user in the party.
  • Carry enough healing items for a multi-floor cave.

5. Cross Rock Tunnel

Enter Rock Tunnel from Route 10 and use Flash if you brought it. The straightforward route is to move through the first floor to a ladder, cross the lower floor to another ladder, return to the first floor, then use the next ladder to reach the lower section again. From there, follow the passages toward the northwestern route, take the final ladder upward, and walk south and west to the exit. Side passages contain optional items and trainers, so explore them only if the party can handle additional battles.

Without Flash, the cave remains passable, but the dark screen makes it much harder to identify walls, ladders, and branching paths. If you become disoriented, use the last ladder or trainer landmark you recognize rather than wandering until the party is depleted. Rock Tunnel links the Cerulean-side route with the southern portion of Route 10.

  • Use Flash to illuminate the cave if available.
  • Track each ladder and avoid unnecessary detours if the party is weakened.
  • Use Repels to reduce wild encounters when desired.
  • Exit onto the southern portion of Route 10.

6. Reach Lavender Town and make the initial Pokémon Tower visit

After leaving Rock Tunnel, continue south on Route 10. Lavender Town is directly beyond the route, so heal at the Pokémon Center as soon as you arrive. Pokémon Tower is east of the Pokémon Center.

Enter Pokémon Tower and go to the second floor. Your rival challenges you there. Win the battle, then continue upward only until the unidentified ghost stops your progress. Without the Silph Scope, the ghost cannot be properly identified, so you cannot complete the tower or rescue Mr. Fuji during this visit. Leave the tower after the blockage and return to Lavender’s Pokémon Center.

This initial visit establishes the tower sequence but is not required for reaching Celadon City. The Silph Scope, the complete tower rescue, and the Poké Flute belong after the Celadon Team Rocket sequence rather than in this chapter.

  • Heal in Lavender Town.
  • Enter Pokémon Tower.
  • Defeat the rival on the second floor.
  • Stop when the unidentified ghost blocks progress.
  • Do not attempt to complete the tower yet.

7. Travel from Lavender Town to Celadon City

Leave Lavender Town through the western exit onto Route 8. Follow the route west, battling or avoiding trainers according to your team’s condition. At the western end, two gate buildings are visible. The southern route leads toward Saffron City, but the guard blocks passage at this point.

Enter the northern building and use the Underground Path. It carries you from Route 8 to Route 7. When you emerge, head west along Route 7 and enter Celadon City. Heal at the Pokémon Center and save before beginning the next chapter’s Game Corner and Team Rocket events. The route from Lavender to Celadon is Route 8, the Underground Path, and Route 7; do not try to pass through Saffron City’s guarded gate yet.

  • Leave Lavender through Route 8.
  • Use the northern Underground Path building.
  • Exit onto Route 7.
  • Travel west into Celadon City.
  • Heal and save before starting the next chapter.

Before you move on

  • HM05 Flash has been obtained from Oak’s aide on Route 2, or you have deliberately chosen to cross Rock Tunnel without it.
  • The party has crossed Rock Tunnel and reached Lavender Town.
  • The rival battle on Pokémon Tower’s second floor has been completed.
  • The initial ghost encounter has stopped further tower progress, with the Silph Scope still to be obtained later.
  • Celadon City has been reached through Route 8, the Underground Path, and Route 7.
  • The party is healed and saved in Celadon City, ready to begin the Game Corner and Team Rocket sequence in the next chapter.
References for this chapter

Celadon City, Team Rocket, and Celadon Gym (Erika)

Use Celadon City to clear Team Rocket’s Game Corner Hideout, recover the Silph Scope, return to Pokémon Tower to rescue Mr. Fuji, and defeat Erika for the Rainbow Badge. The Pokémon Tower rival battle was handled during the initial visit in Part 5, so this chapter focuses on the Silph Scope route, the level 30 Marowak encounter, the Poké Flute, and Erika’s Gym.

Prepare in Celadon City

Heal at the Celadon Pokémon Center and restock Super Potions, Revives, status cures, and Escape Ropes from the Department Store. The Rocket Hideout contains several battles and uses multiple floors, so bring a balanced party rather than relying on one attacker.

If you have not already collected HM02 Fly, cut the tree blocking the western path on Route 16 and enter the house at the end to receive it. Fly is optional for this chapter, but it makes travel between Celadon and Lavender Town faster. You must have the Thunder Badge to use Fly outside battle.

Collect Tea from the elderly woman on the first floor of Celadon Mansion if you have not done so. Giving Tea to a guard at a Saffron City gate opens the city’s entrances. Saffron’s main Team Rocket and Gym objectives belong to a later chapter, but collecting Tea now avoids a separate return trip.

  • Heal and restock supplies.
  • Bring a Pokémon that knows Cut if you still need to enter Celadon Gym or reach the Fly house.
  • Carry reliable attacks for Rock-, Ground-, Normal-, Poison-, and Grass-type opponents.
  • Collect Tea if it is not already in the Key Items pocket.

Open the Rocket Hideout

Enter the Game Corner in central Celadon City and walk to the rear wall. Speak to the Team Rocket Grunt beside the poster and defeat him. In FireRed, this Grunt uses a level 20 Raticate and a level 20 Zubat.

Examine the poster after the battle. The hidden switch opens a staircase beside it, leading to the four-floor Rocket Hideout. You do not need Game Corner coins or slot-machine play to enter the Hideout.

The Hideout’s arrow and spinner tiles move you along fixed directions. They are not random. If a tile sends you away from the route, use the stairs and ordinary corridors to reposition yourself before trying the maze again.

  • Defeat the Grunt beside the poster.
  • Examine the poster.
  • Use the revealed staircase to enter the Rocket Hideout.

Find the Lift Key

From the Hideout entrance, follow the stairs and corridors through the basement floors until you reach B4F. The Lift Key is dropped by a Team Rocket Grunt in the northwest section of B4F after you defeat him.

Pick up the Lift Key and return to the elevator. The Lift Key operates the Hideout elevator; it is not the Card Key used later in Silph Co. Select B4F in the elevator to reach the southeastern section of the lowest floor and Giovanni’s office route.

Optional items can be collected while crossing the basement floors, but none of them is required for the Silph Scope. If your party is running low on health or moves, use an Escape Rope after securing the key and return through the Game Corner entrance.

  • Reach B4F’s northwest area.
  • Defeat the Rocket Grunt guarding the Lift Key.
  • Pick up the Lift Key.
  • Use the elevator to return to B4F.

Defeat Giovanni and recover the Silph Scope

After arriving on B4F by elevator, walk toward the office entrance and defeat the two Rocket Grunts blocking the way. The barrier opens after both battles, allowing you to enter Giovanni’s office.

Giovanni uses Onix at level 25, Rhyhorn at level 24, and Kangaskhan at level 29. Water- and Grass-type attacks are strong against Onix and Rhyhorn. Kangaskhan is a Normal type, so a Fighting-type attack is the most reliable weakness if one is available; otherwise use a durable neutral attacker. Heal before Giovanni if the preceding battles have depleted your party.

After Giovanni is defeated, pick up the Silph Scope that he leaves behind. Ride the elevator to B1F and leave the Hideout. The Silph Scope is the required Key Item for identifying the ghost that blocks the upper floors of Pokémon Tower.

  • Defeat the two Grunts outside Giovanni’s office.
  • Defeat Giovanni.
  • Pick up the Silph Scope.
  • Leave the Hideout through B1F.

Return to Pokémon Tower and rescue Mr. Fuji

Travel to Lavender Town with the Silph Scope and re-enter Pokémon Tower. The rival battle on 2F was completed during the initial tower visit in Part 5; do not expect or require another rival battle here. Continue upward through the tower with the Silph Scope in your Key Items pocket.

Proceed through the tower floors and use the healing area on 5F whenever the party needs recovery. On 6F, approach the ghost blocking the southern route. The Silph Scope identifies it as a level 30 Marowak.

Defeat Marowak. This is a mandatory story encounter and cannot be captured. After the battle, climb to 7F and defeat the three Team Rocket Grunts guarding Mr. Fuji. Speak to Mr. Fuji after the battle and follow him back to his house at the foot of the tower. Speak to him there to receive the Poké Flute.

The Poké Flute awakens the Snorlax blocking Routes 12 and 16. It is required for opening the normal routes toward Fuchsia City and Cycling Road.

  • Continue through Pokémon Tower with the Silph Scope.
  • Defeat the level 30 Marowak.
  • Defeat the three Rocket Grunts on 7F.
  • Speak to Mr. Fuji at his house.
  • Receive the Poké Flute.

Enter Celadon Gym

Return to Celadon City and heal before entering the Gym. Celadon Gym is in the southwest portion of the city. Cut the small tree blocking the entrance, then follow the openings in the hedge to reach Erika’s area.

You may battle the Gym Trainers for experience or avoid some of them, but do not let the party become weakened before the Leader battle. Grass-type Pokémon are vulnerable to Fire, Flying, Bug, Poison, Ice, and Psychic attacks. Water-, Rock-, and Ground-type Pokémon are poor primary choices because Grass attacks punish them.

Bring Antidotes, Paralyze Heals, and Awakenings. Erika’s Pokémon use poison, paralysis, sleep, and Giga Drain recovery. Keep a second counter ready in case your first attacker is disabled or worn down.

  • Use Cut to enter Celadon Gym.
  • Navigate the hedge paths to Erika.
  • Bring status cures and a backup attacker.
  • Heal before challenging the Gym Leader.

Defeat Erika and receive the Rainbow Badge

Erika’s FireRed team is Victreebel at level 29, Tangela at level 24, and Vileplume at level 29. A trained Fire- or Flying-type Pokémon is a dependable lead. Bug, Poison, Psychic, and Ice attacks are also effective. Avoid depending on one fragile counter because Victreebel and Vileplume can inflict status conditions while recovering with Giga Drain.

After the victory, Erika awards the Rainbow Badge and TM19, Giga Drain. The Rainbow Badge ensures obedience from Pokémon up to level 50 and permits Strength to be used outside battle. It does not provide HM04 Strength. HM04 must be obtained separately and taught to a compatible Pokémon before Strength can be used in the field.

Leave Celadon with the Silph Scope, Poké Flute, Rainbow Badge, and TM19. The next major progression uses the Poké Flute to remove a Snorlax and continue toward Fuchsia City.

  • Defeat Victreebel, Tangela, and Vileplume.
  • Receive the Rainbow Badge.
  • Receive TM19, Giga Drain.
  • Remember that HM04 Strength must be obtained separately before field use.

Before you move on

  • The Game Corner poster has been examined and the Rocket Hideout staircase is accessible.
  • The Lift Key is in the Key Items pocket.
  • Giovanni has been defeated and the Silph Scope is in the Key Items pocket.
  • The Pokémon Tower rival battle is not being repeated; the player continues upward with the Silph Scope.
  • The level 30 Marowak has been defeated.
  • The three Rocket Grunts on 7F have been defeated.
  • Mr. Fuji has been rescued and the Poké Flute is in the Key Items pocket.
  • Erika has been defeated.
  • The Rainbow Badge and TM19, Giga Drain, have been received.
  • HM04 Strength is understood to be a separate item that must still be obtained and taught before field use.
References for this chapter

Route 12–15, Fuchsia City, Safari Zone and Koga’s Gym

Travel south from Lavender Town to Fuchsia City, collect the Super Rod, obtain HM03 Surf and the Gold Teeth in the Safari Zone, return the teeth for HM04 Strength, and defeat Koga for the Soul Badge. Safari Zone captures and the Good Rod are optional rewards; neither is required to complete the main story.

1. Clear Route 12 from Lavender Town

Before leaving Lavender Town, finish the Pokémon Tower sequence and receive the Poké Flute from Mr. Fuji. The flute is required to wake the level 30 Snorlax blocking Route 12. Heal at the Pokémon Center and bring healing items, Antidotes, and Repels if you want to limit random encounters.

Enter Route 12 through the southern gate and approach Snorlax. Use the Poké Flute when prompted. Save before interacting with it if you want to catch it. Snorlax is a stationary encounter, so defeating it or running from it removes that encounter from the current save.

After Snorlax is gone, follow the wooden walkways south. Battle the fishermen and other trainers for experience, switching out weakened Pokémon before poison or accumulated damage becomes a problem. Route 12 eventually turns east into Route 13.

  • Have the Poké Flute before approaching Snorlax.
  • Save before the Snorlax encounter if you intend to catch it.
  • Carry Antidotes and healing items for the route’s trainers.

2. Collect the Super Rod and cross Route 13

Continue through Route 12 until you reach the fishing house on the route. Speak to the fisherman inside to receive the Super Rod. This rod is optional for story completion, but it gives access to stronger fishing encounters than the Old Rod and Good Rod.

Do not confuse this location with the Good Rod NPC. The Good Rod comes from the fisherman in the southeastern-most house in Fuchsia City, beside the Safari Zone Warden’s house. It does not come from the Route 12 fishing house.

Continue east and then south into Route 13. Fences divide this route into narrow passages. Follow the openings through the maze, using trainer positions and gate-like gaps as landmarks. If you reach a dead end, backtrack to the last opening rather than trying to cross a fence.

