In Fuchsia City, you will notice a lot of Pokemon in enclosures, this is because there is a zoo right in Fuchsia City. This makes it look very big, but size wise it isn't. Gameplay wise, there is quite a bit to do. When navigating around, you can get to all areas without Cut, but it's easier to cut bushes down to work your way around Fuchsia.

Firstly head to the Pokecenter by heading to the left side of town, then head down and to the right. Heal up and head to the house on the left. The man inside will delete moves (including HM moves) off your Pokemon. For more information check out the Move Tutors Guide .

The Safari Zone is not only a great place for catching Pokemon, it is also crucial in gaining two important HMs in the game, Surf and Strength. Head as far north as you can go in Fuchsia, and enter the building at the top. This is the Safari Zone.

When you encounter a wild Pokemon you will have four options, Throw Ball means you will throw a Safari Ball and will try to catch the Pokemon. Throw Bait will keep the wild Pokemon around for longer. Throw Rock will make the Pokemon easier to catch but it will be more likely to flee. Run means you will just run from the wild Pokemon. Now here is a small tip if you get into an area a long way from the entry and have very few steps left or are running low on cash. Stay in one spot, and by lightly tapping the direction buttons, you can turn around. This will not count toward your steps but you will still encounter wild Pokemon! Also note, EVERYWHERE you go in the Safari Zone counts as steps, including the "Rest" houses. Listed below are the wild encounters and rates. Note that fishing is the same anywhere in the Safari Zone.

Now here is what you need to do to finish the Safari Zone and get all the items:

  • From the Entrance head to the top right hand exit into Area 1.
  • In Area 1, head right and north up the stairs. Continue north to find a Leaf Stone.
  • Head back to the stairs and this time head to the left and down the next set of stairs.
  • Head to the left and bit and up. To the right on the grassy peninsula near the water is TM11 - Sunny Day.
  • Leave the Peninsula and head north-west to find a Max Potion.
  • From the Max Potion head to the left and up the next set of stairs, to the right and down those stairs.
  • To the right of here is a rest house (nothing inside really) and below it a Full Restore. Head north from the trainer house and to the left.
  • When the route splits, take the bottom route still heading to the left into Area 2.
  • Continue left and go north up the first set of stairs you come across.
  • Follow the path and when you've gone down some stairs head to the left to collect Quick Claw.
  • Head back to the start of Area 2. If you head down you will be in the top part of the Entrance Area.
  • Nothing new here except if you come back with Surf. So instead, head to the northern part of the grass and head up the stairs.
  • Follow the path and down the next set of stairs.

**From here you can head south into Area 3. (You will probably need to enter once more to get these, because it is unlikely you can get to the final house if you go down this south route. So instead do the bits between the double stars in your next trip.) Continue south and then head to the left and collect the Max Revive. The head up the stairs and to the left. Follow the path and at the base of the next set of stairs is a Max Potion. Return to where you were before the stars.**

  • Head north, past the three pools and to the right a bit is TM47 - Steel Wing.
  • Continue to the right and then head up. Collect the Protein.
  • Now head west and all the way south down into Area 3.
  • From the teeth head to the left. South of the hut grab TM32 - Double Team.
  • Head inside the hut.

Talk to the man inside and he will give you HM03 - Surf. Now you have Surf, you can travel on water by pressing A next to a Surfable area. Now leave the Safari Zone. Now let's head to the Warden's house, the one to the right of the Pokecenter. Talk to the Warden Inside and give him his teeth. As thanks, he will give you HM04 - Strength. This can be used to move large boulders like the one in the Warden's house. Teach it to one of your Pokemon. move the boulder in his house and grab the Rare Candy.

Heal up and get ready for the next Gym Battle. When you're ready, head over to the gym. When you enter it looks relatively easy to get to the leader...however the walls are invisible. Here is a map showing the walls so you can navigate through the Gym:

The specialty in this gym is Poison, so let's try a few trainer battles first, starting with the bottom left and bottom right trainers:

Head to the right hand side of the gym and head up to fight the next two trainers:

When you get to the very top, head all the way to the left and down to fight the next two trainers:

Now onto the leader, Koga:

The biggest thing to watch out for in this battle is Toxic. This Poisons your Pokemon and the damage inflicted increases each turn. Be sure to stock up on Antidotes beforehand. If Toxic is getting the better of you, try inflicting a status effect on the opponent as soon as possible, this reduces the chance of a successful Toxic. You could also use a Poison type, which aren't affected by Toxic. I would strongly advise a Psychic type though as this is best against Poison. The two Koffing are nothing new and should be easy, however they have the Levitate ability so Ground attacks won't hit them at all. Muk has pretty good Spec. Def. and has pretty high Attack. Acid Armor boosts its Defense, but a Psychic type should mow him down pretty easy. If his Pokemon get low on health, Koga has a Full Heal and two Hyper Potions just to make things a bit harder.

Once you have the Tea, exit Celadon to the east. Now enter the house to the right with the guard, which have not allowed you to pass previously. Give him the Tea, and he will let you through. You can now enter Saffron City through any of the four guard houses. Leave the guard house to the right and enter Saffron City.

10426942 front page hits

The Cave of Dragonflies

Where the smallest bugs live alongside the strongest dragons

safari zone tips leaf green

R/B/Y Safari Zone Mechanics

A staple of the Pokémon series since the originals is the Safari Zone: a special place with Pokémon that aren't found anywhere else (and some that are) where instead of getting to use your own Pokémon to weaken and capture them, you must employ more old-fashioned methods while the Pokémon may run at any moment. While they haven't been in every game, they shake up the usual routine of catching Pokémon and have had various interesting mechanics through the generations - however, the very most interesting has to be the original.

How It Works

In every Safari Zone, the player is unable to use their own Pokémon at all. Instead, when you encounter a Pokémon you have four options: throwing one of the limited number of Safari Balls you have; an aggressive action used to make the Pokémon easier to catch; an enticing action used to make it less likely to run away; or running away from the battle yourself.

In Red, Blue and Yellow, the aggressive action is called Rock , and the enticing action is called Bait . The basic idea is this: throwing a rock will double your chances of catching the Pokémon, but it will also make the Pokémon angry for 1-5 turns. Conversely, throwing bait will halve your chances of catching the Pokémon, but cause the Pokémon to be eating for 1-5 turns. While angry, a Pokémon is twice as likely to run on any given turn as if it were in its neutral state, while it is four times less likely to run while it is eating than in a neutral state.

However, there are several more interesting details and subtleties to how Safari Zone battles happen.

Throwing a Ball

Capturing in the Safari Zone follows the regular R/B/Y capture algorithm , though since neither the Pokémon's HP nor its status can be affected and the only balls available are Safari Balls (identical to Ultra Balls), a lot of things are abstracted out in the Safari Zone. Unfortunately, thanks to the game's flawed RNG , Safari Balls underperform against full-health Pokémon, making all capture chances in the Safari Zone lower than intended. The capture chance maxes out when the Pokémon has a catch rate of 150 or more, for which the chance will be about 27-30% depending on rounding errors; all other Pokémon are harder than that.

The catch rate C starts out being, as in regular captures, the intrinsic catch rate of the Pokémon species. However, unlike regular captures, your actions in the Safari Zone can directly modify C, as hinted above.

