Pokémon: Let's Go, Eevee! — Complete Campaign Walkthrough (Original Nintendo Switch edition)
Complete, ordered walkthrough for the original Nintendo Switch edition of Pokémon: Let’s Go, Eevee!. Covers catching and partner Eevee basics, every required route and story dungeon, all eight Gym Badges, Team Rocket’s Celadon and Saffron arcs, the Pokémon Tower and Silph Co. sequences, the Elite Four and Champion, and optional GO Park and postgame activities. The main-story completion point is Hall of Fame registration after defeating the Champion; Giovanni is defeated earlier at Viridian Gym and is not a required post-Champion encounter.

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Before you begin
This guide is written for the original Nintendo Switch releases of Pokémon: Let's Go, Eevee!
— it walks you from Pallet Town to the Indigo Plateau, shows you how to use the partner Eevee, explains the game's catching and Joy‑Con/handheld controls, and gives concrete tactics for every Gym, Team Rocket encounter and the final championship run.
Play in whatever control mode suits you (motion Joy‑Con, single Joy‑Con, or handheld with button throws).
If you plan to bring Pokémon from Pokémon GO into your Let's Go save, set up the GO Park transfer before attempting any GO‑dependent side objectives.
Follow the chapter objectives in order for a straightforward run; optional catch and postgame tasks are called out separately.
Set yourself up for the run
Decide control input: motion throws with Joy‑Con, single Joy‑Con, or handheld button throw.
Motion aiming and button throwing are both supported; set this in the How To Play screen before you begin.
(Handheld mode still requires aiming with the touchscreen/gyro then press A to throw if you prefer.)
Create a backup habit: save often before Gym battles, Team Rocket confrontations and GO Park transfers.
The game only stores one manual save slot, so use the in‑game Save option before major fights.
Accept your partner Eevee: your starter Eevee cannot evolve, has boosted base stats and unique partner moves/partner power (Veevee Volley).
Build a team that complements Eevee rather than trying to evolve it.
Partner Eevee can learn exclusive tutor moves available only to the partner Pokémon.
Bring a balanced team for Kanto type variety.
Prioritise at least one reliable Ground or Rock resist for Electric Gyms, a Water or Grass attacker for Rock and Fire, and a strong Steel‑ or Psychic‑resistant option for later battles.
The game removes some older systems (breeding, held items and Abilities), so plan and train directly rather than relying on breeding or held items.
If you intend to import Pokémon from Pokémon GO, pair your Switch and follow the GO Park transfer steps before trying to recruit GO‑dependent side content — eligible Pokémon originally discovered in Kanto, including permitted Alolan and Shiny forms, plus Meltan and Melmetal, can be transferred from GO to Let's Go. Transferred Pokémon arrive at GO Park where you must catch them again in‑game. Mew is not obtained through the Mystery Box transfer process.
Keep a stock of standard Poké Balls early, then Great Balls and Ultra Balls as you progress.
Use Razz Berries and similar capture items against higher‑level wild Pokémon encountered later.
Buying at Poké Marts in major cities is reliable.
Turn on experience and capture UI reminders if you prefer; check the How To Play screens for the catch timing ring and bonus indicators (Nice/Great/Excellent throws improve capture chance and EXP).
Controls, Catching Basics and Partner Eevee
Learn the catching controls before leaving the opening area, then use accurate throws, berries, and regular captures to keep your party gaining experience. Partner Eevee cannot evolve, but its high base stats, exclusive tutor moves, and friendship-based partner power give it useful coverage and emergency support throughout the story.
Select a catching setup that matches your console position
At the start of the game, choose the controller configuration that matches how you are playing. With a detached Joy-Con in docked or tabletop play, point the controller toward the screen and make a controlled throwing motion when you are ready to release the Poké Ball. The motion does not need to be forceful. A short, repeatable movement is easier to aim and is safer than a large swing.
In handheld mode, aim by moving the Nintendo Switch system so the Pokémon is positioned in the center of the catching view, then press the A Button to throw. This is different from detached Joy-Con play: the handheld system supplies the aiming movement, while A performs the throw. If you change between handheld, detached Joy-Con, and Poké Ball Plus play, open the in-game menu with X, choose Options with Y, and open Controller Settings to confirm the active configuration.
A Poké Ball Plus is an optional controller. When it is connected, its control stick button functions as A and its top button functions as B; during a wild encounter, select Get Ready and make a gentle throwing motion. If you do not own the accessory, a detached Joy-Con or handheld controls are sufficient for the entire story.
- Practise one catch with the control method you expect to use most often.
- In handheld mode, move the system to aim and press A to throw.
- Use small, controlled motion throws instead of swinging hard.
- Check Controller Settings after changing between handheld and detached-controller play.
Use the capture ring as your timing guide
When a wild Pokémon appears in the catching screen, a colored ring repeatedly shrinks around it. Green indicates an easier catch, while yellow, orange, and red indicate increasing difficulty. The ring’s size is more important than throwing immediately. Wait until the ring is smaller, then release the ball so it lands inside the ring. A successful hit may be rated Nice, Great, or Excellent, with the smaller ring representing the more demanding timing window.
Do not treat the ring as a guarantee. The Pokémon can move, attack, or shift its position, so wait for an opening when it is near the center and not blocking the target area with an animation. If the Pokémon is moving toward one side, adjust your aim before throwing rather than releasing at the first possible moment. A reliable Nice or Great throw is more useful than repeatedly wasting balls while forcing an Excellent.
You can spin the Poké Ball before throwing to attempt a curveball. Practise this on common Pokémon in safe areas. Curveballs and stronger ring results improve the quality of a catch and can contribute to the experience gained from the capture, but the main priority early on is landing the ball consistently. Support Play with a second player can also improve the catch attempt and party experience when both players throw together.
- Wait for the ring to shrink instead of throwing as soon as the encounter begins.
- Aim for the Pokémon’s body while it is near the center of the screen.
- Build from regular hits to Nice, Great, and then Excellent timing.
- Practise curveballs on common encounters before using them on scarce or difficult Pokémon.
Use berries and balls without exhausting your early supplies
If a valuable or stubborn Pokémon repeatedly breaks free, select a Razz Berry before the next throw. Apply the berry, then wait for a favorable ring before throwing again. Berries are more valuable on difficult encounters than on every low-level Pokémon, so do not spend them automatically when a standard Poké Ball is already working.
Buy Poké Balls when you pass through a Poké Mart and keep a reserve for the next route. Catching is a major source of experience in this edition, so running out of balls can slow your progress more than avoiding a few wild battles. As stronger balls become available through story progress and shop access, add Great Balls and later Ultra Balls for difficult or high-level targets rather than spending the entire budget on premium supplies at the beginning.
Catching several common Pokémon is a practical way to raise the whole party, especially after adding a newly caught teammate. Catch bonuses, the species being new to the Pokédex, and catch-combo activity can affect the reward. A catch combo is optional for the main story; break off the attempt if a species becomes too difficult or your ball supply is falling faster than your budget can replace it.
- Carry enough standard balls to handle the next route’s encounters.
- Use Razz Berries when a difficult target is worth the extra help.
- Upgrade to Great Balls and Ultra Balls as they become available, not before you can afford them.
- Catch common Pokémon to build party experience instead of relying only on trainer battles.
Treat Partner Eevee as a permanent team member
The Eevee you receive at the beginning is Partner Eevee, not an ordinary Eevee intended for evolution. It has stronger base stats than a regular Eevee and does not evolve into Vaporeon, Jolteon, or Flareon. Keep it as a flexible Normal-type attacker, but build other team members around it so the party also has Water, Electric, Grass, Fire, Ground, Flying, Psychic, or other useful coverage.
Partner Eevee can learn exclusive moves from tutors in Pokémon Centers. In Cerulean City, the tutor teaches Bouncy Bubble, Buzzy Buzz, and Sizzly Slide. Bouncy Bubble is a Water-type special move that restores Eevee’s HP for half the damage it deals. Buzzy Buzz is an Electric-type special move that causes paralysis, while Sizzly Slide is a Fire-type physical move that causes burn.
When you reach Celadon City, the tutor adds Glitzy Glow, a Psychic-type special move that also reduces the opposing side’s special damage, and Baddy Bad, a Dark-type special move that reduces the opposing side’s physical damage. In Fuchsia City, the tutor adds Sappy Seed, Freezy Frost, and Sparkly Swirl. Sappy Seed drains the target over time, Freezy Frost removes stat changes from the battlefield, and Sparkly Swirl cures status conditions from your party. These tutors teach Partner Eevee’s exclusive moves without requiring you to find a TM.
- Do not plan to evolve Partner Eevee.
- Use Bouncy Bubble for Water coverage and healing when its tutor is available.
- Use Buzzy Buzz for Electric coverage and paralysis.
- Use Sizzly Slide for Fire coverage and burn.
- Return to the Cerulean, Celadon, and Fuchsia Pokémon Centers as those cities become accessible.
Use the partner power at the correct time
Partner Play is opened from the X-button menu by choosing the option to play with Eevee. Petting and feeding Partner Eevee raises friendship, and regular interactions also make it more likely to show its partner signal during battle. You do not need to spend a long session farming friendship; interact with Eevee periodically while reorganizing the party or returning to a Pokémon Center.
When Eevee is the active Pokémon and the partner signal appears, activate the partner power to use Veevee Volley, a special Normal-type attack whose damage improves with friendship. Use it as a strong neutral option when Eevee’s exclusive coverage is not the best match. If Eevee is not the active Pokémon, activating the partner power instead encourages the Pokémon currently in battle and raises that Pokémon’s stats. Choose the effect based on the matchup: Veevee Volley is useful when Eevee itself can attack safely, while the stat boost is better when another party member has the type advantage.
Partner Eevee can also perform Secret Techniques outside battle. These replace the old HM role and do not occupy Eevee’s four battle-move slots. Do not search for HM moves or plan around breeding, held items, or Abilities from other main-series games; this edition’s progression and battle preparation are built around catching, moves, items, type matchups, and the partner features.
- Open Partner Play from the X-button menu and interact with Eevee periodically.
- Use Veevee Volley when Eevee is active and a strong neutral attack is appropriate.
- Use the partner encouragement effect to boost the Pokémon currently in battle when Eevee is not active.
- Remember that Secret Techniques do not consume battle-move slots.
- Build a varied team instead of relying on Eevee for every matchup.
Before you move on
- You can catch a wild Pokémon with a detached Joy-Con or Poké Ball Plus and can also catch one in handheld mode by moving the system and pressing A.
- You understand that the shrinking ring indicates catch timing and can regularly land ordinary Nice or Great throws.
- You know when to use a Razz Berry and can maintain a useful supply of Poké Balls.
- Partner Eevee has at least one exclusive tutor move appropriate to your current progress, such as Bouncy Bubble, Buzzy Buzz, or Sizzly Slide.
- You can open Partner Play, raise friendship through normal interaction, and recognize the partner signal during battle.
- You can distinguish Veevee Volley from the partner-powered stat boost given to another active Pokémon.
- Your team contains at least one or two Pokémon that cover matchups Partner Eevee cannot handle by itself.
References for this chapter
Pallet Town to Viridian: First Route Training and Oak's Lab
Receive Partner Eevee, travel through Route 1 to Viridian City, collect Oak’s Parcel from the clerk outside the Poké Mart, and return it to Professor Oak. Oak then registers the Pokédex and gives you 20 Razz Berries before Trace starts the first required Trainer battle. Afterward, collect the Route 1 rewards, restock in Viridian City, optionally explore Route 22, and enter Viridian Forest through Route 2 West.
Receive Partner Eevee and begin the journey
After naming your character and rival, leave your house and go to Professor Oak’s Laboratory near the south end of Pallet Town. Oak is not there, so follow the path north toward Route 1. Near the tall grass, the opening event leads to Oak introducing the partner Pokémon. Return to the laboratory afterward and receive Partner Eevee.
This is the special partner Eevee exclusive to Pokémon: Let’s Go, Eevee! It does not evolve, and it is separate from any ordinary Eevee you may obtain later. Trace receives Pikachu in this edition. There is no required battle immediately after receiving the partner, so leave the laboratory and proceed north onto Route 1.
You begin with Poké Balls, so you can catch Pokémon as soon as wild encounters appear. Keep Eevee in the first party position if you want it to lead battles, but catch several additional Pokémon instead of relying on Eevee alone. The early routes provide easy capture experience and enough variety to prepare for Viridian Forest and Brock’s Gym.
- Receive Partner Eevee.
- Confirm that Trace receives Pikachu.
- Leave Pallet Town through the north exit.
- Enter Route 1 with Poké Balls available.
Catch Pokémon on Route 1
Wild Pokémon appear visibly in the grass. Touch an encounter to begin the capture sequence. In this game, you do not weaken wild Pokémon through ordinary battles; catching them is the only way to add them to your party and the main early source of experience.
Route 1 contains Pidgey and Rattata in both versions. In Pokémon: Let’s Go, Eevee!, Bellsprout is the version-specific Grass-type encounter. Catch several Pokémon rather than stopping after the first one. Repeated catches build experience for the party and give you options if one Pokémon has a poor matchup later.
Aim at the capture ring and throw when the ring is smaller for better Nice, Great or Excellent results. Curveballs and accurate throws improve the capture result and can increase the experience earned. If a useful or stubborn Pokémon repeatedly breaks free, use a Razz Berry before throwing again. Do not spend every Berry on routine Pidgey or Rattata encounters.
Follow Route 1 north to Viridian City. Eevee plus two or three additional usable Pokémon is sufficient for this opening section; a full party is not required yet.
- Catch multiple Pokémon on Route 1.
- Practice aiming at the capture ring.
- Use Razz Berries selectively.
- Reach Viridian City.
Collect Oak’s Parcel in Viridian City
Heal at the Pokémon Center when you arrive. The Viridian City Gym is closed at this point, and the northern path cannot yet be used to continue toward Pewter City.
Go to the Poké Mart in the northeast part of town. On this first visit, the clerk is standing outside the entrance. Speak to him to receive Oak’s Parcel for Professor Oak. The game offers to send you directly back to the laboratory; accept this shortcut unless you specifically want to walk back through Route 1.
You do not need to shop before delivering the Parcel. The Poké Mart becomes a normal store after the delivery, and the return trip is the correct time to begin buying additional supplies.
- Heal at the Viridian City Pokémon Center.
- Speak to the clerk outside the Poké Mart.
- Receive Oak’s Parcel.
- Return to Pallet Town, preferably using the offered shortcut.
Deliver the Parcel and defeat Trace’s first battle team
Speak to Professor Oak in the laboratory while Oak’s Parcel is in your Bag. Oak accepts it, registers the Pokédex for you and Trace, and gives each of you 20 Razz Berries. These make wild Pokémon easier to catch by distracting them during the capture attempt.
When you try to leave the laboratory, Trace challenges you. This is the first required Trainer battle. In Pokémon: Let’s Go, Eevee!, Trace uses one level 6 Pikachu with Thunder Shock and Growl. The level 6 Eevee belongs to the corresponding battle in Pokémon: Let’s Go, Pikachu!, so do not prepare for the wrong edition’s team.
Put your preferred lead in the top-left party position before entering the laboratory. If you have caught several Pokémon on Route 1, use the one with the best current level or a move that can deal reliable damage. Thunder Shock can cause paralysis, so heal afterward if necessary. The fight is straightforward, and you can use items during Trainer battles if your active Pokémon needs recovery.
After winning, leave Pallet Town through the Route 1 entrance. Speak to Trace’s sister near the entrance to receive Sportswear and unlock Partner Play. Petting Eevee and feeding it Berries are optional; they are not required to continue.
- Deliver Oak’s Parcel.
- Receive the Pokédex.
- Receive 20 Razz Berries.
- Defeat Trace’s level 6 Pikachu.
- Speak to Trace’s sister and unlock Partner Play if desired.
Collect the return-trip rewards and restock
Walk north through Route 1 again. Partway along the route, the Poké Mart clerk thanks you for delivering the Parcel and gives you a Potion. Near the northern end, Youngster Ronny challenges you with one level 3 Rattata. Defeat him to receive money and three Poké Balls.
Return to Viridian City and heal. The Poké Mart now sells Poké Balls, Potions and several basic status-healing items. Buy enough Poké Balls to continue catching and enough Potions to recover after Trainer battles. One or two Antidotes are sensible before entering Viridian Forest, where Bug-type Pokémon and Trainer battles can inflict Poison.
The Trainers’ School and nearby houses contain optional explanations of game features. You may also take another party Pokémon out of its Poké Ball or change nicknames, but neither action affects the main route.
- Collect the Potion from the clerk on Route 1.
- Defeat Youngster Ronny.
- Receive three Poké Balls from the battle.
- Heal in Viridian City.
- Buy Poké Balls, Potions and at least one Antidote if needed.
Choose the Route 22 detour or continue to Route 2 West
Route 22 is the western exit from Viridian City and is optional during this chapter. Its grass contains Rattata, Spearow and both Nidoran forms. The route also has five Poké Balls in the southwest corner and a hidden Antidote north of the eastern grass patch.
If you continue north through the route, Trace challenges you. In Pokémon: Let’s Go, Eevee!, he uses a level 3 Pidgey followed by a level 7 Pikachu. Pidgey can use Sand Attack, while Pikachu has Thunder Shock and Quick Attack. Heal before entering if your party is damaged. This battle is optional and is not required to unlock Viridian Forest.
After the detour, return to Viridian City and leave through the north exit. Continue onto Route 2 West. The eastern side is blocked by overgrown trees until a later Secret Technique, so use the western route and pass through the gate into Viridian Forest.
Before entering the forest, heal, restock Poké Balls and make sure Eevee and at least two other Pokémon are usable. Viridian Forest is the next required area and leads toward Pewter City, where the first Gym challenge awaits.
- Optionally catch Pokémon on Route 22.
- Optionally collect the five Poké Balls and hidden Antidote.
- Optionally defeat Trace’s level 3 Pidgey and level 7 Pikachu.
- Return to Viridian City.
- Leave through Route 2 West.
- Enter Viridian Forest through the gate.
Before you move on
- Partner Eevee has been received.
- You have traveled from Pallet Town through Route 1 to Viridian City.
- Oak’s Parcel has been collected from the clerk outside the Poké Mart and delivered to Professor Oak.
- The Pokédex and 20 Razz Berries have been received.
- Trace’s level 6 Pikachu has been defeated in Oak’s Laboratory.
- The Route 1 Potion has been collected and Youngster Ronny has been defeated.
- The three Poké Balls from Youngster Ronny have been collected.
- The Poké Mart is available for shopping, and you have restocked Poké Balls and healing items.
- You are at the Route 2 West entrance or inside Viridian Forest, ready to continue toward Pewter City.
- The Route 22 detour and its rival battle may be complete, but neither is required for progression.