Battle route trainers for experience if your team needs it, then continue south toward Route 14. Heal or use supplies before moving on if several Pokémon are below fighting condition.

  • Collect the Super Rod from the fisherman in the Route 12 fishing house.
  • Remember that the Good Rod comes from the fisherman in the southeastern-most Fuchsia City house beside the Warden’s house.
  • Use the fence openings to navigate Route 13.
  • Keep healing items available for Routes 13, 14, and 15.

3. Cross Routes 14 and 15 to reach Fuchsia City

Route 14 continues south through another fenced section. Route 15 then carries you west toward Fuchsia City. Battle trainers for experience or save supplies and return later with the Vs. Seeker if you prefer.

The Route 15 gatehouse contains an optional reward from one of Professor Oak’s aides if your Pokédex registration reaches the required total. This reward is not needed to enter Fuchsia City, use the Safari Zone, or challenge Koga.

Enter Fuchsia City through the western end of Route 15 and heal at the Pokémon Center. Buy Antidotes, Full Heals, or other status cures before the Gym. Bring at least one reliable Psychic-type attack if possible, plus a second Pokémon that can deal consistent damage if your lead is poisoned, confused, or weakened.

If you want the Good Rod, go to the southeastern-most house in Fuchsia City, immediately beside the Safari Zone Warden’s house. Speak to the fisherman inside and answer that you like fishing to receive it.

  • Reach Fuchsia City through Route 15.
  • Heal and restock before the Safari Zone and Gym.
  • Treat the Route 15 gatehouse reward as optional.
  • Collect the Good Rod from the fisherman in the southeastern-most Fuchsia City house if desired.

4. Enter the Safari Zone and secure Surf

The Safari Zone is north of Fuchsia City. Pay the 500 Pokédollar entry fee to receive 30 Safari Balls. During the Safari Game, you cannot weaken wild Pokémon with your party. Throw Safari Balls directly, or use bait and rocks to change the encounter’s behavior. The visit ends when you use all 30 Safari Balls or reach the 600-step limit.

On the first visit, prioritize the story items instead of searching every grass patch. Follow the connecting paths until you reach Area 3. Find the Secret House there and speak to the attendant to receive HM03 Surf. Collect the Gold Teeth during the same visit; they are found in the Safari Zone and are needed for the Warden’s reward.

Safari Zone catches are optional for the main campaign. Exeggcute can provide Grass and Psychic coverage, Rhyhorn offers Ground-type potential, Tauros is a strong physical attacker, and Scyther is exclusive to FireRed. Kangaskhan and Chansey are uncommon and may flee repeatedly, so do not delay the required item route trying to catch them.

Teach HM03 Surf to a compatible Pokémon after leaving the Safari Zone. Surf cannot be used outside battle until Koga is defeated and the Soul Badge is obtained.

  • Enter the Safari Zone from Fuchsia City.
  • Reach Area 3 and enter the Secret House for HM03 Surf.
  • Collect the Gold Teeth before the 600-step limit expires.
  • Prioritize the required items before hunting rare encounters.

5. Return the Gold Teeth and obtain Strength

Leave the Safari Zone and enter the Safari Zone Warden’s house in southeastern Fuchsia City. Speak to the Warden and give him the Gold Teeth. He rewards you with HM04 Strength.

Strength is not required to defeat Koga, but it is important for later boulder puzzles and exploration. Teach it to a Pokémon whose move slot you can spare, because HM moves cannot be freely replaced until you reach the Move Deleter.

After teaching Strength, push the boulder inside the Warden’s house to collect the item behind it. This item is optional; receiving HM04 is the essential objective.

  • Give the Gold Teeth to the Safari Zone Warden.
  • Receive HM04 Strength.
  • Teach Strength only to a Pokémon that can carry the move without disrupting your main battle plan.

6. Navigate Fuchsia Gym’s invisible walls

Fuchsia Gym is south of the Pokémon Center. Its barriers are invisible, but the small floor markings and gaps reveal the maze. Walk through the open lanes and use the Gym trainers as landmarks. A practical route is to begin on the right side and work around the Gym until you reach Koga in the central section.

The Gym trainers use Poison Pokémon along with some Psychic and Ground Pokémon. Poison Pokémon are weak to Psychic and Ground attacks, but Koga’s Koffing and Weezing have Levitate in FireRed, making them immune to Ground-type moves. Psychic attacks are the most dependable answer to the leader’s full team.

  • Use the floor markings and gaps to identify the invisible barriers.
  • Bring a Psychic attacker if available.
  • Do not rely exclusively on Ground-type attacks.

7. Defeat Koga

Koga uses Koffing at level 37, Muk at level 39, another Koffing at level 37, and Weezing at level 43. Both Koffing and Weezing have Levitate. Muk can be hit by Ground-type moves, but Psychic attacks work consistently against all four Pokémon.

Lead with a healthy Pokémon that can use Psychic attacks or another accurate damaging move. Koffing can use Toxic, Smokescreen, Sludge, and Self-Destruct. Muk can use Minimize and Acid Armor, so defeat it before it receives several free turns to raise its evasion or Defense. Weezing uses Toxic, Smokescreen, Sludge, and Tackle.

Toxic damage becomes more dangerous each turn. If a Pokémon is badly poisoned and cannot finish the current opponent quickly, switch to a healthier teammate or use an Antidote, Full Heal, or Full Restore between battles. Keep at least two Pokémon capable of dealing damage so one critical hit, Self-Destruct, or accuracy drop does not end the attempt.

After victory, Koga awards the Soul Badge and TM06 Toxic. The Soul Badge permits Surf to be used outside battle once HM03 has been taught to a compatible Pokémon. Surf now opens the routes toward later coastal areas and Cinnabar Island.

  • Defeat Koffing, Muk, Koffing, and Weezing.
  • Receive the Soul Badge and TM06 Toxic.
  • Teach Surf to a compatible Pokémon and confirm that it works outside battle.

Before you move on

  • Routes 12, 13, 14, and 15 have been crossed and Fuchsia City is accessible from Route 15.
  • The Super Rod has been collected from the fisherman in the Route 12 fishing house.
  • The Good Rod, if collected, came from the fisherman in the southeastern-most Fuchsia City house beside the Warden’s house.
  • HM03 Surf has been collected from the Secret House in Safari Zone Area 3.
  • The Gold Teeth have been collected and returned to the Safari Zone Warden.
  • HM04 Strength has been received from the Warden.
  • Koga has been defeated, the Soul Badge and TM06 Toxic are in the Trainer’s possession, and Surf works outside battle.
References for this chapter

Saffron City, Silph Co. and Sabrina’s Gym

Enter Saffron City with Tea, recover the Card Key from Silph Co.’s fifth floor, rescue the company president by defeating Giovanni, and then defeat Sabrina in the Saffron Gym. The Card Key is the required item for opening Silph Co.’s electronic doors and reaching the rival and Giovanni.

Enter Saffron City and prepare for Silph Co.

Obtain Tea from the woman in the Celadon Mansion, then show it to any guard stationed at a Saffron City gate. The guards will allow you to enter Saffron from Celadon, Lavender, Cerulean, or Vermilion. Heal at the Pokémon Center and visit a Poké Mart before entering Silph Co., the large headquarters in the middle of the city.

Bring healing items, a few Revives, and status cures. Silph Co. contains Rocket Grunts, Scientists, and a rival battle, with enemy levels reaching the low forties. You do not need to defeat every trainer to finish the story, but the building is a useful source of experience and items. Prioritize the Card Key before making a full sweep so the locked doors do not force unnecessary backtracking.

  • Use Tea to enter Saffron City.
  • Heal and stock Potions or Super Potions, Revives, and status cures.
  • Enter Silph Co. with space in the Bag for key items.

Reach 5F and collect the Card Key

Use the elevator to go directly to 5F. From the elevator area, follow the southern corridor toward the Rocket Grunt guarding the passage. Defeat the Grunt, then step onto the nearby warp panel and immediately step back onto it. This returns you to the opposite side of the barrier rather than sending you deeper into the building.

Walk along the newly accessible corridor and pick up the item at the end to obtain the Card Key. The Card Key opens the electronic doors on every floor of Silph Co. Do not leave the building without it. Nearby optional rewards include items such as Protein and TM01 Focus Punch, but they are not needed for the story route.

  • Go to 5F using the elevator.
  • Defeat the Grunt near the southern corridor.
  • Use the warp panel and step back onto it.
  • Pick up the Card Key.

Use 3F to reach the rival and Lapras

Return to 3F and use the Card Key on the locked door in the central section. Enter the room behind it and step onto the warp panel. This takes you to the northwest section of 7F, where your rival is waiting. Save before approaching him if your party is weakened.

The rival’s team varies according to your starter choice, but includes Pidgeot at level 37, Alakazam at level 35, Rhydon at level 37, and two additional Pokémon. Electric attacks are useful against Pidgeot and Gyarados if they appear. Grass or Water attacks handle Rhydon, while a sturdy physical attacker is preferable against Alakazam because its Special Attack is high but its physical defenses are poor.

After winning, speak to the nearby Silph employee while you have an open party slot. He gives you Lapras at level 25. Lapras is optional, but it is a useful Water-type teammate and can learn Surf later.

  • Unlock the central 3F door with the Card Key.
  • Take the warp panel to northwest 7F.
  • Defeat the rival.
  • Speak to the nearby employee to receive Lapras if you have room.

Reach Giovanni’s office on 11F

After the rival battle, use the warp panel in the room. It returns you to 3F beside the route toward the elevator. Use the elevator to reach 11F, then walk to the western side of the floor and unlock the electronic door with the Card Key.

You can explore other floors for experience and items before continuing. Floor 9F contains a room with a Silph employee who restores your party for free, making it a convenient recovery point before the final battles. Heal there or at the Pokémon Center, then save before entering the 11F office area. Defeat the Rocket Grunt outside the boardroom and open the final Card Key door.

  • Use the rival-room warp to return to 3F.
  • Take the elevator to 11F.
  • Use the Card Key on the western office door.
  • Heal at the 9F nurse or Pokémon Center and save before Giovanni.

Defeat Giovanni and rescue Silph Co.

Giovanni’s FireRed Silph Co. team is Nidorino at level 37, Rhyhorn at level 37, Kangaskhan at level 35, and Nidoqueen at level 41. Ground attacks are effective against Nidorino, Rhyhorn, and Nidoqueen. Water attacks are especially useful against Rhyhorn and Nidoqueen. Kangaskhan is a Normal-type Pokémon, so use Fighting attacks if available or your strongest reliable neutral move. Watch for Fake Out and Mega Punch from Kangaskhan.

After defeating Giovanni, speak to the president of Silph Co. in the office. He gives you the Master Ball, which catches a wild Pokémon without fail. The Master Ball is optional to use; saving it for a difficult stationary legendary is usually more valuable than using it on an ordinary encounter. Team Rocket then abandons the building, and the Rocket Grunt blocking the Saffron Gym disappears.

  • Defeat Nidorino, Rhyhorn, Kangaskhan, and Nidoqueen.
  • Speak to the Silph Co. president.
  • Receive the Master Ball.
  • Leave Silph Co. and confirm that the Saffron Gym is accessible.

Navigate the Saffron Gym

Sabrina’s Gym is in the northeast part of Saffron City, beside the Fighting Dojo. Its rooms are connected by warp panels. To reach Sabrina by the shortest route, step on the panel near the entrance, then use the northwest panel in the next room, followed by the southwest panel in the next room, and the southwest panel once more. This places you in the central room with Sabrina. Gym trainers are optional, although battling some of them provides useful experience.

Sabrina uses Kadabra at level 38, Mr. Mime at level 37, Venomoth at level 38, and Alakazam at level 43. Psychic attacks are dangerous, particularly from Alakazam, which is fast and knows Recover. Dark-type attacks are effective, but available Dark moves may be limited at this point. Strong physical attacks are dependable because Kadabra and Alakazam have low physical Defense. Bug and Ghost attacks can work, but weak early-game moves should not be treated as automatic counters. Avoid using Poison- or Fighting-type Pokémon unless they can survive repeated Psychic attacks.

  • Enter the Saffron Gym after Silph Co. is cleared.
  • Use the entrance, northwest, southwest, and southwest warp panels.
  • Defeat Kadabra, Mr. Mime, Venomoth, and Alakazam.
  • Receive the Marsh Badge and TM04 Calm Mind.

Before you move on

  • Giovanni has been defeated in the 11F Silph Co. office.
  • The Silph Co. president has given you the Master Ball.
  • The Rocket Grunt blocking the Saffron Gym has disappeared.
  • Sabrina has been defeated, and you received the Marsh Badge and TM04 Calm Mind.
  • Your next required Kanto objectives are the remaining Gym badges, with the exact route depending on whether you have already defeated Koga and which badges you hold.
References for this chapter

Seafoam Islands and Articuno

Seafoam Islands is an optional detour between Fuchsia City and Cinnabar Island. From Fuchsia, use Surf on Routes 19 and 20 to reach the eastern entrance, then use Strength to drop the correct boulders into the lower channels and stop the currents. This opens the route to the level 50 Articuno encounter. Articuno is not required for Blaine, Cinnabar Island, the Pokémon League, or the first Hall of Fame entry. After finishing or postponing this objective, leave the cave and continue toward Cinnabar; Power Plant and Zapdos are covered in Part 12.