Throwing Rocks/Bait

Rocks and bait have two distinct effects. First, every time a rock is thrown, the catch rate C is doubled (though it is capped at 255, so if doubling would make the catch rate more than that, it is made 255 instead), and every time bait is thrown, C is halved and rounded down. This happens even if the Pokémon is already angry or eating, and it happens completely blindly - if the Pokémon has a catch rate of 235, and you throw a rock to give it a catch rate of 255, then throwing bait will take that catch rate down to 127, rather than "canceling out" to give it the same catch rate as before.

Since the capture chance maxes out when the catch rate is 150 as explained above, there is no point throwing rocks at any Pokémon with an intrinsic catch rate of 150 or more, or more than one rock at a Pokémon with a catch rate of 75 or more, or more than two rocks at one with a catch rate of 38 or more. As it happens that covers all Pokémon that can be found in the Safari Zone except for Chansey (catch rate 30) and Dragonair (catch rate 27 in Yellow), who would need three rocks to go over 150.

Secondly, while a battle in the Safari Zone is going on, the game also keeps track of two counters, the "angry counter" and the "eating counter", which stand for the number of angry or eating turns the Pokémon has left. They both start out at zero; however, when a rock or bait is thrown, a random number between 1 and 5 inclusive will be generated and added to the appropriate counter (i.e. the angry counter if it's a rock, or the eating counter if it's bait), while the other counter will be reset to zero regardless of its previous value. This means only one of the counters can be nonzero at any given time. Since the random number is added to whatever value the counter already has, throwing further rocks at a Pokémon that is already angry will prolong its angry state, and likewise with throwing bait at an eating Pokémon. The eating and angry counters are both capped at 255.

The Pokémon's Turn

You always get the first turn in the Safari Zone, but on the Pokémon's turn, two things happen.

First, the game will check if either of the angry and eating counters is nonzero. If so, then a message saying "Wild [Pokémon] is angry!" or "Wild [Pokémon] is eating!" as appropriate is shown and the counter is decreased by one. If the angry counter is decreased to zero this way, the Pokémon's catch rate will also be reset to its initial catch rate , regardless of how it has been modified in the battle before this point; note that this last bit does not happen when a Pokémon stops eating, nor when the angry counter is reset to zero because you threw a bait.

After this, the game will perform a calculation to determine whether the Pokémon will run away on this turn. The run chance depends only on which state the Pokémon is in - angry, eating or neutral - but not on how many times you've thrown rocks/bait in any way: a Pokémon that you've thrown five rocks at followed by one bait will be exactly as happy to stick around as one that you threw a bait at on the first turn. Note that the Pokémon's actual current state does not necessarily correspond to the state indicated by the message that was just shown, since the message indicates only that the counter in question was nonzero before it was subtracted from. This also means that if you throw a rock or bait and the random number generated is 1, you will see an angry/eating message, but the Pokémon will in fact be back in its neutral state before even the run check is performed.

The run calculation itself goes as follows:

  • Make a variable X equal to the low byte (i.e. the remainder if you divide by 256) of the Pokémon's Speed ( not the base Speed of the species, but the individual's actual Speed).
  • If the outcome is greater than 255 (i.e. if the Pokémon's Speed was 128 or more), the Pokémon automatically runs. Skip the rest of the procedure.
  • If the Pokémon is angry, double X again (if it becomes greater than 255, make it 255 instead).
  • If the Pokémon is eating, divide X by four.
  • Generate a random number R between 0 and 255 inclusive.
  • If R is less than X, the Pokémon runs away.

All in all, this means that so long as (the low byte of) the Pokémon's Speed is less than 128 (which it always will be in the actual game - the highest Speed any Pokémon actually found in the Safari Zone can have is 75), the chance that it will run is 2*Speed/256 if it's in a neutral state, min(255, 4*Speed)/256 if it's angry, or int(Speed/2)/256 if it's eating.

Crucially, since this is the actual individual Speed and not the base Speed of the species, lower-leveled individuals are less likely to run . While Scyther at level 25 or 28 have around or above a 50% chance of running every turn in a neutral state, for instance, Yellow's level 15 Scyther are considerably easier to catch, with only a 32% chance of running in a neutral state at the most. Thus, perhaps the best piece of strategic advice for the Safari Zone is to go for the lowest-leveled possible version of your desired Pokémon, given the lower-leveled version isn't unacceptably rare.

So, well, how should one go about trying to achieve success in the Safari Zone, other than trying to catch lower-leveled Pokémon? Four basic kinds of strategies come to mind:

  • Balls only. This is the simplest way to go about the Safari Zone - just madly lob balls at everything you want to catch and pray that they don't run before you catch them.
  • Rocks, then balls. Throw some sensible number of rocks, then lob balls and hope you catch it before it either runs or calms down and resets the catch rate. If you see it's not angry anymore, start again from scratch with the rocks.
  • Bait, then balls. Throw some bait to put the Pokémon in the eating state and make it stick around, then throw balls and hope the reduced catch rate doesn't come back to bite you. Unlike with rocks, where once the Pokémon stops being angry you're back at square one, it's not quite as obvious here that you should throw more bait once the Pokémon stops eating - each bait you throw lowers the catch rate more, after all.
  • Rocks to increase catch rate, then bait to get it to stay, then balls. Throw a rock or two (or three) and then immediately throw bait. Provided your first rock doesn't generate one as the number of angry turns (in which case the Pokémon will calm down immediately and reset the catch rate), you'll manage to increase the Pokémon's catch rate before the bait gets thrown, meaning you end up with a catch rate of the same, double or quadruple the original (depending on the number of rocks), but a 4x reduced chance of running and assurance that the catch rate won't reset when it returns to the neutral state.

There are other possible strategies, but they appear obviously flawed - if you were to throw bait and then a rock, for instance, you'd end up with a normal catch rate but a higher running chance after wasting two turns, which can't possibly be helpful. These are the main ones that at a glance appear to hold some kind of promise.

You may think, as I did when I was initially working this out, that the fourth strategy has the most potential. However, as it turns out, the R/B/Y Safari Zone is broken: the balls-only strategy nearly always wins by a considerable margin, at least in terms of your overall chance of catching the Pokémon per encounter. Wasting your time on bait and rocks is only worth it in a couple of very exceptional cases.

Wait, What?

Good question. If you don't care about getting an intuitive grasp on why this is true, feel free to skip to the Safari Zone calculator.

Here's the thing. The entire Safari Zone experience basically simplifies to a game where you and the Pokémon alternate turns, with each of you having a given chance of "winning" on each of your turns (you win if you catch the Pokémon, while the Pokémon wins if it runs). When you throw bait or a rock, however, you do that instead of throwing a ball on that turn, while the Pokémon will continue to have a chance of running on every single one of its turns; essentially, you are forgoing one of your turns (attempts to "win") in exchange for a later advantage.

What is that later advantage, then, and is it worth losing that turn? Well, in the case of a rock, you double your chances of winning (catching the Pokémon) for up to four subsequent turns - but you also double the Pokémon's chances of winning (running away), and because you used up your turn throwing the rock, it's the Pokémon that has the next move.

You can hopefully see how that's not really a recipe for success. However, it's not quite as bleak as it appears, thanks to the one place where the simplification breaks down: you have a limited number of Safari Balls. A rock, by doubling both yours and the Pokémon's chances of winning each turn, will shorten the average duration of the battle. Thus, if you have sufficiently few balls and the Pokémon has a sufficiently low catch rate and Speed, to the point that in an average battle against it you'd run out of balls before either catching it or it running, throwing a rock and shortening the battle so your balls will last can actually be worth it, even at the aforementioned cost. For instance, if you only have one Safari Ball left, then you can either throw that one ball with a regular catch rate or throw some rocks first, which will make your single ball much more likely to be effective once you do throw it; you'll only get one attempt to catch it either way. The risks will still outweigh the benefits if the Pokémon is pretty speedy, since then it will be likely to run before you can actually throw the ball at all, but for a sufficiently slow target (for a single Safari Ball, the highest Speed where a rock will be worth it is 25 or so), rocks can be a good idea when you don't have a lot of Safari Balls left.

