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The Cave of Dragonflies

Where the smallest bugs live alongside the strongest dragons

best safari zone pokemon fire 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

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.

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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

best safari zone pokemon fire red

Center Area (east)

best safari zone pokemon fire 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.

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  • 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 797,792 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.

best safari zone pokemon fire red

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

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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

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In this guide.

Pokemon LeafGreen Version

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.

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

best safari zone pokemon fire red

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

best safari zone pokemon fire red

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

best safari zone pokemon fire red

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.

best safari zone pokemon fire red

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.

best safari zone pokemon fire red

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

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Pokémon Fire Red Nuzlocke Guide

This guide contains useful information for a Fire Red Nuzlocke . Lists of all of the available Pokémon, the number of encounters, and detailed overviews of all Boss battles .

Fire Red Logo

Fire Red Encounters

A fun aspect of Nuzlocke runs is the variety of encounters forcing you to try out new Pokémon you've never used before. That is why it's important to know which Pokémon will be available during a run. We've compiled a list of every encounter for Pokémon Fire Red so you can quickly see who you might want on your team!

Pokémon Fire Red has 52 different encounter locations with 96 different Pokémon available as wild encounters. Hover over a Pokémon to see where to encounter it!

2 Fire Pokémon encounters

  • Charmander - Starter
  • Growlithe - Route 8, Route 7 and Pokémon Mansion

2 Steel Pokémon encounters

  • Magnemite - Power Plant
  • Magneton - Power Plant and Cerulean Cave

2 Ghost Pokémon encounters

  • Gastly - Pokémon Tower
  • Haunter - Pokémon Tower

2 Dragon Pokémon encounters

  • Dratini - Celadon City and Safari Zone
  • Dragonair - Safari Zone

3 Ice Pokémon encounters

  • Dewgong - Seafoam Islands
  • Jynx - Cerulean City
  • Articuno - Seafoam Islands

6 Fighting Pokémon encounters

  • Mankey - Route 22, Route 3, Route 4, Rock Tunnel and Route 23
  • Primeape - Route 23
  • Machop - Rock Tunnel and Victory Road
  • Machoke - Victory Road and Cerulean Cave
  • Hitmonlee - Saffron City
  • Hitmonchan - Saffron City

6 Rock Pokémon encounters

  • Geodude - Mt. Moon, Rock Tunnel, Victory Road and Cerulean Cave
  • Graveler - Rock Tunnel and Cerulean Cave
  • Onix - Rock Tunnel and Victory Road
  • Omanyte - Cinnabar Island
  • Kabuto - Cinnabar Island
  • Aerodactyl - Cinnabar Island

7 Grass Pokémon encounters

  • Bulbasaur - Starter
  • Oddish - Route 24, Route 25, Route 5, Route 6, Route 12, Route 7, Route 15, Route 14 and Route 13
  • Gloom - Route 12, Route 15, Route 14 and Route 13
  • Paras - Mt. Moon
  • Parasect - Cerulean Cave
  • Exeggcute - Safari Zone
  • Tangela - Route 21

7 Electric Pokémon encounters

  • Pikachu - Viridian Forest and Power Plant
  • Voltorb - Route 10 and Power Plant
  • Electrode - Cerulean Cave
  • Electabuzz - Power Plant
  • Zapdos - Power Plant

8 Ground Pokémon encounters

  • Diglett - Diglett's Cave
  • Dugtrio - Diglett's Cave
  • Cubone - Pokémon Tower
  • Marowak - Victory Road
  • Wooper - Four Island

8 Psychic Pokémon encounters

  • Abra - Route 24, Route 25 and Celadon City
  • Kadabra - Cerulean Cave
  • Drowzee - Route 11
  • Mr. Mime - undefined
  • Mewtwo - Cerulean Cave
  • Wobbuffet - Cerulean Cave