Prepare Surf, Strength, and capture supplies

Bring a Pokémon that knows HM03 Surf and another that knows HM04 Strength, or one Pokémon capable of using both moves. HM03 comes from the Secret House in the Safari Zone. HM04 comes from the Safari Zone Warden after you return his Gold Teeth. The Soul Badge allows Surf outside battle, while the Rainbow Badge allows Strength outside battle.

Heal in Fuchsia City before leaving. Carry Ultra Balls, healing items, and status cures. Sleep or paralysis can improve the capture attempt, but do not rely on a single Pokémon to survive Articuno’s attacks. A Pokémon with a reliable, non-super-effective damaging move is useful for lowering its HP safely.

Save immediately before starting the Articuno battle. If Articuno is knocked out or the capture attempt ends with a result you do not want to keep, reset and reload the pre-battle save rather than saving afterward.

  • Soul Badge obtained so Surf works outside battle
  • Rainbow Badge obtained so Strength works outside battle
  • Surf and Strength available in the party
  • Ultra Balls and healing supplies prepared
  • Save made immediately before the Articuno battle

Travel from Fuchsia City to the eastern Seafoam entrance

Leave Fuchsia City through the southern gate and use Surf on Route 19. Continue south, then turn west when you reach Route 20. The entrance you reach from Fuchsia is the eastern side of the Seafoam Islands cave complex.

Swimmer battles and wild encounters can reduce HP and PP before the puzzle. Use Repels if you want to concentrate on navigation, and return to Fuchsia to heal if the party becomes worn down. You can also postpone the cave entirely and continue toward Cinnabar by another route; Seafoam Islands and Articuno are optional.

Enter the cave from the Fuchsia side. The Cinnabar-side entrance is useful for the western exit route, but it is not the entrance needed for this chapter’s Articuno objective.

  • Surf south from Fuchsia through Route 19
  • Turn west onto Route 20
  • Enter Seafoam Islands from the Fuchsia-side entrance
  • Heal or use Repels if supplies become low

Open the route to Articuno

Seafoam Islands contains several floors connected by ladders. The fast currents prevent normal movement across some water, so the main puzzle is solved by pushing boulders with Strength through floor holes. Follow the ladders down until you reach the boulder sections associated with the Articuno route.

Move aside any obstructing rocks, line up the required boulders, and push them through the holes. Follow the boulders downward when the floor layout permits. The boulders eventually fall into the lower water channels and block the currents that would otherwise carry you away from the Articuno area.

After the required current-blocking boulders are in place, return to the lower floor and use Surf across the now-passable water. Reach the isolated island where Articuno is standing. You do not need to solve every boulder puzzle in Seafoam Islands merely to reach Articuno.

There is a separate boulder sequence for opening the passage toward the western, Cinnabar-side exit. Treat that as optional for this chapter. If you push a boulder into a corner or otherwise make the local arrangement unusable, leave the floor and re-enter it to reset the movable boulders. Boulders that have already fallen through holes remain part of the lower-floor arrangement.

  • Use Strength to move the Seafoam boulders
  • Drop the required boulders through the floor holes
  • Block the currents needed for the Articuno route
  • Surf to the isolated lower-floor island
  • Solve the additional western-exit sequence only if that exit is wanted

Capture or postpone Articuno

Save directly in front of Articuno before interacting with it. In FireRed, Articuno is level 50 and has Mist, Agility, Mind Reader, and Ice Beam. Lower its HP gradually with controlled damage. Articuno is four times weak to Rock, so avoid a powerful Rock attack unless you are confident it will survive.

Apply sleep or paralysis if a member of your party can do so safely, then throw Ultra Balls while keeping a backup Pokémon ready. Ice Beam can seriously damage fragile targets, and repeated attempts may exhaust your team’s healing resources. Use healing items between attempts when necessary, but do not accidentally replace the pre-battle save with a post-knockout state.

If you capture Articuno, heal before leaving the cave. If you defeat it, flee from the area, or decide not to catch it, continue without it or reload the pre-battle save for another attempt. Articuno is an optional legendary and is not needed to access Cinnabar Island, defeat Blaine, enter Victory Road, or challenge the Pokémon League.

  • Save immediately before speaking to Articuno
  • Reduce its HP with controlled damage
  • Use sleep or paralysis when available
  • Avoid an uncontrolled super-effective knockout
  • Reload the pre-battle save after an unwanted result
  • Heal the party before continuing

Leave Seafoam Islands and end this chapter

After the encounter, retrace the ladders to leave through the entrance you used, or complete the separate boulder sequence if you specifically want the western Cinnabar-side exit. If you become lost or run low on supplies, an Escape Rope can return you to the most recently used Pokémon Center; otherwise, follow the ladders upward and backtrack through the cave.

The next destination is Cinnabar Island. Continue with the Pokémon Mansion, the Cinnabar Gym, and Blaine in Part 10. Do not detour to the Power Plant or Route 10 here; those instructions and the Zapdos encounter belong exclusively to Part 12.

  • Articuno captured, postponed, or intentionally left for later
  • Seafoam Islands exited safely
  • Party healed after the cave
  • Ready to continue toward Cinnabar Island

Before you move on

  • Surf and Strength can be used outside battle.
  • The player has reached Articuno’s island or deliberately postponed the encounter.
  • The player has either captured Articuno, reloaded a pre-battle save for another attempt, or intentionally left it untouched.
  • The player has exited Seafoam Islands with the party healed or has returned safely to Fuchsia City.
  • The player is ready to continue toward Cinnabar Island and Part 10.
  • The player understands that Power Plant and Zapdos are reserved for Part 12.
References for this chapter

Cinnabar Island, Pokémon Mansion and Blaine (Volcano Badge)

Surf to Cinnabar Island, visit the Pokémon Lab if you have a fossil to revive, search the Pokémon Mansion for the Secret Key, and use it to open Blaine’s Gym. Defeat Blaine for the Volcano Badge and TM38 Fire Blast. Afterward, Bill offers an optional trip to One Island; accept it now for the early One, Two, and Three Island sequence, or decline and continue directly toward Viridian City and the Pokémon League.

Reach Cinnabar Island and prepare

You can reach Cinnabar Island by Surfing south from Pallet Town, or by traveling through Routes 19 and 20 with the Seafoam Islands route. Surfing directly from Pallet Town is the shorter route. The Seafoam path is optional and is useful only if you are already exploring the islands or pursuing Articuno.

Heal at the Pokémon Center and restock before entering the Pokémon Mansion. Bring healing items, a few status cures, and either an Escape Rope or a Pokémon that knows Dig. You do not need to clear every Mansion trainer or collect every item; the required objective is the Secret Key.

  • Reach Cinnabar Island with Surf available.
  • Heal and restock at the Pokémon Center.
  • Carry an Escape Rope or prepare Dig for a quick exit.

Use the Pokémon Lab for optional fossil revival

The Pokémon Lab is on the southwest side of Cinnabar Island. In its room on the right, a scientist revives the Dome Fossil, Helix Fossil, or Old Amber. Give him the fossil, leave the Lab, and return to speak with him again to receive the revived Pokémon.

The Lab’s trade encounters are optional and do not affect Blaine, the Secret Key, Viridian Gym, or the Sevii Islands. If you have a fossil ready, reviving it now saves a later trip, but you can continue the story without visiting the Lab.

  • Visit the fossil-revival scientist if you have a fossil or Old Amber.
  • Leave and re-enter the Lab to collect the revived Pokémon.
  • Treat the Lab trades as optional.

Navigate the Pokémon Mansion to B1F

Enter the Pokémon Mansion on the northwest side of Cinnabar Island. From 1F, take the northern staircase to 2F, then use the northwest staircase to reach 3F. On 3F, activate the statue switch and move through the opened passage. Drop through the eastern hole in the balcony to return to 2F.

On 2F, travel west to the statue near the stairways and activate it. Return to 3F through the northwest staircase and activate the statue there. Move south and drop through the western balcony hole. From the landing area, go south and take the staircase to B1F.

The statues change which gates are open. After activating one, inspect the nearby corridors again rather than retracing the previous route blindly.

  • Climb from 1F to 2F, then to 3F.
  • Use the eastern 3F hole on the first descent.
  • Activate the 2F statue and return to 3F.
  • Activate the next 3F statue and use the western hole.
  • Take the staircase from the landing area to B1F.

Recover the Secret Key

On B1F, move into the room west of the staircase and activate the statue. Follow the newly opened route toward the northeast section of the basement and activate the second basement statue there. Then follow the corridor west until you reach the table containing the Secret Key.

The Secret Key is the only Mansion item required to challenge Blaine. After collecting it, leave through the Mansion’s 1F exit, use Dig, or use an Escape Rope. Heal before entering the Gym.

  • Activate the first B1F statue west of the stairs.
  • Activate the second statue in the northeast basement room.
  • Take the Secret Key from the table at the end of the west corridor.
  • Leave the Mansion and restore your team.

Open the Gym and defeat Blaine

The Cinnabar Gym remains locked until the Secret Key is in your Bag. Inside, quiz machines ask Pokémon questions. A correct answer lets you bypass the nearby trainer; a wrong answer starts a trainer battle. Wrong answers do not block the Gym, so battling is a valid way to gain experience.

Blaine uses Growlithe at level 42, Ponyta at level 40, Rapidash at level 42, and Arcanine at level 47. Water-, Ground-, and Rock-type attacks are effective. Surf is a strong general choice, but bring a second answer to Fire types so one weakened Pokémon does not have to carry the entire battle. Arcanine is the highest-level opponent, so heal before the Gym and save before speaking to Blaine.

  • Use the Secret Key to open the Gym.
  • Bring reliable Water, Ground, or Rock attacks.
  • Answer the quiz machines or battle the Gym trainers.
  • Save before challenging Blaine.
  • Defeat Growlithe, Ponyta, Rapidash, and Arcanine.

Claim the Volcano Badge and handle Bill’s invitation

After defeating Blaine, receive the Volcano Badge and TM38 Fire Blast. The Volcano Badge allows Waterfall to be used outside battle, although HM07 itself is obtained later in Icefall Cave and is mainly relevant to post-game Sevii Islands exploration.

When you leave the Gym, Bill offers to take you to One Island. Accepting begins the early One, Two, and Three Island sequence: you meet Celio, receive the Tri-Pass, rescue Lostelle in Berry Forest, and deliver the Meteorite to Lostelle’s father on Three Island. This detour is optional for the first Pokémon League victory.

If you decline, Bill remains at the Cinnabar Pokémon Center. You may return and accept the trip later, or proceed directly to Viridian City, where the final Gym is available after the other seven badges are earned. The post-League Rainbow Pass and Ruby-and-Sapphire quest are separate objectives and should not be confused with this early optional visit.

  • Receive the Volcano Badge.
  • Receive TM38 Fire Blast.
  • Choose whether to accept Bill’s trip immediately.
  • If declining, confirm Bill is waiting at the Cinnabar Pokémon Center.
  • If accepting, board the ferry and speak with Celio on One Island.

Before you move on

  • The Secret Key appears in the Key Items pocket.
  • The Cinnabar Gym door opens when examined.
  • Blaine has been defeated.
  • The Volcano Badge appears on the Trainer Card.
  • TM38 Fire Blast has been received.
  • Bill has either taken you to One Island or is waiting at the Cinnabar Pokémon Center after you declined.
  • If you chose the early Sevii detour, Celio has been met and the Tri-Pass sequence has begun.
  • The Pokémon Lab has revived any fossil you deliberately submitted.
References for this chapter

Sevii Islands — Part I: One, Two and Three Island Pre-League Detour

After defeating Blaine on Cinnabar Island, Bill offers to take you to One Island. This first Sevii Islands visit is optional in the original Pokémon FireRed Version for Game Boy Advance. You may decline the invitation and continue directly to Viridian City, or accept it and complete the Tri-Pass sequence before returning to Kanto. If you accept, the required objectives for this detour are receiving the Meteorite and Tri-Pass, rescuing Lostelle in Berry Forest, delivering the Meteorite to her father on Two Island, and returning to Cinnabar with Bill. Moltres, Treasure Beach, Mt. Ember exploration, and other island rewards are optional. Do not confuse this visit with the later post-League quest involving the National Pokédex, Ruby, Sapphire, Rainbow Pass, and access to the remaining Sevii Islands.

Choose whether to visit One Island after Blaine

After defeating Blaine and receiving the Volcano Badge, leave the Cinnabar Gym. Bill approaches and asks whether you want to accompany him to One Island. Choosing yes begins the initial Sevii Islands sequence. Choosing no leaves Bill waiting at the Cinnabar Pokémon Center, allowing you to continue directly toward Viridian City. You can return to the Pokémon Center and accept the invitation later.

The island visit is not a requirement for entering Viridian Gym, earning the Earth Badge, reaching Victory Road, or challenging the Pokémon League. Complete it now if you want the extra battles, island items, Lostelle story, or optional access to Mt. Ember. Skip it temporarily if you want to continue the main Kanto route.

  • Defeat Blaine and obtain the Volcano Badge.
  • Decide whether to accept Bill’s invitation.
  • If declining, return to the Cinnabar Pokémon Center later if you want to start the island visit.
  • If accepting, arrive at One Island with Bill.

