• PlayStation 3
  • PlayStation 4
  • PlayStation 5
  • Xbox Series
  • More Systems

Safari Zone

Pokemon red version  — guide and walkthrough (gb).

GameFAQs

Guide and Walkthrough (GB) by zerokid

Version: 2.8 | Updated: 03/21/2023

  • Previous: Fuchsia Gym

Table of Contents

  • Next: Power Plant
  • Introduction
  • Gameplay hints and tips

Walkthrough

  • Pallet Town
  • Viridian City
  • Viridian Forest
  • Pewter City
  • Cerulean City
  • Sea Cottage
  • Cerulean Gym
  • Underground Path (Routes 5–6)

Vermilion City

  • Diglett's Cave
  • Vermilion Gym
  • Rock Tunnel
  • Lavender Town
  • Underground Path (Routes 7–8)

Celadon City

  • Saffron City
  • Celadon Game Corner
  • Rocket Hideout
  • Celadon Gym
  • Pokémon Tower

Fuchsia City

  • Fuchsia Gym
  • Power Plant
  • Fighting Dojo
  • Saffron Gym
  • Sea Route 19
  • Sea Route 20
  • Seafoam Islands
  • Sea Route 21
  • Cinnabar Island
  • Pokémon Mansion
  • Cinnabar Gym
  • Viridian Gym
  • Victory Road
  • Indigo Plateau
  • Cerulean Cave
  • About the games
  • Version differences
  • Title screen
  • Overworld menu
  • Stat modifiers
  • Status conditions
  • Catching Pokémon
  • Pikachu's Beach
  • In-game trades
  • Connectivity
  • Pokémon evaluations
  • General items
  • TMs and HMs
  • Battle items
  • Pokémon list
  • Pokémon #001–#010
  • Pokémon #011–#020
  • Pokémon #021–#030
  • Pokémon #031–#040
  • Pokémon #041–#050
  • Pokémon #051–#060
  • Pokémon #061–#070
  • Pokémon #071–#080
  • Pokémon #081–#090
  • Pokémon #091–#100
  • Pokémon #101–#110
  • Pokémon #111–#120
  • Pokémon #121–#130
  • Pokémon #131–#140
  • Pokémon #141–#151
  • Stat determination
  • Evade and accuracy
  • Critical hits
  • Damage calculation
  • Encounter tables
  • Catching mechanics
  • Safari Zone mechanics
  • Pikachu's friendship
  • HP bar colour
  • Dual-type effectiveness message
  • Obedience mechanics
  • Hidden items
  • Bugs and glitches
  • Cinnabar Island wild Pokémon glitch
  • Old Man glitch
  • Trainer-Fly glitch
  • Experience underflow glitch
  • Stat modification glitch
  • Stoneless Evolution
  • Revisit the S.S. Anne
  • Battle Professor Oak
  • Version history

Center Area

safari zone red

Center Area (east)

safari zone red

In the entrance gatehouse to the Safari Zone, pay the requisite ₽500 to enter and receive 30 Safari Balls before heading inside the Safari Zone proper.

In Yellow Version, if you bother the attendant here, he will allow you to enter the Safari Zone even if you don't have ₽500. Instead, he will take all your remaining money and give you a number of Safari Balls proportionate to the amount you paid, leaving you with a single Safari Ball if you have no money at all. It seems the developers did this to avoid an uncommon scenario that could prevent you from making any further progress in the game: if you have no money and no method of earning any more, you cannot enter the Safari Zone to obtain HM03 and the Gold Teeth, both necessary items to complete the game. No such check exists in Red and Blue, so it is quite possible, though extremely unlikely, to get yourself into this situation in those games.

Interestingly, there is an out-of-bounds hidden item inside the entry gatehouse. The Itemfinder will ping if you use it, but, unfortunately, there is no way to unearth the hidden Nugget in here.

Safari Zone mechanics You have a 500-step counter while inside the Safari Zone. Running out the counter will automatically return you to the entrance, as will running out of Safari Balls. Turning on the spot does not count as a step, but can still be used to trigger wild Pokémon battles. You are restricted to the 30 Safari Balls you bought when entering, and any unused Safari Balls are lost once the game is over. The Safari Zone also has different battling mechanics to the rest of the game. The Pokémon here do not attack you but have a nasty habit of running away from battle, and those with higher Speed stats are more likely to flee. Instead of sending out a Pokémon to fight, you're restricted to throwing rocks and bait, which affect the capture chance and fleeing chance of the target Pokémon. Each rock you throw at the wild Pokémon doubles the chance of catching it but also makes it angry for 1–5 turns, and an angry Pokémon is twice as likely to flee. Conversely, each thrown bait halves the chance of catching the Pokémon but also lulls it into an eating state for 1–5 turns, during which time it is four times less likely to flee. For all these unexplained mechanics, the strategy that gives you the best chance to capture a Pokémon on any given encounter is simply to throw Balls at it and ignore rocks and bait entirely. The only time you might ever want to consider rocks and bait is if you are running low on Balls, but you will be significantly reducing your capture chances if you do this. A little later on, Red and Blue players can take advantage of a glitch to bypass all these odd mechanics and catch Safari Zone Pokémon using standard battle mechanics. For a full breakdown of these mechanics, take a look at the Safari Zone mechanics section.

Center Area : Besides the tall grass, there isn't much of interest in the Center Area at the moment.

Pokémon evaluations Exeggcute ( evaluation ) — Rating: C . Though it will be underlevelled and belongs to the Slow experience group, Exeggcute has a nice Grass/Psychic typing and can evolve immediately into the powerful Exeggutor. It wants the Psychic TM to be truly effective, however. Rhyhorn ( evaluation ) — Rating: D . Another underlevelled Pokémon in the Slow experience group, Rhyhorn won't evolve until level 42. While its physical stats are incredible and its movepool is great, it requires a long grind to become powerful, and still has low Speed and Special. Chansey ( evaluation ) — Rating: D . Chansey isn't a bad Pokémon, but it is extremely difficult to catch. Its abysmally low Attack means it can't effectively use any STAB moves, but it does at least have a strong Special and a wide special movepool. Tangela ( evaluation ) — Rating: D . A rare Safari Zone encounter, Tangela has a terrible movepool consisting entirely of Grass- and Normal-type attacks. It lacks SolarBeam or even Petal Dance , and its Attack stat is too low to use Normal-type moves effectively. Dratini ( evaluation ) — Rating: D . Available for the first time in Yellow Version, though at the low level of 15, Dratini only evolves into its powerful final form at level 55. This is a long grind due to Dratini's low stats and Slow experience group.
In-game trade preparation To complete all in-game trades, Red and Blue players should catch a Nidorino to trade for a Nidorina on Route 11, while Yellow players should catch an extra Tangela to trade for a Parasect on Route 18. You'll be reminded shortly when to trade these in, although none of these trades is worth it for anything except completion purposes.

