Game walkthroughGame Boy Advance

Pokémon Sapphire Version — Complete GBA (USA / Europe Rev 2) Campaign Walkthrough

Step-by-step campaign walkthrough for the original Game Boy Advance release of Pokémon Sapphire Version (USA/Europe Rev 2). Follow the required route from Littleroot Town through all eight Hoenn Gym Badges, the Elite Four, Champion Steven and Hall of Fame entry, with concrete objectives, practical boss tactics, recovery advice and optional postgame goals. Kyogre is encountered during the main story in the Cave of Origin; Rayquaza is an optional postgame encounter at Sky Pillar after Hall of Fame entry.

Pokémon Sapphire Version — Nintendo Game Boy Advance Box - Front
Pokémon Sapphire Version — Box - Front.
FIND YOUR NEXT PICKUP

Find a copy

Pokémon Sapphire Version Game Boy Advance

We may earn a commission if you buy through these links, at no extra cost to you. As an Amazon Associate I earn from qualifying purchases.

Opens retailer search results. Check the model, edition, seller, availability and current price before buying.

Edition coveredNintendo Game Boy Advance — Pokémon Sapphire Version (USA, Europe) (Rev 2)
Your goalComplete the main campaign by collecting all eight Hoenn Gym Badges, defeating the Elite Four and Champion Steven, and entering the Hall of Fame. Optional postgame objectives include capturing Kyogre during the Cave of Origin sequence, then catching Rayquaza at Sky Pillar after Hall of Fame entry.
Inside the guide18 chapters · 31,769 words
CONTROLLER READY?

Before you begin

You are starting the Hoenn adventure in Pokémon Sapphire on the Game Boy Advance (USA / Europe Rev 2).

Choose your starter deliberately, build a core team that covers Rock, Fire, Water and Flying, and save often — especially before any legendary encounters or major boss fights.

Expect double battles (Tate & Liza), scripted trainer rematches, and a storyline that culminates in Sootopolis City and the Pokémon League at Ever Grande City.

This walkthrough guides you step-by-step through required story beats and the gyms, highlights where to prepare or grind if you fail, and separates required progress from optional catches and extras.

Follow the objective order in each chapter; if you get stuck, the recovery advice shows the fastest routes to get back on track without unnecessary detours.

Set yourself up for the run

Make a manual save before every Gym, significant boss, or legendary encounter; store backups if your cartridge save battery is unreliable.

Pick a starter with an eye to your preferred playstyle: Mudkip gives an easier early run due to Water/Ground coverage; Treecko and Torchic are both viable but need different team support.

Save immediately after choosing.

As you travel, catch 2–3 reliable team members early: a physical attacker, a special attacker or bulky tank, and a Flying-type for HM use and coverage.

Prioritize Pokémon with moves that counter upcoming Gym types.

Keep 20–40 Poké Balls and a good supply of Full Restores/Max Potions, or lots of Super Potions and Revives, for late-game Gym and legendary fights.

Stock up at major city Poké Marts before long stretches.

Train steadily rather than spike-leveling at the Day Care; avoid overreliance on a single overleveled Pokémon.

If you lose, grind on the nearest suitable route or re-battle available trainers until your party’s average level is competitive.

Learn basic GBA controls and menu flow: A confirms, B cancels, Start opens the menu, Select is unused in battle by default, and L/R shoulder buttons scroll menus.

Familiarize yourself with HM use, especially Surf, Dive, Strength, Rock Smash and Waterfall, and which badges unlock their field effects.

Before Kyogre or the postgame Rayquaza encounter, save the game and use controlled damage and status rather than residual-damage effects that can accidentally faint the legendary.

Kyogre is a main-story encounter before the League. Rayquaza is a postgame encounter whose Sky Pillar access requires Hall of Fame entry.

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

Littleroot and Choosing Your Starter — First Steps

Begin in Littleroot Town, choose Treecko, Torchic, or Mudkip, rescue Professor Birch on Route 101, defeat May or Brendan on Route 103, receive the Pokédex and Poké Balls, then build an early team while passing through Route 102, Petalburg City, and the route toward Rustboro.

Leave the moving truck and prepare in Littleroot Town

After the opening scene, enter your house in Littleroot Town and go upstairs. Set the clock, then return downstairs and speak with your mother. Leave the house and enter the neighboring building to meet Professor Birch’s child. This character becomes your rival: May if you are playing as a boy, or Brendan if you are playing as a girl.

There is no need to search for Poké Balls yet. At the beginning of Pokémon Sapphire, you cannot catch wild Pokémon because your Bag does not contain Poké Balls. The first part of the opening sequence is designed to get you to Professor Birch and establish your starter before team building begins.

Exit Littleroot through the northern path to Route 101. Professor Birch will call for help from the grass. Walk toward him until the starter-selection event begins.

  • Set the clock upstairs in your house.
  • Meet May or Brendan in the neighboring house.
  • Leave Littleroot through the northern exit to Route 101.
  • Do not expect to catch wild Pokémon before receiving Poké Balls.

Choose your starter and save after receiving it

At Route 101, inspect the bag beside Professor Birch and choose Treecko, Torchic, or Mudkip. The selected Pokémon immediately battles the level 2 Poochyena attacking Birch. This Poochyena is part of the scripted event and cannot be caught.

After the battle, Birch takes you to his laboratory in Littleroot Town and allows you to keep the Pokémon you selected. Nickname it if you want. Once you regain control inside Birch’s laboratory, open the menu and save. This is the cleanest early save point because the starter has been assigned permanently, but you have not yet begun the rival sequence on Route 103.

If you may want to reconsider the starter, reset before making this save. Loading the save afterward will always return you to the chosen starter; saving does not create a way to select a different one. Treecko and Mudkip have the most direct answers to the first Gym’s Rock-type Pokémon. Torchic is still completely usable, but it benefits more from adding a partner before Rustboro.

  • Choose Treecko, Torchic, or Mudkip from Birch’s bag.
  • Defeat the scripted level 2 Poochyena.
  • Receive the starter in Birch’s laboratory.
  • Save after regaining control inside the laboratory.

Travel through Oldale Town to Route 103

Leave Littleroot and follow Route 101 north to Oldale Town. At this point, continue through Oldale’s northern exit to Route 103. You still do not have Poké Balls, so wild Pokémon encountered on the way cannot be captured. You may battle them for experience, but avoid unnecessary damage because the next battle is the first rival fight.

Follow Route 103 north until you reach the grass and find May or Brendan. Speak to the rival to begin the battle. The rival uses the level 5 starter with a type advantage against your selection. The opposing Pokémon has only early-game moves, but it can still defeat a damaged or underleveled starter.

Heal in Oldale before entering Route 103 if your starter has lost much HP. A starter around level 6 or 7 is normally sufficient. Use your strongest dependable attack, watch your HP, and return to Oldale if you need to heal before speaking to the rival. There is no immediate rival rematch to farm after this battle; later story battles provide the meaningful repeat encounters.

  • Pass through Oldale Town and take the northern route to Route 103.
  • Reach the northern grass area where May or Brendan is waiting.
  • Defeat the rival’s level 5 starter.
  • Return south after winning.

Return to Birch’s laboratory and receive the Pokédex

After defeating the rival, retrace your path through Route 103, Oldale Town, and Route 101 to Littleroot Town. Enter Birch’s laboratory and speak with him. He gives you the Pokédex and Poké Balls, which finally unlocks normal capture and team-building.

Now you can return to the grass on Route 101 or Route 103 to catch teammates. Route 101 contains Poochyena, Zigzagoon, and Wurmple in the original Sapphire release. Route 103 contains Poochyena, Zigzagoon, and Wingull. Wingull is a useful early capture because it adds Water and Flying attacks, although catching one is optional and it is not needed for immediate field travel.

Visit the Poké Mart in Oldale after receiving the Poké Balls. Buy a practical supply of Poké Balls and several Potions. Do not spend all your starting money on unnecessary items; the next routes contain several trainers, and having capture and healing supplies is more useful than buying a large number of status medicines this early.

  • Return to Littleroot after the Route 103 battle.
  • Speak with Birch in his laboratory.
  • Receive the Pokédex and Poké Balls.
  • Buy Poké Balls and Potions in Oldale Town.

Build the first team on Routes 101, 102, and 103

If you want an early utility Pokémon, catch Zigzagoon on Route 101 or Route 103. Its Pickup ability can occasionally produce items after battles, and it can serve as a temporary field-move user later. Poochyena gives you early Dark-type attacks. Wurmple is available on Route 101 and can evolve quickly into Silcoon or Cascoon, eventually becoming Beautifly or Dustox.

For a Water or Flying option, return to Route 103 and look for Wingull. In Sapphire, Lotad is an early Water-type option on Route 102 rather than Route 103. Route 102 also contains the rare Ralts encounter. Ralts can become a strong Psychic-type member later, but its early moves and low encounter rate make it an optional project rather than a requirement for reaching Rustboro.

After catching a partner, continue west from Oldale along Route 102. Battle the available trainers and use the Pokémon Center in Petalburg City to restore the team. Norman will introduce you to Wally, then ask you to accompany him into the grass. Watch the catching tutorial. Wally uses a supplied Poké Ball to catch a level 5 Ralts, but that Ralts belongs to Wally and is not added to your party.

  • Catch at least one additional Pokémon after receiving Poké Balls.
  • Use Route 101 for Wurmple, Poochyena, or Zigzagoon.
  • Use Route 103 for Wingull if you want an early Water/Flying partner.
  • Check Route 102 for Lotad or the rare Ralts encounter.
  • Complete Wally’s catching tutorial in Petalburg City.

Prepare for the first Gym before heading west

After the Petalburg sequence, continue through the western side of town and Route 104. You will pass through Petalburg Woods before reaching the route leading toward Rustboro. Catch or train a partner before going too far if your team still consists only of the starter.

If you chose Torchic and find the first Gym difficult, Wingull from Route 103 is a practical answer because Water attacks are effective against Roxanne’s Rock-type team. A Lotad from Route 102 can also provide Water attacks in Sapphire. Treecko and Mudkip have a more direct matchup, but they should still be supported by another Pokémon so that one fainted starter does not end the run.

Raise newly caught teammates until they are reasonably close to the starter rather than putting every battle into one Pokémon. A difference of roughly 2–4 levels is a useful early training target, but do not treat it as a mandatory exact requirement. Battle the trainers on Routes 101–104 and in Petalburg Woods, returning to a Pokémon Center whenever the team is worn down. Before entering Rustboro City, confirm that you have spare Poké Balls, healing items, and at least two Pokémon capable of dealing reliable damage.

  • Train new team members until they are not drastically behind the starter.
  • Use Route 102 or Route 103 to add Water coverage if Torchic is your starter.
  • Battle route trainers for experience instead of relying only on wild encounters.
  • Heal in Petalburg City or at the next available Pokémon Center.
  • Carry spare Poké Balls and Potions before proceeding to Rustboro.

Before you move on

  • The chosen Treecko, Torchic, or Mudkip is saved in the party after Birch’s laboratory sequence.
  • May or Brendan has been defeated on Route 103.
  • The Pokédex and Poké Balls are in the Bag.
  • At least one additional Pokémon has been captured, preferably one that adds Water, Flying, Grass, or Dark coverage.
  • Wally’s catching tutorial in Petalburg City has been completed.
  • The party has been healed and the Bag contains spare Poké Balls and Potions before the journey through Route 104 and Petalburg Woods toward Rustboro.
References for this chapter

Oldale, Route Basics and Getting to Rustboro

Use Oldale Town as the first healing and resupply point, then travel west through Route 102 to Petalburg City. Complete the required Wally event, continue across Route 104 and Petalburg Woods, defeat the Team Aqua Grunt attacking the Devon researcher, and enter Rustboro City. Catch at least one useful partner, train through the route Trainers instead of relying on wild battles, and collect HM01 Cut before preparing for Roxanne.

Return from Route 103 to Oldale Town

After the opening rival battle on Route 103, turn back south and pass through Route 101 to reach Oldale Town. Route 101 is the short grass route between Littleroot Town and Oldale, so use it mainly as a connection rather than a long-term training area. If your starter took damage during the rival battle, heal at Oldale’s Pokémon Center before continuing.

Visit the Poké Mart next to the Pokémon Center. Buy Poké Balls if you plan to add another Pokémon and stock Potions for the route Trainers ahead. You do not need an enormous supply this early, but having several Potions prevents a retreat after every difficult fight. Check the PC and organize the party before leaving, then save your game.

Do not leave Oldale through Route 103 again. The route leading toward the next city is Route 102, which exits from Oldale’s west side. Route 103 is the short route used for the early rival encounter and does not connect Oldale to Petalburg City.

  • Return to Oldale through Route 101 after the Route 103 rival battle.
  • Heal at the Oldale Pokémon Center.
  • Buy Poké Balls and several Potions.
  • Save before leaving town through Route 102.

Cross Route 102 and add a team partner

Leave Oldale through the western exit to enter Route 102. The route connects Oldale Town and Petalburg City. It contains several early Trainers, including Youngster Calvin, Bug Catcher Rick and Youngster Allen, as well as additional Trainers farther west. Battle them as you move along the route rather than avoiding every encounter. Trainer battles provide both experience and money, and they help raise more than one team member at a time.

The grass on Route 102 is useful for filling the second slot in your party. In Pokémon Sapphire, common practical choices include Poochyena, Zigzagoon, Wurmple and Lotad. Ralts is also available but uncommon, so do not spend a long time searching for it if your party needs to move on. Lotad is a particularly useful early addition for players who chose Torchic or Treecko, while Zigzagoon is a convenient utility Pokémon that can later carry field moves and may produce items through Pickup.

Do not list Seedot or Wingull as normal Route 102 targets in Sapphire. Seedot is associated with the other Hoenn version in this area, and Wingull is found on later coastal routes rather than this route. If you want a dependable partner immediately, catch one of the common Route 102 species instead.

Route 102 also contains a Potion in an isolated patch of grass near its western section. Follow the path around the grass and pond, defeat the Trainers, and collect the visible items and berries when convenient. If your starter is struggling against the route Trainers, fight wild Pokémon in the nearby grass until it can win safely, then heal in Oldale or continue once the route Trainers are manageable.

  • Enter Route 102 from Oldale’s west exit.
  • Catch at least one useful partner if your starter is carrying the party alone.
  • Battle the route Trainers for experience and money.
  • Collect the Potion near the western part of Route 102.
  • Do not spend time searching Route 102 for Seedot or Wingull in Sapphire.

Complete the required events in Petalburg City

Continue west from Route 102 to enter Petalburg City. Heal at the Pokémon Center and restock at the Poké Mart if necessary. Petalburg is an important checkpoint, but Norman’s Gym is not available as your next Gym challenge. Enter the Gym and speak with Norman, your father, to trigger the required story scene.

After the conversation, Wally appears. Follow the demonstration in which Wally is shown how to catch a Pokémon. This event must be completed before the story permits you to continue normally toward Rustboro. You are not expected to fight Norman now, and you should not spend time trying to force an early Gym battle.

When the Petalburg events are finished, leave through the western exit onto Route 104. Heal before leaving if several members are already damaged. The Trainers on Route 104 and in Petalburg Woods provide enough early experience to keep a small party competitive without using the Day Care. The Day Care is not near Oldale or Petalburg; it is much farther east on Route 117 and is not relevant to this part of the journey.

  • Heal in Petalburg City.
  • Enter the Petalburg Gym and speak with Norman.
  • Complete the Wally catching demonstration.
  • Leave Petalburg through the western exit to Route 104.
  • Do not attempt to challenge Norman yet.

Travel through Route 104 and Petalburg Woods

Follow Route 104 north from Petalburg City. Battle the Trainers along the path and check the accessible side areas for visible items. Route 104 is divided by Petalburg Woods, so continue north until you enter the forest rather than turning back toward Petalburg.

Petalburg Woods is a short forest between the southern and northern parts of Route 104. On the first visit, follow the paths north through the trees. Several Trainers are placed along the route, making the woods a better training opportunity than repeatedly fighting the lowest-level wild Pokémon. Keep enough HP and PP available for the required story battle near the middle of the forest.

A Devon Corporation researcher is attacked by a Team Aqua Grunt in Sapphire. Speak to the researcher and defeat the Grunt’s Poochyena. After the battle, the researcher rewards you with a Great Ball. Continue north after the scene and follow the path out of Petalburg Woods.

You do not need Cut to cross the forest on this first trip. The Cut trees in the woods can be dealt with later, after you have received HM01 and earned the Stone Badge from Roxanne. If you see an inaccessible side path, continue toward the northern exit instead of searching for a way through immediately.

  • Battle the available Trainers on Route 104 and in Petalburg Woods.
  • Defeat the Team Aqua Grunt attacking the Devon researcher.
  • Receive the Great Ball after the forest encounter.
  • Exit through the northern side of Petalburg Woods.
  • Do not worry about clearing Cut trees yet.

Reach Rustboro City and collect HM01 Cut

After leaving Petalburg Woods, continue north along the upper section of Route 104. Follow the path past the houses and flower-growing area until Rustboro City comes into view. Enter the city and heal immediately at the Pokémon Center before exploring.

Rustboro’s Poké Mart is available for replacement Poké Balls and Potions. The Rustboro Gym is in the northeastern part of the city, but prepare your party before entering. A balanced group is more reliable than allowing one starter to absorb every battle. If a new capture is several levels behind, use the remaining Route 104 Trainers, the Petalburg Woods Trainers and any safe wild encounters to close the gap.

To obtain HM01 Cut, go to the small Cutter’s House west of the Pokémon Center and speak to the man inside. He gives you HM01. Cut can be taught before the first Gym, but its field effect is unavailable until you defeat Roxanne and receive the Stone Badge. Teaching it immediately is optional. Zigzagoon is a practical carrier if you do not want to place Cut on a core battler, but save before teaching any HM so you can confirm that the chosen Pokémon is suitable.

Before entering Roxanne’s Gym, heal the entire party and check your medicine supply. If the team is losing badly to Geodude or Nosepass, return to Route 104 or Route 102 and fight enough Trainers or wild Pokémon to raise the weaker members by roughly two to four levels. Then heal in Rustboro and try again. Avoid entering with only one healthy Pokémon or with a party member that is far below the rest of the team.

  • Reach Rustboro through northern Route 104.
  • Heal at the Rustboro Pokémon Center.
  • Restock at the Rustboro Poké Mart.
  • Visit the Cutter’s House west of the Pokémon Center.
  • Receive HM01 Cut.
  • Remember that Cut’s field use requires the Stone Badge.
  • Save before teaching Cut or entering Roxanne’s Gym.
  • Train on Routes 102 or 104 if the party is struggling.

Before you move on

  • The player has returned to Oldale after the Route 103 rival battle and used the town’s Pokémon Center and Poké Mart.
  • The player has crossed Route 102, battled several Trainers, and added at least one useful partner or confirmed that the starter can handle the route alone.
  • The Petalburg Gym entrance event and Wally’s catching demonstration are complete.
  • The player has traveled through Route 104 and Petalburg Woods.
  • The Team Aqua Grunt in Petalburg Woods has been defeated and the Great Ball reward received.
  • The player has reached Rustboro City, healed, and obtained HM01 Cut from the Cutter’s House.
  • The party is resupplied and ready to challenge Roxanne for the Stone Badge.
References for this chapter

Rustboro Gym — Roxanne (Rock)

Heal in Rustboro, prepare a Water-, Grass-, or Fighting-type answer, then clear the simple rocky Gym layout and defeat Roxanne’s level 14 Geodude and level 15 Nosepass. Winning awards the Stone Badge, TM39 Rock Tomb, and 1,500 PokéDollars. Torchic users should evolve to Combusken or add a suitable partner before challenging the Gym.

Heal and prepare in Rustboro City

Visit the Pokémon Center before entering the Gym. Restore HP and move PP, then buy Potions if your supply is low. The Rustboro Gym is in the northeastern part of the city, near the route leading toward Route 116 and Rusturf Tunnel.

Roxanne specializes in Rock-type Pokémon. Her original Sapphire team consists of a level 14 Geodude followed by a level 15 Nosepass. Water- and Grass-type attacks are super effective against both Pokémon, and Fighting-type attacks are also effective. A main counter around level 12 to 15 is usually sufficient, although the battle is safer if your key Pokémon is at least level 15.

  • Heal at the Rustboro Pokémon Center.
  • Carry several Potions and enough Poké Balls for any needed team additions.
  • Place a reliable Water, Grass, or Fighting attacker near the front of the party.

