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Game walkthroughNintendo Switch

Pokémon: Let's Go, Pikachu! — Complete Walkthrough (Original Nintendo Switch edition)

Step-by-step campaign walkthrough for the original Nintendo Switch edition of Pokémon: Let's Go, Pikachu!. Covers the main storyline from Pallet Town to the Pokémon League, gym-by-gym strategies, catching and Catch Combo systems, post‑game goals (Poké Ball Plus/Mew, GO Park transfers, Master Trainers) and practical recovery steps to finish the game and complete the core Kanto Pokédex.

Pokemon: Let's Go, Pikachu! official promotional artwork
Official promotional artwork; not a step-specific gameplay capture.
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Edition coveredOriginal Nintendo Switch edition
Your goalComplete the main story by earning all eight Kanto Gym Badges, defeating the Elite Four and Champion Trace, and entering the Hall of Fame. Track post-game goals separately: Cerulean Cave and Mewtwo, the fixed Legendary birds, Pokédex completion through the first 150 species, GO Park transfers, Poké Ball Plus Mew, Green, Red, and Master Trainer titles. Treat all post-game goals as optional unless the player chooses a specific expanded completion target. Gym and League rematches are outside this guide’s formal completion target.
Inside the guide16 chapters · 31,016 words
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Before you begin

This walkthrough is written for the original Nintendo Switch edition of Pokémon: Let’s Go, Pikachu!.

It leads you from the Pallet Town opening through all eight Kanto Gym Badges, the Elite Four, the Champion, and the principal optional post-game objectives.

Follow the chapters in order. The route explicitly covers the Celadon City Team Rocket Hideout before the Pokémon Tower rescue, then proceeds through Saffron, Fuchsia, Cinnabar, Viridian, Victory Road, and the Pokémon League.

Each chapter provides practical directions for required story triggers, optional rewards, catching and Catch Combo mechanics, GO Park transfers, legendary encounters, Master Trainers, and recovery after failed battles or broken chains.

Use the completion checks to distinguish required campaign progress from optional collection and post-game goals.

Set yourself up for the run

Set up your preferred control method before you start: Joy-Con motion throws, handheld mode, or Poké Ball Plus.

The Poké Ball Plus can act as a controller and may contain a one-time Mew Mystery Gift if the accessory's gift is unused.

Familiarize yourself with the catching system: aim for the shrinking target, use Razz Berries when capture reliability matters, and practice Nice, Great, and Excellent throws.

Stock Poké Balls, healing items, status cures, and Revives as they become available.

Plan a balanced party, but remember that wild catches grant experience to the whole party, so you can raise several team members without sending each one into battle.

Use the normal manual Save command before major fights and one-time encounters. The game has one save file per user profile rather than multiple in-game save slots.

If you want to use Pokémon GO connectivity, confirm device compatibility and remember that transfers into Let’s Go are one-way.

Treat Master Trainers, the Pokédex, legendary captures, GO Park transfers, and the Poké Ball Plus Mew as separate optional goals unless your chosen completion target specifically includes them.

Pallet Town and the First Steps: catching, party setup and your Pikachu partner

Complete the opening sequence from Pallet Town through the first Trace battle. You will meet Professor Oak at the Route 1 entrance, catch partner Pikachu, receive the Pokédex and 50 Poké Balls, deliver Oak’s Parcel from Viridian City, and begin building a balanced party before Route 2.

Leave Pallet Town and trigger the Route 1 opening event

Begin in your bedroom, go downstairs, and leave your house. Walk north through Pallet Town toward the Route 1 entrance. Trace points you in Oak’s direction, but Professor Oak is not waiting inside his Laboratory for the opening starter event. Continue to the entrance of Route 1 to trigger the cutscene.

Professor Oak appears when you approach the route and points out a wild Pikachu. Follow the on-screen instructions to move toward it and start the catching encounter. This is your partner Pikachu, not a normal starter selected from three Poké Balls. After the capture, follow the automatic sequence back to Oak’s Laboratory.

  • Leave the house in Pallet Town.
  • Walk north to the Route 1 entrance.
  • Trigger Professor Oak’s cutscene.
  • Catch the wild Pikachu and confirm that it becomes your partner.

Receive the Pokédex and opening supplies

At Oak’s Laboratory, Trace receives his partner Pokémon while Oak registers your Pikachu and gives you the Pokédex. The opening sequence also supplies 50 Poké Balls. That is enough to practice catching on Route 1 and begin collecting experience without immediately spending your money at the Poké Mart.

The partner Pikachu remains outside its Poké Ball during the adventure and cannot be evolved like a regular Pikachu. It is a strong and convenient early team member, but you should still begin catching other species because catching Pokémon is the main early source of experience in this game.

Use the X button to open the menu and save at the Laboratory. A save here gives you a convenient restart point before the Parcel delivery and first rival battle sequence.

  • Receive the Pokédex from Professor Oak.
  • Confirm that 50 Poké Balls are in the Bag.
  • Save at Oak’s Laboratory before leaving.

Learn the wild-catching controls on Route 1

Walk north from Pallet Town into Route 1. Wild Pokémon appear visibly in the grass and on the field. Move into one to begin a catching encounter; there is no traditional wild battle in which you weaken the Pokémon first.

With a Joy-Con or Poké Ball Plus, aim and make the instructed throwing motion. In handheld mode, move the Switch to aim and press the A button to throw. The official control method can vary with the selected play mode, so follow the control prompt shown on-screen.

Watch the colored capture ring around the Pokémon. Green indicates an easier catch and red indicates a more difficult one. The ring contracts and expands. Throwing while the ring is smaller and landing the ball near the center improves the result; the game can label accurate timing as Nice, Great, or Excellent. Wait for a clear throwing window if the Pokémon is moving or trying to intimidate you.

Use a Razz Berry when a Pokémon is resisting ordinary throws or moving often. Berries are optional for common catches, so do not spend the entire supply on easy Route 1 encounters.

  • Touch a visible wild Pokémon to begin an encounter.
  • Aim with the control method for the current play mode.
  • Practice centered throws as the capture ring contracts.
  • Use Razz Berries for difficult or restless catches.
  • Catch without battling or weakening the wild Pokémon first.

Build an early party without overtraining Pikachu

Route 1 in Pokémon: Let’s Go, Pikachu! contains Pidgey, Rattata, and Oddish. Catch at least one or two of these while learning the system. Pidgey gives you an early Flying-type option, Rattata is an easy temporary team member, and Oddish provides Grass-type coverage that will be useful against Rock- and Water-type opponents later.

You do not need to raise six Pokémon immediately. A practical starting group is partner Pikachu plus two or three different species. Keep the Pokémon you intend to use in the active party so they receive experience from catches, and move unwanted duplicates to the Pokémon Box after checking that you have retained the species and individual Pokémon you want.

Additional useful early options become available as you continue through Route 2 and Viridian Forest. Bulbasaur can be encountered in Viridian Forest, while Nidoran species are available during the early route progression. Treat those as follow-up targets rather than trying to force all of them into the party before Oak’s Parcel is delivered.

  • Catch Pidgey on Route 1 if you want an early Flying-type.
  • Catch Rattata as a simple temporary team member if useful.
  • Catch Oddish for early Grass-type coverage.
  • Keep Pikachu plus at least two other species in the active party.
  • Transfer only unwanted duplicates after checking the Pokémon Box.

Reach Viridian City and collect Oak’s Parcel

Continue north on Route 1 to Viridian City. The Poké Mart is near the northeast side of town. Approach the clerk outside or near the shop entrance and speak with him to receive Oak’s Parcel. The game offers to return you directly to Oak’s Laboratory; accept that option unless you specifically want to walk back through Route 1 for more catches.

Back at the Laboratory, give the Parcel to Professor Oak. He opens it and distributes 20 Razz Berries to you and Trace. Oak explains that feeding a Berry before throwing a Poké Ball makes a wild Pokémon easier to catch. Save after this conversation because the first Trace battle occurs when you try to leave.

  • Travel north through Route 1 to Viridian City.
  • Speak with the Poké Mart clerk.
  • Receive Oak’s Parcel.
  • Return to Oak’s Laboratory using the offered shortcut or by walking.
  • Deliver the Parcel to Professor Oak.
  • Receive 20 Razz Berries.

Defeat Trace’s first team

After the Parcel has been delivered, Trace challenges you inside the Laboratory. In Pokémon: Let’s Go, Pikachu!, his team consists of a level 6 Eevee. Trainer battles use the Pokémon in the upper-left position of your party first, so place the Pokémon you want to lead in that slot before selecting Fight.

Use reliable attacking moves and switch if Pikachu or your lead Pokémon is badly injured. Eevee has no catching phase because this is a Trainer battle. Defeating it completes the required opening rival encounter and leaves you free to continue toward Route 2.

When the battle ends, check your team’s HP. If necessary, return to Viridian City and use the Pokémon Center before continuing. The opening sequence is a good time to practice switching, selecting moves, and checking party order rather than relying on Pikachu for every battle.

  • Save before leaving the Laboratory after the Parcel scene.
  • Place your preferred lead Pokémon in the upper-left party slot.
  • Defeat Trace’s level 6 Eevee.
  • Heal in Viridian City if the party is injured.

Collect the free Potion and choose the next route

On your next trip north through Route 1, speak with the Poké Mart clerk standing along the route. After Oak’s Parcel has been delivered, he gives you a Potion as a free sample. Collect it before returning to Viridian City.

Heal at the Viridian City Pokémon Center and restock ordinary Poké Balls if your supply has fallen sharply. Potions and Antidotes are also useful purchases before entering the forest, but do not overspend while your party is still using inexpensive early catches.

Route 2, north of Viridian City, is the required continuation toward Viridian Forest and Pewter City. Route 22, west of Viridian City, is optional. It contains an additional Trace battle and useful experience, but it is not needed to complete the opening chapter. If you take the detour, heal first and save before the battle.

  • Collect the free Potion from the Route 1 clerk.
  • Heal at the Viridian City Pokémon Center.
  • Restock Poké Balls and basic recovery items if needed.
  • Use Route 2 for required progress.
  • Use Route 22 only as an optional healthy-party detour.

Before you move on

  • Partner Pikachu has been caught at the Route 1 entrance.
  • The Pokédex has been received from Professor Oak.
  • Oak’s Parcel has been collected in Viridian City and delivered at the Laboratory.
  • The 20 Razz Berries from the Parcel scene are in the Bag or have been partially used.
  • Trace’s first battle has been completed, with his level 6 Eevee defeated.
  • The party contains Pikachu and at least two additional early-route species.
  • The free Route 1 Potion has been collected.
  • The party has been healed and is ready to enter Route 2, with Route 22 available only as an optional detour.
References for this chapter

Early routes and your first badge: Routes 1–3, Viridian City and Pewter Gym

Begin with Oak’s Parcel already delivered, the Pokédex obtained, and the first Trace battle completed. Heal in Viridian City, travel north through Route 2 and Viridian Forest, then defeat Brock in Pewter Gym for the Boulder Badge. Oddish is available in Pokémon: Let’s Go, Pikachu! and is the most convenient early Grass-type counter; rare Bulbasaur can also appear in Viridian Forest, but waiting for it is optional.

1. Heal in Viridian City and prepare for Route 2

This chapter starts after the Pallet Town and Viridian City opening sequence is complete. You already have Pikachu, the Pokédex, Oak’s Parcel has been delivered, the Razz Berries from the opening events are in your Bag, and the first Trace battle is over. Do not return to Pallet Town or repeat those scenes.

Use the Pokémon Center in Viridian City before leaving. Visit the Poké Mart and make sure you have standard Poké Balls and several Potions. Antidotes are useful because Viridian Forest contains Poison-type opponents, although you can also return to a Pokémon Center whenever necessary.

Leave Viridian City through the north exit and follow Route 2. The eastern section is still inaccessible because the Cut-related obstacle cannot be removed yet, so stay on the western route leading to the gatehouse and Viridian Forest. Route 2 has Pidgey, Rattata, Caterpie, Weedle, and Oddish in the Pikachu version. Catching an Oddish gives you an immediate Grass-type answer for Brock and helps satisfy the Pewter Gym entry requirement.

  • Start with Oak’s Parcel already delivered and the first Trace battle already won.
  • Heal at the Viridian City Pokémon Center.
  • Carry Poké Balls, Potions, and preferably at least one Antidote.
  • Take the northern Route 2 path toward Viridian Forest.

2. Build a practical early party on Route 2

Use Route 2 to add coverage rather than putting every catch-experience gain into Pikachu. Oddish is the most useful catch for the next Gym because its Grass typing exploits both of Brock’s Pokémon. Pidgey is a convenient general-purpose Flying type, while Caterpie or Weedle can evolve quickly and provide additional party experience. Rattata is also fine as a temporary physical attacker, but it is not required for progression.

Wild Pokémon appear directly in the overworld. Walk near a Pokémon to start the encounter, then aim the reticle at the shrinking colored circle and throw when the ring is smaller for a better catch rating. Razz Berries can make difficult catches easier, but do not spend every Berry on common Pokémon. Great Balls are not needed yet for ordinary Route 2 encounters.

The game distributes catch experience across the party, so rotate weaker team members into the active party before catching Pokémon. Battle the route trainers if you want money and additional experience, but there is no need to grind extensively here. Your goal is a balanced party with at least one Grass- or Water-type, not a single overleveled Pikachu.

  • Catch Oddish or another available Grass- or Water-type before entering Pewter Gym.
  • Keep Pikachu plus at least two additional usable party members.
  • Use Razz Berries selectively and conserve stronger Balls.
  • Avoid excessive grinding on common Route 2 encounters.

3. Cross Viridian Forest from south to north

Enter Viridian Forest through the Route 2 gatehouse. The forest is a maze of trees and tall grass, but the southern entrance and northern exit are connected by a simple series of paths. Explore the western side first to collect five Poké Balls in the southwest area and the Tiny Mushroom on the dead-end grassy path northwest of the entrance.

Return toward the entrance and explore the eastern side. Pick up the Antidote near the Trainer Tips sign and collect three Razz Berries in the southeast corner. Continue north to the fork, then take the eastern path to collect a Potion behind a tree. A second Potion is hidden near Bug Catcher Sammy at the north end, and a Lure is on the dead-end path southeast of the northern exit.

Viridian Forest’s regular Pikachu-version encounters include Caterpie, Metapod, Weedle, Kakuna, Pidgey, Pikachu, and Oddish. Bulbasaur is a rare spawn. It is worth catching if it appears, but do not delay the story or waste supplies waiting for it. Bellsprout is not available in Pokémon: Let’s Go, Pikachu!; it belongs to the Eevee version.

The forest trainers are optional from a route perspective, but battling them is a good way to keep the team close in level. The named trainers include Lass Joana, Bug Catchers Brian and Rick, Lass Brittany, Bug Catcher Doug, Lass Jocelyn, and Bug Catcher Sammy. If a Pokémon becomes poisoned, use an Antidote or return south to the Pokémon Center rather than continuing with a weakened party.

  • Collect the five Poké Balls, Tiny Mushroom, Antidote, three Razz Berries, two Potions, and Lure when convenient.
  • Catch Bulbasaur only if it appears; it is an optional rare spawn.
  • Do not list or search for Bellsprout in the Pikachu version.
  • Exit through the northern gate to Route 2.

4. Enter Pewter City and prepare for the Gym

Continue north from the forest exit on Route 2 to reach Pewter City. Trace meets you near the entrance and gives you five Potions. Heal at the Pokémon Center after the conversation, then save before entering the Gym.

The boy near Pewter’s eastern exit prevents you from proceeding to Route 3 until you address the Gym, making Brock the required next objective. The Pewter Museum of Science is optional and is not needed for the Boulder Badge. The X Defense behind the Pokémon Center and the Slowpoke-watching side activity are also optional.

Visit the Poké Mart before challenging Brock if you need more Potions or Antidotes. Do not spend your limited early money on premium Balls. After Brock is defeated, the shop’s inventory expands to include Great Balls, Escape Ropes, and Repels, which are more useful before Mt. Moon.

  • Receive five Potions from Trace.
  • Heal and save in Pewter City.
  • Confirm that a Grass- or Water-type is in the party.
  • Keep enough money for supplies after the badge.

5. Meet the Pewter Gym requirement and defeat its trainers

Speak to the Gym guide at the entrance. Pokémon: Let’s Go, Pikachu! requires you to have a Grass- or Water-type Pokémon in the party before you can enter. Oddish qualifies, as does rare Bulbasaur if you caught one. The qualifying Pokémon does not need to be your lead and does not have to participate in every battle.

Pewter Gym has no puzzle. You can walk around the two regular trainers, but fighting them provides useful experience and money. Picnicker Amara uses a level 7 Geodude, and Camper Liam also uses a level 7 Geodude. Use Grass-type attacks where possible. Pikachu’s Electric attacks do not work against Geodude because it is also Ground type.

Heal before Brock if multiple party members are weakened. There is no healing station inside the Gym, so use Potions before the leader battle or return to the Pokémon Center. Save immediately before speaking to Brock if you want a clean retry point.

  • Show the Gym guide a Grass- or Water-type Pokémon.
  • Defeat or bypass Picnicker Amara and Camper Liam.
  • Heal the party before challenging Brock.
  • Save before the leader battle.

6. Defeat Brock for the Boulder Badge

Brock’s team is level 11 Geodude followed by level 12 Onix. Both Pokémon are Rock/Ground types, so Electric attacks are ineffective. Lead with Oddish, Bulbasaur, or another Pokémon that knows a reliable Grass-, Water-, Fighting-, Ground-, or Steel-type attack. Grass and Water are especially practical because they exploit both of Brock’s Pokémon.

Geodude uses Tackle. Onix can use Headbutt, Bind, and Rock Throw. If Bind traps your active Pokémon and its health is falling, switch to a healthier party member rather than repeatedly using items with a Pokémon that cannot withstand another attack. Keep Pikachu available as a reserve, but do not expect Thunder Shock to damage either target.

Defeating Brock awards the Boulder Badge and TM01, Headbutt. The badge also allows traded Pokémon up to level 20 to obey. Leave the Gym and speak with Blue outside; he gives you five Great Balls. This is the first reliable opportunity to start conserving standard Balls for routine catches while using Great Balls on less cooperative or rarer encounters.

  • Defeat Brock’s level 11 Geodude and level 12 Onix.
  • Receive the Boulder Badge and TM01, Headbutt.
  • Speak with Blue outside the Gym and receive five Great Balls.
  • Check the Trainer Card to confirm the badge.

7. Leave Pewter City for Route 3

Heal after the Brock battle, then restock at the Pewter Poké Mart. Great Balls, Escape Ropes, and Repels are now available. Buy an Escape Rope if you can afford one; it can shorten your exit from Mt. Moon after you finish exploring. Repels are optional because catching Pokémon in the cave can provide useful experience and new Pokédex entries.

Leave Pewter through the eastern exit to enter Route 3. Battle route trainers with the less-developed members of your party so Pikachu does not become the only dependable Pokémon. Keep a Grass- or Water-type in the party for future coverage, but do not assume Oddish must remain on the final team. You can replace it later as stronger options become available.

Your next destination is Mt. Moon. Before entering, confirm that the party is healed, the Bag contains enough catching and healing supplies, and the Boulder Badge is recorded. Chapter 3 can begin from Route 3 with the player traveling east toward the cave.

  • Heal and restock after Brock’s defeat.
  • Buy an Escape Rope if affordable.
  • Leave Pewter City through the eastern exit onto Route 3.
  • Begin the next chapter with Mt. Moon as the destination.