Head north-east and take the narrow eastern path into Center Area (east).

Center Area (east) : In this area, a few new Pokémon are available, though Kangaskhan is found in Area 2 in Yellow, while Tauros is found in Areas 2 and 3 in Red and Blue, being most common (though still very rare) in Area 3.

Pokémon evaluations Kangaskhan ( evaluation ) — Rating: D . Kangaskhan is a tough Normal-type Pokémon with good stats and an excellent movepool. However, it is also a rare Safari Zone-exclusive encounter that is likely to run away, making it extremely difficult to catch. Tauros ( evaluation ) — Rating: D . Tauros doesn't fair too well in-game largely because it's so rare and hard to catch, and then will be a little underlevelled. If you do get one, it's a strong Normal-type Pokémon with great Attack and Speed and a fantastic movepool.

Head east and climb the rocky plateau to the north. At the northern edge is a Carbos . Take the westernmost stairs down off this plateau and head north. A patch of land jutting into the central body of water has TM37 ( Egg Bomb ) on it.

TM37 can be bought infinitely at the Celadon Department Store and contains Egg Bomb, a mediocre Normal-type move with 100 power and 75% accuracy. It can only be learned by Exeggcute, Exeggutor, Chansey and Mew, which all have much better options.

To the north-west, you can pick up a Max Potion . Proceed east from there, using the small rocky plateau here to bypass the tree, and pick up the Full Restore on the other side. Finally, go up around the plateau to the west and take the western exit to Area 2.

Area 2 : Check if you have any new Pokémon available to you in Area 2 before continuing.

In-game trade preparation (Yellow) This is the only area in the game where Kangaskhan can be caught in Yellow Version, and you can catch a spare one to trade away for a Muk much later on. This isn't worth it for anything other than completion purposes.

Head west, ignoring the first staircase to the north and the path exiting south, and instead pass through the patch of tall grass to the north and take the set of stairs here. Come down off this rocky plateau using the stairs to the south-west, and then go as far north as you can. To the east from here is TM40 ( Skull Bash ).

TM40 is a one-time TM which teaches Skull Bash, a 130-power Normal-type move with the massive drawback of requiring a charge turn to execute. Pass.

Loop around the bushes to the north to find a Protein and continue west. Head all the way south and exit south into Area 3.

Area 3 : Pick up the Gold Teeth to the south, then head west and pick up TM32 ( Double Team ) in plain sight.

Using Double Team to ramp up your evade stat can be very useful if luck is on your side. After enough uses, it can feel almost impossible for your opponent to hit you, and with enough luck, it can be so good that it earned itself a ban from competitive matches. Still, it takes time to use it repeatedly over a few turns, and in-game you can often one-hit KO an opponent with supereffective hits. If you want game-breaking strategies, X Accuracy and one-hit KO moves are quicker and far superior. TM32 is also infinitely available to buy from the Celadon Department Store, so you can at least try it out without having to worry too much.

There is also a hidden Revive which is inside the nearby statue. Enter the Secret House by this statue and speak to the man inside to receive HM03 ( Surf ).

As well as being an HM move which allows you to travel over bodies of water on the overworld, Surf is an excellent Water-type move in its own right, being a little less powerful than its closest competition, Hydro Pump, in exchange for near-perfect accuracy and higher PP. It should be a staple move on any Water-type Pokémon for a strong and reliable STAB attack, though a handful of other Pokémon can learn it too. Its only downside is that once it is learned, it can't be forgotten short of trading the Pokémon to Gold, Silver or Crystal, so think carefully before teaching it.

If you have defeated the Fuchsia Gym Leader, you can now use Surf outside of battle after teaching it to a compatible Pokémon. Exit the Secret House and surf south over the small body of water here. Head south into the patch of tall grass and pick up the Max Potion a little to the east before climbing on to the rocky plateau. Head east and descend the other set of stairs here to pick up a Max Revive before exiting to the east.

Center Area : You'll emerge back into the west side of the Center Area. Head east and surf across the water to pick up the final item, a Nugget . That's all for the Safari Zone unless you want to catch any more Pokémon, so either exit to the south or, more likely, have the step counter run out to return to the entrance.

Link to area overview

Back in Fuchsia City, head for the Warden's house, which is the building directly east of the Pokémon Center. Now that you have the Gold Teeth, you can return them to the Warden to receive HM04 ( Strength ).

Strength is used on the field to push large boulders around, which will be needed to solve a few puzzles later on. In battle, it's an unremarkable 80-power Normal-type move that's outclassed by moves such as Body Slam. However, because it is an HM move, it can be taught infinitely, so if the TM for Body Slam has already been used up on a Pokémon, Strength is a reasonable alternative.

You can put Strength to work immediately and push the nearby boulder to one side so you can claim the Rare Candy .

Surf round-up With Surf now available to use outside of battle, a large portion of the game opens up to you. There are also some areas you have previously visited where you can now pick up new items and Pokémon. This guide will first take care of some in-game trades before continuing to the surf round-up.
Red/Blue in-game trade 6/9 : Nidorino ↔ Nidorina Red and Blue players should withdraw their Nidorino for this in-game trade before flying to Vermilion City and heading east on to Route 11. Proceed all the way east into the gatehouse, then head upstairs and talk to the young man by the window to trade your Nidorino away for a Nidorina.
Yellow in-game trade 3/7 : Tangela ↔ Parasect Yellow players can instead withdraw their Tangela for another rather pointless in-game trade. From Fuchsia City, take the western exit into the Route 18 gatehouse, then head upstairs and talk to the man here to trade Tangela away for a Parasect.