Throwing multiple rocks can also help, at least in theory, since more rocks will continue to double your chances of catching the Pokémon without raising the running chance further. Primarily, in many of those situations where a lack of Safari Balls means one rock is a good idea, two (or possibly three) rocks improve your chances even further, though the range of situations where this works is even narrower than for one rock. Technically multiple rocks can also help in general for Pokémon with very low Speeds and low catch rates - however, that's low Speeds as in single digits, and no Pokémon that fit the bill are actually found in the Safari Zone, making that point kind of moot. Otherwise, if you have plenty of balls to spare, the free angry turns they usually get to run away before you even start trying to catch them just result in a disadvantage you can't make up for.

What about bait? Bait is immediately somewhat more promising than rocks, since it halves your chance of "winning" but quarters the Pokémon's. However, bait also differs from rocks in that the catch rate doesn't go back to normal after the Pokémon stops eating, and just like rocks shorten the duration of the battle, bait prolongs the battle - it makes both parties less likely to win on subsequent turns. And the longer the battle goes on, the more the up-to-four turns (remember, the counter is decreased before the run check) that the Pokémon is actually less likely to run diminish in significance compared to all the turns after the Pokémon stops eating, when it will still have a lowered catch rate but a regular chance of running. That's besides the fact that again you must forgo a turn to throw the bait in the first place. In fact, as it turns out this makes bait wholly useless: there is not even in theory a Speed/catch rate combination for which bait will do you any good.

Where does this leave that especially promising-looking "rocks, then bait" strategy? Ultimately, it's stuck in the same rut rocks are: it's normally only useful for Pokémon with such ludicrously low Speed that they don't actually exist in the Safari Zone, and unfortunately, while rocks at least have a niche when you're running low on balls, you're always going to be better off just throwing however many rocks you're going to throw and then throwing your ball than throwing the rocks and then wasting your time on bait if you only have a couple of balls left. This strategy requires wasting several turns without throwing any balls, during some of which the Pokémon will have an increased chance of running, and to make matters worse, if the number of angry turns generated is one, you're going to lose even the rock's advantage and end up with the bait's lowered catch rate after all that preparation. It just kills it.

So, again, in nearly every case the best strategy is to just throw balls and hope you get lucky. That is, however, assuming that what you want to maximize is your chance of success per encounter: since rocks shorten the battle and make for fewer Safari Balls required, rocks may actually save you time and money.

The Safari Zone calculator below includes a variety of strategies, despite their mostly limited usefulness; play around with it if you think you might go with a different one.

Safari Zone Calculator

Use this tool to calculate your chances of capturing a given Pokémon.

As it is, it only includes Pokémon that are actually found in the Safari Zone in either Red, Blue, Yellow, or the Japanese-exclusive Blue version. If there is demand for adding other Pokémon just for the hell of it, I can do that too, but in the meantime, I feel this makes more sense.

In addition to your chances of capturing the Pokémon with any or all of the provided strategies, the calculator will also provide you with the basic capture rate and run chance per turn. When you select a Pokémon and game, additionally, it will give you the locations, levels and rarities at which the Pokémon is found in the Safari Zone in that game, so that you can perhaps attempt to find your Pokémon at a lower level or in an area where it's more common.

The base percentages the calculator gives may not match exactly up with those given by my R/B/Y catch rate calculator , since this calculator makes the simplifying assumption that the Pokémon's HP and Speed are equal to the average HP/Speed a wild Pokémon of the given species/level would have, while the catch rate calculator does the entire calculation for each possible HP IV and takes the average of the actual outcomes. I chose not to do the more accurate calculation here because this calculation is both already relatively slow and involves two different stats - trying every possibility would mean doing that whole relatively slow calculation up to 256 times, which just seems like way more trouble than it's worth.

Pokémon: Chansey Cubone Doduo Dragonair Dratini Exeggcute Goldeen Kangaskhan Krabby Lickitung Magikarp Marowak Nidoran (f) Nidoran (m) Nidorina Nidorino Paras Parasect Pinsir Poliwag Psyduck Rhyhorn Scyther Slowpoke Tangela Tauros Venomoth Venonat

Game: Red Blue/JP Green JP Blue Yellow

Safari Balls remaining:

Strategy: Show all Balls only One rock Two rocks Three rocks Bait repeatedly One bait Two bait Three bait Rock, then bait Two rocks, then bait Three rocks, then bait

Page last modified August 9 2021 at 02:53 UTC

Appendix : FireRed and LeafGreen walkthrough/Section 9

  • 1.1.3 The Amazing Eevee
  • 1.2.5 Rooftop Square
  • 1.3 Celadon Gym
  • 1.4 Fickle Fortune
  • 1.5 Shady Dealings
  • 1.6.1 A Secret Switch?
  • 1.7 Prize Corner
  • 1.8.1 B1F (North)
  • 1.8.3 B1F (West)
  • 1.8.6 B4F (Northwest)
  • 1.8.7.1 VS Giovanni
  • 1.9 The Key to the City
  • 2.1.1.1.1 If the player chose Bulbasaur:
  • 2.1.1.1.2 If the player chose Charmander:
  • 2.1.1.1.3 If the player chose Squirtle:
  • 2.2 Mr. Fuji's house

Celadon City

safari zone tips leaf green

Celadon City is located between Route 7 to the east and Route 16 to the west. The Celadon Department Store in the northwest offers all kinds of items for sale. The Celadon Mansion is a hotel, with a group known as Game Freak as its current occupants. Visitors can try their luck at the Game Corner in the heart of the city and redeem their winnings at the Prize Corner next door. The Celadon Gym stands on a hill in the southwest part of town.

Celadon Mansion

The tall building in the north part of town is Celadon Mansion .

Speak to the elderly woman on the first floor to receive a cup of Tea , a healthier alternative to the usual drinks . It's not meant for Pokémon consumption, however, so hold onto it for now.

On the third floor, Game Freak 's game designer promises a reward for showing him your completed Pokédex .

The Amazing Eevee

To further this goal of completing the Pokédex, leave an empty slot in your party and follow the path behind the Pokémon Center to find a break in the trees. Enter the mansion through the back door and climb to the top floor to obtain an Eevee . This Pokémon's unique genetic makeup allows it to evolve into one of several different forms. Exposure to a Water Stone , ThunderStone , or Fire Stone will cause it to evolve into Vaporeon , Jolteon , or Flareon , respectively. Any one will make a useful addition to your team, as they can cover your first Pokémon 's weakness. These stones can only be purchased in the nearby Department Store.

Celadon Department Store

The Celadon Department Store is the largest shop in Kanto . Nearly any item a Trainer could want can be found here.

The Trainer's Market is found on the second floor. Everyday items like Great Balls and Super Potions are offered here.

The third floor holds the TV Game Shop, with various video games on display. There are no items for sale, but the clerk behind the counter is a Move Tutor who offers to teach Counter to a compatible Pokémon. This move retaliates from any physical hit with double the damage taken.

Wise Man Gifts is located on the fourth floor. The stones that cause certain Pokémon to evolve can be purchased here. Be sure to pick up a Poké Doll or two, as they are useful for running from wild Pokémon.