Choose the best answer for your starter

Treecko has a favorable matchup because its Grass attacks are super effective against both of Roxanne’s Pokémon. Absorb is a dependable choice at this stage. Keep Treecko’s HP high because Rock Tomb can inflict significant damage and lowers the target’s Speed.

Mudkip is also well suited to this Gym. Water Gun deals super-effective damage, and Mudkip’s solid defenses allow it to take a hit if Geodude or Nosepass survives the first attack. Mud-Slap can reduce the opponent’s accuracy, but direct Water damage is generally the quicker plan.

Torchic is disadvantaged while it remains a pure Fire type because Rock-type Pokémon resist Fire attacks. At level 16, Torchic evolves into Combusken and gains the Fighting type; Double Kick then gives it a super-effective option. If you do not want to evolve or train Torchic first, add a partner such as Wingull on Route 104, Shroomish in Petalburg Woods, or Lotad in Sapphire’s early routes.

  • Treecko: use Grass attacks whenever possible.
  • Mudkip: use Water Gun and preserve HP for Nosepass.
  • Torchic: evolve into Combusken for Double Kick or use a Water- or Grass-type partner.

Move through the Gym

The original Generation III Rustboro Gym is a small rocky field with Gym Trainers positioned along the paths. There is no complicated switch puzzle. You can battle the Gym Trainers for experience, or walk around some of them and go directly to Roxanne.

Fight enough trainers to bring your intended battle team into the recommended level range, especially if your starter is still below level 12. If your lead Pokémon takes substantial damage, leave the Gym and return to the Pokémon Center before facing Roxanne. The Gym entrance is close enough that there is little benefit to attempting the Leader battle with depleted HP or low move PP.

  • Battle available Gym Trainers if you need experience or money.
  • Avoid challenging Roxanne with a damaged lead Pokémon.
  • Restore HP and PP before the Leader battle.

Defeat Geodude

Roxanne sends out Geodude first. Use Water Gun, a Grass attack, or a Fighting attack immediately. Do not spend several turns using weak neutral moves, because Geodude can use Defense Curl and make physical attacks less effective.

Rock Tomb is the main attack to respect. It can deal meaningful damage early in the game and lowers the Speed of anything it hits. If your counter survives comfortably, continue attacking rather than switching repeatedly. If Rock Tomb leaves your Pokémon in danger of fainting, heal or switch to another Pokémon that can finish Geodude safely.

  • Lead with super-effective damage.
  • Do not give Geodude unnecessary turns to raise its Defense.
  • Heal or switch if Rock Tomb leaves your active Pokémon in knockout range.

Finish the battle against Nosepass

Nosepass is Roxanne’s level 15 final Pokémon and is sturdier than Geodude. Continue using Water- or Grass-type attacks, or use Combusken’s Double Kick if that is your available super-effective option. A physical attacker without type advantage may take longer to defeat Nosepass, especially if Nosepass raises its Defense.

Keep your strongest reliable attack available for this second Pokémon if necessary. Status moves such as Stun Spore, Sleep Powder, or accuracy reduction can help a slower team, but direct super-effective damage is the most dependable approach. Use a Potion when your active counter is low enough that another Rock Tomb could knock it out.

  • Continue targeting Nosepass’s Water, Grass, and Fighting weaknesses.
  • Use status only when it creates a clear opening or protects a weaker team.
  • Keep enough HP to survive at least one more Rock Tomb before committing to an attack.

Recover after a defeat

If Roxanne defeats you, return to the Pokémon Center and restore the entire party. Train on Route 104 south of Rustboro or Route 116 east of the city. Route 116 is particularly convenient because it provides wild encounters and trainers close to Rustboro. Petalburg Woods and any other nearby area with available wild Pokémon are also suitable for modest preparation.

Route 105 is not an early recovery location in Sapphire; access to it requires Surf later in the adventure. Also, do not plan on repeatedly rematching the Rustboro Gym Trainers for experience. Instead, defeat any trainers you skipped, battle wild Pokémon, and concentrate training on the Water-, Grass-, Fighting-, or status-support Pokémon that will actually enter the Leader battle.

If your main counter is roughly two to four levels below Roxanne’s team, gaining about two or three levels on that Pokémon is a practical correction. You do not need to train every party member equally for this first Gym.

  • Heal before returning to the training routes.
  • Use Route 104 or Route 116 rather than Route 105.
  • Raise the key counter by roughly two or three levels if it is clearly underleveled.
  • Restore HP and PP before trying the Gym again.

Claim the Stone Badge and continue the Rustboro sequence

After Geodude and Nosepass are defeated, Roxanne awards the Stone Badge, TM39 Rock Tomb, and 1,500 PokéDollars. The Stone Badge permits the use of Cut outside battle and confirms completion of the first Gym objective.

Heal after the battle. When you leave the Gym, continue the Devon-related sequence on Rustboro’s eastern side and toward Route 116. Do not treat the badge battle as the end of the city’s required events; the next story step involves the Devon employee and the pursuit toward Rusturf Tunnel.

  • Defeat both of Roxanne’s Pokémon.
  • Receive the Stone Badge.
  • Receive TM39 Rock Tomb and 1,500 PokéDollars.
  • Heal before continuing toward the Devon event and Route 116.

Before you move on

  • Roxanne’s level 14 Geodude and level 15 Nosepass have both been defeated.
  • The Stone Badge appears in the Trainer Card badge display.
  • TM39 Rock Tomb and the 1,500-PokéDollar reward have been received.
  • The party has been healed before continuing toward the Devon event and Route 116.
References for this chapter

Dewford Town & Brawly (Fighting) — Granite Cave and the Dark Gym

Sail to Dewford Town with Mr. Briney, collect the Old Rod and Silk Scarf, explore Granite Cave, deliver Mr. Stone’s Letter to Steven, and defeat Brawly in the original Pokémon Sapphire Version dark-maze Gym. The required rewards are the Knuckle Badge, TM08 Bulk Up, HM05 Flash access and TM47 Steel Wing from Steven.

Sail from Route 104 to Dewford Town

After rescuing Peeko and receiving the Letter from Mr. Stone in Rustboro, return to Mr. Briney’s cottage on Route 104. Speak to him inside and choose Dewford Town. The boat lands at the town’s southern dock. Dewford has no Poké Mart, so use the supplies you already have; buy or collect more items when you reach Slateport after this chapter.

Heal at the Dewford Pokémon Center as soon as you arrive. Keep Mr. Stone’s Letter in the Key Items pocket. You may challenge the Gym immediately, visit Granite Cave first, or collect the town’s optional items before doing either task.

  • Sail to Dewford Town from Mr. Briney’s cottage on Route 104.
  • Heal at the Pokémon Center.
  • Confirm that Mr. Stone’s Letter is in the Bag.

Collect Dewford’s optional items and the Old Rod

Enter the house immediately north of the docks and speak with the person inside to receive the Silk Scarf. It strengthens Normal-type moves when held, so it is useful for a Pokémon relying on Tackle, Strength later in the game, or another Normal attack.

Speak with the fisherman standing east of the Dewford Gym and answer yes when he asks whether you want to fish. He gives you the Old Rod. Use it while facing water from the Key Items pocket. In Dewford Town and nearby Route 106, the Old Rod provides early Magikarp and Tentacool encounters. Fishing is optional for story progress, but Tentacool gives you an immediately usable Water-type and Magikarp can become Gyarados after training.

There is no Poké Mart in Dewford, so do not plan on restocking Potions or Poké Balls here. If your supplies are low, return to Route 104 or continue through the Gym and Granite Cave only after deciding how many battles you can safely handle.

  • Take the Silk Scarf from the house north of the docks.
  • Obtain the Old Rod from the fisherman east of the Gym.
  • Fish for Tentacool or Magikarp only if your team needs another Water-type.

Enter Granite Cave and reach Steven

From Dewford Town, leave through the northern exit onto Route 106. Follow the route west along the shoreline to Granite Cave. Fishermen on Route 106 are optional battles and can provide useful experience before Brawly.

At the entrance to Granite Cave, speak with the Hiker to receive HM05 Flash. In the original Sapphire, Flash cannot be used outside battle until you have the Knuckle Badge, but Steven can still be reached without activating Flash if you carefully follow the cave passages. If you have already defeated Brawly, teach Flash to a compatible Pokémon and use it from the Pokémon menu when inside the cave.

Your required cave objective is to find Steven in the deeper room and deliver Mr. Stone’s Letter. You do not need to collect every item or clear every wild encounter. Granite Cave also contains Pokémon such as Makuhita and Aron, making it a practical place to train, but return to Dewford’s Pokémon Center if your party is losing too much HP or PP.

After Steven accepts the Letter, he gives you TM47 Steel Wing in the original Ruby and Sapphire releases. Steel Wing is optional for the campaign, though it can be useful on a compatible Flying-type Pokémon.

  • Receive HM05 Flash from the Hiker near the cave entrance.
  • Reach Steven in the deeper section of Granite Cave.
  • Give Steven Mr. Stone’s Letter.
  • Receive TM47 Steel Wing.

Build a practical counter for Brawly

Brawly specializes in Fighting-type Pokémon. Flying- and Psychic-type attacks are super effective, making Taillow, Wingull and Ralts useful choices. Taillow and Wingull can use Wing Attack after reaching the appropriate level, while Ralts can use Confusion. Dustox is another possible answer if you evolved Wurmple along that branch.

A team with its main battlers around levels 15 to 18 is generally prepared for this Gym. You do not need every party member at the same level, but avoid entering with only one weak counter. Battle the Gym Trainers first for experience, then leave and heal before speaking to Brawly.

Avoid using Normal-, Rock-, Dark-, Ice- or Steel-type Pokémon as your primary answer. Fighting attacks are super effective against those types. Special attacks are helpful because Bulk Up raises Attack and Defense, so a Psychic attack such as Confusion avoids relying on a physical move into a boosted Defense stat.

Status can help, but do not use it carelessly. Brawly’s Machop has Guts, which raises its Attack when it is affected by a major status condition. Makuhita has Thick Fat in this battle, reducing damage from Fire- and Ice-type attacks; it does not have Guts here.

  • Bring at least one reliable Flying- or Psychic-type attack.
  • Aim for levels near Brawly’s team without leaving the rest of the party unusable.
  • Restore HP and PP before entering Brawly’s room.

Navigate the original dark Gym

The original Game Boy Advance Dewford Gym is a pitch-black maze. It is not the conveyor-belt Gym from Omega Ruby and Alpha Sapphire. Your character can see only a small area around them, and defeating Gym Trainers gradually expands the visible area. Once Brawly is defeated, the entire Gym becomes lit.

From the entrance, move north and take the first path east. Follow it until you reach the unavoidable trainer battle. After that battle, move north, turn west when the passage requires it, and continue north. At the upper passage, turn east and follow the route to Brawly. The precise visibility can be difficult before trainer battles, so defeating additional Gym Trainers is a safe way to reveal more of the layout and gain experience.

Battle Girl Laura cannot be avoided in the original Ruby and Sapphire Gym. The other Gym Trainers can be bypassed if you follow the direct route, but fighting them is useful if your team is below the recommended level. You may leave the Gym to heal and return; the Gym does not require you to complete it in one visit.

  • Use the north, east, north, west, north, then east route toward Brawly.
  • Defeat Gym Trainers if you need more light or experience.
  • Leave and heal if your Flying or Psychic counter is low on HP or PP.

Defeat Brawly and continue to Slateport

In Pokémon Sapphire, Brawly uses a level 17 Machop followed by a level 18 Makuhita. Machop knows Leer, Karate Chop, Seismic Toss and Bulk Up. Makuhita knows Arm Thrust, Knock Off, Sand-Attack and Bulk Up. Both can become dangerous if they receive several free turns, so use Wing Attack, Confusion or another strong super-effective attack immediately.

If Machop uses Leer, its later physical attacks become more threatening. Seismic Toss deals damage based on the user’s level, so it can be dangerous to frail Pokémon even when their Defense is high. Makuhita’s Knock Off can remove a held item, while Sand-Attack can reduce accuracy. Switch to another accurate attacker if repeated accuracy drops make your first Pokémon unreliable.

Brawly uses Super Potions, so do not assume that leaving his Pokémon at low HP guarantees a knockout. If your counter is defeated, use your strongest remaining attacker and heal only when necessary. Avoid poisoning, burning or paralyzing Machop unless the battle is otherwise unwinnable because of its Guts ability.

Victory gives you the Knuckle Badge and TM08 Bulk Up. The badge allows Flash to be used outside battle and makes Pokémon up to level 30 obey, including traded Pokémon. Heal at the Pokémon Center, return to Mr. Briney at the southern dock, and choose Route 109 near Slateport City when you are ready to resume the main campaign.

  • Defeat Brawly’s level 17 Machop and level 18 Makuhita.
  • Receive the Knuckle Badge.
  • Receive TM08 Bulk Up.
  • Use Flash outside battle after teaching it to a compatible Pokémon.
  • Sail from Dewford toward Route 109 and Slateport City.

Before you move on

  • The Knuckle Badge appears on the Trainer Card.
  • TM08 Bulk Up is in the Bag.
  • HM05 Flash can be used outside battle.
  • Steven has received Mr. Stone’s Letter and TM47 Steel Wing has been obtained.
  • Mr. Briney can take the player from Dewford Town to Route 109 near Slateport City.
References for this chapter

Slateport & Mauville — Wattson (Electric) Prep

Complete the Slateport Oceanic Museum sequence, cross Route 110, defeat the required rival and Wally battles, then prepare a balanced party for Wattson in Mauville. A Ground-type or reliable Ground attack is the safest answer to Wattson’s Electric team, while a healthy backup prevents paralysis, confusion, or Selfdestruct from ending the attempt.

Finish the Devon Goods sequence in Slateport

After reaching Slateport City, heal at the Pokémon Center before continuing. Go to the Shipyard near the harbor and speak with the worker inside. He explains that Captain Stern is at the Oceanic Museum, which advances the Slateport story and removes the obstruction at the museum entrance.

Enter the Oceanic Museum and pay the entrance fee. Go upstairs and speak with Captain Stern to deliver the Devon Goods. Team Aqua then confronts you. Defeat the Aqua Grunts in the museum and let the following dialogue finish before leaving. The museum exhibits are optional; the required objective is completing the Captain Stern and Team Aqua scene.

  • Heal at Slateport’s Pokémon Center.
  • Visit the Shipyard before entering the Oceanic Museum.
  • Deliver the Devon Goods to Captain Stern upstairs.
  • Defeat the Team Aqua Grunts inside the museum.

Resupply and select Wattson coverage

Use Slateport’s Poké Mart before heading north. Buy Poké Balls if you still need captures, restore your supply of Potions or Super Potions, and carry status-healing items for paralysis. Route 110 contains several trainers, and the rival battle occurs before Mauville, so starting with a depleted party makes the next section unnecessarily risky.

The most dependable answer to Wattson is a Ground-type Pokémon or a party member with a reliable Ground attack. In Sapphire, Mudkip’s evolved form Marshtomp is especially effective. Geodude from Granite Cave is another useful option if you caught and trained one. Do not depend on Wingull or another Flying type as your only counter: Electric attacks are super effective against Flying Pokémon. Rock attacks can damage Wattson’s Pokémon, but they do not give the Electric immunity that Ground typing provides.

Keep a second attacker available. Wattson’s Pokémon can inflict paralysis, confusion, and damage through SonicBoom, and Voltorb can use Selfdestruct. A backup prevents one unlucky turn from deciding the whole battle.

  • Restore HP and PP before leaving Slateport.
  • Carry at least one healthy Ground-type or Pokémon with a dependable Ground attack.
  • Keep a backup attacker that is not dependent on the same Pokémon surviving.
  • Do not make a Flying Pokémon your sole answer to Wattson.

Cross Route 110 and train efficiently

Leave Slateport through the northern exit and follow Route 110 toward Mauville City. Without a Bicycle, use the lower route rather than trying to enter the Seaside Cycling Road. Battle the trainers along the path instead of avoiding every encounter; they provide useful experience before the rival and Gym battles.

Sapphire’s Route 110 grass includes Electrike, Zigzagoon, Gulpin, Oddish, Wingull, Plusle, and Minun. Electrike is a practical capture if you want an additional Electric type for later Water- and Flying-type battles, although it is not a Ground counter for Wattson. The Trick House beside the route is optional and does not affect the main route to Mauville.

Route 103 can be used as an optional training detour if a recently caught Pokémon is behind the rest of the party. Do not spend so long grinding that your main team loses PP and HP before the rival battle. Two or three trainer battles are usually more useful than repeatedly fighting low-experience wild Pokémon.

  • Take the lower Route 110 path if you do not have a Bicycle.
  • Fight enough route trainers to keep the team’s levels reasonably even.
  • Use Route 103 only if a team member needs extra experience.
  • Treat the Trick House as optional content.

Defeat the Route 110 rival battle

Continue north along Route 110. Your rival appears on the route and challenges you after the Slateport museum sequence. The rival’s team varies according to your starter, so lead with a Pokémon that can handle the opening matchup without exposing your intended Wattson counter to unnecessary damage.

If you lose, return to Slateport’s Pokémon Center, heal, and battle any Route 110 trainers you skipped. Do not immediately repeat the fight with a damaged Ground-type. The goal is to reach Mauville with the entire party healthy enough to survive the required Wally encounter and the Gym trainers.

  • Heal before proceeding far along Route 110.
  • Prepare for the rival’s starter-dependent team.
  • After a loss, heal and clear skipped route trainers before trying again.

Set up in Mauville City

Enter Mauville City and use the Pokémon Center immediately. Restock at the Poké Mart and arrange your party so the Ground counter is healthy and has its main attack’s PP restored.

Before entering the Gym, go to the area outside the Mauville Gym. Wally and his uncle are there, and Wally challenges you to prove that he is ready to become a Trainer. This battle is required in the original Sapphire version before you can proceed with the Gym challenge. Wally uses a low-level Ralts, so it should be manageable, but heal afterward if the battle causes damage or status problems.

The Bicycle Shop is an optional stop. You may choose either the Mach Bike or Acro Bike, but neither is required to defeat Wattson. The Trick House can also wait.

  • Heal at the Mauville Pokémon Center.
  • Restock supplies before the Gym.
  • Defeat Wally outside the Gym; this encounter is required.
  • Treat the Bicycle Shop and Trick House as optional.

Obtain HM06 and train for Wattson

Visit the house in Mauville’s southeastern area and speak with the man inside to receive HM06, Rock Smash. You can obtain the HM before defeating Wattson, but the Dynamo Badge is required before Rock Smash can be used outside battle. Teach it only to a Pokémon you can spare for utility, since Rock Smash is weaker than most permanent combat moves.

Wattson’s original Sapphire team is Voltorb at level 20, Magnemite at level 22, and Magneton at level 23. Bring your principal party into the low twenties, with the main counter close to the level of Magneton if possible. Exact levels are less important than reliable attacks, full HP, and enough PP.

Train on Route 110, Route 117, and the Mauville Gym trainers. Route 117 is available west of Mauville and offers additional trainer battles, but do not enter the route with a nearly defeated party. Keep at least one backup attacker ready in case paralysis, confusion, or Voltorb’s Selfdestruct disables your Ground specialist.

  • Collect HM06 Rock Smash from the southeastern Mauville house.
  • Remember that the Dynamo Badge unlocks field use of Rock Smash.
  • Train the main party around the low twenties.
  • Preserve a healthy backup attacker.

Clear Mauville Gym and defeat Wattson

Enter Mauville Gym after healing. Its electric barriers are controlled by switches placed through the rooms. Walk through the available openings, battle trainers for experience, and press the switches when a barrier blocks the next passage. If the route appears closed, inspect the nearby switch rather than leaving the Gym; the puzzle is solved from inside.

Lead against Wattson with your Ground-type or Ground-move user. Ground attacks are super effective against Voltorb, Magnemite, and Magneton, and Electric attacks cannot affect a Ground Pokémon. Watch for Voltorb’s Selfdestruct and for status moves from the other Pokémon. If your counter becomes paralyzed, confused, or too weak to act safely, switch to the backup and heal only when you have a safe opening.

After the victory, Wattson awards the Dynamo Badge and TM34 Shock Wave. The badge raises the Speed of your Pokémon and permits Rock Smash outside battle. Once the battle is complete, make sure HM06 is in your Bag and return to the southeastern house if you have not collected it yet.

  • Use the Gym switches to open the barrier route.
  • Lead with Ground coverage and monitor status effects.
  • Respect Voltorb’s Selfdestruct.
  • Defeat Wattson and receive the Dynamo Badge and TM34 Shock Wave.
  • Collect or confirm HM06 Rock Smash and its newly unlocked field use.