Before you move on

  • Route 2 has been traversed from Viridian City to the Viridian Forest gatehouse.
  • Viridian Forest has been crossed and the northern exit to Route 2 has been used.
  • The party contains Pikachu and at least one Grass- or Water-type Pokémon.
  • The Boulder Badge is recorded on the Trainer Card.
  • TM01, Headbutt, has been received from Brock.
  • Blue has given the player five Great Balls outside Pewter Gym.
  • The party is healed and supplies have been restocked for Route 3 and Mt. Moon.
References for this chapter

Mt. Moon, Nugget Bridge and Cerulean City: take on Misty

Leave Pewter City through Route 3, cross Mt. Moon, choose a fossil, defeat Team Rocket, and reach Cerulean City. From there, prepare a Grass- or Electric-type answer for Misty, clear Nugget Bridge and Route 25, complete Bill’s Sea Cottage event, and earn the Cascade Badge. The Cerulean Pokémon Center is your safe base before the next chapter.

Prepare in Pewter City and enter Mt. Moon

Heal at the Pewter City Pokémon Center before leaving town. Buy Poké Balls, Potions and at least one status cure such as an Antidote or Awakening. Mt. Moon contains several trainers, wild encounters and Team Rocket battles, so bring multiple usable Pokémon instead of relying entirely on Pikachu.

Take Route 3 east from Pewter City. Battle the route trainers if your party needs experience, and catch Pokémon only if they improve your team or continue a Catch Combo you are deliberately maintaining. In Pokémon: Let’s Go, Pikachu!, useful Mt. Moon encounters include Geodude, Paras, Clefairy and Zubat. Paras gives you a possible Grass-type answer for Misty, while Geodude offers a sturdy physical option against many ordinary trainers.

Save before entering the cave. If several party members become badly weakened near the entrance, return to Pewter City rather than spending every healing item immediately. There is no healing station inside Mt. Moon. After you reach the eastern exit, eastern Route 4 contains useful items and leads onward to Cerulean City, where you can heal.

  • Heal and save in Pewter City.
  • Carry Poké Balls, Potions and status cures.
  • Keep several trained battlers in the party.
  • Decide whether you are preserving a Catch Combo before catching cave Pokémon.

Navigate Mt. Moon and collect useful items

Mt. Moon uses several connected rooms and ladders across its first floor, B1F and B2F. Treat every ladder as a landmark. If a passage ends, return to the most recent ladder or junction instead of repeatedly circling the same corridor.

Collect visible supplies when your party is healthy. Notable items include a Rare Candy, Ether, Repel, Revives, Potions, a Pearl and a Nugget. A Nugget can be sold at a Poké Mart for useful spending money and has no story function. Moon Stones are found at interactable crater locations and are optional; collect them if you want to evolve a compatible Pokémon, but do not delay the main route if your party is running low on health.

Team Rocket trainers use low-level Pokémon, but Poison, confusion and other disruptive effects can still consume resources. Use direct damaging moves and switch out a poisoned or confused lead when necessary. Wild Pokémon are not required for progression, so avoid exhausting your Balls on unrelated species if you already have a suitable Misty counter.

Near the lower sections, follow the path toward the fossil area. Clear nearby trainers before approaching Super Nerd Miguel so that your party is not forced into the fossil sequence while weakened.

  • Use ladders and room changes as navigation landmarks.
  • Collect the Nugget, Pearl and recovery items when practical.
  • Treat Moon Stones and extra wild encounters as optional.
  • Retreat to Pewter City if your team is badly weakened before the lower floors.

Defeat Miguel, choose a fossil and battle Jessie and James

Near the end of Mt. Moon, Super Nerd Miguel uses a Level 10 Voltorb and a Level 10 Magnemite. Ground-type attacks are effective against both because Pokémon in this game do not have abilities that grant Magnemite an immunity to Ground moves. If you do not have a Ground-type attack, use reliable neutral damage and avoid depending on Pikachu’s Electric attacks against these opponents.

After Miguel is defeated, choose either the Helix Fossil or the Dome Fossil. The Helix Fossil can later be revived into Omanyte, while the Dome Fossil can later be revived into Kabuto. This choice does not affect the immediate story, the Cascade Badge or the route through Mt. Moon.

Continue toward the exit after taking the fossil. Jessie and James then challenge you in a double battle. Their Level 12 Ekans and Level 12 Koffing can inflict poison or disrupt your team, so lead with two Pokémon that have accurate damaging moves. Defeat one target quickly, then finish the other. After the battle, follow the remaining passage and leave through the eastern exit to Route 4.

  • Defeat Super Nerd Miguel.
  • Choose the Helix Fossil or Dome Fossil.
  • Win the Jessie and James double battle.
  • Exit Mt. Moon through the eastern passage.
  • Reach eastern Route 4.

Cross Route 4 and reach Cerulean City

On eastern Route 4, collect the Paralyze Heal, Poké Balls, Repel and other accessible items as you travel east. Some objects are placed behind ledges or in hidden locations and are optional. Do not spend time searching every tile if your party needs healing.

Continue east across the route and enter Cerulean City. Heal immediately at the Pokémon Center and restock at the Poké Mart. The Pokémon Center is your first reliable recovery point after Mt. Moon and is located near the Cerulean side of Route 4, not near the cave entrance.

You can challenge Misty as soon as you meet the Gym’s entry requirement, or complete the northern Route 24 and Route 25 sequence first. Completing the northern route gives additional experience and money, but Misty remains available either way. Save before beginning the Gym or Nugget Bridge sequence if you want a clear retry point.

  • Cross eastern Route 4.
  • Enter Cerulean City.
  • Heal and restock at the Pokémon Center and Poké Mart.
  • Save before the Gym or northern route.

Prepare for and defeat Misty

Cerulean Gym requires you to show a Pokémon at least Level 15 before you can proceed. The Gym contains three Beauty trainers using Level 16 Water-type Pokémon. You can battle them for experience or walk around some of them, then return to the Pokémon Center if your party needs recovery before Misty.

Misty uses a Level 18 Psyduck and a Level 19 Starmie. Both are Water-type, and Starmie is also Psychic-type. Electric- and Grass-type attacks are the preferred counters. Pikachu is especially useful in this version, while Bulbasaur, Oddish and Paras can exploit the Water weakness with Grass-type attacks. Train whichever option you use rather than relying on an underleveled Pokémon to win through repeated attempts.

Psyduck’s verified moves are Water Gun and Confusion. Starmie uses Scald and Psywave. Starmie is the more dangerous opponent because it is faster and has stronger overall battle performance than Psyduck. If Pikachu is weakened, switch to a Grass-type or a sturdy neutral attacker rather than leaving a low-health counter exposed.

After winning, you receive the Cascade Badge and TM29, Scald. The badge raises the obedience limit for traded Pokémon to Level 30. Heal before continuing with Nugget Bridge or Bill’s event.

  • Have a Pokémon at Level 15 or higher for Gym entry.
  • Use trained Grass- or Electric-type attacks when possible.
  • Defeat Level 18 Psyduck and Level 19 Starmie.
  • Confirm the Cascade Badge and TM29 are in your records and Bag.

Clear Nugget Bridge and complete Bill’s event

Leave Cerulean City through the northern exit toward Route 24. Trace challenges you before the Nugget Bridge trainer sequence, so heal first if your party is damaged. His team includes Pidgey and Oddish along with his partner Pokémon. Electric- or Rock-type attacks are useful against Pidgey, while Flying-, Fire- or other effective attacks can handle Oddish. Adjust your lead if the first Pokémon you use is already weakened.

Cross Nugget Bridge and battle the trainers along the route. After the regular trainer line, the final Team Rocket member asks whether you want to join and then battles you. Defeat him to receive a Nugget. This is an optional money reward rather than a progression item; keep it or sell it according to your current supply needs.

Continue along Route 24 and Route 25 until you reach Bill’s Sea Cottage. Speak with Bill inside. When he enters the teleporter, interact with the computer to operate the Cell Separation System and return him to human form. Speak with Bill again after the transformation to receive the S.S. Ticket.

Return to Cerulean City and heal. The damaged-house Team Rocket event can now be completed after the relevant Cerulean and Bill progress, but it is optional for this chapter’s main objectives and can be handled before leaving toward Route 5.

  • Defeat Trace before crossing Nugget Bridge.
  • Complete the Nugget Bridge trainer sequence.
  • Defeat the Team Rocket member at the end of the bridge.
  • Reach Bill’s Sea Cottage on Route 25.
  • Complete Bill’s event and receive the S.S. Ticket.
  • Return to Cerulean City and heal.

Before you move on

  • You exited Mt. Moon through eastern Route 4 and reached Cerulean City.
  • You defeated Trace on the northern approach to Route 24.
  • You completed the Nugget Bridge trainer sequence and received the Nugget after defeating the Team Rocket member.
  • You completed Bill’s Sea Cottage event on Route 25 and received the S.S. Ticket.
  • Misty’s Level 18 Psyduck and Level 19 Starmie are defeated.
  • The Cascade Badge is recorded on your Trainer Card and TM29, Scald, is in your Bag.
  • Your party is healed in Cerulean City and ready to continue toward the next chapter.
References for this chapter

S.S. Anne, Vermilion City and Lt. Surge (Thunder Badge)

Travel from Cerulean City to Vermilion, board the S.S. Anne, learn the Chop Down Secret Technique from the captain and defeat Lt. Surge for the Thunder Badge. Afterward, cross Route 9, Route 10 and Rock Tunnel to Lavender Town. Enter Pokémon Tower and trigger the first unidentified-ghost scene before continuing west through Route 8, the Underground Path and Route 7 to Celadon City. This first Tower visit is only a trigger. The Silph Scope, Cubone rescue and Mr. Fuji rescue remain later objectives after the Celadon Team Rocket Hideout. Diglett’s Cave, the Power Plant and other route detours are optional.

Reach Vermilion City and board the S.S. Anne

Begin in Cerulean City after the Chapter 3 objectives are complete and the S.S. Ticket is in your inventory. Leave through the south exit onto Route 5, enter the Underground Path, and emerge on Route 6. Follow Route 6 south to Vermilion City, heal at the Pokémon Center and save before entering the harbor.

At Vermilion Port, show the S.S. Ticket to the sailor to board the S.S. Anne. Trace is encountered aboard the ship, and Blue is also present. Blue gives you a Shalour Sable before leaving the area. The ship contains optional Trainer battles, items and a woman who can restore your party.

The S.S. Anne leaves after the captain event and normal departure. Treat the ship as a one-time exploration area: finish any desired battles and item collection before leaving for good.

  • Reach Vermilion City through Route 5, the Underground Path and Route 6.
  • Heal and save before boarding.
  • Show the S.S. Ticket to the harbor sailor.
  • Collect the Shalour Sable from Blue.
  • Complete optional ship exploration before the captain event.

Explore the S.S. Anne and reach the captain’s quarters

Explore the accessible rooms and lower deck for experience, money and items. The ship’s healing attendant is useful after groups of battles, so use her rather than spending all your Potions. Trainer levels are around the high teens, making this a good place to bring weaker members of your developing team up to speed.

From the entrance, follow the ship’s corridors and stairways toward the upper deck and captain’s quarters. Trace stops you near the captain and challenges you, so heal before walking into the encounter. You do not need to defeat every sailor or collect every item to advance.

Once you are ready to continue, approach Trace near the captain’s quarters. Winning this battle is required before the captain will teach the Secret Technique.

  • Use the ship’s healing attendant when needed.
  • Collect desired items before leaving.
  • Heal before approaching Trace.
  • Reach the captain’s quarters.

Defeat Trace and learn Chop Down

In Pokémon: Let’s Go, Pikachu!, Trace uses Pidgeotto at level 20, Oddish at level 20 and Pikachu at level 21. Use an Electric- or Rock-type attack against Pidgeotto, Fire, Flying, Bug or Psychic coverage against Oddish, and a Ground-type attack against Pikachu when possible. Oddish can use Sleep Powder, so keep an awakened backup ready or defeat it quickly.

After the battle, speak to the seasick captain and choose to help him. Your partner Pikachu learns Chop Down, a Secret Technique that replaces the old Cut progression in this edition. Chop Down removes the small tree blocking Vermilion Gym.

Finish any optional ship exploration before walking off the S.S. Anne. Once you leave after the captain event, watch the ship depart. The interior cannot be revisited during the main story.

  • Defeat Pidgeotto, Oddish and Pikachu.
  • Speak with the captain after the battle.
  • Learn Chop Down with partner Pikachu.
  • Complete optional ship exploration before leaving.
  • Confirm the S.S. Anne has departed.

Open Vermilion Gym and solve the trash-can puzzle

Heal at Vermilion’s Pokémon Center, restock basic healing items and save. Vermilion Gym is in the southwest part of the city. Use Chop Down on the small tree outside the entrance to open the path.

Inside the Gym, inspect trash cans until you find the first hidden switch. Its location is not fixed between playthroughs. After activating it, inspect a trash can directly beside the first switch in one of the four cardinal directions. The second switch is adjacent, not diagonal.

If the second choice is wrong, both switches reset. Search again for the first switch and repeat the adjacent-can check. Battle the Gym Trainers if your team needs experience, then heal before speaking to Lt. Surge.

  • Use Chop Down outside Vermilion Gym.
  • Find and activate the first hidden switch.
  • Check an orthogonally adjacent trash can for the second switch.
  • Retry the puzzle if the switches reset.
  • Heal before Lt. Surge.

Defeat Lt. Surge for the Thunder Badge

Lt. Surge uses Voltorb at level 25, Magnemite at level 25 and Raichu at level 26. Ground-type attacks are the safest direct answer because all three are weak to Ground moves, and a Ground-type Pokémon is immune to their Electric attacks.

Diglett or Dugtrio from Diglett’s Cave is an excellent local counter. Other Ground types can work, and Grass types can provide a safer backup because they resist Electric attacks. Do not rely on Water or Flying Pokémon as your primary answer. Raichu knows Double Kick, so a Rock/Ground Pokémon can take unexpected super-effective damage; keep a second counter or sturdy neutral attacker available.

Use Ground attacks to remove Voltorb and Magnemite, then preserve enough health and PP for Raichu. Voltorb carries Thunderbolt, Swift and Light Screen. Magnemite carries Thunderbolt and Sonic Boom. Raichu carries Thunderbolt, Quick Attack and Double Kick. Avoid spending several turns on status setup when reliable Ground damage is available.

Victory awards the Thunder Badge, TM36 Thunderbolt and Lt. Surge’s Autograph. The badge raises the obedience limit for traded Pokémon to level 40. Heal after the battle before beginning the eastward route.

  • Defeat level 25 Voltorb.
  • Defeat level 25 Magnemite.
  • Defeat level 26 Raichu.
  • Receive the Thunder Badge, TM36 and Lt. Surge’s Autograph.
  • Heal and save after the Gym battle.

Optional Diglett’s Cave detour and Light Up preparation

Diglett’s Cave is east of Vermilion on Route 11. Entering it is optional, but catching Diglett or Dugtrio gives you a strong Ground counter for Lt. Surge if you did not prepare one earlier. The cave connects to the east side of Route 2 and can also shorten later backtracking.

On the east side of Route 2, visit the house near the Diglett’s Cave exit and speak with Professor Oak’s aide. If you have caught at least 10 different species, the aide can teach partner Pikachu the Light Up Secret Technique. Light Up illuminates Rock Tunnel and makes its passages much easier to read, but it is not required to enter or cross the tunnel.

After this detour, return to Cerulean City. You can backtrack through earlier routes or use Trace’s assistance when the game offers it. Do not treat Diglett’s Cave, Light Up or the Power Plant as mandatory story objectives.

  • Treat Diglett’s Cave as optional.
  • Catch 10 different species if you want the Light Up option.
  • Learn Light Up from Oak’s aide when the requirement is met.
  • Return to Cerulean City before Route 9.

Cross Route 9 and Route 10

From Cerulean City, leave through the east side and use Chop Down on the tree blocking Route 9. Follow the route east, battling Trainers or avoiding them according to your party’s condition. Pick up useful items and heal before continuing onto Route 10.

On Route 10, follow the road south toward the Pokémon Center outside Rock Tunnel. The Power Plant is an optional side area and does not provide the required route to Lavender Town. Ignore its entrance unless you are deliberately pursuing that optional encounter area.

As you advance on Route 10, several Team Rocket Grunts confront you. Lorelei of the Elite Four arrives and defeats most of them, leaving one Grunt for you to battle. Defeat the remaining Grunt to clear the road toward Rock Tunnel.

  • Use Chop Down on Route 9.
  • Cross Route 9 and enter Route 10.
  • Heal at the Pokémon Center near Rock Tunnel.
  • Complete Lorelei’s Team Rocket scene.
  • Defeat the remaining Team Rocket Grunt.
  • Ignore the Power Plant unless pursuing an optional objective.

Cross Rock Tunnel and reach Lavender Town

Heal at the Pokémon Center beside Rock Tunnel before entering. If you learned Light Up, activate it from the partner Secret Techniques menu. The technique improves visibility but is not a requirement for crossing the tunnel.

Follow the connected paths and ladders through Rock Tunnel, battling Trainers or avoiding them as your supplies allow. If the party becomes badly weakened, return to the entrance Pokémon Center rather than consuming every restorative item. Continue until you exit from the southern side onto Route 10, then proceed into Lavender Town.

Save and heal in Lavender Town before entering Pokémon Tower. The first visit is required now even though the actual rescue cannot yet be completed.

  • Heal before entering Rock Tunnel.
  • Use Light Up if available.
  • Cross the tunnel by following its ladders and connected passages.
  • Exit from the southern side.
  • Reach Lavender Town and save.

Trigger the first Pokémon Tower ghost scene

Enter Pokémon Tower in Lavender Town. Advance through the lower floors until Trace appears and challenges you. In Pokémon: Let’s Go, Pikachu!, this battle uses Pidgeotto at level 27, Gloom at level 27 and Raichu at level 28. Fire, Ice, Rock or Electric coverage helps against Pidgeotto; use Fire, Ice, Flying or Psychic attacks against Gloom; and use a Ground-type attack against Raichu when practical.

After the battle, continue upward until the unidentified ghost blocks the upper route. The ghost prevents further progress because you do not yet have the Silph Scope. The scene is the required trigger for the next story phase, not a completed Pokémon Tower rescue.

Leave Pokémon Tower after the ghost scene. Jessie and James will explain that they are taking the frightened Cubone to Celadon City. Do not attempt to identify the ghost, rescue Mr. Fuji or finish the Tower here. Those events require the Silph Scope, which you will obtain later from Giovanni in the Celadon Team Rocket Hideout.

  • Enter Pokémon Tower after reaching Lavender Town.
  • Defeat Trace on the Tower’s lower floor.
  • Reach the unidentified ghost blocking the upper route.
  • Allow the ghost scene to play.
  • Leave the Tower after the scene.
  • Do not treat the Silph Scope or Mr. Fuji rescue as completed.

Travel west through Route 8 and arrive in Celadon City

Leave Lavender Town through the west gate to enter Route 8. Follow the route west through its Trainer area. Optional battles, catches and item pickups can be completed now or postponed until later.

Enter the Underground Path near the western end of Route 8 and walk to the opposite entrance on Route 7. Once outside, follow Route 7 west into Celadon City. Heal at the Pokémon Center and save.