Surf on to the water directly south of the Pokémon Center. You'll spot two houses to the south. Surf in between them and examine the west side of the eastern house, on the tile closest to land, to find a hidden Max Ether .

Yellow players should now head to Route 6, just north of Vermilion City.

Pokémon evaluations Psyduck ( evaluation ) — Rating: D . This is the only place that Yellow players can catch a Psyduck or, rarely, its evolved form, Golduck. It'll be very underlevelled compared to the rest of your team but is otherwise a decent, if somewhat bland, Water-type Pokémon.
In-game trade preparation (Yellow) Catch a spare Golduck here if you can, even if it is rather rare, to trade away for a Rhydon later on. If you don't want to hunt for the rare Golduck, then alternatively you can get one by evolving a Psyduck, though you will have to train it from level 15 to level 33 to get it to evolve.

Make your way west from the Pokémon Center to the small pond in the centre of the city. Surf across and talk to the elderly lady on the other side to receive TM41 ( Softboiled ).

Softboiled can only be taught to Chansey and Mew. If you're using one of these two Pokémon, Softboiled has some utility for its out-of-battle effect, which transfers 20% of the user's HP to a chosen party Pokémon. Given Chansey's gargantuan HP, this can save you a few trips to the Pokémon Center. In battle, it's also useful for simply healing the user for 50% of its maximum HP, though using items is still superior without taking up a moveslot. TM41 is unique, but this isn't much of an issue as there is hardly any demand for it.

Fly to Lavender Town so you can head south into Route 12. Continue south, passing through the gatehouse, until you come to the first Fisherman. Just south from him on a small isolated section of land sits TM16 ( Pay Day ), which you can reach with Surf.

Pay Day is a weak 40-power Normal-type move without much battling use and generates money equal to twice the user's level whenever it hits the opponent. This isn't much, so it is not worth using up a moveslot for this. TM16 is unique, so use it carefully.

Pokémon evaluations Slowpoke ( evaluation ) — Rating: C . This marks the first opportunity for Yellow players to catch a Slowpoke, though higher-level ones are available later on at the Seafoam Islands. Water/Psychic typing is fantastic, but Slowpoke takes a lot of hits due to its abysmal Speed.

Now that you have Surf and have tidied up any previous areas, you can take a detour to pick up Zapdos, a level 50 dual-type Electric/Flying Legendary Pokémon. It's an excellent Pokémon, particularly if you don't have an Electric-type Pokémon on your team and have saved the Thunderbolt TM for it.

Purchase a handful of Ultra Balls and bring along a Pokémon that can put opponents to sleep, because Zapdos has a very low catch chance if it isn't inflicted with any status conditions. Freeze is equally good but far harder to inflict, while poison, burn and paralysis aren't quite as good but are still better than using no status condition at all. Also, make sure you have enough room in your PC Box for Zapdos and a handful of other wild Pokémon that you might be interested in.

Fly to Cerulean City and withdraw Pokémon that can use Surf and Cut. Head toward the eastern exit of the city by passing through the burgled house and using Cut on the bush before Route 9. Head all the way east through Route 9 on to Route 10, recognisable by a large patch of tall grass bordered by water on the north and east sides.

It might be worth healing up at the Pokémon Center just to the south here, which is the nearest one to the Power Plant but also cannot be accessed via Fly. This means that using Dig or an Escape Rope to leave the Power Plant will return you to this Pokémon Center, saving you the trek through Route 9 from Cerulean City.

Surf on to the water to the north and follow it around to the east and south. As it banks around to the west, you'll spot a PokéManiac (F) above you.

PokéManiac (F) Pokémon Type Lv. Exp. Moves Rhyhorn Ground/Rock 30 867 Horn Attack , Stomp HP: 92 , Attack: 61 , Defense: 66 , Speed: 24 , Special: 27 Lickitung Normal 30 816 Supersonic , Stomp , Disable , Defense Curl HP: 98 , Attack: 43 , Defense: 54 , Speed: 27 , Special: 45 Reward ₽1500

Just to the north-west of him is the entrance to the Power Plant, so head inside.

Serebii.net Header

[Map of Center Area] The item in the middle of the island is a Nugget. Don't bother going into the house (or any other houses for that matter), there are only a few people who will rant about their Safari Zone experiences. Head for A .

[Map of Area 1] There is a Carbos, Max Potion, Full Restore and TM37 - Egg Bomb to grab here. Head for B .

[Map of Area 2] TM40 - Skull Bash and a Protein available here. Don't go into the empty area, it's a waste of time. Head for E .

[Map of Area 3] Make sure you pick up the item immediately to the south! It's the Gold Teeth, a Key Item that you'll need to trade for HM04 - Strength. Head west from the item ball and, if you hopefully haven't run out of time, talk to the man inside the house to claim HM03 - Surf. Examine one of the statues for a Revive as well. There's also TM32 - Double Team on the way. Surf south of the prize house to get a Max Potion, then head east on the ledge and down again to pick up a Max Revive.

At this stage, you'll be running out of time quite soon, so just try to walk around in the grass and see if you can get lucky, or station yourself at a pond edge and fish up some Dratini.

With the Gold Teeth, visit the Safari Warden in the left of the two houses in the south-east corner of Fuchsia City. He'll pop the teeth into his mouth (ugh) and you'll be able to understand him. He'll give you HM04 - Strength, which you can use to move boulders like the one to the right of his house; the item ball there holds a Rare Candy.

Now that you have all five HMs, you have the option of getting a few items and exploring some new places.

Firstly, fly to Celadon City and Surf on the pond there (its by the Rocket Game Corner). Talk to the man and he'll give you TM41 - Softboiled, which only Chansey and Mew can learn - it recovers half their HP.

Get TM16 - Pay Day by Surfing on Route 12 - it's a bit further south of the gatehouse where you got TM39 - Swift.