The Drugstore can be found on the fifth floor. Battle items and vitamins are offered here.

Rooftop Square

The Rooftop Square houses a picnic area and several vending machines . Each machine offers Fresh Water , Soda Pop , and Lemonade . If you purchase one of each drink for the little girl nearby, she rewards you with TM16 ( Light Screen ), TM20 ( Safeguard ), and TM33 ( Reflect ), respectively.

Celadon Gym

safari zone tips leaf green

CELADON CITY POKéMON GYM LEADER: ERIKA The Nature Loving Princess!

The Celadon Gym specializes in Grass-type Pokémon. This type is generally vulnerable against Fire -, Ice -, Flying -, Poison -, and Bug-type attacks. Most Pokémon inside are also part-Poison, which leaves them exposed to Psychic moves, as well. Water , Rock , and Ground Pokémon are best kept on the sidelines. Grass Pokémon tend to harass their target with status ailments, so it is a good idea to bring healing items like Antidote , Parlyz Heal , and Awakening . Once the first few Gym Trainers have been defeated, have a Pokémon use Cut on one of the small trees to reach the clearing with the Gym Leader.

After the battle, Erika awards you the Rainbow Badge , which ensures obedience from all Pokémon up to level 50 and enables the use of Strength in the field. She also gives you TM19 ( Giga Drain ) as a prize.

Fickle Fortune

Stop by the restaurant on the city's south side and talk to the man near the back wall. A string of bad luck at the slot machines has cost him all of his money, so he has no more use for his Coin Case and gives it to you.

Shady Dealings

Several Team Rocket Grunts can be seen loitering around the city. Next door to the restaurant, there are workers organizing the transport of 2,000 Pokémon every month to the Game Corner to be used as prizes. Numbers like that mean money, and are sure to draw Team Rocket's attention. Whatever the group may be involved in, as one of the workers points out, it surely has nothing to do with a hidden switch in the Game Corner.

Game Corner

safari zone tips leaf green

The prizes offered next door are expensive, so it will require a large number of coins to receive all of them. Coins may be purchased at the counter in sets of 50 for $ 1,000 and sets of 500 for $ 10,000. Others can be obtained by speaking with other patrons, and even more can be found dropped on the ground.

A Secret Switch?

Nothing seems out of the ordinary at first, but there is something off about the man in black who is fixated on a poster on the back wall. When you try to speak to him, he picks a fight with you. Defeat his two Pokémon and he retreats, leaving the poster unguarded. Inspect it to find a secret switch hidden underneath; press this switch and a hidden door opens to the right, revealing a secret stairway leading underground.

Prize Corner

Rocket hideout.

safari zone tips leaf green

The Rocket Hideout is a secret underground complex used by the group as their base of operations. Rumors point to a certain item being located somewhere in Celadon that can identify the ghosts of Pokémon Tower . It would not be surprising for Team Rocket to have acquired an item as valuable as this, so be sure to take it back if you can find it!

B1F (North)

Visit the western room to get an Escape Rope , then take the stairs down to B2F.

Go west to fight the next Team Rocket Grunt. Further west is a maze of spinner tiles meant to thwart any intruders; step on one of these arrow tiles to be sent spinning until you reach a stopper tile.

Enter the maze and follow the spinner tiles to the stopper tile in the northwest. Backtrack carefully to reach an X Speed in the northeast corner. Collect the Moon Stone , TM12 ( Taunt ), and Super Potion on the way southward. Step on the southernmost spinner tile to reach the maze exit and climb the stairs to the east.

Battle the two Rocket Grunts here and pick up the Hyper Potion .

Backtrack through the east side of the maze and head down the stairs to the northeast.

Go south past the lone Rocket Grunt to reach TM21 ( Frustration ), then head west to enter the second maze of spinner tiles. Collect the Rare Candy on the way southward, then battle another Rocket Grunt. Pick up the BlackGlasses and go downstairs.

B4F (Northwest)

On this first visit to B4F, it is only possible to reach the two rooms on the west side. Pick up the Max Ether on a table to the south, then visit the northwest room. Pick up TM49 ( Snatch ) and battle the nearby Rocket Grunt. Talk to him afterward and he drops the Lift Key , which operates the elevator in the southeast part of the complex.

Climb back up to B2F and make your way through the larger maze again to reach the elevator. Take it down to B4F.

B4F (Southeast)

Exit the elevator and go west to reach a Calcium . Defeat the last two Rocket Grunts and the electronic door that they are guarding opens. Step inside to confront the Rocket boss.

VS Giovanni

Both Giovanni 's Onix and Rhyhorn take massive damage from Grass and Water attacks. His Kangaskhan takes serious damage only from Fighting moves. Avoid using attacking moves if Onix uses Rage , as this boosts its Attack every time it takes damage.

Giovanni cannot believe that he lost, but acknowledges that you raise your Pokémon with great care. He says that a child like you could never understand his goals, then he and most of the other Rockets disappear. Be sure to pick up the Silph Scope that he leaves behind. Ride the elevator to B1F and battle one last Rocket Grunt on the way out.

The Key to the City

With the cup of Tea from Celadon Mansion , you can pass through Saffron City on the way back to Pokémon Tower . Enter Saffron's west gate and the guard sees that you have a beverage. If you give it to him, he shares it with the other three guards which now allows you to reach the city from any direction. Travel eastward through the city to return to Route 8 and Lavender Town .

Lavender Town

Pokémon tower.

safari zone tips leaf green

The Ghost Pokémon of Pokémon Tower are immune to Normal - and Fighting-type attacks, but are vulnerable to Dark-type attacks. The spirits can be relentless, so it may be useful to bring a supply of Repels and Poké Dolls along to avoid them as much as possible. There are still many possessed Channelers here as well, so be sure to bring some Super Potions along.

Rival Battle 5

By this point, Blue has assembled a team that includes Grass , Fire , and Water Pokémon to cover his weaknesses. His first Pokémon takes the place of either Exeggcute , Growlithe , or Gyarados , whichever matches its type. His Pidgeotto can still harass Grass- and Bug-type Pokémon with Gust , and strike first with Quick Attack . Exeggcute can induce Sleep with Hypnosis , so use Awakenings as necessary. Growlithe's Ember can deal a decent amount of damage and may cause a Burn . As Blue's only fully-evolved Pokémon, his Gyarados has the biggest offensive presence so be sure to take it down quickly. Kadabra takes super effective damage from Bug-, Ghost -, and Dark-type moves, but physical moves will wear it down as well. Blue's first Pokémon has grown to level 25 and learned some new moves, but it should not be too much to handle. Use super effective moves to send your rival packing and continue up the tower.

If the player chose Bulbasaur :

If the player chose charmander :, if the player chose squirtle :.

Grab the Escape Rope by the north wall and climb the stairs to 4F.

Pick up the Elixir and Awakening in the center of the room, and the Great Ball near the south wall. Climb the western stairs.

A Channeler in the middle of the fifth floor has not been possessed and maintains a healing area with her white magic. When a Trainer enters this protected zone, all of their Pokémon will be fully healed. A Cleanse Tag can be found here, as well; when held by the lead Pokémon, it decreases the chance of encountering wild Pokémon by 33%. Battle another Channeler or two and grab the Nugget before taking the eastern stairs.

Collect the X Accuracy to the south, then northward past three more Channelers. Grab the Rare Candy in your path and proceed to the south stairway. As you approach, the ghost attacks and the Silph Scope activates, revealing a level 30 Marowak . Unfortunately, this spirit cannot be caught and must be defeated.

