Pokémon Ruby Version (Game Boy Advance) — Complete Campaign Walkthrough (USA / Europe Rev 2)
A step-by-step campaign guide for the original Generation III release of Pokémon Ruby (GBA, USA/Europe Rev 2). Follow a reliable route from Littleroot Town through all eight Gyms, the Team Magma storyline, the Cave of Origin encounter with Groudon, Victory Road, the Elite Four and Champion Steven, plus clear post-game access to Sky Pillar and Rayquaza.

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Pokémon Ruby Version Game Boy Advance
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Before you begin
You start in Littleroot Town with one of three starters and a small set of tools; this guide takes you from that first step through every required main-story objective to become Hoenn’s Champion.
It focuses on the original GBA release mechanics (Ruby Version, USA/Europe Rev 2), explains required HMs and story triggers, and separates required progression from optional side content so you always know what you must do next.
Follow the chapters in order unless you’re deliberately deviating for optional captures or training.
Save often (before major NPC battles, before fixed legendary encounters, and before key story cutscenes).
If you want a fast main-campaign run, prioritize badge progression and essential HM acquisition; if you want thorough completion, use the optional sections for legendary captures and Pokédex progress.
Set yourself up for the run
Hardware and saves: play on a properly powered Game Boy Advance or compatible system.
Save before Gym Leaders, rival battles, villain-team leaders, Groudon, the Elite Four, Steven, Rayquaza and other one-time legendary encounters.
Choose any of Treecko, Torchic or Mudkip; all three can complete the original Ruby campaign.
Build a balanced party with answers to Rock, Fighting, Electric, Fire, Flying, Psychic, Water and Dragon opponents.
Story field moves are obtained progressively: Cut in Rustboro, Flash in Granite Cave, Rock Smash in Mauville, Strength in Rusturf Tunnel after clearing the central rocks with Rock Smash, Surf from Wally’s father after Norman in Petalburg, Dive from Steven in Mossdeep, and Waterfall in the Cave of Origin.
The Dynamo Badge allows Rock Smash outside battle; the Heat Badge allows Strength outside battle; the Balance Badge allows Surf outside battle; the Mind Badge allows Dive outside battle; and the Rain Badge allows Waterfall outside battle.
Keep compatible HM users available, but do not claim Surf, Dive, Strength or Waterfall are available before their actual acquisition points.
Stock healing items, status cures, Revives and Poké Balls before long routes, villain bases, the Groudon encounter and the Pokémon League.
For a fast campaign, prioritize mandatory story events and badge progression; treat the desert, Trick House, contests, most item detours and post-game collection as optional.

Littleroot Town and Route 101 — Getting Started
Choose your starter, rescue Professor Birch on Route 101, defeat Brendan or May on Route 103, and return to Littleroot to receive the Pokédex and five Poké Balls. This opening section gives you the tools to begin building a team and opens the route toward Petalburg City.
Leave your house and check Littleroot Town
After naming your character, leave the house and visit the neighboring home. The upstairs room belongs to Birch’s child, who becomes your rival: Brendan if you chose the female player character, or May if you chose the male player character. After the introductory conversation, leave town through the northern exit and enter Route 101.
Route 101 contains wild Pokémon but no regular Trainer battles. The available wild Pokémon are low level, so you can walk through the grass for a little experience if desired, but there is no need to grind here before choosing your starter. You do not yet have Poké Balls, so any wild Pokémon encountered before the first rival battle cannot be caught. Keep your early focus on reaching Professor Birch’s bag.
- Visit the neighboring house and meet the rival.
- Leave Littleroot through the north exit.
- Do not expect to catch Pokémon before receiving Poké Balls.
Rescue Professor Birch and choose a starter
On Route 101, Professor Birch is being chased by a wild level 2 Poochyena. Walk to the bag on the ground and select one Poké Ball. The choices are Treecko, Torchic, and Mudkip. Your selection is permanent for this save, but all three starters can complete the original Pokémon Ruby story.
Treecko is a Grass type and gives you a convenient matchup against Roxanne’s Rock-type Gym. Torchic begins with a more awkward matchup against Roxanne, but its later Fire and Fighting typing gives it strong offensive value. Mudkip is a particularly forgiving choice because its Water typing helps against several early battles and routes, although no starter is mandatory.
The rescue battle begins immediately after you choose. Use the starter’s reliable damaging move rather than spending turns on status moves. Defeat the Poochyena, then follow Birch back to his laboratory. He allows you to keep the selected Pokémon and asks you to meet your rival on Route 103. Check your starter’s HP before leaving; the opening battle may have caused damage.
- Choose Treecko, Torchic, or Mudkip.
- Defeat the level 2 Poochyena on Route 101.
- Keep the starter’s dependable damaging move available.
- Check HP before leaving Birch’s laboratory.
Heal in Oldale Town and prepare for Route 103
Travel north from Littleroot through Route 101 to Oldale Town. Visit the Pokémon Center before continuing. The Poké Mart is available for basic supplies, but the next battle is short, so you do not need a large stock of items. A few Potions can provide insurance if your starter has taken damage or if you spend time training.
Open the Trainer’s Card from the menu to review your trainer name, Trainer ID, money, play time, and current badge display. The card is useful for confirming your save information and checking progress as the adventure continues. Save from the menu in Oldale before walking toward Route 103. Saving immediately before scripted battles prevents an unlucky critical hit or poor opening exchange from forcing you to repeat more of the introduction.
Continue north from Oldale onto Route 103. The route is divided by water, so only the western section is available at this point. The rival waits in the northern grass. Before speaking to the rival, train the starter to around level 6 or 7 if you want a comfortable battle. This requires only a small amount of wild-Pokémon experience and avoids unnecessary prolonged grinding.
- Heal at Oldale’s Pokémon Center.
- Buy only the basic supplies you actually need.
- Save before entering the northern part of Route 103.
- Consider raising the starter to about level 6 or 7.
Keep the right early moves and avoid spreading experience too widely
At this stage, your starter’s basic damaging move is more valuable than a collection of status moves. Keep at least one attack that can reliably reduce an opponent’s HP, and do not replace your only dependable attack with Growl, Tail Whip, or another non-damaging move. Status moves can help in difficult battles, but the first rival fight is usually decided most safely by using attacks and healing when necessary.
Do not feel obligated to create a full six-Pokémon team immediately. One starter and one or two useful companions are enough for the opening routes. Spreading every point of experience across many low-level Pokémon can leave the starter underprepared for the rival and the first Gym. Zigzagoon is useful as an early utility Pokémon and can remain in the party or be stored later. Poochyena provides early Dark-type coverage. Wingull supplies Water and Flying coverage and is especially useful if you chose Treecko or Torchic.
There is no need to teach an early Pokémon a move merely because a TM or field move becomes available later. Preserve the starter’s reliable attacks until you know what role each team member will fill. The immediate priority is surviving the rival battle and reaching the point where catching becomes available.
- Keep at least one reliable damaging move on the starter.
- Use status moves as support rather than replacing every attack.
- Limit early training to Pokémon you expect to use.
- Consider Zigzagoon, Poochyena, or Wingull for complementary coverage.
Defeat Brendan or May on Route 103
Save immediately before speaking to the rival. The rival uses the starter with a type advantage against your choice: Torchic if you chose Treecko, Mudkip if you chose Torchic, or Treecko if you chose Mudkip. In the original Ruby and Sapphire release, the rival’s Pokémon is level 5 and has only basic early moves rather than a same-type attack, so the type disadvantage is manageable.
Open with your strongest dependable attack. If the rival lowers your Pokémon’s statistics, continue attacking unless the reduction is making damage noticeably poor. Use a Potion if your starter’s HP becomes dangerous rather than risking a knockout. If you trained to level 6 or 7 and begin the battle at full health, the fight should be straightforward even against the type-disadvantaged starter. The rival awards money when defeated.
After the battle, the rival leaves for Littleroot. Return south through Route 103 and Route 101 to Birch’s laboratory. Speaking with Birch there completes the opening sequence: he gives you the Pokédex, and the rival gives you five Poké Balls. When you leave Littleroot afterward, your mother gives you the Running Shoes. Hold the B button while moving to run, which makes the early backtracking and route travel faster.
Now return to Oldale and continue west onto Route 102 toward Petalburg City. You can also use your new Poké Balls to catch Pokémon on Route 101, Route 102, or the accessible western section of Route 103. Route 101 and Route 102 commonly provide Zigzagoon and Poochyena. Wingull is available on Route 103 in Ruby, alongside Zigzagoon and Poochyena, at low wild levels. Weaken a target without knocking it out, select Bag, choose Poké Balls, and throw one. If the first attempt fails, weaken the Pokémon further before using another ball.
- Heal before initiating the rival battle.
- Save directly before speaking to Brendan or May.
- Defeat the rival’s level 5 type-advantaged starter.
- Return to Birch’s laboratory.
- Receive the Pokédex and five Poké Balls.
- Leave Littleroot again to receive the Running Shoes.
- Catch optional partners after receiving Poké Balls.
- Proceed west from Oldale toward Route 102 and Petalburg City.
Before you move on
- Professor Birch has been rescued on Route 101.
- Your chosen Treecko, Torchic, or Mudkip is in the party.
- You have reached Oldale Town and healed at its Pokémon Center.
- You won the first rival battle on the northern part of Route 103.
- Birch has given you the Pokédex.
- You have received five Poké Balls from the rival.
- Your mother has given you the Running Shoes.
- You can now catch early partners such as Zigzagoon, Poochyena, and Wingull.
- The west exit from Oldale toward Route 102 is open, allowing you to continue toward Petalburg City.
Oldale, Petalburg and Rustboro — First Badge (Roxanne) and Training
Travel from Oldale through Petalburg, Route 104 and Petalburg Woods to Rustboro City, prepare a balanced early party, defeat Roxanne for the Stone Badge, then recover the Devon Goods and Peeko from Rusturf Tunnel. Completing the Devon errand gives you the Letter and PokéNav and opens the route to Dewford Town.
Leave Oldale and cover the first routes
Heal at the Oldale Town Pokémon Center before setting out. Route 103 is north of Oldale and contains the first early rival battle after you choose your starter. Save before approaching the rival if you have not saved since the starter choice. Route 102 leaves Oldale to the west and leads to Petalburg City. Fight the route trainers for experience, but rotate your party instead of putting every battle on one Pokémon. A group of three or four Pokémon at similar levels is safer than one strong lead followed by several fragile backups.
In Ruby, useful early additions include Poochyena and Zigzagoon on the opening routes, Seedot on Route 102, and Wurmple or Taillow in the early grass and Petalburg Woods. Petalburg Woods also offers Shroomish and the uncommon Slakoth. Lotad is associated with the opposing version rather than being a dependable early Ruby catch, so do not plan around finding one in this edition. Mudkip has the easiest matchup against Roxanne, while Treecko can use Grass attacks. Torchic should be supported by a teammate or evolved into Combusken so it can use Double Kick rather than relying on Ember against Rock Pokémon.
- Heal in Oldale before exploring Route 102 or Route 103.
- Save before the Route 103 rival battle.
- Catch at least one Pokémon with Water, Grass, Fighting or Ground coverage if your starter lacks a favorable matchup.
- Keep several Pokémon near the same level instead of overtraining only the starter.
Pass through Petalburg City and Petalburg Woods
Follow Route 102 west to Petalburg City. Norman's Gym is not available as your next badge objective, so heal at the Pokémon Center, speak with the required characters and leave through the western exit onto Route 104. The route has several trainers and early items; battle enough of them to build experience without exhausting the party before the forest.
Continue north into Petalburg Woods. Follow the main path through the forest and battle or avoid trainers according to your current health and move points. In Ruby, a Team Magma Grunt attacks a Devon Corporation employee inside the woods. Defeat the Grunt's Poochyena, then continue north to the upper section of Route 104 and enter Rustboro City. The forest encounter table includes Wurmple, Zigzagoon, Taillow, Shroomish, Slakoth and their relevant evolutions, making it a useful place to add Grass or Flying support before Roxanne.
- Heal in Petalburg before crossing Route 104 if needed.
- Defeat the Team Magma Grunt in Petalburg Woods.
- Use the forest for optional training or catches, but do not search for a required side path; the north exit leads directly to Rustboro.
Prepare in Rustboro City
Heal immediately at the Rustboro Pokémon Center, then visit the Poké Mart. Buy a modest supply of Potions and, if your bag is empty, a few status-healing items. The first Gym is close to town, so you do not need a large stockpile. The Trainer's School is northeast of the Pokémon Center and can provide a Quick Claw, while the Cutter's house is west of the Pokémon Center. Speak to the Cutter to receive HM01 Cut.
Cut is not required to enter or clear Roxanne's Gym. More importantly, receiving the HM does not let you use Cut outside battle until the Stone Badge is earned. After the badge, Cut can open optional item areas on Route 104 and Route 116. These detours are useful but are not required for the main route.
- Heal at the Rustboro Pokémon Center.
- Buy enough Potions for the Gym and Route 116.
- Collect HM01 Cut from the Cutter's house.
- Do not mistake receiving Cut for gaining permission to use it outside battle; the Stone Badge is required.
Defeat Roxanne for the Stone Badge
Rustboro Gym is built around a simple trainer path. Fight the Gym trainers for experience, then heal before challenging Roxanne if your lead has taken damage. In original Ruby, Roxanne uses Geodude at level 14 and Nosepass at level 15. Both are Rock type, and their high physical Defense makes special Water or Grass attacks especially useful. Fighting, Ground and Steel attacks are also effective when available.
Mudkip's Water attacks and Treecko's Grass attacks are direct answers. If you chose Torchic, Combusken's Double Kick is a practical solution; otherwise use a Water, Grass, Fighting or Ground teammate from the early routes. Do not leave a low-health Pokémon in against Nosepass merely to preserve the lead. Rock Tomb can deal heavy damage and lowers the target's Speed, so a Pokémon that was faster may lose that advantage after being hit. Roxanne can use healing items, so continue applying type-effective pressure rather than assuming the first damaging hit will finish the battle.
Winning awards the Stone Badge, TM39 Rock Tomb and permission to use Cut outside battle. The badge is the actual first-gym milestone; the later Devon errand is a separate required story objective.
- Enter with multiple Pokémon able to battle, not just one lead.
- Use Water, Grass, Fighting, Ground or Steel attacks when possible.
- Defeat Geodude and Nosepass.
- Receive the Stone Badge and TM39 Rock Tomb.
- Confirm that Cut can now be used outside battle.
Chase the Team Magma Grunt on Route 116
After the Gym battle, leave Rustboro and follow the Devon employee and the fleeing Team Magma Grunt toward Route 116. Heal at the Rustboro Pokémon Center first if Roxanne left the party weakened. Route 116 runs east from Rustboro and contains wild Pokémon, several trainers and optional items such as a Repel and an X Special. The Cut-accessible sections can wait; the main route remains open without using Cut.
Continue east until you reach the Rusturf Tunnel entrance. Speak with Mr. Briney near the entrance. He explains that his Wingull, Peeko, has also been taken by the same Grunt. Enter Rusturf Tunnel and walk north from the Ruby-side entrance if you want the Poké Ball, then follow the open passage east to the Grunt. In original Ruby, the Grunt uses one level 11 Poochyena. Defeat it to recover the Devon Goods and rescue Peeko. The eastern continuation is blocked for now, so leave through the way you entered.
- Heal before Route 116 if necessary.
- Do not waste time trying to open the Cut-only portions of the route.
- Defeat the Ruby Team Magma Grunt in Rusturf Tunnel.
- Recover the Devon Goods and rescue Peeko.
Return to Devon Corporation and receive the next assignment
Go back west through Route 116 to Rustboro City. The grateful Devon researcher meets you outside the Devon Corporation and gives you a Great Ball, then directs you inside. Speak with Mr. Stone on the third floor. He gives you a Letter for Steven in Dewford Town and the PokéNav, then asks you to deliver the Letter while continuing the Devon business toward Slateport.
This conversation is the real completion of the Rustboro story milestone. The next required destination is not another Rustboro building or the Cut area: return south through Route 104 and Petalburg Woods to Mr. Briney's cottage. With Peeko rescued, Mr. Briney can ferry you to Dewford Town. Save and heal before leaving so the party is ready for the sea journey, Granite Cave and the second Gym.
- Return the Devon Goods to the Devon researcher.
- Receive the Great Ball.
- Meet Mr. Stone in the Devon Corporation.
- Obtain the Letter for Steven and the PokéNav.
- Return to Mr. Briney's cottage when ready to travel to Dewford Town.
Before you move on
- Roxanne has been defeated and the Stone Badge appears on the Trainer's Card.
- TM39 Rock Tomb and HM01 Cut have been collected.
- Cut can be used outside battle after receiving the Stone Badge.
- The Team Magma Grunt in Rusturf Tunnel has been defeated and the Devon Goods have been recovered.
- Peeko has been rescued and Mr. Briney is available to ferry you from his cottage.
- Mr. Stone has given you the Letter for Steven and the PokéNav.
- The party is healed and ready to return south toward Dewford Town.
References for this chapter
Dewford Town and Granite Cave — Brawly, Flash and Steven’s Letter
After Rustboro, carry Mr. Stone’s Letter to Steven in Dewford, defeat Brawly for the Knuckle Badge, obtain HM05 Flash, explore Granite Cave, and sail from Dewford to Slateport with Mr. Briney. This chapter covers the original Pokémon Ruby Version for Game Boy Advance. HM03 Surf is not available here and is not needed for the Dewford or Granite Cave objectives.
Return to Route 104 and sail to Dewford Town
After completing the Rustboro events, make sure Mr. Stone has given you the Letter for Steven. Return south through Route 116, Rusturf Tunnel, and Rustboro if necessary, then continue through Petalburg Woods and Route 104 to Mr. Briney’s cottage. Speak to Mr. Briney and choose Dewford Town. Peeko’s rescue is the prerequisite that makes this ferry service available.
Dewford is a required stop before Slateport. Heal at the Pokémon Center when you arrive, then check your supplies. Potions, Antidotes, Paralyze Heals, and Poké Balls are useful, but you do not need a large dungeon stockpile yet. Your immediate objectives are Brawly’s Gym and Steven’s Letter in Granite Cave.
Do not try to reach Dewford by Surf. In this original Game Boy Advance release, the early connection is Mr. Briney’s boat from Route 104. Surf is obtained much later in Petalburg City after defeating Norman, from Wally’s father, and the Balance Badge is needed to use it outside battle.
- Confirm that the Letter for Steven is in the Bag.
- Return to Mr. Briney’s cottage on Route 104.
- Sail to Dewford Town.
- Heal before challenging Brawly or exploring Granite Cave.