The required handoff is Celadon City with the Thunder Badge earned, the Lorelei Team Rocket encounter complete, Rock Tunnel crossed and the first Pokémon Tower ghost scene triggered. The next chapter can then cover Celadon’s local events, Erika and city resources without sending the player back to start the Tower sequence.

  • Leave Lavender Town through Route 8.
  • Use the Underground Path between Routes 8 and 7.
  • Exit onto Route 7.
  • Follow Route 7 west into Celadon City.
  • Heal and save in Celadon City.
  • Confirm the first Pokémon Tower scene is complete before continuing.

Before you move on

  • Partner Pikachu knows Chop Down.
  • The S.S. Anne has departed after the captain event.
  • Lt. Surge has been defeated and the Trainer Card shows the Thunder Badge.
  • You received TM36 Thunderbolt and Lt. Surge’s Autograph.
  • Light Up is available if you met the optional species requirement; its absence does not block progress.
  • The Route 10 Lorelei Team Rocket encounter is complete.
  • Rock Tunnel has been crossed, with or without Light Up.
  • You reached Lavender Town and entered Pokémon Tower.
  • Trace’s Tower battle and the first unidentified-ghost scene are complete.
  • The ghost blocked the upper route and you left without using a Silph Scope.
  • The Cubone and Mr. Fuji rescue are not yet complete and remain later objectives.
  • You traveled from Lavender Town through Route 8, the Underground Path and Route 7.
  • You are healed and saved in Celadon City, ready for the next chapter.
References for this chapter

Celadon City, Erika and the Rainbow Badge; department store resources

Begin this chapter after Chapter 4 has already taken you through Route 9, Route 10, Rock Tunnel, Lavender Town, Route 8, and the Underground Path to Route 7. The initial unidentified-ghost scene in Pokémon Tower must already be complete; do not return to Lavender Town for that scene here. In Celadon City, collect Tea from Brock, use the Department Store and nearby optional rewards to prepare your party, then defeat Erika for the Rainbow Badge. Finish healed in Celadon City and ready to enter the Team Rocket Hideout.

Confirm the starting state and enter Celadon City

You should arrive from the eastern end of Route 7 after completing the required travel from Vermilion City through Route 9, Route 10, Rock Tunnel, Lavender Town, Route 8, and the Underground Path. This chapter assumes that you already entered Pokémon Tower in Lavender Town and triggered the first unidentified-ghost scene during Chapter 4.

Do not go back to Pokémon Tower now. The ghost cannot be properly identified until you obtain the Silph Scope later in the Celadon Team Rocket Hideout. Returning to the tower at this point does not advance the story and would repeat a chapter objective.

Walk west across Route 7 and enter Celadon City. Use the Pokémon Center before exploring. A full heal is useful because the next objectives include optional battles, the Celadon Gym, and several city errands.

  • The initial Pokémon Tower unidentified-ghost scene was triggered in Chapter 4.
  • Enter Celadon City from Route 7.
  • Heal at the Pokémon Center.
  • Do not return to Pokémon Tower in this chapter.

Collect Tea from Brock

Go to the northern part of Celadon City and approach the entrance to the Celadon Condominiums. Brock is standing outside the building. Speak with him to start the scene and receive Pewter Crunchies followed by Tea.

Tea is a Key Item and is required to pass the guards at the gates leading into Saffron City. The drinks sold on the Department Store roof are separate items and do not substitute for Brock’s Tea.

Open the Key Items pocket and confirm that Tea is present. If you do not see Brock, check that you are outside the large condominium building rather than inside it or at a different city entrance.

  • Speak with Brock outside the Celadon Condominiums.
  • Receive Pewter Crunchies and Tea.
  • Confirm Tea in the Key Items pocket.
  • Remember that rooftop drinks are separate from Tea.

Use Celadon’s optional preparation rewards

Before visiting the Gym, consider the useful items in and around the Celadon Condominiums. On the third floor, the water dispenser provides a Fresh Water. The rooftop contains Health Candies. These rewards are optional, but they cost nothing and can help with recovery or stat boosts.

The Pokémon Center has two optional services. The Tamer can teach partner Pikachu Floaty Fall, a Flying-type move that gives Pikachu useful coverage against Grass Pokémon. Madam Celadon can influence the natures of wild Pokémon for the rest of the day for a fee; this is unnecessary for the story and should not take priority over healing items or Poké Balls.

Route 7 is a convenient place to catch Growlithe in Pokémon: Let’s Go, Pikachu! If your party lacks a Fire-type attacker, catch one before Erika. Growlithe is also useful against later Grass- and Ice-type opponents. Other Fire-, Flying-, Ice-, Bug-, Poison-, or Psychic-type attackers can fill the same role, so Growlithe is recommended rather than required. The nearby route also offers Vulpix, Oddish, and other species that can provide additional coverage, but do not rebuild the whole party unless your current team has a clear weakness.

  • Collect the Fresh Water in the Celadon Condominiums if desired.
  • Collect the rooftop Health Candies if desired.
  • Consider teaching Floaty Fall to partner Pikachu.
  • Catch and train Growlithe on Route 7 if you need a Fire-type counter.
  • Keep at least one backup attacker for Erika.

Prioritize Department Store purchases

The Celadon Department Store stands in the northwest part of the city. Use the second-floor Trainers’ Market to restock Super Potions, Great Balls, Antidotes, Awakenings, Paralyze Heals, Escape Ropes, Repels, and Lures. Healing items and status cures should come before expensive optional TMs, evolution stones, clothing, or accessories.

The third floor is the Video Game Shop. Speak with the clerk behind the counter to receive TM03 Helping Hand. This move is optional and is more relevant to cooperative battles than to the single-player Erika fight.

The fourth floor sells Fire, Thunder, Water, Leaf, and Ice Stones. Purchase a stone only when you have a specific Pokémon you intend to evolve. If funds are limited, preserve money for healing supplies and Great Balls instead.

The fifth floor is the Accessory Market in this Nintendo Switch edition. Do not look there for the battle-item counter found in some older Kanto releases.

Take the elevator to the Roof for the optional drink rewards. Buy a Fresh Water and give it to the nearby girl for TM06 Light Screen. Give her a Soda Pop for TM09 Reflect, then a Lemonade for TM07 Protect. Light Screen is the most immediately useful of the three against Erika’s special attacks, but none is required.

  • Buy healing items and status cures before optional purchases.
  • Restock Great Balls if you plan to catch Pokémon on nearby routes.
  • Collect TM03 Helping Hand if wanted.
  • Buy evolution stones only for an immediate evolution plan.
  • Claim TM06 Light Screen, TM09 Reflect, and TM07 Protect if funds allow.

Reach Erika through the Celadon Gym maze

The Celadon Gym is on the southwest side of the city. From the southern city area, use Chop Down on the tree blocking the approach, then walk south and west to the Gym entrance.

A Lass at the entrance asks to see a cute Pokémon. Show partner Pikachu from your party; this satisfies the requirement automatically. You do not need to catch a separate Pokémon for entry.

Inside, walk straight ahead to see Erika above the ledge. Turn right and battle Lass Kay. Continue east, use Chop Down on the bush that leads deeper into the Gym, and proceed north toward Beauty Mai. Continue through the northeast area and battle Picnicker Tina and Beauty Tamia if you want the experience.

At the next intersection, do not take the bush that only creates a shortcut back to the entrance. Go left to Beauty Lori, then head south to Ace Trainer Mary and continue to Lass Lina. Chop down the next bush on the right and proceed forward. Chop down the final bush on the left to reach Erika.

You may skip some Gym Trainers, but battling them supplies useful experience. Heal at the Pokémon Center if your party is worn down, then return to Erika’s position and save before speaking with her.

  • Use Chop Down to reach the Gym.
  • Show partner Pikachu to Lass Kay.
  • Follow the deeper branches instead of taking the entrance shortcuts.
  • Heal and save before challenging Erika.

Prepare for Erika’s lineup

Erika uses Tangela at level 33, Weepinbell at level 33, and Vileplume at level 34. All three are Grass type, while Weepinbell and Vileplume are also Poison type. Fire, Flying, Ice, Bug, Poison, and Psychic attacks are effective choices. Keep Water-, Rock-, and Ground-type Pokémon out of the lead position because Grass attacks exploit them.

Tangela uses Mega Drain, Sleep Powder, and Bind. Attack it promptly with a strong counter. If Sleep Powder connects, use an Awakening or Full Heal, or switch to your second counter rather than allowing Bind and Mega Drain to wear down a sleeping Pokémon.

Weepinbell uses Mega Drain and Poison Jab. Keep Antidotes or Full Heals available in case Poison Jab inflicts poison. Vileplume uses Mega Drain and Moonblast, so finish it quickly and avoid giving it repeated turns to recover with Mega Drain.

A party around the low-to-mid 30s is a practical preparation point. Type advantage, partner bonuses, Candies, and stronger individual Pokémon can offset some level difference, but enter with the entire party healed and at least two Pokémon capable of dealing super-effective damage.

  • Bring Fire, Flying, Ice, Bug, Poison, or Psychic coverage.
  • Carry Awakenings and Antidotes or Full Heals.
  • Avoid leading with Water, Rock, or Ground Pokémon.
  • Bring a backup counter instead of relying on one attacker.

Defeat Erika and finish the chapter in Celadon

Lead with your most reliable counter and remove Tangela quickly. If Sleep Powder lands, cure the sleep immediately or switch to the backup counter. Against Weepinbell, continue using super-effective attacks while watching for Poison Jab. Against Vileplume, attack decisively because Mega Drain can restore its HP.

Light Screen can reduce damage from Erika’s special attacks, but do not spend several turns setting up if a knockout is available. Use healing items between battles only when necessary; the Gym leader fight is a single battle, so preserve enough resources to recover after it.

After Tangela, Weepinbell, and Vileplume faint, Erika awards the Rainbow Badge and TM53 Mega Drain. The Rainbow Badge raises the obedience limit for traded Pokémon to level 50. Open the Trainer Card and verify that the fourth badge has been recorded.

Return to the Celadon Pokémon Center and heal. The chapter is complete when you are still in Celadon City, with Tea and the Rainbow Badge secured, and ready to enter the Team Rocket Hideout beneath the Game Corner. Do not travel back to Lavender Town or repeat the first Pokémon Tower scene.

  • Defeat Tangela, Weepinbell, and Vileplume.
  • Receive the Rainbow Badge.
  • Receive TM53 Mega Drain.
  • Confirm the Rainbow Badge on the Trainer Card.
  • Heal at the Celadon Pokémon Center.
  • Remain in Celadon City, ready for the Team Rocket Hideout.

Before you move on

  • The initial Pokémon Tower unidentified-ghost scene was completed before entering this chapter.
  • Tea is present in the Key Items pocket.
  • The party has been healed after arriving in Celadon City and after the Erika battle.
  • The Rainbow Badge appears on the Trainer Card.
  • TM53 Mega Drain is in the TM pocket.
  • Any desired Department Store rewards have been collected, including TM03 Helping Hand and the rooftop TMs if wanted.
  • The player is in Celadon City, healed, and ready to enter the Team Rocket Hideout beneath the Game Corner.
References for this chapter

Saffron: Silph Co., Team Rocket and the Psychic Gym (Sabrina)

Begin with the first Pokémon Tower ghost scene already completed in the previous chapter. Clear the Celadon Team Rocket Hideout to obtain the Silph Scope, finish Pokémon Tower and rescue Mr. Fuji for the Poké Flute, then enter Saffron City with Tea. Defeat Blue on Silph Co. 1F, work with Trace during the 5F Archer battle, obtain the Card Key, defeat Team Rocket and Giovanni, receive the Master Ball, and earn the Marsh Badge from Sabrina.

Return to Celadon City and prepare the Hideout

This chapter assumes you already entered Pokémon Tower in Lavender Town and triggered the unidentified-ghost scene that stopped your progress. Do not return to repeat that opening event. The next required objective is the Team Rocket Hideout beneath the Celadon Game Corner.

If you are in Lavender Town, leave through Route 8, use the Underground Path, and continue through Route 7 to Celadon City. Confirm that Tea is in your Bag, because it will let you pass the guards into Saffron City later. Heal at the Celadon Pokémon Center, buy Potions or Super Potions, status remedies, and Revives, then make a manual save before entering the Game Corner.

  • The first Pokémon Tower ghost scene is already complete.
  • Tea is in the Bag.
  • The party is healed and supplied.
  • A manual save has been made before entering the Game Corner.

Open and clear the Celadon Team Rocket Hideout

Enter the Rocket Game Corner and defeat the Grunt standing in front of the poster at the rear of the building. Examine the poster after the battle to reveal the staircase into the Hideout.

Follow the conveyor-belt floors toward the lower levels. When a Grunt drops the Lift Key onto a raised walkway, use the nearby blue chair to send Pikachu through the vent. Guide Pikachu through the short passage until it reaches the far opening and retrieves the key, then collect the Lift Key yourself.

Use the Lift Key with the elevator and continue to the deepest section. Jessie and James block the approach to the boss and battle you with level 32 Arbok and Weezing. Psychic and Ground attacks are effective against these Poison types, but do not rely only on Ground attacks against Flying Pokémon elsewhere in the Hideout.

After Jessie and James leave, fight Admin Archer. In this edition he uses level 33 Weezing and level 33 Golbat. Psychic attacks are useful against both; Electric, Ice, Rock, or other reliable coverage handles Golbat without depending on Ground moves.

Giovanni is the final Hideout battle. His team is level 35 Persian and level 35 Rhyhorn. Use a Fighting attack against Persian, then Water or Grass attacks against Rhyhorn. Persian can use Fake Out, so a durable lead is safer than a fragile attacker that depends on moving first. Giovanni awards the Silph Scope after the battle. Confirm that it is in the Bag before leaving.

  • Defeat the poster Grunt and open the Hideout.
  • Retrieve the Lift Key through the vent and partner-controlled passage.
  • Defeat Jessie and James.
  • Defeat Archer’s level 33 Weezing and Golbat.
  • Defeat Giovanni’s level 35 Persian and Rhyhorn.
  • Receive the Silph Scope.

Finish Pokémon Tower and obtain the Poké Flute

Return to Lavender Town and enter Pokémon Tower with the Silph Scope. Rejoin Trace near the earlier blockage and approach the large ghost. The Scope reveals the ghost as Marowak, allowing you to continue upward.

Climb through the newly accessible floors, defeat the Team Rocket members, and reach the top. Jessie and James fight again here with level 34 Arbok and Weezing. After winning, rescue Mr. Fuji and escort him back to the Pokémon House at the tower entrance.

Speak with Mr. Fuji after the rescue to receive the Poké Flute. This is required later to wake either Snorlax blocking Route 12 or Route 16. Heal before leaving Lavender Town.

  • Use the Silph Scope on the Marowak ghost.
  • Defeat the Team Rocket members in the upper tower.
  • Rescue Mr. Fuji.
  • Receive the Poké Flute.

Enter Saffron City and defeat Blue on Silph Co. 1F

Use Tea at any guarded Saffron City entrance. The guard checks the item and lets you pass. Heal at the Saffron Pokémon Center before entering Silph Co., the large headquarters in the center of town.

The receptionist triggers a scene with Blue and Trace. Blue challenges you on 1F; this is not a Trace battle. In Pokémon: Let’s Go, Pikachu!, Blue uses level 38 Exeggutor and level 40 Charizard.

Use Bug, Ghost, or Dark coverage against Exeggutor. Rock, Water, or Electric attacks are practical answers to Charizard, although keep in mind that Charizard is Fire/Flying. After the battle, heal if needed and return to Silph Co. The building has eleven floors, but you do not need to defeat every trainer.

  • Use Tea to enter Saffron City.
  • Trigger the Silph Co. 1F scene.
  • Defeat Blue’s level 38 Exeggutor and level 40 Charizard.
  • Heal before starting the main Silph Co. route.

Reach 5F, work with Trace, and collect the Card Key

Take the elevator directly to 5F. From the elevator, move west until Archer stops you. Trace joins you for the required double battle against Archer and a Rocket Grunt.

Archer uses level 37 Electrode, Golbat, and Weezing. The accompanying Grunt uses level 34 Muk and Raticate. The opponents are not one combined single-trainer team: target the dangerous Pokémon separately. Ground or Psychic attacks help against Muk and Weezing, while Rock, Electric, or Ice coverage is safer against Golbat. Watch for Electrode’s Self-Destruct and Muk’s Minimize.

After winning, the Rocket Grunt gives you the Card Key. Use it on the nearby electronic door, then use it to open locked shutters throughout Silph Co. Trace’s Pikachu-version team in this battle includes Cubone, Pidgeot, Gloom, and Raichu, so his assistance supplies useful damage and additional targets.

  • Reach 5F by elevator.
  • Win the Archer-and-Grunt double battle with Trace.
  • Defeat Archer’s level 37 Electrode, Golbat, and Weezing.
  • Defeat the Grunt’s level 34 Muk and Raticate.
  • Receive the Card Key.

Use the 9F recovery room and follow the teleporter route

Use the Card Key to open the building’s shutters and collect useful optional items as you travel. The Lapras gift on 7F is optional but provides a strong Water-type option; it is not required for the story.

Find the nurse on 9F. She fully heals the party and is the safest recovery point inside Silph Co. Make a manual save after healing or before attempting the final sequence.

From the upper floors, return to 3F and move south along the hallway. Enter the western room and take the first teleporter. Trace appears there, followed by Archer. Trace deals with Archer so you do not fight Archer again at this point. Save, then take the next teleporter to continue toward the president’s office.

  • Find the 9F nurse and heal the party.
  • Collect optional rewards only if they are useful.
  • Return to 3F after healing.
  • Use the western teleporter route.
  • Save before continuing to the office route.

Defeat Jessie and James, Giovanni, and Team Rocket’s takeover

Continue through the teleporter route toward 11F. Jessie and James stop you before the president’s office and initiate a double battle. They use level 36 Arbok and level 36 Weezing. Psychic attacks are effective, while Ground attacks work against Arbok and Weezing but should not be your only answer if other Flying Pokémon are present. Carry a Full Heal or similar remedy for Glare and Poison.

After winning, unlock the office door and battle Giovanni. His Silph Co. team is level 39 Persian, level 39 Rhyhorn, and level 39 Nidoqueen. Use Fighting attacks against Persian, Water or Grass attacks against Rhyhorn, and Water, Ice, Psychic, or Ground coverage against Nidoqueen. Persian can use Fake Out and Play Rough, while Rhyhorn carries strong Ground- and Rock-type attacks.

Speak with the Silph Co. president after Giovanni is defeated. The president gives you the Master Ball. It is optional for the main story, so normally reserve it for a difficult legendary encounter rather than spending it on an ordinary wild Pokémon.

Leave the building and heal. The Fighting Dojo is optional and does not award the Marsh Badge.

  • Defeat Jessie and James on the 11F route.
  • Defeat Giovanni’s level 39 Persian, Rhyhorn, and Nidoqueen.
  • Receive the Master Ball from the president.
  • Leave Silph Co. and heal.
  • Do not mistake the optional Fighting Dojo for the Saffron Gym.

Navigate Saffron Gym and defeat Sabrina

Team Rocket must be removed from Silph Co. before the Saffron Gym becomes available. The Gym also requires at least one Pokémon at level 45 or higher in your party. That Pokémon does not have to participate in the battle; if the attendant refuses entry, raise one team member through trainer battles, catches, Candies, or a Rare Candy.