Before you move on

  • Captain Stern has received the Devon Goods and the Oceanic Museum Team Aqua event is complete.
  • The rival on Route 110 has been defeated.
  • Wally has been defeated outside the Mauville Gym.
  • The party has crossed Route 110 and reached Mauville’s Pokémon Center.
  • The party includes dependable Ground coverage and a healthy backup attacker.
  • Wattson has been defeated, the Dynamo Badge is in the Badge Case, and HM06 Rock Smash can be used outside battle.
References for this chapter

Mauville After Wattson, Verdanturf and the Route to Lavaridge

After defeating Wattson in original Pokémon Sapphire Version for Game Boy Advance, travel west to Verdanturf Town and clear Rusturf Tunnel with HM06 Rock Smash. HM04 Strength is a required campaign item, not an optional reward: you may delay the Verdanturf detour, but you must obtain Strength before entering Seafloor Cavern later in the story. Continue through Route 111, Route 112, Fiery Path, Route 113, Fallarbor Town, Route 114 and Meteor Falls. Return to southern Route 112, ride the Cable Car to Mt. Chimney, defeat Aqua Admin Matt and Team Aqua Leader Archie, recover the Meteorite and descend Jagged Pass to Lavaridge Town.

Confirm Rock Smash and complete the Strength objective

Begin in Mauville City after Wattson has been defeated. HM06 Rock Smash should already have been obtained during the previous chapter from the local NPC. Put a Pokémon that knows Rock Smash in your active party before leaving Mauville; Rock Smash is needed on Route 111 and in Rusturf Tunnel.

The next recommended stop is Verdanturf Town, reached through Mauville’s west exit across Route 117. Heal in Verdanturf, then enter Rusturf Tunnel from the town’s northern side. Follow the tunnel toward the blocked section and use Rock Smash on the cracked rocks separating Wanda from her boyfriend. Once the passage is cleared, speak with Wanda’s boyfriend. He gives you HM04 Strength.

HM04 Strength is part of the required campaign route. Its acquisition can be delayed briefly if you want to proceed directly toward Mt. Chimney, and its field effect cannot be used until the Heat Badge is earned from Flannery. However, do not omit the Rusturf Tunnel objective: Strength must be in your possession before the later Seafloor Cavern sequence, where it is required to move boulders and reach the story confrontation.

After receiving Strength, you may continue through the western exit of Rusturf Tunnel to the Route 116 side, collect the nearby optional items, and use the tunnel as a shortcut. Return to Mauville, heal, and restock before heading north.

  • Wattson has been defeated.
  • HM06 Rock Smash from the previous chapter is available.
  • Rusturf Tunnel has been cleared with Rock Smash.
  • HM04 Strength has been received from Wanda’s boyfriend.
  • The party is healed before leaving Mauville.

Cross Route 111 and Route 112

Leave Mauville through the northern exit and follow Route 111. Use Rock Smash on the breakable rocks blocking the northern continuation. Battle route trainers if weaker party members need experience before the upcoming Team Aqua fights.

The central Route 111 desert is not required for this chapter. Its sandstorm makes exploration inconvenient, and the Go-Goggles needed for reliable access are obtained later. Stay on the accessible path around the desert and continue north toward Route 112.

On Route 112, the Team Aqua members at the Cable Car station prevent you from riding to Mt. Chimney immediately. Do not treat the blocked station as a dead end. Follow the open route toward Fiery Path and enter the cave from its southern entrance.

Cross Fiery Path from south to north. The passage is direct in this version. Conserve healing items and important attack PP if the team is already weakened, because several trainer battles and the Meteor Falls event remain before the Cable Car opens.

  • Route 111 has been crossed using Rock Smash where required.
  • The Route 111 desert has been left for its later optional visit.
  • The blocked Cable Car station has been noted but not forced.
  • Fiery Path has been crossed from its southern entrance to Route 112’s northern side.

Cross Route 113 and reach Fallarbor Town

After leaving Fiery Path, continue west along Route 112 and enter Route 113. The route is covered in falling ash and contains scattered trainers. Fighting them is useful for raising underleveled party members before the Team Aqua sequence, but no particular wild Pokémon is required for progression.

Continue west until Route 113 reaches Fallarbor Town. Heal at the Pokémon Center and resupply if necessary. The next required destination is Route 114, which leaves town through the west exit. Keep enough healing items for Route 114, Meteor Falls and the return journey to southern Route 112.

  • Route 113 has been crossed from east to west.
  • Fallarbor Town has been reached.
  • The party has been healed before entering Route 114.
  • Optional ash-route captures have not delayed the main route.

Visit Route 114 and trigger the Meteor Falls event

Leave Fallarbor through the west exit onto Route 114. Follow the route south, battling trainers or collecting visible items as needed, until you reach Meteor Falls.

Enter Meteor Falls and follow the accessible route to the scene involving Professor Cozmo. In Sapphire, Team Aqua has taken Cozmo’s Meteorite and is transporting it to Mt. Chimney. The event establishes the next destination; deep exploration of Meteor Falls is not required at this point.

After the scene, leave Meteor Falls and retrace your route through Route 114, Fallarbor Town, Route 113 and Fiery Path. Continue to the southern side of Route 112. This backtracking is necessary because the Cable Car station becomes usable after the Meteor Falls event.

Heal at Mauville or another available Pokémon Center before taking the Cable Car. Save before the Mt. Chimney battles if you want a clean retry point.

  • Route 114 has been crossed.
  • The Professor Cozmo Meteor Falls event has occurred.
  • Team Aqua has taken the Meteorite toward Mt. Chimney.
  • You have returned to the southern Route 112 Cable Car station.

Ride the Cable Car and defeat Matt and Archie

Enter the Cable Car station on southern Route 112. The Team Aqua members who blocked it earlier are gone. Speak with the attendant and ride to Mt. Chimney’s summit.

At the summit, Team Aqua and Team Magma are engaged in a conflict. Move north through the accessible grunt battles. You do not need to defeat every optional trainer, but battling several of them provides useful experience before the admin and leader fights.

In Sapphire, Aqua Admin Matt is the first required major battle. His team is Carvanha at level 20, Poochyena at level 20 and Carvanha at level 20. Electric- or Grass-type attacks are effective against Carvanha, while Fighting-type attacks are useful against the Dark-type Pokémon. Both Carvanha have Rough Skin, so avoid unnecessary contact moves when a safer special attack is available. Watch for Bite, Focus Energy, Rage and Scary Face.

Continue north after Matt’s defeat and challenge Team Aqua Leader Archie. Archie uses Mightyena at level 24, Golbat at level 24 and Sharpedo at level 25. Fighting or strong special attacks work well against Mightyena. Electric- or Rock-type coverage is useful against Golbat, while Grass- or Electric-type attacks are effective against Sharpedo. Golbat’s Supersonic and Bite can disrupt a slower team, and Sharpedo also has Rough Skin.

After Archie is defeated, interact with the machine to recover the Meteorite. Team Aqua leaves the summit, and the southern descent into Jagged Pass is available.

  • The Cable Car has been used.
  • Aqua Admin Matt has been defeated.
  • Matt’s team was Carvanha, Poochyena and Carvanha, all level 20.
  • Archie has been defeated with Mightyena level 24, Golbat level 24 and Sharpedo level 25.
  • The Meteorite has been removed from the machine.
  • The Jagged Pass exit is open.

Descend Jagged Pass and stop in Lavaridge Town

Leave Mt. Chimney through the southern exit into Jagged Pass. Follow the descending trail through the rocky platforms and ledges. Some ledges prevent you from climbing back to the upper route, so collect nearby items or fight nearby trainers before jumping down if you do not want to make another trip.

Jagged Pass trainers and wild Pokémon include Fire-, Ground- and Fighting-oriented threats. Water-, Ground- and Rock-type attacks are useful, and Burn Heals are worth carrying if your main attackers rely on physical moves. Battle enough trainers to keep the party prepared for the next chapter’s Gym challenge.

At the bottom of Jagged Pass, return to Route 112 and follow the route west into Lavaridge Town. Heal immediately at the Pokémon Center. The hot springs, Herb Shop, Charcoal gift and Wynaut Egg are optional local activities and do not replace the required campaign objectives.

Stop after reaching and healing in Lavaridge Town. Flannery’s Gym, the Heat Badge and the field-use permission for Strength belong to the next chapter. Do not continue into Norman’s route or any eastern Hoenn sequence here.

  • Jagged Pass has been descended.
  • Route 112 has been followed west from the mountain’s base.
  • Lavaridge Town has been entered.
  • The party has been healed at the Lavaridge Pokémon Center.
  • Flannery’s Gym has not been covered prematurely.

Before you move on

  • Wattson was defeated before this chapter began.
  • HM06 Rock Smash obtained in Mauville is available for use.
  • Rusturf Tunnel was cleared with Rock Smash.
  • HM04 Strength was received from Wanda’s boyfriend. This objective may have been completed earlier or during this chapter, but it must be complete before chapter 11’s Seafloor Cavern route.
  • Route 111, Route 112 and Fiery Path were traversed.
  • Route 113 and Fallarbor Town were reached.
  • Route 114 and the Meteor Falls event involving Professor Cozmo were completed.
  • The party returned to the southern Route 112 Cable Car station.
  • The Cable Car was used to reach Mt. Chimney.
  • Aqua Admin Matt was defeated with two level 20 Carvanha and one level 20 Poochyena.
  • Team Aqua Leader Archie was defeated.
  • The Meteorite was removed from the Mt. Chimney machine.
  • Jagged Pass was descended.
  • Lavaridge Town was entered and the party was healed at its Pokémon Center.
  • Chapter 7 can begin with Flannery’s Gym preparation.
References for this chapter

Lavaridge and Flannery (Fire) — Hot Springs and Trainers

Chapter 6 ends with you reaching Lavaridge Town after descending Jagged Pass. Heal, collect the town’s optional rewards, prepare Water, Ground, or Rock coverage, then clear the original Ruby and Sapphire version of Lavaridge Gym. Defeating Flannery awards the Heat Badge and TM50 Overheat, permits Strength outside battle, and triggers the Go-Goggles gift from May or Brendan. Petalburg City and Norman are the next required objectives.

Begin in Lavaridge Town and prepare your party

Start this chapter at the Lavaridge Town Pokémon Center, following the descent from Mt. Chimney through Jagged Pass described in chapter 6. Heal immediately, then check your party before entering the Gym. Flannery’s team reaches level 28, so a party concentrated around the mid-twenties is a sensible target. Finish any unbattled trainers on Jagged Pass or train in the nearby Fiery Path if one or more important Pokémon are several levels behind.

Bring at least one Pokémon with a reliable Water, Ground, or Rock move. Every Pokémon Flannery uses in the original Sapphire release is pure Fire type, so all three move categories are super effective. Keep a second answer available because Sunny Day reduces Water-move damage while increasing Fire-move damage. Carry healing items and cures for poison and paralysis; Smog and Body Slam can create problems if you allow a weakened Pokémon to remain in battle.

  • Reach Lavaridge Town from Jagged Pass.
  • Heal at the Pokémon Center.
  • Prepare Water, Ground, or Rock coverage.
  • Keep a backup attacker and status-healing items available.

Collect the optional Lavaridge rewards

Enter the Herb Shop and speak to the elderly man inside to receive Charcoal. This held item increases the power of Fire-type moves, so it can help Torchic, Combusken, or another Fire-type team member, but it is not needed to defeat Flannery.

Use the rear door of the Pokémon Center to enter the hot spring. An Ice Heal is hidden in the water. This is optional, but collect it if you are checking the town thoroughly. Near the sand baths, an elderly woman offers a Wynaut Egg when your party has room; in practice, bring five or fewer Pokémon if you want to accept it. The Egg is optional and does not affect the route to Norman.

Do not look for TM75 Swords Dance here. That reward belongs to later versions rather than the original Ruby and Sapphire town inventory. The important battle reward in this chapter is TM50 Overheat from Flannery.

  • Take Charcoal from the Herb Shop if useful.
  • Search the hot spring for the hidden Ice Heal.
  • Leave a party slot open only if you want the Wynaut Egg.
  • Do not delay the Gym for optional rewards you do not need.

Build a plan for Flannery’s team

In Pokémon Sapphire, Flannery uses a level 26 Slugma, a second level 26 Slugma, and a level 28 Torkoal. The first Slugma knows Overheat, Smog, Light Screen, and Sunny Day. The second knows Flamethrower, Rock Slide, Light Screen, and Sunny Day. Torkoal knows Overheat, Body Slam, Flail, and Attract.

If you chose Mudkip, Marshtomp with Mud Shot or a strong Water move can handle the battle well, but do not rely on Water alone when Sunny Day is active. If you chose Treecko, use a Ground- or Rock-capable teammate such as Geodude, Graveler, or another Pokémon with suitable coverage. If you chose Torchic, it should generally be Combusken by this stage if it has been used regularly. Combusken’s Fighting moves can help against some Gym trainers, but Fire moves are resisted by Flannery’s entire team, so pair it with a Water or Ground teammate.

Torkoal has much higher Defense than the Slugma. A special Water attack is often safer than relying on a weak physical Ground or Rock attack, although a strong physical super-effective move can still work. A Pokémon of the opposite gender is less vulnerable to Attract, but do not build the entire plan around gender because Torkoal’s damage and status moves remain the main threats.

  • Prepare for two level 26 Slugma and one level 28 Torkoal.
  • Use Water, Ground, or Rock attacks where practical.
  • Keep a special attacker or strong backup for Torkoal.
  • Expect Sunny Day, Light Screen, Smog, Body Slam, Attract, and Overheat.

Navigate the original Lavaridge Gym

The Ruby and Sapphire Gym is a bathhouse maze with puddles on the upper floor and geysers on the lower floor. Puddles drop you to the basement; the correct geysers launch you back to specific upper-floor areas. The route below takes you to Flannery while allowing you to avoid some optional hidden trainers, although battling trainers is useful if your party needs experience.

From the entrance, step into the left-hand puddle. On the lower floor, use the western geyser to return to the upper floor. In the next upper-floor area, use the western puddle, then take the next geyser when you land below.

Continue through the next upper area by using the upper-left puddle. On the lower floor, step on the northern geyser. In the upper area, use the northeast puddle to descend. Move across the lower section and take the eastern geyser.

In the next upper area, use the northwest puddle. When you reach the lower floor, move east and step on the geyser there. In the final upper area, use the southwest puddle, then take the last geyser. Move south after landing to reach Flannery’s room.

Several incorrect pools conceal trainers rather than ending the route. The original Ruby and Sapphire Gym includes Kindlers, a Battle Girl, and Cooltrainer Zane, whose Pokémon include Slugma, Numel, Meditite, and Kecleon. Clear them if you want the experience, then return to the Pokémon Center before challenging Flannery.

  • Use the left puddle at the entrance.
  • Follow the western, northern, eastern, and final geysers in sequence.
  • Battle optional Gym trainers if you need experience.
  • Heal before speaking to Flannery.

Defeat Flannery and claim the Heat Badge

Lead with your most reliable Water, Ground, or Rock attacker, but be ready to switch if Sunny Day weakens Water attacks. The Slugma are straightforward targets for super-effective moves. If Light Screen is active, physical coverage may become more useful; if Sunny Day is active, Ground or Rock attacks avoid the weather penalty that affects Water attacks.

Treat Torkoal as the main danger. Its high Defense makes weak physical attacks unreliable, while Overheat can deal heavy damage on its first use. Overheat lowers the user’s Special Attack sharply after it is used, so later uses are normally less threatening, but heal or switch whenever your active Pokémon is close to being knocked out. Body Slam can paralyze, Attract can prevent actions, and Flail becomes more dangerous as Torkoal’s HP falls. Do not leave a low-HP Pokémon in merely because Torkoal is also weakened.

After winning, Flannery gives you the Heat Badge and TM50 Overheat. The badge allows Strength to be used outside battle, provided you already obtained HM04 earlier in the adventure. Overheat is powerful but has limited PP and lowers the user’s Special Attack after use, so teach it only if the move fits your team.

  • Defeat both level 26 Slugma.
  • Defeat the level 28 Torkoal.
  • Receive the Heat Badge.
  • Receive TM50 Overheat.
  • Confirm that Strength works outside battle.

Receive the Go-Goggles and continue to Petalburg

Leave the Gym after the victory and speak to May or Brendan outside. Your rival gives you the Go-Goggles, which allow you to enter the sandstorm area of Route 111. The desert is optional for the main campaign; you can explore it now for wild Pokémon, trainers, and items, or return later without blocking Norman’s Gym.

The next required Gym is in Petalburg City. Without Fly, use the land route: return north through Jagged Pass and Route 112, continue through Route 111 to Mauville City, then travel west across Route 117 to Verdanturf Town. Cross Rusturf Tunnel to Route 116, continue to Rustboro City, go south through Route 104, and enter Petalburg City. If you already have a suitable travel arrangement or are following a different cleared route, the objective is simply to reach Petalburg and challenge Norman.

Save after receiving the Go-Goggles and heal before leaving Lavaridge. The Wynaut Egg, Charcoal, hidden Ice Heal, and Route 111 desert are optional. Do not mistake them for prerequisites for Norman.

  • Receive the Go-Goggles from May or Brendan.
  • Save after the rival conversation.
  • Heal before beginning the return trip.
  • Reach Petalburg City for the Norman chapter.

Before you move on

  • The Heat Badge appears in your badge case.
  • Strength can be used outside battle.
  • Flannery awarded TM50, Overheat.
  • May or Brendan gave you the Go-Goggles outside the Gym.
  • Your party is healed and the game is saved before leaving Lavaridge.
  • Petalburg City is your next required destination.
References for this chapter

Petalburg, Norman (Gym) and Mid-Game Restructuring

After defeating Flannery in Lavaridge Town, return to Petalburg City for the fifth Gym Badge. Norman uses two Slaking and one Vigoroth, so the battle is decided by Fighting coverage, careful switching and proper use of the Slaking's Truant turns. After winning, collect TM42 Facade and HM03 Surf from Wally's father, then reorganize the party before traveling back through Oldale and Mauville toward Route 118.

Return to Petalburg after Flannery's Gym

Once Flannery has been defeated in Lavaridge Town, heal at the Pokémon Center and leave town through Route 112. Follow the familiar western route through Route 111 and Mauville City, then continue through Route 117 to Verdanturf Town. From Verdanturf, pass through Rusturf Tunnel if the tunnel is open and continue west through Route 116 to Rustboro City. From Rustboro, travel south through Route 104 and Petalburg Woods, then enter Petalburg City.

This return trip follows the western side of Hoenn and does not require Surf. If you have Fly available, Petalburg is a convenient destination, but walking the route lets you fight any trainers you skipped and restore some money before the Gym. Norman will not accept your challenge until you have four Gym Badges, which you now have after defeating Flannery.

  • Defeat Flannery before starting this chapter.
  • Return to Petalburg City through Verdanturf and Rustboro, or use Fly.
  • Heal and restore move PP before entering Petalburg Gym.
  • Confirm that four Gym Badges are recorded before speaking to Norman.

Clear the Petalburg Gym rooms

Petalburg Gym contains several rooms, each with one Trainer and a sign describing that Trainer's battle approach. The original Game Boy Advance version includes Speed, Accuracy, Zero Reduction, Defense, Recovery, Strength and One-Hit KO rooms. Choose rooms whose Trainers are a good match for your current party rather than trying to clear every room. You need to defeat enough room Trainers to open the route to Norman.

The Gym Trainers are a useful readiness check. If their Normal-type attacks are taking most of a Pokémon's HP, leave, heal and train before challenging Norman. When you reach Norman's room, heal outside the Gym if necessary and save before speaking to him. Saving at this point avoids repeating the room Trainers after a failed attempt.

  • Use the room signs to choose manageable Trainers.
  • Do not assume every Gym room must be cleared.
  • Save before initiating Norman's battle.

Build a Norman battle plan

Norman's team in Pokémon Sapphire is Slaking at level 28, Vigoroth at level 30 and a second Slaking at level 31. All three are Normal type and are weak to Fighting-type moves. The first Slaking knows Encore, Facade, Yawn and Feint Attack. Vigoroth knows Slash, Feint Attack, Facade and Encore, while the final Slaking knows Focus Punch, Slack Off, Facade and Feint Attack.