References for this chapter
Pewter City and Gym (Brock) — Rock Types
Travel north through Route 2 after clearing Viridian Forest, prepare a Grass-type or Water-type Pokémon for Pewter Gym's entrance check, then defeat Brock's Level 11 Geodude and Level 12 Onix. In Let's Go, Eevee!, Bellsprout is the practical early version-exclusive counter, while partner Eevee can contribute with Double Kick. Victory awards the Boulder Badge and TM01 Headbutt, opening Route 3 toward Mt. Moon.
Leave Viridian Forest and reach Pewter City
Exit Viridian Forest from its northern side and continue along Route 2 into Pewter City. There is no required detour between the forest and the city. Heal at the Pokémon Center as soon as you arrive, then visit the Poké Mart if you need Poké Balls, Potions, or Antidotes.
Before entering the Gym, check the Pokémon currently in your party. The Gym guide requires you to show a Grass-type or Water-type Pokémon at the entrance. The qualifying Pokémon does not have to be your lead and does not have to take part in Brock's battle, but it must be in the party when you enter. If you have not caught one, return to Route 1, Route 2, or Viridian Forest and catch a suitable species before trying again.
- Enter Pewter City from Route 2.
- Heal at the Pokémon Center.
- Place at least one Grass- or Water-type Pokémon in the party before entering the Gym.
Choose an early counter for Brock
In Let's Go, Eevee!, Bellsprout is available on the early routes and is the simplest intended Grass-type answer. It is a version-exclusive species for this edition; Oddish belongs to Let's Go, Pikachu!, so do not waste time searching for Oddish in an untraded Eevee version. Bulbasaur can also appear as a rare spawn in Viridian Forest, but it is not necessary to wait for one.
A conventional Water-type is not a convenient pre-Brock catch during an ordinary playthrough, so do not build your preparation around finding Magikarp before the first Gym. If you have a transferred Pokémon, a Water-type works well, but it is optional. Your partner Eevee is also a workable battle choice because Double Kick provides Fighting-type damage against Brock's Rock-types. Use Bellsprout, Bulbasaur, or a transferred Water-type as the main counter when available, and keep Eevee as a reliable backup.
- Prefer Bellsprout, Bulbasaur, or a transferred Water-type for the matchup.
- Use partner Eevee's Double Kick if you do not want to rely on a Grass- or Water-type attacker.
- Do not plan around Oddish in the Eevee version.
Raise the counter with catches
Catch Pokémon on Route 1, Route 2, and in Viridian Forest before challenging Brock. In Let's Go, catching awards experience to the party, and better throws and other capture bonuses increase the reward. This is more useful here than repeatedly fighting the same wild Pokémon with only one lead.
Bring your intended main battler to roughly Level 10–12, with the strongest answer preferably at or near Brock's highest level. You do not need to make every party member the same level. A Bellsprout or Bulbasaur around this range can handle the matchup comfortably, while partner Eevee can succeed at a similar level with Double Kick. If your counter is several levels below Brock's team, continue catching in Viridian Forest and heal at the city Pokémon Center before entering.
- Raise the main counter to approximately Level 10–12.
- Use capture experience to bring newer teammates up.
- Restore the party's HP and PP before the Gym battle.
Cross Pewter Gym
Pewter Gym has no puzzle. Two Gym Trainers stand on the approach to Brock, and each uses a Level 7 Geodude. You can walk around them rather than fighting, although defeating them provides useful experience if your team needs it. If you battle them, use the same Grass, Water, or Fighting-type plan that you intend to use against Brock.
If your party is already prepared, bypassing the Gym Trainers preserves HP and move PP. Walk to Brock at the back of the Gym and interact with him to begin the leader battle. If the guide refuses entry, leave and add a Grass- or Water-type to the party; the entrance check must be satisfied before you can reach Brock.
- Decide whether the two Level 7 Gym Trainer battles are worth the experience.
- Walk around them if you need to conserve resources.
- Reach Brock with the intended counter in the party.
Defeat Brock's Geodude and Onix
Brock opens with a Level 11 Geodude and follows with a Level 12 Onix. Lead with Bellsprout, Bulbasaur, a Water-type, or partner Eevee using Double Kick. Use your strongest reliable super-effective move rather than relying on ordinary Normal attacks, especially against Onix's high physical Defense.
Geodude knows Tackle. Onix knows Headbutt, Bind, and Rock Throw. If Bind leaves your attacker taking repeated damage and its HP becomes unsafe, use a Potion during a suitable turn or switch to a backup. Do not keep a weakened Grass- or Water-type in battle merely to avoid changing Pokémon. Eevee can finish a damaged target if your main counter needs to withdraw.
- Defeat Geodude at Level 11.
- Defeat Onix at Level 12.
- Use Grass, Water, or Fighting-type damage instead of depending only on weak Normal attacks.
- Heal or switch before the main counter is knocked out.
Collect the badge and continue to Route 3
Brock awards the Boulder Badge and TM01 Headbutt. The badge makes traded Pokémon up to Level 20 obey you and removes the block on Route 3. Heal at the Pokémon Center after leaving the Gym, then exit Pewter City through its eastern gate to begin the route toward Mt. Moon.
If Brock defeats your party, heal, catch more Pokémon, and improve the counter through capture experience. There is no special Gym puzzle or one-time failure state to recover from. Re-enter after restoring HP, PP, and the required Grass- or Water-type party member.
- The Boulder Badge is recorded in the Trainer profile.
- TM01 Headbutt is in the Bag.
- Route 3 is accessible from Pewter City's eastern exit.
- The party is healed and includes a battle-ready lead and a backup.
Before you move on
- Brock's Level 11 Geodude and Level 12 Onix have been defeated.
- The Boulder Badge appears in the Trainer profile.
- TM01 Headbutt is in the Bag.
- Route 3 is open east of Pewter City.
- The party has been healed and retains at least one dependable counter or backup before entering Mt. Moon.
References for this chapter
- Pokémon Let’s Go, Pikachu & Let’s Go, Eevee — Gyms, Serebii.net
- Pewter City Gym - Pokémon: Let's Go, Eevee! Walkthrough & Guide
- Pewter Gym
- Version-exclusive Pokémon in Let's Go Pikachu or Let's Go Eevee
- Pokémon Let's Go, Pikachu & Let's Go, Eevee - Rare Spawns
- Pokémon: Let’s Go, Pikachu! and Pokémon: Let’s Go, Eevee! Official Kanto Region Guide
Route Progression, Mt. Moon and Mid-game Training
After Brock, travel across Route 3, pass through the western section of Route 4, clear Mt. Moon, choose one fossil, and continue down eastern Route 4 to Cerulean City. This section is designed to build a balanced party through trainer battles and captures rather than over-leveling Partner Eevee alone.
1. Heal in Pewter and prepare for Route 3
Heal at the Pewter City Pokémon Center before leaving through the eastern exit. Keep Partner Eevee in the party, but make sure at least one or two other Pokémon are strong enough to enter battles safely. The next route contains several trainer fights, and Mt. Moon has a long sequence of battles before the next city.
In Pokémon: Let’s Go, Eevee!, useful Route 3 and Route 4 options include Spearow, Rattata, Nidoran, Ekans, Psyduck, and rare Charmander encounters. Mankey and Sandshrew are version-exclusive to Let’s Go, Pikachu!, so do not plan on finding them as ordinary wild encounters in this edition. If you want a Water-type immediately, the man inside the Route 4 Pokémon Center sells a level 5 Magikarp for 500 Poké Dollars; it becomes useful only after evolving at level 20.
Leave several open party or storage slots for new catches. Catching Pokémon grants experience to the party, so capturing several accessible encounters is a practical way to raise newer teammates without repeatedly battling the same wild Pokémon.
- Heal in Pewter City.
- Keep Partner Eevee active in the party but develop at least two additional battlers.
- Do not rely on Mankey or Sandshrew as Let’s Go, Eevee! Route 3 encounters.
- Restock Poké Balls and basic healing items before entering Mt. Moon.
2. Cross Route 3 and use the optional Coach Trainer
Follow Route 3 east from Pewter City. Battle the ordinary trainers instead of avoiding every sight line; the money and experience help prepare the team for Mt. Moon. Spearow is a useful Flying-type capture, while Nidoran can supply a developing Poison-type option. Ekans is also available in Let’s Go, Eevee! and can fill a similar role.
Coach Trainer Kareem is an optional battle on Route 3. He uses a level 11 Bulbasaur. Challenge him after healing if your party is ready, especially if you want the extra experience and his Revive reward. Lead with Eevee or another Pokémon that can handle Grass attacks safely rather than sending out a Water- or Ground-type that is already weakened.
Continue to the western section of Route 4, where the Pokémon Center stands beside the Mt. Moon entrance. Heal there before entering the cave. The same area contains Coach Trainer Oberon, who uses a level 13 Meowth and awards TM57 Pay Day after defeat. This battle is optional, but it is a convenient final preparation fight before the cave.
- Clear the Route 3 trainers that you can handle safely.
- Treat Coach Trainer Kareem as optional and prepare for his level 11 Bulbasaur.
- Heal at the Route 4 Pokémon Center.
- Defeat Coach Trainer Oberon only if your party is healthy and you want TM57 Pay Day.
3. Enter Mt. Moon and follow the main ladder sequence
At the Mt. Moon entrance, Team Rocket’s Jessie and James appear in the opening dialogue. On the first floor, take the Potion to the west, defeat Bug Catcher Kent, and collect the five Great Balls beyond him. Continue east to fight Lass Evelyn, then take the nearby ladder down to the southern part of B2F.
On southern B2F, collect the Rare Candy and inspect the crater for the hidden Moon Stone. Return to 1F using the same ladder. Go south to battle Super Nerd Jovan, then continue east past Youngster Robby to collect the Awakening and Ether. Follow the eastern passage north for the Repel and hidden Stardust, then fight Lass Miriam.
After Lass Miriam, continue west and take the second ladder down. The northeast B2F detour contains a Nugget and another hidden Moon Stone. Return to 1F, proceed west, collect the Pearl in the northern crater, and take the third ladder. This places you on B1F, where Meowth runs away and leads you toward the final basement area.
Mt. Moon wild Pokémon include Zubat, Geodude, Paras, Clefairy, Onix, and rare Chansey. Catch Geodude if you need a sturdy Rock- and Ground-type option. Paras can provide Grass coverage and status moves. Clefairy is optional for story completion but can become a useful Fairy-type later. Catching is more important than defeating every wild encounter because the capture experience is shared by the party.
- Collect the early Great Balls and useful recovery items.
- Take the southern and northeast ladder detours for the Rare Candy, Nugget, and Moon Stones.
- Catch at least one Pokémon that fills a missing team role.
- Use an Escape Rope if the team becomes badly weakened; otherwise walk back to the entrance and return to the Route 4 Pokémon Center.
4. Finish the Team Rocket sequence and choose a fossil
From B1F, continue to the outer portion of B2F. Collect the Revive near the northern path, then move southeast to battle the Team Rocket Grunt and pick up the nearby Potion. Follow the winding passage clockwise toward the northwest, where another Revive and a second Team Rocket Grunt stand near the final section.
Super Nerd Miguel blocks the way to the fossils. Defeat his level 10 Voltorb and level 10 Magnemite, then choose either the Dome Fossil or the Helix Fossil. The Dome Fossil becomes Kabuto when revived, while the Helix Fossil becomes Omanyte. This choice does not affect the route to Cerulean City, so select according to your collection preference.
After choosing, approach the final ladder. Jessie and James stop you for the game’s first Double Battle. The Pokémon in the top-left and top-center positions of your party enter automatically, so place two reliable battlers in those positions before triggering the fight. Jessie uses level 12 Ekans and James uses level 12 Koffing. Defeat both, then climb the final ladder and exit Mt. Moon.
- Heal before the final basement battles if necessary.
- Defeat Super Nerd Miguel.
- Choose one fossil: Dome for Kabuto or Helix for Omanyte.
- Arrange two dependable Pokémon in the first two relevant party positions before the Jessie and James Double Battle.
- Exit through the final ladder after winning.
5. Descend eastern Route 4 and reach Cerulean City
Mt. Moon exits onto the eastern section of Route 4, a downhill one-way stretch leading to Cerulean City. Before descending the ledges, collect the five Poké Balls on the northwest hill and the Paralyze Heal south of the cave exit. Continue along the route for the Repel and three Great Balls near the Cerulean entrance. Once you jump down the ledges, you cannot return to the western side by the same route, so collect the visible items first.
The eastern Route 4 grass has the same general encounter group as the western section, including Spearow, Rattata, Psyduck, Ekans in Let’s Go, Eevee!, and rare Charmander. Catch Psyduck if you need a Water-type for the upcoming Cerulean Gym, or continue developing another Water or Grass counter elsewhere. Do not feel obligated to catch every species here; prioritize coverage and a party that can all survive trainer battles.
Enter Cerulean City and heal immediately. The story can now continue toward the city’s northern routes and Misty’s Gym. If a new capture is several levels behind, use Route 4 captures and the remaining trainer battles to bring it closer to the rest of the active party instead of raising only Eevee.
- Collect the Route 4 items before jumping down the ledges.
- Catch a Water-type or another Pokémon that helps cover future weaknesses if needed.
- Reach Cerulean City.
- Heal at the Cerulean City Pokémon Center before continuing.
6. Improve Partner Eevee’s bond without depending on it
Use the party menu’s Play with Partner Eevee feature to pet and feed Eevee. These interactions build the partner’s hidden friendship-related counter, and Eevee can also wag its tail near hidden items in the field. Search the nearby floor when the tail indicates something is present, but treat hidden items as optional rather than required for progression.
With sufficiently high friendship, Partner Eevee can activate its partner power during battle and use Veevee Volley when Eevee is active. If the partner power activates while another Pokémon is active, it can instead provide a stat boost to that Pokémon. The effect is helpful, but Mt. Moon does not require it. Continue building a balanced team so that the story does not depend on one over-leveled partner.
For further training, clear available trainers once and catch manageable wild Pokémon with good throws. Capture experience, catch bonuses, and shared party experience are more useful here than repeatedly battling low-level wild Pokémon with Eevee alone. Coach Trainers are one-time fights, so do not treat Kareem or Oberon as repeatable rematch sources.
- Use Partner Play at least once before moving on.
- Search when Eevee signals a nearby hidden item.
- Test Veevee Volley if the partner power activates, but do not build the team around it.
- Keep several active Pokémon within a workable level range.
Before you move on
- You have reached the Route 4 Pokémon Center and healed before entering Mt. Moon.
- You cleared the required Mt. Moon trainer sequence and defeated Super Nerd Miguel.
- You selected either the Dome Fossil or Helix Fossil.
- You defeated Jessie and James in the Mt. Moon Double Battle.
- You exited onto eastern Route 4, collected the important visible items before descending the ledges, and reached Cerulean City.
- Your active party includes Partner Eevee plus several Pokémon capable of entering battles, with at least one additional type option being developed for Cerulean City.
Cerulean City and Gym (Misty) — Water Types and Route Tactics
Reach Cerulean City from Route 4, prepare for Misty’s Water-type Gym, defeat the rival on the way to Route 24, cross Nugget Bridge, help Bill at Sea Cottage, return to clear the Cerulean Team Rocket event, and claim the Cascade Badge. In Pokémon: Let’s Go, Eevee!, Bellsprout is the nearby version-exclusive Grass-type encounter, while the rival’s final Pokémon in this battle is a Level 13 Eevee.
Set up in Cerulean City
After leaving Route 4 and entering Cerulean City, heal at the Pokémon Center and review your party. The Cerulean Gym requires you to show a Pokémon at Level 15 or higher before the Gym staff will let you challenge Misty. Train or catch until at least one member meets that requirement.
Visit the partner-move tutor near the Pokémon Center if you want extra coverage for Eevee. In Pokémon: Let’s Go, Eevee!, the tutor can teach partner Eevee Buzzy Buzz, Bouncy Bubble and Sizzly Slide. Buzzy Buzz is an Electric-type attack and is especially useful against Misty’s Water Pokémon. These moves are optional, but Buzzy Buzz gives Eevee a reliable answer without requiring a separate Electric-type Pokémon.
Use the Cerulean Poké Mart to replenish Poké Balls and healing items. Catching additional Pokémon remains an efficient way to spread experience, so maintain a useful supply of Poké Balls instead of spending all your money on Potions. Keep a few status-healing items available for Poison Powder and possible burns.
- Heal at the Cerulean City Pokémon Center.
- Have at least one Pokémon at Level 15 or higher.
- Optionally visit the partner-move tutor for Buzzy Buzz or another Eevee move.
- Carry enough Poké Balls and healing items for Routes 24 and 25.
Defeat Misty in Cerulean Gym
Enter Cerulean Gym and show the required Level 15 Pokémon at the entrance. The Gym has no complicated puzzle. You can avoid some Gym Trainers, but battling them is useful if your main Grass- or Electric-capable Pokémon is below the high-teens level range or if another party member needs experience.
Misty uses Level 18 Psyduck followed by Level 19 Starmie. Both are Water type, so Grass- and Electric-type attacks are super effective. In Let’s Go, Eevee!, Bellsprout is available on the nearby Routes 24 and 25 and is the version-appropriate early Grass-type option. Partner Eevee’s Buzzy Buzz is another strong choice. A second attacker is worthwhile because Bellsprout’s Grass/Poison typing does not protect it from Psyduck’s Confusion.
Psyduck uses Water Gun and Confusion. Keep a Grass-type Pokémon healthy, but switch if it is taking too much damage from Confusion. Starmie can use Scald, Swift and Psywave. Scald deals strong Water-type damage and can burn, Swift is reliable damage, and Psywave has variable damage. Lead with your strongest Electric or Grass attack, heal before a knockout is likely, and switch rather than sacrificing your only effective counter.
Ground typing does not resist Misty’s Water attacks. Save Ground-type planning for later Electric battles, especially Lt. Surge. Flying typing also does not make a Pokémon immune to Electric attacks.
- Pass the Level 15 entrance check.
- Defeat Psyduck at Level 18.
- Defeat Starmie at Level 19.
- Use Grass or Electric attacks when available.
- Keep a backup attacker ready for Confusion, Scald and a possible burn.
Claim the Cascade Badge and battle Trace
After Misty’s two Pokémon are defeated, receive the Cascade Badge and TM29 Scald. The badge raises the obedience limit for traded Pokémon to Level 30. Because TMs are reusable in Let’s Go, you can save Scald for a compatible Water-type Pokémon that you intend to keep.
Leave the Gym and head toward Cerulean City’s northern exit. Trace will approach and challenge you before you can continue onto Route 24. In Let’s Go, Eevee!, his team is Level 12 Pidgey, Level 12 Oddish and Level 13 Eevee.
Use an Electric or Rock attack against Pidgey when available. Oddish can use Absorb, Acid and Poison Powder, so remove it quickly or switch out a Pokémon that has been poisoned. Trace’s partner Eevee knows Quick Attack, Tail Whip and Double Kick. A Fighting-type move is effective against Eevee; otherwise use your strongest neutral attack and avoid relying on Defense boosts. Heal at the Pokémon Center after the battle if several members are damaged.
- Receive the Cascade Badge.
- Receive TM29 Scald.
- Defeat Trace’s Level 12 Pidgey, Level 12 Oddish and Level 13 Eevee.