When the battle is over, the mother Marowak's spirit is calmed. Finally able to rest, she departs to the afterlife.

Climb the final stairway to the seventh floor.

Defeat the three Rocket Grunts and speak to Mr. Fuji . He thanks you for calming Marowak's spirit and asks that you accompany him to his home, the Volunteer Pokémon House, at the foot of the tower.

Mr. Fuji's house

Speak to Mr. Fuji to receive the Poké Flute as thanks. This instrument awakens any sleeping Pokémon who may hear its music. With this, you can finally wake the two Snorlax who have been blocking the way to southern Kanto . But first, head west to return to Saffron City and take on the next Gym.

  • FireRed and LeafGreen walkthrough

Navigation menu

Page actions.

  • View source

Personal tools

  • Create account
  • Editor's Hub
  • Frequently asked questions
  • Bulbawiki forum
  • Recent changes
  • Random page

Bulbagarden

  • Bulbagarden home page
  • Bulbagarden Archives
  • Bulbagarden Forums
  • Bulbagarden Discord server
  • What links here
  • Related changes
  • Upload file
  • Special pages
  • Printable version
  • Permanent link
  • Page information

Powered by MediaWiki

  • This page was last edited on 13 March 2024, at 14:22.
  • Content is available under Attribution-NonCommercial-ShareAlike 2.5 . (see Copyrights for details)
  • Privacy policy
  • About Bulbapedia
  • Disclaimers
  • Mobile view
  • PRO Courses Guides New Tech Help Pro Expert Videos About wikiHow Pro Upgrade Sign In
  • EDIT Edit this Article
  • EXPLORE Tech Help Pro About Us Random Article Quizzes Request a New Article Community Dashboard This Or That Game Popular Categories Arts and Entertainment Artwork Books Movies Computers and Electronics Computers Phone Skills Technology Hacks Health Men's Health Mental Health Women's Health Relationships Dating Love Relationship Issues Hobbies and Crafts Crafts Drawing Games Education & Communication Communication Skills Personal Development Studying Personal Care and Style Fashion Hair Care Personal Hygiene Youth Personal Care School Stuff Dating All Categories Arts and Entertainment Finance and Business Home and Garden Relationship Quizzes Cars & Other Vehicles Food and Entertaining Personal Care and Style Sports and Fitness Computers and Electronics Health Pets and Animals Travel Education & Communication Hobbies and Crafts Philosophy and Religion Work World Family Life Holidays and Traditions Relationships Youth
  • Browse Articles
  • Learn Something New
  • Quizzes Hot
  • This Or That Game New
  • Train Your Brain
  • Explore More
  • Support wikiHow
  • About wikiHow
  • Log in / Sign up
  • Hobbies and Crafts
  • Video Games
  • Multi Platform Games
  • Pokemon Video Games
  • Pokemon FireRed and LeafGreen

How to Catch Dratini in Pokémon FireRed and LeafGreen

Last Updated: December 4, 2023 Fact Checked

This article was reviewed by Ishrak . Ishrak is a Gaming & Video Expert specializing in sharing Pokémon and Minecraft videos. With over seven years of gaming and streaming experience, Ishrak has a follower base of over 30,000 YouTube subscribers and over 8 million views. He is also a Pokémon ROM-Hacker and some of his most popular videos highlight tips and advice for people learning how to play Pokémon games. This article has been fact-checked, ensuring the accuracy of any cited facts and confirming the authority of its sources. This article has been viewed 794,683 times.

Dratini is a rare, Dragon-type Pokémon that, if raised right, can be a great addition to your team. You can find this elusive Pokémon in the Safari Zone, or you can cough up a pocketful of credits at the Rocket Game Center. See Step 1 below to find out how to add Dratini to your Pokedex without breaking a sweat.

Catching Dratini in the Safari Zone

Step 1 Obtain a Super Rod.

  • When you hook a Pokémon, you will need to press the A button to set the hook, otherwise the Pokémon will get away.
  • There is a 1% chance that you will catch a Dragonair, Dratini's evolution.

Step 4 Throw a Rock.

  • Throwing Bait followed by a Rock will cancel the effects of each. If you want to improve the catch chance, either throw one Rock, or a Bait followed by two rocks.

Step 5 Throw a Safari Ball.

Buying Dratini in Celadon City

Step 1 Visit the Rocket Game Corner in Celadon City.

Community Q&A

Community Answer

  • Dratini evolves at Level 30 to Dragonair and Level 55 to Dragonite. Thanks Helpful 1 Not Helpful 0

Tips from our Readers

  • Dratini will usually be higher level and less pricey if you catch it rather than paying coins for it.
  • The best moves for this are thunder fire and ice punch with dragon tail.
  • Don't evolve the Dratini until level 75 to get the best move.

safari zone tips leaf green

You Might Also Like

EV Train Your Pokémon

  • ↑ https://masternoobs.com/pokemon-frlg-dratini-dragonair-dragonite/
  • ↑ https://bulbapedia.bulbagarden.net/wiki/Dratini_(Pok%C3%A9mon)
  • ↑ https://www.smogon.com/dex/dp/pokemon/dratini/
  • ↑ https://bulbapedia.bulbagarden.net/wiki/Celadon_Game_Corner

About This Article

Ishrak

  • Send fan mail to authors

Reader Success Stories

Madhuram Verma

Madhuram Verma

Jun 9, 2017

Did this article help you?

Madhuram Verma

Rully Suwandi

Jun 1, 2017

Jared Watson

Jared Watson

Mar 20, 2016

Am I a Narcissist or an Empath Quiz

Featured Articles

Enjoy Your Early Teen Years

Trending Articles

Introduce Friends to Other Friends

Watch Articles

Aerating Wine: Benefits, the Breakdown, & Which Wines You Can Skip

  • Terms of Use
  • Privacy Policy
  • Do Not Sell or Share My Info
  • Not Selling Info

Don’t miss out! Sign up for

wikiHow’s newsletter

Fuschia City

Now that you have thwarted Team Rocket's clumsy efforts to corrupt Saffron City, it's time to concentrate on your Pokémon training skills once again. This small town outside the famed Safari Zone is home to yet another Pokémon Gym -- but you may want to explore the streets of Fuchsia City first.

Pokémon Mart

Here's a listing of items available for purchase:

The Move Deleter

If you want a Pokémon to "unlearn" a move it has learn, visit the Move Deleter in the building directly next to the Pokémon Center.

Another Rod

If you go to the house in the southeast of town, you'll be able to get yet another fishing rod. Sadly, this so-called "Good Rod" isn't nearly as good as the Super Rod you already own -- so don't pick it up, or simply dump it into your PC as soon as possible. You do, however, may want to do some fishing in the pond behind this guy's house.

The Toothless Warden

The Safari Zone's Warden lives in the house next door. Don't try too much to decipher what he's saying -- you can't. Well, until you fix his speech impediment, which is accomplished by finding his Gold Teeth. So head into the Safari Zone , pay the 500 entrance fee and look for the teeth.

Up Next: Safari Zone

Top guide sections.

  • Walkthrough

Was this guide helpful?

In this guide.

Pokemon LeafGreen Version

Jump to navigation

  • Back issues

Search form

Get connected, workers force funding for moscow metro.