Bring a strong Fighting attack and keep a second answer available. Hariyama, Breloom, Machop or a Pokémon with a useful Fighting move can work, but the exact species matters less than having reliable damage and enough durability to survive a hit. A bulky Pokémon that resists or comfortably takes Normal attacks can give you time to heal or switch. Strong non-Normal special attacks can also help when your Fighting attacker is weakened, but do not rely on Ghost-type attacks: Normal Pokémon are immune to them, and Feint Attack gives Norman's Pokémon a way to damage Ghost Pokémon that switch in expecting safety.

Torchic users may already have Fighting coverage after evolving into Combusken, while Treecko and Mudkip users should consider adding a Fighting-capable teammate if their current moves do not threaten Normal types. Marshtomp can still contribute through strong general damage and durability, but it should not be your only answer to Norman.

  • Bring at least one dependable Fighting-type attack.
  • Keep a second attacker or bulky switch-in ready.
  • Do not use Ghost-type attacks against Norman.
  • Review the team rather than relying on one overleveled sweeper.

Exploit Truant and handle each Pokémon

Each Slaking has Truant. After it acts, it loafs around on the following turn. Use that inactive turn to attack, switch to your Fighting-type attacker, heal a damaged Pokémon or apply a safe status move. Watch the turn order carefully: a Slaking's attacking turn is dangerous, while its loafing turn is your opportunity to make progress.

The first Slaking may use Yawn, which threatens sleep on the following turn, and Encore can lock your Pokémon into its previous move. If Yawn is used and you cannot afford sleep, switch before the effect takes hold. Avoid giving Encore an unwanted move to repeat, especially a weak attack or a move that lets Slaking recover safely.

Vigoroth has Vital Spirit and does not have Truant, so it acts every turn and cannot be put to sleep. Treat it as the battle's continuous-pressure section. Use your strongest accurate Fighting attack or a strong alternative rather than waiting for a free turn.

The final Slaking knows Focus Punch and Slack Off. If it begins focusing for Focus Punch, hit it immediately; taking damage interrupts the move. If it uses Slack Off, continue with accurate, powerful attacks and avoid wasting turns on weak setup. Keep enough healing items for the final exchange, because Facade can become dangerous if your Pokémon is statused.

  • Use Slaking's loafing turns to attack, switch or heal.
  • Switch if Yawn would leave an important Pokémon asleep.
  • Expect Vigoroth to attack every turn and resist sleep tactics.
  • Interrupt Focus Punch by damaging the final Slaking while it focuses.
  • Do not give Slack Off repeated free turns.

Collect the Balance Badge, Facade and Surf

After defeating Norman, you receive the Balance Badge and TM42, Facade. The Balance Badge allows Surf to be used outside battle. Leave the Gym and visit Wally's house next door. Speak to Wally's father there to receive HM03, Surf, as thanks for helping Wally earlier in the adventure.

Teach Surf to a Water-type or another long-term party member whenever possible. Surf is required for the next eastern route progression and is also a strong, reliable Water attack in the original Sapphire battle system. Do not leave Petalburg without collecting the HM; the Gym reward and the Surf gift come from separate interactions.

  • Receive the Balance Badge from Norman.
  • Confirm TM42 Facade is in the Bag.
  • Visit Wally's house beside the Gym.
  • Receive HM03 Surf from Wally's father.
  • Teach Surf to a usable, preferably permanent party member.

Rebuild the party before heading east

Use the time after Norman to remove duplicate weak moves and assign clear roles. Keep a Surf user, Fighting coverage, at least one dependable answer to status or troublesome secondary types, and enough general damage to handle Water-, Grass-, Flying- and Psychic-type opponents that appear in the eastern routes. If a temporary HM carrier is necessary, keep your main battlers' moves intact, but plan to replace the carrier when a better Surf user is available.

Review move options at the Slateport market and Mauville's shops before spending one-time TMs. Give valuable TMs to Pokémon that are likely to remain in the party, and avoid replacing an accurate attack with a stronger move that has poor reliability unless the matchup justifies it. Norman's battle is a good point to remove redundant Normal attacks, weak early-game moves and overlapping status moves.

If you lose, return to the Petalburg Pokémon Center and train the Pokémon that will actually answer Norman. Routes 111, 112 and 117, Fiery Path and Jagged Pass all provide practical pre-Surf training opportunities. Raise several useful team members by roughly two to four levels if they are being knocked out before contributing, but improve coverage and switching habits rather than leveling only one Pokémon.

  • Keep Surf, Fighting coverage and broad type coverage represented.
  • Replace redundant weak moves where practical.
  • Spend one-time TMs on long-term team members.
  • Train multiple party members instead of one sole sweeper if Norman defeats you.

Travel from Petalburg toward Route 118

After collecting Surf, return to Oldale Town. Go east onto Route 103 and use Surf to cross the water toward Route 110. Continue north through Route 110 to Mauville City. This is the correct eastern continuation after Norman; Route 119, the Weather Institute, the rival battle after Route 119 and Fortree belong to the following progression and are not completed in this chapter.

In Mauville, Wattson can be found outside the Pokémon Center. Speaking to him starts the optional New Mauville request and gives you the Basement Key. The New Mauville entrance is reached from the northeastern part of Route 110 by Surfing east from the northern end of Cycling Road. Turning off the generator is optional for the main campaign, but completing it provides an additional reward from Wattson.

Whether or not you clear New Mauville, the next main-route objective is to leave Mauville through the eastern gate and begin Route 118. Heal, restore Surf PP and save before starting that route. End this chapter at the beginning of the Route 118 progression, ready for the eastern Hoenn journey that eventually leads toward Fortree.

  • Return to Oldale Town after receiving Surf.
  • Surf east across Route 103 to Route 110.
  • Continue north through Route 110 to Mauville City.
  • Treat New Mauville as an optional Wattson detour.
  • Heal and save before entering the Route 118 progression.
  • Do not claim that Route 119 or Fortree has already been completed.

Before you move on

  • The Balance Badge appears on the Trainer Card.
  • TM42 Facade is in the Bag.
  • HM03 Surf has been collected from Wally's father.
  • At least one usable party member knows Surf.
  • The party has reliable Fighting coverage and a backup answer to Slaking and Vigoroth.
  • The player has returned to Oldale, crossed Route 103, reached Mauville and is ready to begin Route 118.
  • Route 119, the Weather Institute and Fortree remain for the next chapter.
References for this chapter

Fortree, Winona and the Required Route to Mossdeep

After Norman and the Surf sequence, cross Route 118 and Route 119, clear Team Aqua from the Weather Institute, defeat the rival, and reach Fortree City. Obtain the Devon Scope from Steven on Route 120, clear both scripted Kecleon obstructions, and defeat Winona for the Feather Badge. Then continue through Route 121, Lilycove City, Route 122, Mt. Pyre, Slateport Harbor, Team Aqua Hideout, and Route 124. Finish by healing at the Mossdeep Pokémon Center. Tate and Liza’s Gym battle belongs to the next chapter.

Cross Route 118 and reach the Weather Institute

Begin in Mauville City after the Surf events covered earlier. Heal, restore move PP, and leave through the eastern exit onto Route 118. Surf across the water to the eastern shore, then speak with Steven before continuing north into Route 119. This conversation is part of the normal route progression and does not start a battle.

Route 119 is long, with tall grass, bridges, ledges, rain, and many trainers. Battle enough trainers to keep your party near the level range of the area, but do not spend all of your healing items before the Weather Institute. The Weather Institute is the large building near the northern end of the route, where Team Aqua blocks the bridge.

Inside, use the bed and PC in the northwest room if you need a full recovery. Defeat the Team Aqua Grunts on the first and second floors, then battle Aqua Admin Shelly. In original Sapphire, Shelly uses a level 28 Carvanha and a level 28 Mightyena. Grass or Electric attacks handle Carvanha well; use a strong Fighting move or reliable neutral damage against Mightyena. After the battle, speak with the scientist to receive Castform. Castform is optional, and the bed remains available for recovery.

  • Heal in Mauville City.
  • Use Surf to cross Route 118.
  • Speak with Steven on Route 118.
  • Clear the Team Aqua Grunts in the Weather Institute.
  • Defeat Aqua Admin Shelly.
  • Receive Castform or deliberately leave it as an optional gift.

Defeat the Route 119 rival and reach Fortree

Leave the Weather Institute and cross the bridge to the north. Brendan or May challenges you on Route 119 after the Weather Institute event. The rival team depends on your starter: with Treecko, expect Shroomish level 29, Wailmer level 29, and Combusken level 31; with Torchic, expect Shroomish level 29, Numel level 29, and Marshtomp level 31; with Mudkip, expect Shroomish level 29, Numel level 29, and Grovyle level 31.

Keep a Grass- or Electric-type answer ready for Wailmer, a Water- or Ground-type answer for Numel, and a suitable Fire, Flying, Ice, or neutral attacker for Grovyle or Combusken. Shroomish can use Leech Seed and status moves, so switch out a weakened Pokémon rather than allowing it to recover repeatedly.

After winning, the rival gives you HM02 Fly. Fly cannot be used outside battle until you earn the Feather Badge, but teach it to a compatible Pokémon now if desired. Continue north and east through Route 119 until you enter Fortree City. Heal immediately and buy status cures or additional healing items before exploring the city.

  • Defeat Brendan or May on Route 119.
  • Receive HM02 Fly.
  • Reach Fortree City.
  • Heal and restock before visiting Route 120.

Obtain the Devon Scope and defeat Winona

Fortree Gym is blocked by an invisible Pokémon. Leave through the eastern city exit and follow Route 120 until you reach the bridge where Steven is standing beside another invisible Pokémon. Speak with Steven, save if you want the option to retry the encounter, and use the Devon Scope when prompted. The obstruction becomes a level 30 Kecleon and attacks immediately. Catching it is optional; defeating it also clears the bridge. Steven then gives you the Devon Scope.

Return to Fortree and use the Devon Scope on the invisible Pokémon at the Gym entrance. This is a separate scripted Kecleon encounter. It flees after being revealed, opening the Gym. Kecleon is not a normal Route 119 grass encounter; these Route 120 and Fortree Gym encounters are scripted events.

Fortree Gym uses rotating turnstiles. Interact with each barrier and approach from the side that opens the next corridor. Use the Gym trainers as landmarks while working through the central and northeastern sections, then heal and restore PP before speaking with Winona.

Winona’s original Sapphire team is Swellow level 31, Pelipper level 30, Skarmory level 32, and Altaria level 33. Use accurate Electric or Rock damage against Swellow, but avoid deliberately statusing it because its Guts ability increases its Attack while statused. Electric attacks are strongest against Pelipper. Skarmory is immune to Ground attacks and is best handled with Fire or Electric damage, preferably special damage in this generation. Altaria is Dragon/Flying and is especially vulnerable to Ice attacks; Rock and Dragon attacks also work. Do not give Altaria several turns to use Dragon Dance.

Winning earns the Feather Badge and TM40, Aerial Ace. The badge allows Fly to be used outside battle and raises the obedience limit to level 70.

  • Speak with Steven on Route 120.
  • Battle the scripted Route 120 Kecleon.
  • Receive the Devon Scope.
  • Use the Devon Scope at Fortree Gym.
  • Defeat Winona in a single battle.
  • Receive the Feather Badge and TM40, Aerial Ace.
  • Confirm that Fly works outside battle.

Continue through Route 120 and Route 121

After Winona, leave Fortree through the eastern exit and continue along Route 120. Route 121 begins after the eastern section of Route 120. The Safari Zone entrance is on Route 121; entering it costs 500G and is optional. It is not required for the main story, so skip it if you only want to reach Mossdeep.

Continue east on Route 121 after passing the Safari Zone entrance. Battle or bypass the route trainers, then enter Lilycove City. Route 121 provides useful experience for the upcoming Aqua sequence, but save enough healing items for Mt. Pyre and the hideout.

  • Leave Fortree through Route 120.
  • Enter Route 121.
  • Treat the Safari Zone as optional.
  • Reach Lilycove City.

Handle the Lilycove rival battle and reach Mt. Pyre

Heal at the Lilycove Pokémon Center. When you approach the Department Store entrance, Brendan or May challenges you. The team is around levels 31 to 34 and includes Swellow, Shroomish or Grovyle, Numel, Carvanha, and Combusken or Marshtomp depending on your starter. Bring answers for Water, Fire, Grass, and Flying types rather than leading with a single fragile sweeper.

After the rival battle, Lilycove’s Department Store and other facilities are available for supplies. The Team Aqua Hideout entrance in northeast Lilycove is not ready for the main sequence yet. Return west toward the Safari Zone, descend to the pier, and Surf south on Route 122.

Route 122 leads to Mt. Pyre. Enter the mountain and climb through the interior floors to the summit. Team Aqua members occupy the upper area. Defeat the Grunts and confront Archie’s group at the summit. In Sapphire, Team Aqua takes the Red Orb, leaving the Blue Orb behind. Speak with the elderly keeper afterward and receive the Blue Orb. This event is required; do not leave Mt. Pyre before obtaining the Blue Orb.

  • Defeat the rival outside Lilycove Department Store.
  • Surf south from the Route 121 pier to Route 122.
  • Climb Mt. Pyre.
  • Defeat the Team Aqua members at the summit.
  • Receive the Blue Orb in Sapphire.

Trigger the Slateport submarine scene

After the Mt. Pyre event, Fly to Slateport City. Go to the harbor and speak with Captain Stern while the television crew is present. Team Aqua members then seize Stern’s submarine and escape. This scene is the trigger that opens the next stage of the Team Aqua Hideout sequence.

Return to Lilycove City after the harbor scene. Surf northeast from the coast to the cave entrance of Team Aqua Hideout. If Grunts still block the entrance, confirm that you completed both Mt. Pyre and Slateport Harbor before trying again.

  • Fly to Slateport City.
  • Speak with Captain Stern at the harbor.
  • Watch the submarine theft scene.
  • Return to Lilycove City.
  • Enter Team Aqua Hideout from the northeastern coast.

Clear Team Aqua Hideout and collect the Master Ball

The hideout uses warp panels. Move through the first rooms by testing the connected panels, and battle the Grunts guarding the corridors. In Sapphire, their teams include Poochyena, Carvanha, Zubat, and related evolutions around levels 30 to 33. Grass and Electric moves are useful against Carvanha, while Fighting or strong neutral moves help against Poochyena and Mightyena.

In the warp-panel room containing four apparent item spaces, inspect the two actual items carefully. In Sapphire, the item arrangement is reversed from Ruby: collect the Nugget and the Master Ball from the item spaces, while the remaining spaces are level 30 Electrode encounters. The Master Ball is optional but is the hideout’s major permanent reward, so do not leave before checking the item room.

Continue through the remaining warp rooms until Aqua Admin Matt blocks the submarine. Matt’s Sapphire team is Carvanha level 32, Mightyena level 32, and Sharpedo level 32. Use Grass or Electric attacks on the Water/Dark Pokémon and Fighting or strong neutral attacks on Mightyena. After the battle, the submarine escapes, but the hideout objective is complete. Use the exit warp, Surf out, and heal in Lilycove.

  • Navigate the Team Aqua warp rooms.
  • Collect the Master Ball opportunity.
  • Collect the Nugget if desired.
  • Defeat Aqua Admin Matt.
  • Exit the hideout and heal in Lilycove.

Cross Route 124 and finish at Mossdeep City

After Team Aqua leaves the hideout, return to its outer entrance and Surf east. The Wailmer blocking the route have moved, opening Route 124. Surf southeast and east across the route, battling or bypassing the Swimmers. Electric and Grass moves are useful against the Water-type teams encountered on this crossing.

Land at Mossdeep City and heal at the Pokémon Center. Before beginning the next chapter, visit the house northwest of the Pokémon Center and speak with Steven to receive HM08 Dive. Dive is required later for the Seafloor Cavern, but do not start Tate and Liza’s Gym battle in this chapter. The chapter ends with the seventh Gym available and the player healed at the Mossdeep Pokémon Center.

  • Confirm the Wailmer no longer block the Lilycove route.
  • Surf east across Route 124.
  • Reach Mossdeep City.
  • Heal at the Mossdeep Pokémon Center.
  • Receive HM08 Dive from Steven if desired.
  • Do not begin Tate and Liza’s battle.

Before you move on

  • Route 118 was crossed from Mauville using Surf.
  • Steven was spoken to on Route 118.
  • The Weather Institute was cleared and Shelly was defeated.
  • Castform was received or deliberately skipped as an optional gift.
  • The Route 119 rival was defeated and HM02 Fly was received.
  • Fortree was reached and the Devon Scope was obtained from Steven on Route 120.
  • Both scripted Kecleon obstructions were cleared.
  • Winona was defeated and the Feather Badge was received.
  • The Lilycove rival battle was completed.
  • The Blue Orb was obtained at Mt. Pyre.
  • Captain Stern’s submarine theft scene was triggered at Slateport Harbor.
  • Team Aqua Hideout was cleared and the Master Ball was collected or deliberately left behind.
  • Aqua Admin Matt was defeated.
  • Route 124 was crossed after the Wailmer obstruction disappeared.
  • Mossdeep City was reached and the Pokémon Center was used.
  • Tate and Liza’s battle was not started.
References for this chapter

Mossdeep City — Tate & Liza (Psychic Double Battle) and Space Center

This chapter begins after chapter 9, where you completed Team Aqua Hideout and crossed Route 124 to reach Mossdeep City. In original Pokémon Sapphire Version for Game Boy Advance, Mossdeep is the seventh Gym stop. Obtain HM08 Dive from Steven, defeat Tate and Liza in the original arrow-tile Gym, then use the Mind Badge to unlock Dive outside battle. The required next destination is the Seafloor Cavern entrance on Route 128. The Mossdeep Space Center and its Sun Stone are optional; Sapphire does not include Emerald's Team Magma takeover of the Space Center.

Arrive in Mossdeep after Route 124

This chapter assumes that chapter 9 is complete: Team Aqua Hideout has been cleared, the submarine has been stolen from Slateport, and you have crossed Route 124 from Lilycove's eastern side to Mossdeep City. Do not treat Mossdeep as the immediate destination after Winona. The required route is Winona, Route 121, Lilycove City, Mt. Pyre, Slateport, Team Aqua Hideout, Route 124, then Mossdeep.

Heal at the Mossdeep Pokémon Center and restock Poké Balls, healing items, and status recovery. The surrounding ocean routes contain swimmers and wild encounters that can reduce HP and move PP before the Gym. The northeast house contains the Super Rod, and the boy west of the Pokémon Center can give you a King's Rock, but both are optional.

Keep Surf available. You will need it to leave Mossdeep and reach Routes 127 and 128 after the Gym. You should also have a Pokémon capable of learning Dive, although field use is locked until the Mind Badge is earned.

  • Complete Team Aqua Hideout before entering this chapter.
  • Cross Route 124 from Lilycove to Mossdeep.
  • Heal and restock in Mossdeep.
  • Keep Surf available.
  • Prepare a Pokémon that can learn Dive.

Collect HM08 Dive from Steven

Enter Steven's house in the northwestern part of Mossdeep City. Steven gives you HM08 Dive in original Ruby and Sapphire. This is available before the Gym battle, but receiving the HM does not allow Dive to be used outside battle yet. The Mind Badge is required for field use.

Teach Dive to a compatible Water-type if you plan to use it immediately after the Gym. Dive is a field move for dark-blue deep-water patches. Underwater, follow the seabed until you find a lighter patch where sunlight reaches the floor, then use Dive again to return to the surface. Surf remains necessary for reaching the correct ocean routes and for moving across the surface.

The Space Center does not need to be completed to receive Dive or to unlock the next part of the story. In original Sapphire, the Space Center has no Emerald-style Team Magma invasion or Steven double battle.

  • Visit Steven's northwestern Mossdeep house.
  • Receive HM08 Dive.
  • Teach Dive if you have a suitable Pokémon.
  • Remember that the Mind Badge is required for field use.

Prepare for the Mossdeep Gym

Tate and Liza specialize in Psychic Pokémon, and their battle is always a Double Battle in original Sapphire. Their team consists of level 42 Lunatone and level 42 Solrock. Both are Rock/Psychic types with Levitate, so Ground attacks do not work. Bug, Dark, Ghost, Water, and Grass attacks can be super effective, although Solrock's Sunny Day weakens Water attacks once the weather is active.

Dark attacks are particularly useful because they are super effective against both opponents and resist Psychic attacks. In Generation III, Dark attacks use the physical Attack stat, so a Pokémon with good Attack and a reliable Dark move is preferable to a weak special Dark attack. Physical Bug or Ghost attacks can also help. Bring at least one sturdy lead rather than opening with two frail Pokémon that can be focused down.