Get the Old Rod and prepare for Brawly
Before entering the Gym, speak to the fisherman near Dewford’s dock, south of the Pokémon Center. He gives you the Old Rod. Fish beside water to encounter low-level Magikarp or Tentacool. The Old Rod is optional for the story, but Tentacool can provide early Water coverage and Magikarp can eventually become Gyarados.
Brawly specializes in Fighting-type Pokémon. Flying- and Psychic-type attacks are the most direct answers in Generation III. Wingull from the early routes is a practical Flying-type option, and Ralts can help if you trained one and it knows Confusion. Dustox can also contribute with Confusion. Fairy-type attacks do not exist in this release.
Aim to bring several healthy Pokémon around the mid-teens rather than relying on one fragile attacker. Spread experience across the team you expect to keep, but make sure at least one or two members can deal reliable damage to Fighting types. Keep a few healing items available because Brawly’s Pokémon can use Bulk Up to raise their Attack and Defense.
- Receive the Old Rod from the fisherman near the dock.
- Prepare a Flying- or Psychic-type attack if available.
- Bring more than one dependable battler.
- Carry Potions and status-healing items.
Navigate the dark Dewford Gym and defeat Brawly
The original Ruby and Sapphire Dewford Gym is a dark maze. Only the area immediately around you is visible when you enter. Gym Trainers illuminate more of the maze as they are defeated, so battle through the rooms instead of trying to move blindly toward the Leader. The Gym Trainers also provide useful experience before Brawly.
Brawly uses Machop at level 17 and Makuhita at level 18 in Ruby. Both are Fighting types. Machop can use Bulk Up, Leer, Karate Chop, and Seismic Toss. Makuhita can use Bulk Up, Knock Off, Arm Thrust, and Sand-Attack. Prioritize super-effective Flying- or Psychic-type attacks, and try to finish a target before it receives several Bulk Up boosts.
If you lack a type advantage, use your strongest dependable move and switch out a Pokémon that has been weakened or affected by Sand-Attack. Avoid treating Normal-, Rock-, or Dark-type attacks as your main plan: Fighting Pokémon resist Rock and Dark attacks, while Fighting moves are dangerous to many Normal and Rock Pokémon.
Victory gives you the Knuckle Badge and TM08 Bulk Up. The Knuckle Badge raises the obedience limit to level 30 and allows HM05 Flash to be used outside battle. It does not grant Surf or any water-traversal ability.
- Defeat the Gym Trainers to improve visibility.
- Defeat Brawly’s level 17 Machop.
- Defeat Brawly’s level 18 Makuhita.
- Receive the Knuckle Badge and TM08 Bulk Up.
Collect HM05 Flash at Granite Cave
Leave Dewford through the northwest exit and follow Route 106. The Fishermen on the route can be battled for experience, but they are optional. Granite Cave is directly ahead at the end of the route.
At the cave entrance, speak to the Hiker to receive HM05 Flash. You can obtain Flash before defeating Brawly, but the Knuckle Badge is required before a Pokémon can use Flash outside battle. Teach it to a compatible Pokémon if you want the lower cave floors illuminated. Flash is strongly recommended for navigation, even though careful movement can sometimes reach the objective without it.
On the entrance floor, collect the Escape Rope west-northwest of the entrance. It is useful for leaving after you meet Steven. You can also sweep the nearby accessible items before descending, but do not spend time searching for later Mach Bike areas during this first visit.
- Walk northwest through Route 106.
- Speak to the Hiker near Granite Cave’s entrance.
- Receive HM05 Flash.
- Pick up the accessible Escape Rope.
- Teach Flash if navigating the dark floors is difficult.
Reach Steven through Granite Cave
Granite Cave’s required route uses the entrance floor, B1F, B2F, and the upper portion of the first floor before reaching Steven’s room. From the entrance area, follow the passage west and descend the ladder. On B1F, move north and east, collect the Poké Ball in the accessible side passage if desired, and descend to B2F.
On B2F, move west and use the stairs to reach the raised section, then travel east and climb the ladder in the northeast area. This returns you to the upper part of B1F. Take the next ladder upward, then follow the upper first-floor passage west to the room at the end. Enter the room to find Steven.
The deeper floors are dark, so use Flash to reveal the walls, ladders, ledges, and side passages. Wild Pokémon such as Zubat, Makuhita, Abra, Geodude, Aron, and Ruby’s Mawile can appear in the cave. Catching them is optional; the required objective is reaching Steven.
Some later item paths in Granite Cave require the Mach Bike, including optional areas reached through cracked-floor sections. The Mach Bike is not needed to reach Steven during this story visit. Do not confuse those optional rewards with the required Letter delivery.
- Search the entrance floor before descending.
- Visit B1F and B2F rather than leaving after receiving Flash.
- Use Flash to navigate the dark passages.
- Follow the ladders back to the upper first-floor section.
- Enter Steven’s room.
Deliver the Letter and sail to Slateport
Speak to Steven in the rear chamber. The game automatically recognizes the Letter in your Bag, and Steven accepts it. In return, he gives you TM47 Steel Wing. This conversation completes the Granite Cave story objective; collecting Flash alone is not enough.
After speaking with Steven, leave by using the Escape Rope or retrace the route through the ladders and ledges. Return to Dewford Town and heal at the Pokémon Center. Then go to the dock and speak to Mr. Briney. Once the Letter has been delivered, he can take you to Slateport City.
Slateport is the correct next destination for this chapter. You will arrive near Route 109 and can continue into the city’s Oceanic Museum sequence in the following chapter. Do not search Dewford or Granite Cave for HM03 Surf. Surf is a later Petalburg reward after Norman, and no water traversal is required to complete this chapter.
- Deliver Devon’s Letter to Steven.
- Receive TM47 Steel Wing.
- Leave Granite Cave and heal in Dewford.
- Speak to Mr. Briney at the Dewford dock.
- Sail to Slateport City.
Before you move on
- The Knuckle Badge appears on the Trainer’s Card.
- HM05 Flash is in the Bag and can be used outside battle.
- Steven has received the Letter in Granite Cave.
- TM47 Steel Wing is in the Bag.
- The party has returned to Dewford and been healed.
- Mr. Briney is ready to sail from Dewford to Slateport.
- The player has not treated Surf as an item or requirement for this chapter.
References for this chapter
Mauville City, the Cycling Road and Wattson — Dynamo Badge
Finish the required Oceanic Museum event in Slateport, cross Route 110, reach Mauville City, collect the bicycle and HM06 Rock Smash, defeat Wally and Wattson, then leave through Route 111 and Route 112 toward Fiery Path and the next story section.
Finish the Slateport Oceanic Museum event
Before attempting to reach Mauville, complete the required Slateport sequence. Visit the Slateport Shipyard and speak with Dock, then go to the Oceanic Museum. Team Magma Grunts block the entrance until this sequence is ready to advance; pay the entrance fee if the game requests it and go upstairs to find Captain Stern.
Speak to Captain Stern and battle the two Team Magma Grunts who confront him. Their Pokémon are not a major difficulty at this point, but heal at the Slateport Pokémon Center first if your team is weakened from Route 109 or the earlier Slateport trainers. After both Grunts are defeated, the event ends and the way out of Slateport opens.
The museum is the mandatory prerequisite for the next route. Do not leave Slateport expecting Route 110 to be the complete objective if Captain Stern’s museum scene has not occurred. Once the event is finished, return to the city streets and take the northern exit onto Route 110.
- Visit the Slateport Shipyard and speak with Dock.
- Enter the Oceanic Museum and find Captain Stern upstairs.
- Defeat both Team Magma Grunts inside the museum.
- Confirm that the route north from Slateport is available.
Cross Route 110 and prepare for the rival battle
Route 110 runs north from Slateport to Mauville City. The lower route is available on foot, so a bicycle is not required to reach Mauville. The Seaside Cycling Road is an optional elevated route that becomes useful after you obtain a bicycle in Mauville. Battle the route’s trainers if your team needs experience, but return to Slateport to heal before continuing if several Pokémon are low on HP or suffering from status conditions.
The Route 110 rival battle occurs before Mauville. Save before approaching the rival and place a dependable Pokémon first. The rival’s team depends on which starter you chose, so do not prepare for only one type matchup. A balanced party with a Water-, Grass-, Fire-, Fighting-, or Ground-type attack available is more reliable than relying on a single lead.
After winning, continue north along Route 110. The rival gives you the Itemfinder after the battle. Use it later to search for hidden items on this and other routes, but do not delay the main route if you are ready to reach Mauville. Enter the city and heal at the Pokémon Center before exploring the Gym.
- Travel north from Slateport through Route 110.
- Save before the Route 110 rival battle.
- Defeat the rival and receive the Itemfinder.
- Reach Mauville and heal at the Pokémon Center.
Collect Mauville’s bicycle, HM06, and optional supplies
Visit Rydel’s Cycles in the eastern part of Mauville. Rydel gives you a bicycle, and you can choose either the Mach Bike or the Acro Bike. You can return to the shop later to exchange it for the other model, so the initial choice is not permanent. The Mach Bike is convenient for moving quickly along the straight Seaside Cycling Road, while the Acro Bike is useful for certain later ledges and rails. Either choice is sufficient for this chapter.
Go to the house immediately to the right of the Poké Mart to receive HM06 Rock Smash. You do not need to teach it to a party member before fighting Wattson, and the HM is not required for entering the Mauville Gym. After earning the Dynamo Badge, Rock Smash can be used outside battle to clear breakable rocks. This is important for later route access, including the Rusturf Tunnel route.
Restock at the Poké Mart before the Gym and the trip toward Route 112. Carry healing items and several Parlyz Heals if your supply is low. Paralysis is a recurring danger around Electric-type battles, and curing it prevents lost turns while training or fighting Wattson. The Game Corner and its Coin Case are optional. They are not required for the Dynamo Badge or for leaving Mauville.
- Receive a bicycle from Rydel’s Cycles.
- Obtain HM06 Rock Smash from the house beside the Poké Mart.
- Buy healing items and Parlyz Heals as needed.
- Treat the Game Corner and Coin Case as optional content.
Handle Wally and train for Wattson
Before entering the Gym, approach the area outside the Mauville Gym. Wally challenges you to a battle there, accompanied by his uncle. This battle is separate from Wattson’s Gym challenge. Wally uses a Ralts, so a physical attack or a move that hits Psychic-type Pokémon effectively can finish the battle safely. Heal afterward if needed.
Wattson uses Electric-type Pokémon in original Ruby: Voltorb at level 20, Magnemite at level 22, and Magneton at level 23. Ground Pokémon are immune to Electric attacks, and Ground-type attacks are super effective against all three. Marshtomp is an especially strong option for a Mudkip player. Geodude from Granite Cave or another Pokémon with a reliable Ground attack can also be effective.
Grass Pokémon resist Electric attacks in Generation III, so they are safer than Water- or Flying-types but do not receive the same immunity as Ground Pokémon. Fire-, Fighting-, and other neutral attackers can contribute, especially against the Steel portions of Magnemite and Magneton, but keep a Ground-type answer available for the whole battle. Train several party members into the low twenties rather than depending on one fragile counter. Route 110, Route 117, and the Cycling Road provide practical trainer experience.
- Defeat Wally outside the Mauville Gym.
- Bring a Ground-type Pokémon or a reliable Ground-type attack.
- Keep Grass-type options in mind as safer secondary choices than Water- or Flying-types.
- Train a balanced party rather than one overreliant lead.
Navigate the Mauville Gym
The Mauville Gym is in the northwestern part of the city. Electric barriers divide the rooms, and floor switches alter which passages are open. Step on the switches, examine the changed corridors, and battle the Gym Trainers as you work toward Wattson. The puzzle does not require a special item; progress comes from activating the switches and using the newly opened paths.
Gym Trainers provide useful experience, but leave and heal if multiple Pokémon are badly injured or paralyzed. The Pokémon Center is close enough that there is no reason to begin Wattson’s battle with a depleted party. Place your Ground counter at the front of the party before speaking to Wattson, or be ready to switch immediately.
Ground-type immunity prevents Electric attacks from damaging the active Pokémon, but it does not protect against every move Wattson’s Pokémon may use. Monitor HP carefully, especially if your Ground Pokémon is struck by a non-Electric attack or suffers confusion or another status effect. Keep a second attacker ready in case the first counter is weakened.
- Activate the Gym’s floor switches.
- Work through the opened electric barriers.
- Defeat or bypass the Gym Trainers while conserving HP and PP.
- Heal before speaking to Wattson.
Defeat Wattson and claim the Dynamo Badge
Open with your Ground-type Pokémon or switch to it as soon as possible. Use accurate Ground-type attacks against Voltorb, Magnemite, and Magneton. Voltorb is the lowest-level member, while Magneton is the highest-level and should be treated as the battle’s main threat. If your Ground counter becomes too weak to continue safely, switch to a healthy teammate rather than risking a knockout from a critical hit or a non-Electric move.
Use healing items during the battle when they preserve a winning position, particularly if your Ground-type answer is still needed for Magneton. If you lack a Ground Pokémon, combine Grass resistance with strong neutral or super-effective attacks and remove status conditions promptly. Do not leave a vulnerable Water- or Flying-type in front of an Electric attacker merely to preserve your planned order.
After the victory, Wattson awards the Dynamo Badge and TM34 Shock Wave. The Dynamo Badge allows the use of Rock Smash outside battle and raises the obedience limit for traded Pokémon. TM34 is a single-use Generation III TM, so review the moveset before teaching Shock Wave. Heal and save after the battle.
- Defeat Wattson’s Voltorb, Magnemite, and Magneton.
- Receive the Dynamo Badge and TM34 Shock Wave.
- Confirm that Rock Smash can now be used outside battle.
- Heal and save after the Gym victory.
Use the Cycling Road and continue toward Fiery Path
The Seaside Cycling Road south of Mauville is optional but useful for experience and prize money. Ride through it at a controllable pace and battle the Cyclists if your party needs training. You can return to Mauville to heal between groups rather than attempting the whole route with a weakened team. The lower Route 110 path remains available if you prefer to travel on foot.
For the required next step, leave Mauville through Route 111 and continue toward Route 112 and Fiery Path. Restock healing items and status cures before departing. Prepare at least one Water-, Rock-, or Ground-type Pokémon for the Fire-focused areas ahead, while remembering that the next chapters include additional route trainers and cave exploration rather than an immediate return to Mauville.
Do not treat New Mauville as the next mandatory objective. In original Ruby, Wattson offers access to that optional area only after you have obtained Surf and the Balance Badge. New Mauville is therefore a later side activity, not a prerequisite for Route 112, Fiery Path, or the next Gym progression.
- Use the Cycling Road for optional training if needed.
- Heal and restock before Route 111 and Route 112.
- Keep a Water-, Rock-, or Ground-type answer prepared for the Fire-focused section.
- Leave New Mauville until after Surf and the Balance Badge.
Before you move on
- The Oceanic Museum event is complete and the northern Slateport exit is open.
- The Route 110 rival has been defeated and the Itemfinder received.
- A bicycle is available from Rydel’s Cycles.
- HM06 Rock Smash is in the Bag.
- The Dynamo Badge is displayed on the Trainer’s Card.
- TM34 Shock Wave is in the Bag after Wattson’s defeat.
- The party has been healed and the game has been saved in Mauville.
- The party is stocked for Route 111, Route 112, and Fiery Path, with a prepared Water-, Rock-, or Ground-type answer.
Lavaridge Town and Fiery Path — Flannery and the Fire Route
Travel from Mauville through Fiery Path, Route 113, Fallarbor Town, Route 114, and Meteor Falls. Resolve the Professor Cozmo meteorite event, return to Mt. Chimney, defeat Team Magma’s Tabitha and Maxie, descend Jagged Pass, and earn the Heat Badge from Flannery in Lavaridge Town. The Go-Goggles you receive afterward open Route 111’s desert, but that area is optional for the next required objective.
Leave Mauville and cross Fiery Path
From Mauville City, travel west through Route 117 if you want extra experience, then return to Route 111 and continue north. The desert section is blocked by the sandstorm, so stay on the paved route and follow the signs toward Route 112. At the Route 112 cable-car station, Team Magma Grunts prevent you from riding to Mt. Chimney. Do not spend time trying to force your way through this blockade.
Continue west along Route 112 and enter Fiery Path through its southern entrance. The cave is a direct passage at this stage. Follow the open corridor north until you emerge from the northern exit onto Route 112. Wild Numel and Machop are useful additions or training targets, particularly if your party needs Ground- or Fighting-type coverage. The boulder that requires Strength can be left alone for now; the Heat Badge will allow you to return and use Strength outside battle later.
Fiery Path has no Pokémon Center, so heal in Mauville before beginning the long trip through Route 112, Route 113, Fallarbor Town, Route 114, and Meteor Falls. Carry Potions, a few status-healing items, and enough Poké Balls for any catches you want to make.
- Leave the Route 111 desert alone until you have the Go-Goggles.
- Use Fiery Path as the main route toward Route 113 and Fallarbor.
- Keep Water-, Ground-, or Rock-type attacks available for the upcoming Team Magma and Gym battles.
Pass Route 113 and reach Fallarbor Town
Continue west and north from Route 112 onto Route 113. The ash-covered grass and numerous trainers make this a useful training route, but none of its optional items or battles is required to advance. Follow the road west until you reach Fallarbor Town.
Heal at the Fallarbor Pokémon Center before continuing. Restock Poké Balls and healing items if necessary. Fallarbor is the last convenient recovery point before the Meteor Falls and Mt. Chimney sequence, although you will need to backtrack through several routes after visiting the cave.
Leave Fallarbor through Route 114 and head south. Battle the trainers you want for experience, then enter Meteor Falls at the southern end of the route. The deeper waterfall sections are not part of this immediate story objective and require Surf, so do not waste time looking for a route through areas you cannot yet reach.
- Heal in Fallarbor before entering Route 114 and Meteor Falls.
- Treat the deeper Surf sections of Meteor Falls as optional for now.
- Use Route 113, Route 114, and Meteor Falls trainers to bring your main party into the low-to-mid twenties.
Resolve the Meteor Falls event
In Meteor Falls, follow the accessible passage until you find Professor Cozmo confronted by Team Magma. In Pokémon Ruby, Team Magma has taken Cozmo’s Meteorite. The scene is interrupted by Team Aqua and Archie, who force Team Magma to withdraw. You do not need to clear a full Team Magma hideout here, and there is no separate dungeon objective after the scene.
Once the event finishes, leave Meteor Falls and retrace your route through Route 114, Route 113, and Route 112. The cable-car station is now open because the Team Magma members have moved on to Mt. Chimney. Heal before entering the station if your party is worn down, then speak to the attendant and ride the cable car to the summit.