- Heal before crossing Nugget Bridge.
Cross Nugget Bridge on Route 24
Leave Cerulean City through the north exit and cross Route 24’s Nugget Bridge. Five consecutive Trainer battles occupy the bridge, followed by a Team Rocket Grunt who challenges you near the far end. Fight the trainers for experience and money unless your party is already healthy and comfortably above the local levels.
After the bridge, defeat the Team Rocket Grunt and continue into the grass beyond him. In Let’s Go, Eevee!, Bellsprout is available in this area and can provide the Grass coverage needed for Misty and later Water-type opponents. Venonat, Psyduck and other local encounters can also improve team variety or provide additional capture experience.
Use berries when a catch is proving difficult, but do not spend valuable supplies on every ordinary encounter. Wait for the capture ring to contract and aim for Nice, Great or Excellent throws when practical. Curveballs also improve capture rewards. Consistent catches are more valuable here than wasting resources on perfect throws.
- Cross Nugget Bridge.
- Defeat the Team Rocket Grunt at the end of the bridge.
- Catch Bellsprout or another useful local Pokémon if your team lacks coverage.
- Use improved throws when practical to build experience and capture bonuses.
Reach Bill’s Sea Cottage on Route 25
From the eastern end of Route 24, follow Route 25 through the hedge-lined trainer area. Battle the route trainers if your party is below the high-teens range or if you need money for supplies. The wild Pokémon are stronger than the earliest Route 1 and Route 2 encounters and can help bring a second or third party member up to battle-ready levels.
Coach Trainer Amala near Bill’s house is optional. Defeating her gives experience, money and TM15 Seismic Toss, but this fight is not required for the story. Collect visible items and berries if you want the supplies, then enter the Sea Cottage at the end of the route.
Inside the cottage, approach the Pokémon and follow the prompts. Bill has been combined with a Pokémon during an experiment. Use the PC to activate the Cell Separation System and return him to normal. Speak with Bill afterward to receive a pair of S.S. Tickets. These tickets are needed for the S.S. Anne sequence in Vermilion City. One ticket is later shared with Trace, so receiving two at this point is correct.
- Reach Route 25 and enter Bill’s Sea Cottage.
- Use the PC to restore Bill to human form.
- Receive two S.S. Tickets.
- Optionally defeat Coach Trainer Amala for TM15 Seismic Toss.
- Confirm the tickets are in the Key Items pocket.
Return to Cerulean and clear the damaged house
Walk back along Route 25 and Route 24 to Cerulean City. The house in the northeast of town was blocked earlier by Officer Jenny. After the northern-route events, Squirtle draws her away and the house becomes accessible.
Enter the damaged house and leave through the hole in the rear wall. Follow the outside path and battle the Team Rocket Grunt responsible for the theft. He uses a Level 15 Raticate. A Fighting-type attack is effective, but any healthy Pokémon around the local level range can win if you use healing items when necessary.
After defeating the Grunt, receive TM10 Dig. This event opens the route toward Route 5 and is part of the immediate Cerulean progression after the northern route and Bill sequence. Heal before leaving town, then continue south when ready.
- Return to Cerulean after helping Bill and defeating Misty.
- Leave the damaged house through the rear opening.
- Defeat the Team Rocket Grunt’s Level 15 Raticate.
- Receive TM10 Dig.
- Heal before continuing toward Route 5.
Before you move on
- The Cascade Badge appears in your Trainer profile.
- TM29 Scald is in your Bag after Misty’s defeat.
- Trace has been defeated outside the northern route with his Level 13 Eevee.
- Bill has been restored and two S.S. Tickets are in the Key Items pocket.
- The Cerulean Team Rocket Grunt has been defeated and TM10 Dig has been received.
- Your party has a trained Grass- or Electric-capable attacker, or partner Eevee has learned Buzzy Buzz, for the next stages of the journey.
References for this chapter
- Pokémon Let’s Go, Pikachu & Let’s Go, Eevee — Gyms, Serebii.net
- Pokémon Let’s Go, Pikachu & Let’s Go, Eevee - Rival
- Pokémon Let’s Go, Pikachu & Let’s Go, Eevee — Team Rocket, Serebii.net
- Pokéarth - Kanto - Cerulean City
- Pokémon: Let’s Go, Pikachu! and Pokémon: Let’s Go, Eevee! Official Kanto Region Guide
- Pokémon: Let’s Go, Pikachu! and Pokémon: Let’s Go, Eevee!
Vermilion City, S.S. Anne and Lt. Surge — Electric Types
Travel from Cerulean City to Vermilion City, complete the S.S. Anne event, learn the Chop Down Secret Technique, defeat Lt. Surge for the Thunder Badge, and then use the eastern route through Route 11 and Diglett’s Cave to reach the eastern side of Route 2. Route 11 is optional before the Gym, but the Diglett’s Cave route becomes important after the Gym because it reconnects Vermilion with the earlier Kanto routes.
Reach Vermilion City and prepare
From Cerulean City, leave through the southern exit onto Route 5. The Saffron City gate is blocked, so enter the Underground Path and follow it to Route 6. Continue south through Route 6 to reach Vermilion City.
Heal at the Vermilion City Pokémon Center before starting the ship sequence. Buy Potions or Super Potions and a few status-healing items if your team is short on recovery. You can also leave through Vermilion’s eastern exit to Route 11 before boarding the S.S. Anne. Route 11 contains trainer battles, wild Pokémon and items, making it a useful optional training detour, but it is not required to enter the ship or challenge Lt. Surge.
Visit the harbor on the southern side of the city when you are ready. The sailor at the pier accepts your S.S. Ticket and lets you board the S.S. Anne.
- Reach Vermilion City through Route 5, the Underground Path and Route 6.
- Heal and restock before boarding the ship.
- Optionally clear Route 11 before entering the S.S. Anne.
- Board the S.S. Anne from Vermilion’s southern harbor.
Explore the S.S. Anne before helping the Captain
Explore the ship’s accessible rooms, corridors and deck before completing the Captain’s event. The ship contains trainer battles that provide useful experience, especially for teammates below your partner Eevee’s level. Collect visible items and use the ship’s recovery room if your party becomes damaged.
The S.S. Anne also includes the rival encounter near the Captain’s quarters. You can battle the other ship trainers first, then heal before approaching the rival. Do not leave the ship until you have finished the Captain event and collected anything important you want from the vessel. After the Captain is helped and you exit, the ship departs and its remaining areas are no longer normally available.
- Battle useful S.S. Anne trainers.
- Collect desired visible items before leaving.
- Use the ship’s recovery room before the rival battle if needed.
- Do not exit permanently before completing the Captain event.
Defeat the rival and learn Chop Down
Approach the Captain’s quarters to trigger the rival battle. In Pokémon: Let’s Go, Eevee!, the rival uses Pidgeotto at level 20, Oddish at level 20 and Eevee at level 21. Electric- or Rock-type attacks are useful against Pidgeotto. Fire, Flying or another strong super-effective attack handles Oddish, while Eevee can be defeated with your most reliable neutral or super-effective damage. Watch for Eevee’s Double Kick if you are using a Normal- or Dark-type Pokémon.
After winning, enter the Captain’s quarters and speak with the seasick Captain. The story event teaches your partner Eevee the Chop Down Secret Technique. Chop Down lets Eevee remove the small tree blocking the Vermilion Gym entrance and also opens several optional paths elsewhere in Kanto.
Finish any remaining ship exploration before leaving. Once you exit after the Captain event, the S.S. Anne departs.
- Defeat the rival’s level 20 Pidgeotto.
- Defeat the rival’s level 20 Oddish.
- Defeat the rival’s level 21 Eevee.
- Speak with the Captain.
- Learn Chop Down before leaving the ship.
Enter Vermilion Gym and solve the switch puzzle
Return to Vermilion City and approach the small tree beside the Gym. Examine it and use Chop Down to clear the entrance. Heal before entering, because the Gym trainers use Electric Pokémon around the low twenties and several consecutive battles can wear down an unprepared team.
The Gym’s electronic barrier opens after you find two hidden switches in the trash cans. Search the cans until you locate the first switch. The second switch is in a can adjacent to the first, but checking the wrong can resets the puzzle. Once the first switch is found, inspect only the neighboring cans rather than searching randomly. The Gym trainers provide clues about the blue and red trash cans that can help narrow the search.
After both switches are activated, pass through the opened barrier and speak with Lt. Surge.
- Use Chop Down at the Gym entrance.
- Defeat the Gym trainers or reach Lt. Surge with enough resources.
- Find the first hidden switch.
- Check adjacent cans for the second switch.
- Avoid checking an incorrect can after finding the first switch.
Prepare for Lt. Surge
Lt. Surge uses Voltorb at level 25, Magnemite at level 25 and Raichu at level 26. A Ground-type Pokémon is the safest answer because Ground attacks are super effective against all three and Electric attacks cannot hit a Ground type. If you do not have one, Diglett’s Cave is available after the Gym, so use a sturdy Grass Pokémon or another reliable attacker for the fight instead.
Diglett’s Cave is east of Vermilion City, but it is not the required pre-Gym training route. The eastern exit leads first to Route 11, and the cave entrance is farther east on Route 11. The cave becomes accessible for progression after Lt. Surge is defeated.
Avoid relying on Flying- or Water-type Pokémon as your main answers. Electric attacks are super effective against both. Also remember that Raichu knows Double Kick, so a Rock/Ground Pokémon can still take Fighting-type damage even though it is immune to Electric attacks. Bringing your main battlers near the Gym team’s level range makes the battle more forgiving, but capture experience and the S.S. Anne trainers may be enough without extended grinding.
- Bring a Ground-type if possible.
- Confirm that it knows a usable Ground move.
- Keep a Grass-type or sturdy neutral attacker as backup.
- Avoid leading with a Flying- or Water-type.
- Heal immediately before speaking with Lt. Surge.
Defeat Lt. Surge and take the correct eastern route
Lead with Ground attacks against Voltorb and Magnemite. If your Ground type is weakened, switch to a healthy backup rather than risking a knockout. Against Raichu, continue with Ground attacks if your Pokémon can survive Double Kick; otherwise use a sturdier Ground or Grass teammate and heal when necessary.
Victory awards the Thunder Badge, TM36 Thunderbolt and Lt. Surge’s Autograph. The Thunder Badge improves obedience for Pokémon up to level 40, including traded Pokémon. It does not grant Fly or Sky Dash. Sky Dash is obtained later in Celadon City as a separate Secret Technique.
After the Gym, leave Vermilion City through its eastern exit, not the western side. This puts you on Route 11, where you can finish the optional trainer battles and collect items if you skipped them earlier. Continue east along Route 11 until you reach the Diglett’s Cave entrance. Enter the cave and follow its tunnel to the opposite exit. You emerge on the eastern side of Route 2, near the earlier Kanto routes. This is the correct post-Gym connection toward Route 2, the Light Up event and the later Rock Tunnel progression.
Misty appears outside the Gym after the battle and heals your party. Speak with her before setting out if your team needs recovery.
- Defeat Voltorb, Magnemite and Raichu.
- Receive the Thunder Badge and TM36 Thunderbolt.
- Confirm the badge appears in your Trainer Card or badge display.
- Leave Vermilion City through the eastern exit to Route 11.
- Enter Diglett’s Cave from Route 11.
- Emerge from Diglett’s Cave on the eastern side of Route 2.
- Speak with Misty outside the Gym if you need healing.
Before you move on
- Eevee has learned Chop Down as a Secret Technique.
- The rival has been defeated aboard the S.S. Anne.
- The Captain has been helped and the S.S. Anne has departed after you exit.
- The Thunder Badge is visible in the Trainer Card or badge display.
- TM36 Thunderbolt and the Captain’s Autograph are in the Bag or Key Items.
- Vermilion City’s eastern exit to Route 11 is accessible.
- The player has entered Diglett’s Cave from Route 11 and emerged on the eastern side of Route 2.
- Misty has healed the party outside the Gym, if the player used that recovery event.
Diglett’s Cave, Route 2, Rock Tunnel and Lavender Town
After defeating Lt. Surge in Vermilion City, leave through the city’s eastern exit and continue along Route 11 to Diglett’s Cave. Cross the cave to reach Route 2, obtain the Light Up Secret Technique from Professor Oak’s aide, then return to Cerulean City. From there, travel east through Route 9 and Route 10, complete the Team Rocket event involving Lorelei, cross Rock Tunnel, and reach Lavender Town.
Leave Vermilion City through Route 11
Begin after defeating Lt. Surge and receiving the Thunder Badge. Heal at the Vermilion City Pokémon Center, then leave Vermilion City through its eastern exit. This puts you on Route 11; do not leave through the western exit for this objective.
Continue east along Route 11 and pass the route trainers or battle them for experience and money. The entrance to Diglett’s Cave is at the eastern end of Route 11, near the edge of Vermilion City’s route area. Enter the cave once you are ready to cross to Route 2.
Diglett’s Cave contains wild Diglett, Dugtrio and Zubat. You may catch a few for experience and type coverage, but the cave crossing itself is the required objective. Keep enough Poké Balls for Route 9, Route 10 and Rock Tunnel encounters.
- Defeat Lt. Surge and obtain the Thunder Badge.
- Heal in Vermilion City.
- Leave through Vermilion City’s eastern exit.
- Continue east on Route 11.
- Enter Diglett’s Cave at the eastern end of Route 11.
Cross Diglett’s Cave and learn Light Up
Follow the main passage through Diglett’s Cave. The tunnel connects Route 11 with the east side of Route 2, so continue until you reach the ladder leading to the northern exit. Climb out onto Route 2 rather than turning back toward Vermilion City.
From the Route 2 exit, go south to the house containing Professor Oak’s aide. Speak with the aide after registering at least ten different Pokémon species as caught. The aide teaches your partner Pokémon the Light Up Secret Technique.
Light Up is used to illuminate Rock Tunnel and is not one of the partner’s regular battle moves. If you have not caught ten different species, catch additional Pokémon on the nearby routes and return to the aide. After the lesson, your rival offers to take you directly to Cerulean City. Accepting this offer is the quickest way to resume the route toward Rock Tunnel. If you decline, return through Diglett’s Cave and travel back through the previously cleared routes.
- Exit Diglett’s Cave onto the east side of Route 2.
- Reach the house south of the cave exit.
- Have at least ten different species registered as caught.
- Learn Light Up from Professor Oak’s aide.
- Return to Cerulean City, preferably by accepting the rival’s offer.
Travel from Cerulean City through Route 9
Heal and restock in Cerulean City, then leave through the eastern exit. Use Chop Down on the small tree blocking the way to Route 9. Follow the route east through its rocky passages and ledges until you reach northern Route 10.
Battle Route 9 trainers when your party has enough health and PP. This is a useful point to bring weaker teammates into the high teens or low twenties. Water- and Grass-type attacks help against Rock and Ground opponents, while Flying- and Psychic-type attacks are useful against Fighting- and Poison-type targets.
Route 9 also contains wild Pokémon, item pickups and Great Balls. Collect them if your party is healthy, but do not let optional detours consume the supplies needed for Rock Tunnel. Use a Super Potion before a trainer fight if a lead Pokémon is already injured.
- Use Chop Down at Cerulean City’s eastern exit.
- Cross Route 9 from west to east.
- Battle or bypass trainers according to party health.
- Reach northern Route 10 with adequate healing items and PP.
Complete the Route 10 Team Rocket event
On northern Route 10, move east past the initial grass, then follow the route south toward the Team Rocket group. A cutscene begins when you approach. Lorelei of the Elite Four arrives with her Lapras and defeats three of the four Grunts.
After Lorelei handles the group, battle the remaining Team Rocket Grunt yourself. This opponent uses a level 22 Raticate. Defeat it to clear the required event, then use the nearby Pokémon Center before entering Rock Tunnel.
Coach Trainer Tasha is optional. She uses a level 25 Poliwhirl and a level 26 Primeape and awards TM13 Brick Break if defeated. Fight her only if your team has enough health and coverage. The route also includes ordinary trainers and item pickups, but none are required once the Team Rocket event is complete.
- Trigger the Team Rocket event on northern Route 10.
- Allow Lorelei to defeat three Grunts.
- Defeat the remaining Grunt’s level 22 Raticate.
- Heal at the Route 10 Pokémon Center.
- Optionally defeat Coach Trainer Tasha for TM13 Brick Break.
Cross Rock Tunnel with Light Up
Enter Rock Tunnel from northern Route 10 and accept the prompt to use Light Up. If you decline accidentally, open the partner-play menu, choose Secret Techniques, and activate Light Up there. The cave has a first floor and basement connected by ladders, and the illuminated view reveals the paths and trainer positions.
At the start, go east for the Repel, then return west and head south to Poké Maniac Ashton. Continue south from Ashton and take the ladder at the end of the path. In the lower section, travel southwest to Poké Maniac Winston, then go west to collect the Revive.
From Winston, follow the connected passages east and north. Use the ladders, named trainers and item locations as landmarks. Optional pickups include Dire Hit, Great Balls, Escape Rope, Full Heal, Super Potion, Stardust, Pearl and other recovery or selling items. Take detours only when the party can safely handle the additional battles.
Continue through the remaining ladder sections and corridors until you reach the southern exit. If you reach a dead end, return to the last junction or ladder; Rock Tunnel has no requirement to solve a puzzle or activate switches. The principal task is following the connected passages through both floors.
- Activate Light Up inside Rock Tunnel.
- Use Ashton, Winston and the ladders to orient yourself.
- Collect recovery items when safe.
- Cross both the upper and basement sections.
- Reach the southern Route 10 exit.
Use Rock Tunnel to balance the party
Rock Tunnel’s ordinary wild encounters in Let’s Go, Eevee! are generally level 18–23. Available species include Zubat, Geodude, Golbat, Machop, Graveler, Onix, Rhyhorn, Cubone and rare Kangaskhan encounters. Charmander can also appear as a rare special spawn. These captures are optional, so prioritize species that fill a type or defensive gap in your current party.
Catching Pokémon gives experience to the party, making this a safer way to raise weaker teammates than repeatedly sending them into trainer battles. Keep underleveled members in the party during captures, then use them in combat only after they can survive the opposing trainer’s attacks. Razz Berries and Great Balls can help with difficult catches, but no perfect throw is required for story progress.
Rock Tunnel trainers use a mixture of Rock, Ground, Fighting, Water, Fire, Poison and Psychic Pokémon. Avoid relying exclusively on partner Eevee. Carry Potions or Super Potions, Antidotes and Revives, and return to the Route 10 Pokémon Center if the party has taken heavy damage or several members have low PP.
- Catch a useful coverage Pokémon if the party lacks one.
- Use captures to raise weaker teammates into the route’s level range.
- Carry healing items and status cures.
- Keep multiple reliable battlers available instead of relying only on Eevee.
- Do not delay the route for rare-spawn hunting.
Reach Lavender Town and set the next checkpoint
After leaving Rock Tunnel, you are on southern Route 10. Follow the route west and south around the central mound, then continue through the trainer area. At the fork, take the southern path toward Lavender Town. The eastern path loops back toward Rock Tunnel and is not the forward route.