Receive the Meteorite and Tri-Pass on One Island

Bill takes you to the Pokémon Network Center on One Island and introduces you to Celio. Celio is repairing the Network Machine, which currently cannot connect the island system normally with the mainland. Bill asks you to deliver a Meteorite to the owner of the Joyful Game Corner on Two Island.

Bill gives you the Meteorite. Afterward, Celio gives you the Tri-Pass and adds One, Two, and Three Island to your Town Map. The Tri-Pass permits ferry travel among those three islands. It is not the Rainbow Pass, which belongs to the later post-League quest.

The Pokémon Network Center heals your party and serves as the local hub. Before leaving, check your supplies and make sure you have a Pokémon that knows Surf if you intend to explore the optional water routes or travel around One Island.

  • Speak with Bill and Celio in the Pokémon Network Center.
  • Receive the Meteorite from Bill.
  • Receive the Tri-Pass from Celio.
  • Confirm that One, Two, and Three Island appear on the Town Map.

Explore One Island and obtain HM06 Rock Smash

From the One Island settlement, you may Surf south to Treasure Beach. This area contains optional trainers, wild Pokémon, and items, but none of it is needed for the Lostelle objective. Return to the town afterward and follow Kindle Road north toward Mt. Ember.

Ember Spa is beside Kindle Road. Stand in the hot spring to restore your party without using healing items. Speak with the old man between the waterfalls to receive HM06 Rock Smash. Rock Smash is not required to rescue Lostelle or deliver the Meteorite.

You may continue beyond Ember Spa toward Mt. Ember. The upper route uses Rock Smash and Strength to clear rocks and boulders. These abilities are for optional exploration during this chapter, including the route to Moltres. If you are focusing only on the Lostelle sequence, you can leave Mt. Ember unexplored and return to the ferry.

  • Visit Treasure Beach if desired.
  • Use Ember Spa to heal.
  • Receive HM06 Rock Smash from the old man.
  • Bring a Pokémon with Strength if attempting the upper Mt. Ember route.

Optional objective: reach Mt. Ember and handle Moltres

Mt. Ember lies north of Ember Spa across the short water channel. Follow the exterior path into the mountain, pass through the interior tunnels, and emerge on the upper exterior route. Use Rock Smash and Strength where the path is blocked, then continue to the summit area.

Moltres is a stationary level 50 Fire/Flying Pokémon. It is not required for the first Pokémon League victory, the Lostelle rescue, or any Tri-Pass objective. Save before interacting with it if you want the option to retry the encounter.

Use Water-, Electric-, or Rock-type attacks to lower its HP, then switch to weaker attacks when it is near defeat. Sleep or paralysis can make the capture attempt more reliable. If Moltres is defeated or your party is knocked out, reload the save made before the encounter if you want another attempt. When finished, leave through Mt. Ember and return to the One Island ferry.

  • Reach Mt. Ember if pursuing the optional legendary.
  • Save before speaking to Moltres.
  • Capture Moltres, defeat it, or leave the encounter for later.
  • Return to the One Island ferry area.

Take the Meteorite to Two Island

Board the ferry from One Island to Two Island and enter the Joyful Game Corner on the eastern side of town. Speak with the owner to attempt the Meteorite delivery. He explains that his daughter Lostelle is missing and asks you to search Three Island, so the Meteorite cannot be delivered yet.

Heal at the Two Island Pokémon Center, then return to the port and board the ferry to Three Island. You must visit Two Island before the rescue because the Game Corner owner provides the objective and sends you onward.

  • Travel from One Island to Two Island.
  • Enter the Joyful Game Corner.
  • Speak with Lostelle’s father.
  • Accept the request to find Lostelle.
  • Travel to Three Island.

Clear the biker blockade on Three Island

Leave the Three Island port and approach the bikers blocking the road into town. Heal before starting because the confrontation consists of four consecutive battles. Their teams use Poison Pokémon such as Koffing, Grimer, Weezing, and Muk around levels 37 to 39.

Ground- and Psychic-type attacks are effective against the group. Carry Antidotes, Full Heals, or similar status recovery if your team is vulnerable to poison. Use the Pokémon Center between the port and town before challenging the group if necessary.

After the four battles, speak with the residents. The southern resident gives you a Full Restore. Another resident explains that Lostelle went west toward Bond Bridge. Follow that direction instead of returning to the ferry.

  • Heal before confronting the bikers.
  • Win all four consecutive battles.
  • Collect the Full Restore from the resident.
  • Receive the direction toward Bond Bridge.

Cross Bond Bridge and rescue Lostelle in Berry Forest

Leave Three Island through the western route and cross Bond Bridge. Continue through the trainer routes into Berry Forest. You can battle the trainers for experience or avoid them, but heal before reaching the forest’s deeper paths if your team is weakened.

Lostelle is in the northwest part of Berry Forest. Approach her to trigger the encounter with a wild level 30 Hypno. Defeat or capture Hypno, then speak with Lostelle. The battle can involve Psychic damage, confusion, poison, and physical attacks, so do not lead with a badly weakened Pokémon.

Lostelle gives you an Iapapa Berry, and the game automatically takes both of you back to the Joyful Game Corner on Two Island. Speak with her father there. He accepts Bill’s Meteorite, gives you a Moon Stone, and restores the Game Corner’s normal operation.

  • Cross Bond Bridge.
  • Reach the northwest area of Berry Forest.
  • Defeat or capture the level 30 Hypno.
  • Speak with Lostelle after the battle.
  • Return to the Joyful Game Corner.
  • Deliver the Meteorite and receive the Moon Stone.

Finish the detour and return to Kanto

After the Meteorite is delivered, return to One Island by ferry and enter the Pokémon Network Center. Bill and Celio finish their initial work, and Bill takes you back to Cinnabar Island automatically.

This optional detour is complete when Lostelle is safe, the Meteorite has been delivered, the Moon Stone has been received, and Bill has returned you to Kanto. You may now continue to Viridian City, or revisit One, Two, and Three Island through the ferry system.

The Ruby-and-Sapphire quest does not begin here. After entering the Hall of Fame and meeting the National Pokédex requirement, return to One Island and speak with Celio to begin the later Network Machine quest. That later sequence involves the Ruby, Rainbow Pass, Four through Seven Island, the Sapphire, and the post-game conditions for Cerulean Cave.

  • Confirm that Lostelle has been rescued.
  • Confirm that the Meteorite was delivered.
  • Receive the Moon Stone.
  • Speak with Bill at the One Island Pokémon Network Center.
  • Return to Cinnabar Island.
  • Continue toward Viridian Gym or revisit the first three islands.

Before you move on

  • You defeated Blaine and chose whether to accept Bill’s invitation.
  • If you accepted, you received the Meteorite and Tri-Pass from Bill and Celio.
  • You optionally visited Ember Spa and obtained HM06 Rock Smash.
  • You optionally reached Mt. Ember and handled the Moltres encounter.
  • You defeated the four biker opponents on Three Island.
  • You crossed Bond Bridge and defeated or captured the level 30 Hypno in Berry Forest.
  • You rescued Lostelle and returned with her to Two Island.
  • You delivered the Meteorite to Lostelle’s father and received the Moon Stone.
  • You spoke with Bill on One Island and returned to Cinnabar Island.
  • You understand that the initial island visit is optional for the first League victory, while Ruby, Sapphire, the Rainbow Pass, and the remaining island quest belong to the post-League sequence.
References for this chapter

Route 21, Power Plant, Viridian Gym and returning to Viridian City

Begin after the Part 11 decision has been resolved: the optional early One, Two, and Three Island sequence is complete, postponed, or declined. If you postponed it, you may still finish that detour before continuing through Kanto, but it is not required for Viridian Gym, Victory Road, or the first Pokémon League challenge. Cross Route 21, optionally explore the Power Plant and attempt Zapdos, then return to Viridian City for the eighth Gym Badge. Stop after receiving the Earth Badge and TM26 Earthquake, before the Route 22 rival battle.

Confirm the opening state

Part 12 does not begin with a new choice at Cinnabar Island. The optional early Sevii sequence from Part 11 has either been completed, postponed, or declined. If you postponed it, you may still complete the One, Two, and Three Island objectives before continuing, including the Lostelle rescue and the Meteorite delivery. If you are ready to continue in Kanto, proceed without reopening that sequence.

The early Tri-Pass visit is separate from the post-League Ruby-and-Sapphire quest. It is not required for the Viridian Gym, the Victory Road route, or the first Pokémon League victory. The Rainbow Pass, National Pokédex, Ruby, Sapphire, and restored Network Machine are also unnecessary for this chapter.

Before entering Viridian Gym, make sure the Boulder, Cascade, Thunder, Rainbow, Soul, Marsh, and Volcano Badges are recorded. The Gym opens when the other seven Kanto Badges have been earned, regardless of whether the early Sevii detour was completed.

  • The Part 11 Sevii sequence is complete, postponed, or declined.
  • The seven required Kanto Badges are recorded.
  • The post-League Rainbow Pass and gemstone quest are not being treated as prerequisites.
  • You are ready to leave Cinnabar Island through Route 21.

Cross Route 21 to Pallet Town

Leave Cinnabar Island from the eastern shore and use Surf to enter Route 21. Follow the route north through the water until Pallet Town comes into view. The route contains Fishermen, Swimmers, and a small patch of tall grass near town. Battle the trainers for experience and money, or use Repels if your party is already prepared.

Heal at the Pallet Town Pokémon Center or at the player’s house. Route 21 is the direct Kanto connection between Cinnabar Island and Pallet Town, and crossing it keeps the intended progression intact. From Pallet Town, you can reach other Kanto destinations with Fly, but you must still have Surf available for the Power Plant visit.

  • Travel from Cinnabar Island to Pallet Town through Route 21.
  • Heal the party in Pallet Town.
  • Keep Surf available if you plan to explore the Power Plant.

Reach the optional Power Plant

Fly to the Pokémon Center on Route 10, beside the Rock Tunnel entrance. From the Center, walk north to the river, use Surf, and follow the water south past the Rock Tunnel entrance. The Power Plant is a short distance away, with a PokéManiac outside the building.

The Power Plant is optional. It is not needed for the Earth Badge, the Pokémon League, or any required Kanto story objective. Bring Paralyze Heals, Full Heals, or similar recovery items because the area contains Electric-type Pokémon and wild encounters can inflict paralysis. Repels are useful if you want to collect items without frequent battles.

  • Fly to Route 10’s Pokémon Center.
  • Surf south along the river past the Rock Tunnel entrance.
  • Carry paralysis cures and general healing items.
  • Remember that the Power Plant is optional progression.

Search the Power Plant and prepare for Zapdos

Explore the building by following its corridors and checking the item balls and side rooms. Several item-looking objects are actually Voltorb or Electrode encounters, so do not assume every visible item can be collected safely. The facility contains useful items, including TM25 Thunder and a Thunder Stone, but none is required for the main story.

Zapdos waits in the far section of the building as a stationary level 50 Electric/Flying encounter. Heal before approaching it, place the Pokémon you intend to use at the front of the party, and save immediately before interacting with Zapdos.

Sleep or paralysis makes the capture attempt more manageable. Lower its HP carefully rather than using a move that might knock it out, and bring a large supply of Ultra Balls or other suitable Poké Balls. Ground attacks do not affect Zapdos because its Flying typing grants immunity. Protect fragile Bug- and Grass-type Pokémon from Drill Peck, and keep a backup status user available if the first attempt is knocked out.

If Zapdos is defeated, your party is wiped out, or the result is not one you want to keep, reload the save made before the encounter. Zapdos remains optional and can be left for a later attempt. When finished, leave through the entrance or use the rear exit; in FireRed, the rear exit leads to a small exterior area beside the facility and does not simply warp you to the front door.

  • Save immediately before speaking to Zapdos.
  • Use controlled damage and sleep or paralysis when possible.
  • Bring enough Poké Balls and recovery items.
  • Reload the pre-battle save after an unwanted result.
  • Treat Zapdos and the Power Plant as optional content.

Enter Viridian Gym and navigate the spinner maze

Return to Viridian City after the Power Plant visit. If you skipped the Power Plant, you can go directly there after healing in Pallet Town or another convenient location. Enter Viridian Gym only after confirming that the other seven Kanto Badges are recorded.

The Gym uses one-way spinner panels. Step onto a panel and let it carry you until you reach a solid stopping tile, then reposition yourself before taking the next panel. Work through the left side of the building first, use the central panels to reach the upper section, and continue around the upper and right-hand corridors toward Giovanni. The layout allows you to avoid some Gym Trainers, but battling them provides useful experience before the leader fight.

Heal before speaking to Giovanni. His team is built around Ground typing, so bring Water, Grass, or Ice attacks. A Flying-type Pokémon can avoid Ground attacks, while Psychic attacks are useful against the Poison/Ground Nidoqueen and Nidoking. Do not rely on a single weakened counter, because Dugtrio is fast and Giovanni’s Pokémon carry strong Ground attacks.

  • Viridian Gym is open after the other seven Badges are earned.
  • Use the spinner panels to reach the upper section and Giovanni.
  • Heal before the leader battle.
  • Bring at least two answers to Ground-type Pokémon.