- Trigger the Professor Cozmo and Team Magma scene inside Meteor Falls.
- Return to the Route 112 cable-car station after the scene.
- Save and heal before riding to Mt. Chimney.
Clear Team Magma from Mt. Chimney
At the summit, move north through the crater area while the villainous teams are fighting. You can avoid some unnecessary battles, but the required Ruby sequence begins with a Team Magma Grunt guarding the northwest approach. Defeat him, then continue north to challenge Magma Admin Tabitha. Tabitha uses Numel, Poochyena, and Numel, all around level 20. Water attacks are effective, while Ground- and Rock-type attacks are useful against the Fire- and Ground-type Numel.
After Tabitha is defeated, turn east toward the crater and approach Maxie beside the machine containing the stolen Meteorite. Save before speaking to him if you want a convenient retry point. Maxie’s Ruby team consists of Mightyena at level 24, Golbat at level 24, and Camerupt at level 25. Fighting- and Bug-type attacks can help against Mightyena, Electric- or Rock-type attacks are useful against Golbat, and Water- or Ground-type attacks are the safest choices against Camerupt. Be careful with Camerupt’s Magnitude and do not rely on a single Pokémon that is already low on health.
After defeating Maxie, the Team Magma operation ends and the group leaves the summit. Examine the machine and take the Meteorite. This is the required recovery action before leaving Mt. Chimney; it is not optional. You can later return the item to Professor Cozmo in Fallarbor Town, but doing so is not required before continuing to Lavaridge.
- Defeat the required Team Magma Grunt.
- Defeat Magma Admin Tabitha.
- Defeat Maxie and take the Meteorite from the machine afterward.
Descend Jagged Pass into Lavaridge Town
From the summit, take the southern path down Jagged Pass. The route is built around ledges, so southbound travel is straightforward: move downward and jump the ledges as they appear. Optional trainers use Pokémon around the low twenties and provide useful experience. Wild Numel, Machop, and Spoink can also appear in Ruby.
Continue south until Jagged Pass returns you to Route 112, then travel west into Lavaridge Town. Heal at the Pokémon Center immediately. The town has a Poké Mart, a hot-spring area, and an Herb Shop. An elderly man in the Herb Shop gives you Charcoal, while the shop itself sells inexpensive but friendship-reducing healing items. Buy conventional Potions or Super Potions if you prefer to avoid the friendship loss from bitter medicine.
The Pokémon Center also provides a convenient base if you need to train on Jagged Pass, Route 112, or Fiery Path before challenging the Gym.
- Reach Lavaridge Town through the southern descent of Jagged Pass.
- Heal and restock before entering the Gym.
- Collect Charcoal from the elderly man in the Herb Shop if you want the Fire-type held-item bonus.
Navigate Lavaridge Gym
Lavaridge Gym is a bathhouse puzzle built from puddles on the upper floor and hidden geysers on the lower floor. Stepping into the correct puddle drops you to the lower floor; stepping onto a geyser launches you back upward. The required route is easier if you clear each trainer as you go.
Start in the southeast section. Step on the western puddle, then use the geyser on the lower floor. Continue through the southwest section, drop through its northwest puddle, and take the next geyser. Move to the western section, use its west-central puddle, and take the geyser below it. In the northwest section, use the northeast puddle and then the eastern geyser. Finally, enter the northeast section, drop through the southwest puddle, and take the last geyser to reach Flannery.
Gym trainers use Fire-type Pokémon such as Slugma and Numel, but one trainer uses Meditite and another uses Kecleon. Defeat them for experience and to make the puzzle route safer. Water-, Ground-, and Rock-type moves are the best general answers to the Fire-focused battles.
- Use the southeast, southwest, west, northwest, and northeast sections in order.
- Defeat the Gym trainers if you need experience before Flannery.
- Keep your main counter healed before entering the leader’s room.
Defeat Flannery and claim the Heat Badge
In original Pokémon Ruby, Flannery uses two level 26 Slugma followed by a level 28 Torkoal. The first Slugma can use Overheat, Smog, Light Screen, and Sunny Day. The second has Flamethrower, Rock Slide, Light Screen, and Sunny Day. Torkoal uses Overheat, Body Slam, Flail, and Attract. Flannery also carries two Hyper Potions.
Lead with a dependable Water-, Ground-, or Rock-type attacker, but do not assume one Pokémon will safely sweep the entire team. Sunny Day strengthens Flannery’s Fire attacks and weakens Water attacks, while Light Screen can reduce damage from special attacks. Switch if your lead is burned, badly weakened, confused, or trapped by Attract. Use reliable moves instead of low-accuracy attacks, and save a strong answer for Torkoal, which is level 28 and can survive attacks that defeat the Slugma.
After winning, Flannery awards the Heat Badge and TM50, Overheat. The badge permits the use of Strength outside battle and makes traded Pokémon up to level 50 obey you. Leave the Gym and speak with May outside. She gives you the Go-Goggles, which allow you to enter the sandstorm area of Route 111.
- Defeat both level 26 Slugma and level 28 Torkoal.
- Obtain the Heat Badge and TM50, Overheat.
- Receive the Go-Goggles from May outside the Gym.
Choose the next route
The Route 111 desert is now open. It contains optional trainers, items, wild Pokémon, and a fossil, but it is not required for the next story objective. If you explore it, return to a Pokémon Center afterward. You can also revisit Fiery Path and use Strength to move the boulders that blocked the optional sections earlier.
For mandatory progression, continue toward Petalburg City and Norman’s Gym. Keep a balanced party rather than building only around Fire counters, because Norman’s Normal-type team is the next major Gym challenge. The Team Magma operation at Mt. Chimney is complete for now; its later hideout is connected to the Lilycove and Mt. Pyre events, not to this mountain sequence.
- Confirm that Route 111’s desert can now be entered.
- Return to Lavaridge or another Pokémon Center before moving on if the party is damaged.
- Prepare for Petalburg City and Norman rather than searching for Team Magma’s later hideout yet.
Before you move on
- Professor Cozmo’s Meteorite scene in Meteor Falls has been triggered.
- The Route 112 cable-car station is open.
- The required Team Magma Grunt and Tabitha have been defeated at Mt. Chimney.
- Maxie has been defeated and the Meteorite has been removed from the machine.
- Jagged Pass has been descended into Lavaridge Town.
- Flannery has been defeated and has awarded the Heat Badge and TM50, Overheat.
- May has given you the Go-Goggles outside the Lavaridge Gym.
- The party is healed and ready to continue toward Petalburg City and Norman.
Petalburg City — Norman, Family Dynamics and the Balance Badge
Return to Petalburg City after earning the first four Hoenn Gym Badges and defeat Norman, the Normal-type Gym Leader. His two Slaking make this a major mid-game battle, but Truant creates a predictable rhythm you can exploit. After winning, collect HM03 Surf from Wally’s father, then return to Rusturf Tunnel with Rock Smash to clear the rocks separating the two workers and obtain HM04 Strength. Strength cannot be used outside battle until the Heat Badge is earned. When ready, return to Mauville and continue east through Route 118.
Return to Petalburg after the fourth Badge
Norman is the fifth Gym Leader in the original Pokémon Ruby Version. He will not battle you until you have earned the Stone Badge from Roxanne, the Knuckle Badge from Brawly, the Dynamo Badge from Wattson, and the Heat Badge from Flannery. Confirm that all four Badges are recorded on your Trainer’s Card before entering the Gym.
Travel back to Petalburg City after defeating Flannery in Lavaridge Town. Heal at the Pokémon Center and carry Potions or Super Potions for the Gym trainers. Awakening items or Chesto Berries are useful because Norman’s first Slaking knows Yawn.
Norman is a required story battle, not an optional rematch. Bring several dependable Pokémon rather than relying on one Fighting-type attacker. A Fighting move is valuable, but Yawn, Encore, critical hits, and Norman’s healing items can disrupt a single-Pokémon strategy.
- Have the Stone, Knuckle, Dynamo, and Heat Badges.
- Heal the party before entering Petalburg Gym.
- Carry healing and sleep-curing items.
- Bring multiple battle-ready Pokémon.
Choose a route through the Petalburg Gym
Petalburg Gym contains seven trainer rooms between the entrance and Norman’s room. Each room has one trainer and a battle gimmick based on the room name. In Ruby and Sapphire, the trainers use battle items such as X Speed, X Accuracy, Guard Spec., X Defense, Potions, X Attack, and Dire Hit.
The rooms include the Speed Room, Accuracy Room, Zero Reduction Room, Defense Room, Recovery Room, Strength Room, and One-Hit KO Room. The trainers use level 27 Pokémon, including Delcatty, Linoone, and Zangoose. The room effects are represented by the trainers’ item use rather than by a separate puzzle system.
You only need to defeat three consecutive room trainers to reach Norman. You can choose a route that avoids the battle gimmicks most likely to trouble your party. If you want extra experience or money, clear additional rooms, then return to the Pokémon Center before challenging Norman.
- Defeat three consecutive Gym trainers to reach Norman.
- Expect level 27 Pokémon in the trainer rooms.
- Watch for temporary item-based stat boosts, critical-hit boosts, and healing.
- Clear extra rooms only if you want additional experience or money.
Prepare for Norman’s Ruby team
Norman uses a level 28 Slaking, a level 30 Vigoroth, and a level 31 Slaking. All three are Normal-type Pokémon, so Fighting-type attacks are super effective. Rock- and Steel-type Pokémon can withstand ordinary Normal attacks more comfortably, while a Ghost-type Pokémon is immune to Normal moves. However, Norman’s Pokémon know Faint Attack, so a Ghost-type must still be able to handle Dark-type coverage.
The level 28 Slaking knows Encore, Facade, Yawn, and Faint Attack. Vigoroth knows Slash, Faint Attack, Facade, and Encore, and its Vital Spirit ability prevents it from being put to sleep. The level 31 Slaking knows Focus Punch, Slack Off, Facade, and Faint Attack.
Train your main attackers into the high twenties if necessary, while keeping type coverage and healing available. A strong Fighting move is the clearest answer, but a Steel-type switch-in, a strong neutral attacker, or a Pokémon that can lower Attack can also help. Be careful with burn, poison, or paralysis: Facade becomes more powerful when its user has a major status condition.
- Prepare for Slaking at levels 28 and 31 and Vigoroth at level 30.
- Keep at least one reliable Fighting-type attack available.
- Remember that Vital Spirit prevents Vigoroth from falling asleep.
- Avoid using a major status condition without considering Facade.
Exploit Truant and manage the battle turns
Truant makes each of Norman’s Slaking alternate between an active turn and a loafing turn. After a Slaking acts, it must spend the following turn inactive. Use that inactive turn to attack, switch, heal, or apply a safe setup move. Do not waste the opening if you can deal meaningful damage without exposing your Pokémon to unnecessary risk.
If the first Slaking uses Yawn, switch the threatened Pokémon out before it falls asleep unless that Pokémon can finish Slaking immediately. Against Vigoroth, use direct damage or a defensive switch because Vital Spirit blocks sleep. When the level 31 Slaking begins Focus Punch, hit it with a damaging move during its preparation turn to interrupt the attack.
The level 31 Slaking also knows Slack Off, so continue watching its health after it survives an attack. Norman can use two Hyper Potions during the battle. Protect or Detect can help avoid an active Slaking attack, but repeated attempts may fail, so use them as an aid rather than as your entire plan.
- Track the active and loafing turns of both Slaking.
- Attack during loafing turns whenever it is safe.
- Switch away from Pokémon targeted by Yawn before sleep takes effect.
- Interrupt Focus Punch with a damaging move.
- Expect Norman to use two Hyper Potions.
Claim the Balance Badge and collect Surf
After defeating Norman, he awards the Balance Badge and TM42, Facade. The Balance Badge raises the Defense of your Pokémon in battle and allows HM03 Surf to be used outside battle.
Leave the Gym and visit Wally’s father in the house immediately west of the Gym. Speak with him after Norman’s defeat to receive HM03 Surf. Teach Surf to a compatible Pokémon that you plan to keep available for travel. Surf is also a strong Water-type attack in the original Generation III battle system.
You can now use Surf outside battle, but do not leave Petalburg without collecting it. Surf is needed for the water crossing on Route 118 and for later routes throughout Hoenn.
- Receive the Balance Badge and TM42 Facade.
- Visit Wally’s father in the house west of Petalburg Gym.
- Obtain HM03 Surf.
- Teach Surf to a suitable Pokémon.
- Confirm that Surf can be used outside battle.
Clear Rusturf Tunnel and obtain Strength
After receiving Rock Smash in Mauville City, return to Rusturf Tunnel if you have not already cleared its central obstruction. Travel through the tunnel from the Verdanturf Town side or the Route 116 side until you reach the rocks blocking the passage between the two workers. Use Rock Smash on the breakable rocks to open the connection.
Once the rocks are gone, speak with the workers and then talk to Wanda’s boyfriend, who is located in the tunnel. He gives you HM04 Strength as thanks for clearing the obstruction. This is a separate reward from Surf and is easy to miss if you leave the tunnel immediately after breaking the rocks.
The Heat Badge is required to use Strength outside battle. Because you earned that Badge from Flannery before returning to Norman, you can use Strength in the field once you have obtained HM04 and taught it to a compatible Pokémon. Strength becomes important for later cave routes, especially Victory Road, but it is not required to complete the immediate Route 118 crossing.
- Have Rock Smash available on a compatible Pokémon.
- Return to Rusturf Tunnel after obtaining Rock Smash.
- Break the rocks separating the two workers.
- Speak with Wanda’s boyfriend and receive HM04 Strength.
- Teach Strength if useful and confirm that the Heat Badge permits field use.
Optional training and resume the main route
Verdanturf Town, Route 117, and the connected sections of Rusturf Tunnel provide useful optional training after Norman. Verdanturf also gives you a convenient healing stop. Fight any remaining trainers, improve weaker party members, and restock before beginning the longer eastern route.
When you are ready to continue the story, return to Mauville City and leave through the eastern exit onto Route 118. Surf across the water crossing, then follow the route toward Route 119 and the Weather Institute. Route 118 and the areas beyond it are the required continuation after Norman; Verdanturf and Rusturf Tunnel are preparation detours.
Keep Surf available and retain access to Rock Smash and Strength for future exploration. The next major story objectives are the Route 119 Weather Institute event, Fortree City, the Devon Scope, and Winona’s Gym.
- Train in Verdanturf, Route 117, or Rusturf Tunnel if needed.
- Restock healing items before leaving the central towns.
- Return to Mauville City.
- Surf east across Route 118.
- Continue toward Route 119 and Fortree City.
Before you move on
- Norman’s original Ruby team—level 28 Slaking, level 30 Vigoroth, and level 31 Slaking—has been defeated.
- The Balance Badge and TM42 Facade are obtained.
- HM03 Surf has been collected from Wally’s father in the house west of Petalburg Gym.
- A compatible party member knows Surf, and Surf can be used outside battle.
- The Rusturf Tunnel rocks separating the two workers have been smashed.
- HM04 Strength has been received from Wanda’s boyfriend.
- The Heat Badge allows Strength to be used outside battle.
- The party is healed and ready to return to Mauville, cross Route 118, and continue toward Route 119 and Fortree City.
- Optional preparation in Verdanturf Town, Route 117, and Rusturf Tunnel is complete if desired.
References for this chapter
- Petalburg Gym — Bulbapedia
- Walkthrough: Pokémon Ruby and Sapphire/Part 10 — Bulbapedia
- Rusturf Tunnel — Bulbapedia
- Pokémon Ruby and Sapphire/Petalburg Gym — StrategyWiki
- Gym Walkthrough — Ruby, Sapphire & Emerald Walkthrough
- Ruby/Sapphire/Emerald HM chart and Pokémon compatibility — Pokémon Database
- Pokémon Ruby Version — Guide and Walkthrough — GameFAQs
Route 118, Fortree, Mt. Pyre and the Team Magma Hideout
After defeating Norman and receiving HM03 Surf from Wally’s father in Petalburg City, leave Mauville through Route 118 and complete the eastern Hoenn story arc. Cross Route 118, clear Team Magma from the Weather Institute on Route 119, win the rival battle, reach Fortree City, obtain the Devon Scope from Steven on Route 120, and defeat Winona for the Feather Badge. Continue through Routes 121 and 122 to Mt. Pyre, where Maxie steals the Blue Orb in original Ruby and the elderly woman gives you the Red Orb. Follow Team Magma to Slateport Harbor, watch them steal the submarine, then enter the Ruby Team Magma Hideout east of Lilycove. Defeat Maxie and finish the hideout so the route toward Route 124 and Mossdeep is open.
Confirm the prerequisites and keep earlier Slateport material separate
Norman must be defeated before this chapter can begin. Speak with Wally’s father in Petalburg City to receive HM03 Surf, then teach Surf to a Pokémon that can remain in your party for the long water-route sequence ahead.
The Oceanic Museum, Captain Stern’s Devon Goods event, the Route 110 rival battle, Mauville City, Wattson, and the first Trick House puzzle belong earlier in the adventure. If the Oceanic Museum event is unfinished, return to Slateport and complete it before following this chapter’s post-Norman route. That museum visit does not unlock the later Lilycove hideout.
The Trick House on Route 110 is optional. Its first puzzle requires Cut, and later rooms open as you gain more badges and field moves. Do not delay the Route 118 story while trying to complete every Trick House challenge.
- Norman has been defeated.
- HM03 Surf has been received from Wally’s father in Petalburg City.
- A party member knows Surf.
- The earlier Oceanic Museum event is complete, or you have intentionally left that previous objective for Chapter 04.
Cross Route 118 and enter the Weather Institute
From Mauville City, leave through the eastern exit onto Route 118. Surf across the river to the eastern bank, then continue north into Route 119. This river crossing is the mandatory route forward after Norman; the eastern road to Fortree cannot be completed without Surf.
Route 119 is long and contains tall grass, water, trainers, and several narrow paths. Heal before leaving Mauville and carry ordinary healing items. Water- and Electric-type attacks are useful against many of the Fire-, Flying-, and Water-oriented Pokémon encountered along the route, but a balanced party is more reliable than relying on one attacker.
The Fisherman on Route 118 can give you the Good Rod. It is optional and does not affect the story. Continue north until Team Magma members block the bridge. Enter the Weather Institute on the western side of the bridge to begin the required invasion sequence.
The Weather Institute contains a bed and a PC on its first floor. Use them before tackling the upper floor if your party has taken damage or spent important PP.
- Surf from the western side of Route 118 to its eastern bank.
- Follow Route 118 north into Route 119.
- Enter the Weather Institute when Team Magma blocks the bridge.
- Use the Weather Institute recovery area if necessary.