An optional area can be accessed near the Route 9 entrance to Rock Tunnel. Head for the Route 9 Pokemon Center and head north. You'll reach a strip of water where you can Surf. Follow the canal down and you'll reach the Power Plant. A guide to the Power Plant can be found [here]

Your next destination is Cinnabar Island; you have two methods of getting there. The first is to head south from Fuchsia City and use Sea Routes 19 and 20 to get there, but you'll have to go through Seafoam Islands. The easier way is to fly to Pallet Town and Surf south - not only is the route shorter, there are also less trainers.

These five Route 21 Pokemon are found in the wild grass immediately to the south of Pallet Town.

When you arrive, you'll notice that the Gym is locked - you'll need to find the key in the Cinnabar Mansion. Do some exploring first - head to the Pokemon Lab to the left of the Pokemon Center. In the first room, you can trade a Raichu for your Electrode, or a Tangela for your Venonat. In the second room, the scientist in the corner will give you TM35 - Metronome. Finally, in the third room, there is a scientist who will trade you a Seel for your Ponyta.

You can also ressurect the fossils by talking to the other scientist in the third room - Old Amber becomes Aerodactyl, Helix Fossil becomes Omanyte and Dome Fossil becomes Kabuto. Simply have the Fossil in your bag, talk to the scientist, and walk around for a while.

You'll need to find the Secret Key hidden somewhere in the depths of the abandoned Cinnabar Mansion in order to unlock the gym. First of all, head up and inspect the fifth pillar on the right to get your fifth and last Moon Stone in the game. A bit further north is an Escape Rope. There are several switch doors here, to trigger them, inspect the Pokemon Statues. When you activate the switch, one door will open and another will close. There's a switch in the far left room, but don't activate it. Climb up the stairs when you're ready.

Head up the stairs to the right. There's a Burglar wandering around here, and a diary excerpt of how scientists created Mewtwo from Mew. Here is the complete diary: July 5 - Guyana, Southern America. A new Pokemon was discovered deep in the jungle. July 10 - We christened the newly discovered Pokemon, Mew. February 6 - Mew gave birth. We named the newborn Mewtwo. Sept 1 - Mewtwo is far too powerful. We have failed to curb its vicious tendencies...

South of the table is a Max Potion. Immediately above the itemball, at the end of the narrow passage is a Max Revive. There's nothing else in this room, so return to the floor below. On the second floor, there's a Calcium to the far right, in the top corner room. On the way, you'll see another diary excerpt. You can activate the switch by the stairs if you want (There's no point unless you want to read the diary excerpt to the south), but to continue on, use the stairs in the top left room.

On the third floor, head right for an Iron, then activate the switch to the left. You'll see the doors change, and you'll be able to go in to the balcony room. After beating the scientist, head down the right ledge, and you'll end up on the ground floor, in a section you couldn't access before. There's a Carbos here, pick it up and head down the stairs to the basement.

Get the Full Restore on the far left side of the room, then go inside the lone room in the center. Pick up TM14 - Blizzard, and activate the switch. Head out the other door, and head north from the stairs. Go all the way down the passageway and pick up the Rare Candy first. Backtrack to the adjacent room and flip the switch. Go back down and you'll see the door has opened. Pick up TM22 - Solarbeam on the table, and then pick up the Secret Key directly south of it.

Blaine, the Cinnabar Island Gym Leader, is very fond of quizzes and puzzles. To unlock the doors in his gym, and hence proceed, you can either defeat the trainer guarding it, or you can correctly answer his quiz by examining the machine in the corner. If you get the question wrong, the trainer will automatically battle you. You still have the option of battling the trainer if you get the question right, however. The questions and correct answers are: 1. Caterpie evolves into Butterfree? (Yes) 2. There are 9 certified Pokemon League Badges? (No, there are 8) 3. Poliwag evolves 3 times? (No, only twice) 4. Are thunder moves effective against ground-element type Pokemon? (No, Ground Pokemon are immune to Electric attacks) 5. Pokemon of the same kind and level are not identical? (Yes) 6. TM28 contains Tombstoner? (No, it contains Dig)

You'll receive the Volcano Badge as your reward, which increases the Special of your Pokemon. You'll also receive TM38 - Fire Blast, which contains the most powerful Fire move in the game.

10494551 front page hits

The Cave of Dragonflies

Where the smallest bugs live alongside the strongest dragons

safari zone red

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

Moscow driver

  • TripAdvisor

Contact Phone

  • Testimonials
  • Travel Tips

The Heavenly Kingdom on Red Square at Spring Twilight

The Heavenly Kingdom on Red Square at Spring Twilight

The view of Pokrovsky Sobor (Intersession cathedral), the original name of St. Basil's Cathedral, on Red Square in Moscow, when lights were just on against the darkening sky at the begining of April, 2014. The church's design is based on deep religious symbolism and was meant to be an architectural representation of the New Jerusalem - the Heavenly Kingdom described in the Book of Revelation of St. John the Divine.

The famous St. Basil's Cathedral was commissioned by Ivan the Terrible and built on the edge of Red Square between 1555 and 1561. The cathedral was built to commemorate Ivan the Terrible's successful military campaign against the Tartar Mongols in 1552 in the besieged city of Kazan. Victory came on the feast day of the Intercession of the Virgin, so the Tsar chose to name his new church the Cathedral of the Intercession of the Virgin on the Moat, after the moat that ran beside the Kremlin. The church was given the nickname "St. Basil's" after the "holy fool" Basil the Blessed (1468-1552), who was hugely popular at that time with the Muscovites masses and even with Ivan the Terrible himself.

St. Basil's is a delightful array of swirling colors and redbrick towers. Its design comprises nine individual chapels, each topped with a unique onion dome and each commemorating a victorious assault on the city of Kazan. In 1588 the ninth chapel was erected to house the tomb of the church's namesake, Basil the Blessed. The eight onion dome-topped towers are positioned around a central, ninth spire, forming an eight-point star. The number eight carries great religious significance; it denotes the day of Christ's Resurrection (the eighth day by the ancient Jewish calendar) and the promised Heavenly Kingdom - the kingdom of the eighth century, which will begin after the second coming of Christ. The eight-point star itself symbolizes the Christian Church as a guiding light to mankind, showing us the way to the Heavenly Jerusalem and it represents the Virgin Mary, depicted in Orthodox iconography with a veil decorated with three eight-pointed stars. The cathedral's star-like plan carries yet more meaning - the star consisting of two superimposed squares, which represent the stability of faith, the four corners of the earth, the four Evangelists and the four equal-sided walls of the Heavenly City.