Lunatone may use Light Screen, Psychic, Hypnosis, and Calm Mind. Calm Mind raises its Special Attack and Special Defense, while Light Screen reduces damage from special attacks for the team. Solrock may use Sunny Day, SolarBeam, Psychic, and Flamethrower. Sunny Day makes SolarBeam immediate and reduces Water damage, so do not rely on a slow Water-only plan.

Gym Trainers use Pokémon from level 35 to level 37. Battle them for experience if your team is struggling, then return to the Pokémon Center before challenging the leaders. Restore the PP of your main attacks and carry healing items for the Gym battle.

  • Bring at least one durable lead.
  • Prepare Dark, Bug, Ghost, Water, or Grass coverage.
  • Do not use Ground attacks against Levitate.
  • Restore important move PP.
  • Heal before speaking to Tate and Liza.

Navigate the original Sapphire Gym puzzle

The original Ruby and Sapphire Mossdeep Gym uses white arrow tiles and red direction switches. Stepping on an arrow tile carries your character automatically along the indicated track until normal flooring is reached. Activating a red switch changes the direction of one corresponding red tile. This is not Emerald's room-and-teleporter layout.

From the entrance, go northwest and activate the first switch. The redirected red tile sends you northeast toward Psychic Maura. Follow the arrow tiles north to battle Psychic Preston, then step on the first red tile to reach Maura. Continue along the nearby white tiles to battle Psychic Samantha.

After Samantha, activate the switch to the west. Go south, then south again, returning near the entrance. Follow the white tiles around the southeast side of the Gym to battle Psychic Fritz. Activate the next switch, then travel northeast until you reach the normal floor near Maura's position.

Move south into the northwest section and activate the fourth switch near Psychic Virgil. Return south toward the entrance once more. Follow the white tiles around the southwest side of the Gym to reach Tate and Liza. Psychic Hannah is also present in the Gym; battle any remaining trainer before the leaders if you want the experience and prize money.

  • Use the white arrow tiles to move between sections.
  • Activate the red switches in sequence.
  • Battle the Gym Trainers for optional experience.
  • Return to the Pokémon Center before the leader battle.

Defeat Tate and Liza in the Double Battle

Tate and Liza send out Lunatone and Solrock together at level 42. Select both of your attacks before the turn begins, and normally aim both attacks at the same Pokémon. Removing one opponent quickly reduces the number of enemy actions and prevents the leaders from combining support and damage against your party.

Lunatone is often the longer-fight threat because Calm Mind can increase its Special Attack and Special Defense. If you have a strong physical Dark, Bug, or Ghost attack, use it before Light Screen and Calm Mind make the target harder to defeat. If Lunatone uses Hypnosis, switch or heal the affected Pokémon when necessary rather than allowing both opponents to attack it while asleep.

Solrock's Sunny Day weakens Water attacks and allows SolarBeam to fire without a charging turn. If your best option is Water damage, target Solrock early or use a different type after the sun appears. Be careful with Grass Pokémon because Solrock carries Flamethrower and SolarBeam. Avoid spreading weak attacks across both targets; two accurate attacks aimed at one opponent are usually safer than lightly damaging both.

Tate and Liza can use Hyper Potions, so leave enough damage on the target to secure the knockout when possible, but do not waste turns using low-power moves that fail to threaten it. If one lead is badly injured, switch it out immediately. A bulky Pokémon that can survive Psychic or Flamethrower gives the second lead time to finish the priority target.

  • Focus both attacks on one opponent when possible.
  • Prioritize Lunatone if it begins using Calm Mind or Light Screen.
  • Watch for Solrock's Sunny Day, SolarBeam, and Flamethrower.
  • Switch out a lead that is about to be knocked out.
  • Use healing items when a knockout is otherwise likely.

Claim the Mind Badge and leave Mossdeep

After the victory, Tate and Liza award the Mind Badge and TM04 Calm Mind. The Mind Badge allows Dive to be used outside battle. The badge is the required progression reward; TM04 is optional and is most useful on a special attacker that can safely spend a turn setting up.

Use the warp panel near the leaders to return to the entrance, then heal at the Pokémon Center and save. Before leaving, you may visit the Mossdeep Space Center in the northeast. A Sailor on the first floor gives you a Sun Stone. This item is optional and does not advance the Team Aqua plot.

Do not wait for an Emerald-only Space Center event. In original Sapphire, the next required objective is reached by sea after the Gym, not through a Space Center takeover.

  • Receive the Mind Badge.
  • Receive TM04 Calm Mind.
  • Use the Gym warp panel.
  • Heal and save in Mossdeep.
  • Optionally collect the Sun Stone from the Space Center.

Travel through Routes 127 and 128 to the Seafloor Cavern

Leave Mossdeep by Surfing directly south onto Route 127. Continue south through the ocean route toward Route 128. You will encounter swimmers and wild Water Pokémon, so heal or return to Mossdeep if your party is already weakened.

On Route 128, look for a dark-blue deep-water patch and use Dive. Underwater, follow the seabed toward the submarine. When you reach the submarine area, find the lighter patch where sunlight comes through and use Dive again to surface at the Seafloor Cavern entrance. The entrance is near the submarine Team Aqua used after the Slateport and Lilycove events.

Save before entering the cavern if you want a clean recovery point. The Seafloor Cavern contains Team Aqua Grunts, water currents, boulders, and navigation sections. If you run low on HP or PP before entering, return to Mossdeep, heal, and resume the trip rather than beginning the dungeon with a weakened party. The cavern and the confrontation with Archie belong to the next chapter.

  • Surf south from Mossdeep onto Route 127.
  • Continue to Route 128.
  • Use Dive at a dark-blue deep-water patch.
  • Follow the underwater route to the submarine.
  • Resurface at the Seafloor Cavern entrance.
  • Save before entering the cavern.

Before you move on

  • Team Aqua Hideout and Route 124 were completed before entering Mossdeep.
  • Tate and Liza have been defeated.
  • The Mind Badge is displayed in the Trainer Card's badge case.
  • TM04 Calm Mind has been received.
  • HM08 Dive was obtained from Steven's house.
  • Dive can be used outside battle.
  • The party has Surf and Dive access.
  • The Seafloor Cavern entrance has been reached on Route 128.
  • The player is ready to begin the Seafloor Cavern chapter.
References for this chapter

Seafloor Cavern & Team Aqua Major Confrontation

After defeating Tate and Liza in Mossdeep City and obtaining access to Dive, travel south through Route 127 to Route 128. Dive at the deep-water entrance to Seafloor Cavern, surface beside Team Aqua’s stolen submarine, solve the Strength and Rock Smash puzzles, defeat Aqua Admin Shelly and Aqua Leader Archie, then follow the weather-crisis sequence toward Sootopolis City. Kyogre is not fought in this chapter; its capture encounter comes later in the Cave of Origin.

Prepare in Mossdeep and travel to Route 128

Heal at the Mossdeep City Pokémon Center before leaving. You need Surf and Dive to reach the cavern, and Strength and Rock Smash to complete its interior route. Make sure the required field moves are available in the party before setting out. If you are carrying these moves on different Pokémon, check that all four Pokémon are still in your party rather than stored in a PC.

From Mossdeep City, Surf south through Route 127. Continue south into Route 128. Route 128 contains trainers, deep water and a large square-shaped area of shallow water with deeper water inside it. The Seafloor Cavern entrance is in the deep water on the southern part of this area. Use Dive there, then swim toward the cave entrance visible on the underwater floor. Enter it and use Dive again at the underwater cavern entrance to surface inside Seafloor Cavern beside the stolen submarine.

Bring healing items and several Repels if you want to reduce interruptions from wild Pokémon. The cavern contains multiple Team Aqua battles, and its final opponents are around level 40, so restore HP and move PP before starting. Save before entering if you want a clean retry point for the dungeon.

  • Heal in Mossdeep City.
  • Confirm that Surf, Dive, Strength and Rock Smash are available.
  • Surf south through Route 127 to Route 128.
  • Use Dive at the deep-water opening south of Route 128’s large shallow-water formation.
  • Dive again at the underwater cave entrance to surface inside Seafloor Cavern.

Enter the cavern and take the short route through the first rooms

After surfacing beside the submarine, go north into the cave. In the first interior room, use Rock Smash on the cracked rock, then use Strength on the nearby boulder. Move the boulder vertically so you can pass around it, then push the next boulder east and continue north toward the first Team Aqua Grunt.

After the first Grunt, the cavern offers a longer eastern route and a shorter northwestern route. The northwestern route avoids several optional battles and is the better choice if your party is already prepared for Shelly. From the first Grunt’s area, go northwest through the doorway. In the next boulder room, push the first boulder north, move right and push the next boulder north, then push the following boulder west. Break the nearby cracked rock with Rock Smash, continue north and move the next boulder upward. Break the second cracked rock and push the nearby boulder west to open the route to the next room.

The longer eastern route contains extra Grunts and another boulder section but eventually reconnects with the same current-room route. Choose it only if you want the additional experience or have not fought enough trainers to keep your party level balanced.

  • Surface beside the submarine.
  • Use Rock Smash and Strength in the opening room.
  • Choose the northwestern short route after the first Grunt if you want fewer battles.
  • Keep the party healed before entering the current rooms.

Navigate the current rooms

The next section uses one-way water currents. You cannot steer normally while a current carries you, so line up your position before entering one. In the first current room, begin along the lower part of the water and follow the currents to the right, then upward, then left. Move into the next rightward current and let it carry you toward the upper-left portion of the room. From there, Surf upward and enter the doorway.

If a current sends you to the wrong ledge, use the available exit to return to the previous room rather than repeatedly entering currents at random. The key landmark is the doorway reached from the upper-left side of the current room. The next room contains another boulder puzzle before Shelly. Heal before continuing if the current rooms or optional Grunts have worn down your party.

Water and Dark Pokémon make Grass, Electric and Fighting coverage useful here. Avoid using Psychic attacks against Poochyena or Mightyena, because Dark-type Pokémon are immune to Psychic-type moves in this generation. Keep a reliable answer for Carvanha and Sharpedo, such as an Electric- or Grass-type attack, but remember that Sharpedo can punish contact moves with Rough Skin.

  • Enter the currents from the lower section rather than the middle of the room.
  • Follow the current sequence toward the upper-left exit.
  • Return through a doorway if you are carried to an unwanted ledge.
  • Heal before the final boulder room and Shelly battle.

Solve the boulder puzzle and defeat Aqua Admin Shelly

In the boulder room before Shelly, push the lower-right boulder east first. Then push the boulder above it west, followed by the boulder above that one west. Move to the upper-middle boulder and push it downward. Finish by pushing the upper-right boulder east. This opens the northern path to Shelly. If a boulder is pushed into a corner incorrectly, leave the room and re-enter to reset the puzzle.

In Pokémon Sapphire, Aqua Admin Shelly uses Sharpedo at level 38 and Mightyena at level 38. Sharpedo is Water/Dark, so Electric- and Grass-type attacks are effective. Mightyena is Dark-type, so Fighting-type attacks are the preferred answer. Do not waste turns using Psychic attacks against it. Sharpedo can use disruptive moves such as Screech and Taunt, while Mightyena may use Roar, Swagger, Scary Face and Take Down. A physical attacker weakened by Intimidate or confused by Swagger can become unreliable, so switch to a special attacker or another team member when necessary.

Shelly is optional to avoid only in some nearby trainer paths, but the Admin battle itself is required. Use healing items before the fight if your lead is below safe health, because you will soon face another boulder puzzle and Archie.

  • Reset the boulder room by leaving and re-entering if necessary.
  • Defeat Shelly’s level 38 Sharpedo.
  • Defeat Shelly’s level 38 Mightyena.
  • Use Fighting attacks on Mightyena and Electric or Grass attacks on Sharpedo.

Clear the final boulder room and collect Earthquake

After defeating Shelly, enter the next boulder room. Push the middle boulder upward first. Push the left and right boulders outward to their respective sides. Then move the lower-middle boulder left, push the upper-middle boulder upward, and move the boulders that were beside it outward. Finish by pushing the upper-left and upper-right boulders upward. The northern exit opens when the boulders have been moved out of the central path.

The next room contains TM26 Earthquake on the eastern side. Collecting it is optional for immediate progress, but it is one of the strongest and most useful Ground-type attacks in the original Sapphire campaign. It is particularly valuable for later battles against Steel-, Rock- and Electric-type Pokémon. After taking the TM, continue through the room toward the deepest chamber.

Save before speaking to Archie. Saving here means a failed leader battle can be retried without clearing the cavern again. The save is also useful because Archie’s Pokémon are stronger than Shelly’s and the game does not provide a healing point between the two battles.

  • Solve the boulder room after Shelly.
  • Collect TM26 Earthquake on the eastern side if desired.
  • Save before speaking to Archie.
  • Restore HP and PP before the final battle if possible.

Defeat Aqua Leader Archie

Archie’s Sapphire team is Mightyena at level 41, Crobat at level 41 and Sharpedo at level 43. Lead with a Pokémon that can handle Mightyena without relying on Psychic moves. Fighting attacks are effective, while a strong special attacker avoids some of the problems caused by Intimidate and physical stat drops.

Crobat is Poison/Flying and is fast enough to move before many story-mode Pokémon. Electric-, Rock- and Ice-type attacks are effective choices. Be prepared for confusion from Confuse Ray and avoid sending out a weakened, slow Pokémon unless it can survive a hit and answer immediately. Archie’s final Pokémon is Sharpedo, which is Water/Dark. Use Electric- or Grass-type attacks and avoid unnecessary contact moves because Rough Skin can damage attackers.

Archie may use moves such as Screech, Slash, Taunt and Swagger, so do not allow him several free turns to lower defenses or disrupt your moves. If you lose, reload the save made before speaking to him. If you did not save there, retreat to the last Pokémon Center, train on Routes 127 and 128 or nearby ocean areas, restore your supplies and clear the cavern again.

  • Defeat Archie’s level 41 Mightyena.
  • Defeat Archie’s level 41 Crobat.
  • Defeat Archie’s level 43 Sharpedo.
  • Reload the pre-Archie save after a defeat if you made one.

Watch Kyogre awaken and travel to Sootopolis

After Archie is defeated, the story sequence plays automatically. In Sapphire, Archie uses the Red Orb during the scene, but Kyogre is not battled in Seafloor Cavern. Kyogre awakens and escapes, causing torrential rain across eastern Hoenn. The cavern sequence ends with the characters directing you toward Sootopolis City.

Leave the deepest room and retrace your route through Seafloor Cavern to the underwater entrance. Use Dive to return to the surface of Route 128. From the Route 128 area, travel west across the ocean routes toward Route 126. The route may feel indirect because the open water connects several numbered routes, but the destination is the deep-water area surrounding Sootopolis. Enter southern Route 126, use Dive in the deep water and look for the underwater opening into the city. Surface inside Sootopolis City.

Heal at the Sootopolis Pokémon Center. Steven and the local story events will direct you toward the Cave of Origin. If you plan to capture Kyogre, save before beginning that sequence rather than assuming the Seafloor Cavern battle was the legendary encounter. The next chapter covers the Cave of Origin and the actual Kyogre battle.

  • Confirm that Archie’s awakening scene and the torrential-rain sequence have played.
  • Exit Seafloor Cavern and return to the surface of Route 128.
  • Travel west from the Route 128 area toward Route 126.
  • Use Dive in southern Route 126 to enter Sootopolis City.
  • Heal and save before beginning the Cave of Origin sequence.

Before you move on

  • You reached Route 128 by surfing south from Mossdeep through Route 127.
  • You entered Seafloor Cavern by diving at Route 128 and diving again at the underwater cave entrance.
  • You used Strength and Rock Smash to clear the required interior route.
  • Aqua Admin Shelly was defeated.
  • Aqua Leader Archie was defeated.
  • Kyogre awakened and the torrential-rain sequence played.
  • You returned to the surface, traveled west toward Route 126 and entered Sootopolis by diving in southern Route 126.
  • You healed and saved in Sootopolis, ready for the Cave of Origin chapter.
References for this chapter

Sootopolis City & Cave of Origin — Kyogre (Sapphire) Encounter

After defeating Archie in the Seafloor Cavern, return to Sootopolis City and resolve the Kyogre crisis in the Cave of Origin. In original Pokémon Sapphire Version for Game Boy Advance, Kyogre is a fixed level 45 encounter. After the crisis ends, Wallace reopens the Sootopolis Gym. Defeat him to earn the Rain Badge, receive TM03 Water Pulse, and gain permission to use Waterfall outside battle. This chapter ends with the route to Ever Grande City and Victory Road. Defer Sky Pillar and Rayquaza until after Hall of Fame entry.

Return to Sootopolis City

After defeating Archie in the Seafloor Cavern, leave the cavern and return through Route 128 toward Route 126. Surf west around the outer edge of the Sootopolis crater. Dive at the deep-water opening on the southern side, enter the underwater passage, then surface inside the crater. If Sootopolis is already available as a Fly destination, you can Fly there after reaching the surface again.

The city is under abnormal rain. The Pokémon Center and Poké Mart remain available, so heal and resupply before continuing. Go to the northern side of the city and speak with Steven. Wallace then appears and explains that the Cave of Origin is the place to resolve the crisis. In original Sapphire, Wallace is the Sootopolis Gym Leader; do not use Emerald’s sequence, where Juan leads the Gym and Sky Pillar is part of the immediate crisis route.

Follow Wallace to the Cave of Origin entrance in northern Sootopolis. Save outside before beginning the descent. Bring Poké Balls and a Pokémon that can weaken Kyogre safely if you want to capture it.

  • Archie has been defeated in the Seafloor Cavern.
  • You have returned to Sootopolis City.
  • You have spoken with Steven and Wallace.
  • Your party is healed before entering the Cave of Origin.

Prepare for and save before Kyogre

Save before entering the Cave of Origin or immediately before approaching Kyogre. The important point is to preserve a save from before the one-time encounter. If you defeat Kyogre and save afterward, resetting will not restore the battle.

Kyogre is level 45 and begins the battle with rain active through Drizzle. Its battle moves are Body Slam, Calm Mind, Ice Beam and Hydro Pump. Rain strengthens Hydro Pump, Calm Mind can make Kyogre harder to defeat, and Ice Beam threatens Grass-type Pokémon that would otherwise be useful against a Water-type.

Sleep or paralysis improves the odds of capture. False Swipe is useful but not required. Lower Kyogre into the red with controlled attacks and avoid poison, burn, Leech Seed or other damage that continues between turns. Residual damage can knock it out while you are throwing Poké Balls.

Use Ultra Balls or another suitable supply of Poké Balls. Timer Balls become more useful as the battle lasts longer. Heal the Pokémon applying status or weakening Kyogre rather than allowing it to faint. If you accidentally defeat Kyogre and want to capture it, reset and reload the pre-battle save.

  • The game is saved before the encounter.
  • You have enough Poké Balls and healing items.
  • You have a safe way to lower Kyogre’s HP.
  • You can apply Sleep or Paralysis if possible.
  • You are avoiding residual damage effects.

Descend through the Cave of Origin

Enter from northern Sootopolis and follow the ladders downward. Flash can improve visibility in the dark rooms, but it is not required for the story route.

On the first floor, move through the passage and take the northeastern ladder. On B1F, follow the passage toward the southern and western side, then descend. Continue through B2F to the next ladder. The story route is a ladder descent and does not require a Strength puzzle.

On B3F, collect HM07 Waterfall in the northwest part of the floor. This is the original Ruby and Sapphire placement. After taking Waterfall, use the northeastern ladder to reach B4F.

Approach the pool at the southern side of B4F. The story sequence begins as you approach Kyogre. If you did not save outside the cave, save only before interacting with Kyogre, not after the battle.

  • You have descended through B1F and B2F.
  • HM07 Waterfall is in the Bag.
  • You have reached B4F.
  • You are ready before approaching Kyogre.

Capture or defeat Kyogre

Lead with a Pokémon that can survive Kyogre’s attacks and apply Sleep or Paralysis. Grass- and Electric-type attacks are super effective, but use controlled damage rather than a high-powered move that might score a critical hit. A Water-resistant Pokémon can help against Hydro Pump, although Ice Beam and Calm Mind make careless switching dangerous.

Reduce Kyogre to low HP, apply status if practical, and throw Poké Balls. Continue healing when necessary. If Kyogre uses Calm Mind, physical attacks may be more reliable than special attacks for the rest of the battle.