The Gym uses rooftop-like platforms connected by warp panels. From the entrance, take the teleporter leading to B, C, or the adjacent first platform, then follow the Generation VII route A to B or C, D, H, I, and either J to L or K to O before reaching P and Sabrina. This route skips some Gym Trainers. Battle them if you want experience, or continue through the warp panels while using the platform layout as your landmark.

Sabrina uses level 43 Mr. Mime, level 43 Slowbro, level 43 Jynx, and level 44 Alakazam. Dark-, Ghost-, and Bug-type attacks are practical counters. Do not use only a Dark Pokémon without preparation: Slowbro can use Surf and Yawn, and Jynx can use Lovely Kiss and Ice Punch. Carry Awakenings or Full Heals, and keep a strong neutral attacker ready for Alakazam.

Defeat Sabrina to receive the Marsh Badge and TM33 Calm Mind. The badge raises the obedience limit for traded Pokémon to level 70. Heal after the battle and proceed to the next chapter’s Fuchsia City objectives.

  • Team Rocket has been removed from Silph Co.
  • At least one party Pokémon is level 45 or higher.
  • The party includes Dark, Ghost, Bug, or strong neutral coverage.
  • Sleep remedies are available.
  • Defeat Mr. Mime, Slowbro, Jynx, and Alakazam.
  • Receive the Marsh Badge and TM33 Calm Mind.

Before you move on

  • The initial Pokémon Tower ghost scene was completed before this chapter began.
  • The Celadon Team Rocket Hideout was cleared.
  • Archer was defeated in the Hideout.
  • Giovanni awarded the Silph Scope.
  • The Marowak and Mr. Fuji rescue sequence was completed.
  • Mr. Fuji awarded the Poké Flute.
  • Tea was used to enter Saffron City.
  • Blue was defeated on Silph Co. 1F.
  • Trace assisted in the Archer-and-Grunt double battle on 5F.
  • The Card Key was obtained.
  • Jessie and James were defeated on the 11F office route.
  • Giovanni was defeated in Silph Co.
  • The Silph Co. president awarded the Master Ball.
  • Team Rocket left Silph Co.
  • Sabrina was defeated and the Marsh Badge appears on the Trainer Card.
  • TM33 Calm Mind is in the Bag.
  • At least one Pokémon in the party is level 45 or higher.
References for this chapter

Fuchsia City: Sea Skim, the Warden’s Gold Teeth, Koga and the GO Park

Begin this chapter after the Celadon Team Rocket Hideout, Pokémon Tower rescue and Mr. Fuji event are complete. You should already have the Silph Scope and Poké Flute. Use the Poké Flute at either Snorlax roadblock, reach Fuchsia City, learn Sea Skim at the GO Park complex, collect the Warden’s Gold Teeth on Route 19, and return them to the Warden to learn Strong Push. Before entering Fuchsia Gym, catch Pokémon from at least 50 different species. This means actual species caught, not species merely seen and not the number of Pokémon currently in your party. Defeat Koga for the Soul Badge. GO Park transfers from Pokémon GO are optional and are not required for any of these story objectives.

Start with the Poké Flute and choose a route to Fuchsia City

This chapter assumes that Chapter 6 is finished. You should already have the Silph Scope, completed the Marowak story encounter in Pokémon Tower, rescued Mr. Fuji and received the Poké Flute at his house in Lavender Town. Do not repeat those events here; if the Poké Flute is not in your Key Items, return to the previous chapter’s objectives before continuing.

There are two valid ways to reach Fuchsia City. For the eastern route, go to Route 12, approach the sleeping Snorlax and interact with it. The Poké Flute is used automatically. After the Snorlax encounter, continue through Routes 12, 13, 14 and 15 until you reach Fuchsia City.

For the western route, go to Route 16 and interact with the Snorlax blocking the path. After it is cleared, continue along Routes 16, 17 and 18. Cycling Road is the faster direct route, but you can still battle trainers and catch Pokémon along the way for experience and additional species.

You may capture or defeat either Snorlax. Only one roadblock must be cleared to reach Fuchsia City. Heal at the Fuchsia Pokémon Center when you arrive, then check your Pokédex and party before beginning the city objectives.

  • Confirm that the Silph Scope and Poké Flute are already in your inventory.
  • Clear the Snorlax on Route 12 or the Snorlax on Route 16.
  • Reach Fuchsia City and heal at the Pokémon Center.

Learn Sea Skim at the GO Park complex

GO Park is in the northern part of Fuchsia City. Enter the complex and speak with the character beside the Lapras and surfboard in the park entrance area. After the conversation, your partner learns Sea Skim, the Secret Technique that allows you to travel across water.

To use Sea Skim, stand at the edge of a body of water and interact with the shoreline. You do not need to place a Water-type Pokémon in your party, and Sea Skim is not a normal Pokémon move that must be selected during battle.

Sea Skim is needed for Route 19 and the southern water routes. It also opens optional exploration, including the Power Plant and later routes toward Cinnabar Island. The Route 19 Gold Teeth event is the next required objective in this chapter, so leave the GO Park complex from its southern side and head to the beach below Fuchsia City.

Before leaving town, buy Poké Balls and a few status-healing items. The nearby water routes contain useful catches, and the Fuchsia Gym trainers can inflict poison. The special partner move tutor at the Pokémon Center is optional; in the Pikachu version, Splishy Splash is a useful optional Water-type attack for partner Pikachu but is not required for story progress.

  • Enter the GO Park complex in northern Fuchsia City.
  • Speak with the character beside the Lapras and surfboard.
  • Learn Sea Skim and confirm that it can be used at the shoreline.
  • Restock Poké Balls and poison cures before the Gym sequence.

Collect the Warden’s Gold Teeth on Route 19

Leave Fuchsia City from the south and enter Route 19. On your first visit to the beach, approach Jessie and James. They trigger a short scene and hand you the Warden’s Gold Teeth. You do not need to search the GO Park complex or an old-style Safari Zone area for this item.

The Gold Teeth are on the northern side of the Route 19 beach during the Team Rocket scene. After receiving them, return north to Fuchsia City. From the Pokémon Center area, follow the nearby streets and ledges toward the Warden’s house on the eastern side of town. The house has a mailbox and is close to the Pokémon Center, but the ledge layout means you may need to go around rather than walk directly across from the Center.

Speak with the Warden while the Gold Teeth are in your Bag. He gives you the Safari Set and teaches your partner Strong Push. Strong Push lets the partner move large boulders when you interact with them. It is needed for later dungeon puzzles, including the southern island routes, so complete this handoff before advancing toward Cinnabar Island.

There is an optional boulder inside the Warden’s house. Use Strong Push on it if you want the item and the Diglett behind it, but this small reward is not required for Koga or the main story.

  • Enter Route 19 from Fuchsia City after learning Sea Skim.
  • Complete the Jessie and James scene on the beach.
  • Receive the Warden’s Gold Teeth.
  • Return to the Warden’s house and hand over the teeth.
  • Learn Strong Push from the Warden.

Catch Pokémon from at least 50 different species

The Fuchsia Gym entrance checks whether you have caught Pokémon from at least 50 different species. The requirement is not 50 total Pokémon, not 50 Pokédex entries seen, and not 50 Pokémon currently in your party. Catching multiple Pokémon of one species does not substitute for catching different species.

Check the Pokédex for species you have not yet caught, then revisit earlier routes, the routes around Fuchsia City and any water areas opened by Sea Skim. Catching unfamiliar species while traveling is usually enough to reach the requirement without dedicated grinding. Your version-specific encounters, Route 15 and Route 18 catches, and water Pokémon around Route 19 can all help fill gaps.

If the Gym attendant refuses entry, leave the Gym and continue catching distinct species. The game tracks the species you have caught even if you later release or store those Pokémon, so you do not need to keep all 50 in the party or Box for the gate to remain satisfied.

  • Open the Pokédex and identify species that have not yet been caught.
  • Catch Pokémon from at least 50 different species.
  • Do not rely on seen entries or the number of Pokémon in your party.
  • Confirm that the Fuchsia Gym attendant allows you through.

Navigate Fuchsia Gym and defeat Koga

Fuchsia Gym is built around invisible walls. Smoke reveals portions of the maze, so use the visible wall sections, room edges and Gym trainers as landmarks. When an apparently open route stops your character, back away and test another opening. Continue through the connected rooms toward the central area where Koga is waiting.

The Gym trainers are optional when the maze permits a bypass, but battling them provides useful experience. Heal at the Pokémon Center before challenging Koga and save immediately before speaking with him. Bring Antidotes or Full Heals because Toxic and Sludge Bomb can create damage that accumulates quickly.

Koga’s team in Pokémon: Let’s Go, Pikachu! is Weezing at level 43, Muk at level 43, Golbat at level 43 and Venomoth at level 44. Weezing knows Toxic, Protect, Sludge Bomb and Explosion. Muk knows Toxic, Protect, Sludge Bomb and Moonblast. Golbat knows Toxic, Protect, Fly and Leech Life. Venomoth knows Sludge Bomb, Protect, Psychic and Bug Buzz.

Ground- and Psychic-type attacks are effective against Weezing and Muk. Ground attacks do not affect Golbat because it is Poison/Flying, so switch to Electric-, Rock-, Ice- or Psychic-type attacks for that Pokémon. Psychic attacks are also useful against Venomoth, although Venomoth can answer with Psychic or Bug Buzz. A durable special attacker is safer than relying on one fragile sweeper.

After the battle, Koga awards the Soul Badge and TM27, Toxic. The Soul Badge raises the obedience limit for traded Pokémon to level 60. It also confirms completion of the Fuchsia Gym objective.

  • Pass the caught-species gate at the Gym entrance.
  • Use the smoke and invisible-wall openings to reach Koga.
  • Use Ground or Psychic attacks against Weezing and Muk.
  • Do not use Ground attacks against Golbat.
  • Cure poison and save before the leader battle.
  • Defeat Koga and receive the Soul Badge and TM27, Toxic.

Use GO Park transfers only if you want them

GO Park is optional. You do not need a Pokémon GO transfer to reach Fuchsia City, learn Sea Skim or Strong Push, satisfy the Gym requirement, defeat Koga or continue the main story.

The transfer feature becomes available once you reach Fuchsia City. At the GO Park complex, speak with the attendant at the counter, choose Bring Pokémon, select an available GO Park and choose Start Communication.

On the Pokémon GO app, open the Poké Ball menu, choose Pokémon, tap the Nintendo Switch icon, select an eligible Pokémon and choose Send to Nintendo Switch. Confirm the transfer on both systems. Pokémon originally discovered in the Kanto region can be transferred, including compatible Alolan and Shiny variants; special event Pokémon and Pokémon from other regions are not eligible.

A transfer from Pokémon GO to Let’s Go is one-way. The Pokémon leaves Pokémon GO and cannot be returned there. After the transfer is completed, enter the GO Park you selected, approach the transferred Pokémon and complete the normal catch encounter. The Pokémon must be caught in Let’s Go before it can be placed in your party or used from the Pokémon Box.

After catching it, check the Pokémon Box or party. If it is not there, return to the selected GO Park and complete the catch encounter rather than attempting another transfer. Do not send a valuable Pokémon until you accept the one-way restriction.

  • Treat GO Park as optional story content.
  • In Let’s Go, choose Bring Pokémon, select a GO Park and choose Start Communication.
  • In Pokémon GO, select an eligible Kanto Pokémon and send it to the Switch.
  • Accept that the transfer cannot be reversed to Pokémon GO.
  • Enter the selected GO Park and catch the transferred Pokémon.
  • Verify the Pokémon in the party or Pokémon Box.

Before you move on

  • Chapter 6 is complete, including the Silph Scope, Pokémon Tower rescue, Mr. Fuji event and Poké Flute.
  • A Snorlax was cleared from Route 12 or Route 16, and Fuchsia City was reached.
  • Sea Skim was learned in the Fuchsia GO Park complex.
  • The Jessie and James scene on Route 19 was completed, and the Warden’s Gold Teeth were received.
  • The Gold Teeth were returned to the Warden, and Strong Push was learned.
  • The player has caught Pokémon from at least 50 different species. Seen entries and current party size do not count.
  • The Fuchsia Gym entrance allowed entry.
  • Koga was defeated, the Soul Badge was added to the Trainer Card and TM27, Toxic was received.
  • If GO Park was used, the player completed the communication setup, one-way transfer, GO Park recapture and Pokémon Box or party verification.
References for this chapter

Cinnabar Island, the Pokémon Mansion and Blaine (Volcano Badge)

Use Sea Skim across Route 20 to reach Cinnabar Island, search the abandoned Pokémon Mansion for the Secret Key, then unlock Cinnabar Gym and defeat Blaine for the Volcano Badge. A Water-, Ground-, or Rock-type attacker makes both the mansion and the Gym considerably safer.

1. Reach Cinnabar Island and prepare

From Fuchsia City or another connected location, use Sea Skim to travel across Route 20 and reach Cinnabar Island. The island has an east connection to Route 20 and a south connection to Route 21. Heal at the Pokémon Center before entering the Pokémon Mansion, the ruined building near the town’s western side.

Bring several Super Potions or stronger healing items, a few Revives, and Burn Heals or Full Heals. Mansion trainers use Fire, Poison, Electric, Water, Fighting, and Steel coverage, so a balanced party is safer than relying on Pikachu alone. A Pokémon with reliable Water, Ground, or Rock attacks should handle most of the Fire- and Poison-type battles.

Cinnabar’s mansion is not a timed area and has no damaging lava or collapse mechanic. The practical hazards are repeated battles, wild encounters, status effects, and the Explosion used by some B1F Koffing and Weezing. Optional wild catches and mansion items can wait if your supplies are low.

  • Use Sea Skim across Route 20 to Cinnabar Island.
  • Heal at the Pokémon Center.
  • Bring a Water-, Ground-, or Rock-type attacker.
  • Carry healing and status-recovery items.

2. Work through the entrance and upper floors

Enter the Pokémon Mansion and follow the corridors to the first glowing-eyed statue. Inspecting a statue changes which doors are open. If a passage is closed, return to the most recently used statue and inspect it again; the mansion’s route depends on these switches rather than on hidden HM actions.

Use the opened route to reach the stairs and the second floor. Fight Burglar Arnie’s level 44 Rapidash with Water, Ground, or Rock attacks. You can collect the nearby Max Ether, PP Up, Ultra Balls, Escape Rope, and Max Revive while moving through this section.

Return to the statue when necessary and use the alternate doorway to reach Coach Trainer Rita. Her team is Graveler at level 46, Dugtrio at level 46, and Poliwrath at level 47. This battle is optional, but winning awards TM22 Rock Slide. Use Water or Grass coverage against the Ground types, and use Grass or Electric coverage against Poliwrath; do not treat a Ground-type as a universal answer here.

Continue upward and across the third-floor section. Scientist Braydon uses Weezing, Magneton, and Magmar, all at level 45. Ground attacks are useful against Weezing and Magneton, while Water or Rock attacks handle Magmar. Avoid leaving a Water- or Flying-type exposed to Magneton’s Electric attacks. TM21 Foul Play, a Full Heal, and an X Accuracy are optional pickups in this area.

  • Use the glowing statues to change the open doors.
  • Defeat or bypass Burglar Arnie.
  • Treat Coach Trainer Rita as optional.
  • Use a non-Ground answer for Poliwrath.
  • Prepare for Scientist Braydon’s Magneton.

3. Descend to 1F and B1F

After the upper-floor loop, follow the stairs and ladder route back toward the first floor. Ace Trainer Louis is optional; he uses Kingler at level 45 and Primeape at level 46, and winning awards five Ultra Balls. On 1F, Scientist Ted uses Electrode and Muk, both at level 45. Ground attacks help against Electrode, while Psychic or Ground coverage can deal with Muk.

Continue south through the first-floor room to collect the optional Fire Stone, then take the stairs down to B1F. If your party is damaged, the B1F route includes healing beds near the northeast side of the floor. Use them before taking on the final group of trainers instead of spending all your potions.

  • Return through the 2F and 3F statue routes.
  • Heal at the B1F beds when needed.
  • Collect the Fire Stone only if you want it.
  • Keep a strong Ground or Psychic attacker ready.

4. Recover the Secret Key

On B1F, travel northwest from the stairs and fight Burglar Lewis. He uses three level 44 Koffing and a level 44 Weezing. All four can use Explosion, so attack immediately with strong Ground or Psychic moves. Do not spend several turns setting up in front of them, especially with a weakened Pokémon.

Move through the opened route to collect TM52 Sludge Bomb if desired, then inspect the statue switch in the nearby room. Continue west to the Max Potion and proceed around the northern passage to Scientist Ivan. His level 45 Electabuzz is vulnerable to Ground attacks but can heavily damage Water- and Flying-types with Electric moves.

After Ivan, use the statue near the northern room to open the next route. Move west and north to collect the Rare Candy and Max Elixir if desired, then continue through the southern doorway. The Poké Ball in the final southern room is the Secret Key. This is the required item that unlocks Cinnabar Gym.

Return to the statue near Ivan and activate it again so the route back to the stairs is open. Go upstairs and follow the 1F route to the teleporter, which returns you outside. An Escape Rope also works if you brought one.

  • Defeat Burglar Lewis carefully because of Explosion.
  • Defeat or bypass Scientist Ivan.
  • Collect the Secret Key in the final southern B1F room.
  • Exit with the teleporter or an Escape Rope.

5. Enter Cinnabar Gym and complete the quiz

Heal at the Pokémon Center, save, and enter Cinnabar Gym with the Secret Key in your Bag. Speak to Blaine at the end of the red carpet to begin the quiz. You must collect five Blaine Dolls, but a correct answer gives a doll immediately and an incorrect answer starts a trainer battle. Winning that battle also gives the doll, so a mistake does not block the Gym.

Use these answers to avoid the optional battles: Magmar for the Spitfire Pokémon; eight for the number of Pokémon League-certified Gym Badges; not very effective when a Steel-type move is used on a Fire-type Pokémon; False or “What’s That?!” for the TM28 Tombstony statement; and any answer for the final question asking who you are about to battle.

If you answer incorrectly, the Gym trainers range from levels 44 to 45. Heal after the quiz if your HP or PP is reduced before you speak to Blaine.

  • Collect five Blaine Dolls.
  • Use the five verified answers if you want to skip quiz battles.
  • Restore HP and PP before the Leader battle.

6. Defeat Blaine and claim the Volcano Badge

Blaine uses Magmar at level 47, Rapidash at level 47, Ninetales at level 47, and Arcanine at level 48. Lead with a sturdy Water-, Ground-, or Rock-type Pokémon carrying reliable attacking moves. Water is the simplest general answer; Ground and Rock also exploit Fire’s weakness.

Magmar knows Flamethrower, Low Kick, and Confuse Ray, so cure confusion if it begins costing turns. Rapidash carries Flare Blitz and can deal heavy physical damage. Ninetales uses Fire Blast. Arcanine has Flare Blitz, Outrage, and Crunch, so keep your strongest counter healthy for the final Pokémon and avoid relying on a frail Grass-type or Psychic-type.

Use items between knockouts when necessary. After Blaine is defeated, you receive the Volcano Badge and TM46 Fire Blast. The badge raises the obedience limit for traded Pokémon to level 80. Blaine’s defeat also leaves you ready for the late-story Viridian sequence.

When you leave the Gym, heal and travel south on Route 21 toward Pallet Town. From there, continue toward Viridian City for the final Gym progression. Do not treat the Power Plant as part of this chapter’s required route.