Photo #009 taken on April 09, 2014 during Moscow by Night tour with my dear clients from USA, Bill, Cheney, Rick and Lynn.

About Me in Short

Guide, Driver and Photographer Arthur Lookyanov

My name's Arthur Lookyanov, I'm a private tour guide, personal driver and photographer in Moscow, Russia. I work in my business and run my website Moscow-Driver.com from 2002. Read more about me and my services , check out testimonials of my former business and travel clients from all over the World, hit me up on Twitter or other social websites. I hope that you will like my photos as well.

See you in Moscow!

  • View full size
  • Owner: Moscow Guide & Driver
  • Date: April 9, 2014 01:45:00 pm EDT
  • File name: ALP-2014-0409-009-Heavenly-Kingdom-on-Red-Square-at-Spring-Twilight-Moscow.jpg
  • Tags: Russia , St. Basil's , twilights , night moscow , Orthodox Churches , St. Basil's Cathedral , Red Square , Moscow by Night , Moscow

GPS Location of the Photo

Google maps.

  • GPS Map of this album
  • GPS Map of Moscow Guide & Driver's pictures

Random image

Under the Church Chandelier (Interior of Veronica’s Veil Church)

Overview of the splendid interior of the upper Church of the Icon of Our Savior Not Made by Hands (Church of Veronica’s Veil) from under impressive church chandelier (panikadilo) with numerous lights (candles in the past) that hangs on a silver chain from the dome of the church.

Featured Tags

  • 273 photos are tagged with architecture
  • 199 photos are tagged with cathedrals
  • 305 photos are tagged with churches
  • 294 photos are tagged with Dear Clients
  • 260 photos are tagged with lights
  • 1875 photos are tagged with Moscow
  • 306 photos are tagged with Moscow by Night
  • 194 photos are tagged with Moscow cityscapes
  • 264 photos are tagged with Moscow Kremlin
  • 326 photos are tagged with night moscow
  • 426 photos are tagged with Orthodox Churches
  • 226 photos are tagged with Red Square
  • 2538 photos are tagged with Russia
  • 209 photos are tagged with twilights
  • 350 photos are tagged with Winter

Take one of these exciting tours:

  • Moscow Highlights
  • Discovering the Golden Ring of Russia
  • Arts & Culture Tours
  • Moscow by Night tour

Moscow driver

Fight Safari Zone Pokémon trick

The Fight Safari Zone Pokémon trick is an officially acknowledged glitch in Pokémon Red and Blue . It is performed by entering and exiting the Safari Zone , then going to Route 20 without traveling through any area that contains wild Pokémon on land, and finally Surfing along the east coast of any island on the route. This is most commonly done by Flying from Fuchsia City directly to Cinnabar Island , then Surfing on the island's east coastline which is considered part of Route 20. The glitch can also be performed using the east coast of the Seafoam Islands , as there are no land wild Pokémon on Route 19 in between.

When performed, the wild Pokémon that appear while Surfing will not be the usual water encounters for Route 20, but rather will be wild Pokémon from the Safari Zone area the player was most recently in. This glitch thus allows players to battle and catch normally Safari Zone-exclusive Pokémon as if they were regular wild Pokémon, bypassing the Safari Zone's mechanics, hence its name.

The maps in Red and Blue are made up of groups of tiles, each of which are composed of 2×2 subtiles. For example, the player takes up four subtiles: one of them is the player's top left, another is the top right, and so on. Correspondingly, every tile onto which the player can move is made of four subtiles. When the game is checking if an encounter is possible it uses the bottom- right subtile. An encounter is only allowed if this subtile is grass or water. Due to a programming error or oversight, when checking which Pokémon is encountered, the game uses the bottom- left subtile instead. However, this is not the case in other Generation I games. While choosing the Pokémon to encounter, the game assumes that non-water subtiles are grass tiles.

Each boundary tile between land and water contains both land and water subtiles. Because of this, shore tiles on the western and northern sides of islands cannot have wild Pokémon encounters, as the bottom-right subtile is non-grass land, while the southern shore tiles are treated as water. However, the eastern tiles (called left-facing shore tiles) have a bottom-right water subtile and a bottom-left land subtile. While Surfing on these tiles, the player therefore encounters Pokémon as though on land. However, the game only updates the grass encounter list when entering an area where there are grass encounters. If the player uses this trick in places without grass encounters, like Cinnabar Island and the Seafoam Islands , they encounter Pokémon from the last area they visited with grass. The player can thus enter and exit the Safari Zone to load its encounters, fly to Cinnabar Island, and surf along the eastern coast to encounter Safari Zone Pokémon.

The glitch is not exclusive to Safari Zone encounters, but can in fact be performed using any area. The wild Pokémon that appear on the east coast of Cinnabar Island and Seafoam Islands will simply be the wild Pokémon that appear in grass in the area the player was last in that has grass.

Old Man glitch

During the old man 's catching tutorial, the player's name is overwritten with OLD MAN. Because there are no wild Pokémon in Viridian City, the player's name is stored in the grass Pokémon encounter list. Using this glitch allows the player to encounter wild Pokémon based on the characters in their name, which can be any Pokémon in the game, potentially over level 100. Depending on their name, the player can also encounter the glitch Pokémon MissingNo. and 'M (00) , as well as Glitch Trainers .

  • Articles needing more information

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
  • Cite this page

Powered by MediaWiki

  • This page was last edited on 20 November 2023, at 13:09.
  • Content is available under Attribution-NonCommercial-ShareAlike 2.5 . (see Copyrights for details)
  • Privacy policy
  • About Bulbapedia
  • Disclaimers
  • Mobile view

V. I. Lenin

Speech delivered at a meeting of the, moscow soviet of workers’ and red army deputies, march 6, 1920.