Capturing Kyogre is optional for the main campaign. If you defeat it, the weather crisis still ends and you can continue to the Gym. If you want the encounter, reset to the pre-battle save instead of saving after the defeat. Confirm that a captured Kyogre is in your party or has been sent to a PC.

  • Kyogre is safely weakened.
  • Kyogre is asleep or paralyzed when practical.
  • No residual damage effect is active.
  • Kyogre has been captured, or you have accepted its defeat.

Complete the post-Kyogre Sootopolis sequence

Leave the Cave of Origin after the battle. The abnormal rain ends and the city returns to normal. Steven acknowledges the crisis, and Wallace returns to the Gym. Heal at the Pokémon Center before entering the Gym.

Wallace’s original Sapphire team is Luvdisc level 40, Whiscash level 42, Sealeo level 40, Seaking level 42 and Milotic level 43. His team is Water-type focused, but Whiscash is Water/Ground and Sealeo is Water/Ice.

Use Grass attacks against Whiscash. Electric moves do not affect it because of its Ground typing, and it can use Earthquake. Grass and Electric attacks work well against the pure Water Pokémon, but Sealeo’s Ice typing makes it dangerous for Grass types. Fighting or Rock coverage can help against Sealeo.

Seaking can use Rain Dance and Horn Drill. Defeat it promptly rather than allowing rain to activate Swift Swim. Milotic uses Water Pulse, Twister, Recover and Ice Beam. Strong physical attacks are useful because Milotic has high Special Defense. Avoid status unless you are prepared for Marvel Scale to raise its Defense.

  • The weather crisis has ended.
  • The Gym is open.
  • You have a Grass answer for Whiscash.
  • You have a physical-damage plan for Milotic.
  • Your party is healed before entering.

Solve the original Sapphire Sootopolis Gym puzzle

The original Ruby and Sapphire Gym has three ice sections. Each ice tile must be crossed once. Stepping on a tile a second time breaks it and drops you to the trainer floor below. If you fall, reach the bottom of that floor and use the ladder to return to the puzzle section. These instructions are for the original Game Boy Advance layout, not Emerald or the remakes.

First section: step Up onto the first ice tile, then move Right, Up, Left, Left, Up, Right, and Up. The final Up step takes you onto the stairs.

Second section: step Up onto the first ice tile. Move Left three times, Up twice, Right twice, Down once, Right three times, Down once, Right once, Up twice, then Left three times. The stairs appear after the final Left movement.

Third section: step Up onto the first ice tile, then move Right twice, Up once, Right twice, Down once, Right once, Up three times, Left twice, Down once, Left once, Up once, Left once, Down twice, Left twice, Down once, Left once, Up once, Left once, Down once, Left once, Up once, Left once, Up twice, Right once, Down once, Right once, Up once, Right once, Down once, Right once, Up once, and Right once. This completes the final ice route and reveals the stairs to Wallace.

If you make a mistake, do not walk randomly across the remaining ice. Allow yourself to fall, defeat any trainer on the lower floor if necessary, and use the ladder to return. You can also leave the Gym to heal and restart the puzzle.

  • The first section begins Up, Right, Up, Left, Left, Up, Right, Up.
  • The second section is complete and its stairs are visible.
  • The third section is complete and its stairs lead to Wallace.
  • You are using the original Sapphire layout rather than Emerald or a remake.

Defeat Wallace and earn the Rain Badge

Open with Grass or Electric attacks against Luvdisc, but watch for Sweet Kiss, Attract and Water Pulse. Target Whiscash with Grass attacks and never rely on Electric damage against it. Switch if Sealeo uses Encore to lock an unhelpful move, and remember that Aurora Beam threatens Grass-type Pokémon.

Seaking may set Rain Dance, increasing the speed of Swift Swim and strengthening Water attacks. Its Horn Drill is dangerous to lower-level Pokémon, so do not leave a weakened team member in unnecessarily. Against Milotic, use reliable physical damage, heal confusion from Water Pulse when necessary, and avoid letting Recover erase several turns of progress.

After winning, Wallace awards the Rain Badge and TM03 Water Pulse. The Rain Badge allows Waterfall to be used outside battle. HM07 Waterfall was found earlier on B3F of the Cave of Origin; it is not Wallace’s Gym reward.

  • Luvdisc, Whiscash, Sealeo, Seaking and Milotic are defeated.
  • You received the Rain Badge.
  • You received TM03 Water Pulse.
  • Waterfall can now be used outside battle.

Leave Sootopolis and continue to Ever Grande City

Heal, save and teach HM07 Waterfall to a compatible Pokémon if you have not already done so. From Sootopolis, Surf east through the ocean routes toward Route 128. Use Waterfall at the falls leading to Ever Grande City, then enter Victory Road. Chapter 14 covers the Victory Road route and final Pokémon League preparation.

Do not travel to Sky Pillar now. In original Sapphire, Rayquaza is an optional level 70 postgame encounter available after Hall of Fame entry. Continue directly from this chapter to Victory Road, the Elite Four and Champion Steven. Return to chapter 13 only after the Hall of Fame registration if you want to pursue Rayquaza.

  • All eight Hoenn Gym Badges are held.
  • Wallace has been defeated.
  • The Rain Badge permits field use of Waterfall.
  • You are proceeding to Ever Grande City and Victory Road.
  • Sky Pillar and Rayquaza remain deferred until after Hall of Fame entry.

Before you move on

  • Kyogre has been captured, or you deliberately defeated it.
  • The Cave of Origin sequence is complete and the abnormal weather has ended.
  • HM07 Waterfall is in the Bag.
  • Wallace has been defeated in original Sapphire’s Sootopolis Gym.
  • The Rain Badge and TM03 Water Pulse have been received.
  • All eight Hoenn Gym Badges are held.
  • A compatible Pokémon knows Waterfall for the route to Ever Grande City.
  • The next required chapter is chapter 14, Victory Road and the Pokémon League.
  • Chapter 13 remains deferred until after Hall of Fame entry.
References for this chapter

Optional Postgame — Sky Pillar and Rayquaza (Skip Until After Chapter 18)

Do not follow this chapter during the main campaign. From chapter 12, leave Sootopolis after earning the Rain Badge and continue directly to chapter 14 for Victory Road, the Elite Four, Champion Steven, and Hall of Fame registration. Return to this chapter only after chapter 18 confirms that the Hall of Fame sequence has been completed. In the original Nintendo Game Boy Advance Pokémon Sapphire Version, the Sky Pillar island is blocked during the campaign and becomes accessible after Hall of Fame entry. Rayquaza is an optional level 70 encounter and is not required for the Rain Badge, Victory Road, the Elite Four, Champion Steven, or the main-campaign completion check.

Skip this chapter until after Hall of Fame entry

This is a deferred postgame chapter. After finishing chapter 12, proceed to chapter 14 and complete Victory Road, the Pokémon League, Champion Steven, and the Hall of Fame. Do not travel to Sky Pillar as part of the route to the eighth Gym or the Pokémon League.

In original Pokémon Sapphire, the island containing Sky Pillar is blocked by rocks until the player has entered the Hall of Fame. This differs from Pokémon Emerald, where Sky Pillar is used during the pre-League weather crisis. Do not apply Emerald’s Sootopolis-to-Sky-Pillar sequence to this Game Boy Advance Sapphire guide. Sapphire resolves the Kyogre crisis in the Cave of Origin before the League, while Rayquaza is encountered later as optional postgame content.

  • All eight Hoenn Gym Badges are secured.
  • Victory Road has been completed.
  • Sidney, Phoebe, Glacia, and Drake have been defeated.
  • Champion Steven has been defeated.
  • The team has been registered in the Hall of Fame and the sequence has finished.

Prepare for the trip from Pacifidlog Town

After Hall of Fame entry, heal your party and stock Poké Balls and recovery items. Ultra Balls are a practical choice, but no specific ball is required. Bring enough supplies for a lengthy capture attempt and consider carrying a Pokémon that can inflict sleep or paralysis. False Swipe is useful if available, but it is not required; careful low-power attacks can also reduce Rayquaza’s HP.

Make sure you have the Mach Bike. The cracked-floor sections on the second and fourth floors of the Generation III Sky Pillar require the Mach Bike’s acceleration. If the Acro Bike is currently registered or stored in your Bag, fly to Mauville City and exchange it at Rydel’s Cycles before setting out. The Acro Bike is not a substitute for this tower route.

Fly to Pacifidlog Town and Surf east onto Route 131. Continue east past the swimmers and the paired trainers until you see a gap in the reef toward the north. Follow the water through that opening, moving northwest and then north. Enter the cave on the rocky island, climb the stairs, and walk through the short passage to the east. Continue north across the sandy outdoor section to reach the Sky Pillar entrance.

  • The party is healed in Pacifidlog Town.
  • Poké Balls and healing items are stocked.
  • The Mach Bike is available.
  • The route begins by Surfing east from Pacifidlog Town.
  • The northern reef opening and cave entrance have been located.

Climb the first floors

On the first floor, use the two small stairways in the room, then move east and take the stairs leading upward. This brings you to the second floor. Wild Pokémon do not appear on the cracked-tile puzzle floors, but encounters occur on the ordinary floors, so Repels can reduce interruptions if you have them.

On the second floor, continue north into the cracked-floor section. Mount the Mach Bike and build enough distance to cross the cracked tiles without stopping on them. The route loops around the puzzle in a clockwise direction. You may pause only on solid ground or far enough from the next cracked tile to regain speed. If you fall, return to the lower part of the tower and repeat the approach; the fall is a puzzle failure, not a permanent setback.

After crossing the second-floor puzzle, take the stairs to the third floor. The third floor is a simple transition room. Move toward the right-hand stairs and climb to the fourth floor.

  • The first-floor eastern stairs were used.
  • The second-floor cracked section was crossed with the Mach Bike.
  • The third-floor right-side stairs were reached.
  • The party remains supplied for another cracked-floor puzzle.

Complete the fourth-floor drop puzzle

The fourth floor contains the second cracked-floor puzzle. Save before attempting it if you want a convenient retry point. Use the Mach Bike to move down and right across the first cracked section, then pause on stable ground. Continue down and left, then move upward through the next part of the puzzle.

At the upper section, ride right far enough to reach the correct cracked tile and deliberately fall through it. This drop is required. It places you in the upper central part of the third floor, where a previously inaccessible staircase becomes available. If you fall in the wrong place, reposition on the fourth floor and repeat the puzzle.

From the upper third-floor section, climb the stairs back to the fourth floor. Move left and take the stairs to the fifth floor. On the fifth floor, continue upward through the room and use the stairs to reach the sixth floor, the tower’s summit area.

  • The second cracked-floor puzzle was attempted with the Mach Bike.
  • The required cracked tile was used to fall into the upper third-floor section.
  • The upper third-floor stairs were reached.
  • The western stairs on the fourth floor were used after returning upward.
  • The fifth-floor stairs to the sixth floor were found.

Save at the summit and battle Rayquaza

Heal before starting the encounter if your party has taken damage during the climb, then save on the sixth floor before interacting with Rayquaza. Walk upward until the Pokémon is directly ahead and speak to it only after the save is complete. In original Sapphire, Rayquaza is a level 70 static encounter at the top of Sky Pillar.

Rayquaza’s Generation III moves are Fly, Rest, ExtremeSpeed, and Outrage. Fly temporarily removes it from the field, ExtremeSpeed can act before many attacks, and Outrage can cause confusion after its attack sequence. Rest can restore its HP, so bring a durable Pokémon and avoid relying on a single fragile catcher.

Lower Rayquaza’s HP carefully. False Swipe can leave it at 1 HP if the user can survive the battle, but it is optional. If you do not have False Swipe, use weaker attacks and stop when the HP is low. Sleep is generally the most useful status for capture attempts; paralysis is also helpful. Throw Ultra Balls or other Poké Balls while maintaining enough HP to survive its attacks, and heal or switch whenever the active Pokémon becomes unsafe.

  • The party was healed before the battle when necessary.
  • The game was saved immediately before interacting with Rayquaza.
  • Rayquaza was reduced to low HP without being defeated.
  • A status condition was applied when practical.
  • The capture was confirmed before leaving the summit.

Recover from a failed capture or leave the objective incomplete

If Rayquaza faints, the party is defeated, or you run out of usable Poké Balls, reset the game without saving after the encounter. Reload the summit save and try again. The pre-battle save is the recovery point; saving after the failed encounter can overwrite the state needed for another attempt.

If you fall during either cracked-floor puzzle, continue from the lower floor and repeat the relevant route. If the party is weakened or supplies are low, leave the tower, return to Pacifidlog Town, heal, restock, and climb again. Repels are optional but can conserve HP and PP on the ordinary floors.

Capturing Rayquaza is not required for the campaign. The main completion goal remains satisfied once the eight Badges, Elite Four, Champion Steven, and Hall of Fame registration are complete. You may leave Rayquaza uncaught and return later, provided the encounter has not already been defeated or otherwise resolved on the save file.

  • A failed encounter was not overwritten by saving afterward.
  • The summit save was reloaded when another attempt was needed.
  • The party and supplies were restored before another climb.
  • Rayquaza was captured or intentionally left as an optional unfinished objective.

Before you move on

  • The player completed the main campaign and entered the Hall of Fame before attempting Sky Pillar.
  • The player reached Sky Pillar from Pacifidlog Town by Surfing east along Route 131 and turning north through the reef opening.
  • The Mach Bike was used to cross the cracked-floor sections on the second and fourth floors.
  • The player reached the sixth-floor summit and saved before interacting with Rayquaza.
  • Rayquaza was captured at level 70 and placed in the party or PC, or the optional encounter was deliberately left incomplete.
  • The campaign remains complete regardless of whether Rayquaza was captured.
References for this chapter

Victory Road & Ever Grande City Approach

Chapter 12 ended with Wallace defeated and the Rain Badge earned in Sootopolis City. Chapter 13 was intentionally skipped because Sky Pillar and Rayquaza are postgame content in original Pokémon Sapphire. Continue now through Route 128, Ever Grande City, Victory Road, Wally’s final pre-League battle, and the Pokémon League entrance.

Continue from Sootopolis after skipping the postgame chapter

After defeating Wallace in Sootopolis Gym, you have all eight Hoenn Gym Badges and can use Waterfall outside battle. Do not follow chapter 13 at this point. In original Pokémon Sapphire, Sky Pillar and the level 70 Rayquaza encounter are post-Hall-of-Fame content, not requirements for Victory Road or the Pokémon League.

Teach Waterfall to a Pokémon that can also keep Surf if possible. From Sootopolis City, Surf southeast toward the ring of shallow water surrounding the Seafloor Cavern. When you reach that area, turn east and continue across Route 128. Follow the water route until the large waterfall leading up to Ever Grande City comes into view.

Use Waterfall at the northern waterfall wall. Once you reach the island above it, enter the Pokémon Center immediately. This gives you a nearby healing point before Victory Road and confirms that the route is open after receiving the Rain Badge.

  • Wallace has been defeated and the Rain Badge is in your Badge Case.
  • Chapter 13 has been skipped until after Hall of Fame entry.
  • Surf and Waterfall are available in the party.
  • You have healed at the southern Ever Grande City Pokémon Center.

Prepare the party and field moves

Victory Road in the original Game Boy Advance version requires Surf, Strength, Rock Smash, and Waterfall to reach the exit. Flash is optional rather than mandatory, but the cave contains dark sections where Flash makes ladders, boulders, ledges, and bridges much easier to identify. If you are using a dedicated HM Pokémon, check the party before entering so you do not have to turn around immediately.

Restore the PP of your strongest attacks before entering. Victory Road trainers use Pokémon around levels 42 to 44, while wild encounters reach the low-to-mid 40s in the deeper sections. Bring a balanced team with reliable answers to Rock, Steel, Fighting, Grass, Electric, Psychic, Poison, and Flying opponents. A Ground move is useful against Magneton and other Electric types, while Water, Ice, Fire, or strong neutral attacks cover many of the cave’s other battles.

Use the Pokémon Center before entering rather than spending your best recovery items during the approach. Carry several Super Potions or Hyper Potions, Full Heals, and a few Revives. Save before entering if you want a clean retry point for the cave and the final Wally battle.

  • Keep Surf, Strength, Rock Smash, and Waterfall available.
  • Carry Flash if you want the dark floors illuminated.
  • Restore HP and important move PP.
  • Pack healing and status-recovery items before entering.

Cross the first Victory Road section

Enter Victory Road north of the southern Ever Grande City Pokémon Center. The first section is the central 1F area. Follow the raised paths and stairs toward the ladder near Cooltrainer Hope. Strength is needed for the boulders that block the direct route, while Rock Smash opens the breakable-rock passages.

Several item paths branch away from the main route. The Max Elixir near the first-floor paths is optional, so collect it only if you are comfortable spending extra time in the cave. Continue across the bridges and stairs, battle Cooltrainer Hope if she blocks your route, and descend the nearby ladder to B1F.

The first floor has wild Zubat, Golbat, Whismur, Loudred, Makuhita, Hariyama, Aron, and Lairon. These encounters are useful for experience but can consume PP quickly. Use Repels while solving the cave if your party is already at an appropriate level. Fight trainers when you need experience or money, but do not exhaust your strongest attacks on unnecessary wild battles.

  • Use Strength on the first-floor boulders.
  • Take optional items only if your party remains healthy.
  • Descend the ladder near Cooltrainer Hope to reach B1F.

Solve B1F and reach the deeper floors

On B1F, use Flash if available. From the ladder, move south and west to the first boulder puzzle. Push the nearest boulder left, then follow the path to the second boulder and push it right. This opens the route toward the stairs and the next ladder.

The southeast portion contains optional items, including a PP Up and a Full Restore. The PP Up requires breaking rocks and arranging boulders before following the side route. The Full Restore is on the path beyond Cooltrainer Samuel after you move the boulders and break the obstructing rock. Neither item is required to exit Victory Road.

After passing through the B1F route, descend to B2F. Keep Rock Smash and Strength available because the final approach will require both again. If several party members are already injured, return to the Pokémon Center now. The cave entrance remains directly south, and healing before the deeper water and waterfall sections is safer than relying on a limited item supply.

  • Use the boulder sequence rather than pushing a rock into a corner.
  • Collect the PP Up and Full Restore only if desired.
  • Heal at Ever Grande City if the party is badly damaged.

Cross B2F and the final B1F section

On B2F, go north past Cooltrainer Julie, then use Surf to cross the water. Climb the nearby stairs and take the northeast ladder up to the next B1F section. TM29 Psychic is available on this upper B1F area as an optional pickup; collect it, then return to B2F by the same ladder.

Back on B2F, travel south past Cooltrainer Owen and cross the two bridges toward the west. Battle Cooltrainer Caroline if she is in your path. Move north to the top of the western waterfall, then Surf east across the upper water. Cooltrainer Vito stands between the waterfalls, and a Full Heal is nearby as an optional item.

Use the western waterfall to descend. After reaching the lower water, travel east to the next ladder. On the following B1F section, move south and east through the rocky debris. Break the first rock, push the boulder south with Strength, then break the second rock. Climb the ladder to the final 1F area.

  • Use Surf and Waterfall in the correct B2F sequence.
  • Treat TM29 Psychic and the Full Heal as optional rewards.
  • Break the rocks before pushing the final boulder.

Defeat Wally near the northern exit

On the final 1F section, climb the stairs and cross the last bridge. Cooltrainer Edgar is on the route before the exit. Continue north and turn around the corner; Wally will stop you near the end of Victory Road and begin the battle automatically when approached.

In original Pokémon Sapphire, Wally’s team is Altaria level 44, Delcatty level 43, Roselia level 44, Magneton level 41, and Gardevoir level 45. Altaria can use Dragon Dance, Aerial Ace, and DragonBreath, so do not give it free turns to boost. Ice attacks are especially useful, although a strong neutral attack can also work. Roselia carries Leech Seed, Toxic, Magical Leaf, and Giga Drain; use a Fire, Ice, Flying, or Psychic attack and do not allow the status effects to accumulate.

Ground attacks are effective against Magneton, but remember that Magneton has Thunderbolt and can punish Water- or Flying-type switches. Gardevoir knows Psychic, Double Team, Future Sight, and Calm Mind. Use a physical attacker, a strong Dark- or Bug-type attack, or a Pokémon that can defeat it before it boosts. Delcatty can use Sing and Charm, so switch if your physical attacker is weakened by Charm or put to sleep.

Heal before approaching Wally. If you lose, return to the Ever Grande City Pokémon Center, restore the party and move PP, then retry with a lead that handles Altaria or Magneton immediately. Wally is the last battle before the northern exit, so do not approach him with only one dependable battler.