Defeat Giovanni for the Earth Badge

Giovanni’s FireRed team is Rhyhorn at level 45, Dugtrio at level 42, Nidoqueen at level 44, Nidoking at level 45, and a final Rhyhorn at level 50. Water attacks are the most broadly useful option. Grass and Ice attacks are particularly effective against the Rhyhorn and Dugtrio, while Psychic attacks can exploit the Poison/Ground typing of Nidoqueen and Nidoking.

Dugtrio’s Speed can punish a damaged Pokémon, so switch to a healthy counter rather than trying to finish the battle with a weakened attacker. Use healing items during the battle when necessary, and cure poison or paralysis before the next Pokémon enters. Giovanni can use healing items, so preserve enough PP and damage output to handle a recovery.

After the battle, Giovanni awards the Earth Badge and TM26 Earthquake. This is the eighth Kanto Badge and completes the Gym requirement for the Pokémon League route.

  • Defeat Rhyhorn at level 45.
  • Defeat Dugtrio at level 42.
  • Defeat Nidoqueen at level 44.
  • Defeat Nidoking at level 45.
  • Defeat the final Rhyhorn at level 50.
  • Receive the Earth Badge and TM26 Earthquake.

Stop before Route 22

Heal at the Viridian City Pokémon Center, restore move PP, and restock Revives, healing items, and status cures. Check that Surf and Strength are available for the upcoming Route 22, Route 23, and Victory Road progression. A balanced party around the low-to-mid 50s is a practical preparation target, although the required level depends on team composition, move coverage, and item use.

Do not enter Route 22 in this chapter and do not begin the final rival battle. Save in Viridian City with the party healed and supplies ready. Part 13 begins when you leave west toward Route 22.

  • The Earth Badge is recorded.
  • TM26 Earthquake has been obtained.
  • The party is healed and supplied.
  • Surf and Strength are available for the next section.
  • The Route 22 rival battle has not begun.
  • The player is ready to start Route 22, Route 23, and Victory Road in Part 13.

Before you move on

  • The early Sevii detour is complete, postponed, or declined.
  • The other seven Kanto Badges are recorded.
  • Route 21 has been crossed from Cinnabar Island to Pallet Town.
  • The Power Plant has been explored, or Zapdos has been intentionally left for later.
  • Giovanni has been defeated in Viridian Gym.
  • The Earth Badge and TM26 Earthquake have been obtained.
  • The party is healed, supplied, and ready for the Route 22 rival battle.
  • The chapter ends before Route 22, Route 23, and Victory Road.
References for this chapter

Route 22–23, Victory Road approach and preparation

After earning all eight Kanto Badges, defeat the final Route 22 rival battle, pass the eight Route 23 badge checkpoints, solve Victory Road’s four Strength puzzles, and reach Indigo Plateau. The chapter ends with the party healed, supplied, saved, and ready for the uninterrupted Pokémon League challenge.

Confirm the final badge and prepare the field moves

Leave Viridian Gym only after defeating Giovanni and receiving the Earth Badge. Route 23 checks the badges in this order: Boulder, Cascade, Thunder, Rainbow, Soul, Marsh, Volcano, and Earth. Each guard checks one badge, and there is no alternate route around a missing checkpoint.

Before leaving Viridian City, place Pokémon that know Surf and Strength in the party. Surf is needed for the water crossing on Route 23, while Strength is required for the pressure-switch puzzles inside Victory Road. At this point all eight badges have been earned, so both field moves can be used outside battle.

Heal at the Viridian City Pokémon Center, inspect each battler’s moves and held item, and save before entering Route 22. Keep trained Pokémon in the party instead of filling several slots with weak HM carriers. Strength can be forgotten later, but keep it available until Victory Road is finished.

  • The Earth Badge has been earned.
  • Surf and Strength are available outside battle.
  • The main party is healed and contains useful battlers.
  • The game is saved before the Route 22 rival area.

Defeat the rival on Route 22

Walk west from Viridian City onto Route 22. Continue through the grass and toward the western path. The rival stops you before the Pokémon League gate, so heal before triggering the battle and lead with a healthy Pokémon that can handle his opening Pidgeot or switch safely.

In FireRed, the rival uses Pidgeot at level 47, Alakazam at level 47, and Rhyhorn at level 45. The other three Pokémon depend on your starter. If you chose Charmander, he uses Exeggcute level 45, Growlithe level 45, and Blastoise level 53. If you chose Bulbasaur, he uses Exeggcute level 45, Gyarados level 45, and Charizard level 53. If you chose Squirtle, he uses Growlithe level 45, Gyarados level 45, and Venusaur level 53.

Use Electric or Ice coverage against Pidgeot and Gyarados, Grass or Water coverage against Rhyhorn, Fire or Flying attacks against Exeggcute, and strong physical or Dark-type damage against Alakazam when available. Ground attacks are useful against Growlithe, but do not send a Ground-type into Gyarados. Preserve a reliable answer for the level 53 starter rather than exhausting it against the earlier Pokémon.

If the battle exposes a major weakness, return to Viridian City before continuing. Heal, replace obsolete attacks, and restock supplies rather than expecting Victory Road to repair an unprepared team.

  • The rival has been defeated on Route 22.
  • The party has reliable answers for Flying, Psychic, Ground, and the starter-dependent matchup.
  • The team is healed before entering the League gate.
  • Weak or obsolete moves have been replaced where practical.

Pass the eight Route 23 badge checks

Continue west from Route 22 to the Pokémon League Front Gate. Enter the building and walk through the rear door. The first guard checks the Boulder Badge. Continue north through Route 23, presenting the Cascade, Thunder, Rainbow, Soul, Marsh, Volcano, and Earth Badges in order.

Route 23 is largely a northbound route with grass, narrow land sections, and a river dividing part of the route. When the path reaches water, use Surf and cross to the continuation on the other side. Optional items can be collected along the way, but none is required to reach Victory Road.

Use Repels in long corridors if your lead Pokémon is strong enough to avoid the wild encounters you do not want. Keep the party healthy because there is no Pokémon Center between the Viridian area and Indigo Plateau. After the Earth Badge guard accepts your badge, enter Victory Road at the northern end of the route.

  • All eight guards have accepted the correct badges.
  • The Route 23 water crossing has been completed with Surf.
  • The party is healthy before entering Victory Road.
  • The Victory Road entrance has been reached.

Solve the first Victory Road pressure switch

Victory Road contains several connected sections, trainers, wild Pokémon, optional items, and four Strength puzzles. From the entrance, find the first boulder to the west and use Strength. Push it down once, then push it right as far as possible.

Push the same boulder up as far as possible, then push it right as far as possible again. Push it up until it is one tile above the white button. Push it right once, then push it down onto the button. This removes the barrier on the rocky ridge.

Return toward the entrance and take the nearby stairs. Follow the ridge around the western side, go down the stairs in the northwest section, and reach the ladder in the northwest corner of the first floor. Climb that ladder to the second-floor boulder. Do not reset the cave after solving this first switch unless you intentionally need to restart the puzzle.

  • The first boulder is on the white pressure button.
  • The rocky-ridge barrier has opened.
  • The northwest ladder to the second floor is accessible.
  • Strength remains available in the party.

Collect one optional item and solve the second-floor switch

On the second floor, head south to the next boulder. Push it left into position, stopping when it is two tiles to the right of the button and two tiles above it. Then push it down as far as possible and push it left onto the white button.

The opened route lets you move along the ridge and reach the next staircase. Before continuing, the first-floor boulder also controls access to two nearby item balls: one contains a Rare Candy and the other contains TM02 Dragon Claw. The layout forces you to choose one at a time. Take whichever item is useful, then leave and re-enter Victory Road to reset the first puzzle if you want the other item.

After the second button is active, use the ladder northeast of the boulder, walk up onto the ridge, follow it, and take the first stairs down. Continue east, then north toward the ladder leading to the third floor. Optional items such as TM37 Sandstorm, a Full Heal, and TM07 Hail can be collected if you have room and supplies.

  • The second-floor boulder is on its white button.
  • The Rare Candy and TM02 choice has been handled deliberately.
  • The route toward the third floor is open.
  • Key attacks still have usable PP.

Solve the third-floor switch

On the third floor, find the boulder near the ladder and use Strength. Push it up twice, then push it left as far as possible. Walk around above the boulder and push it down once.

Push the boulder left four times. Walk around above it again and push it down until it is immediately to the left of the white button. Push it right once so it lands on the button and removes the next barrier.

Return east toward the ladder used to reach the third floor, but do not leave through it yet. From the area just left of that ladder, climb the stairs onto the ridge and follow the ridge to the far end. Go down the steps past the trainers, then continue south and east while hugging the lower wall until you reach the final boulder beside a hole in the floor.

  • The third-floor boulder is on its white button.
  • The next barrier has been removed.
  • The final boulder and floor hole have been reached.
  • The route has not been blocked by pushing a boulder into a corner.

Drop the final boulder and exit Victory Road

At the final boulder, use Strength and push it right into the hole. Follow it down by stepping into the same hole. After landing beside the boulder, push it left all the way onto the final white button. Do not push it in another direction after it lands on the lower floor.

Return to the place where the boulder fell through the hole. The opened route lets you climb back up. Take the ladder to the third floor, walk past the nearby trainers, and take the ladder down in the final section. A trainer near the exit can teach Double-Edge to a compatible Pokémon; this is optional.

Walk east of the Double-Edge tutor and leave Victory Road. Continue north on Route 23 through the final stone-statue section. Follow the path and stairs to Indigo Plateau. If a boulder is ever pushed into an unrecoverable position, leave Victory Road and re-enter to reset the affected puzzle, then repeat the relevant sequence.

  • The final boulder is on the last white button.
  • The ladder route to the exit is open.
  • Victory Road has been exited onto Route 23.
  • The optional Double-Edge tutor has been handled if desired.

Arrive at Indigo Plateau and establish the final checkpoint

Continue north on Route 23 and enter the Indigo Plateau building. Use the Pokémon Center immediately, even if the party appears healthy. This establishes a recovery point for the League area and allows the location to be used as a future Fly destination after it has been registered.

Use the Pokémon Mart to buy enough Full Restores or other strong healing items, Full Heals, Revives, and any additional Poké Balls you still need. The Elite Four battles occur consecutively, with no Pokémon Center between opponents, so ordinary Potions alone are not adequate preparation. Carry PP-restoring items if you have them and manage important move PP carefully.

Save after healing and shopping. Losing to any Elite Four member sends you back to the Pokémon Center and requires beginning the challenge again, so do not enter until the team has workable type coverage, current moves, and enough recovery items.

  • Victory Road has been exited.
  • The Indigo Plateau Pokémon Center has been reached and used.
  • The party has been healed.
  • The Pokémon Mart supplies have been purchased.
  • The game is saved at Indigo Plateau before the Elite Four.

Build the final League party

Use six dependable battlers whenever possible. A practical party includes a strong Water option, useful Fire, Rock, Electric, or Ice coverage, a durable physical attacker, and reliable special damage. Across the team, prepare answers for Water, Flying, Psychic, Fighting, Poison, and Dragon threats rather than relying on one Pokémon to cover every matchup.

An HM user is acceptable if it contributes in battle, but a low-level field-move carrier creates a liability during the consecutive League fights. Review every Pokémon’s current moves, remove attacks that have become too weak, and preserve PP on the moves intended for the Elite Four’s major matchups.

A party in the low-to-mid 50s can succeed with strong moves, switching, and item use, while higher levels provide more margin for error. Use selected Victory Road trainers and wild encounters to close major level gaps, then return to the Indigo Plateau Pokémon Center, heal, organize the Bag, and save before entering the League challenge.

  • The party contains six useful battlers or a deliberate five-Pokémon plan.
  • Water and broad offensive coverage are represented.
  • The team has answers for Flying, Psychic, Fighting, Poison, and Dragon threats.
  • Healing items, status cures, Revives, and available PP recovery are stocked.
  • The party is healed and saved at Indigo Plateau, ready for the Elite Four.

Before you move on

  • The Route 22 rival has been defeated.
  • All eight Route 23 badge checks have been passed.
  • The Route 23 water crossing and all four required Victory Road pressure-switch puzzles have been cleared.
  • Victory Road has been exited and Indigo Plateau has been reached.
  • The Indigo Plateau Pokémon Center has been used, the final supplies have been purchased, and the party is healed.
  • The game is saved at Indigo Plateau with the party ready to begin the Elite Four.
References for this chapter

Indigo Plateau — Elite Four and Champion

Begin at Indigo Plateau after earning all eight Kanto Badges and completing the Route 22, Route 23, and Victory Road approach. Prepare for the consecutive battles against Lorelei, Bruno, Agatha, Lance, and the rival Champion. The early One, Two, and Three Island visit after Blaine is optional and is not required for the first League victory. After the Hall of Fame, begin the separate National Pokédex and Sevii Islands post-game chain.

Confirm the starting point and optional Sevii Islands status

This chapter begins inside the Indigo Plateau complex. You should already have all eight Kanto Badges, including the Earth Badge from Giovanni, and should have reached the Pokémon Center and Poké Mart at Indigo Plateau after clearing Victory Road.