By Boris Kagarlitsky and Renfrey Clarke

MOSCOW — During the Gorbachev years, the popular Russian journalist Alexander Kabakov published a science fiction story entitled The Non-Returnee, in which he described the horrors of life after perestroika. He depicted a Moscow in which normal life had disintegrated, there was shooting on the streets, and one part of the city was at war with another. The only thing that still worked properly was the city's underground rail system, the metro.

Residents of the Russian capital are simply incapable of imagining the metro shutting down. But it now seems that a continuation of neo-liberal "reforms" is fraught with just this danger.

In Soviet times, the building of metro systems — not just in Moscow, but throughout the country — was funded centrally. The necessary sums were simply not to be found in local budgets.

Now the metro systems have been handed over to local authorities. In Moscow there is one transport policy, another in St Petersburg, and in provincial centres yet another. The uniform fares and technical standards of former years are now things of the past. Every city tries to solve its own problems as best it can.

In the recently adopted federal budget, no provision was made for the centralised funding of urban underground rail systems. City treasury authorities also refused to finance work on building and maintaining metro lines.

The cost of these tasks has been put at 3.4 trillion roubles, close to US$1 billion dollars. An immense sum for an impoverished country, this is nevertheless somewhat less than the Russian government, according to heavily understated official figures, spent up to the end of January waging its war in Chechnya.

Meanwhile, the Moscow city authorities would not seem to be short of money either, when it comes to funding projects dear to the mayor and his acolytes. The Moscow administration is currently spending vast sums building a concrete replica of the Cathedral of Christ the Saviour, demolished in the 1930s. The city government is also outlaying a huge slice of its budget constructing an underground complex beneath the Manezh Square, and is now promising to erect the world's tallest skyscraper on the banks of the Moscow River.

Extremely dubious from the economic, architectural and environmental points of view, these projects have drawn numerous public protests. According to experts, none of them is likely to be fully realised. But none of them has encountered problems with finance.

If the funds needed for the Moscow metro were not found, commentators warned during January, all plans for developing the system further would have to be postponed. There would be no new lines or stations, and thousands of metro construction workers would lose their jobs. The cost of a metro journey, currently 400 roubles, would rise to 1800. There would be long intervals between trains, and one heavily used line would have to shut down entirely.

Executives of Metrostroy, the enterprise responsible for building and maintaining metro lines, warned that the escalators at many stations would have to be stopped, and that accidents underground would become a routine matter. For that matter, Muscovites would not be safe from accidents above ground either. Metro construction workers constantly pump water out of foundation pits and new tunnels. If this work were to cease, the soil would begin to subside and cave in.

At a conference in mid-January, the Metrostroy trade union resolved to call a strike for January 31 in protest against the disintegration of Moscow's underground rail transit system. The city authorities then declared that they would not allow the trade unions to force the redistribution of budget funds. It seemed that the prospect of the collapse of the Russian capital's transport system, and even the danger that people would be killed, troubled them much less than the need to observe "budget discipline".

Then the city authorities began to think again. Unlike most Russian workers, the people who build and run the Moscow metro are not without industrial muscle. The economy of the Russian capital depends on millions of workers being able to travel across the city each day by public transport. The cost to employers of even a brief metro stoppage would be enormous.

As they planned their action, the metro workers had a variety of effective tactics to choose from. If construction workers stopped pumping water from new tunnels, various existing lines would soon be flooded. Metro train drivers would not even have to strike; simply by following regulations and refusing to take out carriages with mechanical faults, they could cut the number of trains per hour to a handful.

The Moscow authorities had little reason to hope that the public would blame the workers rather than the city officials for the resulting chaos. Consequently, the prospect of strike action on the metro appears to have caused the city administration genuine alarm. This evidently penetrated to President Boris Yeltsin, for whom Moscow Mayor Yuri Luzhkov has been a vital political ally. Late in January, Yeltsin ordered the Russian government to come up with the funds needed to continue metro construction in several Russian cities, including the capital.

The future of Russia's metro systems is far from assured. Notoriously, funds budgeted or otherwise promised by the government are delivered late, and rarely in full. Despite Yeltsin's instructions, the new allocations for construction and maintenance will fall immediately under the gaze of cost-cutting zealots in the Finance Ministry.

Defenders of public transport, however, have the perfect answer to the financial hatchet-wielders: just take the money from the funds assigned for fighting the war in Chechnya.

You need Green Left, and we need you!

Green Left is funded by contributions from readers and supporters. Help us reach our funding target.

Make a One-off Donation or choose from one of our Monthly Donation options.

Become a supporter to get the digital edition for $5 per month or the print edition for $10 per month. One-time payment options are available.

You can also call 1800 634 206 to make a donation or to become a supporter. Thank you.

Serebii.net Header

The Game Corner has been a staple of every Pokemon game up to Generation IV. Here you can buy coins, test your luck, and win fabulous prizes, including new Pokemon and TMs you won't get anywhere else.

TM23 Dragon Rage: 3300 Coins A decent move and the only Dragon-type one in the game. Will always deal 40HP damage to anything regardless of type, stats, or weakness. Can be learned by the Dragons and dragonesque Pokemon including Charizard and Aerodactyl. You can probably figure out better options for these Pokemon later in the game but if you have some money to blow after the fourth badge it can be helpful to have a set damage attack.

TM15 Hyper Beam: 5500 Coins A very powerful Normal-type move. 150 Base Power, but forces you to recharge after using if you don't faint the enemy. Attach it to a strong and fast Pokemon with great Attack power (like Gyarados) and go hog wild.

TM50 Substitute: 7700 Coins A support move which creates a miniature doll of your Pokemon using a bit of its health to absorb stat-drops, conditions, and damage until its threshold is reached and it breaks. Not as useful as in later generations but can still be used for a good strategy or two.

#030 Nidorina/ #033 Nidorino: 1200 Coins If you didn't catch one of the Poison-type Nidorans earlier in the game you can get their evolved forms here. Both save you a bit of time training and are pretty good when you evolve them. If you forgot to get a Moon Stone, there's one in the Rocket Hideout in the basement or one at Cinnabar Island.

#035 Clefairy: 500 Coins (Red) 750 Coins (Blue) Again, this can make up for not getting one of these rare little buggers in Mt. Moon. It too evolves with a Moon Stone and learns a few good Special moves. Normal-type.

#063 Abra: 120 Coins (Blue) 180 Coins (Red) Makes catching this little Psychic-type a heck of a lot easier now that he can't escape with Teleport. Evolves into a Pokemon with one of the best Special stats in the game (albeit reaching his last form via trade).

#123 Scyther: 5500 Coins (Red) A formidable Bug/Flying-type Pokemon with great Speed and Attack. Only found in the Red Version and in the Safari Zone, he's much easier to get with slots than randomly tossing balls at him and hoping for the best.

#127 Pinsir: 2500 Coins (Blue) Another Bug-type Pokemon with a killer stat set version exclusive, this time Pokemon Blue. Again, only found in the Safari Zone for the rest of the game.

#139 Porygon: 6500 Coins (Blue) 9999 Coins (Red) Exclusive to the slots, Porygon is very expensive in both versions. If you're looking for a strong battler, it's not going to be Porygon, though it has a fun novelty to it you could try and make work with its strong movepool. Normal-type.

#147 Dratini: 2800 Coins (Red) 4600 Coins (Blue) The only Dragon-type family in the game is found in its genesis only here and at the Safari Zone. Extremely rare and learns a myriad of great attacks, Dratini would make a smooth addition to any team.