  • Heal before triggering Wally’s battle.
  • Bring an answer to Altaria’s Dragon Dance and Aerial Ace.
  • Use Ground coverage against Magneton when safe.
  • Carry Full Heals or Full Restores for sleep, poison, and other status effects.
  • Keep a reliable answer for Gardevoir’s Psychic and Calm Mind.

Reach the Pokémon League and make final preparations

After defeating Wally, continue north through the final passage and leave Victory Road. You will emerge in the northern section of Ever Grande City. Follow the long stone walkway to the Pokémon League building. Two attendants check your eight Gym Badges before allowing you to proceed into the League area.

The League facility contains a Pokémon Center, PC, and Poké Mart. Heal completely, restore move PP, and use the PC to finalize the six Pokémon you intend to use. The shop sells Ultra Balls, Hyper Potions, Max Potions, Full Restores, Full Heals, Revives, and Max Repels. It does not function as a final TM shop, so make any TM-based move changes before arriving or use TMs already in your bag.

A practical team target is several Pokémon around the upper 40s or better, with no single point of failure. The Elite Four and Champion’s teams range from the mid-40s into the high 50s. Replace redundant moves, give important Pokémon held items if available, and restore PP on every move that may be needed repeatedly. Buy enough Full Restores and Revives to recover from status and fainting between battles, while keeping Hyper Potions or Max Potions for ordinary HP damage.

Save at the League Pokémon Center after healing, shopping, and arranging the party. This is the final convenient save point before the Elite Four attempt. If the League run fails, you can reload this preparation save, change the lead or moveset, and challenge the League again without repeating Victory Road.

  • The attendants have confirmed all eight Gym Badges.
  • The party has been healed and important moves have full PP.
  • The PC has been used to finalize the League team.
  • The League Poké Mart has supplied Hyper Potions, Full Restores, Full Heals, and Revives.
  • You saved at the League Pokémon Center before entering the challenge.

Before you move on

  • The Rain Badge was earned from Wallace in Sootopolis, and chapter 13 was skipped because it is postgame content.
  • All eight Hoenn Gym Badges are in the Badge Case.
  • Waterfall was used on Route 128 to reach Ever Grande City.
  • Victory Road was completed and Wally was defeated near the northern exit.
  • The Pokémon League attendants confirmed entry after checking the eight Badges.
  • The final party was healed, move PP was restored, recovery items were purchased, and the game was saved at the League Pokémon Center before the Elite Four attempt.
References for this chapter

Hoenn Elite Four — Sidney (Dark) and Phoebe (Ghost)

Sidney and Phoebe are the first two Elite Four battles in the original Nintendo Game Boy Advance Pokémon Sapphire Version. Sidney’s Dark team is vulnerable to Fighting and Bug attacks, but Intimidate, evasion, confusion and setup moves can disrupt an otherwise simple matchup. Phoebe’s Ghost team relies on immunities, status conditions and defensive Dusclops. Prepare a mixed team rather than depending on one physical sweeper, and remember that there is no Pokémon Center between Elite Four battles.

Prepare in the Pokémon League lobby

Before entering the central doorway, heal your party at the Pokémon Center on the left side of the League lobby and restore the PP of every important attack. The Poké Mart on the right sells Ultra Balls, Hyper Potions, Max Potions, Full Restores, Full Heals, Revives and Max Repels. Buy enough healing and status recovery for the entire Elite Four run, not merely for Sidney and Phoebe. Once you enter, you cannot return to the lobby between battles without ending the attempt.

A team averaging roughly levels 48 to 52 is a practical starting point for these first two fights, although the later Elite Four members and Champion Steven are stronger. Bring at least one dependable Fighting or Bug attack for Sidney and at least one Dark or Ghost attack for Phoebe. In Generation III, Fairy type does not exist, so Fairy moves and resistances are not part of this battle plan.

A Normal-type Pokémon can provide a useful emergency switch against Ghost attacks, but it should not be your only answer. Phoebe carries Psychic, Ice and Ground coverage, and Ghost Pokémon are immune to Normal- and Fighting-type moves. Save in the lobby before entering if you want a reliable retry point.

  • Heal and restore PP before entering the Elite Four.
  • Buy Full Restores, Revives and other recovery items for the complete gauntlet.
  • Carry reliable Fighting or Bug coverage for Sidney.
  • Carry Dark or Ghost coverage for Phoebe.
  • Save before speaking to the guards at the entrance.

Defeat Sidney’s Mightyena and Cacturne

Sidney leads with level 46 Mightyena, whose Intimidate lowers the Attack of the Pokémon entering against it. If your main Fighting move is physical, opening with a special attacker can avoid losing damage immediately. Otherwise, use the Fighting attack anyway if it remains strong enough to finish the target quickly. Mightyena knows Crunch, Take Down, Sand-Attack and Roar. Do not spend several turns setting up while Sand-Attack lowers your accuracy or Roar can force a party change.

Sidney sends out level 46 Cacturne next. It is Grass/Dark, so Fighting and Bug attacks are especially effective. Cacturne carries Faint Attack, Needle Arm, Cotton Spore and Leech Seed. If Leech Seed lands, finish Cacturne promptly or switch to avoid losing health while Cotton Spore reduces your Speed. A strong Bug move is particularly useful here, but a reliable Fighting attack also works.

Both Dark Pokémon are immune to Psychic-type attacks. Do not leave a Psychic-type in simply because it has high Special Attack. If you lose to Sidney, you return to the League lobby Pokémon Center. Heal there, replenish supplies, and train in Victory Road before trying again; its wild Pokémon and remaining accessible trainers can help close a modest level gap.

  • Account for Intimidate before relying on a physical Fighting attacker.
  • Use Fighting or Bug attacks against Mightyena and Cacturne.
  • Prevent Leech Seed and Cotton Spore from turning the fight into a long stall.
  • Switch out a Pokémon whose accuracy or Speed has been badly reduced.

Finish Sidney’s Shiftry, Sharpedo and Absol

Sidney’s third Pokémon is level 48 Shiftry, a Grass/Dark type with Fake Out, Extrasensory, Double Team and Swagger. Fire, Ice, Flying, Fighting and Bug attacks are effective, but Fighting Pokémon must respect Extrasensory. Use a strong accurate move immediately rather than allowing Double Team or Swagger to create an unreliable battle. If confusion occurs, switch to a healthy teammate instead of repeatedly gambling on self-damage.

Level 48 Sharpedo follows. It is Water/Dark and knows Surf, Crunch, Slash and Swagger. Use Electric, Grass, Fighting or Bug attacks, but do not send a Fire-type into it merely because Sidney specializes in Dark Pokémon; Sharpedo’s Surf is a serious threat. Sharpedo has Rough Skin, so contact attacks cause damage when they connect. If you have a non-contact super-effective move, prefer it when practical.

Sidney finishes with level 49 Absol, which holds a Sitrus Berry and knows Swords Dance, Slash, Aerial Ace and Snatch. Use your strongest accurate attack immediately. Aerial Ace is especially dangerous to Fighting types, while Swords Dance can make Absol much harder to survive if it gets a free turn. Snatch can steal certain stat-boosting attempts, so do not waste turns setting up unless you know the move will not be intercepted. Sidney can use two Full Restores, so preserve enough PP to finish a weakened Pokémon after healing.

After Sidney falls, there is no Pokémon Center in Phoebe’s room. Use items immediately to heal critical damage, cure confusion or burns, and restore the PP of your main Dark, Ghost, Bug and Fighting moves. Do not enter Phoebe’s battle with a badly injured primary counter merely because Sidney was defeated.

  • Use Fire, Ice, Flying, Fighting or Bug attacks against Shiftry.
  • Respect Sharpedo’s Surf and Rough Skin.
  • Defeat Absol before it can exploit Swords Dance.
  • Expect Sidney to use two Full Restores.
  • Heal and restore PP with items before approaching Phoebe.

Handle Phoebe’s first Dusclops and Banette

Phoebe leads with level 48 Dusclops, a defensive Ghost type carrying Curse, Confuse Ray, Future Sight and Shadow Punch. Ghost-type moves are super effective against Ghost Pokémon, and Dark-type moves are also effective. A Normal-type can switch into Shadow Punch, but Future Sight is Psychic-type and Curse or Confuse Ray can still disrupt the battle. If Curse affects your active Pokémon, switch it out rather than trying to endure the ongoing damage with a weakened attacker.

Her first level 49 Banette knows Spite, Will-O-Wisp, Shadow Ball and Faint Attack. Will-O-Wisp is especially dangerous to physical attackers because it causes damage over time and halves Attack in Generation III. Switch out a burned physical attacker unless it can still finish Banette safely. A healthy Dark attacker with Crunch or another reliable Dark move is useful, but do not let Shadow Ball’s Special Defense reduction force you into a losing exchange.

Phoebe uses two Full Restores. If one of these Pokémon reaches low health, continue attacking only when you have enough remaining PP to defeat it after the healing item. Avoid spending several turns on unnecessary stat boosts while Confuse Ray, Spite and status effects are draining your resources.

  • Use Dark or Ghost attacks against Dusclops and Banette.
  • Switch out Pokémon affected by Curse or a crippling burn.
  • Use Normal-type immunities only as defensive switches, not as an offensive plan.
  • Expect Phoebe to use two Full Restores.

Finish the second Banette, Sableye and Dusclops

Phoebe’s second level 49 Banette has a different moveset: Toxic, Skill Swap, Shadow Ball and Psychic. Do not assume it carries Will-O-Wisp. Toxic makes a prolonged stall dangerous, while Psychic can punish Fighting- or Poison-type Pokémon that would otherwise seem safe. Defeat it quickly with a strong Dark or Ghost attack, or use a sturdy neutral attacker that can withstand Shadow Ball.

Level 50 Sableye is Dark/Ghost and has no type weakness in the original Generation III games. Its moves are Faint Attack, Shadow Ball, Psychic and Attract. Use strong neutral damage, status support or a bulky Pokémon rather than wasting turns searching for a super-effective attack. Attract only affects a Pokémon of the opposite gender, so switching to a same-gender teammate can remove that particular problem when practical.

Phoebe’s final Pokémon is level 51 Dusclops, holding a Sitrus Berry and carrying Confuse Ray, Shadow Ball, Ice Beam and Earthquake. A Normal-type can avoid Shadow Ball, but Ice Beam and Earthquake mean that repeatedly switching the same defensive Pokémon is unsafe. Use a Dark attacker that can survive its coverage or alternate between defensive switches and healing while applying steady damage. Cure confusion when it prevents reliable attacks, and use a Full Restore when damage and status make a normal Potion insufficient.

Victory is secured when all five of Phoebe’s Pokémon have fainted. Before entering Glacia’s chamber, use items to heal the party, cure status and restore the PP of the attacks needed for the Ice-focused battle. Keep at least one healthy Fire, Fighting, Rock or Steel answer available for the next Elite Four member.

  • Treat the second Banette as a Toxic user, not another Will-O-Wisp user.
  • Use neutral damage against Sableye unless you deliberately expose a weakness with a move such as Foresight.
  • Do not rely on one Normal-type switch against the final Dusclops because it carries Ice Beam and Earthquake.
  • Heal and preserve a usable counter for Glacia.

Before you move on

  • Sidney’s Mightyena, Cacturne, Shiftry, Sharpedo and Absol are defeated.
  • Phoebe’s Dusclops, two Banette, Sableye and second Dusclops are defeated.
  • The party is healed and important PP is restored before entering Glacia’s chamber.
  • At least one healthy Pokémon remains capable of using Fire, Fighting, Rock or Steel attacks against Glacia.
  • If the attempt fails, the League lobby Pokémon Center and Victory Road provide the recovery and training route for the next attempt.
References for this chapter

Hoenn Elite Four — Glacia (Ice) & Drake (Dragon)

After Phoebe, heal and restore PP in the Pokémon League lobby before challenging Glacia. Her team combines Ice and Water typing, Hail, Blizzard, Thick Fat and the dangerous one-hit KO move Sheer Cold, so do not rely on Fire attacks alone. After Glacia, heal again with items before entering Drake’s room. Drake’s five Dragon Pokémon are all vulnerable to Ice, with four taking quadruple damage from Ice attacks. A reliable Ice Beam user, preferably one with enough Speed or bulk to survive a hit, is the safest central plan for this section of the original Game Boy Advance Pokémon Sapphire Version.

Prepare in the Pokémon League lobby

Before starting the Elite Four sequence, use the Pokémon Center in the League lobby to restore every party member and all move PP. The lobby Poké Mart sells Ultra Balls, Hyper Potions, Max Potions, Full Restores, Full Heals, Revives and Max Repels. Buy enough healing items for the entire run because there is no Pokémon Center between Elite Four rooms.

A team average in the low-to-mid 50s is a practical target. You can succeed with a different spread if your moves and type matchups are strong, but several Pokémon below level 50 will have trouble surviving Glacia’s Blizzard and Drake’s Dragon Claw. If the team is consistently losing before Walrein or Salamence, leave the League, train in Victory Road, restore PP and return. Set your strongest Glacia answer near the front of the party, but keep a second answer available in case Hail, status or a critical hit removes the first one.

  • Restore HP and PP before entering the first Elite Four room.
  • Carry Full Restores, healing potions and Revives.
  • Bring at least one strong Fighting, Rock, Electric or Grass option for Glacia.
  • Bring a dependable Ice move for Drake.

Defeat Glacia’s first Glalie

Glacia leads with level 50 Glalie. Its moves are Hail, Light Screen, Ice Beam and Crunch. Hail damages non-Ice Pokémon after each turn, while Light Screen reduces damage from special attacks for several turns. Glalie’s Inner Focus prevents flinching, so a flinch-based strategy is unreliable.

Use a strong physical Fighting or Rock attack if you have one. Steel attacks are also super effective, although they are less common among ordinary story teams. If your best option is a special Fire move, use it before Light Screen is active or switch to a physical attacker afterward. Do not spend several turns setting up unless the Pokémon can comfortably survive Ice Beam and Hail. A Dragon, Flying, Grass or Ground Pokémon is a poor choice to leave in front of repeated Ice attacks.

  • Defeat Glalie before Hail and Light Screen create a long damage race.
  • Prefer Fighting, Rock or Steel damage when available.
  • Do not leave a Dragon, Flying, Grass or Ground Pokémon exposed to Ice Beam.

Handle both Sealeo

Glacia’s first Sealeo is level 50 and knows Surf, Ice Ball, Hail and Body Slam. Her second Sealeo is level 52 and knows Hail, Blizzard, Dive and Attract. Both are Ice/Water Pokémon with Thick Fat, which halves the damage of Fire-type moves. Their Water typing also resists Fire, so a Fire starter or Fire-type attacker should not be your only plan.

Electric attacks are effective against both Sealeo. Grass, Fighting and Rock attacks can also work, but choose a user that can endure Surf or Blizzard. Hail makes Blizzard fully accurate while it remains active, so do not assume an inaccurate Blizzard will protect you. Prioritize the level 52 Sealeo if it establishes Hail and begins using Blizzard or if your main attacker is vulnerable to Attract.

Attract only affects a Pokémon of the opposite gender. The safest response is to switch to a compatible party member rather than repeatedly hoping through immobilization. If a key Drake counter is badly damaged during this battle, heal it before committing to the next target; preserving the Ice user matters more than saving one potion.

  • Do not attempt to sweep the Sealeo pair with Fire attacks.
  • Use Electric attacks when possible and keep a Grass, Fighting or Rock backup.
  • Switch away from Attract when the replacement has a favorable gender matchup.
  • Keep the future Drake counter healthy.

Finish the second Glalie and Walrein

Glacia’s second Glalie is level 52 and carries Hail, Ice Beam, Shadow Ball and Crunch. It has broader coverage than the first Glalie, so do not send a Psychic- or Ghost-type into it simply because you want to attack specially. Physical Fighting and Rock attacks remain useful if the attacker can withstand Ice Beam.

Walrein is level 53, holds a Sitrus Berry and knows Blizzard, Surf, Body Slam and Sheer Cold. Its Ice/Water typing, Thick Fat and high HP make Fire a poor answer. Sheer Cold can immediately knock out a Pokémon when it connects, and the move is especially threatening to lower-level Pokémon. Attack with your strongest accurate super-effective move instead of trying to stall through repeated Blizzard, Surf and Hail.

The Sitrus Berry restores health when Walrein reaches half HP or less. Plan for the extra recovery rather than assuming a borderline attack will finish it. Glacia can also use Full Restores during the battle, so maintain enough PP for a second attack sequence if she heals a damaged Pokémon. If Walrein is using Sheer Cold, avoid unnecessary switching and remove it as quickly as your safest attacker allows.

  • Keep one healthy reserve Pokémon for Walrein.
  • Use Electric, Fighting, Grass or Rock options instead of depending on Fire.
  • Do not give Walrein several safe turns to attempt Sheer Cold.
  • Expect the Sitrus Berry and possible Full Restore recovery.

Heal before entering Drake’s room

After Glacia is defeated, use items to restore HP, cure status and replenish the PP of your best Ice move before speaking to Drake. There is no Pokémon Center between Glacia and Drake, so this is the time to prepare rather than entering immediately.

Ice Beam is the most reliable general answer. In original Ruby and Sapphire, Drake’s team is Shelgon at level 52, Altaria at level 54, two Flygon at level 53 and Salamence at level 55. Shelgon, Altaria and both Flygon take quadruple damage from Ice attacks because of their secondary typings. Salamence takes double damage, but its high offenses and Intimidate make it dangerous for physical attackers.

If your Ice user is slow, give it enough HP to survive a hit or lead with a sturdier Pokémon that can weaken the target before switching. Restore PP before entering; running out of Ice Beam against the final two Pokémon is a common failure point.

  • Restore Ice Beam or another accurate Ice attack.
  • Heal the Pokémon intended to answer Flygon and Salamence.
  • Carry Full Restores for DragonBreath paralysis and other status conditions.

Break through Shelgon and Altaria

Drake opens with level 52 Shelgon, which knows Dragon Claw, Rock Tomb, Protect and Crunch. Ice attacks are super effective, but Rock Tomb lowers Speed and can remove a fast Ice user’s advantage. If Shelgon uses Protect, do not waste a limited-PP attack into it; use the turn to switch or select a less important move.

Altaria is level 54 and knows Take Down, DragonBreath, Dragon Dance and Refresh. Dragon Dance raises both Attack and Speed, so defeat Altaria promptly rather than allowing repeated boosts. Refresh removes status conditions, making poison, paralysis and burn poor long-term answers. An Ice move from a bulky Water-type is still effective even if that Pokémon is not especially fast.

  • Do not allow Altaria to accumulate Dragon Dance boosts.
  • Use Ice damage instead of relying on status.
  • Account for Rock Tomb before trusting a fast Ice attacker to move first.

Defeat the two Flygon and Salamence

The first level 53 Flygon knows Dig, DragonBreath, Fly and Sandstorm. The second level 53 Flygon knows Flamethrower, Crunch, DragonBreath and Sand-Attack. Both are four times weak to Ice. Use accurate attacks and be ready for Dig or Fly to delay damage. Sandstorm also adds residual damage, so avoid unnecessary turns while it is active.

Salamence is level 55 and has Intimidate, which lowers the Attack of every physical attacker when it enters. Its moves are Flamethrower, Dragon Claw, Fly and Crunch. A special Ice Beam is safer than a physical Ice attack, especially after Intimidate activates. Keep your Ice user healthy enough to survive a hit, and use a Full Restore if paralysis or low HP makes it unreliable. Keep a backup Pokémon alive in case Salamence defeats the primary counter.

  • Use Ice attacks against both Flygon.
  • Prefer special damage against Salamence after Intimidate.
  • Watch for Flamethrower from the second Flygon and Salamence.
  • Keep one reserve Pokémon available for the final exchange.

Recover after a failed attempt

If Drake defeats you, you return to the Pokémon Center outside the League. Rebuild rather than immediately repeating the same plan. Train in Victory Road, raise the average team level by roughly 2–4 levels if the team is consistently being outsped or failing to secure knockouts, and replace inaccurate or weak attacks where possible.

Give special attention to the Pokémon handling Glacia’s Sealeo and Drake’s Salamence. Add a second Ice answer if one fragile Pokémon is carrying the entire Drake matchup. Restore all PP, refill Full Restores and Revives, and change the lead if Shelgon’s Rock Tomb or Glacia’s opening Hail is repeatedly disrupting the battle. After Drake falls, heal your team and restore PP again before entering the Champion’s room.