Southern Route 10 has optional trainers using Pokémon such as Geodude, Graveler, Pikachu, Pidgeotto, Krabby, Sandslash and Charmeleon. Battle them for experience and money if your party is healthy. If the cave exhausted your supplies, bypass them and heal in Lavender Town instead.
Enter Lavender Town and use the Pokémon Center. This completes the chapter’s required travel objective and establishes a safe base for the next section, which continues through Pokémon Tower and the routes toward Celadon City. Before leaving Lavender Town later, restock Poké Balls and healing items. If several party members remain far below the current level range, make a short return trip to southern Route 10 or Rock Tunnel and use captures to catch them up.
- Leave Rock Tunnel through its southern exit.
- Follow southern Route 10 to the fork.
- Take the southern path into Lavender Town.
- Heal at the Lavender Town Pokémon Center.
- Confirm that several party members can contribute in upcoming battles.
- Restock before continuing toward Pokémon Tower and Celadon City.
Before you move on
- Lt. Surge has been defeated and the Thunder Badge is in the Trainer profile.
- Vermilion City’s eastern exit has been used to reach Route 11.
- Diglett’s Cave has been crossed from Route 11 to the east side of Route 2.
- Professor Oak’s aide has taught Light Up to the partner Pokémon.
- The route from Cerulean City through Route 9 and northern Route 10 has been crossed.
- The Route 10 Team Rocket event has been completed, including the remaining Grunt battle.
- Rock Tunnel has been entered with Light Up active and crossed through both floors.
- The southern exit of Rock Tunnel has been reached.
- Southern Route 10 has been followed to Lavender Town.
- The party has been healed at Lavender Town’s Pokémon Center and includes several usable battlers for the next story area.
Celadon City and Erika — Grass Types and City Resources
Travel from Lavender Town to Celadon City through Route 8, the Underground Path and Route 7. Restock at the Department Store, optionally teach Partner Eevee its Celadon-exclusive moves, then defeat Erika in the Celadon Gym for the Rainbow Badge and TM53, Mega Drain. This chapter ends after healing and saving; the Rocket Game Corner, Team Rocket Hideout, Pokémon Tower and Saffron progression come next.
Travel from Lavender Town to Celadon City
Heal in Lavender Town, then leave through the western exit onto Route 8. Follow the route west and battle its Trainers if you want additional experience or need to raise a weaker team member. Catching wild Pokémon also provides useful experience, but no particular species is required for entry to Celadon Gym.
At the western end of Route 8, enter the Underground Path. Walk through the passage and leave on Route 7. Continue west across Route 7 to reach Celadon City. The Saffron City gatehouses are not the correct route yet because access through them requires Tea, which you will obtain during the later Celadon story sequence.
Heal at the Celadon Pokémon Center before shopping or entering the Gym. Erika’s strongest Pokémon is level 34, so having several Pokémon in the low-to-mid 30s gives a comfortable margin. Catch-based experience makes it practical to raise a newly added Fire-, Flying-, Bug-, Ice- or Psychic-type teammate on Routes 7 and 8.
- Heal in Lavender Town.
- Follow Route 8 west.
- Use the Underground Path to reach Route 7.
- Follow Route 7 west into Celadon City.
- Heal at the Celadon Pokémon Center.
- Prepare at least one Pokémon with useful Fire, Flying, Bug, Ice, Poison or Psychic coverage.
Restock at Celadon’s services
Visit the Celadon Department Store in the northwest part of the city. Buy the strongest Poké Balls currently available, along with Potions or Super Potions, Revives and status-healing items. Awakening helps against Sleep Powder, while Antidotes or Full Heals handle poison from Gym Trainers and Erika’s Poison-type Pokémon.
Keep some money available instead of spending it all on clothing, accessories or optional purchases. After Erika awards the Rainbow Badge, Poké Marts and the Celadon Department Store add Ultra Balls, Hyper Potions and Super Lures to their available stock, so you can restock properly after the battle.
The Celadon Pokémon Center has the Partner Move Tutor. In Pokémon: Let’s Go, Eevee!, the tutor can teach Partner Eevee Glitzy Glow, a Psychic-type special move, and Baddy Bad, a Dark-type special move. Both are optional. Glitzy Glow is useful against Poison targets and applies a defensive effect, while Baddy Bad applies a physical-damage defensive effect. Replace an existing move only if the new coverage suits your planned team.
- Buy available Poké Balls and healing supplies.
- Carry an Awakening, Antidote or Full Heal.
- Keep money available for post-badge Ultra Balls and stronger medicines.
- Visit the Partner Move Tutor if you want Glitzy Glow or Baddy Bad.
- Do not treat either partner move as required for Gym entry.
Enter and navigate Celadon Gym
Celadon Gym is in the southwest part of the city. Chop Down the small tree blocking the approach, then enter the Gym. The Lass at the entrance asks to see a cute Pokémon; show Partner Eevee to satisfy the requirement automatically.
Walk straight ahead, then turn right to battle Lass Kay. Continue east until you reach the first vine intersection. Chop Down the southern vines only if you want a shortcut back to the entrance. To continue toward Erika, use Chop Down on the northern vines.
From there, go east and then south to reach Beauty Mai. After the battle, go north, west, north and then east to reach Picnicker Tina. Continue west from Tina, then take the southern branch and go east to battle Beauty Tamia.
After Tamia, go west and take the northern branch. At the next pair of vine barriers, Chop Down the eastern vines only if you need to return to the entrance. Chop Down the western vines to continue. Follow the route west to Beauty Lori, then go south and continue to Ace Trainer Mary. Go north from Mary and battle Lass Lina if you want the additional experience.
South of Lina are two more vine barriers. Chop Down the right-hand vines to advance; the left-hand vines lead back toward the entrance. At the next pair, Chop Down the right-hand vines for another return shortcut, then Chop Down the left-hand vines to reach Erika.
- Use Chop Down on the tree outside the Gym.
- Show Partner Eevee to the entrance Lass.
- At the first vine split, take the northern route.
- At the middle split, take the western route.
- South of Lass Lina, take the right-hand route.
- At the final split, take the left-hand route to Erika.
Prepare for Erika’s Grass and Poison team
Erika uses Tangela at level 33, Weepinbell at level 33 and Vileplume at level 34. Tangela is pure Grass. Weepinbell and Vileplume are Grass and Poison. Fire, Flying, Bug and Ice attacks are effective against all three. Psychic attacks are especially effective against Weepinbell and Vileplume because of their Poison typing, and Poison attacks also exploit their Grass typing.
Tangela knows Mega Drain, Sleep Powder and Bind. Lead with a healthy attacker that can deal heavy damage immediately. If Sleep Powder disables it, use an Awakening or Full Heal, switch to a healthy backup, or heal if the sleeping Pokémon can safely endure the next attack.
Weepinbell carries Mega Drain and Poison Jab. Vileplume carries Mega Drain and Moonblast. Keep your main counter healthy before Vileplume enters, and switch rather than allowing sleep, poison or accumulated damage to remove your best answer. Water-, Rock- and Ground-type Pokémon are poor default choices here because Grass attacks hit them hard unless they have a specific coverage move and enough durability.
- Bring a reliable Fire, Flying, Bug or Ice attacker, or use Psychic coverage.
- Lead with a healthy counter.
- Carry Awakening or Full Heal for Sleep Powder.
- Keep a backup attacker ready.
- Avoid exposing Water-, Rock- or Ground-type Pokémon without a clear counterattack.
Defeat Erika and claim the Rainbow Badge
Use super-effective attacks to defeat Tangela, Weepinbell and Vileplume. Tangela’s Sleep Powder and Bind can disrupt a fast knockout, while Mega Drain lets each of Erika’s Pokémon recover some health. Use medicine during the battle when it preserves a favorable matchup, and switch if a poisoned or weakened Pokémon can no longer attack safely.
After the battle, Erika awards the Rainbow Badge and TM53, Mega Drain. The badge raises the obedience limit for Pokémon received from other Trainers to level 50. Mega Drain is optional; teach it to a Grass-type special attacker only if its healing effect and available power improve that Pokémon’s moveset.
Leave the Gym, heal at the Celadon Pokémon Center and save. After healing, you can restock Ultra Balls, Hyper Potions and Super Lures at the Department Store. The next required objective is the Rocket Game Corner. Do not count Tea, the Team Rocket Hideout, the Silph Scope, Pokémon Tower, the Poké Flute or Silph Co. as completed in this chapter.
- Defeat Tangela at level 33.
- Defeat Weepinbell at level 33.
- Defeat Vileplume at level 34.
- Receive the Rainbow Badge.
- Receive TM53, Mega Drain.
- Heal the party.
- Save after the badge is recorded.
- Proceed next to the Rocket Game Corner.
Before you move on
- The party traveled from Lavender Town through Route 8, the Underground Path and Route 7.
- Celadon City was reached and the party was healed.
- The Department Store was used for needed supplies.
- Chop Down cleared the tree outside Celadon Gym.
- Partner Eevee satisfied the Gym entrance requirement.
- The Gym maze was completed using the advancing vine routes.
- Erika’s level 33 Tangela was defeated.
- Erika’s level 33 Weepinbell was defeated.
- Erika’s level 34 Vileplume was defeated.
- The Rainbow Badge was received and recorded in the Trainer profile.
- TM53, Mega Drain, was received.
- The party was healed after the battle.
- The game was saved.
- The next required objective is the Rocket Game Corner.
- Tea, the Rocket Hideout, the Silph Scope, Pokémon Tower, the Poké Flute and Silph Co. were not incorrectly marked as complete.
References for this chapter
- Pokémon: Let’s Go, Pikachu! and Pokémon: Let’s Go, Eevee! Official Kanto Region Guide
- Walkthrough: Pokémon: Let’s Go, Pikachu! and Let’s Go, Eevee! — Part 9
- Celadon City — Pokémon Let’s Go! Walkthrough
- Celadon City Gym — Pokémon Let’s Go! Walkthrough
- Pokémon Let’s Go, Pikachu & Let’s Go, Eevee — Gyms, Serebii.net
Lavender Town, Celadon Team Rocket Hideout, Saffron City and Silph Co.
Complete the Pokémon Tower and Celadon Team Rocket sequence, obtain the Silph Scope and Poké Flute, clear Team Rocket from Silph Co., defeat Sabrina for the Marsh Badge, and reach Fuchsia City. The required endpoint is a healed and saved party in Fuchsia City. GO Park, the Power Plant, the Lapras and Porygon gifts, the second Snorlax and optional building items are not required for this chapter.
Trigger the Pokémon Tower event and obtain Tea
If you have not already done so, enter Pokémon Tower in Lavender Town and climb until the ghost blocks your progress. Continue through the scene involving Cubone, Mr. Fuji and Team Rocket, then leave the tower. You cannot complete the tower until you obtain the Silph Scope from the Celadon Rocket Hideout.
Travel from Lavender Town along Route 8, use the Underground Path to Route 7, and enter Celadon City. Brock is standing in front of the Celadon Condominiums. Speak with him to receive Pewter Crunchies and Tea.
Take the Tea to a guardhouse on any road into Saffron City. Speak with the guard and the Tea will be accepted, opening the Saffron routes. Before entering the Rocket Game Corner, heal at the Celadon Pokémon Center and restore the PP of your main attacks. Bring healing items, several Revives and status recovery items. You do not need to collect every optional item in the Hideout.
- Reach the blocked-ghost scene in Pokémon Tower.
- Receive Tea from Brock in front of the Celadon Condominiums.
- Give the Tea to a Saffron City gatehouse guard.
- Heal and restore PP before entering the Rocket Game Corner.
Enter the Rocket Hideout and retrieve the Lift Key
Enter the Celadon Game Corner and defeat the Team Rocket Grunt guarding the poster. Inspect the poster to reveal the hidden switch, then use the stairs to enter the underground Rocket Hideout. The lower floors contain spinner tiles that carry you in the direction of their arrows, so stop and reorient yourself after each forced movement.
Work through the basement floors until you reach the Grunt on B4F who has the Lift Key. After you defeat him, he throws the key onto a raised walkway instead of leaving it on the floor. Inspect the nearby grate and the chair beside it, then use the partner Eevee to enter the vent.
Guide Eevee through the vent passage to the raised walkway, retrieve the Lift Key and return through the vent. The key is added to your inventory after the partner sequence ends. Use the elevator to reach B1F, defeat the nearby Grunt and open the shortcut toward the entrance. Leave the Hideout to heal if needed, then return by elevator to B4F.
- Defeat the poster Grunt and reveal the Hideout entrance.
- Reach B4F and defeat the Lift Key Grunt.
- Complete the partner Eevee vent sequence.
- Obtain the Lift Key.
- Open the B1F shortcut and heal before the final battles.
Defeat the Hideout bosses and receive the Silph Scope
Return to B4F and approach Giovanni’s office. Jessie and James stop you in a Double Battle. Their Pokémon are level 32 Arbok and level 32 Weezing. Ground and Psychic attacks are useful against the Poison-type pair, although Arbok is not immune to Ground attacks in this game.
After that battle, continue into the office and fight Team Rocket Admin Archer. In this encounter Archer uses level 33 Weezing and level 33 Golbat. Ground or Psychic attacks are useful against Weezing; Rock, Electric or Ice coverage can handle Golbat. Heal before speaking to Giovanni if your team has taken substantial damage.
Giovanni uses level 35 Persian and level 35 Rhyhorn in the Rocket Hideout. Fighting attacks are strong against Persian. Rhyhorn is weak to Water, Grass, Fighting, Ground, Steel and Ice, and Electric attacks do not affect it. Defeat Giovanni to rescue Cubone and receive the Silph Scope.
Leave the Hideout and heal. The man beside the balloon device in Celadon can teach Eevee the Sky Dash Secret Technique. Sky Dash is optional, but it makes travel between previously visited towns faster.
- Defeat Jessie and James on B4F.
- Defeat Archer.
- Defeat Giovanni’s Persian and Rhyhorn.
- Receive the Silph Scope.
- Learn Sky Dash only if you want the optional fast-travel convenience.
Complete Pokémon Tower and receive the Poké Flute
Return to Pokémon Tower with the Silph Scope. Climb to the previous obstruction. The scope reveals that the ghost is a Pokémon, allowing you to continue upward. Follow the tower route and use the healing circle on an upper floor before the final encounters if your party needs recovery.
At the top, the Marowak spirit is resolved through a story sequence rather than a normal catchable battle. Continue to the highest floor, where Jessie and James are holding Mr. Fuji. Defeat them in a Double Battle; their Pokémon are level 34 Weezing and level 34 Arbok.
Speak with Mr. Fuji after the battle. The story takes you to his house, where he gives you the Poké Flute. The flute wakes either the Snorlax blocking Route 12 or the Snorlax blocking Route 16. Each stationary Snorlax is level 34 and the battle has a five-minute time limit. Catching it is optional, but the Snorlax blocking your chosen route to Fuchsia must be defeated.
- Return to Pokémon Tower with the Silph Scope.
- Pass the revealed ghost obstruction.
- Complete the Marowak spirit scene.
- Defeat Jessie and James at the top of the tower.
- Rescue Mr. Fuji and receive the Poké Flute.
Enter Saffron City and defeat Blue
Use Tea at a gatehouse if you have not already opened Saffron City, then enter the city and heal before going to Silph Co. The building contains many optional trainers, so carry enough healing items and consider restoring PP before the final battles.
Enter the Silph Co. lobby. Blue and your rival appear during the opening scene. Speak with Blue when you are ready to battle. In Pokémon: Let’s Go, Eevee!, Blue uses level 38 Exeggutor and level 40 Charizard. Water, Rock and Electric coverage help against Charizard, while Bug, Dark, Ice or strong physical attacks are useful against Exeggutor.
After the battle, take the elevator to 5F. From the elevator, go west until the cutscene begins. You and your rival then join forces against Team Rocket Admin Archer and a Grunt in a Double Battle. The opposing team consists of level 34 Muk, level 34 Raticate, level 37 Electrode, level 37 Golbat and level 37 Weezing. Ground attacks are useful against Muk, Raticate and Weezing, but they do not affect Electrode or Golbat. In this edition, your rival’s partner Pokémon is a level 37 Raichu.
Winning this battle awards the Card Key. The Lapras gift on 7F is optional. The nurse on 9F fully heals your party and is the best recovery point if you explore the remaining floors before the final boss.
- Enter Silph Co. and trigger the lobby scene.
- Defeat Blue with the Eevee-version team in the lobby.
- Take the elevator to 5F.
- Defeat Archer and the Rocket Grunt with your rival.
- Receive the Card Key.
- Locate the 9F nurse if you need a full heal.
Use the Card Key and defeat Giovanni in Silph Co.
With the Card Key, return to 3F. From the elevator, go south and west into the room containing a Scientist and a Rocket Grunt near a table. Unlock the door if necessary, then step on the teleporter south of the Grunt. A cutscene moves you to the isolated section of 7F. Step on the lower teleporter there to reach the isolated section of 11F.
Go south from the isolated area. Jessie and James challenge you in another Double Battle with level 36 Weezing and level 36 Arbok. Defeat them, unlock the nearby door with the Card Key and enter the President’s office.
Giovanni uses level 39 Persian, level 39 Rhyhorn and level 39 Nidoqueen. Use Fighting attacks against Persian. Water, Grass, Fighting, Ground, Steel or Ice attacks work well against Rhyhorn. Nidoqueen is Poison and Ground, so Water, Ice and Psychic attacks are reliable choices; Electric attacks do not affect the Ground-type members of the team.
After Giovanni is defeated, speak with the Silph Co. President to receive the Master Ball. Leave through the teleporter route and return to the first floor. The scene outside confirms that Team Rocket has been removed from Silph Co. The Porygon gift beside the Saffron Pokémon Center is optional.
- Reach the Card Key teleporter room on 3F.
- Use the teleporter to reach isolated 7F and then isolated 11F.
- Defeat Jessie and James on 11F.
- Defeat Giovanni in the President’s office.
- Receive the Master Ball.
- Leave Silph Co. and confirm that Team Rocket has been removed.
Defeat Sabrina for the Marsh Badge
Enter Saffron Gym after Silph Co. has been cleared. The Gym requires at least one Pokémon in your party to be level 45 or higher. If the entrance refuses you, raise one Pokémon through route battles, catches or Candy and return when the requirement is met.
Follow the warp panels through the Gym. Battle the trainers if you need experience, but heal before Sabrina. Dark, Ghost and Bug attacks are effective against her Psychic-focused team. Avoid relying only on Fighting- or Poison-type Pokémon, which are vulnerable to Psychic attacks.
Sabrina uses level 43 Mr. Mime, level 43 Slowbro, level 43 Jynx and level 44 Alakazam. Slowbro can use Surf, Yawn and Calm Mind, while Jynx can inflict sleep with Lovely Kiss. Bring an Awakening or Full Heal if sleep causes trouble. Defeat Sabrina to receive the Marsh Badge and TM33 Calm Mind.