If you accepted Bill’s invitation after defeating Blaine, the early One, Two, and Three Island sequence may already be complete. That sequence includes Celio’s Tri-Pass, the Meteorite delivery, the Biker trouble on Three Island, and Lostelle’s rescue in Berry Forest. None of those events is required for the first Pokémon League challenge.

If you skipped that detour, do not return to Cinnabar to start it now unless you specifically want the optional rewards. The first League remains available without the Lostelle rescue, Meteorite delivery, or Tri-Pass visit. The Rainbow Pass, Ruby, Sapphire, and the full Network Machine quest are later post-game objectives.

  • All eight Kanto Badges are recorded.
  • Victory Road has been cleared.
  • The party is at the Indigo Plateau Pokémon Center.
  • The early Tri-Pass visit is treated as optional rather than a League prerequisite.

Prepare at the Indigo Plateau Pokémon Center and Poké Mart

Heal the entire party and restore the Power Points of every attack that you expect to use repeatedly. The Elite Four and Champion are fought in one continuous challenge. The game does not restore your party between battles, and you cannot return to the Pokémon Center once the challenge begins, although you can use Bag items between rooms.

Buy Full Restores, Revives, Full Heals, and a reliable supply of healing items. Full Restores are especially useful because they recover HP and clear poison, paralysis, sleep, burn, freeze, and confusion. Bring enough recovery to survive a bad critical hit or an unfavorable matchup rather than planning on every battle being a clean sweep.

Arrange the party so your Electric, Grass, Water, Ice, Psychic, Fighting, Fire, Rock, and Flying options are easy to select. A balanced team in the low-to-mid 50s can win with good type matchups, but the League’s levels reach 60 and the Champion’s strongest Pokémon reaches 63. Raise several party members instead of relying on one attacker.

Save before entering Lorelei’s room. Entering each later room starts the next battle, so use the walking time between rooms to inspect HP, restore Power Points, cure status, and revive essential counters.

  • Heal every party member.
  • Restore important move Power Points.
  • Buy Full Restores, Revives, and status cures.
  • Arrange the party for quick access to key type matchups.
  • Save before entering Lorelei’s room.

Defeat Lorelei with Electric, Grass, Rock, Fire, and Fighting coverage

Lorelei’s first-challenge team is Dewgong at level 52, Cloyster at level 51, Slowbro at level 52, Jynx at level 54, and Lapras at level 54. Electric attacks are broadly useful against her Water Pokémon. Grass attacks are effective against Dewgong, Slowbro, and Lapras, while Rock, Fire, and Fighting attacks can handle Ice targets when the matchup is safe.

Cloyster has high Defense, so use a special Electric, Grass, or other suitable attack rather than depending only on physical damage. Jynx can use Lovely Kiss, Slowbro can use Yawn, and Lapras may use Confuse Ray. Cure sleep or confusion immediately when the affected Pokémon is an important counter, especially before Lapras can exploit the lost turns.

Do not spend all of your strongest Electric or Grass attacks on the first three Pokémon if those moves are your best answer to Lapras. After Lorelei is defeated, use the break before Bruno to heal, restore Power Points, cure status, and revive any counter needed later.

  • Use Electric or Grass attacks against Lorelei’s Water Pokémon.
  • Use Rock, Fire, or Fighting coverage against Ice targets when appropriate.
  • Watch for Lovely Kiss, Yawn, and Confuse Ray.
  • Heal and restore the party before Bruno.

Defeat Bruno with Water, Grass, Psychic, and Flying attacks

Bruno uses Onix at levels 51 and 54, Hitmonchan and Hitmonlee at level 53, and Machamp at level 56. Water and Grass attacks are effective against both Onix. Psychic and Flying attacks are strong choices against Hitmonchan, Hitmonlee, and Machamp.

Lead with a Water or Grass attacker if Bruno opens with Onix, then switch to a Psychic or Flying counter for the Fighting Pokémon. A fragile Flying Pokémon should not remain in against Onix because Rock Tomb and other Rock attacks can punish it. Hitmonchan also carries Rock Tomb, so do not assume every Fighting Pokémon is safe for a Flying type.

Machamp is Bruno’s highest-level Pokémon and can deal heavy physical damage with Cross Chop. Heal before your active Pokémon falls into knockout range, then use a reliable super-effective attack rather than gambling on a weakened counter surviving another hit.

  • Use Water or Grass attacks against both Onix.
  • Use Psychic or Flying attacks against Bruno’s Fighting Pokémon.
  • Avoid exposing fragile Flying Pokémon to Rock Tomb.
  • Heal and revive before entering Agatha’s room.

Handle Agatha’s Ghost and Poison Pokémon

Agatha uses Gengar at level 54, Golbat at level 54, Haunter at level 53, Arbok at level 56, and a second Gengar at level 58. Psychic attacks are effective against every member because all five Pokémon are Poison type. Dark attacks are also useful against the Ghost Pokémon if your attacker can withstand their moves.

In FireRed, Agatha’s Gengar and Haunter have Levitate. Ground attacks do not affect them, so do not waste turns using Earthquake or another Ground move against those two Pokémon. Ground attacks are effective against Arbok when the matchup is safe, while Electric or Ice coverage can help against Golbat.

Agatha’s team can create problems with confusion, poison, Double Team, and Toxic. Use Full Restores or Full Heals when a status condition threatens to cost several turns or compromise your next matchup. Before Lance, heal and revive the Pokémon carrying your best Electric and Ice attacks.

  • Use Psychic or Dark attacks against the Ghost Pokémon.
  • Do not use Ground attacks against Agatha’s Gengar or Haunter.
  • Use Ground attacks against Arbok when safe.
  • Clear confusion and poison before Lance.

Defeat Lance with Electric, Ice, and Water coverage

Lance’s first-challenge team is Gyarados at level 56, two Dragonair at level 54, Aerodactyl at level 58, and Dragonite at level 60. Use Electric attacks against Gyarados. Ice attacks are especially valuable against both Dragonair and Dragonite, while Water or Ice attacks can handle Aerodactyl.

The Dragonair and Dragonite can use powerful Dragon-type attacks, paralysis, and Hyper Beam. Aerodactyl is fast and can use Rock and Flying attacks, so do not leave a weakened Ice attacker in front of it simply because the type matchup is favorable. Switch or heal when necessary, then bring the appropriate counter back safely.

After Lance is defeated, take the full break before the Champion. Heal the active party, revive essential Pokémon, cure status, and restore the Power Points of the moves needed for Pidgeot, Rhydon, Gyarados or Blastoise, and the rival’s starter.

  • Use Electric attacks against Gyarados.
  • Use Ice attacks against Dragonair and Dragonite.
  • Use Water or Ice coverage against Aerodactyl.
  • Heal, revive, cure status, and restore moves before the Champion.

Defeat the starter-dependent rival Champion

The Champion always uses Pidgeot at level 59, Alakazam at level 57, and Rhydon at level 59. Rhydon is Ground/Rock and has Lightningrod, so Electric attacks do not work against it. Use Water or Grass attacks against Rhydon, and avoid leaving an Electric attacker in front of it.

If you chose Bulbasaur, the remaining Pokémon are Exeggutor at level 59, Gyarados at level 61, and Charizard at level 63. If you chose Charmander, the remaining Pokémon are Arcanine at level 59, Exeggutor at level 61, and Blastoise at level 63. If you chose Squirtle, the remaining Pokémon are Gyarados at level 59, Arcanine at level 61, and Venusaur at level 63.

Use Electric attacks against Pidgeot and Gyarados, but account for the opponent’s return attacks and Intimidate. Use Water or Ground attacks against Arcanine and Charizard, and Water or Grass attacks against Rhydon. Exeggutor and Venusaur are vulnerable to Fire and Ice attacks; Venusaur is also vulnerable to Flying and Psychic attacks. Blastoise is vulnerable to Electric and Grass attacks.

Alakazam is fast, has strong Psychic damage, and knows Recover. Its Defense is lower than its Special Defense, so a strong physical attack is useful if you have one that can survive the incoming hit. A Dark attack can also work, but do not sacrifice your only answer to the Champion’s final starter Pokémon merely to remove Alakazam quickly.

  • Identify the Champion team associated with your chosen starter.
  • Use Water or Grass attacks against Rhydon.
  • Use Electric attacks against Pidgeot and Gyarados when safe.
  • Prepare Fire or Ice coverage for Exeggutor and Venusaur.
  • Prepare Electric or Grass coverage for Blastoise.
  • Use physical or Dark damage against Alakazam when practical.

Confirm Hall of Fame registration and begin the post-League handoff

After the Champion is defeated, Professor Oak appears and leads you to the Hall of Fame. The game records your party and League victory, then the credits begin. This is the completion point for the first Kanto League challenge. When control returns, save immediately.

A complete first-League check is: all eight Kanto Badges recorded, Lorelei, Bruno, Agatha, and Lance defeated in order, the rival Champion defeated, the Hall of Fame registration viewed, and the credits shown. The early Lostelle, Meteorite, and Tri-Pass events are not part of this requirement.

For the post-game National Pokédex, return to Professor Oak after entering the Hall of Fame, visiting One Island, and recording at least 60 different Pokémon as caught in the Kanto Pokédex. Oak then upgrades the Pokédex to National Mode.

After receiving the National Pokédex, speak with Celio on One Island to begin the Ruby quest. Deliver the Ruby to receive the Rainbow Pass, then follow the later Sevii Islands chapters for the Sapphire, Dotted Hole, Rocket Warehouse, and Network Machine objectives. Cerulean Cave and Mewtwo become available only after the relevant post-game requirements, including returning the Sapphire to Celio. The stronger League rematch is also separate from this first Hall of Fame entry.

  • Defeat Lorelei, Bruno, Agatha, Lance, and the rival Champion.
  • View the Hall of Fame registration and credits.
  • Save after control returns.
  • Confirm all eight Kanto Badges are recorded.
  • Record at least 60 different Pokémon as caught before requesting the National Pokédex.
  • Visit One Island before speaking with Professor Oak for the National Pokédex upgrade.
  • Treat Cerulean Cave and the stronger League rematch as later post-game content.

Before you move on

  • All eight Kanto Badges are recorded, including the Earth Badge.
  • The player arrives at Indigo Plateau after completing the Victory Road approach.
  • Lorelei, Bruno, Agatha, and Lance are defeated in order.
  • The starter-dependent rival Champion is defeated.
  • The Hall of Fame registration appears and the credits play.
  • The game returns to normal play and the file is saved.
  • The early Tri-Pass, Lostelle, and Meteorite sequence is not required for this first-League completion check.
  • Afterward, Professor Oak upgrades the Pokédex only after the Hall of Fame, One Island visit, and 60 caught-species requirements are met.
  • The Ruby-and-Sapphire quest, Rainbow Pass, restored Network Machine, Cerulean Cave, Mewtwo, and League rematch remain separate post-game objectives.
References for this chapter

Sevii Islands — Part II: Four Island and Six Island

Begin after entering the Hall of Fame and receiving the National Pokédex. Return to One Island, activate Celio’s post-game request, recover the Ruby from the newly opened Team Rocket cave at Mt. Ember, and deliver it to Celio to receive the Rainbow Pass. Then travel to Four Island to obtain HM07 Waterfall and help Lorelei remove Team Rocket from Icefall Cave. Finish on Six Island by opening the Dotted Hole, solving its four-floor hole puzzle, and allowing Gideon to steal the Sapphire. The chapter ends with both Rocket Warehouse passwords and Five Island ready for the next chapter.

Confirm the post-League requirements and return to One Island

Start this chapter after you have entered the Hall of Fame and Professor Oak has upgraded your Pokédex to National Mode. In FireRed, Oak requires at least 60 different Pokémon owned in the Kanto Pokédex, and you must have visited One Island before he will perform the upgrade. If Oak has not upgraded the Pokédex, catch additional species, make sure One Island has been visited, and speak with him again in his laboratory in Pallet Town.

The early One, Two, and Three Island trip from the pre-League storyline does not complete this chapter’s Ruby objective. The earlier Mt. Ember visit lets you reach the summit and optionally encounter Moltres, but the Team Rocket cave containing the Ruby remains closed until the post-League sequence is activated.

Travel to One Island and enter the Pokémon Network Center. Speak with Celio and agree to help with the Network Machine. He explains that the Ruby and Sapphire are needed to improve the machine. After this conversation, the two Team Rocket members blocking the new Mt. Ember route can be challenged.

  • Hall of Fame entered
  • National Pokédex received from Professor Oak
  • At least 60 different Pokémon owned in the Kanto Pokédex
  • One Island has been visited
  • Celio’s post-game Network Machine request accepted
  • Moltres visit not mistaken for Ruby progress

Recover the Ruby at Mt. Ember

From One Island, travel north along Kindle Road to Mt. Ember. At the mountain entrance, take the right-hand path toward the area where the two Team Rocket Grunts have excavated a new cave. They discuss the first Rocket Warehouse password before noticing you. Defeat both Grunts, then enter the exposed cave.

Bring Pokémon that know Rock Smash and Strength. Rock Smash clears breakable rocks in the upper part of the route, while Strength is required to move the boulders deeper inside. Follow the ladders downward through the Ruby Path. When a room presents several boulders, move them only far enough to open the next ladder route; if a boulder blocks the return path, use the alternate corridor rather than resetting the area.