9 Bug Pokémon encounters

  • Caterpie - Route 2, Viridian Forest, Route 24 and Route 25
  • Metapod - Viridian Forest, Route 24 and Route 25
  • Weedle - Route 2, Viridian Forest, Route 24 and Route 25
  • Kakuna - Viridian Forest, Route 24 and Route 25
  • Venonat - Route 12, Safari Zone, Route 15, Route 14 and Route 13
  • Venomoth - Safari Zone
  • Scyther - Celadon City

12 Flying Pokémon encounters

  • Pidgey - Route 1, Route 2, Route 3, Route 24, Route 25, Route 5, Route 6, Route 12, Route 8, Route 7, Route 15, Route 14 and Route 13
  • Pidgeotto - Route 15, Route 14 and Route 13
  • Spearow - Route 22, Route 3, Route 4, Route 11, Route 9, Route 10, Route 16, Route 17, Route 18 and Route 23
  • Fearow - Route 17, Route 18 and Route 23
  • Zubat - Mt. Moon, Rock Tunnel and Victory Road
  • Golbat - Seafoam Islands, Victory Road and Cerulean Cave
  • Doduo - Route 16, Route 17, Route 18 and Safari Zone
  • Gyarados - Pallet Town, Viridian City, Route 22, Route 4, Cerulean City, Route 24, Route 25, Route 6, Vermillion City, Route 11, Route 10, Route 12, Fuschia City, Route 13, Route 19, Route 20, Seafoam Islands, One Island, Route 21, Route 23, Four Island and Cerulean Cave

16 Normal Pokémon encounters

  • Rattata - Route 1, Route 22, Route 2, Route 4, Route 9, Route 16, Route 17, Route 18 and Pokémon Mansion
  • Raticate - Route 16, Route 17, Route 18 and Pokémon Mansion
  • Clefairy - Mt. Moon and Celadon City
  • Jigglypuff - Route 3
  • Meowth - Route 5, Route 6, Route 8 and Route 7
  • Lickitung - Route 18
  • Kangaskhan - Safari Zone
  • Tauros - Safari Zone
  • Ditto - Route 15, Route 14, Route 13, Pokémon Mansion and Cerulean Cave
  • Porygon - Celadon City
  • Snorlax - Route 12 and Route 16

20 Water Pokémon encounters

  • Squirtle - Starter
  • Psyduck - Pallet Town, Viridian City, Route 22, Route 4, Cerulean City, Route 24, Route 25, Route 6, Vermillion City, Route 11, Route 10, Route 12, Fuschia City, Safari Zone, Route 13, Route 19, Route 20, Seafoam Islands, One Island, Route 21, Route 23, Four Island and Cerulean Cave
  • Golduck - Seafoam Islands and Cerulean Cave
  • Poliwag - Viridian City, Route 22, Route 25, Route 6, Fuschia City, Safari Zone, Route 23, Four Island and Cerulean Cave
  • Poliwhirl - Viridian City, Route 22, Route 25, Route 6, Route 23, Four Island and Cerulean Cave
  • Tentacool - Pallet Town, Route 4, Cerulean City, Route 24, Vermillion City, Route 11, Route 10, Route 12, Route 13, Route 19, Route 20, One Island and Route 21
  • Tentacruel - One Island
  • Seel - Seafoam Islands
  • Shellder - Pallet Town, Vermillion City and One Island
  • Krabby - Pallet Town, Route 4, Cerulean City, Route 24, Vermillion City, Route 11, Route 10, Route 12, Route 13, Route 19, Route 20, Seafoam Islands and Route 21
  • Horsea - Pallet Town, Route 4, Cerulean City, Route 24, Vermillion City, Route 11, Route 10, Route 12, Route 13, Route 19, Route 20, Seafoam Islands, One Island and Route 21
  • Seadra - Pallet Town and One Island
  • Goldeen - Viridian City, Route 22, Route 25, Route 6, Fuschia City, Safari Zone, Route 23, Four Island and Cerulean Cave
  • Seaking - Fuschia City and Safari Zone
  • Magikarp - Pallet Town, Viridian City, Route 22, Route 4, Cerulean City, Route 24, Route 25, Route 6, Vermillion City, Route 11, Route 10, Route 12, Fuschia City, Safari Zone, Route 13, Route 19, Route 20, Seafoam Islands, One Island, Route 21, Route 23, Four Island and Cerulean Cave