- Have at least one party Pokémon at level 45 or higher.
- Confirm that Team Rocket was defeated in Silph Co.
- Navigate the Saffron Gym warp-panel puzzle.
- Defeat Mr. Mime, Slowbro, Jynx and Alakazam.
- Receive the Marsh Badge and TM33 Calm Mind.
Clear one Snorlax route and reach Fuchsia City
Choose either route into Fuchsia City. The shorter western route begins at Route 16. Wake the Snorlax there with the Poké Flute, defeat it within the five-minute limit and continue south through Route 17, then east through Route 18 into Fuchsia. The Snorlax can be caught after it is defeated, but catching it is optional.
The eastern route begins at Route 12. Wake that Snorlax, then continue through Routes 12, 13, 14 and 15 until you reach Fuchsia City. Only the Snorlax blocking the route you choose must be cleared now; the other one can remain until later.
Enter Fuchsia City, heal at the Pokémon Center and save. This is the chapter completion checkpoint. The next chapter continues with the Fuchsia-area objectives, including GO Park, the Warden’s Gold Teeth, Strong Push and Koga’s Gym. The Power Plant, the second Snorlax, Lapras, Porygon and optional Silph Co. rooms are not required here.
- Use the Poké Flute on the Snorlax blocking your selected route.
- Defeat the Snorlax within five minutes.
- Reach Fuchsia through Routes 16, 17 and 18 or Routes 12, 13, 14 and 15.
- Heal in Fuchsia City.
- Save the game.
Before you move on
- The Pokémon Tower blocked-ghost event was triggered.
- Tea was received from Brock and Saffron City was opened.
- The Rocket Game Corner poster was cleared.
- The Rocket Hideout was completed.
- The Silph Scope was received.
- The Pokémon Tower obstruction was passed with the Silph Scope.
- Jessie and James were defeated at the top of Pokémon Tower.
- Mr. Fuji was rescued and gave you the Poké Flute.
- Blue was defeated in the Silph Co. lobby.
- The 5F Archer-and-Grunt Double Battle was completed.
- The Card Key was obtained.
- The 3F teleporter route to isolated 7F and 11F was completed.
- Jessie and James were defeated on 11F.
- Giovanni was defeated in the Silph Co. President’s office.
- The Master Ball was received.
- Team Rocket left Silph Co.
- Sabrina was defeated.
- The Marsh Badge and TM33 Calm Mind were received.
- One Snorlax route was cleared.
- The party was healed in Fuchsia City and the game was saved.
References for this chapter
- Team Rocket Hideout - Pokémon Let’s Go! Walkthrough
- Pokémon Tower - Pokémon Let’s Go! Walkthrough
- Silph Co. - Pokémon Let’s Go! Walkthrough
- Pokémon Let’s Go, Pikachu & Let’s Go, Eevee — Team Rocket, Serebii.net
- Pokémon Let’s Go, Pikachu & Let’s Go, Eevee — Gyms, Serebii.net
- Pokémon Let’s Go, Eevee! Walkthrough & Guide - Silph Co.
- Pokémon Let’s Go, Pikachu & Let’s Go, Eevee - Rival
- Team Rocket Hideout - Pokémon: Let’s Go, Pikachu! & Let’s Go, Eevee! Walkthrough
Fuchsia City, GO Park and Koga
Begin this chapter after the completed Fuchsia City checkpoint. The Pokémon Tower, Celadon Rocket Hideout, Silph Co., Saffron City objectives and one of the two Snorlax routes to Fuchsia should already be finished. In Fuchsia City, learn Sea Skim, recover the Warden’s Gold Teeth, learn Strong Push, satisfy the Gym’s requirement of 50 different species caught and defeat Koga for the Soul Badge. GO Park transfers, the Fuchsia trade, the Power Plant and the Seafoam Islands are optional. After Koga, continue toward Cinnabar Island.
Prepare in Fuchsia City
Heal at the Fuchsia City Pokémon Center and check your party before entering the city’s optional areas. Koga’s team ranges from level 43 to level 44, so bring several Pokémon near that range rather than relying on one overleveled lead. Catching new species in nearby areas is a useful way to strengthen the whole party while working toward the Gym’s entry requirement.
Use direct attacks instead of building your plan around poison damage. Psychic moves are effective against Koga’s Poison Pokémon, and Ground moves are useful against Weezing and Muk. Ground attacks do not affect Golbat because it is also Flying type, so bring a separate answer such as Psychic, Electric, Rock, Ice, Fire, Flying or strong neutral damage. Carry Antidotes or Full Heals, since Toxic and Sludge Bomb can wear down a team quickly.
- Fuchsia City has been reached.
- The earlier Lavender, Celadon and Saffron objectives are complete.
- The party is healed.
- Several party members are near levels 43 to 44.
- Poké Balls, recovery items and poison cures are stocked.
Learn Sea Skim in the Safari Zone entrance area
Go to the Safari Zone entrance area in the middle-north part of Fuchsia City. Walk into the attraction and go toward the southwest section, where a person is standing beside a surfboard and Lapras. Speak with him to teach partner Eevee the Secret Technique Sea Skim.
Sea Skim lets you travel across suitable water. It opens the southern route from Fuchsia through Route 19 and Route 20, the route toward Cinnabar Island, and access to the optional Power Plant from Route 10. Seafoam Islands are also reachable from the water route, but neither the islands nor the Power Plant is required for Koga or the main badge sequence.
If you prefer to avoid Seafoam Islands, use Sky Dash to return to Pallet Town and then travel south over Route 21. Both Route 21 and the Route 19-to-20 water route eventually lead to Cinnabar Island.
- The Safari Zone entrance area has been entered.
- The person beside the surfboard and Lapras has been found.
- Sea Skim has been learned.
- The Power Plant is being treated as optional.
- Seafoam Islands are being treated as optional.
Use GO Park only for optional transfers
The GO Park complex is in the northern Fuchsia area. It is not required for the story or for entry to Fuchsia Gym. To transfer from Pokémon GO, speak with the attendant at the counter, select Bring Pokémon, choose a GO Park and select Start Communication. Complete the sending process in Pokémon GO, then accept the transfer on the Switch.
The original Nintendo Switch edition accepts Pokémon originally discovered in Kanto, including permitted Alolan and Shiny variants. Special event Pokémon and Pokémon discovered in other regions cannot use this transfer route. A transferred Pokémon does not appear directly in your party. It becomes an encounter inside the selected GO Park and must be caught there before you can use it.
If a connection fails, repeat the official pairing and Bring Pokémon process. Do not consider the transfer finished until the Pokémon appears in GO Park and has been caught. You can postpone all GO Park activity without affecting the main story.
- GO Park is being used only if transfers are wanted.
- Bring Pokémon and a GO Park have been selected.
- Start Communication has been selected on the console.
- Transferred Pokémon have been caught inside GO Park before use.
- No required story objective is being delayed for GO Park.
Recover the Gold Teeth and learn Strong Push
Leave Fuchsia City through the southern exit toward Route 19. Before reaching the route, a cutscene with Jessie and James occurs. They give you the Warden’s Gold Teeth and leave; no required battle is part of this scene.
Return toward the Pokémon Center, then go east and jump over the nearby ledge. Enter the house beside the mailbox and speak with the Warden. Giving him the Gold Teeth earns the Safari Set for the Clothing Trunk and teaches partner Eevee the Secret Technique Strong Push.
Strong Push works in the overworld and does not replace one of Eevee’s four battle moves. Use it on the stone block beside the television in the Warden’s house. After the block moves, speak with the Diglett in the exposed hole to receive a Nugget. The Nugget is optional, but the conversation confirms that Strong Push is functioning.
The Fuchsia Pokémon Center trade for Alolan Marowak is also optional. It is not needed for Koga, the Soul Badge or the route to Cinnabar.
- The southern Fuchsia scene with Jessie and James has occurred.
- The Gold Teeth have been returned to the Warden.
- The Safari Set has been received.
- Partner Eevee knows Strong Push.
- The optional Nugget has been collected if desired.
Reach the 50-species Gym requirement
Fuchsia Gym requires Pokémon from at least 50 different species to have been caught. Species that are only seen do not count. If the Gym attendant refuses entry, check the Pokédex for species marked as seen but not caught, then visit their habitats or catch new Pokémon in grass and water areas now available with Sea Skim.
Catching new species also provides party experience, so this is a better preparation method than repeatedly battling the same low-level encounters. Send duplicates to Professor Oak only after keeping Pokémon needed for type coverage, evolutions, trades or later battles.
Once the attendant allows you through, place a Psychic-capable Pokémon in the party if possible. Also bring a non-Ground answer for Golbat and Venomoth. Heal and save before entering the Gym’s leader battle.
- At least 50 different species have been caught.
- The Gym attendant allows entry.
- A Psychic move or another reliable Poison counter is available.
- A non-Ground answer for Golbat is available.
- The party is healed and poison cures are ready.
Cross Fuchsia Gym’s mist maze
The Gym contains walls that are difficult to see until the mist swirls upward. Use the visible gaps revealed by the mist rather than repeatedly walking into an apparent dead end.
From the entrance, go east to battle Tamer Phil, who uses level 41 Nidorina and level 41 Nidorino. From there, go northwest, then northeast through the gap to reach Ace Trainer Kayden, who uses level 41 Muk and level 42 Beedrill.
Continue northwest and then west. Near the corner, go south and then east to reach Juggler Kirk and his level 40 Haunter. From Kirk’s area, go south to battle Juggler Harry, who uses three level 40 Haunters.
Go west from Harry, then south when possible, continue southwest, turn east and go south again to reach Tamer Edgar, who uses three level 41 Arbok. From that area, go northeast to battle Ace Trainer Annie, who uses level 41 Ivysaur and level 42 Weezing. From the leftmost Tamer’s area, travel southeast to reach Koga.
Battle the Gym trainers for experience if your party can handle them. If several Pokémon are poisoned or badly damaged, leave to heal; the maze can be retraced, and the leader battle is safer with a full party.
- The mist-revealed gaps have been used to cross the maze.
- The required Gym trainer route has been followed.
- Koga’s platform has been reached.
- The party is healed before speaking with Koga.
Defeat Koga and claim the Soul Badge
Koga uses level 43 Weezing, level 43 Muk, level 43 Golbat and level 44 Venomoth. Psychic attacks are a strong general answer to the team. Ground attacks work against Weezing and Muk, but switch away from Ground moves against Golbat. Venomoth is vulnerable to Psychic, while Fire, Rock, Ice, Flying and Electric attacks can also help depending on your party.
Weezing knows Toxic, Protect, Sludge Bomb and Explosion. If it is close to fainting, do not leave a badly weakened Pokémon in front of it without a plan for Explosion. Muk knows Toxic, Protect, Sludge Bomb and Moonblast. Golbat knows Toxic, Protect, Fly and Leech Life. Venomoth carries Sludge Bomb, Protect, Psychic and Bug Buzz, so do not send a fragile Psychic Pokémon into it without checking its health.
After winning, Koga awards the Soul Badge and TM27, Toxic. The badge raises the obedience limit for traded Pokémon. Check the Trainer profile to confirm the badge, then return to the Pokémon Center and heal.
Your next required destination is Cinnabar Island. Use Sea Skim south through Route 19 and Route 20, or use Sky Dash to Pallet Town and travel south on Route 21. Seafoam Islands and the Power Plant remain optional.
- Koga’s level 43 Weezing has been defeated.
- Koga’s level 43 Muk has been defeated.
- Koga’s level 43 Golbat has been defeated.
- Koga’s level 44 Venomoth has been defeated.
- The Soul Badge has been received.
- TM27, Toxic, has been received.
- The party has been healed.
- Travel toward Cinnabar Island has begun.
Before you move on
- The chapter began after the completed Fuchsia City checkpoint.
- Sea Skim was learned in the Safari Zone entrance area.
- At least 50 different species were caught and the Gym attendant allowed entry.
- The Gold Teeth were collected during the southern Fuchsia scene and returned to the Warden.
- The Safari Set was received and partner Eevee learned Strong Push.
- The optional Nugget was collected if desired.
- The Fuchsia Gym maze was crossed using the mist-revealed gaps.
- Koga’s level 43 Weezing, level 43 Muk, level 43 Golbat and level 44 Venomoth were defeated.
- The Soul Badge and TM27, Toxic, are recorded.
- The party is healed and travel toward Cinnabar Island has begun.
Cinnabar Island, Blaine’s Fire Gym and Key Post-Silph Tasks
After completing the Fuchsia City objectives and learning Sea Skim, use the recommended direct route to Cinnabar Island: travel to Pallet Town, enter the water south of town and follow Route 21 south to Cinnabar. Routes 19 and 20 through the Seafoam Islands are an optional alternate route from Fuchsia and are not required for this chapter. On Cinnabar Island, inspect the locked Gym, enter Pokémon Mansion and operate its glowing-eyed statues to reach the Secret Key. Return to the Gym, complete Blaine’s five-question quiz, defeat his Fire-type team and receive the Volcano Badge and TM46 Fire Blast. The chapter ends after Blaine. The Oak and Blue event, Key Stone and Mega Stone rewards, Viridian Gym and Giovanni’s Earth Badge battle belong to Chapter 12.
Travel from Fuchsia City to Cinnabar by the recommended Route 21 path
Heal in Fuchsia City after defeating Koga and confirm that Sea Skim is available. Fly or travel to Pallet Town, then leave town through its southern edge and enter the water. Use Sea Skim to follow Route 21 south toward Cinnabar Island. This route is the quickest direct connection between Pallet Town and Cinnabar for this stage of the story.
Route 21 contains several water-route Trainers and wild Pokémon. Battle them for experience if your team needs preparation, or continue south while avoiding optional encounters. A Coach Trainer on the route can provide additional experience and a TM reward, but that battle is not required to unlock Cinnabar Gym.
If you prefer to explore from Fuchsia instead, use Sea Skim south from Fuchsia through Route 19 and then west along Route 20, passing through the Seafoam Islands area before reaching Cinnabar. That alternate route is valid, but it is optional. Whether you use Route 21 or Routes 19 and 20, the next required objective is the same: reach Cinnabar Island and investigate the locked Gym.
- Heal in Fuchsia City after Koga.
- Confirm that Sea Skim is available.
- Travel to Pallet Town.
- Use Sea Skim south from Pallet Town onto Route 21.
- Reach Cinnabar Island.
- Alternatively, use Routes 19 and 20 through the Seafoam Islands as an optional route.
Inspect the locked Gym and prepare for Pokémon Mansion
Go to the Cinnabar Island Gym and examine the entrance. The Gym is locked, and the message directs you to find the Secret Key in the nearby Pokémon Mansion. You cannot challenge Blaine until the key has been obtained.
Before entering the Mansion, heal at the Pokémon Center and carry Potions, Super Potions or stronger healing items, several Revives and remedies for confusion or other status conditions. Wild Pokémon and Trainers in the Mansion are around the mid-40s, so this is also a useful place to bring weaker team members closer to the level of your main battlers.
Water-, Ground- and Rock-type attacks are especially valuable for the Gym battle, but keep more than one suitable attacker available. Blaine’s team has four Pokémon, and relying on one counter can leave you without a safe answer if it is weakened or confused.
- Inspect the locked Cinnabar Gym.
- Heal at the Pokémon Center.
- Stock healing items and Revives.
- Prepare at least two reliable answers to Fire-type Pokémon.
- Enter Pokémon Mansion.
Navigate Pokémon Mansion and obtain the Secret Key
Inside Pokémon Mansion, progress by examining the statues with glowing eyes. Interacting with a statue changes which doors are open, so a blocked doorway usually means that the active statue must be changed rather than that the route has ended.
From the entrance, move through the rooms toward the northeastern and northern sections, then use the first glowing-eyed statue to open the passage on the floor. Continue through the opened rooms and take the staircase to the upper section. Collecting every item and battling every optional Trainer is not necessary for story progress.
In the upper section, move through the rooms until you reach the area with beds. Interact with the beds to restore the party if needed, then examine the nearby glowing-eyed statue. This switch opens the route through the rooms to the west and south. If a door is closed, return to the statue and change it again before retracing the route.
After activating the upper switch, continue through the newly opened western rooms and then south. The Secret Key is in the room reached at the end of this passage, near the mansion’s research equipment. Pick it up before leaving. The key, not any optional item or Trainer battle, is the required objective.
Use an Escape Rope if you brought one. Otherwise, return through the mansion to the upper beds and statue, change the door state if necessary, then use the available stairs and teleporter route to exit. Heal at the Cinnabar Pokémon Center after leaving.
- Use the glowing-eyed statues to change the open doors.
- Reach the upper section of Pokémon Mansion.
- Use the beds to heal if necessary.
- Activate the statue near the beds.
- Follow the opened western and southern passages.
- Collect the Secret Key.
- Exit the Mansion and heal.
Handle optional Cinnabar activities
The Pokémon Lab is available for optional activities, including fossil revival if you have a fossil to restore. These activities do not open the Gym and can be completed before or after Blaine.
Cinnabar also has optional trades and other side interactions. They are not prerequisites for the Volcano Badge. If you are ready to continue the story, confirm that the Secret Key is in the Bag and go directly to the Gym.
- Treat fossil revival as optional.
- Treat Cinnabar trades as optional.
- Confirm that the Secret Key is in the Bag.
- Return to Cinnabar Gym.
Enter Cinnabar Gym and complete Blaine’s quiz
Use the Secret Key at the Gym entrance. Inside, speak to the quiz stations to collect five Blaine Dolls. A correct answer awards a doll and opens the way forward. If you answer incorrectly, you must defeat the Trainer at that station; winning still awards the Blaine Doll, so a wrong answer does not block progress.
The quiz answers are as follows: the Spitfire Pokémon is Magmar; the number of Pokémon League-certified Badges is Eight; a Steel-type move against a Fire-type Pokémon is Not very effective; the statement that TM28 contains Tombstony is False, although the game also accepts the response What’s that?!; and the final question accepts any listed answer. The final choices include Blaine, the Cinnabar Island Gym Leader, a Fire-type Pokémon pro, a hotheaded quiz master, a moustached old man and an old guy in sunglasses.
Use the correct answers to avoid unnecessary Trainer battles and preserve HP and move uses. After collecting the fifth doll, proceed to Blaine. If you fought one or more Trainers because of incorrect answers, heal before starting the leader battle if the Gym allows you to leave and return safely.
- Use the Secret Key to enter the Gym.
- Collect five Blaine Dolls.
- Answer Magmar for the first question.
- Answer Eight for the second question.
- Answer Not very effective for the third question.
- Answer False or What’s that?! for the fourth question.
- Choose any accepted answer for the fifth question.
- Heal before facing Blaine if necessary.
Defeat Blaine and receive the Volcano Badge
Blaine uses Magmar at level 47, Rapidash at level 47, Ninetales at level 47 and Arcanine at level 48. Water-, Ground- and Rock-type moves are super effective against all four. A team around the upper 40s provides a comfortable margin, but a lower-level team can still succeed with strong type advantage, careful switching and healing.