Continue to the deepest floor and examine the pedestal to take the Ruby. The first Rocket Warehouse password is revealed outside the cave as “Goldeen need log.” Record it exactly, including the spaces. It is needed later at the Rocket Warehouse on Five Island.

After obtaining the Ruby, use the ladders and the cleared passages to return to the entrance. The Ruby route is separate from the summit path where Moltres is found. Moltres remains an optional encounter and is not needed for Celio’s machine.

  • Mt. Ember’s post-game Team Rocket Grunts defeated
  • New cave entrance entered
  • Rock Smash available
  • Strength available
  • Ruby recovered from the deepest floor
  • First Rocket Warehouse password recorded: Goldeen need log
  • Moltres kept separate from the Ruby objective

Deliver the Ruby to Celio and receive the Rainbow Pass

Return to One Island and enter the Pokémon Network Center. Speak with Celio and give him the Ruby. He modifies the Network Machine and replaces the Tri-Pass with the Rainbow Pass.

The Rainbow Pass permits ferry travel to Four, Five, Six, and Seven Island. Before leaving One Island, heal your party and bring Pokémon that can use Surf and Cut. Surf is needed to reach Icefall Cave on Four Island. Cut is needed to open the Dotted Hole on Six Island. You do not need Waterfall before entering Icefall Cave because HM07 is found inside that cave.

The next required destination is Four Island. Five Island is reserved for the Rocket Warehouse sequence in Part 16, so do not attempt to finish that warehouse yet.

  • Ruby delivered to Celio
  • Tri-Pass upgraded to Rainbow Pass
  • Four Island ferry access available
  • Surf available
  • Cut available
  • Party healed before leaving One Island

Reach Icefall Cave and obtain HM07 Waterfall

Take the ferry to Four Island and heal at the Pokémon Center. From town, travel east and use Surf across the water to reach Icefall Cave. Enter the cave and follow the ice-panel paths. Each panel carries you in a straight line until you reach a solid obstacle, ladder, or exit, so plan the destination of each slide before stepping onto it.

Use the ladders to move between the cave’s upper and lower sections. Continue through the connected passages until you find HM07 Waterfall. Pick it up; teaching it is optional immediately, but a party member must know Waterfall to continue the event.

Return toward the cave entrance and use Waterfall on the large waterfall near the entrance. Climb to the upper section and follow the path into the Back Cave. This is the route to Lorelei’s confrontation with Team Rocket.

Surf is the entry requirement for Icefall Cave. Waterfall is a reward found inside the cave and is then used to reach Lorelei, so do not waste time searching for HM07 elsewhere first.

  • Four Island reached
  • Icefall Cave entered with Surf
  • Ice-panel route crossed
  • HM07 Waterfall collected
  • Waterfall taught to a compatible Pokémon
  • Waterfall used near the cave entrance
  • Back Cave reached

Help Lorelei clear Team Rocket from Icefall Cave

In the Back Cave, speak with Lorelei to begin the confrontation. Three Team Rocket Grunts are present. Lorelei handles two of them while you battle the Grunt positioned on the right. His Zubat and Golbat can be handled with Rock-, Electric-, Ice-, or Psychic-type attacks.

After the battle, speak with Lorelei again and allow the remaining conversation to finish. Team Rocket withdraws from Icefall Cave and shifts its operation to the Rocket Warehouse on Five Island. This follow-up conversation is part of the progression flag; defeating the Grunt alone is not enough.

If the entrance to the Dotted Hole on Six Island remains blocked later, return to Four Island and verify that you completed both the Grunt battle and Lorelei’s follow-up dialogue. Do not search for a second entrance to the Dotted Hole.

  • Lorelei reached in the Back Cave
  • Right-hand Team Rocket Grunt defeated
  • Lorelei’s follow-up conversation completed
  • Team Rocket removed from Icefall Cave
  • Icefall event flag completed

Open the Dotted Hole on Six Island

Return to the Four Island ferry and travel to Six Island. Heal at the Pokémon Center, then leave town and follow Water Path south toward Ruin Valley. Continue through the route until you reach the Dotted Hole entrance. Repels are useful if you want to move through the area without frequent wild encounters.

The Dotted Hole door is sealed by a Cut requirement. Stand at the entrance and use Cut on the door. If a scientist or other obstruction still prevents entry, return to Four Island and complete the entire Icefall Cave and Lorelei sequence before trying again.

Enter the Dotted Hole and drop through the opening on the first floor. The next four floors each contain four holes, one near each side of the room. Use the holes in this order: top, left, right, bottom. These correspond to the directions up, left, right, and down. A wrong choice does not permanently fail the quest; it sends you back to an earlier part of the ruin, allowing you to repeat the sequence.

  • Six Island reached
  • Water Path followed to Ruin Valley
  • Dotted Hole located
  • Cut used on the sealed entrance
  • Top hole selected
  • Left hole selected
  • Right hole selected
  • Bottom hole selected

Trigger the Sapphire theft and prepare for Five Island

At the bottom of the Dotted Hole, approach the Sapphire and interact with it. Scientist Gideon appears and steals the gemstone. This theft is scripted and cannot be prevented. Gideon gives you the second Rocket Warehouse password before leaving: “Yes, nah, Chansey.”

The Sapphire cannot be delivered to Celio yet. Gideon takes it to the Rocket Warehouse on Five Island, and Part 16 covers the warehouse route, password doors, Rocket battles, Sapphire recovery, and the return to One Island.

Leave the Dotted Hole and travel to Five Island by Rainbow Pass ferry. The Rocket Warehouse is in Five Isle Meadow. You may locate it now, but do not enter the warehouse sequence as part of this chapter. Heal your party and save before beginning the next chapter.

  • Sapphire theft scene completed
  • Second Rocket Warehouse password recorded: Yes, nah, Chansey
  • Both passwords available
  • Five Island reachable by Rainbow Pass
  • Rocket Warehouse located in Five Isle Meadow
  • Party healed and save made before Part 16

Before you move on

  • Professor Oak has upgraded the Pokédex to National Mode after the Hall of Fame, 60 owned Kanto species, and a prior One Island visit.
  • Celio has requested the Ruby and the post-game Network Machine quest is active.
  • The post-League Team Rocket Grunts at Mt. Ember have been defeated.
  • The Ruby has been recovered from the Mt. Ember Ruby Path and delivered to Celio.
  • Celio has replaced the Tri-Pass with the Rainbow Pass.
  • HM07 Waterfall has been collected from Icefall Cave.
  • Lorelei’s Back Cave event is complete and Team Rocket has moved its operation to Five Island.
  • The Dotted Hole has been opened with Cut and the top, left, right, bottom sequence has been solved.
  • Gideon has stolen the Sapphire and revealed the second Rocket Warehouse password.
  • Both passwords are recorded, Five Island is reachable, and the Rocket Warehouse is ready for Part 16.
References for this chapter

Sevii Islands — Part III: Five Island and Seven Island

Begin on Five Island after the Sapphire has been stolen at Dotted Hole and both Rocket Warehouse passwords have been recorded. Enter the Rocket Warehouse in Five Isle Meadow, cross its spinner maze, defeat both Rocket Admins and Scientist Gideon, recover the Sapphire, and deliver it to Celio on One Island. Seven Island is optional endgame exploration. Once Celio accepts both gemstones and the Network Machine is operational, return to Cerulean City to verify that Cerulean Cave is open.

Begin on Five Island with the required flags complete

Start at the Five Island Pokémon Center or another safe location on the island. This chapter assumes that you have already entered the Hall of Fame, received the National Pokédex, recovered and delivered the Ruby, received the Rainbow Pass, completed the Four Island and Six Island events, and watched the Sapphire get stolen at Dotted Hole.

You should also already have both Rocket Warehouse passwords recorded by the game. In the English FireRed release, they are Goldeen need log and Yes, nah, Chansey. Do not return to Mt. Ember, Icefall Cave, or Dotted Hole for these objectives; those events belong to the preceding chapter.

Heal your party, carry several healing items, and make sure the team has answers for Poison, Dark, Electric, Steel, and Fire opponents. A Ground-type attacker is valuable, but do not rely on Ground moves against Weezing because its Levitate ability makes it immune.

  • Begin on Five Island
  • Have the Rainbow Pass
  • Have both Rocket Warehouse passwords recorded
  • Have the Sapphire theft at Dotted Hole completed
  • Heal before entering the warehouse

Enter the Rocket Warehouse in Five Isle Meadow

From Five Island town, leave through the eastern exit and follow the short path into Five Isle Meadow. The Rocket Warehouse stands in the middle of the meadow. Examine the door and use the two recorded passwords to enter.

If the door does not open, one of the required earlier flags is missing: the Mt. Ember password, the Dotted Hole password, or the Sapphire theft event. Do not search for a third password.

The warehouse contains optional items, including an Up-Grade, Pearl, Big Pearl, Net Ball, and TM36 Sludge Bomb. Collect them if desired, but none is needed to recover the Sapphire.

  • Travel east from Five Island into Five Isle Meadow
  • Enter the warehouse with both passwords
  • Decide whether to collect optional items

Cross the spinner maze and reach the first Admin

Enter the spinner maze and use the stationary stopper tiles to control your position. From the entrance, move toward the southwest stopper, then work northeast to the east-facing spinner. This carries you to the north-central section. Continue east to the row of spinners that sends you south, reaching another southwest stopper and the Pearl near the west wall.

For optional exploration, use the north-facing spinner row to reach the northwest room. Pick up the Up-Grade and defeat the female Rocket Grunt there. From the eastern side of that room, use the western-facing spinner to return near the entrance. The southern branch leads to the Big Pearl.

For the required route, return to the central maze and use the spinner two spaces west of the next Rocket Grunt to reach the middle section. Walk northwest to the lone cardboard box, then northeast into the north-central room. You can take TM36 Sludge Bomb from the table, then go south and defeat the third Grunt to leave the maze.

The first Rocket Admin is in the southeast room near the entrance. Her FireRed team is Muk at level 52, Arbok at level 53, and Vileplume at level 54. Psychic and Ground attacks help against the Poison types, although Arbok carries Earthquake and Vileplume can use sleep and draining moves. Defeat her, then operate the nearby machine. This reverses the eastern spinner tiles and creates a shortcut toward the remaining battles.

  • Reach the southwest stopper tile
  • Use the east-facing spinner to reach the north-central area
  • Exit the maze through the north-central route
  • Defeat the first Rocket Admin
  • Operate the machine that reverses the eastern spinner tiles

Defeat the second Admin in the east-central room

Use the shortcut created by the machine and continue into the east-central room. The second Rocket Admin uses Golbat at level 53, Weezing at level 54, and Houndoom at level 55.

Electric, Rock, or Ice attacks are useful against Golbat. Weezing is immune to Ground attacks because of Levitate and may use Explosion, so weaken it carefully and consider switching to a Pokémon that can survive the blast. Houndoom is Dark and Fire type; Water, Fighting, or Rock attacks are reliable choices.

After the battle, the Admin notices the Earth Badge and accepts that Team Rocket’s Sevii Islands operation has failed. The stolen Pokémon escape from their cages. Continue through the northeast doorway after the scene finishes.

  • Reach the east-central room through the shortcut
  • Defeat Golbat, Weezing, and Houndoom
  • Prepare for Explosion before finishing Weezing
  • Continue to the northeast room

Defeat Gideon and recover the Sapphire

Scientist Gideon is waiting in the northeast room with the Sapphire. Speak to him to begin the final warehouse battle. His FireRed team consists of Voltorb, Electrode, Magnemite, Magneton, and Porygon, all at level 46.

Use Ground attacks against Voltorb and Electrode. Magnemite and Magneton are Electric and Steel type, so Fire or Fighting attacks are effective; Ground attacks also work against them. Porygon is Normal type, so use a strong neutral or Fighting attack rather than treating it as Electric.

Watch for paralysis, Screech, and SonicBoom during the battle. Defeat Gideon, then collect the Sapphire from the northeast room. This completes the Rocket Warehouse objective.

  • Reach the northeast room
  • Defeat Scientist Gideon
  • Collect the Sapphire after the battle

Deliver the Sapphire to Celio on One Island

Leave the warehouse and return to Five Island town. Take the ferry to One Island, then enter the Pokémon Network Center and speak with Celio beside the Network Machine.

Give Celio the Sapphire when he requests it. The machine completes its connection sequence after both the Ruby and Sapphire have been installed. You do not need to receive another pass or repeat any earlier island event.

Wait until Celio finishes explaining that the Network Machine is operational. At this point, the required Sevii Islands quest is complete and Cerulean Cave can be opened after returning to Kanto.

  • Return to One Island by ferry
  • Speak with Celio at the Network Center
  • Give Celio the Sapphire
  • Wait for the Network Machine sequence to finish

Explore Seven Island optionally

Seven Island is not required for Sapphire recovery, Celio’s machine, or Cerulean Cave. Travel there only if you want additional endgame activities and rare encounters.

Trainer Tower is north of Seven Island town. Its Single, Double, Knockout, and Mixed modes are timed challenge formats, so bring a prepared team and recovery items if you attempt one. These challenges do not advance the Network Machine quest.