Big News Network

Disclosure concerns over ex-Obama A-G's work for Chinese client

Biden's 1% defense budget rise slows military ships, jets purchase

Biden's 1% defense budget rise slows military ships, jets purchase

US faces 'increasingly fragile world order', say Intelligence agencies

US faces 'increasingly fragile world order', say Intelligence agencies

India stages test flight of indigenous missile with multiple warheads

India stages test flight of indigenous missile with multiple warheads

6 hacks and tips for using the moscow metro.

6 hacks and tips for using the Moscow Metro

The Moscow Metro can appear a confusing and intimidating place at first glance. This guide will help you learn about double and identically named stations, get to know train directions and time gaps, and also discover the main secret of using the Moscow subway.

Even Muscovites mess up now and then - confusing stops and going backwards, miscalculating time and missing their transfer. So here are 6 things you'll need to learn to manage the world's 6th largest subway.

1. Twin Arbatskaya and Smolenskaya stations

The entrance to 'Arbatskaya' station of Line 4. Architect L. Teplitsky, 1935.

Konstantin Kokoshkin/Global Look Press

There are several stations with the same name: for example, Kurskaya on the circle line and Kurskaya on the radial line; same for Komsomolskaya, Belorusskaya, and so on. Also, there are two pairs of stops that are named identically, but are not connected. They are: two Arbatskaya stations and two Smolenskaya stations; and geographically, they are very close to each other, but not connected. There is Arbatskaya on line 3 (a big one, with changes to lines 1, 4 and 9); and Arbatskaya on line 4, without any changes. Two Smolenskaya stations are also on lines 3 and 4. So if anyone arranges a meeting with you on Arbatskaya or Smolenskaya, make sure you both are talking about the same station!

2. Unusual train directions on Kitay-Gorod and Tretyakovskaya

Currently, there are two stops where you can get lost or even go in the wrong direction, because the platforms are organized in a different way as opposed to the majority of stations on the Moscow Metro.

Natalya Nosova

The most important one is Kitay-Gorod, one of the most crowded subway junctions. When arranging a meeting at Kitay-Gorod, you can't use the usual Moscow meeting spot "in the center of the platform," because there are two stations connected by a passage in the center and they look almost identical (thank you, designers of the Moscow Metro)!

It's easy, however, to tell one Kitay-Gorod platform from the other, if you know one trick: the platform that has trains going south, in the direction of Tretyakovskaya on line 6 and Taganskaya on line 7, is nicknamed "," because its columns resemble crystals. The one with trains going north to Turgenevskaya on 6, and Kuznetsky Most on 7, is called "" ("accordion"), also based on the form of the columns. Phew! Easy to remember now!

To find each other at Kitay-Gorod, make plans to meet "next to the big head," the monument to Viktor Nogin, a Bolshevik leader. His monument in the form of a head is located on the northern side of the station, where one exits the station by the stairs (there is an escalator at the opposite end).

The second "double platform" is Tretyakovskaya, joining lines 6 and 8. It's less complicated, and the platforms differ in appearance. One of them has a closed passage in the center, and that's the one leading south; Oktyabr'skaya station is next. From the other Tretyakovskaya, trains leave for line 8 (where it's the first stop), and northbound for line 6 to Kitay-Gorod. Easy!

3. Different train destinations on Kievskaya, Line 4

A woman at 'Kievskaya' station

Ramil Sitdikov/Sputnik

From Kievskaya station of line 4, trains can go in two possible directions: to the "old" part of the line, next station Studencheskaya, last stop Mitino; and the "new" part, next stop Vystavochnaya, last stop Mezhdunarodnaya, where the Moscow City business complex is located. The "new" part is used less frequently, and trains to Vystavochnaya arrive at longer intervals. To get it right, read the name of the final stop on the train's locomotive when it arrives in the station, and look at the lightboxes above the tracks.

4. 'Aeroport' station has no airport

'Aeroport' station.

Nikolay Galkin/TASS

A common mistake for non-Muscovites visiting Moscow for the first time is to think that one of the Moscow airports is located near the Aeroport metro station, which is 10 minutes from the center. This mistake can eventually lead to missing your plane! All Moscow airports are far from the city center and are accessible by Aeroexpress trains from the Belorusskaya, Kievskaya and Paveletskaya stations. By the way, the name Aeroport owes to an old experimental airfield, now already covered with housing.

5. Estimating time when using the Moscow Central Circle

Train at Moscow Central Circle

The Moscow Central Circle (MCC) is a relatively new feature of the Moscow Metro, connecting all the lines with the vast circle beyond Line 5. Muscovites, especially those who live on the city edges, enjoy using it. But a newcomer might mistakenly estimate the time of changes between the Metro and MCC lines. Most of the changes are short and you don't have to go out into the street, but there are seven MCC stations where it takes from five to 10 minutes to change, and it involves going out into the street and walking. We picked them for you, starting from the longest distance it takes to change (MCC stations are first, Metro stations follow):

Panfilovskaya - Oktyabrskoye pole, 800 meters, 11 minutes

Baltiyskaya - Voykovskaya, 750 meters, 10 minutes

Khoroshevo - Polezhaevskaya, 640 meters, 8 minutes

Avtozavodskaya - Avtozavodskaya, 530 meters, 8 minutes

Dubrovka - Dubrovka, 560 meters, 10 minutes

Bulvar Rokossovskogo - Bulvar Rokossovskogo, 340 meters, 6 minutes

Izmaylovo - Partizanskaya, 310 meters, 6 minutes

Shosse Entuziastov - Shosse Entuziastov, 300 meters, 7 minutes

6. 'The main secret': don't walk slow in rush hour

Maksim Blinov/Sputnik

Moscow is a bustling city where thousands of people hurry in different directions. For most, it's a daily routine that they perform almost automatically. So they might be mildly disappointed if during rush hour they stumble upon tourists walking slowly to see the Moscow's Metro fascinating architecture. People in Moscow are usually very polite (impoliteness can be very costly in a megapolis like this), so at the very least they keep their emotions to themselves, and you would be politely trampled and gently shoved out of the way at the blink of an eye.

Our advice is simple - to best tour the Moscow Metro, choose the hours from 11 a.m. to 3-4 p.m., and then after 9 p.m., when there's considerably less people on the metro. If you happen to be in the Moscow Metro at rush hour, just go with the crowd and don't stop. Come back at a time when you can have more time to enjoy the brilliance of one of Moscow's greatest treasures.

We have more tips for managing the Moscow Metro like a local. And if you really dig Moscow Metro, here are our articles about the most beautiful and interesting stations of Red Line (1), Green Line (2), Blue Line (3), Orange Line (6), Purple Line (7), Yellow Line (8), Grey Line (9) and Lime Line (10). Or check our literary Metro map.

Copyright (c) 2007-2018 RBTH - Published under license

RBTH 30th March 2018, 23:54 GMT+11

Read This Next

Big News Network

  • Big News Network News Agency
  • Midwest Radio Network
  • Mainstream Media

BIG NEWS NETWORK.COM

  • Contact & Support
  • Terms & Conditions

PRODUCTS & SERVICES

  • News Releases

Copyright © 1998-2024 Big News Network All rights reserved. ISSN : 2616-6917

IMAGES

  1. Pokémon FireRed and LeafGreen/Safari Zone

    safari zone tips leaf green

  2. The Safari Zone

    safari zone tips leaf green

  3. Safari Zone Leaf Green Map

    safari zone tips leaf green

  4. HAVING FUN IN SAFARI ZONE!

    safari zone tips leaf green

  5. Pokemon Leaf Green

    safari zone tips leaf green

  6. The Safari Zone

    safari zone tips leaf green

VIDEO

  1. Green screen animal stampede

  2. LIVE! 15 Shiny Pokemon for Safari Week 2023!

  3. HOW TO GET HM03 SURF ON POKEMON FIRE RED AND LEAF GREEN

  4. THE FASTEST SAFARI ZONE OF ALL TIME

  5. LIVE! SHINY Safari Zone Dratini after 35.364 Fishing Encounters

  6. Zeinova Region (Gen 5) Safari Zone "How To"

COMMENTS

  1. Pokémon FireRed and LeafGreen/Safari Zone

    Pokémon FireRed and LeafGreen/Safari Zone. Speak to the gate attendants to receive 30 Safari Balls. To catch any wild Pokémon you find, toss Safari Balls at them. Often you'll have to throw bait or rocks to distract certain Pokémon, so try different combinations when a particular Pokémon keeps escaping -- that is the trick.