Magmar can use Flamethrower, Low Kick and Confuse Ray. If confusion makes your attacks unreliable, switch to another Pokémon or cure the condition rather than losing several turns. Rapidash uses Flare Blitz, Quick Attack and Fury Attack. Keep its recoil move in mind, but do not assume the recoil will defeat it before it can damage your counter.
Ninetales carries Fire Blast and Quick Attack, so avoid sending a fragile Pokémon into it without a plan. Arcanine is Blaine’s strongest Pokémon at level 48 and uses Flare Blitz, Outrage and Crunch. Bring your healthiest Water-, Ground- or Rock-type answer into the late stages of the fight, switch away from a Pokémon that is close to fainting and use healing items when a knockout is likely.
After the battle, Blaine awards the Volcano Badge and TM46 Fire Blast. The Volcano Badge is the seventh Kanto Gym Badge and raises the obedience limit for traded Pokémon to level 80. Check the Trainer profile to confirm the badge, then return to the Pokémon Center.
- Defeat Magmar.
- Defeat Rapidash.
- Defeat Ninetales.
- Defeat Arcanine.
- Receive the Volcano Badge.
- Receive TM46 Fire Blast.
- Confirm the Volcano Badge in the Trainer profile.
- Heal after the battle.
Finish the chapter and hand off to Chapter 12
The chapter is complete once Blaine has been defeated, the Volcano Badge has been received and TM46 Fire Blast is in the Bag. Heal the party and save the game.
Do not begin the Viridian Gym sequence as part of this chapter. Chapter 12 covers returning to Viridian City, finding that the Gym is still closed, visiting Professor Oak’s Laboratory for the Oak and Blue event, receiving the Key Stone and Mega Stones, and returning to face Giovanni. Giovanni’s Earth Badge must be earned before the Victory Road and Pokémon League sequence.
The handoff is valid regardless of the route used to reach Cinnabar. If you came by Route 21, you can later leave Cinnabar north through the same route toward Pallet Town. If you came through Routes 19 and 20, you may leave by Route 21 or revisit the Seafoam route. Neither route changes the required Chapter 12 objectives.
- Blaine has been defeated.
- The Volcano Badge is visible in the Trainer profile.
- TM46 Fire Blast has been received.
- The party has been healed.
- The game has been saved.
- The next chapter begins with the Viridian Gym and Oak and Blue sequence.
- The Earth Badge has not been counted until Giovanni is defeated in Chapter 12.
Before you move on
- The player reached Cinnabar Island by Route 21 or by the optional Routes 19 and 20 route.
- The Secret Key was collected and used to open Cinnabar Gym.
- Blaine’s Magmar, Rapidash, Ninetales and Arcanine were defeated.
- The Volcano Badge is visible in the Trainer profile.
- TM46 Fire Blast was received.
- The party was healed after the battle.
- The game was saved.
- The Viridian Gym, Oak and Blue event, Key Stone, Mega Stones and Giovanni battle remain for Chapter 12.
Viridian City — Unlocking the Gym and Facing Giovanni
After earning the Boulder, Cascade, Thunder, Rainbow, Soul, Marsh and Volcano Badges and completing the Silph Co. storyline, return to Viridian City. Trace is outside the closed Gym and takes you to Professor Oak’s Lab, where Blue gives you a Key Stone and four Mega Stones. Return to Viridian Gym, solve its spinner-tile puzzle, defeat Giovanni and claim the Earth Badge before continuing through Route 22 and Victory Road.
Confirm the prerequisites and trigger the Oak event
Before returning to Viridian City, confirm that your Trainer profile shows the Boulder, Cascade, Thunder, Rainbow, Soul, Marsh and Volcano Badges. You must also have completed the Team Rocket operation in Silph Co. and defeated Giovanni on the building’s upper floor. The Viridian Gym does not open merely because you have seven badges; the post-Silph progression scene must also be completed.
After defeating Blaine on Cinnabar Island, fly or travel back to Viridian City and approach the Gym. Trace is standing outside because the Gym is still closed. Speak with him. After the conversation, you and Trace automatically return to Pallet Town rather than being asked to find another Team Rocket base.
If Trace is not outside the Gym, check that all seven other badges are recorded and that Silph Co. has been cleared, including its Giovanni battle. There is no hidden key item that opens this Gym.
- The seven non-Viridian Badges are recorded.
- Giovanni has been defeated in Silph Co.
- Trace is outside the closed Viridian Gym.
- The automatic trip to Pallet Town has begun.
Finish the Pallet Town scene with Oak and Blue
Follow Trace to Professor Oak’s Lab. Oak is speaking with Blue, who acknowledges your success against Team Rocket. Blue gives you a Key Stone, which allows Mega Evolution during battle when you use a compatible Mega Stone.
Blue also gives you Venusaurite, Charizardite X, Charizardite Y and Blastoisinite. These rewards are useful but optional for the Giovanni battle. You do not need a Venusaur, Charizard or Blastoise on your active team to receive the items or to continue.
Leave the Lab after the conversation. Your partner Eevee reacts to something near the flower patch west of the Lab, and an NPC tells you that the previously absent Viridian Gym Leader has returned. Return to Viridian City after this scene. The Gym should now allow entry.
- The Key Stone is in your Key Items.
- Venusaurite, Charizardite X, Charizardite Y and Blastoisinite have been received.
- You have left Oak’s Lab after the event.
- Viridian Gym is open when you return.
Prepare for the Ground-type Gym
Viridian Gym specializes in Ground-type Pokémon. Bring at least one dependable attacker with Water, Grass or Ice moves. Ground Pokémon are weak to all three types, and these attacks are the most straightforward way to handle Giovanni’s team. Partner Eevee can contribute with a suitable partner move if you have taught one, but do not rely on it as your only answer.
Giovanni uses Dugtrio at level 49, Nidoqueen at level 49, Nidoking at level 49 and Rhydon at level 50. Dugtrio knows Earthquake, Sucker Punch and Slash. Nidoqueen uses Super Fang, Earthquake and Crunch. Nidoking uses Megahorn, Earthquake, Poison Jab and Horn Drill. Rhydon uses Earthquake, Rock Slide and Megahorn.
Heal at the Viridian Pokémon Center before entering. Restore the PP of your main Water, Grass or Ice attacks and carry Potions or stronger healing items, Revives and status cures. Water or Grass attacks are especially valuable against Rhydon, whose Ground/Rock typing gives it a double weakness to those types. A Flying-type Pokémon avoids Ground attacks, but it can still be threatened by Rhydon’s Rock Slide or by other coverage moves, so do not treat Flying immunity as a complete strategy.
- A reliable Pokémon knows a Water, Grass or Ice attack.
- Your party is healed and important move PP is restored.
- You have enough recovery items for the Gym trainers and Giovanni.
- Your strongest counter is healthy before the final battle.
Solve the Viridian Gym spinner puzzle
From the entrance, follow the green spinner tiles toward the northeast. The route carries you into a fence, allowing you to stop near Ace Trainer Samuel. Move to him and defeat his level 48 Nidoking.
From Samuel’s area, use the green tiles westward until you reach the yellow stopper tile along the west wall. This movement draws Tamer Cole away from his original position and is required to open the later route. After Cole moves, use the nearby route north to reach Ace Trainer Kelly in the northwest section.
Continue through the green spinner tiles along the northern and eastern sides of the Gym. This takes you toward the southeast corner, where Ace Trainer Yuji is waiting with a level 47 Dugtrio and level 48 Rhyhorn. Pick up the Revive near Yuji before leaving this section.
Return to the entrance-side route and take the spinner path west into the southwest area. Because Cole has moved, the blue spinner tiles in this section are now accessible. Use them to reach the central area. Tamer Jason and Black Belt Takashi are on this route; their battles are optional if you only want to reach Giovanni, but defeating them provides experience and money.
Move to the yellow stopper tile in the central area. The dark hallway lights up and reveals Giovanni at the far end. Heal before speaking with him if your party has been weakened, because stepping onto the stopper does not begin the battle immediately.
- Samuel has been defeated.
- The west-side yellow stopper has moved Cole from his starting position.
- Kelly and Yuji’s sections are accessible.
- The Revive near Yuji has been collected if desired.
- The blue tiles have taken you to the central area.
- The final yellow stopper has illuminated Giovanni’s hallway.
Defeat Giovanni and earn the Earth Badge
Lead with a Water, Grass or Ice attacker if it can safely handle Dugtrio. Dugtrio is fast and can use Sucker Punch against an attacking move, so switch or heal rather than allowing your primary counter to be knocked out unnecessarily. If you have two suitable counters, rotate between them to preserve one for Rhydon.
Use super-effective attacks against Nidoqueen and Nidoking, but account for their coverage. Nidoking’s Megahorn is dangerous for Grass- and Psychic-type Pokémon, while Nidoqueen’s Crunch can punish Psychic attackers. If a counter is badly weakened, switch to a sturdier teammate instead of sacrificing it for damage.
Rhydon is Giovanni’s level 50 final Pokémon. Use your strongest Water or Grass attack whenever possible. Ice attacks are also super effective, but Rhydon’s Rock Slide can threaten many Pokémon that try to avoid Earthquake. Heal when a recovery item prevents a likely knockout, and do not leave a low-health Flying-type in against a possible Rock Slide.
After Dugtrio, Nidoqueen, Nidoking and Rhydon are defeated, Giovanni awards the Earth Badge and TM41, Earthquake. The Earth Badge is the eighth Kanto badge and ensures obedience from traded Pokémon regardless of level. Giovanni then abandons the Gym and disbands Team Rocket.
- Dugtrio, Nidoqueen, Nidoking and Rhydon have been defeated.
- The Earth Badge is recorded in your Trainer profile.
- TM41, Earthquake, is in your Bag.
- Giovanni’s post-battle dialogue has finished.
Leave Viridian City and continue toward the Pokémon League
Exit the Gym and speak with Blue outside. Blue decides to take responsibility for Viridian Gym and points you toward Route 22. This concludes the Viridian Gym sequence; Giovanni’s required Gym battle is over and does not occur again after the Champion in the original Nintendo Switch edition.
Heal at the Pokémon Center, replenish your recovery items and save before leaving the city. Use Viridian City’s west exit to reach Route 22. Continue through Route 23 and Victory Road when you are ready for the Pokémon League. The Earth Badge completes the Gym portion of the story, but the Elite Four, Champion and Hall of Fame registration are still required for overall main-story completion.
- All eight Kanto Badges are visible.
- Blue has appeared outside the Gym.
- Route 22 is available from Viridian City.
- Your party and supplies are ready for Route 22, Route 23, Victory Road and the Elite Four.
- The game has been saved after the Earth Badge battle.
Before you move on
- The Earth Badge is recorded as the eighth Kanto Badge.
- TM41, Earthquake, is in your Bag.
- Giovanni’s level 49 Dugtrio, level 49 Nidoqueen, level 49 Nidoking and level 50 Rhydon have been defeated.
- The Oak and Blue event is complete and the Gym has opened.
- Blue has appeared outside the Gym after Giovanni’s defeat.
- Route 22, Route 23 and Victory Road are available as the next main-story path.
- Do not mark the overall game as complete yet; the Elite Four, Champion and Hall of Fame registration remain.
References for this chapter
- Walkthrough: Pokémon: Let’s Go, Pikachu! and Let’s Go, Eevee! — Part 14, Bulbapedia
- Pokémon Let’s Go, Pikachu & Let’s Go, Eevee — Gyms, Serebii.net
- Pokémon Let’s Go, Pikachu & Let’s Go, Eevee — Team Rocket, Serebii.net
- Viridian City Gym — Pokémon Let’s Go! Walkthrough, Thonky
- Pokémon: Let’s Go, Eevee! Viridian City Gym Walkthrough and Guide, GameFAQs
Victory Road, Final Prep and the Indigo Plateau
After earning the Earth Badge from Giovanni, travel west from Viridian City through Route 22 and the Badge checkpoints on Route 23. Defeat Trace, solve Victory Road’s Strong Push puzzles, optionally catch Moltres, then reach Indigo Plateau. Use the late-game trainers and wild Pokémon to close level gaps before healing, shopping and saving at the Pokémon Center. The Elite Four, Champion battle and Hall of Fame sequence are covered in Chapter 14. In Pokémon: Let’s Go, Eevee!, Trace uses Raichu in both the Route 22 battle and the Champion battle.
Confirm the route to the Pokémon League
Before leaving Viridian City, open the Trainer Card and confirm that all eight Badges are displayed, including the Earth Badge from Giovanni. The Pokémon League route requires the complete Badge set; if a Route 23 attendant stops you, check the Trainer Card for the missing Badge before looking for another path.
Walk west from Viridian City onto Route 22. You can first collect the five Poké Balls in the southwest corner, then return east, go north through the grass and inspect the bush near the ramp for a hidden Antidote. Follow the brick road west through the route. Trace catches up with you as you travel toward the Pokémon League. This is the late Route 22 rival battle, not the earlier optional Route 22 battle available near the beginning of the game.
In Pokémon: Let’s Go, Eevee!, Trace’s team is Pidgeot at level 50, Vileplume at level 50, Marowak at level 50 and Raichu at level 51. Use Electric, Rock or Ice attacks against Pidgeot; Fire, Ice, Flying or Psychic attacks against Vileplume; and Water or Grass attacks against Marowak. Keep a healthy Ground-type Pokémon or a dependable Ground move for Raichu. Ground Pokémon are immune to Raichu’s Electric attacks, but Trace’s Raichu also has Normal, Bug and Fighting coverage, so do not leave a weakened Ground type in front of it.
After winning, continue west through the Pokémon League Reception Gate. The Route 23 attendants check your Badges at successive gates. Pass each checkpoint, follow Route 23 north and enter Victory Road. If you have not already restored your party, heal before entering the cave.
- All eight Badges appear on the Trainer Card.
- The late Route 22 battle against Trace has been won.
- Every Route 23 Badge checkpoint has accepted the required Badge.
Clear Victory Road’s first floor
At the Victory Road entrance, move east and use Strong Push to move the nearby boulder one space east onto the pressure switch. The stone wall on the central ridge lowers. Return toward the entrance, go up the left ramp and cross the opened route.
Continue north between the flame torches and take the right-hand path if you want to fight Coach Trainer Alemana. Her Ditto is level 49 and uses Transform. You can make the battle easier by leading with a Pokémon whose copied moves are not dangerous to your team, or defeat Ditto quickly with a strong attack. In Pokémon: Let’s Go, Eevee!, the reward is ten Eevee Candies.
In the northeast area, use the boulder to reach one of the two nearby rewards: TM56 Stealth Rock or a Leaf Stone. The narrow layout prevents collecting both without resetting the puzzle. Leave and re-enter Victory Road if you want to reposition the boulder and collect the other item. Neither reward is required for League access.
Return to the central ridge and continue west. Ace Trainer Naomi and Ace Trainer Rolando are optional, but their battles provide experience and money. After Rolando, collect the five Ultra Balls near him, then climb the northwest ladder to the second floor.
- The first boulder is resting on its pressure switch.
- The optional northeast item puzzle has been completed or intentionally postponed.
- Five Ultra Balls have been collected near Ace Trainer Rolando, if desired.
- The northwest ladder to the second floor has been reached.
Open the main second-floor route
On the second floor, find the boulder in the southern section. Push it one space left, one space down and two spaces left so that it reaches the pressure switch. The next stone wall lowers.
Walk onto the ridge and continue through the optional trainer battles. Juggler Nelson, Black Belt Daisuke, Tamer Vincent and Juggler Gregory can help weaker Pokémon gain experience, but none is required. Take either ramp down from the ridge, collect TM45 Solar Beam to the west if wanted, then loop around to the Full Restore near Tamer Vincent. Continue northeast to the area with TM49 Superpower and the ladder to the third floor.
If important Pokémon are injured or key moves have low PP, retreat through the entrance and heal at the Pokémon Center in Indigo Plateau only after reaching it; until then, avoid spending your entire supply of recovery items on optional battles. Use the Full Restore found on this floor when it is more efficient than returning through the cave.
- The second boulder is on its pressure switch.
- The second stone wall has lowered.
- The party has enough HP and PP to continue, or optional battles have been skipped.
Use Officer Jenny and reach Moltres
On the third floor, travel northeast to Ace Trainer George and collect the nearby Max Revive if desired. Then go west to Officer Jenny. Speak with her to restore the entire party to full health. Treat this as the main free recovery point before the final Victory Road section.
Collect TM51 Blizzard south of Officer Jenny if you want it. Near the northwest boulder, begin beside Officer Jenny and move the boulder in this order: up once, left twice, down once, left four times, down three times and right once onto the pressure switch. The central stone wall lowers.
Climb down the northwest ladder to the separate second-floor section. Move east to collect the PP Max, then walk up the northern slope to Moltres. Moltres is level 50 and is optional; it does not block the route to the Pokémon League.
If you want to catch Moltres, save before starting the encounter. Defeat it in the timed battle, then use Ultra Balls and Razz Berry variants while carefully lowering its HP. Water, Electric and especially Rock attacks are effective. If you skip the encounter or fail to catch it, return to the ladder and continue; no Badge or required story item depends on Moltres.
- Officer Jenny has healed the entire party.
- The third boulder is on its pressure switch.
- Moltres has been caught or deliberately skipped.
Finish Victory Road and reach Indigo Plateau
Return to the main third floor and follow the opened route. Ace Trainers Alexa, Colby and Caroline are optional battles. Fight them if you need experience, but do not spend all of your recovery items before reaching the League. Collect the five Golden Nanab Berries northeast of the pair if desired.
Continue east to the boulder beside the hole. Use Strong Push to send the boulder down through the hole, then follow it to the lower second-floor section. Push the fallen boulder all the way west onto the final pressure switch. The eastern stone wall opens.
Climb onto the ridge, defeat Poké Maniac Dawson if you want the experience and take the ladder to the southeast part of the third floor. Collect the Full Restore below the ladder. Coach Trainer Ryan is optional; defeating him awards TM39 Outrage. Use the northern ladder to return to the eastern second-floor section, then take the eastern exit to Route 23.
On Route 23, follow the walkway north through the line of Poké Ball statues. Continue up the final stairs and enter Indigo Plateau. Use the Pokémon Center before doing anything else.
- The final boulder has activated the last pressure switch.
- Victory Road has been exited through the eastern route.
- The Indigo Plateau Pokémon Center has been reached.
Bring the party to League-ready levels
A practical target for a smooth first attempt is approximately level 55 to 58 across the Pokémon you intend to use. The Elite Four begin with Pokémon around level 51, and Trace’s Champion team reaches level 57. Strong type advantages can compensate for lower levels, but a party clustered in the mid-to-high fifties gives you more room for mistakes.
Use remaining Victory Road and Route 23 trainers to close level gaps. Wild Pokémon in Victory Road are generally around levels 41 to 46. Catching them gives experience and Candies, while the party-wide experience system helps weaker teammates. Keep the Pokémon that need training in the party while a stronger lead handles battles and captures.