For the island’s exploration route, travel south through Canyon Entrance into Sevault Canyon. Tanoby Key is a small cave containing seven boulders and seven pits. Use Strength to push every boulder into a pit. When the puzzle is solved, an earthquake signals that the Tanoby Ruins’ encounters have been activated.

Continue south and Surf across the water to reach the Tanoby Chambers. These ruins contain Unown encounters after the Tanoby Key puzzle is complete. The puzzle and the ruins are optional and can be completed before or after the Rocket Warehouse.

  • Visit Seven Island if desired
  • Attempt Trainer Tower if desired
  • Solve Tanoby Key with Strength if pursuing Unown
  • Explore Tanoby Chambers if desired

Verify Cerulean Cave access in Kanto

Return to Kanto and travel to Cerulean City. Leave the city through the north side, cross Route 24, and Surf south along the water toward the cave entrance northwest of Cerulean City. The guard should now allow entry because the Hall of Fame and National Pokédex requirements were already completed and Celio’s Network Machine has been restored.

Cerulean Cave contains high-level wild Pokémon and has first-floor, upper-floor, and basement sections connected by ladders. Surf is needed to reach the deeper route. Rock Smash can reveal optional items and alter some paths, but it is not the unlock condition for the cave.

Mewtwo waits in the deepest chamber at level 70. Save before interacting with it. Use sleep or paralysis if available, lower its HP carefully, and bring Ultra Balls, healing items, and a backup plan for Recover. Capturing Mewtwo is optional; simply opening the cave confirms that this chapter’s required post-game sequence is complete.

  • Return to Cerulean City
  • Confirm the guard has moved
  • Enter Cerulean Cave using Route 24 and Surf
  • Save before approaching Mewtwo
  • Capture Mewtwo or leave the encounter for later

Before you move on

  • The Rocket Warehouse was entered on Five Island using both passwords.
  • The spinner maze was crossed and the first Rocket Admin was defeated.
  • The eastern spinner machine was operated.
  • The second Rocket Admin and Scientist Gideon were defeated.
  • The Sapphire was recovered from the northeast warehouse room.
  • Celio accepted the Sapphire on One Island and completed the Network Machine sequence.
  • The Cerulean Cave guard moved after returning to Kanto.
  • Seven Island’s optional areas were explored if those side objectives were wanted.
References for this chapter

Cerulean Cave (Mewtwo) and the League: Round Two

After entering the Hall of Fame, obtaining the National Pokédex, and completing Celio’s Ruby-and-Sapphire quest, return to Cerulean City to enter Cerulean Cave and face level 70 Mewtwo. This chapter also covers the optional legendary birds, the starter-dependent roaming beast, and the stronger Pokémon League rematch.

Confirm that Cerulean Cave is unlocked

Enter the Hall of Fame at least once. Then make sure Professor Oak has upgraded your Pokédex to National Mode. In the original FireRed release, this requires at least 60 Pokémon owned in the Kanto Pokédex, visiting One Island, entering the Hall of Fame, and speaking with Professor Oak in his laboratory in Pallet Town. The game checks Pokémon you own, not merely species you have seen.

The post-game Sevii Islands quest must also be complete. Celio must receive the Ruby from Mt. Ember, after which the Rainbow Pass becomes available, and the Sapphire must be recovered from the Dotted Hole sequence and then taken from the Rocket Warehouse on Five Island. Return to One Island and give the Sapphire to Celio. This finishes the Network Machine sequence and opens the post-game access flags tied to Cerulean Cave and the stronger Pokémon League.

Fly to Cerulean City, leave by the north entrance, and cross Nugget Bridge onto Route 24. At the northwest end of Route 24, use Surf southward along the water. The cave entrance is on the shoreline near Cerulean City. The guard should now let you pass. If he still blocks the entrance, check Professor Oak’s laboratory and One Island rather than repeatedly attempting the cave.

Cerulean Cave is optional for the first League victory. It is the required in-game location for Mewtwo and an excellent training area for the rematch, but you can complete the post-game story without capturing Mewtwo.

  • The Hall of Fame has been entered
  • At least 60 Pokémon are owned in the Kanto Pokédex
  • Professor Oak has activated the National Pokédex
  • The Ruby has been delivered to Celio
  • The Sapphire has been recovered from Team Rocket
  • The Sapphire has been delivered to Celio
  • The Cerulean Cave guard has moved

Prepare for Mewtwo

Heal at the Cerulean Pokémon Center before entering. Bring Ultra Balls, Full Restores, Revives, and enough status-curing items for the journey through the cave. Surf is required to reach the entrance and Mewtwo’s island. Rock Smash is only needed for optional item branches, not for the direct route to the encounter.

Mewtwo is a level 70 Psychic-type Pokémon with Pressure. Its FireRed encounter moves are Swift, Recover, Safeguard, and Psychic. Psychic is the major damage threat; Swift cannot miss, while Recover can restore half of Mewtwo’s HP. Safeguard prevents new status conditions for several turns, so do not waste your sleep or paralysis attempt while Safeguard is active.

Save directly before interacting with Mewtwo. Lower its HP with controlled attacks, preferably using resisted or otherwise reliable damage. False Swipe is useful if available but is not required. Sleep and paralysis improve the capture attempt, and an active sleep, freeze, or paralysis condition prevents Mewtwo from using Recover successfully. Avoid poison and burn because their end-of-turn damage can knock it out while you are throwing Poké Balls.

A Master Ball gives the safest result, but Ultra Balls work if Mewtwo is weakened and affected by status. Keep a second Pokémon ready to replace a weakened status user, and do not spend all your healing items before the battle begins.

  • The party is fully healed
  • Surf is available
  • Ultra Balls and recovery items are stocked
  • A controlled-damage plan is ready
  • A sleep, paralysis, or freezing move is available if desired
  • The game is saved immediately before the encounter

Navigate Cerulean Cave

From the entrance, use Surf to cross the first water section and reach the northeast ladder. The northeast upper section contains an optional Full Restore behind breakable rocks. Return to 1F after checking it.

Surf westward from the first floor and climb onto the western ridge. The southern ladder leads to the southwest upper section, where Rock Smash opens an optional route to a PP Up. Return to 1F, then travel east to the other ridge and climb the northeast ladder if you want the optional Ultra Ball.

Go back to 1F and head northwest. Pick up the Max Elixir if desired, then take the ladder in the middle of the floor. On the central upper section, follow the path counter-clockwise until you reach the ladder in the northwest corner. The short section below leads to B1F.

On B1F, move east for the optional Max Revive and continue south across the rocky ridge. Follow the passage southwest and use Surf on the large water area. Continue across the water to the isolated island, where Mewtwo is waiting.

The cave’s wild Pokémon are much stronger than ordinary Kanto encounters. Walking encounters reach the upper 60s on B1F, so use Repels if you want to conserve time and supplies. Carry an Escape Rope for the return trip, although it is not needed to reach Mewtwo.

  • The northeast ladder has been reached
  • The optional Rock Smash branches have been skipped or cleared deliberately
  • The central upper-floor route has been crossed
  • B1F has been reached
  • The island at the southwest end of B1F has been reached

Capture Mewtwo and recover from failure

Begin with sleep or paralysis when Safeguard is not active. Reduce Mewtwo to low HP without using a move likely to score an unnecessary critical hit. Throw Ultra Balls while maintaining the status condition. If Mewtwo uses Recover, weaken it again rather than continuing to throw Balls at full or high HP.

If you run from the stationary encounter, leave Cerulean Cave and return to reload the encounter. Reloading the save made before the battle is still the safest method because it restores your items, PP, and intended battle conditions. If Mewtwo is knocked out, or if the party loses, reload the pre-battle save if you want another attempt on the same cartridge state.

After a successful capture, verify that Mewtwo is in the party or in a PC box and save again. If you deliberately defeat it instead, do not assume it will immediately return during normal play; the pre-battle save is the dependable way to preserve the capture opportunity.

  • Mewtwo has been captured or deliberately defeated
  • The captured Pokémon has been confirmed in the party or a PC box
  • The game has been saved after the encounter

Check the optional legendary birds

Articuno remains in Seafoam Islands at level 50. It is optional and is unrelated to Cerulean Cave access. Zapdos remains at the back of the Power Plant at level 50; reach the plant by Surfing from Route 10 near the Rock Tunnel approach. Moltres remains at Mt. Ember on One Island at level 50. These encounters can be completed before or after the Mewtwo quest.

Save immediately before interacting with each stationary bird. Use controlled damage and status conditions, and avoid residual poison or burn damage if you intend to use repeated capture attempts. Do not treat any of the three birds as required for the League rematch.

One starter-dependent Legendary beast is assigned to each FireRed save: Entei follows Bulbasaur, Suicune follows Charmander, and Raikou follows Squirtle. The starter determines which species is selected. After the required post-game progression, the selected beast roams Kanto at level 50. In the original GBA release, the roaming encounter becomes active after Team Rocket is defeated in the Five Island Rocket Warehouse and the Sapphire is delivered to Celio. This is the same post-game event that completes Celio’s machine quest, but the species selection itself comes from the starter choice.

The beast flees quickly. Mean Look, Arena Trap, or a similar trapping method can help, but status alone does not prevent escape in this generation. In Western FireRed and LeafGreen, Entei and Raikou can disappear permanently if Roar ends the battle, so save before hunting and avoid allowing that move to resolve the encounter. This warning applies to the original USA and Europe Game Boy Advance release.

  • Articuno has been checked or captured if desired
  • Zapdos has been checked or captured if desired
  • Moltres has been checked or captured if desired
  • The starter-dependent roaming beast has been identified
  • A save exists before each remaining legendary attempt

Challenge the stronger Pokémon League

The rematch becomes available after the Hall of Fame, National Pokédex progression, and completion of Celio’s Ruby-and-Sapphire quest. Confirm that the Sapphire has been delivered and the Network Machine is operational before traveling to Indigo Plateau.

Heal at the Indigo Plateau Pokémon Center, restore move PP, and buy Full Restores, Revives, and status cures. The rematch teams are substantially stronger, include additional Pokémon, and use improved moves. Bring broad coverage instead of relying on one sweeper: Electric or Grass attacks help against Water Pokémon, Ice attacks help against Lance’s Dragons, and Ground, Psychic, Dark, or strong neutral attacks cover many of the Poison, Fighting, and Psychic matchups.

Cerulean Cave is a useful training area, but the wild Pokémon are dangerous and can drain PP quickly. The Vs. Seeker on suitable Seven Island trainers is another option. Before starting the rematch, make sure the entire party has enough PP for five consecutive battles and keep healing items available between opponents.

If you lose, return to the Pokémon Center, restore PP and items, change the lead order or move coverage, and train before trying again. Mewtwo is not required for the rematch. The rematch is optional for completing the Mewtwo objective, but it is the final major battle challenge in the normal post-game route.

  • The National Pokédex is active
  • The Ruby-and-Sapphire Sevii Islands quest is complete
  • The Network Machine is operational
  • The party has broad type coverage
  • Healing items and PP recovery are ready
  • The League rematch is completed or intentionally left optional

Before you move on

  • The Hall of Fame has been entered.
  • At least 60 Pokémon are owned and Professor Oak has activated the National Pokédex.
  • The Ruby and Sapphire have both been delivered to Celio.
  • The Network Machine is operational.
  • The Cerulean Cave guard has moved.
  • Mewtwo has been captured or deliberately defeated.
  • The three legendary birds have been checked or captured if desired.
  • The starter-dependent roaming beast has been identified or captured if desired.
  • The game has been saved after the Mewtwo encounter.
  • The stronger Pokémon League rematch is available and has been completed or intentionally left optional.
References for this chapter
THE NEXT SAVE POINT

Finishing up

Defeated all eight Kanto Gym Leaders and collected the Boulder, Cascade, Thunder, Rainbow, Soul, Marsh, Volcano, and Earth Badges.

Defeated Lorelei, Bruno, Agatha, Lance, and the rival Champion, viewed the Hall of Fame sequence, and saved after returning to normal play.

The optional early One, Two, and Three Island sequence was completed if desired, including the Lostelle rescue and Meteorite delivery.

Post-League completion: after entering the Hall of Fame, caught at least 60 different Pokémon species, received the National Pokédex from Professor Oak, recovered the Ruby and Sapphire, delivered both to Celio, restored the Network Machine, and opened Cerulean Cave.

Optional post-League goals: capture Mewtwo and any of Articuno, Zapdos, and Moltres; attempt the stronger Pokémon League rematches; explore Seven Island content and other optional areas.

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 Advance

Step-by-step campaign walkthrough for the original Nintendo Game Boy Advance edition of Pokémon FireRed. Follow the Kanto route from Pallet Town through all eight Gyms, the optional One, Two, and Three Island story sequence available after Blaine, the Pokémon League, and the post-League expansion through Four, Five, Six, and Seven Island. After the Hall of Fame, continue through the National Pokédex, Ruby, Sapphire, Celio’s Network Machine, Cerulean Cave, and Mewtwo sequence, with required HMs, story gates, boss tactics, recovery steps, and concrete completion checks.

Darryl Polo
ABOUT THE AUTHOR

Darryl Polo

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

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