  • Raise the team’s average level if Drake consistently survives or outspeeds you.
  • Add a backup Ice user or another reliable Dragon counter.
  • Re-enter with restored PP and a fresh supply of recovery items.
  • Heal before challenging Champion Steven.

Before you move on

  • Glacia is defeated and the game awards the 5300 Pokédollar battle reward.
  • Drake is defeated after Shelgon, Altaria, both Flygon and Salamence are knocked out.
  • The party is healed and important move PP is restored before entering the Champion’s room.
  • A usable reserve Pokémon and recovery items remain for the battle against Steven.
References for this chapter

Champion Steven — Team Composition & Final Tactics

In the original Pokémon Sapphire Version for Game Boy Advance, Steven Stone is the fifth and final battle of the Pokémon League challenge. His Steel-focused team also uses Rock, Ground, Psychic, Grass and Bug traits, so no single counter handles every matchup safely. Prepare a varied party, preserve recovery items through the Elite Four, and keep a healthy Fire-, Ground- or Ghost-capable Pokémon for Metagross, Steven’s level 58 ace.

Prepare at the Pokémon League before starting

Use the Pokémon Center in Ever Grande City before entering the Pokémon League building. Heal the whole party, restore move PP, remove lingering status conditions and arrange your party so the intended lead is in the first slot. Save after completing this preparation. Once the Elite Four challenge begins, you cannot leave to visit a Pokémon Center or change the Pokémon in your party between battles, so every attempt must be prepared as a five-battle sequence.

Buy enough Revives, Full Restores, Hyper Potions and other recovery items to survive the entire challenge. Full Restores are particularly useful against Steven because Skarmory can use Toxic and Cradily can use Confuse Ray. Carry more than one answer to Steel types: a Fire move is excellent, but Ground, Fighting and Water coverage prevent Aggron and Metagross from becoming single-counter problems.

A party with levels in the mid-to-upper 50s is a practical target for the League. Steven’s team ranges from level 55 to level 58, with Metagross as the highest-level Pokémon. A lower-level team can still win with strong type advantages and item use, but avoid entering with several members that cannot survive a direct attack from the Champion’s team.

  • Heal the complete party at Ever Grande City.
  • Restore move PP before entering the League.
  • Remove status conditions and place a reliable lead in the first slot.
  • Save before beginning the Elite Four challenge.
  • Carry recovery and revival items for five consecutive battles.

Learn Steven’s original Sapphire lineup

Steven’s team in the original Ruby and Sapphire release 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. This is the original Game Boy Advance lineup. Do not use Emerald’s Champion information or the teams from Omega Ruby and Alpha Sapphire when planning this battle.

The listed order is also the order in which Steven sends out his Pokémon: Skarmory opens the fight, and Metagross is last. Do not build your plan around a presumed switching routine. Make switches because of the active matchup, your Pokémon’s remaining HP and the attack you expect to survive.

Steven’s team carries broad coverage. Skarmory has Toxic, Aerial Ace, Spikes and Steel Wing. Claydol uses Reflect, Light Screen, AncientPower and Earthquake. Aggron carries Thunder, Earthquake, SolarBeam and Dragon Claw. Cradily has Giga Drain, AncientPower, Sludge Bomb and Confuse Ray. Armaldo uses Water Pulse, AncientPower, Aerial Ace and Slash. Metagross carries Earthquake, Psychic, Meteor Mash and Hyper Beam and holds a Sitrus Berry.

  • Expect six Pokémon in the order Skarmory, Claydol, Aggron, Cradily, Armaldo and Metagross.
  • Remember that Fairy-type attacks do not exist in Generation III.
  • Plan around Steven’s actual moves rather than a presumed switching pattern.
  • Keep a separate answer available for the Steel- and Rock-heavy members.

Defeat Skarmory without allowing Toxic and Spikes to accumulate

Skarmory is Steel and Flying type. Special Fire attacks are among the cleanest answers, and Electric attacks are also super effective. Avoid relying on weak physical attacks because Skarmory’s Defense is high. If your Fire or Electric attacker is fragile, check whether it can survive Aerial Ace or Steel Wing before leaving it in.

Toxic becomes increasingly dangerous if Skarmory remains active for many turns. Use a Full Restore when poison damage begins to threaten the attacker, or defeat Skarmory quickly if your counter has enough power. If Skarmory uses Spikes, switching repeatedly will damage grounded Pokémon as they enter. Do not make unnecessary swaps after the hazard is active.

A Ground-type Pokémon is not a universal answer here because Skarmory is Flying type and immune to Ground attacks. Use Fire or Electric damage instead, or rely on a strong neutral special attack if neither option is available.

  • Use special Fire or Electric damage when possible.
  • Do not use Ground attacks against Skarmory; its Flying typing grants immunity.
  • Remove Toxic before its damage becomes difficult to recover from.
  • Limit unnecessary grounded switches after Spikes is set.

Break through Claydol’s screens with the right attacker

Claydol is Ground and Psychic type, so Water, Grass, Ice, Bug, Ghost and Dark attacks can deal super-effective damage in Generation III. Water is often a useful general answer, but check the incoming matchup first because Claydol’s Earthquake threatens many Fire-, Rock- and Steel-type Pokémon.

Reflect reduces physical damage and Light Screen reduces special damage. If Claydol establishes one of these screens, concentrate on defeating it rather than spending several turns on low-impact setup. A strong super-effective attack is preferable to repeated weak hits that give Claydol more opportunities to attack or maintain its defenses.

Do not send a Flying-type solely to avoid Earthquake and assume the exchange is safe. AncientPower can still damage it, and Claydol’s screens may reduce the damage from your return attack. Choose an attacker that both threatens a quick knockout and can tolerate the move it is most likely to face.

  • Use Water, Grass, Ice, Bug, Ghost or Dark attacks where practical.
  • Watch for Earthquake before sending in a vulnerable counter.
  • Defeat Claydol promptly if Reflect or Light Screen is active.
  • Avoid wasting turns on setup while Claydol’s screens are reducing your damage.

Use separate plans for Aggron, Cradily and Armaldo

Aggron is Steel and Rock type and is weak to Fighting, Ground and Water attacks. A strong Ground move is effective, but do not assume every Ground-type Pokémon is safe because Aggron also knows Earthquake. Fire attacks work as well, although SolarBeam means a Water-type switch can be punished if Aggron gets the opportunity to attack. Finish Aggron efficiently instead of trading several low-power attacks.

Cradily is Rock and Grass type. Its relevant weaknesses in this game are Bug, Fighting, Ice and Steel. Water is not a dependable answer because Cradily’s Grass typing reduces Water damage and Giga Drain can restore its HP while damaging your Water-type. Use a strong Fighting, Bug, Ice or Steel attack, and avoid leaving a confused Pokémon in battle if it is repeatedly losing turns to Confuse Ray. Sludge Bomb also threatens Grass-oriented counters.

Armaldo is Bug and Rock type and is weak to Water, Rock and Steel attacks. Water is usually the safest option, but Water Pulse can punish a Fire- or Ground-type counter on the way in. Rock attacks are effective but should be used by a Pokémon that can withstand Armaldo’s physical moves. These three opponents require different answers, so preserve at least one effective attacker for each matchup rather than exhausting your only coverage move early.

  • Use Fighting, Ground or Water attacks against Aggron.
  • Use Bug, Fighting, Ice or Steel attacks against Cradily.
  • Use Water, Rock or Steel attacks against Armaldo.
  • Do not treat Water as a safe universal answer to Steven’s middle three Pokémon.
  • Heal or switch a confused Pokémon instead of repeatedly risking self-inflicted damage.

Keep a healthy answer for Metagross

Metagross is Steven’s level 58 ace and the final Pokémon in his original Sapphire lineup. It is Steel and Psychic type and is weak to Fire, Ground and Ghost attacks in Generation III. Bring it into battle with a healthy counter and enough PP for a reliable strong move. If your best counter has already been poisoned, confused or reduced to low HP, heal or switch before Metagross appears whenever possible.

Metagross holds a Sitrus Berry, so an attack that brings it low can be followed by a substantial HP recovery. Account for that extra health before assuming the fight is over. Meteor Mash and Earthquake can defeat many supposed counters, Psychic threatens Fighting- and Poison-type Pokémon, and Hyper Beam can cause heavy damage even when used as a finishing attack.

Do not spend several turns setting up unless your Pokémon can survive Metagross’s attacks. A direct super-effective attack, followed by another attack after the Sitrus Berry activates, is usually safer than a long setup sequence. If Metagross uses Hyper Beam, it must recharge on the following turn; use that opening to attack or heal if your position allows it.

  • Reserve a healthy Fire-, Ground- or Ghost-capable attacker.
  • Account for Metagross’s Sitrus Berry.
  • Respect Earthquake, Psychic and Meteor Mash.
  • Use the recharge turn after Hyper Beam when it creates a safe opportunity.
  • Do not rely on a single weakened counter to finish the battle.

Claim the Champion reward and complete the ending

After defeating Metagross, Steven awards 11,600 Pokémon Dollars. There is no separate TM reward for defeating him; the important progression reward is access to the Hall of Fame and the completion of the main campaign.

Follow Steven into the Hall of Fame and place your winning party on the registration machine. The game records the trainer and each Pokémon in the Hall of Fame, awards the Champion Ribbon to the registered Pokémon and saves during the registration sequence. Allow the sequence to finish before turning off the Game Boy Advance or resetting the game.

After the credits, continue from the saved file. The required campaign objective is now complete. Optional postgame activities, including the original Sapphire Sky Pillar and level 70 Rayquaza sequence, belong in the deferred postgame chapter rather than this Champion battle.

  • Defeat all six of Steven’s Pokémon.
  • Receive the 11,600 Pokémon Dollar battle reward.
  • Enter the Hall of Fame with the winning party.
  • Allow the Hall of Fame registration and save sequence to finish.
  • Confirm that the completed file continues after the credits.

Recover after a failed Champion attempt

If Steven defeats you, you return to the Pokémon Center outside the League. Review which Pokémon caused the collapse and rebuild around that matchup before trying again. Replace inaccurate or weak attacks, restore PP, improve the lead and train weaker party members on Victory Road or the routes near Ever Grande City. Raising only one Pokémon usually creates a second problem when Steven’s coverage move defeats it.

If the loss occurred after the Elite Four, your supplies and PP may have been depleted before Steven appeared. On the next attempt, use type advantages efficiently against Sidney, Phoebe, Glacia and Drake, but do not spend every recovery item or every high-power move when a weaker attack will safely finish an opponent. You cannot heal or alter the party between those battles and Steven.

Save again after returning to the Pokémon Center and completing the revised preparation. Continue retrying until the team can defeat Steven without sacrificing every remaining member before Metagross.

  • Identify the specific Steven Pokémon that ended the attempt.
  • Rebalance levels, moves and party roles before retrying.
  • Preserve PP and healing items through all four Elite Four battles.
  • Save again before starting the next League run.
  • Recheck the Metagross counter before entering.

Before you move on

  • All eight Hoenn Gym Badges are recorded.
  • Sidney, Phoebe, Glacia and Drake are defeated in sequence.
  • All six of Steven’s Pokémon, including level 58 Metagross, are defeated.
  • The 11,600 Pokémon Dollar Champion reward is received.
  • The winning party is registered in the Hall of Fame.
  • The Hall of Fame registration and save sequence finishes.
  • The credits complete and the game allows continuation from the saved file.
  • The main campaign is complete once the eight Badges, four Elite Four victories, Steven’s defeat and Hall of Fame registration are recorded.
References for this chapter

After the Hall of Fame — Postgame Options and Wrap-up

Pokémon Sapphire’s required campaign is complete after Champion Steven is defeated, your team is registered in the Hall of Fame, the credits finish, and the game returns you to Littleroot Town. The original Game Boy Advance version then unlocks optional activities including the Battle Tower, roaming Latias, the Regi trio, Rayquaza at Sky Pillar, the Beldum gift in Mossdeep City, trade-dependent Pokédex work, Contests, breeding, and limited event content. This chapter confirms the completed campaign and keeps original Sapphire separate from Pokémon Emerald.

Confirm the main campaign is complete

After defeating Champion Steven, Professor Birch and your rival arrive for the ending sequence. Your party is registered in the Hall of Fame, and the credits begin. Let the credits finish instead of resetting immediately so the postgame state is recorded correctly.

When control returns, you are back in your bedroom in Littleroot Town. Walk downstairs and speak to Norman in your house. He gives you a piece of mail from Mr. Briney containing the S.S. Ticket, then returns to the Petalburg Gym. The ticket is not collected from Petalburg Gym.

Save after receiving the ticket. This gives you a dependable completed-campaign file before optional captures, Battle Tower attempts, or further exploration. The S.S. Ticket is useful for the S.S. Tidal, but it is not itself part of the eight-Badge or Hall of Fame requirement.

  • The Trainer Card displays all eight Hoenn Gym Badges.
  • Sidney, Phoebe, Glacia, Drake, and Steven have been defeated.
  • Your party has been registered in the Hall of Fame.
  • The credits have finished and control has returned to Littleroot Town.
  • Norman has given you the S.S. Ticket downstairs in your house.
  • The completed campaign file has been saved.

Use the S.S. Ticket and visit the Battle Tower

Take the S.S. Tidal from the harbor in Slateport City or Lilycove City. After receiving the ticket, the ferry provides access to the Battle Tower in the southeastern sea. The Battle Tower is an optional facility for consecutive battles; it is not the same location or ruleset as Emerald’s Battle Frontier.

Original Sapphire offers Level 50 and Level 100 Battle Tower formats. In either format, select three eligible Pokémon for a series of seven consecutive Single Battles. Your party is restored between battles, but victories do not function as normal training because Battle Tower opponents do not provide ordinary experience progression.

Check the entry restrictions before committing a team. Several special Pokémon, including Kyogre, Groudon, Rayquaza, Mewtwo, Mew, Lugia, Ho-Oh, Celebi, Jirachi, and Deoxys, are barred from the facility. In Level 50 mode, Pokémon above level 50 cannot enter, so do not train a planned Level 50 team past the limit.

For a first attempt, use three Pokémon with dependable accuracy, complementary coverage, and at least one way to handle status or defensive opponents. Bring a team built for repeated battles rather than a story party with four or more field-move users. Winning seven battles earns a Battle Tower prize, but streaks and ribbons are optional.

  • The S.S. Tidal is available from Slateport City or Lilycove City.
  • You have selected three legal Pokémon for the chosen Battle Tower format.
  • Your Level 50 team contains no Pokémon above level 50.
  • You understand that Battle Tower success is optional and separate from Hall of Fame completion.

Check Sapphire’s roaming Latias event

After the Hall of Fame sequence, watch the television report in Littleroot Town. It announces sightings of a mysterious flying Pokémon around Hoenn. In original Sapphire, Latias is the version-specific roaming Pokémon and begins moving between routes after this report.

Use the Pokédex area display to check Latias’s current route. It changes areas when you move between routes, so repeatedly searching one grass patch is inefficient. A route transition can cause Latias to relocate before you reach it.

Roaming Latias is level 40 and normally flees as soon as it gets the opportunity. If your party has a move or Ability that prevents fleeing, or a reliable sleep strategy, put that Pokémon in front before searching. Carry suitable Poké Balls and save before deliberate tracking attempts when practical.

Latias is optional. It is not required for the Battle Tower, the Regi puzzles, Rayquaza, or any part of the completed campaign. The other Eon Pokémon is not a normal Sapphire encounter; it requires special access such as trading or the Eon Ticket event.

  • Latias has appeared as a roaming Pokémon in the Pokédex.
  • You have either captured Latias or recorded the encounter as unfinished.
  • You have not applied Emerald’s red-or-blue roaming choice to original Sapphire.
  • You understand that the roaming Latias is optional.

Work on the Regis and other Pokédex goals

Regirock, Regice, and Registeel are optional legendary encounters. Their sequence begins with the sealed chamber reached through the ocean routes and requires the correct field moves, an underwater entry, and separate ruins containing environmental puzzles. Prepare the required party and field moves before starting, and save before major puzzle actions or legendary battles.

Other useful postgame goals include visiting Steven’s house in Mossdeep City to receive the Beldum he leaves there after Hall of Fame entry, completing missing Hoenn Pokédex entries, raising a dedicated Battle Tower team, entering Contests, and breeding Pokémon with improved moves or statistics.

A complete National Pokédex cannot be filled from an unlinked Sapphire cartridge alone. Version exclusives, species from Ruby, FireRed, LeafGreen, and other compatible Generation III games, and certain event Pokémon require trading, another game, or preserved event-distribution access. Treat those as external collection goals rather than campaign requirements.

  • You have decided whether your target is the Hoenn Pokédex or the full National Pokédex.
  • You have saved before beginning the Regi sequence.
  • You have checked which desired species require trading or event access.
  • You have collected or deliberately postponed the postgame Beldum gift.

Handle Rayquaza and avoid Emerald-only assumptions

In original Sapphire, Sky Pillar becomes available after Hall of Fame entry. The tower is on Route 131, north of Pacifidlog Town. Bring the Mach Bike because the Generation III tower contains cracked floor sections that require the bike’s higher speed to cross. Save before interacting with the level 70 Rayquaza at the summit.

Rayquaza is an optional postgame capture. It is not needed for the Rain Badge, Victory Road, the Elite Four, Champion Steven, or Hall of Fame registration. If the encounter is defeated or the player loses, recover at a Pokémon Center, restock Poké Balls, and return to the summit when ready.

Do not follow an Emerald walkthrough that sends you to Sky Pillar during the Sootopolis weather crisis. In Emerald, Rayquaza is used during the main storyline before the League. In original Sapphire, the Kyogre sequence occurs before the League and the Sky Pillar Rayquaza encounter is unlocked after Hall of Fame entry.

Original Ruby and Sapphire also do not contain Emerald’s Battle Frontier. Sapphire has the standalone Battle Tower reached by the S.S. Tidal. Directions involving the Battle Factory, Battle Palace, Battle Dome, Battle Pike, Battle Arena, or Battle Pyramid belong to Emerald and should not be applied to this edition.

  • Rayquaza is recorded as optional and postgame-only.
  • You have the Mach Bike before entering the cracked-floor sections of Sky Pillar.
  • You have saved before the level 70 Rayquaza encounter.
  • You are using the Ruby and Sapphire Battle Tower rather than Emerald’s Battle Frontier.

Before you move on

  • The Trainer Card shows all eight Hoenn Gym Badges.
  • The Elite Four and Champion Steven have been defeated.
  • Your party has been registered in the Hall of Fame.
  • The credits have completed and the game has returned you to Littleroot Town.
  • Norman has given you the S.S. Ticket downstairs in your house.
  • The completed campaign file has been saved.
  • Rayquaza, Latias, the Regis, Beldum, Battle Tower streaks, trading goals, and event Pokémon are each marked complete or unfinished according to your optional objectives.
References for this chapter
THE NEXT SAVE POINT

Finishing up

You have defeated all eight Gym Leaders and received the corresponding eight Badges.

You have reached Ever Grande City, cleared Victory Road, defeated Sidney, Phoebe, Glacia and Drake, then defeated Champion Steven and completed Hall of Fame registration.

The end credits have finished and control has returned to Littleroot Town, confirming the completed main campaign.

Optional check: Kyogre was captured or deliberately defeated during the Cave of Origin sequence. Rayquaza was captured or deliberately skipped after Hall of Fame entry at Sky Pillar.

Choose your next game
A CLOSER LOOK

Screenshots & video

Game imagery for reference. Follow the written chapters above for the route and strategies.

CHECK THE DETAILS

Sources & references

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

About the game & collecting notes
Platform
Game Boy Advance

Step-by-step campaign walkthrough for the original Game Boy Advance release of Pokémon Sapphire Version (USA/Europe Rev 2). Follow the required route from Littleroot Town through all eight Hoenn Gym Badges, the Elite Four, Champion Steven and Hall of Fame entry, with concrete objectives, practical boss tactics, recovery advice and optional postgame goals. Kyogre is encountered during the main story in the Cave of Origin; Rayquaza is an optional postgame encounter at Sky Pillar after Hall of Fame entry.

Darryl Polo
ABOUT THE AUTHOR

Darryl Polo

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

Our editorial standards

Found a step that needs another look? Help us improve this guide.

Your privacy settings

Make yourself at home. You can change these choices anytime using the link in our footer.

Read our privacy policy

Add to Home Screen

Use your browser’s menu to install Joking Joystick.

See all installation instructions