22 Poison Pokémon encounters

  • Ekans - Route 4, Route 11, Route 9, Route 10, Route 8 and Route 23
  • Arbok - Route 23 and Victory Road
  • Nidoran♀ - undefined
  • Nidorina - Route 11
  • Nidoran♂ - undefined
  • Nidorino - Safari Zone
  • Grimer - Pokémon Mansion
  • Koffing - Pokémon Mansion
  • Weezing - Pokémon Mansion

2 Fire Pokémon FIRE

2 steel pokémon steel, 2 ghost pokémon ghost, 2 dragon pokémon dragon, 3 ice pokémon ice, 6 fighting pokémon fighting, 6 rock pokémon rock, 7 grass pokémon grass, 7 electric pokémon electric, 8 ground pokémon ground, 8 psychic pokémon psychic, 9 bug pokémon bug, 12 flying pokémon flying, 16 normal pokémon normal, 20 water pokémon water, 22 poison pokémon poison, fire red boss battles.

In order to complete a Fire Red Nuzlocke and become the Champion, you will need to win 22 Boss battles throughout the Kanto region - ranging from bickering Rival & Evil team fights, to Gym Leaders & ultimately the Elite Four.

These can be a challenge, especially when your dear nicknamed nuzlocke mons are at risk. So below we've listed detailed overviews of all these fights! Giving you all the information you'll need to face everything from Blue's Squirtle to Lance's Dragonite .

8 Gym Leader fights

5 Elite Four fights

7 Rival fights

2 Evil Team fights

Select your starter type

Like all Pokémon games, you will have to select a starter. The type will update some of the boss teams to match. For example, if your starter was a grass type Blue might have a fire type to take advantage!

Gym Leader fights

- pewter city gym.

has a team of 0, made up of a level undefined undefined. The level cap for this fight is level null.

Pewter City Gym

- cerulean city gym, cerulean city gym, - vermillion city gym, vermillion city gym, - celadon city gym, celadon city gym, - saffron city gym, saffron city gym, - fuschia city gym, fuschia city gym, - cinnabar island gym, cinnabar island gym, - viridian city gym, viridian city gym, elite four fights, - indigo plateau, indigo plateau, rival fights, - s.s. anne, - pokemon tower rival, pokemon tower rival, - silph co. rival, silph co. rival, evil team fights, - rocket hideout, rocket hideout, - silph co..

Now that you're ready to take on the Pokémon Fire Red Nuzlocke Challenge , why not keep track of all your encounters with the Nuzlocke Tracker ? Start Tracking

IMAGES

  1. Pokemon FireRed Complete Walkthrough

    best safari zone pokemon fire red

  2. Pokemon Fire Red Safari Zone Map

    best safari zone pokemon fire red

  3. Pokemon Fire Red Safari Zone Map

    best safari zone pokemon fire red

  4. Safari Zone

    best safari zone pokemon fire red

  5. Pokémon FireRed and LeafGreen/Safari Zone

    best safari zone pokemon fire red

  6. Game Boy Advance

    best safari zone pokemon fire red

VIDEO

  1. Pokemon Fire red walkthrough part 40: The Safari Zone and HM03

  2. Pokémon Emerald

  3. pokemon red vc 20 safari zone

  4. Pokemon FireRed Catching Safari Zone Pokemon Glitch

  5. Lets Play Pokemon FireRed LeafGreen Part 13

  6. Safari zone Catching spree! How to catch more than 5 different rare pokemon

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. What is the best strategy in capturing a pokemon in "Safari Zone

    -If you run in a common pokemon (something like nidoran or rhydon): Immediately throw a safari ball-When you see a pretty rare poke (like nidorino or paras): Throw a rock once and when the pokemon doesn't flee, throw a safari ball-When you see a SUPER rare pokemon (such as tauros): Hit it with 2 to 3 rocks and pray that it doesn't flee.