  • Defeat Magmar, Rapidash, Ninetales, and Arcanine.
  • Receive the Volcano Badge.
  • Receive TM46 Fire Blast.
  • Heal before leaving Cinnabar.
  • Use Route 21 toward Pallet Town and the next chapter’s Viridian City events.

Before you move on

  • The Secret Key is recorded in your Bag or Key Items pocket.
  • The Cinnabar Gym entrance opens when you interact with it.
  • Blaine has been defeated.
  • The Volcano Badge appears on your Trainer Card.
  • TM46 Fire Blast has been received.
  • Your party is healed and you are ready to travel via Route 21 toward Pallet Town and Viridian City.
References for this chapter

Viridian City and Giovanni: Earn the Earth Badge

After earning the Volcano Badge and completing the required Team Rocket story in Saffron City, return to Viridian City with seven Kanto Gym Badges. The Power Plant is optional and has no role in opening the Viridian Gym. Attempt to enter the closed Gym, follow Trace to Pallet Town, receive the Key Stone and starter Mega Stones from Blue at Professor Oak’s Laboratory, then return to Viridian City and defeat Giovanni for the Earth Badge. Afterward, defeat Trace on Route 22 and pass the eight badge checkpoints on Route 23 to reach Victory Road.

Confirm the actual prerequisites and trigger the Pallet Town visit

Use the Trainer Card to confirm that you have seven Gym Badges, including the Volcano Badge from Blaine. You must also have completed the relevant Team Rocket story at Silph Co. in Saffron City, where Giovanni was driven out and the President gave you the Master Ball. The Power Plant is an optional detour for exploration, items, and Pokémon encounters; it is not required to open Viridian Gym and should not be treated as a progression checkpoint.

Return to Viridian City and walk to the Gym in the northeast part of town. The building is still closed. Attempt to enter it and Trace will appear outside. Speak with him and follow the resulting scene. You and Trace automatically travel to Pallet Town because neither of you can enter the Gym yet. If Trace does not appear, check that all seven badges are recorded and that the Silph Co. sequence and Blaine’s Gym battle are complete. Repeatedly entering the Gym without triggering this scene will not open it.

  • Seven Kanto Gym Badges appear on the Trainer Card.
  • The Volcano Badge has been earned.
  • Giovanni was defeated at Silph Co. in Saffron City.
  • The optional Power Plant has not been mistaken for a required objective.
  • Attempting to enter Viridian Gym triggered Trace’s Pallet Town scene.

Visit Professor Oak’s Laboratory and receive the Key Stone

After the automatic trip, enter Professor Oak’s Laboratory in Pallet Town. Oak is speaking with Blue. Blue congratulates you for forcing Team Rocket out of Silph Co. and gives you a Key Stone, Venusaurite, Charizardite X, Charizardite Y, and Blastoisinite.

The Key Stone enables Mega Evolution during battles when the active Pokémon has a compatible Mega Stone. Mega Evolution is useful but not required for Giovanni, so you can challenge the Gym without building your team around it. Finish the conversation before leaving the laboratory.

When you exit, your partner Pokémon runs toward the flower patch west of the laboratory. Follow it and speak with the girl there. She reports that the mysterious Viridian Gym Leader has returned. Walk or use Sky Dash to return to Viridian City. The Gym entrance is now open.

  • The Oak and Blue conversation has finished.
  • The Key Stone has been received.
  • Venusaurite, Charizardite X, Charizardite Y, and Blastoisinite have been received.
  • The flower-patch conversation has played.
  • Viridian Gym is open when you return.

Heal and prepare counters for Giovanni

Giovanni uses Ground-type Pokémon. Ground Pokémon are weak to Water, Grass, and Ice attacks, so place a reliable attacker with one of those move types in your party. Bring a second counter or a sturdy neutral attacker rather than depending on one fragile Pokémon. Pikachu’s Electric attacks are ineffective against Ground types, so do not make them your primary plan.

Giovanni’s Rhydon is both Ground and Rock type, making strong Water or Grass attacks especially effective. Do not assume that a Flying Pokémon is immune to every threat: Rhydon carries Rock Slide, while Nidoking carries Megahorn. Nidoqueen can use Super Fang and Crunch, and Nidoking has Poison Jab and Horn Drill. Use type immunities and resistances carefully, then switch when the opposing coverage becomes dangerous.

Heal at the Viridian Pokémon Center before entering the Gym. Restock Potions or stronger healing items, Revives, and status cures at the Poké Mart. Save before challenging Giovanni so that a failed attempt gives you a clean retry point.

  • A Water, Grass, or Ice attacker has reliable current-PP moves.
  • A second counter or sturdy backup is available.
  • The party is fully healed before entering.
  • Healing items and Revives are stocked.
  • The game is saved before the leader battle.

Cross the Viridian Gym spinner tiles

The Gym uses green spinner tiles that carry you until a fence or yellow stopper tile halts you. From the entrance, use the green spinner route toward the northeast and stop against the fence. Move southwest to battle Ace Trainer Samuel, who uses a level 48 Nidoking.

From Samuel’s position, take the green spinner tiles west to the yellow stopper tile near the west wall. This draws Tamer Cole away from his initial position. Use the northern route to battle Ace Trainer Kelly in the northwest corner. Continue along the green tiles around the north and east sides of the Gym to reach Ace Trainer Yuji in the southeast corner. Pick up the Revive beside him if desired.

Return toward the entrance and use the westward spinner route to reach the southwest section. Because Cole has moved north, the blue spinner tiles there now give you access to the central area. Battle Tamer Jason and Black Belt Takashi for experience and money if needed, then step onto the yellow stopper tile. The hallway lights will turn on and reveal Giovanni in the Gym Leader’s office.

  • Samuel has been defeated or bypassed safely after reaching the northeast route.
  • Cole has moved after you reach the west stopper tile.
  • Kelly and Yuji’s sections are accessible.
  • The southeast Revive has been collected if wanted.
  • The blue spinner tiles have carried you into the central area.
  • The hallway lights are on and Giovanni is visible.

Defeat Giovanni and claim the Earth Badge

Giovanni’s Switch-edition team in Pokémon: Let’s Go, Pikachu! is Dugtrio at level 49, Nidoqueen at level 49, Nidoking at level 49, and Rhydon at level 50. Dugtrio is fast and knows Slash, Sucker Punch, and Earthquake. Defeat it promptly with a strong Water, Grass, or Ice attack rather than allowing it to chip away at a slower counter.

Nidoqueen knows Super Fang, Earthquake, and Crunch. Super Fang removes a large portion of the target’s current HP, so replace a weakened Pokémon instead of leaving it in unnecessarily. Nidoking knows Horn Drill, Megahorn, Earthquake, and Poison Jab. Avoid unnecessary setup turns when a direct super-effective attack is available. Horn Drill is especially dangerous against a Pokémon without a level advantage.

Rhydon knows Earthquake, Rock Slide, and Megahorn. It is usually safest to use a strong special Water or Grass attack, since weak physical attacks may fail to remove it quickly. If your first counter falls, bring in the backup rather than sacrificing the rest of the party one Pokémon at a time. You may use items during the battle; healing or reviving at a safe opportunity is preferable to gambling on a weakened team.

After defeating all four Pokémon, Giovanni gives you the Earth Badge and TM41, Earthquake. The Earth Badge makes all Pokémon obey regardless of level. Giovanni then disbands Team Rocket and leaves the Gym.

  • Dugtrio, Nidoqueen, Nidoking, and Rhydon have been defeated.
  • The Earth Badge is displayed on the Trainer Card.
  • TM41, Earthquake, is in the Bag.
  • Giovanni’s Team Rocket departure scene has finished.

Defeat Trace on Route 22 and reach Victory Road

Leave the Gym after the battle. Blue appears outside, is shocked that Giovanni used the Gym as a hideout, and says he will take responsibility for the Viridian Gym. Heal at the Pokémon Center, restock supplies, and save before leaving town.

Exit Viridian City to the west onto Route 22. Trace challenges you while you travel toward the Pokémon League. In Pokémon: Let’s Go, Pikachu!, his team is Pidgeot at level 50, Vileplume at level 50, Marowak at level 50, and Raichu at level 51. This is the Pikachu-version team; Jolteon belongs to the corresponding Eevee-version battle. Prepare answers for Flying, Grass, Ground, and Electric types instead of bringing only the Water counter used against Giovanni.

After defeating Trace, continue west through the Pokémon League Reception Gate and then north onto Route 23. Guards inspect your badges at multiple checkpoints rather than opening the entire route after the first inspection. The route checks the badges in sequence and eventually verifies the Earth Badge. With all eight badges confirmed, continue toward Victory Road. Strong Push is required inside Victory Road, so make sure that Secret Technique is available before entering.

  • Blue’s post-Gym scene has played.
  • The party is healed after Giovanni’s battle.
  • Trace’s Route 22 battle has been completed.
  • The Reception Gate and Route 23 guards recognize all eight badges.
  • The Earth Badge checkpoint has been passed.
  • Victory Road is accessible and Strong Push is available.

Before you move on

  • The Trainer Card displays all eight Kanto Gym Badges, including the Earth Badge.
  • TM41 Earthquake is present in the Bag.
  • Giovanni’s battle and departure scene are complete.
  • Blue has appeared outside the Gym and taken responsibility for it.
  • Trace’s Route 22 battle is complete.
  • The Route 23 badge checkpoints permit passage toward Victory Road.
  • The player can enter Victory Road without having visited the Power Plant.
References for this chapter

Indigo Plateau: route to the Pokémon League, Elite Four preparation and strategies

After earning all eight Kanto Gym Badges, cross Route 22 and Route 23, use Strong Push to solve Victory Road’s stone puzzles, and reach Indigo Plateau. Heal, restock and save before beginning the Pokémon League. The first League run consists of Lorelei, Bruno, Agatha, Lance and the rival Champion battle. In Pokémon: Let’s Go, Pikachu!, the rival’s final team includes Mega Pidgeot and Raichu. The League battles are consecutive, but you may save between completed battles, allowing a safer retry point if you choose to use it.

Confirm the badges and reach Victory Road

Before leaving Viridian City, open the Trainer Card and verify that all eight badges are displayed: Boulder, Cascade, Thunder, Rainbow, Soul, Marsh, Volcano and Earth. Route 23’s guards check these badges individually, so you cannot pass to the League route without completing the eight Gym battles.

Walk west from Viridian City onto Route 22, then enter the Pokémon League building and continue north through Route 23. Follow each badge checkpoint until you reach Victory Road. Confirm that Strong Push is available before entering. You obtain this Secret Technique during the Fuchsia City story sequence, and Victory Road requires it to move the large stone pillars used in its puzzles.

Inside Victory Road, push the first pillar onto the nearby floor switch to open the barrier. Continue through the cave by using the ladders and solving additional pillar-and-switch arrangements. Some pillars must be pushed through holes so they fall to another floor; follow them down and place them on the corresponding switches. Check the direction of each push before committing, because a pillar can block access if moved into an unhelpful position. If you make the puzzle difficult to recover, leave the area or reload your latest save rather than assuming that changing floors will automatically reset it.

Victory Road contains trainers with Pokémon in the mid-to-high 40s. Battle enough of them to strengthen weaker party members and earn experience, but keep enough healing items for the remaining cave. Moltres is also encountered in Victory Road in this edition, but that legendary encounter is optional for reaching the League.

  • Trainer Card shows all eight badges.
  • Strong Push is available.
  • The party is healed before entering Victory Road.
  • At least one Pokémon can answer Rock, Ground, Fighting and Flying opponents.

Use Indigo Plateau as the final preparation checkpoint

After exiting Victory Road and continuing north through Route 23, enter Indigo Plateau. Heal at the Pokémon Center immediately. The building also contains a Poké Mart, so buy Full Restores or Max Potions, Full Heals and Revives. Bring available PP-restoring items such as Ethers or Max Ethers if important moves are close to empty. The League battles consume resources across the entire run, so do not begin with weakened Pokémon or depleted attacks.

The first Elite Four Pokémon begin at level 51, while the Champion rival’s highest Pokémon is level 57. A party in the low 40s can sometimes win with strong type advantages and generous item use, but a much safer target is to bring most of the team into the low-to-mid 50s. Raise weaker members through Victory Road battles, wild catches, Catch Combos or Candies rather than relying on one overleveled attacker.

Prepare overlapping coverage instead of choosing six Pokémon only for their individual levels. Electric attacks are valuable against Lorelei’s Water types and several of Lance’s Pokémon. Psychic or Flying attacks help against Bruno, while Ground and Psychic attacks are useful against Agatha. Ice attacks are particularly valuable against Lance’s Dragonite and other Flying targets. Keep at least one durable switch-in available for emergencies, since a counter that survives one hit is often more useful than a faster attacker that cannot take damage.

  • Healing items and Revives are stocked.
  • Important moves have full PP.
  • The party has answers to Water, Fighting, Poison, Flying and Dragon targets.
  • The entire party is healed before saving.

Save before and during the League challenge

Save in the Indigo Plateau lobby after all preparations are complete. Walk north between the statues when you are ready to begin. The Elite Four and Champion are fought in a fixed order, and you cannot return to the Pokémon Center between battles. You can still switch Pokémon and use bag items during the challenge.

After each completed battle, you may save before approaching the next League member. This is useful if you want a safer retry point: after saving, a defeat returns you to that most recent save rather than forcing you to repeat earlier completed battles. If you prefer a single clean attempt or want the whole run restored, keep the lobby save as your fallback and do not overwrite it.

The practical routine is to save in the lobby, defeat a League member, heal with items, restore PP where necessary, rearrange the party, and save again before proceeding. Do not save while a battle is active. If the team is defeated, reload or continue from the latest save, then adjust the lead Pokémon, moves or item supply before trying again.

  • A final lobby save exists before the challenge.
  • The party order is arranged for Lorelei.
  • The bag contains recovery items for the consecutive battles.
  • You know whether the next save will be a lobby fallback or an inter-battle checkpoint.

Defeat Lorelei first

Lorelei’s first-run team is Dewgong level 51, Jynx level 51, Cloyster level 51, Slowbro level 51 and Lapras level 52. Electric attacks are reliable against Dewgong, Cloyster, Slowbro and Lapras because each is also Water type. Pikachu is a natural choice, but do not leave it in against Jynx, which is Ice and Psychic rather than Water. Use a strong Fire, Rock, Dark, Ghost or Bug attack against Jynx, depending on your available moves.

Cloyster and Lapras can survive weaker attacks, so use your strongest dependable Electric move instead of spending several turns on unnecessary setup. If a Pokémon is frozen, badly weakened or unable to contribute to the next matchup, use a Full Restore between battles or switch to a healthier counter. After Lorelei, heal the team and restore the PP of your primary Electric and Jynx counter before proceeding.

  • Electric coverage is ready.
  • Jynx has a separate answer.
  • The team is healed before moving to Bruno.
  • Save after the battle if you want Lorelei’s victory to be a retry point.

Handle Bruno’s Fighting and Rock Pokémon

Bruno uses Onix level 52, Hitmonlee level 52, Hitmonchan level 52, Poliwrath level 52 and Machamp level 53. Psychic and Flying attacks are effective against Hitmonlee, Hitmonchan and Machamp. Use Water, Grass or Ice attacks against Onix. Poliwrath is Water and Fighting, so Psychic, Electric, Grass or Flying coverage can be useful, but avoid sending a fragile Pokémon into a physical attack unless it can survive a hit.

A bulky Psychic or Flying Pokémon is safer than a fast attacker that falls to one physical move. Keep a Water attacker healthy for the Onix matchups and cure disabling conditions when they prevent your counter from functioning. After Bruno, heal the active team, restore the PP of your main Psychic, Flying and Water moves, and save if you want to preserve this completed-battle checkpoint.

  • Psychic or Flying attacks are prepared.
  • Water, Grass or Ice attacks are available for Onix.
  • A durable switch-in can withstand physical attacks.
  • The team is healed before Agatha.

Defeat Agatha’s Ghost and Poison team

Agatha’s first-run team is Arbok level 53, Gengar level 53, Golbat level 53, Weezing level 53 and Gengar level 54. Every Pokémon on this team has the Poison type, making Psychic and Ground attacks practical offensive choices. Ground attacks can hit Gengar and Weezing in this edition because the relevant Pokémon do not have an ability-based Ground immunity. Psychic attacks are also useful against Arbok, Gengar and Weezing, while Golbat is especially vulnerable to Psychic and Electric attacks.

Do not use Normal or Fighting attacks against Agatha’s Ghost Pokémon, because those attacks fail. Gengar and Weezing can inflict status conditions, so keep Full Heals available and switch out a poisoned or burned Pokémon when it can no longer safely contribute. Preserve at least one reliable Ground or Psychic attacker for the final Gengar, then heal and restore its PP before facing Lance.

  • Ground or Psychic attacks are ready.
  • Golbat has a reliable counter.
  • Normal and Fighting attacks are not your plan against the Ghost Pokémon.
  • Status cures remain available.
  • Save after the battle if you want Agatha’s victory to be the latest retry point.

Use Ice and Electric coverage against Lance

Lance’s first-run team is Seadra level 54, Aerodactyl level 54, Gyarados level 54, Charizard level 54 and Dragonite level 55. Ice attacks are excellent against Dragonite and also hit Aerodactyl and Charizard for super-effective damage because those Pokémon are Flying type. Electric attacks are effective against Gyarados and other Flying targets, while Water, Rock or Electric attacks can also answer Aerodactyl.

Seadra is Water type rather than Dragon type, so use Electric or Grass attacks against it. Dragonite is the most important target for your Ice user, but avoid sacrificing that Pokémon earlier if you can preserve it for the final Elite Four matchup. Heal the team, restore PP and save after Lance if you want a checkpoint before the Champion battle. The rival battle follows when you proceed.

  • A reliable Ice move is available.
  • Electric coverage is ready for Gyarados.
  • A separate answer for Seadra is available.
  • The party is fully restored before the Champion battle.

Defeat the Let’s Go, Pikachu! Champion rival

In Pokémon: Let’s Go, Pikachu!, the rival uses Mega Pidgeot level 56, Vileplume level 56, Marowak level 56, Rapidash level 56, Slowbro level 56 and Raichu level 57. Mega Pidgeot is the rival’s opening Mega Evolution, so use an Electric, Ice or Rock attack if you can do so without exposing a weak Pokémon to its Flying attacks.

Electric attacks cover Pidgeot and Slowbro. Vileplume can be answered with Fire, Ice, Flying or Psychic attacks. Water or Ground attacks are useful against Rapidash, while Water, Grass or Ice attacks work against Marowak. Slowbro is vulnerable to Electric, Grass, Bug, Ghost and Dark attacks. Ground attacks are useful against Raichu, provided the move can connect; otherwise use a durable Pokémon with strong neutral damage.

The rival’s team is designed to punish a single sweeping attacker, so switch deliberately and keep at least one healthy answer for Raichu and Mega Pidgeot. Use Full Restores on key Pokémon rather than trying to preserve every item. If you lose, return to the most recent save. An inter-battle save before this fight lets you retry only the Champion battle, while the lobby save lets you rebuild the entire League attempt.

After the rival is defeated, the game registers your party in the Hall of Fame and begins the ending sequence. Allow the registration and credits sequence to finish, then save when the game permits it. The main story is complete once the Hall of Fame record has been created.

  • Mega Pidgeot has a planned counter.
  • Vileplume, Marowak, Rapidash, Slowbro and Raichu each have at least one practical answer.
  • The Hall of Fame registration occurs after victory.
  • The game is saved after the ending sequence.