Delivered: 6 March, 1920 First Published: 1921 in Verbatim Reports of the Plenary Sessions of the Moscow Soviet of Workers’, Peasants’ and Red Army Deputies, Moscow; Published according to the book Source: Lenin’s Collected Works , 4th English Edition, Progress Publishers, Moscow, 1965, Volume 30, page 410-416 Translated: George Hanna Transcription/HTML Markup: David Walters & Robert Cymbala Copyleft: V. I. Lenin Internet Archive (www.marx.org) 2002. Permission is granted to copy and/or distribute this document under the terms of the GNU Free Documentation License

Comrades, I very much regret that there is little probability of my being able to discharge the duties hinted at by the Chairman in reference to my membership of the Moscow Soviet. [1] I am nevertheless very glad to have the opportunity of greeting the new Moscow Soviet. Permit me to say a few words about the tasks which, owing to the general situation in the country, fall particularly to the lot of the Moscow workers, and first and foremost of the Moscow Soviet.

Comrades, it seems there is every hope that we shall, in the near future, emerge completely victorious from the war which was forced upon us by the landowners and capitalists of Russia in alliance with the capitalists of the whole world. I have just received a telegram from a member of the Revolutionary Military Council of the Caucasian Front, the last remaining front of any importance. This telegram states that the resistance of the enemy has been broken in all directions (applause), so that now that we have finished with the Kolchak front and the Archangel front, the day is apparently not far off when the Denikin front, too, will be completely eliminated. But, comrades, no matter how greatly the results of the Civil War and the international situation may favour us, and even though the imperialist powers are obviously on the eve of a complete break-down, and all their attempts to unite anybody at all for a war against us have ended in failure—no matter how favourable this situation may be, it must be said that the danger, even the foreign danger, is not yet over. Attempts are still being made, especially by imperialist France, to incite Poland to make war on Russia. You all know, of course, from the press, from the decisions of the Central Executive Committee, and from all the statements made at the Cossack Congress and many other congresses, that the Soviet Republic, on its part, has done all it could to prevent this war, that we have proposed peace to the Polish nation not only officially but in the most friendly way, and have most solemnly rec-ognised the independence of the Polish state, and have made the most positive declarations to this effect. From the military standpoint, we have done everything we could to prevent the Polish landowners and capitalists from carrying out their designs—perhaps not so much their own designs as those of imperialist France, who stands behind their back and to whom they are up to their ears in debt. We have done everything we could to prevent these capitalists and landowners from carrying out their design of inciting the Polish nation to make war on Russia. But although we have done everything we could, future action does not depend upon us. Even the Polish landowners and capitalists themselves do not know what they will do tomorrow. The internal situation in Poland is so grave that they may embark on such a dubious venture because of the obvious danger to their class position, because they feel their end approaching. Consequently, although we have won many victories, we have no guarantee at all that we are secure against foreign attack, and we must be on our guard, we must preserve, develop and strengthen our military pre-paredness, so as to accomplish the task that confronts the working class. If, in spite of all our efforts, the Polish imperialists, supported by France, embark on a war against Russia, if they launch their military venture, they must receive, and will receive, such a rebuff that their fragile capitalism and imperialism will fail to pieces.

We do not conceal from ourselves, especially from the Moscow and other Russian workers, that fresh effort and new and gigantic sacrifices are now demanded of us, which will be all the more severe because we are just now at the end of a winter—February and March—that has broughta new aggravation of want, hunger and suffering owing to the ruined state of our railway system. Arid I must tell you that the war on the bloody front, the civil war directed against the imperialists, is to all appearances coming to an end, and that anyway the enemy can offer no serious menace to us since the attempts of the Entente to launch a general war against us have suffered decisive defeat; the war on the bloodless front, however, still continues and will continue for a long time to come. For the more we leave the military danger behind us the more we are faced with the tasks of internal development; and these have to be carried out by the working class, which has taken upon itself the mission of leading the working masses. These tasks—the restoration of a ruined country and a ruined economy, and the organisation of a socialist society—cannot be accomplished without a war on the bloodless front. That is what the advanced workers, who are now forming the new Moscow Soviet, must impress most firmly on their minds, for the Moscow workers have always been a model, and for some time to come must continue to be a model, which will be followed by the workers of other cities.

We must remember that we are grappling with the task of making a socialist revolution in a country where peasants form the greater part of the population. We have now been joined by the peasant masses of Siberia, where the peasants have surpluses of grain, where they have been corrupted by capitalism, cling to the old freedom of trade, and consider it their sacred right—in this respect they are being led astray by the Mensheviks and Socialist-Revolutionaries (that is their sad lot—there is nothing else for them to do)—they consider it their sacred right to practise freedom of trade in grain surpluses, believing that they can retain this right. It does not matter to them that this supposed civil equality implies the exploitation of the hungry by the well-fed; for peasants who have grain surpluses and refuse to let the starving have them are putting into effect the principles of capitalist relations. They are people who, after having been exploited for hundreds of years, have now become their own masters for the first time, and are in a position, owing to their grain surpluses, to enslave the workers, who, as a result of the collapse of industry, are unable to give any equivalent in return for the grain. For this reason our attitude towards these petty-bourgeois property-owners, towards the small profiteers, who number millions and who think that because they possess surpluses of grain the farther we go the more they will make, and that the worse the famine the more profitable it will be for those who have grain—our attitude towards them must he one of war. This we say bluntly, and this is the basis of the dicta-torship of the proletariat, which openly declares to the work-er and peasant masses: “The working peasant is our ally, our friend and brother; but when the peasant acts as a prop-erty-owner holding a surplus of grain not required by his household, and acts towards us as a property-owner, as a well-fed man towards a hungry man, such a peasant is our enemy, and we will fight him with the utmost determina-tion, the utmost ruthlessness.” Victory over the small prop-erty-owners, over the small profiteers, is no easy matter. They cannot be eliminated in one year, many years will be required; it will take organised resistance, stubborn and steadfast work, step by step over a long period of time -it will take an incessant day-to-day struggle, which it is particularly difficult to wage and in which the profiteering peasant is very often victorious over the worker. But we will fight on the bloodless front so that the hungry may secure from the well-fed the surpluses they possess, despite all obstacles and despite the desire of the Socialist-Revolutionaries and Mensheviks to introduce freedom of trade and leave these surpluses in the possession of the well-fed.