Build coverage instead of carrying six Pokémon with the same weaknesses. Water or Ground coverage helps against Fire and Rock opponents. Grass or Electric coverage handles Water targets. Fire, Ice or Rock attacks help against Grass and Flying Pokémon. Psychic, Flying or Fairy attacks are useful against Bruno’s Fighting Pokémon, while Dark, Ghost, Ground and Psychic options help against Agatha’s Ghost and Poison team. Strong Ice coverage is valuable against Lance’s Dragonite and other Flying Pokémon.
Partner Eevee is powerful and its partner moves offer broad coverage, but do not make it your only answer. Aim for a Water or Ground attacker, Grass or Electric coverage, Fire, Ice or Rock coverage, a sturdy Pokémon for physical hits, a strong special attacker and a healthy Ground answer for Trace’s Raichu. The same Ground answer is useful against Raichu in the Champion battle.
- The intended League party is approximately level 55 to 58.
- The team has practical Water, Ground, Grass or Electric, Fire or Ice, Psychic or Flying and Rock coverage where possible.
- A healthy Ground-type Pokémon or dependable Ground move is available for both of Trace’s Raichu battles.
- Important moves have adequate PP and every active Pokémon has a reliable damaging option.
Shop, heal and save before the League
Return to the Indigo Plateau Pokémon Center and heal completely. Use the nearby Poké Mart to buy Full Restores, Max Potions and Revives. Full Restores heal HP and cure major status conditions; Max Potions are efficient when a Pokémon only needs HP restored. Bring more recovery items than the minimum because the Elite Four and Champion form one continuous challenge.
The required battle order is Lorelei, Bruno, Agatha and Lance, followed immediately by Trace’s Champion battle. There is no Pokémon Center visit between these fights, although you can open the Bag and heal after each victory. Chapter 14 covers the matchups, healing decisions, Champion battle, Hall of Fame registration and final save.
After defeating Lance, heal the party before starting the Champion battle. In Pokémon: Let’s Go, Eevee!, Trace’s Champion team is Pidgeot, Vileplume, Marowak, Rapidash and Slowbro at level 56, followed by Raichu at level 57. Pidgeot Mega Evolves. Use Electric, Rock or Ice against Pidgeot; Fire, Ice, Flying or Psychic against Vileplume; Water or Grass against Marowak; Water, Rock or Ground against Rapidash; and Electric or Grass against Slowbro. Preserve the Ground-type Pokémon or Ground move for Raichu. Its listed moves are Thunder, Quick Attack, Iron Tail and Double Kick, so a Ground type is safe from Thunder but can still take neutral or super-effective damage from the other attacks.
Save at the Indigo Plateau Pokémon Center after shopping and before speaking to the League attendant. If you lose, return to the Plateau, heal, restore PP, change moves, adjust the party and try again. The main-story completion check is not reached in this chapter; Chapter 14 must still cover the Elite Four, Champion and Hall of Fame registration.
- The party is fully healed and important moves have restored PP.
- The Bag contains Full Restores, Max Potions and Revives.
- A Ground answer for Trace’s Route 22 and Champion Raichu is available.
- The game is saved before beginning the Elite Four challenge.
Before you move on
- All eight Badges are visible on the Trainer Card.
- The late Route 22 rival battle has been won and all Route 23 checkpoints have been passed.
- Victory Road has been completed and the Indigo Plateau Pokémon Center has been reached.
- The intended League party is approximately level 55 to 58 with broad type coverage, including a Ground answer for Trace’s Raichu.
- The inventory contains Full Restores, Max Potions and Revives.
- The party is healed, important moves have restored PP and the game is saved before the League challenge begins.
Elite Four, Champion and Hall of Fame Completion
Finish the main Kanto story by completing the Indigo Plateau challenge after Giovanni has awarded the Earth Badge. Defeat Lorelei, Bruno, Agatha, Lance and Trace in order, allow your party to be registered in the Hall of Fame, finish the ending sequence, and save afterward. In Pokémon: Let’s Go, Eevee!, Trace’s final Pokémon is Raichu, not Jolteon. Blue’s later Viridian Gym battle is optional postgame content and does not replace Giovanni’s required Earth Badge battle.
Confirm the final pre-League route and prepare at Indigo Plateau
After defeating Giovanni at Viridian Gym, leave Viridian City through the western exit and continue along Route 22. Trace stops you for a required late-game rival battle before you can finish the approach to the Pokémon League. Defeat him, then pass through Route 23, showing the required Badges at the checkpoints, and continue through Victory Road to Indigo Plateau. This is the final rival battle before the League; it is not the opening Route 22 encounter from the beginning of the adventure.
At the Indigo Plateau Pokémon Center, heal the entire party and restore every move’s PP. Open the Trainer profile and confirm that the Boulder, Cascade, Thunder, Rainbow, Soul, Marsh, Volcano and Earth Badges are all present. If the Earth Badge is missing, Giovanni has not yet been defeated at Viridian Gym, and you must complete that battle before Victory Road.
Use the Poké Mart before entering the League rooms. Carry a substantial supply of Revives, Max Potions, Full Restores and Full Heals because the Elite Four and Champion are fought consecutively without a Pokémon Center between opponents. A team in the mid-50s can win with good matchups, while levels in the upper 50s give a safer margin against critical hits, status effects and inaccurate moves.
Arrange the party so that Electric or Grass coverage, Fighting or Psychic coverage, Dark or Ghost coverage, Ice or Fairy coverage, and a Ground-type Pokémon or Ground move are readily available. Save before speaking to Lorelei. If the attempt fails, you must repeat the Elite Four before receiving another Champion battle, so adjust the whole party rather than preparing only for Trace.
- All eight Badges are displayed in the Trainer profile.
- Giovanni was defeated at Viridian Gym.
- The late Route 22 Trace battle, Route 23 and Victory Road are complete.
- The party is healed and important moves have restored PP.
- Recovery items are stocked.
- The game is saved before speaking to Lorelei.
Defeat Lorelei
Speak to Lorelei in the first room. Her first League team is Dewgong at level 51, Jynx at level 51, Cloyster at level 51, Slowbro at level 51 and Lapras at level 52. Do not treat the team as purely Water-type: Jynx is Ice and Psychic, so it needs a separate answer.
Electric attacks are effective against Dewgong, Cloyster, Slowbro and Lapras. Grass attacks also work against the Water-based members, but Ice attacks make it risky to leave a Grass Pokémon exposed. Use Fire, Dark, Ghost, Bug or another strong super-effective option against Jynx.
Cloyster has exceptionally high physical Defense, so special Electric or Grass attacks are preferable when available. Slowbro is also physically durable and can use Psychic, Surf and Flamethrower. Lapras is the strongest member of the team and may use Hydro Pump, Blizzard and Dragon Pulse, so keep its counter healthy before Lapras enters.
After the battle, use the items menu to restore HP and remove sleep, paralysis, burn or poison. You cannot freely return to the Pokémon Center between League members, but you can heal completely before entering Bruno’s room.
- Electric or Grass coverage is ready for the Water-based members.
- A separate counter for Jynx is available.
- Special damage can be used against Cloyster when possible.
- The party is healed and free of debilitating status conditions before Bruno.
Defeat Bruno
Bruno’s first-run team is Onix at level 52, Hitmonlee at level 52, Hitmonchan at level 52, Poliwrath at level 52 and Machamp at level 53. Use Water or Grass attacks against Onix. Psychic, Flying and Fairy attacks are effective against the Fighting-type Pokémon.
Poliwrath is both Water and Fighting, making Electric, Grass, Psychic and Fairy attacks useful. Hitmonchan carries Ice Punch, Thunder Punch and Fire Punch, so do not assume that one Flying- or Grass-based Fighting counter will remain safe throughout the battle.
Machamp is Bruno’s highest-level Pokémon and can use Superpower, Earthquake and Rock Slide. Keep a healthy attacker available for it instead of leaving a weakened Pokémon in battle for one more turn. Heal immediately after winning, then clear status conditions before entering Agatha’s room.
- Water or Grass coverage is ready for Onix.
- Psychic, Flying or Fairy damage is available for the Fighting types.
- A backup answer is ready for Hitmonchan’s elemental punches.
- The party is healed before Agatha.
Defeat Agatha
Agatha uses Arbok at level 53, Gengar at level 53, Golbat at level 53, Weezing at level 53 and a second Gengar at level 54. Her team mixes Poison, Ghost and Flying types, so plan separate responses rather than relying on one attack type.
Dark or Ghost attacks are effective against both Gengar. Psychic and Ground attacks are useful against Arbok and Weezing, but Ground moves do not affect Golbat because Golbat’s Flying typing makes it immune. Use Electric, Ice, Psychic or Rock attacks against Golbat instead.
Agatha’s Gengar can use Will-O-Wisp, Shadow Ball and Sludge Bomb. Arbok can inflict paralysis with Glare, while Weezing carries Thunderbolt as well as Poison and Ghost coverage. Use a Full Restore when a Pokémon has both lost significant HP and suffered a status condition.
Heal fully before Lance and preserve your best Electric, Ice, Fairy or mixed-coverage Pokémon. Lance has several Flying targets and one Dragonite that can punish an already weakened team.
- A Dark or Ghost attacker is ready for Gengar.
- A separate answer for Golbat is available.
- Ground attacks are not being relied on against Golbat.
- Status conditions are removed before Lance.
Defeat Lance
Lance’s first-run team is Seadra at level 54, Aerodactyl at level 54, Gyarados at level 54, Charizard at level 54 and Dragonite at level 55. Electric or Grass attacks work against Seadra, with Electric attacks especially useful against Gyarados. Aerodactyl is weak to Water, Electric, Ice and Rock attacks. Charizard is weak to Water, Electric and Rock attacks.
Reserve your strongest Ice or Fairy attack for Dragonite. Dragonite can use Outrage, Fire Punch and Hyper Beam, so a fragile counter may be knocked out before it can act again. Heal the intended Dragonite counter before the final Pokémon appears and keep a backup option available.
After Lance is defeated, use items to restore the party completely before entering the final room. Keep a Ground-type Pokémon or reliable Ground move for Trace’s Raichu, Water or Grass coverage for Marowak, and a sturdy Electric, Ice or Rock answer for his Mega-capable Pidgeot.
- Electric or Grass coverage is ready for Seadra.
- Water, Electric, Ice or Rock coverage is ready for Aerodactyl.
- Water, Electric or Rock coverage is ready for Charizard.
- A strong Ice or Fairy attack is reserved for Dragonite.
- A Ground-type Pokémon or Ground move is available for Raichu.
- The party is fully healed before the Champion battle.
Defeat Trace, the Champion rival
After Lance, continue north and approach Trace. In Pokémon: Let’s Go, Eevee!, his first Champion team is Pidgeot at level 56, Vileplume at level 56, Marowak at level 56, Rapidash at level 56, Slowbro at level 56 and Raichu at level 57. Pidgeot Mega Evolves during the battle. The opposing version, Pokémon: Let’s Go, Pikachu!, uses Jolteon instead; do not use that roster for this Eevee-version guide.
Electric, Ice and Rock attacks are effective against Mega Pidgeot. Vileplume is weak to Fire, Flying, Ice, Psychic and Bug attacks. Marowak is weak to Water, Grass and Ice attacks. Rapidash is weak to Water, Ground and Rock attacks. Slowbro is weak to Electric, Grass, Bug, Ghost and Dark attacks, although Light Screen can reduce incoming special damage.
Raichu is Electric type, so Ground attacks are super effective and Ground-type Pokémon are immune to its Electric attacks. Raichu uses Thunder, Quick Attack and Iron Tail. Avoid switching a Water- or Flying-type Pokémon into Raichu expecting it to be safe, and remember that Iron Tail can punish Rock- and Fairy-type Pokémon.
If Trace defeats your party, heal and restock at Indigo Plateau before trying again. The rematch begins with Lorelei, so revise the complete five-battle plan and preserve key counters across the entire League run.
- The Eevee-version Champion roster has been accounted for.
- A reliable Ground Pokémon or Ground attack is ready for Raichu.
- A sturdy answer to Mega Pidgeot is available.
- Trace is defeated.
Complete Hall of Fame registration and save
After defeating Trace, continue through the automatically triggered Hall of Fame sequence. Professor Oak records the Pokémon currently in your party, which is the concrete main-story completion event. Let the registration scene proceed without interrupting the game.
Allow the ending sequence and credits to finish. When the game reaches The End and completes its post-ending save, the story clear is safely recorded. Pokémon: Let’s Go, Pikachu! and Pokémon: Let’s Go, Eevee! do not provide a normal in-game Hall of Fame viewer, so use the completed save, the finished ending sequence and the eight Badges in the Trainer profile as practical evidence of completion.
Blue’s later battle in Viridian Gym is optional postgame content. It does not award a ninth Badge and is not a second required battle against Giovanni. Giovanni’s required Earth Badge battle took place before Route 22, Route 23, Victory Road and the Indigo Plateau challenge.
- Lorelei, Bruno, Agatha and Lance were defeated in order.
- Trace was defeated at Indigo Plateau.
- Professor Oak registered the current party in the Hall of Fame.
- The ending sequence and credits finished.
- The save after The End completed successfully.
- The Trainer profile displays all eight Badges.
- Blue’s optional Viridian Gym battle has not been mistaken for main-story progress.
Before you move on
- The Trainer profile displays the Boulder, Cascade, Thunder, Rainbow, Soul, Marsh, Volcano and Earth Badges.
- Giovanni was defeated at Viridian Gym before the Indigo Plateau journey.
- The late Route 22 rival battle, Route 23 and Victory Road were completed.
- Lorelei, Bruno, Agatha and Lance were defeated in order.
- Trace was defeated with the Pokémon: Let’s Go, Eevee! Champion roster, including Raichu.
- The party was registered in the Hall of Fame.
- The credits and The End sequence finished.
- The post-ending save completed.
- Blue’s optional postgame Viridian Gym battle was not treated as required progress.
Optional: Pokémon GO Transfers, GO Park Catch Strategy and Mew
Pokémon GO connectivity is optional in Pokémon: Let’s Go, Eevee! It allows eligible Pokémon to be sent to the GO Park Complex in Fuchsia City, where they must be caught again before they can be placed in the party or used in battle. The standard transfer list consists of Pokémon originally discovered in the Kanto region and their Alolan forms. Meltan and Melmetal are also supported through the Let’s Go connection. The Mystery Box is a Pokémon GO item that creates Meltan encounters; it does not provide Mew. Mew is a separate one-time gift stored in a compatible Poké Ball Plus.
Reach Fuchsia City and unlock GO Park
Progress through the main story until you reach Fuchsia City. The GO Park Complex is located there and is the receiving point for Pokémon sent from Pokémon GO. Speak with the attendant and select the option to bring Pokémon when you are ready to connect the games.
GO Park transfers are optional. They are not required for Gym Badges, the Team Rocket storyline, Victory Road, the Elite Four, the Champion battle, or Hall of Fame registration. Use them for version exclusives, alternate team members, Meltan, Melmetal, or collection purposes.
- Reach Fuchsia City.
- Enter the GO Park Complex.
- Speak with the GO Park attendant.
- Remember that transfers are optional and do not replace required story progress.
Pair Pokémon GO with Let’s Go, Eevee!
On the mobile device, open Pokémon GO, tap the Poké Ball icon, open Settings, select Nintendo Switch, and choose Connect to Nintendo Switch.
In Pokémon: Let’s Go, Eevee!, press X to open the main menu, press Y to open Options, and choose Open Pokémon GO Settings. When the game asks whether you want to pair with a Pokémon GO account, choose Yes. Check the displayed Trainer information before confirming the pairing.
The connection uses Bluetooth Low Energy. Keep the mobile device close to the Nintendo Switch and avoid changing Bluetooth settings while preparing a transfer. A single Let’s Go save file can receive Pokémon from more than one Pokémon GO account, so another player can provide eligible Pokémon or version exclusives through the official connection.
- Open Pokémon GO Settings and choose Nintendo Switch.
- Use X, Y, Options, and Open Pokémon GO Settings in Let’s Go, Eevee!.
- Verify the displayed Pokémon GO Trainer information.
- Keep the mobile device close to the Nintendo Switch.
Select eligible Pokémon and send them
At the GO Park attendant, choose Bring Pokémon, select a GO Park with room, and choose Start Communication. Leave the Switch on the communication screen while selecting Pokémon in Pokémon GO.
In Pokémon GO, open the Pokémon list and tap the Nintendo Switch icon in the upper-right corner. Select the Pokémon to send, confirm the transfer, and accept the final warning. The standard eligible group is Pokémon caught in Pokémon GO that were originally discovered in Kanto, including their permitted Alolan forms. You can select up to 50 Pokémon for one transfer.
Meltan and Melmetal are also supported for transfer to Let’s Go. Treat them as special additions to the supported connection rather than assuming every later-generation species is eligible. Mew is not sent through the ordinary GO Park transfer process.
Transfers are one-way from Pokémon GO to Let’s Go. A Pokémon sent to Let’s Go cannot be returned to Pokémon GO, so review the selected species and individual Pokémon before confirming.
- Choose Bring Pokémon at the GO Park attendant.
- Select a GO Park with available space.
- Choose Start Communication.
- Send only eligible Kanto Pokémon, Alolan forms, Meltan, or Melmetal.
- Review the selection before confirming.
- Do not transfer a Pokémon that you still want to keep in Pokémon GO.
Receive and catch the Pokémon in GO Park
After Pokémon GO confirms the send, return to the selected GO Park in Let’s Go, Eevee!. The transferred Pokémon appears as a roaming encounter in the park. It does not enter your party automatically.
Walk up to the transferred Pokémon and interact with it to begin the normal catching sequence. Use Berries and suitable Poké Balls if necessary, then aim and throw as usual. If the Pokémon breaks out, continue the encounter and try again. The transfer is not practically complete until you catch the Pokémon in GO Park.
After the catch, open the Pokémon Box and confirm that the Pokémon is present. You may then place it in the party, leave it in storage, train it, or send it to Professor Oak for Candies. Candies, the Play Yard, and other GO Park activities are optional.
- Enter the same GO Park selected for the transfer.
- Find the transferred Pokémon roaming in the park.
- Complete the wild-catch sequence.
- Confirm the Pokémon appears in the Pokémon Box or party.
- Save after important catches or a large transfer.
Use the Mystery Box for Meltan, not Mew
The Mystery Box is a Pokémon GO item that causes Meltan encounters to appear on the Pokémon GO map for a limited period. To use it, open the item from the Pokémon GO item bag when it is available, then catch the Meltan that appear in Pokémon GO.
The first transfer of Pokémon from Pokémon GO to a Let’s Go game grants access to the Mystery Box according to the official Meltan instructions. After use, the box closes and becomes available again only after the required waiting period and another transfer to Pokémon: Let’s Go, Pikachu! or Pokémon: Let’s Go, Eevee!. Follow the availability and cooldown information shown in Pokémon GO rather than relying on an old schedule.