Before you move on

  • The Trainer Card shows all eight Kanto Gym Badges before the Route 23 checkpoints.
  • The player reaches Indigo Plateau through Victory Road using Strong Push.
  • Lorelei, Bruno, Agatha, Lance and the Let’s Go, Pikachu! rival are defeated in the fixed League sequence.
  • The player uses the lobby save or optional inter-battle saves as intended, with the most recent save serving as the defeat-recovery point.
  • The game registers the party in the Hall of Fame and begins the ending sequence.
  • After the ending sequence, the game is saved and the Hall of Fame record remains recorded, confirming that the main story is complete.
References for this chapter

Post-game basics: GO Park transfers, Poké Ball Plus and the immediate post-League steps

After entering the Hall of Fame, open the post-game Cerulean Cave route, decide whether to catch Mewtwo, and begin optional post-game projects. GO Park is already available in Fuchsia City during the main story, while Poké Ball Plus Mew is an optional one-time gift that can be claimed after the first rival battle. Master Trainers appear after becoming Champion and provide species-specific challenges rather than required story progression.

1. Finish the League and open Cerulean Cave

Defeat the Elite Four and Champion Trace, then let the ending sequence finish until you regain control. Save before leaving the Pokémon League. Return to Pallet Town and enter your house. When you try to go downstairs, Trace tells you about a powerful Pokémon near a cave in Cerulean City. This conversation is the post-League trigger for Cerulean Cave. The cave itself is optional and is not needed to remain Champion or to complete the main story.

Travel to Cerulean City and go to the cave entrance on the city’s northwest side. Use Sea Skim from Route 24 to approach the entrance across the water, or fly there if that travel option is available in your save. The Coach Trainer who previously blocked the entrance has moved aside. You may battle him before entering; defeating Coach Trainer Harjit awards TM60 Megahorn, but this battle is optional.

Heal before entering and bring Ultra Balls, healing items, and Pokémon that can survive several high-level encounters. Wild Pokémon in Cerulean Cave are around levels 51–56, so the cave is also a strong place to gain experience through captures. Mewtwo is inside the cave on the lowest floor. Save before starting its encounter so you can retry if it escapes or if you want to change your team or capture approach. Mewtwo is an optional legendary capture, not a requirement for the Hall of Fame.

  • The Elite Four and Champion have been defeated.
  • The ending sequence is complete and control has returned to the player.
  • Trace has mentioned the powerful Pokémon near Cerulean City.
  • Cerulean Cave is open and you have healed before entering.
  • Mewtwo has been caught if legendary-capture completion is part of your personal goal.

2. Transfer Pokémon from Pokémon GO through GO Park

GO Park is in the northern part of Fuchsia City and becomes usable once you reach Fuchsia City during the main story. You do not need to wait until after the League. Before transferring anything, check the Pokémon in Pokémon GO and confirm that you are willing to move it permanently into Let’s Go. A direct transfer from Pokémon GO to Let’s Go cannot be reversed by sending that Pokémon back to Pokémon GO.

Pair the two games if you have not already done so. In Let’s Go, press X, open Options with Y, choose Open Pokémon GO Settings, and confirm the connection. In Pokémon GO, open Settings, choose Connected Devices and Services, select Nintendo Switch, and choose Connect to Nintendo Switch.

At the GO Park counter in Fuchsia City, choose Bring Pokémon, select an available GO Park, and choose Start Communication. In Pokémon GO, open your Pokémon list, tap the Nintendo Switch icon, select the Pokémon, choose Send to Nintendo Switch, and confirm the transfer. When Let’s Go asks whether to receive it, select Yes on the Switch and finish the confirmation in Pokémon GO.

The Pokémon does not enter your Pokémon Box automatically. Enter the selected GO Park, walk toward the transferred Pokémon, and press A when you are close enough to begin the normal capture encounter. Aim and throw a Poké Ball as usual. After the capture succeeds, the Pokémon is placed in your Pokémon Box and its Pokédex information is updated as appropriate. The official game information also notes that 25 Pokémon of the same species in GO Park unlock a separate Pokémon-catching mini-game; that activity is optional.

Eligible direct transfers include Pokémon originally discovered in the Kanto region, eligible Alolan forms, eligible Shiny variants, and Meltan. Melmetal can also be transferred after it has been obtained in Pokémon GO. Pokémon originally discovered in other regions and unsupported special-event Pokémon remain excluded, so verify the species and form before confirming the transfer.

  • You have reached Fuchsia City and can speak with the GO Park attendant.
  • Pokémon GO and the intended Let’s Go save are paired.
  • The selected Pokémon is an eligible Kanto-origin Pokémon, eligible Alolan form, eligible Shiny variant, Meltan, or Melmetal.
  • You have confirmed that you no longer need the Pokémon in Pokémon GO.
  • You entered the selected GO Park and caught the transferred Pokémon through a normal encounter.
  • The captured Pokémon appears in the Pokémon Box.

3. Decide whether to claim the Poké Ball Plus Mew

The Poké Ball Plus can serve as an in-game controller. When connected, its control stick performs the main confirm action, while the top button provides the other standard control and opens the in-game menu during play. It can also be used for motion-based Poké Ball throws in wild encounters. The exact control response can depend on how the accessory is being used, so follow the on-screen prompts when making a throw.

If the accessory still contains its unused Mew gift, the option to claim it becomes available after you battle your rival for the first time. This is an early-game prerequisite, not a post-League requirement. An internet connection is required, and the Poké Ball Plus must be connected as the active controller.

Press X to open the menu, select Communicate, choose Mystery Gifts, and select Get with a Poké Ball Plus. Confirm the prompts to receive Mew. Nintendo’s support instructions state that the gift is placed in the Pokémon Box, after which you can add Mew to your party. Save after receiving it.

A Poké Ball Plus can transfer its Mew only once, into one copy of Pokémon: Let’s Go, Pikachu! or Pokémon: Let’s Go, Eevee!. If you delete the save file that received Mew, Mew is deleted with that save and the same accessory cannot provide another copy. Claim it only on the save file where you intend to keep it.

  • The Poké Ball Plus is connected as the active controller.
  • The first rival battle has been completed.
  • The accessory still contains its unused Mew gift.
  • The intended save file is loaded and the console has internet access.
  • Mew appears in the Pokémon Box and the game has been saved afterward.

4. Begin Master Trainer preparation

After you become Champion, Master Trainers appear throughout Kanto. A Youngster in Pallet Town explains the new challenge, and the specialists can be found around towns, routes, and other locations. They are identifiable by their red clothing and the species displayed above them. Master Trainers are optional post-game challenges and are not required for the Hall of Fame.

Most Master Trainer challenges are one-on-one battles in which you must use the specified species and cannot use items. The opposing Pokémon are generally high level, so level, moves, stat Candies, Speed, defensive options, and reliable coverage matter more than ordinary type advantages. Official game information warns that same-species battles can make familiar type-based strategies less effective.

Start with a species you already own and can raise efficiently. Use Cerulean Cave’s high-level wild Pokémon for capture experience, and use Candies on the individual Pokémon you intend to train instead of spreading every Candy across an unfocused party. Teach useful moves where the species permits it, then compare your Pokémon’s level and durability with the specialist’s before committing to the battle.

Some unusual specialists, including Ditto and certain legendary or Mythical specialists, use a showing or evaluation requirement rather than a conventional battle. Read the trainer’s dialogue before building a battle set. Earn titles one species at a time and return later if your candidate is clearly underpowered.

  • The Hall of Fame sequence is complete.
  • Master Trainers are available in Kanto.
  • You have located a realistic first target species.
  • The candidate has been leveled and strengthened with appropriate Candies.
  • You understand that ordinary battle items are unavailable in most Master Trainer battles.
  • You have checked whether the selected specialist uses a battle or a showing requirement.

5. Follow a practical first post-game hour

If you have not triggered the post-League route, return to your house in Pallet Town and speak with Trace when the scene occurs. Go to Cerulean City, defeat Coach Trainer Harjit outside the cave if you want TM60 Megahorn, and enter Cerulean Cave. Catch Mewtwo before starting a long training session if you want the legendary secured first; otherwise, leave it for a later optional objective.

Next, go to Fuchsia City and complete only the GO Park transfers you have already decided to make. Pair the games, send an eligible Pokémon from Pokémon GO, enter the selected park, and catch that Pokémon through the normal encounter. Check the Pokémon Box afterward to confirm the species, form, and Shiny status.

Finally, identify a nearby Master Trainer whose species you can train without disrupting your main party. Use Cerulean Cave’s high-level encounters for experience, apply Candies with a specific stat or survivability goal, and return to the specialist when your candidate is ready. After that, continue with Pokédex completion, legendary captures, Gym Leader rematches, and additional Master Trainer titles according to your chosen priorities. These are separate optional goals.

  • The Cerulean Cave rumor has been triggered or the cave objective has been completed.
  • Mewtwo has been caught if it is part of your completion plan.
  • Any intended GO transfer has been completed and the transferred Pokémon has been caught in GO Park.
  • A first Master Trainer target and training location have been selected.
  • Your Pokémon Box and Pokédex reflect the post-game captures and transfers you intended to keep.

Before you move on

  • The Pokémon League has been cleared and the post-League Cerulean Cave rumor has been triggered.
  • Cerulean Cave has been entered, and Mewtwo has been caught if legendary-capture completion is part of the goal.
  • At least one GO Park transfer has been completed and the transferred Pokémon has been caught, or you have verified that no transfer is needed.
  • If an unused Poké Ball Plus Mew is available, it has either been deliberately transferred to this save and saved afterward or has been left untouched by choice.
  • At least one Master Trainer has been located and a suitable species-specific preparation plan has begun.
  • The Pokémon Box and Pokédex show the transfers and post-game captures you intended to retain.
References for this chapter

Master Trainers: unlock conditions, preparation and battle tactics

After becoming Champion in Pokémon: Let’s Go, Pikachu!, 153 Master Trainers appear throughout Kanto. One specializes in each of the original 151 Pokémon, with additional specialists for Meltan and Melmetal. Most are one-on-one battles in which you must use the same species as the specialist and cannot use battle items. Eight specialists instead ask you to show a sufficiently powerful Pokémon and do not battle. Master Trainer challenges are optional post-game content: they are not needed for the eight Badges, the Pokémon League, or the Hall of Fame.

1. Become Champion and unlock the Master Trainers

Defeat Lorelei, Bruno, Agatha, Lance, and Champion Trace at the Pokémon League. Complete the ending sequence and regain control of your character in Pallet Town. Walk out of your house and continue into town. A Youngster calls your attention to the new Master Trainer challenge and explains that specialists have appeared across Kanto.

After this introduction, the fixed Master Trainers are available while you revisit the region. They wear red jackets and have an icon of their specialty Pokémon above their heads. The icon identifies the required species, so inspect it before beginning a battle. You do not need to defeat the trainers in a particular order.

The roster contains 153 specialists. There are 145 ordinary battle specialists for the original 151 Pokémon plus Meltan and Melmetal, while eight specialists use a showing request instead of a battle: Ditto, Articuno, Zapdos, Moltres, Mewtwo, Mew, Meltan, and Melmetal.

  • Defeat Champion Trace and finish the League ending sequence.
  • Return to Pallet Town and leave the player’s house.
  • Speak with the Youngster who announces the Master Trainer challenge.
  • Confirm that red-clothed specialists with Pokémon icons are now present around Kanto.

2. Search the fixed locations systematically

Master Trainers are placed in routes, cities, caves, and buildings rather than moving randomly. Begin with specialists in locations you already know, then use a full location list to plan a region-by-region sweep. Examples include the Pikachu specialist in Viridian Forest, the Bulbasaur specialist on Route 4, the Charizard specialist on Route 23, the Blastoise specialist in Seafoam Islands, and the Mewtwo, Mew, Meltan, and Melmetal specialists in the Pokémon Mansion on Cinnabar Island.

Speak to a specialist to confirm the species before committing to preparation. Record the location, species, and whether the trainer requests a battle or a showing. Some locations require returning to a particular floor or room, so mark the nearest Pokémon Center and any Secret Technique route needed to reach the site.

Do not confuse Master Trainers with Coach Trainers, the post-game rival battles, Green in Cerulean Cave, or Gym Leader rematches. Those are separate activities with different rules and rewards.

  • Use a location list to plan a route through Kanto.
  • Record each specialist’s species and location.
  • Check whether the trainer battles or requests a specimen.
  • Heal before entering caves, towers, Silph Co., or the Pokémon Mansion.

3. Follow the ordinary battle rules

For a standard Master Trainer battle, you must use one Pokémon of the exact species shown by the specialist. A different species cannot be brought as a type counter. The battle is one-on-one, so you cannot switch to another team member after the fight begins.

Battle items are prohibited for both sides. Do not expect to use Potions, Revives, X items, status-healing items, or other consumables during the match. Heal at a Pokémon Center, restore PP, and place the intended Pokémon in your party before speaking to the specialist.

The same-species format removes many ordinary type advantages. Your opponent may also use coverage moves that are especially effective against its own species. A Pokémon with reliable damage, useful defensive moves, and enough Speed or bulk is usually more dependable than one with a narrow, high-risk moveset.

  • Bring only the required species for an ordinary challenge.
  • Enter with full HP and restored PP.
  • Do not plan to use Potions, Revives, X items, or other battle items.
  • Expect a same-species matchup with limited type advantage.

4. Build and prepare the right specimen

Choose the strongest individual of the required species rather than automatically using the first one you caught. Compare its level, Nature, statistics, available moves, and Candies. If necessary, obtain another specimen by catching or evolving one, trading, or using an eligible Pokémon GO transfer.

Raise the chosen Pokémon through catching, trainer battles, and targeted experience farming. Candies can improve the individual Pokémon’s battle statistics, but spend them on the specimen you intend to keep. If you are investing heavily, decide first whether its Nature and moves are suitable.

Teach reliable attacks and useful coverage through available TMs, Move Reminder options, or tutors. Avoid filling all four slots with weak same-type attacks, because the opposing Pokémon may resist them. A defensive or status move can be worthwhile when it supports a clear plan, but remember that recovery items are unavailable during the battle.

Mega Evolution is available in battles when the Pokémon and its Mega Stone qualify. An Alolan Form may also be used against a Kantonian counterpart where the game permits it, which can create a useful matchup difference.

  • Select a strong Pokémon of the exact required species.
  • Raise its level and improve its statistics before difficult attempts.
  • Spend Candies on the specimen you plan to retain.
  • Review its Nature, moves, HP, and PP before challenging.

5. Match your preparation to the specialist

Master Trainer levels vary by species and evolution stage. Published battle data includes examples around level 65 for some early-stage Pokémon and level 80 for difficult evolved specialists. Movesets also vary: a Butterfree specialist can use Quiver Dance, Sleep Powder, and Air Slash, while the Charizard specialist uses Dragon Pulse, Thunder Punch, and Protect.

Check the specific opponent’s level and known moves before deciding that your Pokémon is ready. Prepare for sleep, stat boosts, protection, and coverage attacks rather than assuming raw attack power will be enough. Reliable damage and survivability are more valuable than a one-move strategy that fails if the opponent boosts or disrupts you.

As a practical target, bring a Pokémon near or above the opponent’s level for difficult battles. If your specimen is substantially weaker, leave, train it, improve its moves, and return later. These challenges are optional, so there is no reason to spend repeated attempts on an underpowered story Pokémon.

  • Check the specialist’s level and recorded moveset.
  • Prepare for status effects, stat boosts, protection, and coverage.
  • Use dependable damage and survivability.
  • Return later if the required Pokémon is clearly underleveled.

6. Recover from defeat and claim the title

If you lose, heal at the nearest Pokémon Center and change something specific before trying again. Replace an ineffective move, raise the same Pokémon, add Candies, choose a better specimen, or adjust your attack sequence. Repeating the same attempt without changing the preparation is rarely productive because items cannot rescue you during the fight.

After defeating an ordinary specialist, the game awards that species’ Master title. Titles can be displayed to other players during Link Battles. To select or change the displayed title, visit the GAME FREAK Development Office in Celadon City.

Start with accessible species and lower-level specialists if you want early victories. Then work toward specialists in caves, late routes, and buildings that require stronger Pokémon. There is no required order and no need to defeat all specialists for the main-story completion target.

  • Identify the move, status effect, or matchup that caused the loss.
  • Make a concrete preparation change before retrying.
  • Confirm that the species title was awarded after victory.
  • Use the Celadon City GAME FREAK Development Office to choose a displayed title.

7. Complete the eight special showing requests

Eight Master Trainers do not conduct ordinary battles. Instead, they ask to see a sufficiently powerful specimen. The complete set is Ditto, Articuno, Zapdos, Moltres, Mewtwo, Mew, Meltan, and Melmetal. Bring the requested Pokémon in your party or Box and speak to the correct specialist.

The verified CP thresholds are 4,000 CP for Ditto, 7,500 CP for Articuno, 7,500 CP for Zapdos, 7,500 CP for Moltres, 9,000 CP for Mewtwo, 8,000 CP for Mew, 4,000 CP for Meltan, and 8,000 CP for Melmetal. The game’s request text is the immediate in-game confirmation, so read the dialogue carefully before leaving.

The Mew specialist is in the Pokémon Mansion on Cinnabar Island and requires an 8,000 CP Mew. Mew is not a normal wild encounter in this edition; obtaining it generally depends on the one-time Poké Ball Plus gift. Meltan and Melmetal depend on Pokémon GO connectivity and transfers. These species are optional and are not required for the main story or ordinary Kanto Pokédex completion.

A successful showing is separate from defeating a battle specialist. Track these eight requests independently from the 145 ordinary Master Trainer battles.

  • Identify whether the specialist requests a showing rather than a battle.
  • Meet the correct CP threshold for Ditto, Articuno, Zapdos, Moltres, Mewtwo, Mew, Meltan, or Melmetal.
  • For Mew, bring a Mew with at least 8,000 CP.
  • Record each completed showing separately from battle victories.

Before you move on

  • The Pokémon League has been cleared and the Pallet Town post-game Master Trainer introduction has occurred.
  • At least one ordinary Master Trainer has been defeated with the matching species.
  • The corresponding species title is recorded and can be selected at the GAME FREAK Development Office.
  • For a complete special-request target, Ditto, Articuno, Zapdos, Moltres, Mewtwo, Mew, Meltan, and Melmetal have all been shown at their required CP thresholds.
  • For a full Master Trainer target, all 145 ordinary battle specialists have been defeated and tracked.
  • The main-story completion remains independently confirmed by all eight Kanto Gym Badges, the Elite Four victory, Champion Trace’s defeat, and entry into the Hall of Fame.
References for this chapter

Catching mechanics deep dive: combos, IVs, shiny hunting and lures

Catch Combos are the main way to improve wild Pokémon quality, increase experience and Candy rewards, raise the appearance rate of rare Pokémon, and improve Shiny odds in Pokémon: Let’s Go, Pikachu! Build the chain by catching the same species repeatedly, protect it from fleeing Pokémon, and use Lures, Berries and accurate throws according to your goal. The 31-combo threshold is especially important for IV and Shiny work, but experience rewards continue improving beyond that point.

Start a Catch Combo with one species

Find a visible wild Pokémon and catch it. Then target another Pokémon of exactly the same species. After two or more consecutive captures of that species, the Catch Combo counter appears in the upper-left during encounters and after successful captures. Catching an evolutionary relative does not count as continuing the chain: Pidgeotto cannot be caught during a Pidgey chain, and catching another species ends the combo.