We have done a great deal of work during the past two years. We have enlisted the peasant and worker masses in this work, and have everywhere been able to secure what we needed. At a time when the whiteguard officers, the former tsarist officers, were fighting us on the side of our enemies, we enlisted tens and hundreds of these experts in our work, which helped to remake them. They helped us do our work, in conjunction with our commissars. They themselves learned from us how the work should be done, and in return gave us the benefit of their technical knowledge. And it was only with their help that the Red Army was able to win the victories it did. We must now divert all this work into another channel. It must be work of a peaceful character; we must devote everything to the work on the labour front. We must direct our former property-owners, who were our enemies. We must mobilise all who are capable of working and compel them to work with us. We must at all costs wipe from the face of the earth the last traces of the policy o the Mensheviks and Socialist-Revolutionaries—the policy which talks of personal freedom, etc.—because it would doom us to starvation. This attitude must be adopted in all our work. The advanced section of the proletariat is assuming the leadership of the rest of the population, and it says: “We must get you to understand our ideas fully and to put them into effect, just as we got you to come over more and more to our side.”

The first task that confronts us here is to clean up Moscow, to put an end to the filth and state of neglect into which it has sunk. We must do this so as to set an exam-ple to the whole country, where this filth, which brings with it epidemics and disease, is becoming more and more prevalent. We must set this example here, in Moscow, an example such as Moscow has set many times before.

We must bear in mind that we are faced with the task of restoring the transport system. In the spring we must intro-duce control by the worker masses. We must effect it in respect of those market gardeners in the vicinity of Moscow who are taking advantage of the fact that there are starving fellow-beings around them to pocket millions. The fact that any rich market gardener can squeeze untold profits out of his poor neighbours is an atrocious injustice, which we cannot tolerate.

What must we do? Specialists must give us the benefit of their knowledge so that we may carry our ideas into effect. The class which has just elected the new Moscow Soviet must tackle this work, and carry it out more practi-cally and in greater detail than hitherto.

We know that the proletariat is not very large numeri-cally; but we also know that the Petrograd workers, who were in the front ranks of the Red Army, gave us their best forces whenever we needed them, gave them for the fight against the enemy in greater numbers than we thought possible. We have said that Petrograd, Moscow and Ivanovo-Voznesensk have given us a vast number of people. But that is not enough; they must give us all we need. We have to utilise all the bourgeois specialists who accumulated knowledge in the past and who must pay with this knowledge now. It is with the help of these people that we must do our work; it is with their help that we must conquer all we need-conquer, and create our own militant contingents of workers who will learn from them and direct them, and who will always turn to the broad masses of the workers to explain this experience. That is what the Moscow Soviet, as one of the most important and one of the biggest of the proletarian Soviets, must accomplish at all costs. The fifteen hundred members of the Moscow Soviet, plus the alternate members, constitute an apparatus through which you can draw upon the masses and constantly enlist them, inexperienced though they are, in the work of administering the state.

The worker and peasant masses who have to build up our entire state must start by organising state control. You will obtain this apparatus from among the worker and peas-ant masses, from among the young workers and peasants who have been fired as never before with the independent desire, the readiness and determination to set about the work of administering the state themselves. We have learned from the experiences of the war and shall promote thousands of people who have passed through the school of the Soviets and are capable of governing the state. You must recruit the most diffident and undeveloped, the most timid of the workers for the workers’ inspection and promote them. Let them progress in this work. When they have seen how the workers’ inspection participates in state affairs, let them gradually proceed from the simple duties they are able to carry out—at first only as onlookers—to more important functions of state. You will secure a flow of assistants from the widest sources who will take upon themselves the burden of government, who will come to lend a hand and to work. We need tens of thousands of new advanced workers. Turn for support to the non-party workers and peasants, turn to them, for our Party must remain a narrow party, surrounded as it is by enemies on all sides. At a time when hostile elements are trying by every method of warfare, deceit and provocation to cling to us and to take advantage of the fact that membership of a government party offers certain privileges, we must act in contact with the non-party people. The laws on the Workers’ and Peasants’ Inspection grant the right to enlist non-party workers and peasants and their conferences in the work of government. This apparatus is one of the means whereby we can increase the number of workers and peasants who will help us to achieve victory on the internal front in a few years. For a long time this victory will not be as simply, decisively and clearly apparent as the victory on the war front. This victory demands vigilance and effort, arid you can ensure it by carrying out the job of development of Moscow and its environs and helping in the general work of restoring the transport system, of restoring that general economic organi-sation which will help us to get rid of the direct and indi-rect influence of the profiteers and to vanquish the old traditions of capitalism. We should not grudge a few years for this. Even if we had these conditions, such social re-forms as these would be without parallel, and here to set ourselves tasks designed only for a short period of time would be a great mistake.

Allow me to conclude by expressing the hope and assurance that the new Moscow Soviet, bearing in mind all the experience gained by its predecessor in the course of the Civil War, will draw new forces from among the youth and will tackle the affairs of economic development with all the energy, firmness and persistence with which we tackled military affairs, and so gain victories which, if not as brilliant, will be more solid and substantial.

[1] On February 16, 1920, Lenin was elected deputy to the Moscaw Soviet from State Confectionery Factory No. 3 (new the Bolshevik Factory) and from the workers and employees of Khovrine Station, Nikolayevskaya (new Oktyabrskaya) Railway. On February 20 his rights as member of the Moscow Soviet were confirmed by the cre-dentials commission and he was issued with Deputy’s Identification Card No. 1. Ever since then at every convocation of the Moscow City Soviet Deputy’s identification Card No. 1 has been issued in Lenin’s name.

Collected Works Volume 30 Collected Works Table of Contents Lenin Works Archive

IMAGES

  1. Safari Zone

    safari zone red

  2. Safari Zone

    safari zone red

  3. Safari Zone Red Map

    safari zone red

  4. HOW TO FIND THE SECRET HOUSE IN SAFARI ZONE

    safari zone red

  5. Safari Zone

    safari zone red

  6. Pokémon FireRed and LeafGreen/Safari Zone

    safari zone red

VIDEO

  1. Pokemon Red Safari Zone part 1

  2. Safari Zone Guide -- New Pokemon!

  3. How to EASILY Catch Safari Zone Pokemon

  4. Understanding the Safari Zone in Pokémon FireRed & LeafGreen

  5. Pokemon Fire Red Walkthrough Part 17: Safari Zone (obtaining HM03 and HM04)

  6. Let's Play Pokemon: FireRed

COMMENTS

  1. Safari Zone

    Area 3. In the entrance gatehouse to the Safari Zone, pay the requisite ₽500 to enter and receive 30 Safari Balls before heading inside the Safari Zone proper. In Yellow Version, if you bother the attendant here, he will allow you to enter the Safari Zone even if you don't have ₽500. Instead, he will take all your remaining money and give ...

