Vermilion City to Celadon City
Vermilion City: the construction-site dispute (choose a side)
Section titled “Vermilion City: the construction-site dispute (choose a side)”Continues in Vermilion City: after the construction-site clash.
Where: the Vermilion Pokémon Center. From the street scene when you first arrive in Vermilion until the clash, Blue stands with his Wartortle in the middle of the room, about six steps up from the door. Green (male player) or Red (female player) stands with Ivysaur on the left (west) side.
Who gets it / when: everyone. It’s story, but the answer changes gifts and your romance options.
How it works:
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Talk to either partner. Blue was turned away at the Gym because the Leader has no time; both ask whether you know what’s going on in town. Answering Yes before you’ve gathered the facts gets “Go ask around town some more”.
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Hear out all six people in town (talking to them is enough):
Who Where Lt. Surge at the fenced construction site east of the Pokémon Center Granny Kin right next to Surge, on his east side Resident (Surge applied for a ban 30 days ago) a few steps south-west of the Poké Mart door Sailor (the city was built by sailors) south, near the port: about eight steps north of the Harbor door Man (Professor Birch warned about a Diglett disaster) the south-east corner of town Woman (grew up in Vermilion) just west of the construction site Warning: the next Yes picks your side and locks one partner out of the romance route (see the table below). It can only be undone by the Six Island wish.
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Go back and answer Yes again. The partner you talk to decides your side:
- Blue: “Are you coming with me?” to help Lt. Surge hold the site entrance against the townsfolk. Yes = law side.
- Green / Red: “Will you help me?” to help the townsfolk stop the construction. Yes = townsfolk side.
- Answering No sets nothing; that partner goes it alone (“Tch. I can handle it without you.” from Blue, “Looks like it’s up to me” from Green/Red). You can ask again.
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Saying Yes heals your party, ends the day and starts the clash next morning (Lorelei then announces the League’s ban). The law side fights two Multi Battles in a row; the townsfolk side fights one, against Lt. Surge and Blue.
What the choice changes:
| Law side (Blue) | Townsfolk side (Green/Red) | |
|---|---|---|
| Romance | Green/Red is locked out as your partner | Blue is locked out as your partner |
| Thank-you gifts | no King’s Rock, no Big Mushrooms | King’s Rock (the sailor near the port) and 2 Big Mushrooms (the woman west of the site) |
Gifts both sides get (Vermilion City: after the construction-site clash): 2 Cheri Berries, a Magnet, and Lt. Surge’s Light Ball (a Thunder Stone for Pikachu starters).
Notes: this is the earliest romance lock in the game. If you want Blue later, side with Blue here; if you want Green (male player) or Red (female player), side with them. The lock is not quite final: the one-time Amulet Coin wish in the Island Forest on Six Island (“I want to be more attractive”) lifts it again. Lt. Surge’s line after the badge does not change with your side: everyone hears the townsfolk version. The King’s Rock matters for Cerulean’s TM04 trade.
If you lose the clash: you white out and the side choice is reset, so you choose again and can switch sides. The romance lock from your first choice stays, so switching locks out both partners (until the Six Island wish). (Read from the scripts; not confirmed in game.)
Technical source (script files and flags)
file 777 (scripts 2, 11; L376–L677: law side sets flags 1064 and 2141 and clears 1065 at L614; townsfolk side sets 1065 and 2153 and clears 1064 at L651; both set 1058 and var 0x40A4 = 1), file 774 (scripts 1, 12, 13, 21, 23, 24; L2345, L4014, L4089, L4135, L4040, L7768). Partner positions in the Pokémon Center ≈9,13 (Blue) and ≈3,15 (Green/Red), shown until the arrival scene (file 774 script 14, step trigger ≈1297,295 outside the Pokémon Center; first run at L2623 clears hide flag 1058). Town positions: Surge ≈1312,297, Granny Kin ≈1314,297, resident ≈1308,312, sailor ≈1308,332, man ≈1325,333, woman ≈1304,298. The clash clears both 1064 and 1065 (774 L2664/L2668 and L4909/L4913); only the end of the townsfolk route sets 1065 again (774 @9403). Law side battles: 141+145+967, then 141+968+969 (boys) / 141+971+969 (girls); townsfolk side: 968+142+970 (boys) / 971+142+970 (girls). Every clash loss whites out (L6321). Surge’s post-badge line checks 1064 (file 776 @917), which is always clear by then, so the law line 478#18 is unreachable (hack finding). Six Island wish: file 55 (Island Forest) L3017–L3094 clears 2141–2145 and 2153–2157, once only (flag 2194), skipped if flag 2300 is set. Dialogue: Green/Red 479#23/24, Green/Red No 479#31/32, Blue No 479#7/#8.
Vermilion City: the Good Rod (show Ryochi a Horsea)
Section titled “Vermilion City: the Good Rod (show Ryochi a Horsea)”Where: the Fishing Guru’s house, the westernmost door on Vermilion’s north row (five steps west of the Pokémon Center door). Ryochi, vice-president of the Kanto Fishing Association.