  2. Safari Zone

    Find the Warden's Teeth. From the entrance, head north and east to find the exit to Area 1. Head east until you come to a grassy area, then go up the steps to the north. Go west, then down the ...

  3. Pokéarth

    Red, Blue & Green; Yellow; Pokémon Puzzle League; Pokémon Snap; Pokémon Pinball; Pokémon Stadium (Japanese) Pokémon Stadium; Pokémon Trading Card Game GB; Super Smash Bros. Miscellaneous; Game Mechanics; Pokémon Championship Series; In Other Games; Virtual Console; Special Edition Consoles; Pokémon 3DS Themes; Smartphone & Tablet Apps ...

  4. Pokemon FireRed and LeafGreen :: Full Walkthrough

    The Safari Zone is not only a great place for catching Pokemon, it is also crucial in gaining two important HMs in the game, Surf and Strength. Head as far north as you can go in Fuchsia, and enter the building at the top. This is the Safari Zone. Inside, walk past the guy on the right and he will ask if you want to enter the Safari Zone. For ...

  5. The Safari Zone

    The Safari Zone is a theme-park style of destination for Pokemon Trainers that offers the oppotunity to capture types that ordinarily a trainer would not have access to. The system is simple: the trainer pays a set fee and is provided with 30 special balls that work in the Safari Zone only. They may use these balls in the Safari Zone park, and ...

  6. Understanding the Safari Zone in Pokémon FireRed & LeafGreen

    In this video we explore the Safari Zone in Gen 3's Kanto games. We'll cover the basics, the complexities, and the glitches to help you succeed. Let me know ...

  7. R/B/Y Safari Zone Mechanics

    Throwing a Ball. Capturing in the Safari Zone follows the regular R/B/Y capture algorithm, though since neither the Pokémon's HP nor its status can be affected and the only balls available are Safari Balls (identical to Ultra Balls), a lot of things are abstracted out in the Safari Zone. Unfortunately, thanks to the game's flawed RNG, Safari ...

  8. Pokemon Leaf Green Walkthrough Part 50: The Safari Zone

    This is part 50 of my ongoing walkthrough for Pokemon Leaf Green.In this video, I show you how to get through the Safari Zone. This place is filled with tons...

  9. The Safari Zone!

    Subscribe for more! Ring the Bell for notifications! 🔔 http://bit.ly/OddJoshSocial Media & More: Discord: https://discordapp.com/invite/BMA7GX8 Twitter: ...

  10. Kanto Safari Zone

    The Kanto Safari Zone (Japanese: サファリゾーン Safari Zone) is a special Pokémon preserve in Kanto that Trainers can enter to catch wild Pokémon. It is owned by Baoba.. For $ 500, the player can play the Safari Game (Japanese: サファリゲーム Safari Game) and receive 30 Safari Balls.Trainers are limited to 500 R B Y /600 FR LG steps in the Safari Zone before the Game is over.

  11. FireRed and LeafGreen walkthrough/Section 9

    Celadon City is located between Route 7 to the east and Route 16 to the west. The Celadon Department Store in the northwest offers all kinds of items for sale. The Celadon Mansion is a hotel, with a group known as Game Freak as its current occupants. Visitors can try their luck at the Game Corner in the heart of the city and redeem their winnings at the Prize Corner next door.

  12. How to Catch Dratini in Pokémon FireRed and LeafGreen

    1. Obtain a Super Rod. You will need the best rod in the game in order to catch Dratini. You can get the Super Rod on Route 12 in the house with a Fisherman inside. Talk to him and you will receive the Super Rod. [1] 2. Head to the Safari Zone. Dratini can only be caught in the Safari Zone.

  13. Walkthrough

    Walkthrough. Using This Walkthrough. Our walkthrough for Pokémon Leaf Green/Fire Red is written in chronological order, taking you through the entire map of Kanto. By following this walkthrough ...

  14. Pokemon LeafGreen

    READ ME: The Safari Zone is home to some of the rarest Pokemon to catch, which are normally hard to get. Two much-needed items, HM03 and HM04, are within thi...

  15. Fuschia City

    Pokemon Fire Red and Leaf Green Guide. Start tracking progress. ... So head into the Safari Zone, pay the 500 entrance fee and look for the teeth. Up Next: Safari Zone. Previous. Route 15.

  16. Pokémon FireRed and LeafGreen/Secrets

    Legendary Beasts. In FireRed and LeafGreen you can get the 3 Legendary Beasts, depending on your starter Pokémon. The player must: 1. Beat the Elite Four 2. Complete the Ruby and Sapphire side-quest 3. Find the Beast in the tall grass of the Kanto region. Its location will be random.

  17. Workers force funding for Moscow metro

    By Boris Kagarlitsky and Renfrey Clarke MOSCOW — During the Gorbachev years, the popular Russian journalist Alexander Kabakov published a science fiction story entitled The Non-Returnee, in which he described the horrors of life after perestroika. He depicted a Moscow in which normal life had disintegrated, there was shooting on the streets, and one part of the city was at war with another.

  18. How to Catch Chansey & Dratini With Bait Strat

    Wondering how to catch Chansey in Firered and Leafgreen? Maybe you're looking for Dragonair, Tauros, Scyther Pinsir, Dratini, or Kangaskhan? Use the bait str...

  19. Pokémon FireRed & LeafGreen -Game Corner

    Only found in the Red Version and in the Safari Zone, he's much easier to get with slots than randomly tossing balls at him and hoping for the best. #127 Pinsir: 2500 Coins (Blue) Another Bug-type Pokemon with a killer stat set version exclusive, this time Pokemon Blue. Again, only found in the Safari Zone for the rest of the game.

  20. How to get to Elektrostal from 5 nearby airports

    The nearest airport to Elektrostal is Zhukovsky (ZIA) Airport which is 32.5 km away. Other nearby airports include Moscow Domodedovo (DME) (54 km), Moscow Sheremetyevo (SVO) (67.2 km) and Moscow Vnukovo (VKO) (75.4 km).

  21. 6 hacks and tips for using the Moscow Metro

    The Moscow Metro can appear a confusing and intimidating place at first glance. This guide will help you learn about double and identically named stations, get to know train directions and time gaps, and also discover the main secret of using the Moscow subway.

  22. #10 Pokémon LeafGreen Playthrough

    Pokémon LeafGreen Playthrough with the crew from PKMNcast, It's Super Effective. SBJ and Irene explore the Safari Zone. We get Surf and Strength and a ton of...

  23. File:2020 year. Herbarium. Blackberries. img-012.jpg

    Main page; Contents; Current events; Random article; About Wikipedia; Contact us; Donate; Pages for logged out editors learn more