Clear Team Magma and receive the optional Castform
Defeat the Team Magma Grunts occupying the Weather Institute. Work upward through the building until you reach Magma Admin Courtney. In original Ruby, Courtney uses a level 28 Numel and a level 28 Mightyena.
Water-type attacks are effective against Numel, while Fighting-type attacks are useful against Mightyena. Numel is also vulnerable to Ground-type attacks, although be careful with switches because its Ground typing makes Electric attacks ineffective. Mightyena’s Intimidate can lower the Attack of a physical attacker, so switch or use special attacks if its damage becomes unreliable.
After Courtney is defeated, Team Magma leaves and the bridge north of the institute becomes passable. Speak with the scientist upstairs or in the nearby institute area to receive Castform. Castform is an optional gift, not a story requirement. You need an empty party slot to accept it; if your party is full, use the institute’s PC to deposit a Pokémon, then speak with the scientist again.
Cross the bridge and continue north on Route 119. A rival battle occurs before Fortree. Heal at Fortree’s Pokémon Center after winning, then prepare for the Devon Scope detour. The Gym cannot yet be entered because an invisible Kecleon blocks its entrance.
- Defeat the Team Magma Grunts inside the Weather Institute.
- Defeat Courtney’s Numel and Mightyena.
- Cross the cleared bridge north of the institute.
- Win the Route 119 rival battle.
- Accept Castform if you want the optional gift and have an empty party slot.
- Reach Fortree City and heal.
Obtain the Devon Scope and defeat Winona
Leave Fortree through the eastern exit and follow Route 120 to the bridge in the northern section. Steven is waiting there. Speak with him to investigate the invisible Pokémon blocking the path.
Steven uses the Devon Scope to reveal a wild Kecleon. The encounter is optional to catch; defeating it also clears the obstacle. Afterward, Steven gives you the Devon Scope. Return to Fortree City and use the Scope on the invisible Kecleon directly in front of the Gym. Catch or defeat that Kecleon to open the entrance.
Fortree Gym contains rotating barriers and one-way openings. Move through the available gaps, battling Gym Trainers when they block your route, and continue until you reach Winona. In original Ruby, Winona uses Swellow, Pelipper, Skarmory, and Altaria, with levels ranging from 30 to 33.
Electric- and Rock-type attacks are effective against several members of Winona’s team. Keep a separate answer for Skarmory, which is part Steel-type and can resist some attacks that work well against the other Flying Pokémon. Ground attacks do not affect any of Winona’s Flying-type Pokémon. Be ready for Altaria’s durability and avoid depending on a single fragile attacker.
Defeat Winona to receive the Feather Badge and TM40 Aerial Ace. The badge is required progress; the TM and other Fortree items are optional. If you have already obtained Fly, keeping it available will make the backtracking in this chapter easier, but Fly is not required to complete the story sequence.
- Meet Steven on the northern bridge of Route 120.
- Reveal and catch or defeat the first Kecleon.
- Receive the Devon Scope from Steven.
- Use the Scope on the Kecleon blocking Fortree Gym.
- Defeat Winona.
- Receive the Feather Badge.
Travel through Routes 121, 122 and optional Route 123
Leave Fortree through Route 120 and continue east, then south through Route 121. The Safari Zone entrance is on Route 121, but the Safari Zone is optional and has no role in the Team Magma storyline.
At the southern end of Route 121, enter Route 122 and Surf south to the island containing Mt. Pyre. You can explore the interior floors for trainer battles and items, but the required story event takes place at the outside summit. Climb all the way up instead of leaving after the first interior section.
Route 123 is an optional side route connected to the southern Route 121 area. Its ledges make it primarily a one-way path from the west, and it contains trainers, berries, and optional items. It is not needed to reach Mt. Pyre, Slateport, or the Team Magma Hideout, so skip it if you want to preserve healing supplies.
Save and heal before the summit battles if necessary. Team Magma Grunts guard the elderly caretakers, and several battles can occur before the leader appears.
- Leave Fortree through Route 120 and reach Route 121.
- Enter Route 122 and Surf south to Mt. Pyre.
- Climb to the outside summit.
- Treat the Safari Zone and Route 123 as optional detours.
Complete the Mt. Pyre summit event and receive the Red Orb
At the Mt. Pyre summit, defeat the Team Magma Grunts surrounding the caretakers. Maxie then appears and steals the Blue Orb. This is the correct orb assignment for the original Ruby release; do not use the Omega Ruby sequence in which Maxie takes the Red Orb.
After Maxie leaves, speak with the elderly woman at the summit. She gives you the Red Orb, the orb opposite to the one Team Magma stole. You do not recover the Blue Orb here. The Red Orb remains a key story item for the later Groudon sequence.
Leave Mt. Pyre and travel toward Slateport City. Team Magma’s next objective is the submarine at Slateport Harbor, so do not go directly to the Lilycove hideout immediately after the summit. If the harbor scene is not active, check the Team Magma activity around Lilycove for the story hint, then return to Slateport Harbor.
- Reach the Mt. Pyre summit.
- Defeat the guarding Team Magma Grunts.
- Watch Maxie steal the Blue Orb.
- Receive the Red Orb from the elderly woman.
- Travel to Slateport Harbor after leaving Mt. Pyre.
Trigger the Slateport Harbor submarine theft
Go to the harbor in the northeastern part of Slateport City. Captain Stern is outside near the harbor entrance. Speak with him to trigger the submarine sequence. Follow him into the harbor building as Team Magma arrives.
Team Magma takes the submarine and departs. There is no required battle that stops the theft at Slateport. This scene is separate from the earlier Oceanic Museum event: the museum event delivered the Devon Goods before Wattson, while the harbor theft occurs later, after Mt. Pyre and Winona.
Once the submarine has left, travel to Lilycove City. The Team Magma Hideout is in the cove east of Lilycove and requires Surf to reach. Before the harbor event, Grunts block the entrance; after the theft, the entrance becomes available.
- Speak with Captain Stern at Slateport Harbor.
- Follow Stern inside the harbor building.
- Watch Team Magma steal the submarine.
- Travel to Lilycove City.
- Surf east from Lilycove to the hideout entrance.
Clear the original Ruby Team Magma Hideout
Heal in Lilycove and restock before entering the hideout. The base uses stairs and warp panels, so inspect every panel rather than assuming the first one is correct. Defeat the Grunts along the required path and conserve PP where possible. Team Magma’s Pokémon commonly include Poochyena or Mightyena, Numel, and Zubat or Golbat, making Water-, Fighting-, and Ground-type attacks useful in different battles.
The hideout contains optional items, including the Master Ball. The Master Ball is in a room reached through the warp-panel section. Collect it if you want the guaranteed capture tool, but it is not required for story completion. Other visible items can also be skipped if your party needs to reach the final room quickly.
At the end of the base, confront Team Magma Leader Maxie. In original Ruby, Maxie uses Mightyena, Crobat, and Camerupt at approximately the mid-30s. Water-type attacks are especially valuable against Camerupt, while Electric- or Rock-type attacks can help against Crobat. Mightyena can reduce the power of physical attackers with Intimidate, so use special attacks or switch when appropriate.
After you defeat Maxie, he escapes in the submarine. The hideout is complete when the submarine departure scene has occurred and the Grunt who had been blocking the exterior route is no longer preventing access. Leave the cove and Surf east toward Route 124. Mossdeep City, HM08 Dive, and the Route 128 Seafloor Cavern sequence belong to the next chapter; do not treat the hideout as the start of that dungeon.
- Heal and restock before entering the hideout.
- Enter the cave east of Lilycove using Surf.
- Navigate the warp panels and defeat the required Team Magma Grunts.
- Collect the Master Ball if desired.
- Defeat Team Magma Leader Maxie.
- Watch Maxie escape in the submarine.
- Confirm that the exterior blockade has cleared.
- Leave with a Surf-capable Pokémon ready for Route 124.
Before you move on
- Norman has been defeated and HM03 Surf is available.
- Route 118 has been crossed from Mauville to the eastern side.
- Team Magma has been removed from the Weather Institute.
- The Route 119 rival battle has been won.
- The Devon Scope has been obtained from Steven on Route 120.
- The invisible Kecleon blocking Fortree Gym has been defeated or caught.
- Winona has been defeated and the Feather Badge has been obtained.
- Maxie has stolen the Blue Orb at the Mt. Pyre summit.
- The elderly woman has given the player the Red Orb.
- The Slateport Harbor submarine-theft scene has occurred.
- The original Ruby Team Magma Hideout east of Lilycove has been cleared.
- Team Magma Leader Maxie has been defeated in the hideout.
- Maxie has escaped in the submarine and the eastern route toward Route 124 is open.
- Continue with Mossdeep City, HM08 Dive, and the Seafloor Cavern sequence in the next chapter.
References for this chapter
- Walkthrough: Pokémon Ruby and Sapphire — Bulbapedia
- Walkthrough: Pokémon Ruby and Sapphire/Part 11 — Bulbapedia
- Walkthrough: Pokémon Ruby and Sapphire/Part 13 — Bulbapedia
- Weather Institute — Bulbapedia
- Pokémon Ruby & Sapphire Team Aqua & Team Magma progression — Serebii
- Pokémon Ruby and Sapphire/Team Magma Hideout — StrategyWiki
- Pokémon Ruby and Sapphire/Mt. Pyre — StrategyWiki
Mossdeep City and the Space Center — Rival Battles and Team Escalation
After completing the Ruby-specific Lilycove Team Magma Hideout sequence, travel across Route 124 to Mossdeep City. Obtain HM08 Dive from Steven, defeat Tate and Liza in the seventh Gym, and prepare the field moves needed for the Route 128 entrance to Seafloor Cavern. In the original Pokémon Ruby Version for Game Boy Advance, Mossdeep Space Center exploration is optional and does not contain Emerald’s required villain invasion.
Confirm the required prerequisites
Do not begin this chapter’s main route until you have completed the original Ruby Team Magma Hideout in Lilycove City. The Mt. Pyre Red Orb event must be finished, you must enter the hideout, follow its warp-panel rooms, and reach the submarine-departure scene at the end. Team Magma’s submarine leaving Lilycove is the story event that sends the villains toward Seafloor Cavern.
Before leaving for Mossdeep, also verify that HM04 Strength is in your bag and that a compatible Pokémon can use it. Strength is obtained in Rusturf Tunnel after you use Rock Smash to clear the rocks separating the trapped worker from the rest of the tunnel. The Heat Badge from Flannery is required to use Strength outside battle. Seafloor Cavern contains mandatory boulder puzzles, so Surf and Dive alone are not enough.
You should also have a Pokémon capable of using Rock Smash. Rock Smash is not the main movement requirement for every room, but it is needed to clear cracked rocks that block parts of the cavern route. The practical preparation before leaving Lilycove is therefore a Surf user, a Dive user, a Strength user, and a Rock Smash user. These moves can be distributed across several Pokémon.
- Clear the Ruby Team Magma Hideout in Lilycove City.
- Watch the submarine-departure event.
- Obtain HM04 Strength in Rusturf Tunnel if you have not already done so.
- Earn the Heat Badge so Strength works outside battle.
- Prepare Surf, Strength, Rock Smash, and a future Dive user.
Cross Route 124 to Mossdeep City
Leave Lilycove City from its eastern shore and use Surf on Route 124. Travel east across the water and the small islands until Mossdeep City comes into view. The route contains Swimmer battles and wild Water Pokémon, so Electric- and Grass-type attacks are useful for clearing encounters. Keep a reliable Surf user in the active party because the route cannot be crossed on foot.
You can battle the route trainers for experience or use Repels if your team is already ready for the Gym. The Treasure Hunter’s house and its shard trades are optional. Reach the Mossdeep Pokémon Center before exploring the city so you have a convenient recovery point.
Mossdeep contains several optional activities, including the Super Rod, conversations in the Space Center, and minor item rewards. None is needed for the seventh Badge or the Seafloor Cavern entrance. Prioritize Steven’s house, the Gym, and the field-move check.
- Surf east from Lilycove across Route 124.
- Reach Mossdeep City.
- Heal at the Pokémon Center.
- Keep a Surf user available.
- Treat the Treasure Hunter and Space Center items as optional.
Obtain HM08 Dive from Steven
Visit the northwestern house in Mossdeep City, which belongs to Steven. Speak with him to receive HM08 Dive. He explains that dark patches on the ocean surface mark deep water where Dive can be used.
You may teach Dive immediately, but the Mind Badge is required before Dive can be used outside battle. Choose a compatible Pokémon that will remain useful for the upcoming route. A single Pokémon carrying Surf and Dive is convenient, but do not remove an important battle move if another party member can carry one of the HMs.
Receiving Dive does not replace the need for Strength. Steven’s HM prepares you for underwater travel, while Strength is used later to push the large boulders inside Seafloor Cavern. Confirm both moves before starting the Gym challenge.
- Visit Steven’s house in northwestern Mossdeep.
- Receive HM08 Dive.
- Prepare a compatible Dive user.
- Confirm that another party member can use Strength.
- Keep Rock Smash available for cavern obstacles.
Prepare for the Mossdeep Gym
Mossdeep Gym is Hoenn’s seventh Gym. Tate and Liza fight together in a double battle using level 42 Lunatone and level 42 Solrock in the original Ruby and Sapphire releases. Both are Rock/Psychic Pokémon with Levitate, so Ground-type attacks do not affect either target.
Water, Grass, Dark, and Ghost attacks are useful. A strong Water-type can damage both opponents with Surf, but Solrock can use Sunny Day to weaken Water attacks and strengthen its Fire attacks. Grass attacks exploit the Rock typing. Dark-type Pokémon resist Psychic attacks and can deal super-effective damage, but Solrock’s Flamethrower means that relying on a single Dark-type is risky.
Lunatone may use Light Screen, Psychic, Hypnosis, and Calm Mind. Solrock may use Sunny Day, Solar Beam, Psychic, and Flamethrower. Bring several healthy battlers instead of depending on one lead. Party levels around the low 40s provide a reasonable foundation, although the exact requirement depends on team composition and move quality.
- Bring several healthy Pokémon.
- Use Water, Grass, Dark, or Ghost attacks where practical.
- Do not use Ground attacks as your main plan.
- Prepare for Hypnosis, Calm Mind, Light Screen, Sunny Day, and Solar Beam.
Navigate the conveyor puzzle
Mossdeep Gym uses conveyor tiles and red switches that redirect the automatic paths. Step onto the available conveyor route, battle the Psychic trainers if you need experience, and use the switches to change the direction of the conveyors when they send you toward a blocked or previously visited section.
The puzzle is solved by changing conveyor directions rather than walking freely across the floor. If a conveyor carries you away from the next trainer, return to the nearby switch and try the alternate setting. Pay attention to which switch controls each section so you do not repeatedly cross the entire Gym.
You may leave to heal at the Pokémon Center. Defeated Gym trainers remain defeated, so a recovery trip does not reset the puzzle or trainer progress. Save before Tate and Liza if you want a dependable retry point for the double battle.
- Use the red switches to redirect conveyor paths.
- Battle Gym trainers if your team needs experience.
- Leave and heal if HP, PP, or status conditions are poor.
- Save before approaching Tate and Liza.
Defeat Tate and Liza and unlock Dive
Focus both attacks on one opponent whenever possible. Removing one Pokémon quickly reduces the number of attacks your team receives and prevents the leaders from combining setup moves with repeated damage. Lunatone is often a useful first target if Hypnosis or Calm Mind is causing trouble, but target whichever opponent is most vulnerable to your available attacks.
Watch for Solrock’s Sunny Day. During sunlight, Water attacks deal less damage, Solrock’s Flamethrower becomes more dangerous, and Solar Beam no longer needs a charging turn. If Lunatone raises its defenses with Light Screen or Calm Mind, physical Dark attacks can remain effective because they are less affected by Special Defense increases than special attacks.
After winning, Tate and Liza award the Mind Badge and TM04 Calm Mind. The Mind Badge permits Dive to be used outside battle. Heal at the Pokémon Center before beginning the next ocean crossing.
- Defeat level 42 Lunatone and level 42 Solrock.
- Receive the Mind Badge.
- Receive TM04 Calm Mind.
- Confirm that Dive works outside battle.
- Heal before leaving Mossdeep.
Reach the underwater entrance to Seafloor Cavern
Leave Mossdeep from the southern shore and Surf through Route 127 toward Route 128. Continue south and east through the open-water route. You can battle Swimmers for experience or use Repels to reduce interruptions. Carry healing items because the route leads directly toward the next dungeon rather than back through a town.
On Route 128, locate the large dark patch of deep water and use Dive. Underwater, move toward the cave entrance marked by Team Magma’s submarine. Enter the underwater cave and use Dive again at the lighter opening where the surface is visible above you. You will resurface inside Seafloor Cavern.
If the expected submarine or cave entrance is not present, return to Lilycove and verify that the Team Magma Hideout was completed and that the submarine-departure scene occurred. The Mossdeep Gym and the Mind Badge do not substitute for that earlier story trigger.
Inside Seafloor Cavern, Surf and Dive handle the water sections, Strength moves the mandatory boulders, and Rock Smash clears cracked rocks blocking parts of the route. The next chapter covers the cavern’s currents, boulder puzzles, Team Magma battles, and the Ruby story event involving Maxie and Groudon.
- Heal and restock after defeating Tate and Liza.
- Surf south through Route 127 toward Route 128.
- Use Dive at the dark-water patch on Route 128.
- Find Team Magma’s submarine underwater.
- Resurface through the light opening inside the cave.
- Enter Seafloor Cavern with Surf, Dive, Strength, and Rock Smash available.
Before you move on
- The Lilycove Team Magma Hideout has been cleared.
- The submarine-departure event has occurred.
- HM04 Strength has been obtained in Rusturf Tunnel.
- The Heat Badge is recorded on the Trainer’s Card.
- A party member can use Strength outside battle.
- HM08 Dive has been obtained from Steven in Mossdeep City.
- Tate and Liza have been defeated and the Mind Badge is recorded.
- A party member can use Dive outside battle.
- A party member can use Rock Smash for cavern obstacles.
- The Route 128 underwater submarine entrance has been located.
- The player has resurfaced inside Seafloor Cavern.
- The Mossdeep Space Center has not been incorrectly treated as a required invasion sequence.
References for this chapter
- Walkthrough: Pokémon Ruby and Sapphire/Part 15 — Bulbapedia
- Pokémon Ruby & Sapphire — Gyms — Serebii.net
- Pokémon Ruby & Sapphire Team Aqua & Team Magma progression — Serebii
- HM04 Strength — Bulbapedia
- Pokémon Ruby and Sapphire/Seafloor Cavern — StrategyWiki
- Pokémon Ruby Version — Guide and Walkthrough by TeamRocketElite — GameFAQs
Seafloor Cavern — Facing Team Magma and Triggering the Sootopolis Sequence
After earning the Mind Badge and receiving HM08 Dive from Steven, travel through Routes 127 and 128 to the underwater entrance of Seafloor Cavern. Use Rock Smash and Strength to cross the cavern, defeat Magma Admin Courtney and Magma Leader Maxie, and witness Groudon awaken. Groudon is not fought here. After the cutscene, leave the cavern and travel through Route 126 to Sootopolis City, where the next chapter begins at the Cave of Origin.