Choose a target that is common, easy to catch and available in the area you plan to use. Early-route Pokémon are convenient for practice, while rarer species may require more Balls, Berries and patience. Before starting, heal at a Pokémon Center, check that you have enough Poké Balls, and place the Pokémon you want to train in your party. Catch experience is awarded to the party, so you do not need to battle with the Pokémon you are leveling.

  • Catch the same species consecutively.
  • Do not catch an evolution or any other species during the chain.
  • Carry enough Balls and Berries before beginning a long attempt.
  • Put intended trainees in the party before farming catches.

Protect the combo from the actual failure conditions

Running away from an unwanted encounter is safe. If a different species appears, choose Run instead of throwing a Ball. You can also leave the current route, enter a city, buy supplies and return later; changing locations does not by itself break the combo.

The serious risks are letting a wild Pokémon flee, catching a different species, or exiting the game. A wild Pokémon fleeing ends the chain even if it was not the species you intended to catch. Closing the software, turning off the console or otherwise ending the game also ends the combo. Sleep mode is useful for taking a break without quitting, but do not treat a full exit or system reset as a safe way to pause the hunt.

If the target is breaking out repeatedly, improve the attempt instead of gambling on a weak capture. Use a stronger Ball, apply a Razz Berry or a stronger Razz variant, and wait for a more favorable opening in the capture ring. If the target begins moving or using an escape animation, prioritize securing the capture rather than forcing an Excellent throw.

  • Run from unwanted Pokémon instead of catching them.
  • Do not allow any wild Pokémon to flee.
  • Do not close the game or turn off the system during the chain.
  • Use better Balls and capture-helping Berries when the target becomes difficult.

Use the important combo thresholds correctly

A combo of 11 or more is a practical starting point for serious rare-spawn or Shiny preparation, but the largest progression milestone is 31. At 31 and above, wild Pokémon of the chained species receive the strongest combo-based individual-strength treatment, including four guaranteed maximum individual strengths for eligible wild captures. Use the Judge function to compare candidates once it is unlocked.

The combo counter also affects catch-experience rewards in stages. The reward multiplier improves through the 2–10, 11–20, 21–30, 31–40 and 41-or-more ranges. Therefore, 31 is the key threshold for IV and Shiny purposes, but continuing beyond 41 can still be worthwhile when your main goal is experience, Candy or repeated high-quality captures.

To unlock Judge, register at least 30 different species in the Pokédex, then speak to Professor Oak’s assistant in the Route 11/12 Gate. Judge the chained species rather than assuming every Pokémon in the area has improved stats. The combo benefits are tied to the chain and do not make unrelated wild Pokémon identical.

  • Reach 11 or more for a useful early boost.
  • Reach 31 or more for the major IV and Shiny-hunting threshold.
  • Continue past 41 if maximizing catch experience is the priority.
  • Unlock Judge after registering 30 different species and use it to inspect candidates.

Use Lures and Berries for different purposes

Activate a Lure when you want more overworld encounters or are preparing for a long rare-spawn or Shiny hunt. A Lure improves Shiny odds while active, but it does not replace the Catch Combo. Keep catching the chained species so the combo remains active, and refresh the Lure when its duration ends.

Berries affect capture reliability and rewards in different ways. Razz Berries and stronger Razz variants make a Pokémon easier to catch, which is valuable when protecting a long chain. Pinap-type Berries are more useful when you want additional item rewards, including Candy, but they should not replace a Razz Berry when the immediate danger is that the target may flee. Save stronger Balls and Golden Razz Berries for high-level, rare or Shiny encounters.

The Shiny Charm is a separate preparation item. Complete the Pokédex as far as the game allows and obtain the charm from the Game Freak office in Celadon City if you want the best available Shiny odds. Lures and the Shiny Charm can improve Shiny chances for Pokémon generally, while the combo-specific boost is associated with the chained species.

  • Use a Lure to increase encounter activity and improve Shiny odds.
  • Use Razz variants when capture reliability matters most.
  • Use Pinap variants when additional rewards are more important than catch safety.
  • Obtain the Shiny Charm before an extended Shiny hunt if possible.

Maximize experience from each capture

A capture made with the first ball throw receives a First Throw bonus. Nice, Great and Excellent results provide progressively better throw bonuses, so aim at the shrinking colored ring when the Pokémon is stationary. Do not sacrifice a reliable capture merely to force an Excellent result: losing the Pokémon can end the chain and costs more time than a smaller experience bonus would save.

Catch Combo rewards are multiplied by the current combo range, and further bonuses can come from a new Pokédex entry, size markers such as XS or XL, and synchronized throws in local co-op. The entire party receives catch experience, so arrange the party before beginning the farm. Use a safe, common target when your purpose is general leveling, and reserve difficult rare species for times when you are prepared to spend better supplies.

  • Aim for a first-throw capture when it is safe.
  • Prefer reliable Great or Excellent throws over risky attempts.
  • Use the combo and size bonuses to improve experience and item yields.
  • Keep every Pokémon you want to train in the party.

Run a Shiny or IV hunt without wasting the chain

For a Shiny hunt, choose one species, build the combo to at least 31, activate a Lure, and watch the overworld for the species’ alternate coloration and sparkle effect. The 31+ combo Shiny boost is not a permanent bonus applied to every Pokémon that appears. It applies to the next spawned member of the chained species. Catch that species to continue the chain and refresh the boosted opportunity for the next one. If you stop catching and simply wait, later members do not all retain the same combo-specific boost.

Other Pokémon can still appear Shiny because Lures and the Shiny Charm affect Shiny rolls more broadly, but do not catch an unrelated Pokémon while protecting your chain. If the area becomes crowded, move away far enough for the overworld spawns to refresh, or leave and return. Running from unwanted Pokémon and changing areas are safe; catching a different species is not.

For IV hunting, continue catching the same species after reaching 31 and use Judge to compare the results. A high combo guarantees strong individual-strength results but does not make every stat perfect or every specimen identical. Nature is separate from the combo. If you need a particular nature for battling, use the fortune-teller service in the Celadon City Pokémon Center rather than expecting the chain to determine it.

  • Reach at least 31 before a dedicated Shiny or IV hunt.
  • Keep catching the chained species to refresh the combo-specific Shiny opportunity.
  • Refresh overworld spawns without catching another species.
  • Use Judge for individual strengths and the Celadon fortune teller for nature control.

Before you move on

  • The intended species’ Catch Combo is visible in the upper-left and has reached at least 31.
  • You can repeatedly catch the target without allowing a wild Pokémon to flee or catching another species.
  • Judge is available after registering at least 30 species, and its results show the improved individual-strength potential expected from the chain.
  • Your party is receiving catch experience, and you are using first-throw, throw-quality, size and combo bonuses when practical.
  • For a Shiny hunt, a Lure is active, the intended species is still being caught between spawn refreshes, and the Shiny Charm has been obtained if you want its additional benefit.
  • You understand that leaving the route is safe but exiting the game is not, and you can rebuild the combo from the beginning if it is broken.
References for this chapter

Leveling: experience from catches, using Candies and cooperative throw bonuses

In Pokémon: Let’s Go, Pikachu!, catching wild Pokémon is the main way to level a complete party. A successful capture awards experience to the Pokémon in your party, including members that did not participate in a battle. The strongest gains come from combining a high-level target, a Catch Combo for that species, a first-throw capture, an accurate throw, a size bonus, and, when available, a synchronized two-player throw. Candies improve statistics, while Rare Candy raises a Pokémon’s level by one.

1. Put the Pokémon you want to train in your party

Open the Pokémon menu before beginning a catch session and place the Pokémon you intend to level in the active party. Capture experience is distributed to the party after a successful wild capture, so you do not need to send each Pokémon into battle individually. This is especially useful when preparing several Pokémon for a Gym, the Elite Four, or a post-game battle.

Heal before entering a long training session. Keep at least one reliable Pokémon available for difficult encounters, and use the remaining party slots for Pokémon that need experience. If a party member faints, you can replace it from the Pokémon menu while outside an encounter; you do not need to return to a Pokémon Center simply to change the lineup.

  • Place up to six intended team members in the party.
  • Heal before farming in a high-level area.
  • Carry enough Poké Balls for the planned session.
  • Keep one dependable Pokémon available for difficult captures.

2. Stack reliable capture experience bonuses

The capture result can apply several separate experience bonuses. A first-throw capture gives a bonus, as do Nice, Great, and Excellent throws. The game also rewards certain throwing techniques, and very small or very large Pokémon can provide a size bonus. The highest size reward comes from XS or XL Pokémon, but you should not risk losing a capture merely to force that bonus.

For consistent training, aim inside the colored ring and prioritize a first-ball capture. A Great throw is a practical target when the ring is moving quickly. Use a Razz Berry, Silver Razz Berry, or Golden Razz Berry when a high-level Pokémon is resisting ordinary throws. A safe capture is more valuable than repeatedly attempting an unrealistic Excellent throw, particularly when maintaining a Catch Combo.

  • Aim for the colored ring rather than throwing randomly.
  • Prioritize a first-throw capture.
  • Use berries on difficult or high-value targets.
  • Attempt Excellent throws only when the timing is dependable.
  • Treat XS and XL bonuses as useful extras, not requirements.

3. Build and protect a Catch Combo

To start a Catch Combo, repeatedly capture the same species. The experience bonus rises through several thresholds: combos of 2–10 provide a 1.1 multiplier, 11–20 provide 1.5, 21–30 provide 2.0, 31–40 provide 2.5, and 41 or higher provide 3.0. A combo above 31 is already strong, while continuing to 41 produces the maximum listed Catch Combo experience multiplier.

Encountering another species does not break the chain if you run away without catching it. The chain is broken if the chained Pokémon runs away, if you catch a different species, or if you save and exit the game. Leaving the route to restock and returning later does not itself end the combo. If the chained Pokémon begins to flee and the next throw is unsafe, run from the encounter before it escapes.

Catch Combo bonuses affect captures of the species being chained. They do not turn every unrelated capture into an equivalent high-value catch. The combo also improves the chance of rare spawns and increases the likelihood of better catch rewards, so it can support both leveling and targeted hunting.

  • Choose one species and catch only that species.
  • Run from unwanted species instead of catching them.
  • Carry a reserve of Poké Balls before starting a long chain.
  • Avoid saving and exiting until the chain is finished.
  • Run from a dangerous encounter before the chained Pokémon escapes.

4. Train in the latest suitable area

For story progress, use the highest-level accessible area with frequent wild spawns. A Catch Combo in the newest route, cave, or tower you can safely reach is generally more efficient than spending a long time on Route 1 or another low-level location. Use a Lure when spawns are slow, then move through the available area so new overworld Pokémon appear.

Before the Pokémon League, select a common species that appears reliably in your current area and maintain the chain while applying accurate first throws. This method supplies experience, berries, and Candies at the same time. If captures become too difficult or consume too many Balls, return to the nearest Pokémon Center, restock, and resume the chain; leaving the area alone does not reset it.

  • Use the highest-level accessible area with reliable spawns.
  • Activate a Lure when encounter density is poor.
  • Do not spend extended sessions on low-level early routes.
  • Restock before your Ball supply becomes unsafe.

5. Use Cerulean Cave and Chansey for post-game leveling

After defeating the Pokémon League, Cerulean Cave becomes the best general-purpose catch-training location because high-level Chansey can appear there and awards unusually large experience rewards. Travel to the cave, reach the upper interior areas where Chansey appears, and bring Great Balls or Ultra Balls. A Lure can help when overworld spawns are slow.

If you want the Catch Combo bonus, begin a Chansey chain and continue catching Chansey rather than switching to another species. Use a Silver Razz Berry or Golden Razz Berry when the capture ring is difficult, and do not allow Chansey to flee. If an encounter is becoming unsafe, run away before the flee animation completes. With the full training party present, each successful Chansey capture awards experience to all party members.

  • Use this method after reaching the post-game Cerulean Cave.
  • Bring more Balls than the minimum expected amount.
  • Build the Chansey chain carefully before prioritizing speed.
  • Use berries on high-level or difficult encounters.
  • Return to restock before a depleted supply threatens the combo.

6. Add synchronized co-op throws when available

Local co-op lets two players throw at the same wild Pokémon. When both balls strike at the same time, the game awards a synchronized capture bonus. This bonus makes the capture more likely to succeed and doubles the experience multiplier associated with the synchronized throw.

Use synchronized throws on Chansey or another difficult, high-value target. Both players should watch the same shrinking ring and release together. If timing is inconsistent, return to ordinary single-player throws rather than wasting Balls on repeated failed attempts. A synchronized first throw can combine several bonuses, but preserving the Catch Combo remains more important than forcing synchronization on every encounter.

  • Join local co-op before beginning the encounter.
  • Aim at the same ring and release both throws together.
  • Use synchronization mainly on difficult, high-value targets.
  • Prefer a safe single-player capture if co-op timing is unreliable.

7. Spend Candies and Rare Candy deliberately

Catching Pokémon produces Candies and other rewards. Candies are used through the Pokémon menu to raise statistics, while species-specific Candy is especially useful when strengthening a particular Pokémon. Apply Candy to a Pokémon you expect to keep and focus on stats that support its role, such as durability for a defensive team member or offensive stats for a damage-focused attacker.

Do not confuse Rare Candy with stat-boosting Candy. Rare Candy immediately raises one Pokémon’s level by one. Use it to close an important level gap, finish preparation for a major fight, or avoid a small amount of repetitive training. Ordinary catch experience is usually a better way to handle large level increases, leaving Rare Candy for situations where the single-level increase is useful.

Before spending a large Candy supply, confirm that the Pokémon belongs in your planned team. Candy investment is permanent for that save and is most efficient when directed toward reliable story, League, or post-game choices rather than a temporary filler Pokémon.

  • Use stat-boosting Candies on Pokémon you intend to keep.
  • Spend Candy on relevant statistics rather than randomly.
  • Reserve Rare Candy for important level gaps.
  • Check the Pokémon’s summary after applying Candies.
  • Do not replace a long-term team member immediately after investing heavily in it.

Before you move on

  • After a successful capture, confirm that every intended party member receives experience on the results screen or shows increased progress in its summary.
  • Capture the same species repeatedly and confirm that the Catch Combo counter rises.
  • Run from an unwanted species and verify that the combo remains active.
  • Reach at least 31 on a chain for a strong experience multiplier, or continue to 41 or higher for the maximum listed Catch Combo multiplier.
  • Perform a successful synchronized co-op capture and confirm that the special synchronized result and increased experience appear.
  • Apply a Candy and check the Pokémon’s summary for increased statistics.
  • Use a Rare Candy only when intended and confirm that the Pokémon’s level rises by exactly one.
  • For post-game farming, confirm that high-level Chansey captures in Cerulean Cave are awarding experience to the whole party.
References for this chapter

Post-League exploration: high-level areas, legendaries and finishing the in-game Pokédex

After entering the Hall of Fame in Pokémon: Let’s Go, Pikachu!, return to Cerulean Cave for Mewtwo, revisit the fixed Legendary bird locations, clean up missing Kanto Pokédex entries and begin the Master Trainer challenges. The standard in-game Pokédex target is registering the first 150 Kanto species as caught. Mew, Meltan and Melmetal are separate optional goals. Green and Red are optional post-game battles, with Red requiring six defeated Battle Master Trainers.

1. Confirm the post-League unlocks and prepare supplies

After defeating Champion Trace and entering the Hall of Fame, heal at a Pokémon Center and check that your Trainer Card records all eight Badges and Champion status. Return to Cerulean City and travel to the northwest side of town. The Coach Trainer who previously blocked Cerulean Cave will no longer stop you after the Pokémon League victory.

Use Sea Skim from Route 24 to reach the cave entrance. Heal before entering and save outside. Bring Ultra Balls, Berries and recovery items, and keep a team member capable of dealing controlled damage to a level 70 opponent. Check whether you still have the Master Ball before choosing your capture plan; using it on Mewtwo is convenient, but it is not mandatory.

  • Enter the Hall of Fame before attempting to open Cerulean Cave.
  • Heal and save before entering.
  • Carry high-grade Balls, Berries and recovery items.
  • Prepare controlled damage for Mewtwo.
  • Check your remaining Master Ball before deciding how to capture it.

2. Explore Cerulean Cave and capture Mewtwo

Cerulean Cave has multiple floors, branching routes, ledges and water sections. Use Sea Skim where required, collect visible items and leave or change cave sections to refresh overworld encounters. The cave is a useful high-level training area and can supply entries such as Golbat, Golduck, Graveler, Lickitung, Rhyhorn, Rhydon and Ditto, although these catches are optional if you already have them registered.

Mewtwo is in the deepest part of the cave at level 70. Save immediately before interacting with it. The first phase is a timed battle, so use dependable attacks and avoid risky setup if your team is close to being defeated. Dark-, Bug- and Ghost-type attacks can exploit its weaknesses, but stop using heavy attacks when its HP becomes low.

After the battle, the ordinary capture phase begins. Mewtwo periodically creates a barrier. While that barrier is active, Balls and Berries are ineffective, so wait until it disappears. Use a Berry when the target is receptive, then throw Ultra Balls with deliberate timing. Check the Pokémon Box after the capture so you know the entry is registered.

If Mewtwo flees during the capture phase or the timed battle is lost, defeat the Pokémon League again. The encounter is restored after another League victory.

  • Save before interacting with Mewtwo.
  • Defeat the level 70 Mewtwo before the battle timer expires.
  • Wait for the barrier to disappear before throwing Balls or using Berries.
  • Confirm Mewtwo is registered in the Pokédex and Pokémon Box.
  • Repeat the League only if the encounter must be restored.

3. Optional Green encounters after Mewtwo

After catching Mewtwo, leave the encounter area and speak with your rival outside the cave. He explains that the girl who was searching for Mewtwo is still inside. Return to the place where Mewtwo stood. Green is waiting there and begins an optional battle after realizing that you captured Mewtwo first.

Green uses a level 68 Blastoise that Mega Evolves, alongside Clefable, Gengar, Kangaskhan, Victreebel and Ninetales at level 66. Heal before returning to the cave and bring answers to Water, Ghost, Grass, Fairy and Fire coverage. Defeating her awards Mewtwonite X and Mewtwonite Y and leaves five Poké Balls for you to collect.

After the cave battle, defeat the Pokémon League again and reenter the Hall of Fame. Green then appears near the fountain in Cerulean City for an optional rematch. This is separate from the first battle in Cerulean Cave and from the required Mewtwo encounter.

  • Return to Mewtwo’s former location after speaking with your rival.
  • Heal before battling Green.
  • Collect both Mewtwonite stones after winning.
  • Defeat the Pokémon League again and reenter the Hall of Fame before looking for Green’s rematch.
  • Find Green near the fountain in Cerulean City.
  • Treat the Cerulean City battle as optional.

4. Capture the three fixed Legendary birds

The fixed Legendary birds are Articuno in the lower part of Seafoam Islands, Zapdos at the Power Plant and Moltres on the third floor of Victory Road. These locations are optional for the main story but should be part of any expanded Legendary collection plan.

Save before interacting with each bird. Every fixed bird begins with a timed battle and must be defeated before the capture screen appears. The fixed encounters are level 50. Use type advantages and controlled attacks, then use Berries and Ultra Balls during the capture phase. Do not waste capture items while the barrier effect is active.

