![]() Walk down and follow the narrow path to the right to find the Card Key, which opens the building's electronic doors. Defeat the Rocket, jump on the warp, and warp right back. Climb the stairs to 4F.īeat the Rockets here, pick up TM41 ( Torment) in the eastern room, and climb to 5F.īeat the Rocket and Scientist near the stairs, and follow the hallway to the south to find a Rocket next to a warp tile. Warp back to 3F.įight the lone Rocket and take the warp in the southwest to a locked room on 5F. The woman here offers to teach Thunder Wave to one of Red's Pokémon you can access her at any point, even after all Rockets have been defeated. Step out of the elevator and take the warp near the stairs back to 2F. There is no way to bypass the electronic doors yet, so step on either warp to teleport to 8F.Ĭlear out the Rockets here, then grab the Iron from the eastern room. In a potted plant outside the president's office (hidden)įrom the president, after defeating Giovanni Northeast room, in a potted plant (hidden) Larger southwest room, in a potted plant (hidden, requires Card Key) Smaller southwest room (hidden, requires Card Key) Northwest room, in a potted plant (hidden)Įast-central room, in a potted plant (hidden, requires Card Key) Smaller central room, in a potted plant (hidden, requires Card Key) Larger central room, in a potted plant (hidden) Southeast room, in a potted plant (hidden) Southeast corner, in a potted plant (hidden) West-central room, near the Scientist (requires Card Key) Southwest room, in a potted plant (hidden) ![]() When medical attention becomes an issue, either leave for the Pokémon Center or look for the woman in the southwest corner of 9F. Taking the direct route to the top floor avoids most of the 31 battles here and gets right to the boss, after which Red can collect the items without opposition. The objective is to reach the top floor and rescue the Silph president from Giovanni. The company uses warp tiles to allow their employees to quickly move around the huge building, which create a giant maze leading to Giovanni. is taking a nap, leaving a perfect opportunity to sneak inside. We’re sure people will have lots of different opinions on such a controversial topic, so let us know if we’ve missed something, or if you think they should be ranked differently.The Rocket outside Silph Co. That concludes our ranking of the FireRed and LeafGreen starters. While certainly a threatening Pokémon later in the game, early-game usefulness is key in a Nuzlocke, and Charizard simply doesn’t bring enough to the table to make up for its shortcomings, earning our third-place spot. Our generation one critiques still hold: Charmander’s weaker defensive stats are dangerous in a Nuzlocke, and its type advantages against Grass and Bug-types can be replaced by catching a Spearow or Pidgey, both common early encounters. If you’re unable to catch a Mankey and Bellsprout/Oddish before those battles, you’ll have a difficult time indeed, and those catches aren’t guaranteed in a Nuzlocke. Unfortunately for Charmander, its type disadvantages against the first two Gym Leaders are too crippling to ignore, and few options exist on the early routes to provide players with other coverage options. This poor fan-favorite just can’t seem to catch a break. Still a solid choice, Squirtle gets our second-place pick. So, while Squirtle is a solid anchor for your team early on, it becomes somewhat redundant once Lapras is acquired, and in a Nuzlocke challenge, it’s incredibly important to get the maximum value out of each of your limited Pokémon. The second and bigger problem is that everything the Squirtle line does, your free Lapras does as well or even better, thanks to its additional Ice-typing. First, while it has solid type matchups against a few important early game opponents, it simply can’t compare to the important early-game dominance that Bulbasaur provides (though this can be mitigated somewhat if you’re able to catch an Oddish or Bellsprout after battling Misty). Relatively early access to a powerful Water-type move in Surf is a big bonus for the Squirtle line, but it’s held back slightly by a couple of things. Squirtle’s good typing, type advantage against the first Gym, and great defensive stats make it a solid choice in generation three.
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