Check your HMs before leaving Mossdeep
Heal in Mossdeep City and make sure your party has access to Surf, Dive, Rock Smash, and Strength. Surf and Dive are needed to reach the cavern, while Rock Smash and Strength are required inside it. The original Ruby version does not provide an alternate route around the Strength boulders.
If Strength is missing, return to Rusturf Tunnel before attempting this chapter. Enter the tunnel from the Verdanturf Town side or the Route 116 side, then use Rock Smash to break the rocks separating Wanda from her boyfriend. Speak to Wanda’s boyfriend after the passage is cleared; he gives you HM04 Strength. The Heat Badge from Flannery’s Lavaridge Gym must be recorded before Strength can be used outside battle. Teach Strength to a Pokémon that can learn it and confirm that HM04 is in your Bag.
Bring healing items, several status cures, and an Escape Rope. The cavern contains wild Pokémon and multiple Team Magma battles. A team in the high 30s to low 40s is suitable for the area, with a dependable Water-type or another Pokémon carrying a strong Water attack for Camerupt.
- Heal in Mossdeep City.
- Confirm that Surf, Dive, Rock Smash, and HM04 Strength are available.
- If Strength is missing, clear the central rocks in Rusturf Tunnel and collect HM04 from Wanda’s boyfriend.
- Confirm that the Heat Badge allows Strength to be used outside battle.
- Carry healing items, status cures, and an Escape Rope.
Reach the underwater entrance on Route 128
Leave Mossdeep City and Surf south through Route 127, then continue south to Route 128. Look for the circular shallow-water formation near the middle of Route 128. Dive at the dark-water patch inside or beside this formation and travel underwater until you see the stolen Submarine Explorer 1.
Surface at the entrance beside the submarine. This is the original Ruby route into Seafloor Cavern. The submarine is a landmark, not an item or a battle target. Enter the cave opening near it to begin the interior section.
Save before entering if you want a clean restart point. You can also save immediately after surfacing inside the cavern, before spending resources on the dungeon battles.
- Surf from Mossdeep through Routes 127 and 128.
- Dive at the dark-water area near the circular shallow-water formation.
- Find the Submarine Explorer 1 underwater.
- Surface beside the submarine and enter Seafloor Cavern.
Clear the entrance and choose the cavern route
From the first interior room, go north through the cave opening. In the next room, use Rock Smash on the jagged rock, push the nearby boulder vertically, and then push the second boulder to the right. Continue north to the first Team Magma Grunt. In Ruby, the early Grunts use Pokémon such as Poochyena and Numel.
After this battle, you can take either the shorter northwest route or the longer eastern route. The northwest route has fewer battles and is the quickest path to the deeper rooms. The eastern route contains additional Grunts and an optional trainer, so use it if you want experience or intend to clear more of the dungeon.
For the short route, go northwest through the doorway. Push the first boulder upward, push the next boulder upward, then move left and push the following boulder left. Break the nearby jagged rock, push the next boulder upward, break the second jagged rock, and push the adjacent boulder left. Continue upward through the doorway.
For the longer route, go east and up the stairs after the first Grunt. Follow the boulder passages south and through the connected rooms, breaking the jagged rocks that block the way. The path eventually joins the same current-and-boulder section reached by the short route.
- Defeat the first Team Magma Grunt.
- Choose the northwest shortcut or the longer eastern route.
- Break the required jagged rocks with Rock Smash.
- Keep enough PP for Courtney and Maxie.
Cross the current rooms and solve the large boulder puzzle
The next section uses Surf and one-way currents. Do not try to fight the current directly. Move from one calm section to the next, allowing the current to carry you into the correct lane. On the route reached from the shortcut, Surf north into the current, move right when you stop, move right again at the next stopping point, then move left and Surf north toward the doorway. The longer route uses a larger current room; follow the calm patches and current lanes until you reach the room filled with Strength boulders.
In the large boulder room, first push the lower-right boulder to the right. Push the two boulders above it to the left, then push the upper-middle boulder downward. Finish by pushing the upper-right boulder to the right. If you entered from the other side and a ledge blocks the first boulder, push that boulder upward once and left once before starting the main sequence.
The exact arrangement resets if you leave and re-enter the room. If a boulder becomes trapped, exit through the doorway and return rather than trying to force a failed arrangement. When the northern passage opens, go north to face Magma Admin Courtney.
- Use calm water sections to navigate the currents.
- Reach the large Strength-boulder room.
- Reset the room by leaving and re-entering if a boulder is trapped.
- Open the northern passage to Courtney.
Defeat Courtney and reach Maxie
In original Pokémon Ruby, Magma Admin Courtney uses a level 38 Camerupt and a level 38 Mightyena. Lead with a Pokémon that can use a strong Water attack against Camerupt. Camerupt is Fire/Ground and is especially vulnerable to Water. Use Fighting-type attacks or strong neutral special attacks against Mightyena, while remembering that Intimidate lowers the Attack of a Pokémon entering battle.
After Courtney’s defeat, continue north into the next boulder room. Push the central boulder upward first, then move the left and right boulders outward. Push the lower-middle boulder left, move the upper-middle boulder upward, and push the adjacent upper boulders outward. Finish by pushing the upper-left and upper-right boulders upward, then move the upper-middle boulder left to open the northern exit.
The final misty room contains the optional TM26 Earthquake near the left side of the stairway. Collect it if desired, then follow the path to the deepest room. Save before speaking to Maxie if you want a recovery point before the leader battle.
- Defeat Courtney’s level 38 Camerupt and level 38 Mightyena.
- Complete the second Strength-boulder puzzle.
- Collect TM26 Earthquake only if desired.
- Save before approaching Maxie.
Defeat Maxie, witness Groudon’s awakening, and leave
Magma Leader Maxie uses a level 41 Mightyena, level 41 Crobat, and level 43 Camerupt in original Ruby. Fighting attacks work well against Mightyena. Crobat can be pressured with Electric-, Rock-, or Ice-type attacks, although Confuse Ray can disrupt your plans. Camerupt is again four times weak to Water, so preserve a healthy Surf user for it.
After Maxie is defeated, the story proceeds to the deepest room. Maxie uses the Red Orb, but Groudon does not become a normal battle encounter. Groudon awakens and escapes, and harsh sunlight spreads across eastern Hoenn. In this weather, Fire-type moves are strengthened and Water-type moves are weakened. Maxie and Courtney are story characters, not recruitable allies.
When control returns, leave the deepest room and retrace the cavern through the boulder and current sections. The game does not automatically return you to Route 128. If you brought an Escape Rope, use it from inside the cavern to return to the entrance; otherwise, walk back to the underwater submarine area, Dive there, and resurface on Route 128.
From Route 128, Surf west toward Route 126. Dive at the southern underwater area around Sootopolis City, enter the underwater passage, and surface at the opening into the city. Heal at the Sootopolis Pokémon Center and save before beginning the Cave of Origin events. The next chapter covers the required Groudon encounter.
- Defeat Maxie’s level 41 Mightyena, level 41 Crobat, and level 43 Camerupt.
- Watch Groudon awaken without entering a battle.
- Confirm that harsh sunlight has replaced normal weather in eastern Hoenn.
- Exit manually or use an Escape Rope.
- Reach Sootopolis through the southern Route 126 Dive entrance.
- Heal and save before starting the Cave of Origin sequence.
Before you move on
- HM04 Strength is in the Bag, a party Pokémon knows Strength, and the Heat Badge permits field use.
- The player entered Seafloor Cavern from Route 128 by diving beside the Submarine Explorer 1.
- The player cleared the Rock Smash, Strength, and current-based sections.
- Magma Admin Courtney was defeated.
- Magma Leader Maxie was defeated.
- Groudon awakened and escaped without a battle.
- Harsh sunlight began affecting eastern Hoenn.
- The player exited the cavern and returned to Route 128.
- The player reached Sootopolis City through Route 126, healed, and saved before the Cave of Origin sequence.
References for this chapter
Sootopolis City and the Cave of Origin — The Groudon Encounter (Story Legendary)
After defeating Maxie in the deepest chamber of Seafloor Cavern, Groudon escapes and Hoenn is covered by harsh sunlight. Travel to Sootopolis City, meet Steven and Wallace, and enter the Cave of Origin. In original Pokémon Ruby, the player carries the Red Orb obtained at Mt. Pyre, while Team Magma had stolen the Blue Orb. Descend through the cave, collect HM07 Waterfall on B3F, and confront the level 45 Groudon on B4F. Capturing Groudon is optional for the main story, but the encounter must be completed before the Sootopolis Gym opens.
Complete Seafloor Cavern and reach Sootopolis City
Finish the Seafloor Cavern sequence on Route 128 and defeat Maxie at the deepest chamber. In original Ruby, his team is Mightyena, Crobat, and Camerupt. After the battle, Groudon escapes and the weather changes to intense sunlight across Hoenn.
Leave the cavern and travel west through Route 126 while using Surf. In the crater surrounding Sootopolis City, look for the deep-water patch and use Dive. Follow the underwater passage, then resurface at the inner shore of Sootopolis City.
The Sootopolis Gym is not available yet, so do not waste time trying to enter it. Visit the Pokémon Center, restore your team, and buy healing items and Poké Balls before starting the Cave of Origin sequence.
- Defeat Maxie at the end of Seafloor Cavern.
- Use Dive on Route 126 and resurface inside Sootopolis City.
- Heal and prepare for the Cave of Origin and Groudon.
Find Steven and Wallace in northern Sootopolis
From the Pokémon Center, follow the paths around the crater toward the northern part of town. Climb the stairways on the west side and continue toward the upper section, where Steven is standing with Wallace.
Speak to them to advance the story. Wallace explains that the abnormal sunlight is coming from the Cave of Origin and recognizes the Red Orb in your possession. In original Ruby, Team Magma previously stole the Blue Orb from Mt. Pyre, while the elders entrusted the Red Orb to you.
Wallace then leads you and Steven to the Cave of Origin. If the entrance is still blocked, return to Seafloor Cavern and confirm that Maxie was defeated and the Groudon-awakening scene finished. The correct trigger is the completed Team Magma event, not merely arriving in Sootopolis.
- Locate Steven and Wallace in northern Sootopolis.
- Confirm that the Red Orb is in your Key Items pocket.
- Enter the Cave of Origin after Wallace opens the way.
Descend through the Cave of Origin
The Cave of Origin is dark, but Flash is optional. Teaching HM05 Flash to a compatible Pokémon makes the walls, ladders, and item balls easier to see; it is not required to reach Groudon. Bring Repels if you want to reduce wild encounters and conserve PP.
On 1F, move around the room in a clockwise direction and take the ladder in the northeast. On B1F, follow the passage south and then west until you reach the next ladder. On B2F, move toward the southern side of the room and descend again.
On B3F, walk to the northwest corner and collect HM07 Waterfall from the item ball. Continue to the northeast ladder and descend to B4F. Waterfall is not needed to reach Groudon, but it is required later for the waterfall leading to Ever Grande City and Victory Road. You may teach it now or keep it available in the bag until you organize your final travel party.
- Use Flash if the cave layout is difficult to see.
- Descend through 1F, B1F, and B2F.
- Collect HM07 Waterfall in the northwest corner of B3F.
- Take the northeast ladder to B4F.
Save before approaching Groudon
On B4F, Groudon is visible beside the small pool in the southern part of the room. Walk toward the pool but stop before reaching the southern edge. Open the menu and save directly in front of Groudon.
The encounter is a level 45 Groudon with the Ground typing and the Drought Ability. Drought creates harsh sunlight at the start of battle, strengthening Fire-type attacks and reducing the power of Water-type attacks. Its original Ruby moveset is Slash, Bulk Up, Earthquake, and Fire Blast.
Prepare several Ultra Balls. Timer Balls can become useful during a long battle. A sleep or paralysis move improves the capture chance, and False Swipe or another controlled damaging move can help lower Groudon without knocking it out. Be cautious with Grass- and Ice-type attacks, which are super effective and can cause an accidental knockout.
- Save immediately before touching the encounter trigger.
- Carry Ultra Balls and any available Timer Balls.
- Prepare a sleep or paralysis move if possible.
- Use controlled damage rather than an opening super-effective attack.
Capture Groudon or complete the required battle
Approach Groudon to begin the battle. If it is safe, inflict sleep or paralysis first, then lower its HP gradually. Sleep provides stronger capture assistance but can wear off; paralysis lasts for the battle and avoids repeated wake-ups. Watch Groudon’s HP after every attack instead of relying on a fixed damage estimate.
Groudon’s Earthquake and Fire Blast can quickly remove a weakened team member, while Bulk Up raises its Attack and Defense. Switch when the active Pokémon becomes unsafe, use healing items when necessary, and avoid letting a low-HP Pokémon remain in front of a boosted Groudon.
Throw Ultra Balls once Groudon is weakened and statused. Continue the attempt until it is captured, the party is defeated, or you run out of resources. Capturing Groudon is not required to finish the main story; defeating it also resolves the weather crisis and opens the Sootopolis Gym.
In original Ruby, Groudon does not provide a later replacement encounter after it has been defeated or has escaped. If you want to capture it and the battle ends badly, reset to the save made before approaching it. Do not save after defeating or running from the legendary if you still want this capture.
- Apply sleep or paralysis when safe.
- Lower Groudon’s HP carefully.
- Use Ultra Balls throughout the weakened, statused phase.
- Reset from the pre-battle save if Groudon is defeated or escapes.
Leave the cave and prepare for Wallace
After Groudon is captured or defeated, leave the Cave of Origin by retracing the ladders or using an Escape Rope. The harsh sunlight ends and the Sootopolis story sequence advances. The Gym is now available; Wallace is the Gym Leader in original Ruby and Sapphire, unlike Emerald, where Juan occupies the position.
Heal at the Pokémon Center before entering the Gym. Wallace uses a Water-focused team, so Grass- and Electric-type attacks are the most useful general answers. Watch for Water-type moves, status effects, and coverage attacks rather than assuming one Pokémon can safely sweep the entire Gym.
Defeat Wallace to earn the Rain Badge, the eighth Hoenn Gym Badge. The badge allows Waterfall to be used outside battle. Keep HM07 available and make sure at least one party member can use it, because the waterfall at the entrance to Ever Grande City blocks the route to Victory Road.
- Resolve the Groudon battle and end the weather crisis.
- Confirm that the Sootopolis Gym is open.
- Heal before challenging Wallace.
- Earn the Rain Badge.
- Keep HM07 Waterfall and a compatible Pokémon ready for Ever Grande City.
Before you move on
- Maxie has been defeated in Seafloor Cavern and the Groudon-awakening scene has occurred.
- The player has entered the Cave of Origin and confronted the level 45 Groudon.
- Groudon has been captured or defeated, and the extreme sunlight has ended.
- HM07 Waterfall has been collected from B3F of the Cave of Origin.
- The Sootopolis Gym is open and Wallace is available as the eighth Gym Leader.
- The player is prepared to earn the Rain Badge and use Waterfall toward Ever Grande City.
References for this chapter
Sootopolis Gym — Wallace and the Rain Badge (Eighth Gym)
After the Groudon crisis in the Cave of Origin has been resolved, Sootopolis Gym opens in the original Pokémon Ruby Version. Solve its three ice-floor puzzles, defeat Wallace’s five Water-type Pokémon, receive the Rain Badge and TM03 Water Pulse, then travel through Routes 126, 127 and 128 to Ever Grande City and the Pokémon League entrance.
1. Unlock Sootopolis Gym
The Gym is locked when you first reach Sootopolis City. To open it, complete the Ruby weather-crisis sequence: defeat Maxie in Seafloor Cavern, follow the events in Sootopolis, enter the Cave of Origin with Steven and Wallace, and defeat or capture Groudon. After the crisis ends, return to Sootopolis and speak with Steven and Wallace near the Gym. Wallace will then be available as the Leader.
Heal at the Sootopolis Pokémon Center before entering. Wallace’s Pokémon range from level 40 to level 43, so a party in the low-to-mid 40s is a practical target. Bring a Grass-type attack for Whiscash and Electric or Grass coverage for the other Water types. Do not rely on a single attacker: Wallace’s team can inflict confusion, use defensive recovery and exploit Grass-type weaknesses with Ice attacks.
- The Groudon weather crisis is complete.
- Steven and Wallace have appeared outside the Gym.
- The party is healed and has suitable Grass or Electric coverage.
2. Prepare for Wallace’s Ruby team
Wallace’s original Ruby team is Luvdisc at level 40, Whiscash at level 42, Sealeo at level 40, Seaking at level 42 and Milotic at level 43. Luvdisc, Sealeo and Seaking are pure Water types. Whiscash is Water/Ground, so Electric moves do not affect it; use Grass attacks instead. Sealeo is Water/Ice, but it remains weak to both Grass and Electric attacks.
Milotic can use Recover, while Wallace’s Pokémon may use Water Pulse and other disruptive moves. Water Pulse can confuse your Pokémon, so carry Full Heals, Lum Berries or other confusion remedies. Wallace also has two Hyper Potions. Save before the battle if you want a fixed recovery point, and keep at least one healthy reserve Pokémon rather than committing every resource to your lead.
- A Grass attack is available for Whiscash.
- Electric or Grass coverage is ready for the other Water types.
- Healing and confusion-curing items are stocked.
3. Clear the first ice puzzle
The Gym contains three separate ice sections. Each ice tile can be crossed once. Stepping on a tile a second time breaks it and drops you to a lower floor, where you must battle Gym Trainers and work back to the puzzle. The puzzle resets when you fall, so plan the complete route before moving.
From the entrance, step onto the first ice tile, then move right, up, left, left, up and right. The stairs to the next section will appear. If you fall, defeat the required trainer below and use the ladder to return to the puzzle. There is no Pokémon Center inside the Gym, so use items or leave to heal if your party becomes weakened.
- The first ice section is solved.
- The stairs to the second section are visible.
- The main Grass or Electric attacker still has enough HP and PP.
4. Complete the second ice puzzle
On the second section, step onto the starting ice tile, then move left until you reach the far side, move up as far as possible, move right twice, move down, move right three times, move down, move right, move up as far as possible, and finally move left until the stairs appear. This path crosses the required tiles without repeating one.