If a bird flees during capture or the battle timer expires, another Pokémon League victory restores that fixed encounter. After the League is completed, rare copies of Articuno, Zapdos and Moltres can also appear as sky encounters while riding through Kanto. These are additional encounters and do not replace the fixed birds.

  • Catch Articuno in Seafoam Islands.
  • Catch Zapdos in the Power Plant.
  • Catch Moltres on Victory Road.
  • Save before each timed battle.
  • Restore a lost fixed encounter by defeating the League again.
  • Keep fixed birds and sky encounters recorded separately.

5. Use high-level areas and rare spawns to fill ordinary entries

Start Pokédex cleanup in Cerulean Cave because its encounters are substantially higher level than ordinary early routes. Use the Pokédex habitat display to identify where missing species can be found. For rare spawns, use a Lure and refresh the area by moving between sections or leaving and reentering the location.

Build a Catch Combo only for the species you intend to farm. Consecutively catching the same species improves the usefulness of the hunt and can help produce rare spawns and better specimens. Catch common entries through ordinary exploration first, then reserve focused combos for uncommon targets such as Kanto starters and other rare-spawn species. Avoid interacting with unrelated Pokémon while protecting a valuable chain.

Sort missing entries into fixed encounters, ordinary wild catches, evolutions, stone evolutions, trade evolutions, version exclusives and GO Park transfers. Mark entries as caught rather than merely seen. This tells you whether the next task requires travel, leveling, an evolution item, a trade or a transfer.

  • Use Cerulean Cave for high-level encounters and cleanup.
  • Check the Pokédex habitat display before traveling.
  • Use species-specific Catch Combos for rare hunts.
  • Avoid catching unrelated species during a valuable combo.
  • Separate wild catches from evolution, trade and transfer requirements.

6. Resolve version exclusives and GO Park gaps

Let’s Go, Pikachu! does not provide every first-generation species as an ordinary encounter in one save. Compare your missing entries with the version-exclusive list and identify evolutions that require trading. Trading with another Let’s Go player is the direct solution for version exclusives and trade evolutions when available.

GO Park provides another option for compatible Pokémon originally discovered in the Kanto region. In the GO Park complex in Fuchsia City, speak with the attendant, choose Bring Pokémon, select a park and choose Start Communication. In Pokémon GO, select the Nintendo Switch connection option, choose an eligible Pokémon and send it to the selected park. Return to Let’s Go, enter that park and catch the transferred Pokémon during the normal encounter.

Transfers from Pokémon GO to Let’s Go are one-way for the transferred Pokémon. Check the species, form and account before confirming. Do not transfer a Pokémon that you intend to keep in Pokémon GO. Compatible Kanto Pokémon, eligible Alolan and Shiny forms, and Meltan can be relevant to collection cleanup, but they should be tracked separately from ordinary in-game catches.

  • Compare missing entries with the version-exclusive list.
  • Use trades for version exclusives and trade evolutions when practical.
  • Reach Fuchsia City before using GO Park.
  • Catch transferred Pokémon inside the selected park.
  • Treat each Pokémon GO transfer as permanent for that Pokémon GO account.

7. Prepare for Master Trainers

Master Trainers appear across Kanto after the Pokémon League and specialize in individual species. Battle Master Trainers are mirror matches: you normally use only one Pokémon, and it must be the same species as the Master Trainer’s Pokémon. Items cannot be used during these battles, so prepare the exact species rather than relying on a general counter.

Begin with a species you can train efficiently. Catch Combos can provide experience and useful specimens, while Candies, a suitable moveset and a high level improve survivability. Some Master Trainers use moves that are specifically effective against their own species, so inspect the opponent’s moves before committing to a battle. If your Pokémon is underpowered, leave and return after additional training instead of wasting the attempt.

Defeating a Battle Master Trainer awards that species’ Master title. You do not need to defeat every Master Trainer for the story, the first-150 Pokédex target or Mewtwo. Six victories are enough to unlock the optional Red battle.

  • Locate a Master Trainer for a species you can train effectively.
  • Bring the matching species and no general-purpose counter.
  • Prepare the moveset, level and Candies before entering.
  • Remember that items cannot be used during the battle.
  • Record each earned Master title separately.

8. Optional Red battle at Indigo Plateau

After defeating any six Battle Master Trainers, make sure your party contains six Pokémon. Travel to the Indigo Plateau and go outside the Pokémon League entrance. Red appears there once the six Master Trainer victories are complete, but he will not battle unless you have six Pokémon in your party.

Red uses six level 85 Pokémon: Pikachu, Machamp, Arcanine, Lapras, Snorlax and Venusaur. Venusaur Mega Evolves. Build a balanced party rather than bringing six Pokémon that share one weakness. Fighting coverage is useful against Snorlax, Ground attacks help against Pikachu and Arcanine, Flying or Psychic attacks pressure Machamp, Rock attacks are useful against Arcanine and Lapras, Electric attacks threaten Lapras, and Fire, Ice, Flying or Psychic options can help against Mega Venusaur. Water coverage is useful against Arcanine, while Grass or Electric coverage can assist against Lapras.

Heal fully, set your party order and save before speaking with Red. His levels are higher than those used for the first Pokémon League victory, so bring a complete six-Pokémon team with broad coverage and enough recovery items for the approach. Defeating Red awards the Battle Master title. He can reappear after another League victory if you want to challenge him again.

  • Defeat at least six Battle Master Trainers.
  • Bring six Pokémon to Indigo Plateau.
  • Find Red outside the Pokémon League entrance.
  • Prepare for six level 85 Pokémon: Pikachu, Machamp, Arcanine, Lapras, Snorlax and Venusaur.
  • Use broad Fighting, Ground, Flying, Psychic, Rock, Water, Electric and Grass coverage as appropriate.
  • Defeat Red to receive the Battle Master title.

9. Finish the first-150 Pokédex target, then track optional goals

For the standard in-game completion target, register all first 150 Kanto species as caught, ending with Mewtwo. Mew is not required for this target. If you own a Poké Ball Plus, registering Mew is an optional collection goal. Meltan and Melmetal are additional Pokémon connected with Pokémon GO methods and should also be tracked separately.

Once the first 150 entries are complete, keep a separate list for the fixed Legendary birds, Green’s two battles, Red, Mew, Meltan, Melmetal and any remaining Master Trainer titles. This prevents optional challenges from being mistaken for required story progress.

  • Register all first 150 Kanto species as caught.
  • Resolve version exclusives and trade evolutions.
  • Track Mew separately as an optional goal.
  • Track Meltan and Melmetal separately as optional GO-related goals.
  • Complete Red only if the optional Battle Master goal is intended.
  • Keep remaining Master Trainer titles on a separate checklist.

Before you move on

  • The Trainer Card shows all eight Badges and Champion status.
  • Cerulean Cave is open and Mewtwo is caught and registered.
  • Articuno, Zapdos and Moltres are caught at their fixed locations if the Legendary collection goal is intended.
  • The first 150 Kanto species are marked as caught in the Pokédex.
  • Version exclusives and trade evolutions have been resolved through trading or eligible GO Park transfers.
  • Green has been defeated in Cerulean Cave if that optional encounter was intended.
  • Green’s Cerulean City rematch near the fountain has been completed after a later League victory if intended.
  • At least six Battle Master Trainers have been defeated if the Red objective is intended.
  • Red has been defeated outside the Pokémon League and the Battle Master title has been awarded if that optional objective is intended.
  • Mew, Meltan and Melmetal are recorded separately as optional collection goals.
  • Remaining rare-spawn hunts and Master Trainer battles are listed separately from completed progression.
References for this chapter

Final checklist, common failure modes and recovery steps

Use this chapter to verify the Hall of Fame ending, recover from ordinary setbacks, and track optional post-game goals without confusing them with story completion. The formal main-story endpoint is earning all eight Kanto Gym Badges, defeating Lorelei, Bruno, Agatha, Lance, and Champion Trace, and completing the Hall of Fame registration sequence.

Confirm the required story completion

Open the X menu and choose Save. On the save information screen, check the Trainer Card and verify that all eight Kanto Badges are present: Boulder, Cascade, Thunder, Rainbow, Soul, Marsh, Volcano, and Earth. The Earth Badge confirms that Giovanni was defeated in the Viridian Gym; reaching Viridian City or entering the Gym is not enough.

The required ending follows victories over Lorelei, Bruno, Agatha, and Lance, followed by Champion Trace. Let the Hall of Fame registration and ending sequence finish. When normal control returns, save again. That saved file is the formal completion point for the main story.

If you have only reached Indigo Plateau, continue preparing rather than treating the game as complete. Heal at the Indigo Plateau Pokémon Center, restore important PP, buy healing items, adjust the party, and begin another League attempt. Gym Leader rematches, Elite Four rematches, Champion rematches, Green, Red, and Master Trainer battles do not replace the original Hall of Fame requirement.

  • The Trainer Card shows Boulder, Cascade, Thunder, Rainbow, Soul, Marsh, Volcano, and Earth Badges.
  • Lorelei, Bruno, Agatha, and Lance have been defeated.
  • Champion Trace has been defeated.
  • Hall of Fame registration and the ending sequence have finished.
  • The game has been saved after control returns.

Prepare for the League and recover from a failed attempt

Before entering the Pokémon League, restore the entire party’s HP and important PP. Stock Full Restores, Revives, and other healing items, then arrange a balanced party with answers to Ice, Fighting, Ghost, Poison, Dragon, Water, Electric, and Flying threats. Save before entering the first Elite Four room.

The Elite Four and Champion are one League challenge, but the game allows you to use items, change the active party through the Pokémon Box, and manually save after a successful battle. Saving does not restore HP or PP, so heal before entering the next room. Saving before Trace is especially useful because it gives you a stable retry point after defeating Lance.

If you lose, reload the latest manual save rather than restarting the file. Change one identifiable part of the plan: alter the lead, teach a better coverage move, replace a fragile team member, use Candies on a key Pokémon, or bring additional status recovery. If you saved after an earlier victory, you can retry from that point instead of repeating the entire League.

  • HP and important PP are restored before the first League battle.
  • Healing items and Revives are stocked.
  • A manual save exists before entering the League.
  • The party can answer the major Elite Four and Champion matchups.
  • After a defeat, the latest safe save is reloaded and the strategy is changed before retrying.

Track optional goals separately

The following are optional post-game goals rather than requirements for Hall of Fame registration: Cerulean Cave and Mewtwo, the fixed encounters with Articuno, Zapdos, and Moltres, completion of the first 150 Pokédex species, GO Park transfers, Poké Ball Plus Mew, Green, Red, and Master Trainer titles. Record each as planned, in progress, or complete. Gym and League rematches are outside this guide’s formal completion target.

For Cerulean Cave and Mewtwo, mark the goal complete only after Mewtwo has been caught. For the fixed Legendary birds, record each bird separately after capture; seeing or battling one is not the same as completing the goal. For Green, record the result after her required post-game battle. For Red, record the Battle Master result only after defeating him; defeat at least six Master Trainers first to unlock the encounter.

For Pokédex progress, maintain a written list of missing species and label every gap by acquisition method: ordinary encounter, evolution, gift, NPC trade, version-exclusive trade, Pokémon GO transfer, or Poké Ball Plus Mew. The first 150 species, from Bulbasaur through Mewtwo, are the formal Pokédex completion target described for this edition. Mew, Meltan, and Melmetal are separate additions and do not count toward that first-150 total.

For Master Trainers, record each earned title independently. Most Master Trainer battles require you to use the matching species, and items are not used during these specialized battles. Legendary, Mythical, and Ditto specialists have different challenge formats, so postpone them until the relevant Pokémon has suitable levels, moves, and Candy investment.

  • Hall of Fame registration is recorded as the required completion point.
  • Mewtwo is marked complete only after it is caught.
  • Articuno, Zapdos, and Moltres are tracked separately after capture.
  • The Pokédex list identifies the acquisition method for each missing species.
  • Green and Red are recorded separately after their required battles.
  • Each intended Master Trainer title is recorded only after its actual result.
  • Gym and League rematches are not counted as formal completion requirements.

Complete a GO Park transfer safely

Travel to the GO Park complex in Fuchsia City. This feature becomes available when you reach Fuchsia City. Eligible transfers include Pokémon originally discovered in the Kanto region, their eligible Alolan forms, eligible Shiny variants, and Meltan. Melmetal can also be brought over through the compatible GO connection. Special-event Pokémon and Pokémon discovered in other regions are not eligible. Transfers from Pokémon GO to Let’s Go are one-way, so do not send a Pokémon that you still want to keep in Pokémon GO.

In Pokémon GO, open the Poké Ball menu, choose Pokémon, select the Nintendo Switch icon, choose the Pokémon, and confirm the transfer. In Let’s Go, speak to the GO Park attendant, choose Bring Pokémon, select a park, and choose Start Communication. Accept the incoming Pokémon when prompted. The official transfer process allows multiple Pokémon to be selected for transfer, but handle valuable or rare Pokémon one at a time if you want to verify each result carefully.

The transfer objective is not complete merely because the Pokémon appears in the park. Enter the selected park, approach the transferred Pokémon, and complete the ordinary capture encounter. Then open the Pokémon Box and confirm that the intended Pokémon is present. If you are filling a Pokédex gap, record the species only after this capture succeeds.

  • The intended Pokémon GO account and Switch save are paired.
  • The transferred Pokémon is eligible and no longer needed in Pokémon GO.
  • Kanto-origin, eligible Alolan, eligible Shiny, or Meltan eligibility has been confirmed.
  • Bring Pokémon, a GO Park, and Start Communication were selected.
  • The transferred Pokémon was caught inside the selected park.
  • The Pokémon Box confirms the captured result.

Rebuild a broken Catch Combo

A Catch Combo increases when you consecutively catch the same exact species. Catching a different species breaks it, including catching a species from the same evolutionary line. Catching Pidgeotto interrupts a Pidgey chain. A wild Pokémon fleeing also ends the combo, but fleeing from the encounter yourself does not.

After a break, choose a common target species in an area where it appears reliably. Carry enough Poké Balls and Berries, then catch only that target. When an unwanted species appears, flee instead of catching it. Changing routes or returning to a town to heal and buy supplies does not automatically break an active combo.

A Catch Combo above 30 provides the strongest practical benefits for the chained species, including improved experience and catch rewards, better Individual Values, increased rare-spawn effects, and improved Shiny odds. A long chain is not necessary for normal story progress. If the chain breaks, there is no permanent penalty: select the target again and start a new chain.

Do not close the software or power off the Switch while preserving a chain. Exiting ends the combo. Putting the Switch into sleep mode while the game remains open preserves the session, although you should still return to a safe location before pausing for a long period. Saving does not create a separate rollback point for the chain.

  • One exact target species has been selected.
  • Unwanted encounters are fled from rather than caught.
  • Evolutionary relatives are not caught accidentally.
  • The game remains open during the chain.
  • Sleep mode is used instead of closing or powering off the game.
  • A broken chain has been restarted without deleting or restarting the save.

Receive Poké Ball Plus Mew and manage the completed save

If the Poké Ball Plus still contains its unused Mew, decide which user profile and save should receive it. The transfer option becomes available after you have battled your rival for the first time, following the early parcel sequence. The Poké Ball Plus must be connected as the in-game controller. The transfer also requires an internet connection and a Nintendo Account. Because the gift is available only once from that accessory, do not use it on a disposable file.

To receive Mew, press X, choose Communicate, choose Mystery Gifts, and select Get with a Poké Ball Plus. Confirm the gift when prompted, verify that Mew enters the Pokémon Box and that its Pokédex data is added, then save immediately. Mew can be transferred only once from a Poké Ball Plus into one Let’s Go game. If that save is deleted, Mew is lost from the save and cannot be reclaimed from the same accessory.

For post-save housekeeping, record your final party, natures, moves, important TMs, Legendary captures, Pokédex gaps, GO Park transfers, Green and Red results, and unfinished Master Trainers outside the game. Each Nintendo Switch user profile has one Let’s Go save file. Repeated manual saves overwrite that profile’s existing save rather than creating independent backup states, so do not treat ordinary saves as separate backup slots.

If you use Pokémon HOME, keep valuable Pokémon in Let’s Go unless you understand the destination restrictions. A Pokémon moved from Let’s Go into HOME can return only while it has not been moved from HOME into a title that cannot send it back. Record any Pokémon you intend to keep in Let’s Go before transferring it.

  • The intended user profile and save were selected before receiving Mew.
  • The Poké Ball Plus is connected as the in-game controller.
  • An internet connection and Nintendo Account are available for the Mew transfer.
  • Mew was received through Communicate, Mystery Gifts, and Get with a Poké Ball Plus.
  • The one-time Mew decision is recorded outside the game.
  • The final party and optional objectives are documented.
  • Pokémon intended to remain in Let’s Go have not been moved into an incompatible title.

Before you move on

  • The Trainer Card displays all eight Kanto Gym Badges.
  • The Elite Four and Champion Trace have been defeated and Hall of Fame registration has occurred.
  • The completed save has been saved after the ending sequence.
  • If Mewtwo is a selected goal, Mewtwo has been caught in Cerulean Cave.
  • If the Legendary bird goal is selected, Articuno, Zapdos, and Moltres are each recorded after capture.
  • If Pokédex completion is a selected goal, the remaining entries have been checked against a written list of in-game, evolution, trade, version, GO Park, and accessory requirements.
  • If GO Park is a selected goal, each intended transferred Pokémon has been caught in the selected park and confirmed in the Pokémon Box.
  • If the GO Park transfer goal includes Pokémon GO species, eligibility has been checked for Kanto-origin Pokémon, eligible Alolan forms, eligible Shiny variants, Meltan, and compatible Melmetal transfers.
  • If Poké Ball Plus Mew is a selected goal, the first rival battle is complete, the connected accessory and internet requirements were met, Mew was received in the intended save, and the one-time decision was documented.
  • If Green is a selected goal, her required post-game battle has been won and recorded.
  • If Red is a selected goal, six Master Trainers have first been defeated, Red has been defeated at Indigo Plateau, and the Battle Master result has been recorded.
  • If Master Trainers are a selected goal, each intended title has been earned and recorded separately.
  • The final team, important moves, one-time-event decisions, and remaining optional objectives have been documented before continuing free play.
References for this chapter
THE NEXT SAVE POINT

Finishing up

You have earned all eight Kanto Gym Badges and defeated the eight Gym Leaders in the original Nintendo Switch edition.

You have defeated Lorelei, Bruno, Agatha, Lance, and the Let’s Go, Pikachu! Champion rival, then seen the Hall of Fame registration and ending sequence.

Optional post-game goals are tracked separately: Cerulean Cave and Mewtwo, the fixed Legendary birds, Pokédex completion, GO Park transfers, Master Trainer titles, Green, Red, and the Poké Ball Plus Mew if available.

A GO Park transfer counts as completed only after the transferred Pokémon has been caught in the selected GO Park and appears in the Pokémon Box.

Choose your next game
CHECK THE DETAILS

Sources & references

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

About the game & collecting notes
Platform
Nintendo Switch

Step-by-step campaign walkthrough for the original Nintendo Switch edition of Pokémon: Let's Go, Pikachu!. Covers the main storyline from Pallet Town to the Pokémon League, gym-by-gym strategies, catching and Catch Combo systems, post‑game goals (Poké Ball Plus/Mew, GO Park transfers, Master Trainers) and practical recovery steps to finish the game and complete the core Kanto Pokédex.

Darryl Polo
ABOUT THE AUTHOR

Darryl Polo

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

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