Meltan can be transferred to Let’s Go after being caught in Pokémon GO. Meltan evolves into Melmetal only in Pokémon GO, requiring 400 Meltan Candies. A Melmetal evolved in Pokémon GO can also be transferred to Let’s Go. The Mystery Box never provides Mew.
- Send an eligible Pokémon to obtain access to the Mystery Box if needed.
- Open the Mystery Box from the Pokémon GO item bag when it is available.
- Catch Meltan encounters in Pokémon GO.
- Evolve Meltan into Melmetal in Pokémon GO only if desired.
- Transfer Meltan or Melmetal through GO Park if desired.
- Do not expect the Mystery Box to provide Mew.
Receive Mew from a compatible Poké Ball Plus
Mew is separate from Pokémon GO and the Mystery Box. It is a one-time gift stored in a compatible Poké Ball Plus that still contains its unused Mew gift. Once that accessory has delivered Mew, it cannot provide the same gift again.
First deliver Professor Oak’s Parcel early in the game and complete the first rival battle. The official game instructions identify delivery of the Parcel as an early requirement, while Nintendo support identifies the first rival battle as the point after which the Communication option becomes available. If the menu remains unavailable after delivering the Parcel, complete that first rival battle.
Connect the Nintendo Switch to the internet and make sure a Nintendo Account is available. In Let’s Go, Eevee!, press X, select Communicate, choose Mystery Gifts, and select Get with a Poké Ball Plus. Confirm the gift when prompted. Mew will enter the game and its Pokédex data will be registered.
Save after receiving Mew. Do not delete the save file if you intend to keep the gift, because deleting the save does not restore the unused gift to the Poké Ball Plus.
- Deliver Professor Oak’s Parcel.
- Complete the first rival battle if the Communication option is unavailable.
- Use a compatible Poké Ball Plus with an unused Mew gift.
- Connect the Switch to the internet.
- Choose Communicate, Mystery Gifts, and Get with a Poké Ball Plus.
- Confirm Mew is in the Pokémon Box or party.
- Save after receiving Mew.
Prevent and recover from a failed transfer
Before transferring, establish a stable Bluetooth connection and keep the mobile device close to the Nintendo Switch. During the transfer, do not press the Switch HOME or POWER buttons. Do not pause or close Pokémon GO, press the mobile device’s Home control, disable Bluetooth, or move the device away from the console.
If the connection breaks, leave the transfer screen only through the options provided by the games. Check the selected GO Park and Pokémon GO before attempting another transfer, because the transfer may be incomplete or may no longer be resumable.
Official Pokémon Support warns that an interrupted transfer can leave the Pokémon GO app unable to reconnect to supported Switch games. Its listed recovery procedure is to uninstall and reinstall Pokémon GO, but the same guidance warns that the transferred Pokémon may be permanently lost during that process. Treat reinstallation as a last resort and use official support if the account remains stuck or the Pokémon cannot be located.
- Use a stable connection before starting.
- Keep the mobile device close to the Switch.
- Avoid HOME, POWER, pausing, application closure, and Bluetooth changes.
- Check both GO Park and Pokémon GO after an interruption.
- Do not repeatedly retry an unclear transfer state.
- Do not uninstall Pokémon GO unless following the official recovery guidance.
- Contact official support if the transfer remains unresolved.
Before you move on
- The selected eligible Pokémon has been sent from Pokémon GO and caught in the selected GO Park.
- The caught Pokémon is visible in the Let’s Go, Eevee! Pokémon Box or party.
- Meltan encounters can be started from the Mystery Box in Pokémon GO when the box is available.
- Any transferred Melmetal has been caught in GO Park before being used in Let’s Go.
- If a compatible Poké Ball Plus with an unused gift was used, Mew is present in the Pokémon Box or party and registered in the Pokédex.
- Any interrupted transfer has been checked in both applications before another attempt is made.
- The game has been saved after successful transfers or after receiving Mew.
References for this chapter
- How do I link games and transfer Pokémon from Pokémon GO to Pokémon: Let’s Go, Pikachu! and Pokémon: Let’s Go, Eevee!? — Pokémon Support
- Pokémon: Let’s Go, Pikachu! and Pokémon: Let’s Go, Eevee! — Poké Ball Plus and Mew
- Pokémon disappears when transferring from Pokémon GO to Pokémon: Let’s Go, Pikachu! or Pokémon: Let’s Go, Eevee! on Nintendo Switch — Pokémon Support
- How to Use the Poké Ball Plus Accessory — Nintendo Support
Postgame Activities, Completion Checklist and Clean-up
The original Nintendo Switch edition is considered story-complete after you have earned the Earth Badge from Giovanni in Viridian Gym, defeated the Elite Four and Champion, and entered the Hall of Fame. The postgame then opens Cerulean Cave, Mewtwo, Green, stronger rematches, Master Trainers, Red, Pokédex completion and optional GO Park and trading projects. Giovanni is not a post-Champion badge battle: he is the eighth Gym Leader before Victory Road. After the Hall of Fame, Blue takes over Viridian Gym for its daily rematch.
1. Verify the main story completion state
Open your Trainer profile and confirm that all eight badges are present, including the Earth Badge from Giovanni. If Viridian Gym is still closed or Giovanni has not yet awarded the Earth Badge, finish that battle before going to the Pokémon League. The correct required order is seven badges, Silph Co., Viridian Gym and Giovanni, Victory Road, the Elite Four and the Champion.
After defeating the Champion, allow the Hall of Fame sequence to finish and save the game. This records the completed Kanto story and activates the postgame content. Saving after the Hall of Fame is a practical safeguard before beginning one-time encounters such as Mewtwo and Green.
- The Trainer profile shows all eight Gym Badges.
- Giovanni has been defeated and the Earth Badge is recorded.
- The Champion battle and Hall of Fame sequence have been completed.
- The game has been saved after entering the Hall of Fame.
2. Catch Mewtwo in Cerulean Cave
Travel to Cerulean City and use Sea Skim on Route 24 to reach the cave entrance. The entrance is accessible after you become Champion. Cerulean Cave contains high-level wild Pokémon, so bring healing items and enough Poké Balls before entering. Use the cave’s ladders and upper-level paths to reach the deepest area where Mewtwo is waiting.
Save before interacting with Mewtwo. Defeat it first; only then does the capture phase begin. Mewtwo can restore health with Recover, so plan for a longer fight and avoid reducing it carelessly to a knockout. If you still possess the Master Ball from the Silph Co. president, it is the safest capture method. Otherwise, use Ultra Balls and berries while keeping the battle under control. The official postgame guidance also identifies the Master Ball as the simplest option and notes that Mewtwo’s Recover can prolong the battle.
After the capture, leave and return to the location where Mewtwo stood. Green appears there after Mewtwo has been caught. Defeat her to receive Mewtwo’s Mega Stones. Her Blastoise can Mega Evolve, so bring Grass- or Electric-type attacks and do not rely on a single offensive type. Green’s initial team ranges from level 66 to level 68.
- Cerulean Cave has been opened after becoming Champion.
- Mewtwo has been defeated and caught.
- Green has been defeated in the former Mewtwo chamber.
- Mewtwonite X and Mewtwonite Y have been received.
3. Complete the Pokédex if that is your chosen goal
Open the Pokédex and list every missing entry rather than repeatedly searching random areas. For the official Kanto completion reward, catch the first 150 species from Bulbasaur through Mewtwo. Mew, Meltan and Melmetal are useful additional entries but are not required for that 150-Pokémon completion target. Visit the GAME FREAK Development Office in the Celadon Condominiums after completing the required entries to receive the diploma and Shiny Charm.
Let’s Go, Eevee! has version-exclusive species that cannot all be obtained in one cartridge through ordinary wild encounters. Trade with Let’s Go, Pikachu! or use local or online communication for those entries. Kadabra, Machoke, Graveler and Haunter require trading to evolve, so arrange a trade and trade back if you want to retain the Pokémon you raised. The partner Eevee cannot evolve; use a wild Eevee if you need that Pokédex evolution line.
- The Pokédex has been reviewed for missing entries.
- Version exclusives have been traded for if complete Kanto registration is desired.
- Trade-evolution species have been evolved where required.
- The Celadon GAME FREAK Development Office has been visited after completing the target entries.
4. Take on Master Trainers and unlock Red
After entering the Hall of Fame, Master Trainers appear throughout Kanto. Search routes, caves, cities and buildings for trainers marked by the Pokémon symbol above their heads. Most require a one-on-one battle using only the requested species; some instead ask you to show a highly trained specimen with sufficiently high CP. Items cannot be used in these battles, so heal and choose moves before starting.
Raise a dedicated Pokémon for difficult Master Trainers rather than using an ordinary low-level catch. Catch Combos, Candy and a favorable Nature can improve a candidate, while Cerulean Cave Chansey catches provide efficient experience for training. Same-type attacks are often less useful in mirror matches, so prepare coverage, status or defensive options where the species permits them.
Defeat at least six Master Trainers, then travel to Indigo Plateau. Red appears there once the six-victory requirement is met. His six Pokémon are level 85, and his Venusaur Mega Evolves. Prepare a varied team with answers to Fighting, Ground, Flying, Psychic and Rock matchups. Defeating Red awards the Battle Master title but does not provide experience.
- At least six Master Trainers have been defeated before visiting Red.
- Items are not being relied upon during Master Trainer battles.
- Red has been challenged at Indigo Plateau if this optional milestone is desired.
- The Battle Master title has been received after defeating Red.
5. Clear rematches and optional trainer battles
Return to each Gym after becoming Champion. All eight Gym Leaders can be rematched once per day, and their teams are stronger than in the original battles. Celadon, Saffron and Viridian still require navigating their Gym layouts. Blue replaces Giovanni in Viridian Gym; this is a rematch, not a new badge, and Blue’s Charizard Mega Evolves into Mega Charizard Y. The Elite Four can also be challenged again.
For additional battles, revisit Team Rocket’s Hideout in Celadon City to face Archer, then search Route 17 for Jessie and James. Mina is in Vermilion City and can be challenged once per day for a Bottle Cap. After catching Mewtwo, Green can be fought in Cerulean Cave; after another League victory, she becomes available for a rematch near the Cerulean City fountain.
- Gym Leader rematches have been completed or intentionally left optional.
- The Elite Four rematch has been attempted if desired.
- Archer and the Route 17 Jessie-and-James battle have been cleared if desired.
- Mina’s daily Bottle Cap battle has been used when useful.
- Green’s initial battle and later rematch have been completed if desired.
6. Finish GO Park and handle Pokémon HOME carefully
If you connect Pokémon GO to Let’s Go, use the GO Park complex in Fuchsia City to send eligible Pokémon into a park area. Transferred Pokémon do not automatically enter your party. Enter the correct park, approach each transferred Pokémon and catch it. Treat this as optional collection cleanup; it is not required for the eight badges, the Hall of Fame or the Mewtwo encounter.
Do not send a Pokémon from Pokémon GO to Pokémon HOME expecting to move it into Let’s Go afterward. Current Pokémon Support guidance explicitly states that Pokémon transferred from Pokémon GO to Pokémon HOME cannot be transferred into Pokémon: Let’s Go, Pikachu! or Pokémon: Let’s Go, Eevee!. Pokémon moved from Let’s Go to HOME can move back only within the Let’s Go titles; once moved into an incompatible later game, it cannot return to Let’s Go. Check the current HOME compatibility screen before moving a rare Pokémon.
- All intended GO Park transfers have been caught in the park.
- No Pokémon needed in Let’s Go has been sent from Pokémon GO to Pokémon HOME.
- HOME transfer destinations have been checked before moving Pokémon out of Let’s Go.
- Rare or irreplaceable Pokémon have been preserved before optional transfers.
Before you move on
- The Trainer profile shows all eight Gym Badges.
- Giovanni has been defeated in Viridian Gym before the Pokémon League.
- The save has entered the Hall of Fame and has been saved afterward.
- Mewtwo has been caught if the intended postgame goal includes the major legendary encounter.
- The chosen cleanup target is complete: Pokédex entries, rematches, GO Park catches, Master Trainer titles or another clearly defined collection goal.
- Any HOME transfer was made only after checking compatibility and accepting the relevant one-way restrictions.
References for this chapter
Finishing up
Defeated the Elite Four and the Champion at Indigo Plateau and completed Hall of Fame registration during the ending sequence.
Collected all eight Gym Badges, including the Earth Badge from Giovanni at Viridian Gym before entering Victory Road.
Cleared Team Rocket’s Celadon Hideout, Pokémon Tower sequence and Silph Co. arc, and regained access to Saffron City.
Allowed the ending sequence to finish and saved afterward; confirmed the eight badges and completed story state in the saved game.
Any later Viridian Gym battle against Blue is optional postgame content, not part of the main-story completion requirement.
Choose your next gameSources & references
Our original guide draws on the references below. Check the edition at the top of this page before following controls or unlock requirements.
- Pokémon: Let’s Go, Pikachu! and Pokémon: Let’s Go, Eevee! — How to Play
- How to Use the Poké Ball Plus Accessory — Nintendo Support
- Pokémon: Let’s Go, Pikachu! and Let’s Go, Eevee! — Bulbapedia
- Partner Pokémon — Bulbapedia
- Pokémon Let’s Go, Pikachu & Let’s Go, Eevee — Move Tutors
- Walkthrough: Pokémon: Let’s Go, Pikachu! and Let’s Go, Eevee! — Part 2
- Pokémon Let’s Go, Pikachu & Let’s Go, Eevee - Rival
- Pallet Town (2nd Visit) — Pokémon Let’s Go Pikachu & Eevee Walkthrough
- Route 22 — Pokémon: Let’s Go, Eevee! Guide and Walkthrough
- Champion Rival - Pokémon League - Walkthrough
- Pokémon Let’s Go, Pikachu & Let’s Go, Eevee — Gyms, Serebii.net
- Pewter City Gym - Pokémon: Let's Go, Eevee! Walkthrough & Guide
- Pewter Gym
- Version-exclusive Pokémon in Let's Go Pikachu or Let's Go Eevee
- Pokémon Let's Go, Pikachu & Let's Go, Eevee - Rare Spawns
- Pokémon: Let’s Go, Pikachu! and Pokémon: Let’s Go, Eevee! Official Kanto Region Guide
- Kanto Route 3
- Pokémon Let’s Go! Walkthrough — Mt. Moon and Cerulean City
- Pokémon Let’s Go, Pikachu! and Let’s Go, Eevee! — Coach Trainers
- Pokémon Let’s Go, Pikachu! and Let’s Go, Eevee! — Partner Powers
- Partner Play — Bulbapedia
- Pokémon Let’s Go, Pikachu & Let’s Go, Eevee — Team Rocket, Serebii.net
- Pokéarth - Kanto - Cerulean City
- Pokémon: Let’s Go, Pikachu! and Pokémon: Let’s Go, Eevee!
- Walkthrough: Pokémon: Let’s Go, Pikachu! and Let’s Go, Eevee!/Part 6 — Bulbapedia
- Vermilion City — Pokémon Let’s Go! Walkthrough
- Vermilion City Gym — Pokémon Let’s Go! Walkthrough
- Pokéarth — Kanto — Vermilion City
- Diglett’s Cave - Pokémon Let’s Go! Walkthrough
- Route 10 - Pokémon Let’s Go! Walkthrough
- Rock Tunnel - Pokémon Let’s Go! Walkthrough
- Pokéarth - Kanto - Rock Tunnel
- Walkthrough: Pokémon: Let’s Go, Pikachu! and Let’s Go, Eevee! - Section 7
- Walkthrough: Pokémon: Let’s Go, Pikachu! and Let’s Go, Eevee! — Part 9
- Celadon City — Pokémon Let’s Go! Walkthrough
- Celadon City Gym — Pokémon Let’s Go! Walkthrough
- Team Rocket Hideout - Pokémon Let’s Go! Walkthrough
- Pokémon Tower - Pokémon Let’s Go! Walkthrough
- Silph Co. - Pokémon Let’s Go! Walkthrough
- Pokémon Let’s Go, Eevee! Walkthrough & Guide - Silph Co.
- Team Rocket Hideout - Pokémon: Let’s Go, Pikachu! & Let’s Go, Eevee! Walkthrough
- Fuchsia City - Pokémon Let’s Go! Walkthrough
- Fuchsia City Gym - Pokémon Let’s Go! Walkthrough
- Fuchsia Gym - Bulbapedia
- Fuchsia City - Gym 5 (Soul Badge) - Walkthrough
- How to Transfer Pokémon (Pokémon: Let’s Go, Pikachu!/Pokémon: Let’s Go, Eevee!)
- Pokémon Mansion - Pokémon Let’s Go! Walkthrough
- Route 21 - Pokémon Let’s Go! Walkthrough
- Pokéarth - Kanto - Route 21
- Cinnabar Gym - Bulbapedia
- Cinnabar Island Gym - Gym 7 (Volcano Badge) - Walkthrough
- Walkthrough: Pokémon: Let’s Go, Pikachu! and Let’s Go, Eevee! — Part 14, Bulbapedia
- Viridian City Gym — Pokémon Let’s Go! Walkthrough, Thonky
- Pokémon: Let’s Go, Eevee! Viridian City Gym Walkthrough and Guide, GameFAQs
- Trace (game)
- Victory Road - Pokémon League Walkthrough
- Victory Road - Pokémon Let’s Go! Walkthrough
- Route 22 - Pokémon Let’s Go! Walkthrough
- Pokémon Let’s Go, Pikachu & Let’s Go, Eevee — Elite Four
- Hall of Fame - Bulbapedia
- Pokémon: Let’s Go, Pikachu! and Pokémon: Let’s Go, Eevee! Official Trainer’s Guide and Pokédex
- How do I link games and transfer Pokémon from Pokémon GO to Pokémon: Let’s Go, Pikachu! and Pokémon: Let’s Go, Eevee!? — Pokémon Support
- Pokémon: Let’s Go, Pikachu! and Pokémon: Let’s Go, Eevee! — Poké Ball Plus and Mew
- Pokémon disappears when transferring from Pokémon GO to Pokémon: Let’s Go, Pikachu! or Pokémon: Let’s Go, Eevee! on Nintendo Switch — Pokémon Support
- How to Use the Poké Ball Plus Accessory — Nintendo Support
- Postgame Adventures in Pokémon: Let’s Go, Pikachu! and Pokémon: Let’s Go, Eevee!
- Can Pokémon transferred from Pokémon GO to Pokémon HOME be brought into Pokémon: Let’s Go, Pikachu! or Pokémon: Let’s Go, Eevee!?
- Move Pokémon to Pokémon HOME
About the game & collecting notes
- Platform
- Nintendo Switch
Complete, ordered walkthrough for the original Nintendo Switch edition of Pokémon: Let’s Go, Eevee!. Covers catching and partner Eevee basics, every required route and story dungeon, all eight Gym Badges, Team Rocket’s Celadon and Saffron arcs, the Pokémon Tower and Silph Co. sequences, the Elite Four and Champion, and optional GO Park and postgame activities. The main-story completion point is Hall of Fame registration after defeating the Champion; Giovanni is defeated earlier at Viridian Gym and is not a required post-Champion encounter.
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