If you make a mistake, do not continue moving randomly. Let the tile break, battle the trainer on the lower floor and return to try again. Use the lower-floor battles as optional experience, but retreat to the Pokémon Center before attempting the final section if several Pokémon are below full health.
- The second ice section is solved without repeating a tile.
- The stairs to the final section are reached.
- The party has enough PP for Wallace’s five Pokémon.
5. Solve the final ice puzzle
On the final section, step onto the starting tile, move right until you hit the rock, then move up, right twice, down, right, and up as far as possible. Continue with left twice, down, left, up, left, down twice, left twice, down, left, up, left, down, left, up, left, up twice, right, down, right, up, right, down, right, up and right. This opens the final stairs to Wallace.
The final sequence is long, so use the directional groups carefully. If you fall, the entire section must be solved again. After reaching the upper platform, save before speaking to Wallace if you want to preserve your preparation point.
- The final ice section is solved.
- The stairs to Wallace are open.
- The game is saved before the Leader battle.
6. Defeat Wallace
Use Grass attacks against Whiscash whenever it appears. Electric attacks are effective against Luvdisc, Sealeo and Seaking, but switch away from them against Whiscash. A strong neutral attack can also be useful against Milotic if your Grass attacker is weakened. Keep pressure on Milotic so it cannot repeatedly recover its HP, and use healing items before a Pokémon is reduced to a dangerous range.
After all five Pokémon are defeated, Wallace awards the Rain Badge and TM03 Water Pulse. In original Ruby, Wallace does not give HM07 Waterfall here; Waterfall was obtained earlier during the Cave of Origin sequence. The Rain Badge allows Waterfall to be used outside battle and completes the eight-badge requirement for the Pokémon League.
- Luvdisc, Whiscash, Sealeo, Seaking and Milotic are defeated.
- The Rain Badge is recorded on the Trainer’s Card.
- TM03 Water Pulse is received.
7. Travel to Ever Grande City
Heal after leaving the Gym, then exit Sootopolis through Route 126. Continue through the surrounding sea routes toward Route 127 and Route 128, following the available Surf and Dive passages. Use the previously obtained HM07 Waterfall at the waterfall leading to Ever Grande City. The Rain Badge is what permits the field use of Waterfall.
Enter the Pokémon Center at Ever Grande City before Victory Road. Restock on healing items, status cures and, if affordable, Revives or Max Revives. Once you have healed there, the Sootopolis Gym objective is complete and the next required challenge is Victory Road. No additional event inside Sootopolis Gym is needed after defeating Wallace.
- Waterfall works outside battle after earning the Rain Badge.
- Ever Grande City is reached through the Route 126–128 sea passage.
- The Ever Grande City Pokémon Center has been used before entering Victory Road.
Before you move on
- The Trainer’s Card shows all eight Hoenn Gym Badges, including the Rain Badge.
- Wallace’s Ruby team has been defeated.
- TM03 Water Pulse has been received.
- Waterfall can be used outside battle.
- Ever Grande City has been reached and its Pokémon Center has been used, leaving the player ready for Victory Road.
Ever Grande City and Victory Road — Final Overland Push
After defeating Wallace and obtaining the Rain Badge, leave Sootopolis City through Route 126 and cross Routes 127 and 128 to reach Ever Grande City. Use Waterfall to climb into the city, heal at the Pokémon Center, and prepare for Victory Road. The cave uses Surf, Strength, Rock Smash, and Waterfall to connect its 1F, B1F, and B2F sections. Flash is optional. Near the northern exit, Wally challenges you with his strongest original Ruby team. Defeat him, follow the northern walkway, and pass the eight-Badge checkpoint to reach the Pokémon League.
1. Leave Sootopolis and reach Ever Grande City
Start in Sootopolis City, which is the correct departure point after the Sootopolis Gym sequence. Leave the city through its western opening and use Surf on Route 126. Continue around the island and travel southward onto Route 127. Follow Route 127 south, then continue east through Route 128. Route 128 eventually opens into the waters below Ever Grande City. This is the final overland approach to the Pokémon League.
At the northern end of Route 128, approach the large waterfall and use Waterfall. The Rain Badge allows Waterfall to be used outside battle. Climb the waterfall to reach the southern section of Ever Grande City, then enter the Pokémon Center immediately. This is the important recovery checkpoint before the cave.
Ever Grande City does not provide the normal shopping convenience of a large mainland town, so purchase Poké Balls, healing items, status cures, and any PP-restoring supplies before leaving Mossdeep, Sootopolis, or another town with the needed shops. Arrange the six Pokémon you intend to use through the PC and heal before entering Victory Road.
- Rain Badge obtained
- Waterfall available outside battle
- Route 126, Route 127, and Route 128 crossed from Sootopolis
- Ever Grande City Pokémon Center used
- Final party organized and healed
2. Prepare for the cave and the League gauntlet
Carry Pokémon that collectively know Surf, Strength, Rock Smash, and Waterfall. These four field moves are required to complete the original Ruby and Sapphire Victory Road route. Flash is optional: it illuminates the darker sections but is not needed to solve the cave. If one Pokémon carries several HMs, check that the rest of the party still has enough battle power and type coverage.
Stock a practical supply of Hyper Potions or stronger healing items, Revives, Full Heals, and other status cures. Ether and Elixir items are valuable if you have them, because the cave contains multiple trainers and the Elite Four begins immediately after this chapter. Repels can reduce wild encounters, but they are optional.
The Victory Road trainers use mixed teams rather than one shared type. Keep answers to Steel, Flying, Grass, Psychic, and Water Pokémon available. A Ground move is particularly useful against Magneton, while Ice, Rock, or Dragon attacks help against Altaria. Do not rely on one weakened attacker to clear the cave and Wally without support.
- Surf, Strength, Rock Smash, and Waterfall available
- Healing items and Revives stocked
- Status recovery available
- Important battle moves have adequate PP
- Party contains answers to Steel and Flying Pokémon
3. Cross the first floor and descend near Cooltrainer Hope
Enter Victory Road from the northern side of the Ever Grande Pokémon Center. On 1F, follow the bridges and stairs through the central part of the cave. The first optional detour leads to a Max Elixir in the eastern portion of the floor. If you take it, return to the main path rather than trying to force a route through the ledges.
Continue toward the northwestern section and battle or pass Cooltrainer Hope, who uses a level 44 Roselia. The ladder near Hope leads to B1F and is the normal route deeper into Victory Road. Cooltrainer Albert is also near the central route, while Cooltrainer Edgar is near the final return to 1F. Their battles are optional only in the sense that some can be avoided by using the surrounding paths; the cave’s required movement still takes you through their general areas.
The PP Up and hidden Ultra Ball in the southeastern part of 1F are optional. Take them only if your party is healthy enough to continue without consuming the supplies needed for Wally and the League.
- Main 1F bridges and stairs followed
- Optional Max Elixir collected if desired
- Cooltrainer Hope passed or defeated
- Ladder to B1F reached
4. Solve the B1F boulder sections
B1F is dark, so use Flash if the reduced visibility makes the route difficult. Move south from the ladder, then use Strength on the nearby boulders to open the central passage. Continue through the rocky area and clear the cracked rocks with Rock Smash when they block the route.
The optional PP Up and Full Restore detours require additional boulder movement and Rock Smash. For the Full Restore, move through the eastern section, reach Cooltrainer Samuel’s area, then manipulate the boulders so the northern passage opens. If you want only the exit, you can skip these items, but you cannot skip the Strength and Rock Smash work that opens the lower route.
Watch the direction of every boulder before pushing it. If you create an unintended blockage, leave the room and return if the arrangement resets. If you saved after making an unrecoverable mistake, use a different route or revisit the cave after the League rather than assuming every boulder can be moved again immediately.
- Strength used on the required boulders
- Rock Smash used on the required cracked rocks
- Optional PP Up and Full Restore collected if wanted
- Route to B2F opened
5. Cross B2F and use Waterfall to return to the upper route
On B2F, proceed north and pass Cooltrainer Julie, whose Ruby and Sapphire team includes Sandslash and Ninetales. Use Surf to cross the water and reach the northeastern section. TM29 Psychic is optional; if you want it, use the northeastern ladder to reach B1F, collect the TM, and return to B2F.
Continue west past the central trainers until you reach the water near Cooltrainer Caroline. Surf north to the waterfall. In original Ruby, Waterfall is part of the required route through Victory Road, not merely a convenience. Climb the waterfall, cross the upper water section, and descend the other waterfall. This places you near the eastern ladder leading back toward the final 1F section.
The Full Heal between the waterfalls and the hidden Max Repel near the northeastern ladder are optional. If your party has lost substantial HP or PP, skip these detours and prioritize reaching the exit. The required route after returning to B1F uses Rock Smash and Strength again before the last ladder to 1F.
- Surf used on B2F
- TM29 collected only if desired
- Waterfall used inside Victory Road
- B2F water section crossed
- Final ladder back toward 1F reached
6. Defeat Wally near the northern exit
After returning to 1F, follow the rocky passage, use Rock Smash, and move the required boulder with Strength. Climb the final stairs, cross the bridge, and pass Cooltrainer Edgar, whose Ruby and Sapphire battle includes a level 44 Cacturne. Continue north until Wally stops you near the exit.
Save before speaking to Wally. His original Ruby team is Altaria level 44, Delcatty level 43, Roselia level 44, Magneton level 41, and Gardevoir level 45. This is a mandatory battle in Ruby and Sapphire, unlike the different early Victory Road encounter used by Emerald.
Use Ice, Rock, or Dragon attacks against Altaria, and do not give it several turns to exploit Dragon Dance. Delcatty is weak to Fighting attacks but can put Pokémon to sleep with Sing. Roselia is vulnerable to Fire, Flying, Psychic, and Ice attacks; avoid unnecessary contact if you are concerned about Poison Point. Magneton is especially vulnerable to Ground attacks and also takes super-effective damage from Fire and Fighting moves. Gardevoir is weak to Bug, Ghost, and Dark attacks in Generation III. Watch for Calm Mind and switch to a suitable answer rather than allowing repeated boosts. Wally’s Altaria and Roselia have Natural Cure, so status effects may disappear when he switches them out.
- Save made before Wally
- Wally defeated
- At least one healthy Pokémon remains
- Northern Victory Road exit reached
7. Enter the Pokémon League
After defeating Wally, continue north and leave Victory Road. The exit places you in the northern section of Ever Grande City. Follow the long stone walkway north to the Pokémon League building. The route is linear once you are outside the cave.
The League entrance checks that all eight Hoenn Gym Badges are present. Victory Road itself is reached through the Rain Badge and the earlier HM progression, but the final League checkpoint requires all eight badges. If the guards do not allow passage, check the Trainer’s Card rather than searching for another route.
Inside the League facility, heal, rearrange the party, restore move PP, inspect held items, and save before entering the Elite Four. The League is the next chapter’s sequential gauntlet, so do not begin it with optional cave detours still consuming your healing supplies. The PokéNav’s Trainer’s Eyes feature can record eligible trainers and later rematches, but it does not provide a map of Victory Road. Use the cave landmarks instead: the opening bridges, B1F boulder rooms, B2F water and waterfalls, the final ladder to 1F, and Wally’s position near the northern exit.
- Eight-Badge checkpoint passed
- Pokémon League building reached
- Party healed inside the League facility
- Moves, held items, and PP checked
- Save made before the Elite Four
Before you move on
- Sootopolis City has been left through Route 126.
- Routes 127 and 128 have been crossed to reach the base of Ever Grande City.
- Waterfall has been used to climb into Ever Grande City after obtaining the Rain Badge.
- The Ever Grande Pokémon Center has been used as the recovery checkpoint.
- Victory Road’s 1F, B1F, and B2F route has been completed with Surf, Strength, Rock Smash, and Waterfall.
- Wally has been defeated near the northern exit with his original Ruby and Sapphire team.
- The eight-Badge checkpoint has been passed and the Pokémon League building has been reached with a healed, supplied party.
The Elite Four — Sidney, Phoebe, Glacia, Drake (Sequential Gauntlet)
At the Pokémon League, defeat Sidney, Phoebe, Glacia and Drake in that order without a Pokémon Center between battles. Prepare a balanced party around level fifty-five or higher, carry Full Restores and Revives, and preserve a dependable Fighting attacker, a Dark or Ghost attacker, an Electric or Grass attacker, and a strong Ice move for Drake. In original Pokémon Ruby, the four Elite Four battles use the Ruby and Sapphire teams, not Emerald’s altered lineups.
1. Prepare inside the Pokémon League
Heal at the Pokémon Center in the Pokémon League entrance before speaking to the attendant. Once the challenge begins, the Elite Four rooms are completed consecutively: Sidney, Phoebe, Glacia and Drake. There is no Pokémon Center between them, so the only recovery available during the sequence comes from items, moves and level-up effects.
A party averaging around level 55 is a safer target than entering with a team in the low fifties. Sidney’s strongest Pokémon is level 49, Phoebe’s final Dusclops is level 51, Glacia’s Walrein is level 53, and Drake’s Salamence is level 55. Lower-level teams can win with good matchups, but they are more dependent on healing items and accurate super-effective attacks.
Bring several Full Restores and Revives, along with additional healing items if available. Full Restores are useful after battles because they restore HP and remove major status conditions at the same time. Save before starting the challenge. Arrange the party so that a reliable Fighting move is available early, a Dark- or Ghost-type attack is ready for Phoebe, and at least one healthy Pokémon knows a dependable Ice move for Drake.
- Heal at the Pokémon League Pokémon Center.
- Aim for a team average near level 55.
- Carry Full Restores, Revives and extra HP recovery.
- Prepare Fighting, Dark or Ghost, Electric or Grass, and Ice coverage.
- Save before entering the first Elite Four room.
2. Defeat Sidney’s Dark-focused team
Sidney’s Ruby team is Mightyena at level 46, Cacturne at level 46, Shiftry at level 48, Sharpedo at level 48 and Absol at level 49. His specialty is Dark, although Cacturne and Shiftry are also Grass types. Fighting attacks are the most useful general answer because they are super effective against all five Pokémon. Bug attacks also help against the Dark types, while Fire attacks are useful against Cacturne and Shiftry.
Mightyena has Intimidate, which lowers the Attack of the Pokémon sent into battle. If a physical attacker is weakened by Intimidate, switch to a special attacker, use a strong Fighting move anyway if it remains powerful enough, or switch to a different physical attacker whose damage is not essential for the rest of the room. Avoid wasting several turns on weak attacks while Sidney’s Pokémon use accuracy reduction, stat disruption or defensive moves.
Sharpedo is vulnerable to Electric and Grass attacks, but remember that it can punish careless physical attacks with Rough Skin. Cacturne and Shiftry can threaten Water- and Ground-type Pokémon with Grass attacks, so do not make an automatic Water switch against them. Absol is Sidney’s strongest Pokémon and can deal heavy physical damage. Use a reliable super-effective attack instead of giving it time to improve its position.
After the battle, use healing items before continuing. If possible, keep your main Fighting attacker healthy; Fighting coverage remains valuable against Glacia’s Ice Pokémon.
- Use Fighting attacks as the main answer to Sidney.
- Use Fire or Flying coverage against Cacturne and Shiftry when appropriate.
- Use Electric or Grass attacks against Sharpedo.
- Respect Intimidate, Rough Skin and Absol’s high physical damage.
- Heal before entering Phoebe’s room.
3. Handle Phoebe’s Ghost team
Phoebe’s Ruby team is Dusclops at level 48, Banette at level 49, Sableye at level 50, Banette at level 49 and Dusclops at level 51. The two Dusclops are Ghost types, the Banette are Ghost types, and Sableye is Dark/Ghost. Normal- and Fighting-type attacks cannot hit the Ghost Pokémon, so do not use them as your primary attacks in this room.
Dark- and Ghost-type attacks are the best direct choices. If your team lacks those moves, use strong neutral attacks from a Pokémon that can withstand repeated hits. Sableye has no type weakness in original Ruby because Fairy type does not exist in Generation III. Treat it as a neutral-damage target rather than trying to force a modern Fairy matchup.
Dusclops is bulky and can make the battle last longer than expected. Phoebe’s Ghost Pokémon may also inflict status conditions, lower move PP or disrupt your accuracy and stats. Use a Full Restore when a Pokémon is both badly injured and affected by a status condition. If the active Pokémon is confused, asleep or close to fainting, switching may be safer than spending multiple turns trying to continue.
Do not spend all of your Dark- or Ghost-type move PP on weak attacks. Use your strongest reliable option and preserve enough recovery items for Glacia and Drake. Before leaving the room, heal the Pokémon intended to use Electric or Fighting coverage against Glacia.
- Remember that Normal and Fighting attacks fail against Ghost Pokémon.
- Use Dark or Ghost attacks when available.
- Treat Sableye as a neutral-damage matchup in original Ruby.
- Heal status conditions and restore critical HP before continuing.
- Conserve PP for the remaining three battles.
4. Break through Glacia’s Ice and Water/Ice team
Glacia’s Ruby team is Glalie at level 50, Sealeo at level 50, Glalie at level 52, Sealeo at level 52 and Walrein at level 53. Glalie is pure Ice, while Sealeo and Walrein are Water/Ice. Fighting moves are effective against every member of this team. Electric and Grass moves are also effective against Sealeo and Walrein, while Fire moves are particularly useful against the pure Ice Glalie.
A strong Fighting Pokémon can handle the entire room if it has enough HP and PP, but do not force it to fight while weakened. An Electric or Grass attacker gives you a safer option against Sealeo and Walrein. Fire is a good answer to Glalie, but Fire attacks are less dependable against Water/Ice Pokémon because their Water typing reduces Fire damage.
Walrein is the most durable Pokémon in the room and is the point at which using a Full Restore or changing to a fresh counter is justified. Do not leave a badly injured attacker in battle merely to finish a target with a low-power move. If Glacia’s Pokémon have reduced your accuracy or inflicted a status condition, restore the attacker before attempting the next knockout.
After Glacia falls, heal immediately. Drake is next, and the Ice user you rely on for Altaria, Flygon and Salamence must have enough HP and PP to survive repeated switches and attacks.
- Use Fighting attacks against Glalie, Sealeo and Walrein.
- Use Electric or Grass attacks against the Water/Ice Pokémon when safe.
- Use Fire attacks mainly against Glalie.
- Treat Walrein as the room’s endurance check.
- Restore the Ice attacker before facing Drake.
5. Defeat Drake’s Dragon team
Drake’s Ruby team is Shelgon at level 52, Altaria at level 54, Flygon at level 53, a second Flygon at level 53 and Salamence at level 55. Ice attacks are the most valuable coverage because every member of Drake’s team is vulnerable to Ice. Shelgon is pure Dragon, while Altaria, Flygon and Salamence also have secondary types that make Ice especially effective against them.