  3. Safari Zone

    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 continue on north ...

  4. 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 ...

  5. What's the best strategy for ctaching scyther in the safari zone?

    If not, simply keep throwing balls and when you finally do catch one, pray it's of a good nature. Formerly known as Erk The Sage. GameFAQs member since February 2003. NDgamer1122 14 years ago #4. Throwing rocks ups the chance of catching it, but also ups the chance of it running away. Vice versa with the bait.

  6. 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 ...

  7. Safari Zone Guide -- New Pokemon!

    Let's find EVERY ITEM and EVERY POKEMON available in the Safari Zone! We also obtained a SHINY POKEMON!Welcome to Fuchsia City! One of the last few cities th...

  8. Pokéarth

    Pokémon LeafGreen: Nidoran♀: Doduo: Exeggcute: Venonat: Nidorina: Nidoran♂: Venomoth: Tauros: Kangaskhan: 20%: 20%: 20%: 15%: 10%: 5%: 5%: 4%: 1%: Level: Level ...

  9. Safari Zone

    Walkthrough. The Safari Zone is a large conservation area where players can attempt to capture various rare species of Wild Pokemon. Certain Pokemon found within the Pokedex can only be found in the Safari Zone, making it a vital area should you look to complete the Pokedex. In addition to having the opportunity to find loads of new Wild Pokemon, the Safari Zone has a few additional goals ...

  10. 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 ...

  11. Pokemon FireRed Complete Walkthrough

    Reviews: Route 15 (Silence Bridge), Fucshia City, Good Rod, Safari ZoneIt's been so long since I cleared Pokemon Emerald. So I've decided to start another Po...

  12. 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 ...

  13. 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.

  14. 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.

  15. 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.

  16. Appendix:FireRed and LeafGreen walkthrough

    This is an in-depth walkthrough for Pokémon FireRed and LeafGreen for the Game Boy Advance. These pages detail the remade iteration, not Pokémon Red and Blue. The guide for those games can be found here. Contents; Main Storyline ... Fuchsia Gym, Safari Zone: Part 12: Route 12, Route 13, Route 14, Route 15, Route 19, Route 20 (East), Seafoam ...

  17. Guide to Catching Chansey & Tauros in FireRed? : r/ProfessorOak

    If only there was a way for guaranteed catches. You can slightly increase your chances of finding Chansey's by using a max repel. Chansey will always appear as a level 26 in area 2. This means if you use a max repel AND have your leading pokemon a level 26 then you eliminate all encounters with levls 25 and under.

  18. Pokémon FireRed and LeafGreen In-Game Tier List

    Availability: Mid-game (Safari Zone (Center Area), levels 24-25). Typing: Grass / Psychic gives Exeggutor strong matchups against Erika, Koga, Giovanni, and Bruno, but Lorelei and Agatha are a bit more risky. Blaine is the only matchup Exeggutor truly struggles with. Stats: Exeggutor has good stats save for lacking Special Defense and Speed ...

  19. Fuschia City

    Fuschia City. By Hector Madrigal , Jason Burton , IGN-GameGuides , +801 more. updated Sep 10, 2012. Now that you have thwarted Team Rocket's clumsy efforts to corrupt Saffron City, it's time to ...

  20. Safari Zone Hunting : r/PokemonFireRed

    A subreddit dedicated to all things about Pokémon FireRed Members Online • Misery098. ADMIN MOD Safari Zone Hunting . Discussion What is the best method to getting the pokemon you want to catch in the safari zone. I need Kangaskan and Chansey for the Pokédex. Share Add a Comment. Be the first to comment ...

  21. 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...

  22. 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.

  23. 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.

  24. Nuzlocke Tracker

    Fire Red Boss Battles. In order to complete a Fire Red Nuzlocke and become the Champion, you will need to win 22 Boss battles throughout the Kanto region - ranging from bickering Rival & Evil team fights, to Gym Leaders & ultimately the Elite Four. These can be a challenge, especially when your dear nicknamed nuzlocke mons are at risk.