  2. Pokémon Red and Blue/Safari Zone

    Area 1[ edit] Safari Zone - Area 1. In Area 1, the Poké Ball on the ledge contains a Carbos. To the left of the house nearby, you will find a Full Restore. On the patch of ground that extends into the lake, a TM 37 can be found in the grass. And close to the entrance to Area 2 there's a Max Potion on the ground. Red.

  3. 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.

  4. Pokéarth

    -Red/Blue Pokédex-Gold/Silver Pokédex-Ruby/Sapphire Pokédex-Diamond/Pearl Pokédex-Black/White Pokédex-X & Y Pokédex-Sun & Moon Pokédex-Let's Go Pokédex-Sword & Shield Pokédex-BDSP Pokédex-Legends Pokédex-GO Pokédex-Scarlet & Violet Pokédex; Attackdex-Gen 1 Attackdex-Gen 2 Attackdex-Gen 3 Attackdex-Gen 4 Attackdex-Gen 5 Attackdex

  5. 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.

  6. Safari Zone (Kanto) Pokémon locations

    Safari Zone, Kanto (location) Safari Zone, Kanto. (location) This is the Pokémon Location guide for Safari Zone in Kanto. Choose which generation of games you're playing to see the Pokémon and capture methods. Generation 3. Center. East. North.

  7. Safari Zone

    The mechanics of the Safari Zones are similar to each other. Most have a $ 500 entry fee, a step limit, a series of distinct areas with different wild Pokémon in each, and 30 Safari Balls, with which players may catch the Pokémon they come upon. The most important of their specific mechanics, however, is that Trainers do not initiate Pokémon battles with the wild Pokémon, but instead must ...

  8. Pokemon Red and Blue :: Full Walkthrough

    POKEMON RED AND BLUE WALKTHROUGH. Safari Zone. You could have covered the Safari Zone before or after you obtained the Soul Badge, but it's advisable to do it after, as you'll be able to use HM03 - Surf instantly. At the Safari Zone, you'll be given 30 Safari Balls and 500 steps to catch as many Pokemon as you can. ...

  9. Safari Zone

    Description Of Safari Zone: The Safari Zone is a wildlife preserve found in Fuchsia City, and a place to go where players can go to catch many different Pokemon. Some of these Pokemon are found thoughout the game, but a few species can only be found here. Bait can please a Safari Pokemon as a rock will anger it, both, surprisingly, make them ...

  10. Safari Zone

    advertisement. 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 steps and ...

  11. R/B/Y Safari Zone Mechanics

    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.

  12. Appendix:Red and Blue walkthrough/Section 11

    Safari Zone. For $ 500, Trainers who visit the Safari Zone are given 30 Safari Balls and allowed to catch any Pokémon they can find. There is a catch: visitors are restricted from using their own Pokémon to weaken the wild Pokémon first. Instead, they may throw either bait or rocks before attempting capture. ... Red and Blue walkthrough ...

  13. Fuchsia City

    Explore Fuchsia City, the home of the Safari Zone and the Poison-type Gym, in this classic Pokemon guide. Learn tips and tricks to catch rare Pokemon and defeat Koga.

  14. How to EASILY Catch Safari Zone Pokemon

    Here is a quick tutorial on how you can easily catch all of the rare Pokemon from the Safari Zone in Pokemon Red & Blue. And here are some helpful maps of th...

  15. Safari Zone

    A full exploration of the Safari Zone with Mega stones, HM's and plenty of great Pokemon. Also Sparkly Teethies.Full Playthrough: https://www.youtube.com/pla...

  16. Kangaskhan

    Pokemon Red, Blue and Yellow at IGN: walkthroughs, items, maps, video tips, and strategies. ... Kangaskhan can only be found in the Safari Zone -- and catching it is a real game of chance. But if ...

  17. Elektrostal

    In 1938, it was granted town status. [citation needed]Administrative and municipal status. Within the framework of administrative divisions, it is incorporated as Elektrostal City Under Oblast Jurisdiction—an administrative unit with the status equal to that of the districts. As a municipal division, Elektrostal City Under Oblast Jurisdiction is incorporated as Elektrostal Urban Okrug.

  18. Pokémon Red and Blue/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 food or rocks...

  19. The Heavenly Kingdom on Red Square at Spring Twilight

    The view of Pokrovsky Sobor (Intersession cathedral), the original name of St. Basil's Cathedral, on Red Square in Moscow, when lights were just on against the darkening sky at the begining of April, 2014. The church's design is based on deep religious symbolism and was meant to be an architectural representation of the New Jerusalem - the ...

  20. Fight Safari Zone Pokémon trick

    The Fight Safari Zone Pokémon trick is an officially acknowledged glitch in Pokémon Red and Blue.It is performed by entering and exiting the Safari Zone, then going to Route 20 without traveling through any area that contains wild Pokémon on land, and finally Surfing along the east coast of any island on the route. This is most commonly done by Flying from Fuchsia City directly to Cinnabar ...

  21. Speech Delivered at the Moscow Soviet of Workers' and Red Army Deputies

    March 6, 1920. Delivered: 6 March, 1920. First Published: 1921 in Verbatim Reports of the Plenary Sessions of the Moscow Soviet of Workers', Peasants' and Red Army Deputies, Moscow; Published according to the book. Source: Lenin's Collected Works, 4th English Edition, Progress Publishers, Moscow, 1965, Volume 30, page 410-416.

  22. Amazing Journey around Moscow, Kremlin Wall; Russia

    #Sancharam #Siberia #SafariTV #Santhosh_George_Kulangara #Lal_JoseStay Tuned : https://www.safaritvchannel.com Enjoy & Stay Connected With Us !!---...