Protect the Pokémon carrying your best Ice move. Ice Beam, Ice Punch or another reliable Ice attack can turn this room in your favor, but do not send that Pokémon into unnecessary damage during the earlier battles. If the Ice user cannot safely defeat a target immediately, weaken the target first and switch to the Ice attacker when a knockout is likely.
Do not use Electric attacks on Flygon. Flygon’s Ground typing makes it immune to Electric moves. Altaria, both Flygon and Salamence can survive if your Ice attack is weak or inaccurate, so favor dependable moves over low-accuracy attacks when the opponent is already in knockout range.
Salamence is Drake’s final and highest-level Pokémon. It has Intimidate, so a physical attacker may deal less damage after entering. Use a special Ice attack if available, or restore and rotate between healthy Pokémon rather than allowing a weakened physical attacker to remain in a poor matchup. Spend a Full Restore when a Pokémon is in knockout range, especially if it is the only safe answer to Salamence.
- Use Ice attacks against all five of Drake’s Pokémon.
- Never target Flygon with Electric attacks.
- Keep the Ice user healthy for Altaria, both Flygon and Salamence.
- Watch for Salamence’s Intimidate and high level.
- Prefer reliable attacks over risky low-accuracy moves.
6. Recover before Champion Steven
Defeating Drake opens the passage to Champion Steven, but the League challenge is not over. Heal the party with Full Restores and other HP items, revive essential Pokémon and check the PP of the attacks needed for Steven’s Steel-, Rock-, Ground- and Psychic-related matchups. Remove status conditions before entering the Champion’s room.
If the party is nearly out of recovery items, the main counters have fainted or the strongest attacks have almost no PP remaining, do not proceed simply because Drake has been defeated. A failed Champion attempt sends you back to the Pokémon League entrance after the defeat, where you can heal and try again, but you will need to repeat the Elite Four. It is safer to use the remaining resources carefully and enter Steven’s room with a functional team.
The Elite Four chapter is complete when Sidney, Phoebe, Glacia and Drake have all been defeated in order and the passage to Champion Steven is open. The next battle is Steven’s full Champion team, so retain any strong Water, Electric, Fighting, Ground, Fire or Dark options that remain useful against his varied lineup.
- All four Elite Four members are defeated in sequence.
- The party is healed and free of dangerous status conditions.
- Key attacks still have usable PP.
- Essential fainted Pokémon have been revived.
- The passage to Champion Steven is open.
Before you move on
- Sidney’s Ruby team—Mightyena, Cacturne, Shiftry, Sharpedo and Absol—has been defeated.
- Phoebe’s Ruby team—Dusclops, Banette, Sableye, Banette and Dusclops—has been defeated.
- Glacia’s Ruby team—Glalie, Sealeo, Glalie, Sealeo and Walrein—has been defeated.
- Drake’s Ruby team—Shelgon, Altaria, Flygon, Flygon and Salamence—has been defeated.
- The party has been restored as far as possible and the passage to Champion Steven is open.
References for this chapter
- Pokémon Ruby and Sapphire/The Elite Four — Champion Steven’s original Ruby party and battle details
- Pokémon Ruby & Sapphire - Elite Four
- Pokémon Ruby and Sapphire — Elite Four and Pokémon League reference
- Gym Leaders & Elite Four in Pokémon Ruby & Sapphire
- Pokémon Ruby Version Walkthrough — Elite Four
Champion Steven — Final Match and Game Ending
Defeat Champion Steven in the original Game Boy Advance Pokémon Ruby Version, complete the Hall of Fame registration, watch the ending sequence, and resume in Littleroot Town with Ruby’s principal post-game options available. The original Ruby Champion is Steven, not Wallace, and the post-game Sky Pillar route requires the Mach Bike.
1. Recover after Drake and prepare for Steven
After defeating Drake, move through the exit into the Pokémon League lobby. Heal at the Pokémon Center on the left side of the lobby, restore the PP of your most important attacks, and use the Poké Mart on the right to buy Full Restores, Revives, and other supplies. The Elite Four and Champion are one continuous challenge, so you cannot leave the League to heal and then return without restarting the current run.
Save in the lobby before entering Steven’s room. This is the best point to retry the Champion without repeating the Elite Four. A party around the mid-50s is a reasonable preparation range, but the Champion’s highest Pokémon is level 58, so prioritize reliable type coverage, adequate PP, and healing supplies over a single exact level target.
Steven’s original Ruby party is Skarmory at level 57, Claydol at level 55, Aggron at level 56, Cradily at level 56, Armaldo at level 56, and Metagross at level 58. Metagross holds a Sitrus Berry, and Steven can use four Full Restores. Plan for a long battle rather than expecting every target to fall immediately to one attack.
A Fire-type attack is valuable against Skarmory, Aggron, and Metagross. Water, Ground, Fighting, Ice, Grass, Bug, Ghost, and Dark attacks cover different portions of the rest of the team. Bring more than one answer to Steel Pokémon, because Metagross can survive a weak hit and retaliate with powerful attacks.
- Heal and restore PP in the League lobby.
- Buy Full Restores and Revives before entering Steven’s room.
- Save in front of the Champion room.
- Prepare answers for Steel, Flying, Ground, Rock, Bug, Grass, and Psychic targets.
2. Defeat Steven’s six Pokémon
Steven opens with Skarmory. Use a strong Fire or Electric attack if available. Ground moves do not affect Skarmory because it is part Flying type, so do not leave a Ground attacker in expecting an easy knockout. Skarmory can use defensive and status-oriented moves, so remove it before it has time to wear down your team.
Claydol is Steven’s Ground/Psychic Pokémon and has Levitate, making it immune to Ground attacks and Electric attacks. Use Water, Ice, Grass, Bug, Ghost, Dark, or strong neutral damage instead. If Claydol raises Reflect or Light Screen, do not waste turns repeatedly setting up unless your own strategy depends on it; continue applying pressure and heal when necessary.
Aggron is Steel/Rock and is especially vulnerable to strong Fighting and Ground attacks. Water attacks are also effective. Be careful with Fire attacks if Aggron has already taken damage but do not hesitate to use them when they are your safest option. Switch away from Flying- or Normal-type attacks when a more effective move is available.
Cradily is Rock/Grass. Water damage is neutral against it in this generation: Rock is weak to Water, while Grass resists Water. Do not treat Water as a super-effective answer or as a resisted attack. Fighting, Bug, Ice, and Steel attacks are effective choices, while a strong neutral attacker can finish the battle if those types are unavailable. Cradily can inflict confusion and restore health with Giga Drain, so avoid allowing it to remain active while confused or weakened.
Armaldo is Rock/Bug. Water, Rock, and Steel attacks are effective, but remember that it can carry Water Pulse and coverage attacks of its own. Keep a weakened Fire-type or Flying-type away from unnecessary risk if Armaldo is still healthy.
Metagross is level 58 and is normally Steven’s last Pokémon. It is Steel/Psychic, holds a Sitrus Berry, and can use Meteor Mash, Earthquake, Psychic, and Hyper Beam. Fire and Ground attacks are the clearest offensive answers, but do not use a Ground move with a Pokémon that cannot survive a counterattack. If Metagross restores with its Berry or Steven uses a Full Restore, continue the same plan rather than changing targets unnecessarily.
Use Full Restores when a Pokémon is in knockout range, when a serious status condition prevents it from contributing, or when restoring it lets you safely answer the next matchup. Revive a fainted specialist only when the active Pokémon can survive the turn. Avoid spending every item on minor damage during the first half of the battle.
- Use Fire or Electric coverage against Skarmory.
- Do not use Ground or Electric attacks on Claydol.
- Use Fighting, Ground, or Water attacks against Aggron.
- Treat Water as neutral against Cradily and use Fighting, Bug, Ice, or Steel coverage when possible.
- Keep a strong Fire- or Ground-type answer for Metagross.
- Expect Steven to use Full Restores.
3. Finish the Hall of Fame and ending sequence
When Steven’s final Pokémon is defeated, the game proceeds automatically to the Champion ceremony. Brendan or May arrives, followed by Professor Birch. Birch checks your Pokédex progress, and your current party is registered in the Hall of Fame. This registration is the main completion point for the story campaign: all eight Badges, the Team Magma crisis, the Groudon sequence, the Pokémon League, and the Champion battle are complete.
Original Ruby’s Champion is Steven. Do not apply Pokémon Emerald’s Champion arrangement, where Wallace is the League Champion, or the later Omega Ruby and Alpha Sapphire battle details. Original Ruby also does not add Mega Evolution, a Delta Episode, or a modern Champion rematch sequence.
The game saves during Hall of Fame registration. Allow the ceremony to finish and watch the credits if you want the complete ending presentation. The party shown in the Hall of Fame is the party that defeated Steven, and those Pokémon receive their Hall of Fame record and associated recognition.
- Steven’s six Pokémon are defeated.
- Your winning party is registered in the Hall of Fame.
- The Professor Birch and rival scenes play.
- The credits begin after Hall of Fame registration.
4. Resume in Littleroot Town and begin the post-game
After the credits, continue the game from the title screen. Control returns in your bedroom in Littleroot Town. Go downstairs and speak with Norman and your mother; Norman gives you the S.S. Ticket. In original Ruby, this ticket allows travel on the S.S. Tidal between Slateport City, Lilycove City, and the Battle Tower destination. Save after regaining control so your next post-game actions are recorded, although the Hall of Fame entry itself was already saved during registration.
Rayquaza is now available at Sky Pillar. Travel to Pacifidlog Town and Surf east along Route 131. The entrance to Sky Pillar is accessible after entering the Hall of Fame in original Ruby and Sapphire. To climb the tower completely and reach Rayquaza, bring the Mach Bike; the cracked-floor sections require its high-speed movement. The Acro Bike is not the correct bike for this puzzle.
Rayquaza is level 70. Save before interacting with it, carry a substantial supply of Poké Balls, and bring a Pokémon that can lower its HP without risking an accidental knockout. Sleep or paralysis can improve the odds of capture if your team has a reliable way to inflict one of those conditions. If the battle goes badly, reset and retry from the save rather than defeating the encounter casually.
Other optional post-game objectives include checking Steven’s house in Mossdeep City for the Beldum gift, dealing with Ruby’s roaming Latios event, using the S.S. Tidal, revisiting unfinished routes, completing the regional Pokédex, and attempting the Regis if their prerequisites were completed. None of these tasks is required for the main-story completion check.
- Control returns to the bedroom in Littleroot Town.
- Norman gives you the S.S. Ticket downstairs.
- Pacifidlog Town and Route 131 provide the route to Sky Pillar.
- The Mach Bike is available before attempting the full Sky Pillar climb.
- You save before attempting to catch level 70 Rayquaza.
Before you move on
- Steven is defeated and the winning party is registered in the Hall of Fame.
- The ending scenes and credits have played.
- Continuing the game returns the player to the bedroom in Littleroot Town.
- Norman provides the S.S. Ticket downstairs.
- Sky Pillar is accessible from Route 131, and the player can prepare the Mach Bike route toward the level 70 Rayquaza encounter.
References for this chapter
- Walkthrough: Pokémon Ruby and Sapphire/Part 22 — original Game Boy Advance Pokémon League, Steven battle, Hall of Fame, and ending
- Pokémon Ruby and Sapphire Versions — Ruby game information and post-game return to Littleroot Town
- Pokémon Ruby and Sapphire/The Elite Four — Champion Steven’s original Ruby party and battle details
- Sky Pillar — Bulbapedia
- Pokémon Ruby Version — Guide and Walkthrough, ending and return to Littleroot Town
Post-game access and Rayquaza — Sky Pillar Capture Route
In the original Pokémon Ruby Version for Game Boy Advance, Sky Pillar becomes accessible after you defeat the Elite Four and Champion Steven and complete the Hall of Fame sequence. The tower is on Route 131, directly east of Pacifidlog Town. Bring the Mach Bike to cross the cracked floors and reach the summit, where a level 70 Rayquaza awaits. Rayquaza is optional for the main story, but capturing it is the principal legendary post-game objective in Ruby.
1. Complete the Pokémon League first
Defeat Sidney, Phoebe, Glacia, Drake, and Champion Steven, then allow the Hall of Fame sequence to finish. When the game returns you to the overworld after the ending, save again if desired. In original Ruby, Sky Pillar is not available as a catchable Rayquaza location before this point. Emerald uses different story progression and should not be used as the basis for this chapter.
Before leaving, heal your party and prepare a capture team. Surf is required to travel from Pacifidlog Town to Route 131 and reach the tower. A Pokémon with Fly is convenient for returning to a Pokémon Center, although Fly is not required to enter Sky Pillar. Bring a Pokémon that can withstand a level 70 opponent, a reliable weakening move, and a sleep- or paralysis-inducing move if available. False Swipe is helpful but not mandatory.
- Defeat the Elite Four and Champion Steven.
- Complete the Hall of Fame sequence.
- Prepare Surf, healing items, Poké Balls, and a capture team.
2. Surf east from Pacifidlog Town to Route 131
Fly to Pacifidlog Town after the Hall of Fame if it is already registered as a destination. From the eastern side of town, Surf directly east onto Route 131. Do not travel through Routes 132, 133, or 134 for this objective; those routes are on the opposite side of the Pacifidlog connection and are not needed to reach Sky Pillar.
Continue east along Route 131 until you reach the swimmers and rock formations. Move north through the opening in the rocks, then follow the waterway and land path toward the tower entrance. The entrance to Sky Pillar is on an island in the northern part of Route 131. If wild encounters are slowing you down, use Repels, but remember that Repels only prevent encounters below the level of your lead Pokémon.
- Start in Pacifidlog Town.
- Surf east directly onto Route 131.
- Move north through the rock opening and enter Sky Pillar.
3. Bring the Mach Bike
The cracked-floor puzzles inside Sky Pillar require the Mach Bike. The Acro Bike cannot provide the speed needed to cross these sections. If you arrive with the wrong bicycle, return to Rydel’s Cycles in Mauville City and exchange it for the Mach Bike before attempting the tower.
The cracked tiles collapse when crossed. Build speed before entering each section, hold your direction across the tiles, and avoid stopping in the middle of a run. Falling through a cracked floor is not a permanent failure; it places you on a lower floor, where you can reposition and try the puzzle again. The tower’s lower areas also contain wild Pokémon and trainers, so heal before the final ascent if your intended capture Pokémon has taken substantial damage.
- Carry the Mach Bike rather than the Acro Bike.
- Bring healing items and optional Repels.
- Make sure the capture team has enough HP and move PP for the climb.
4. Climb Sky Pillar and save at the summit
Follow the stairways through the lower floors and use the Mach Bike wherever cracked floors block the route. If you fall, inspect the landing floor for the stairway or passage that returns you to the relevant puzzle. Work methodically rather than trying to correct direction after entering a cracked section.
Rayquaza is at the top of Sky Pillar on the sixth floor in the original Ruby and Sapphire layout. Before interacting with it, check the lead Pokémon, healing supplies, status moves, weakening moves, and Poké Balls. Stand directly in front of Rayquaza and save the game before starting the encounter. This save lets you retry without repeating the entire tower climb if Rayquaza faints or the capture attempt fails.
- Reach the upper floors using the Mach Bike.
- Confirm that your battle supplies are ready.
- Save immediately before interacting with Rayquaza.
5. Battle and capture level 70 Rayquaza
Rayquaza is a level 70 Dragon- and Flying-type Pokémon. Its powerful attacks can quickly defeat a fragile capture team, so begin with a Pokémon that can survive several turns. Avoid opening with an uncontrolled super-effective Ice- or Dragon-type attack, because a critical hit or high damage roll can knock Rayquaza out before its HP is low enough for capture.
Lower its HP gradually. False Swipe is the safest weakening option because it leaves the target with at least 1 HP. If you do not have False Swipe, use weak or neutral attacks and stop once Rayquaza is in the red. Inflict sleep or paralysis after weakening it. Sleep usually gives the strongest temporary capture advantage, while paralysis is useful when you do not have a dependable sleep move.
Throw Ultra Balls during the attempt. Timer Balls become more useful as the battle lasts longer. Keep your party alive with healing items when necessary, but do not waste turns attacking once Rayquaza is at low HP and affected by a status condition. If Rayquaza faints, your party is defeated, or you run out of effective supplies, reset to the save made before the encounter and try again.
- Save before starting the battle.
- Use controlled damage and preferably False Swipe.
- Apply sleep or paralysis when Rayquaza’s HP is low.
- Use Ultra Balls and Timer Balls as appropriate.
- Reset and retry if Rayquaza faints or the attempt fails.
6. Leave Sky Pillar and continue optional post-game play
Catching Rayquaza is not required to complete Pokémon Ruby’s main story. The main completion point is entering the Hall of Fame after defeating Champion Steven. If you captured Rayquaza, its Pokédex entry and the Pokémon itself are now recorded on your save. If you defeated it without catching it, reload the pre-battle save for another attempt.
After the encounter, the game remains open for optional activities. You can revisit routes and caves, finish the Trick House, enter Contests, pursue Pokédex completion, rematch available trainers, and use compatible Generation III link trading to obtain version exclusives or trade evolutions. The original Game Boy Advance release has no modern online trading, so broader Pokédex work requires compatible games, systems, and link equipment.
- Confirm that the Hall of Fame entry is recorded.
- Confirm that Rayquaza is registered if capture is part of your goal.
- Return to Hoenn and continue optional post-game activities.
- Use compatible Generation III trading for version exclusives and trade evolutions.
Before you move on
- The game has recorded your Hall of Fame entry after defeating the Elite Four and Champion Steven.
- You have Surfed east from Pacifidlog Town onto Route 131 and entered Sky Pillar.
- You have reached the summit and completed the level 70 Rayquaza encounter.
- Rayquaza is registered in the Pokédex if capture is part of your goal.
- You can leave Sky Pillar and continue optional post-game activities in Hoenn.
Optional post-game: Pokédex completion, trading, and Battle Preparation
After entering the Hall of Fame, Pokémon Ruby becomes a collection, connectivity and training game rather than a second story campaign. The most useful order is to secure one-time legendary encounters, organize Ruby’s obtainable species, trade for missing Hoenn Pokémon, connect to compatible Generation III games when needed, and then prepare a separate team for the original Ruby and Sapphire Battle Tower. Keep Ruby-specific requirements separate from Emerald, FireRed, LeafGreen, Colosseum and XD mechanics.
1. Set the correct Pokédex target
Open Ruby’s Pokédex and decide whether your immediate goal is to complete the Hoenn portion, to collect every species available through Ruby and legitimate trades, or to pursue the full Generation III National Pokédex. These goals require different games and different amounts of connectivity.
The Hoenn Pokédex in Ruby and Sapphire contains 202 numbered entries. The normal regional completion target is the 200 obtainable non-event Pokémon. Jirachi occupies entry 201 and Deoxys occupies entry 202, but these are event-only Pokémon in the original Ruby and Sapphire environment and are not required for the standard Hoenn completion milestone. Treat them as special collection goals rather than ordinary Ruby objectives.
Ruby cannot supply every Hoenn species on one cartridge. You must use trades for Sapphire-exclusive species, the opposite starter families, the starter evolutions you did not choose, and any other species that cannot be obtained in your current save. Some entries also require evolution, breeding or a second game rather than a direct wild capture.
- Use 200 obtainable non-event Pokémon as the normal Hoenn completion target.
- Leave Jirachi and Deoxys in a separate event-only category.
- Make a written list showing whether each missing entry needs catching, evolving, breeding, trading or an external game.
- Do not confuse a Pokédex entry being numbered with that Pokémon being required for standard regional completion.
2. Finish Ruby’s own species and identify trade requirements
Ruby’s ordinary version-exclusive group is Seedot, Nuzleaf, Shiftry, Mawile, Zangoose and Solrock. Groudon is also unavailable in Sapphire and is Ruby’s story legendary, while Latios is Ruby’s normal roaming Eon Pokémon after the Hall of Fame. Sapphire supplies Lotad, Lombre, Ludicolo, Sableye, Seviper, Lunatone and Kyogre instead. Trade for the Sapphire group if you want the complete obtainable Hoenn collection.
The three starter families are split between saves. Your own starter line is guaranteed, but the other two lines require breeding and trading from another Ruby, Sapphire or Emerald save, or from a compatible source that already contains them. Record the original trainer and cartridge for rare or irreplaceable Pokémon before moving them between games.
During the main adventure, Ruby’s Mirage Tower fossil choice gives you either Anorith or Lileep after revival. The other fossil line is not permanently lost, but you need a trade from another compatible game or save to obtain it. Raise the traded fossil Pokémon normally and evolve it if you are completing the entire regional list.
After the Hall of Fame, Ruby’s television event begins the Latios roaming encounter. Sapphire normally receives Latias instead. The opposite Eon Pokémon can be obtained through a legitimate Eon Ticket distribution and Southern Island event, if you have access to the required original-generation event setup, or through a trade. Do not release or trade away a one-time legendary until you have confirmed another source for that entry.
- Register Seedot’s line, Mawile, Zangoose, Solrock, Groudon and Latios in Ruby.
- Trade for Lotad’s line, Sableye, Seviper, Lunatone and Kyogre when completing the obtainable Hoenn list.
- Obtain the two starter families you did not choose through breeding and trade.
- Trade for the fossil line you did not select at Mirage Tower.
- Record Latios as Ruby’s normal roaming Eon Pokémon and treat the opposite Eon Pokémon as a special or traded target.
3. Use the original Generation III connections
For direct trades between Ruby, Sapphire, Emerald, FireRed and LeafGreen, use two compatible Game Boy Advance systems and a Game Link Cable. In Ruby, obtain the Pokédex before attempting to trade, and keep at least two non-Egg Pokémon in the party when the game requires a link trade. Generation I and Generation II cartridges cannot trade directly with Ruby because the Game Boy and Game Boy Color data is not compatible with Generation III.
Ruby can connect to Pokémon Colosseum and Pokémon XD: Gale of Darkness through a GameCube–Game Boy Advance Link Cable. In Colosseum, the main story must be completed before trading is available; XD likewise requires completion of its relevant story. Pokémon must be purified before they can be moved out of those games, and Ruby needs at least two non-Egg Pokémon in the party for the side-series connection.
FireRed and LeafGreen are not immediately open for unrestricted Hoenn trading. Their player must complete the necessary post-game progress, including obtaining the National Pokédex and returning the Ruby and Sapphire items to Celio so that the Network Machine can link those games to Hoenn. Plan the FireRed or LeafGreen side of the connection before travelling with a Pokémon that cannot yet be accepted.
Pokémon Box: Ruby & Sapphire can store and organize compatible Generation III Pokémon through a GameCube connection. It is useful for box management and legitimate collection work, but it does not create missing species. It also does not replace a trade with Sapphire, Emerald, FireRed, LeafGreen, Colosseum or XD.
- Use a GBA Game Link Cable for Ruby, Sapphire, Emerald, FireRed and LeafGreen trades.
- Use a GameCube–GBA Link Cable for Colosseum, XD and Pokémon Box.
- Complete FireRed or LeafGreen’s own post-game Network Machine requirements before planning a Hoenn trade.
- Purify Colosseum and XD Shadow Pokémon before transferring them.
- Do not rely on Pokémon Bank, Pokémon HOME, Nintendo 3DS tools or Nintendo Switch connectivity for an original GBA Ruby save.
4. Build the National Pokédex in stages
Start with the 200 obtainable Hoenn entries. Catch every Ruby species, evolve duplicate lines while training, breed starters and other gendered species when useful, and trade with Sapphire or Emerald for the opposing version group. Keep a second copy of rare Pokémon when possible so that a future trade does not remove your only source.
Once the Hoenn portion is organized, expand into Kanto, Johto and other Generation III species through FireRed, LeafGreen, Emerald, Colosseum and XD. Some species are unavailable in Ruby itself and some are tied to particular side games, event distributions or one-time encounters. Label each missing entry by source instead of repeatedly searching Ruby routes for something that cannot appear there.
Use breeding to preserve a species before trading it away and to create baby Pokémon or starter lines efficiently. For trade evolutions, arrange the return trade before sending the Pokémon away. Save before both sides confirm a trade, verify the received Pokémon, and check that the Pokédex entry has registered before changing cartridges or disconnecting.
Jirachi and Deoxys belong in the special-distribution category. They are numbered in the 202-entry Hoenn list but are not needed for the standard 200-Pokémon completion milestone. A full National collection may also require outside Generation III games and historical distributions, so define whether your personal target excludes event-only Mythical Pokémon.
- Complete Ruby’s ordinary Hoenn entries before expanding to the National list.
- Use breeding and trade returns to protect rare species and trade evolutions.
- Mark event-only and side-game species separately from ordinary wild Pokémon.
- Verify each trade and Pokédex registration before disconnecting or changing cartridges.
5. Prepare for the original Ruby and Sapphire Battle Tower
After entering the Hall of Fame, return home and obtain access to the S.S. Tidal. Board it and travel to the Battle Tower in the southeastern sea, south of Route 130. This is the original Ruby and Sapphire Battle Tower, not Emerald’s Battle Frontier. Emerald later expands the facility concept into a larger Battle Frontier with several separate facilities; Ruby and Sapphire do not contain that Frontier.
Ruby and Sapphire’s Battle Tower offers Level 50 and Level 100 Single Battle modes. Select three legal Pokémon and fight seven consecutive battles in each set. In Level 50 mode, no selected Pokémon may be above level 50. Legendary Pokémon such as Groudon, Kyogre and Rayquaza are restricted from entry, so build the team around eligible species rather than assuming your story legendary can carry a streak.
The Tower restores your party after each battle, but it does not remove the risks of bad matchups, critical hits, confusion, paralysis or poor move selection. Build a dedicated three-Pokémon team with a reliable lead, a strong attacker and a third member that covers the first two Pokémon’s weaknesses. Give the team compatible held items and avoid duplicate held-item restrictions.
Winning a set of seven awards a prize. Early streaks provide random vitamins; longer streaks can provide held items such as Leftovers, White Herb, Quick Claw, BrightPowder or Choice Band. A 50-win streak awards the Silver Shield decoration, while 100 wins awards the Gold Shield. Reaching 56 consecutive wins grants the Level 50 Winning Ribbon or the Level 100 Victory Ribbon to participating Pokémon. These are optional mastery goals, not Pokédex requirements.
Use Trainer’s Eyes rematches and ordinary routes to earn money and experience before serious Tower attempts. Keep a separate exploration party for legendary captures, field moves and long dungeon trips so that a Battle Tower team is not weakened by HM obligations.
- Reach the Battle Tower through the S.S. Tidal after the Hall of Fame.
- Choose Level 50 or Level 100 and obey that mode’s level limit.
- Enter with three legal Pokémon for Single Battles.
- Expect seven battles per set and a prize after the seventh victory.
- Treat Emerald’s Battle Frontier as a different facility from Ruby and Sapphire’s Battle Tower.
6. Finish optional post-game objectives
Visit Sky Pillar from Route 131 after the Hall of Fame. In original Ruby, the approach is blocked before the League is completed. Bring the Mach Bike because the cracked-floor sections require it to reach the upper floors. At the summit, save before interacting with Rayquaza. The encounter is level 70, and it is a one-time battle, so use controlled damage and status effects if you intend to capture it. A failed capture can be recovered only by resetting before the encounter or by accepting that the Pokémon has been lost.
Complete the Regis quest if you have met its requirements and want all three Regi entries. Ruby also begins the Latios roaming event after the Hall of Fame. Use the Pokédex location display after first seeing it, carry supplies for repeated encounters, and consider a trapping move or ability when building a capture plan. Save before important one-time encounters and avoid trading away these Pokémon until your collection is secure.
Use PokéNav Trainer’s Eyes rematches for money and experience, revisit routes for missed items and rare encounters, and organize PC boxes by Pokédex number, game source or capture method. Contests, Berry cultivation, Secret Bases and breeding are long-term activities rather than progression gates.
A practical final order is to capture or document Rayquaza, complete the Regis quest and roaming Latios, finish Ruby’s available Hoenn species, trade for the missing obtainable entries, confirm the 200-Pokémon regional milestone, then assemble a Battle Tower team. Continue with National Pokédex work, contests, breeding and special-distribution targets only after recording which goals require another game or event.
- Capture or deliberately postpone Rayquaza, the Regis and roaming Latios.
- Use the Mach Bike for the original Ruby Sky Pillar route.
- Save before every one-time legendary encounter.
- Use Trainer’s Eyes rematches for training and money.
- Document event-only, side-game and historical-distribution requirements before declaring the collection complete.
Before you move on
- Ruby’s Hoenn Pokédex has 200 obtainable non-event Pokémon registered, with Jirachi and Deoxys documented separately as event-only entries if desired.
- Ruby’s missing obtainable species are identified and obtained through legitimate Generation III trades, evolutions, breeding or compatible side games.
- The Ruby-exclusive species, Groudon, Latios, the selected fossil line and the desired starter line are safely stored or documented.
- Rayquaza, the Regis and roaming Latios are captured or deliberately recorded as postponed objectives.
- A legal three-Pokémon team is prepared for the original Ruby and Sapphire Battle Tower in the chosen Level 50 or Level 100 mode.
- Remaining National Pokédex, event, side-game, Contest, breeding, Secret Base and rematch goals are either completed or listed with their exact external requirement.
References for this chapter
- List of Pokémon by Hoenn Pokédex number in Generation III — Bulbapedia
- Pokémon Ruby and Sapphire Versions — Bulbapedia
- Version-exclusive Pokémon — Bulbapedia
- Battle Tower (Generation III) — Bulbapedia
- Walkthrough: Pokémon Ruby and Sapphire/Part 23 — Bulbapedia
- Trading — Bulbapedia
- Pokémon Box Ruby & Sapphire — Bulbapedia
- Pokémon FireRed and LeafGreen Versions — Bulbapedia
- Sky Pillar — Bulbapedia
- List of in-game event Pokémon in Pokémon Ruby and Sapphire — Bulbapedia
Finishing up
You have all eight Hoenn Gym Badges: Stone, Knuckle, Dynamo, Heat, Balance, Feather, Mind and Rain.
You have completed the full Team Magma storyline: Mt. Chimney, the Weather Institute, Mt. Pyre, the Lilycove Team Magma Hideout, Seafloor Cavern, Sootopolis and the Cave of Origin.
You have confronted Groudon in the Cave of Origin and then defeated Sootopolis Gym Leader Wallace.
You have defeated Sidney, Phoebe, Glacia, Drake and Champion Steven, and the game has registered your party in the Hall of Fame.
After the credits, Sky Pillar on Route 131 is accessible and can be climbed with the Mach Bike for the optional level 70 Rayquaza encounter.
Choose your next gameScreenshots & video
Game imagery for reference. Follow the written chapters above for the route and strategies.
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.
- Walkthrough: Pokémon Ruby and Sapphire/Part 1
- Pokémon Ruby and Sapphire/Route 103 — StrategyWiki
- Pokémon Ruby and Sapphire/Littleroot Town — StrategyWiki
- Hoenn Route 103 — Pokémon Ruby, Sapphire, and Emerald Walkthrough
- Ruby, Sapphire & Emerald Walkthrough: Part 1
- Walkthrough: Pokémon Ruby and Sapphire/Part 3 — Bulbapedia
- Pokémon Ruby and Sapphire/Rustboro City — StrategyWiki
- Pokémon Ruby and Sapphire/Route 116 — StrategyWiki
- Rusturf Tunnel — Bulbapedia
- Pokéarth: Hoenn Rusturf Tunnel — Serebii.net
- Pokémon Ruby and Sapphire Walkthrough — Thonky
- Pokémon Ruby and Sapphire Versions — Bulbapedia
- Walkthrough: Pokémon Ruby and Sapphire/Part 4 — Bulbapedia
- Dewford Gym — Bulbapedia
- Granite Cave — Bulbapedia
- Granite Cave — Pokémon Ruby, Sapphire, and Emerald Walkthrough
- Hoenn Route 104 — Bulbapedia
- Pokémon Ruby Version Harvest Guide — GameFAQs
- Pokémon Ruby & Sapphire — Gyms — Serebii.net
- Mauville City - Bulbapedia
- Pokémon Ruby and Sapphire/Route 110 - StrategyWiki
- Pokémon Ruby and Sapphire/Mauville City - StrategyWiki
- Quick Walkthrough - Ruby, Sapphire & Emerald Walkthrough
- Mauville Gym - Bulbapedia
- Walkthrough: Pokémon Ruby and Sapphire/Part 9 — Bulbapedia
- Mt. Chimney — Bulbapedia
- Lavaridge Town Gym — Bulbapedia
- Pokémon Ruby and Sapphire — Meteor Falls — StrategyWiki
- Pokémon Ruby and Sapphire — Mt. Chimney — StrategyWiki
- Petalburg Gym — Bulbapedia
- Walkthrough: Pokémon Ruby and Sapphire/Part 10 — Bulbapedia
- Pokémon Ruby and Sapphire/Petalburg Gym — StrategyWiki
- Gym Walkthrough — Ruby, Sapphire & Emerald Walkthrough
- Ruby/Sapphire/Emerald HM chart and Pokémon compatibility — Pokémon Database
- Pokémon Ruby Version — Guide and Walkthrough — GameFAQs
- Walkthrough: Pokémon Ruby and Sapphire — Bulbapedia
- Walkthrough: Pokémon Ruby and Sapphire/Part 11 — Bulbapedia
- Walkthrough: Pokémon Ruby and Sapphire/Part 13 — Bulbapedia
- Weather Institute — Bulbapedia
- Pokémon Ruby & Sapphire Team Aqua & Team Magma progression — Serebii
- Pokémon Ruby and Sapphire/Team Magma Hideout — StrategyWiki
- Pokémon Ruby and Sapphire/Mt. Pyre — StrategyWiki
- Walkthrough: Pokémon Ruby and Sapphire/Part 15 — Bulbapedia
- HM04 Strength — Bulbapedia
- Pokémon Ruby and Sapphire/Seafloor Cavern — StrategyWiki
- Pokémon Ruby Version — Guide and Walkthrough by TeamRocketElite — GameFAQs
- Seafloor Cavern — Pokémon Ruby, Sapphire, and Emerald Walkthrough
- Seafloor Cavern — Bulbapedia
- Walkthrough: Pokémon Ruby and Sapphire/Part 16 — Route 128 and Seafloor Cavern
- HM04 — Pokémon Ruby and Sapphire FAQ/Walkthrough
- Walkthrough: Pokémon Ruby and Sapphire/Part 17 — Bulbapedia
- Cave of Origin — Pokémon Ruby, Sapphire, and Emerald Walkthrough — Thonky
- Pokémon Ruby and Sapphire/Cave of Origin — StrategyWiki
- Mt. Pyre — Bulbapedia
- Sootopolis Gym — Bulbapedia
- Wallace — Bulbapedia
- Sootopolis Gym — Pokémon Ruby, Sapphire, and Emerald Walkthrough — Thonky
- Pokémon Ruby Version — Guide and Walkthrough, ending and return to Littleroot Town
- Walkthrough: Pokémon Ruby and Sapphire — Part 21
- Victory Road (Hoenn) — Bulbapedia
- Victory Road — Pokémon Ruby, Sapphire, and Emerald Walkthrough
- Wally — Bulbapedia
- Pokémon Ruby and Sapphire/The Elite Four — Champion Steven’s original Ruby party and battle details
- Pokémon Ruby & Sapphire - Elite Four
- Pokémon Ruby and Sapphire — Elite Four and Pokémon League reference
- Gym Leaders & Elite Four in Pokémon Ruby & Sapphire
- Pokémon Ruby Version Walkthrough — Elite Four
- Walkthrough: Pokémon Ruby and Sapphire/Part 22 — original Game Boy Advance Pokémon League, Steven battle, Hall of Fame, and ending
- Pokémon Ruby and Sapphire Versions — Ruby game information and post-game return to Littleroot Town
- Sky Pillar — Bulbapedia
- Pokéarth — Hoenn — Route 131 — Serebii.net
- Pokémon Ruby and Sapphire/Sky Pillar — StrategyWiki
- Pokéarth — Hoenn — Sky Pillar — Serebii.net
- Pokémon Ruby Version — Legendary Catching Guide — GameFAQs
- List of Pokémon by Hoenn Pokédex number in Generation III — Bulbapedia
- Version-exclusive Pokémon — Bulbapedia
- Battle Tower (Generation III) — Bulbapedia
- Walkthrough: Pokémon Ruby and Sapphire/Part 23 — Bulbapedia
- Trading — Bulbapedia
- Pokémon Box Ruby & Sapphire — Bulbapedia
- Pokémon FireRed and LeafGreen Versions — Bulbapedia
- List of in-game event Pokémon in Pokémon Ruby and Sapphire — Bulbapedia
About the game & collecting notes
- Platform
- Game Boy Advance
A step-by-step campaign guide for the original Generation III release of Pokémon Ruby (GBA, USA/Europe Rev 2). Follow a reliable route from Littleroot Town through all eight Gyms, the Team Magma storyline, the Cave of Origin encounter with Groudon, Victory Road, the Elite Four and Champion Steven, plus clear post-game access to Sky Pillar and Rayquaza.
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