How it works:
- Talk to Ryochi. He asks you to hook a Horsea and show it to him. Then “Do you have a Horsea with you?” → Yes → pick it from your party. He only looks; you keep it.
- Ways to get a Horsea:
- The wild Horsea in the water on the west side of town, five steps west of the central house’s south-east door: feed it 5 Yache Berries and catch it (Lv. 25, Vermilion City: feed the Wingull and the Horsea).
- Easier (townsfolk side only, after the clash, before you get the Good Rod): after talking to Ryochi, talk to the angler on the south shore, a few steps south-east of the central house’s south-east door. He fishes the shore Horsea up for you, or, if it’s already gone, just gives you one: Horsea, Lv. 25 (needs a free party slot, one time). “Don’t tell Ryochi I fished up that Horsea for you.” He won’t help while you’re carrying Oak’s Parcel.
- Fishing one up with the Old Rod doesn’t work: Horsea never appears on the Old Rod.
- Show it to Ryochi.
Reward: Good Rod. After that he only talks about the Lake of Rage angler.
Notes: showing the wrong Pokémon gets “That’s not a Horsea…”; you can retry freely. The angler only helps after you’ve spoken to Ryochi.
Technical source (script files and flags)
file 779 (script 1; Ryochi clears flag 1419 after the Good Rod, @222), file 774 (script 20; L3932, L7523, L7640). Fishing Guru door ≈1292,294; shore Horsea ≈1305,319; angler ≈1312,321. The angler (774 script 20) needs flag 1056 (clash over), 1065 (townsfolk side), 1419 (Ryochi’s request active), no item 484 (Oak’s Parcel) in the Bag, and 1867 clear (his one-time gift, set when he gives it). Horsea appears only in Surf, Good Rod and Super Rod slots across all encounter tables, never Old Rod.
Vermilion City: the Pokémon Fan Club (three members → Bike Voucher)
Section titled “Vermilion City: the Pokémon Fan Club (three members → Bike Voucher)”Where: the Pokémon Fan Club, south-west of the Pokémon Center (the westernmost door on the middle row of houses).
How it works: the chairman won’t reward you until you’ve won over three members. Do them in any order:
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Pokéfan Roxy (west side, next to her Bayleef): “Want to battle and see?” → Yes. Bayleef, Delcatty, Nidorina, all Lv. 21. Losing whites you out; you must win for it to count.
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The Clefairy fan (south-west): wants a Clefairy Poké Doll. Buy a Poké Doll (Vermilion Mart, $1,000) and give it to him. He gives you Leftovers.
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The quiz lady (north, beside the chairman): eight questions. One wrong answer ends the quiz (“Wrong! Think it over and come back.”) and you restart from question 1. Unlimited retries.
# Question Answer Position 1 Which is the smallest? Diglett 2nd 2 Which is the lightest? Chingling 4th 3 First round of a Super Contest judges… Condition and coat 3rd 4 How many rounds in a Super Contest? 3 1st 5 Which can’t learn Attract? Staryu 2nd 6 What does infatuation do? Can’t attack 50% 4th 7 Which does NOT raise friendship? Winning battles 2nd 8 What kind of Pokémon do you like best? any answer Reward: Shed Shell.
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Talk to the chairman (north-east). He makes you an Honorary Member and gives you the Bike Voucher. Take it to the Cerulean Bike Shop for a Bicycle.
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Talk to him again and say Yes to his story for one more gift: Thunder Stone if you chose Charmander, Rare Candy otherwise. Needs Bag space.
Notes: this is the only Bike Voucher source found in this page. The Bike Shop checks only for the voucher, with no badge check.
Technical source (script files and flags)
file 780 (scripts 1–4, 8; flags 1075 Roxy, 1077 Clefairy fan, 1076 quiz, 1078 voucher, 248 extra gift), file 764 (Bike Shop), trainer 521. Fan Club door ≈1293,309.
Vermilion City: the seaside cook (Shoal Salt + Big Mushroom)
Section titled “Vermilion City: the seaside cook (Shoal Salt + Big Mushroom)”Where: the east half of the central house. Use the door directly south of the Poké Mart, across the street (the house’s south-east door), not the west door.
How it works: the cook wants seasonings for seafood. Bring 1 Shoal Salt and 1 Big Mushroom and talk to her; she takes both automatically. If you’re missing either, she just repeats the request.
- Shoal Salt: the old street merchant in Vermilion ($2,000; he stands about 16 steps east of the Poké Mart door and is always there; he also sells Deep Sea Tooth and Deep Sea Scale for $2,500 and Soft Sand for $3,000), S.S. Anne shops/gift.
- Big Mushroom: the townsfolk-side gift above (2), Route 9 shop ($3,000), hidden items elsewhere.
Reward: 3 Sacred Ash (“the soot from the bottom of my pot”). One time.
Technical source (script files and flags)
file 781 (script 3; flag 1074). Door ≈1310,318. Street merchant: file 774 script 27, ≈1326,310.
S.S. Anne: Teddiursa’s honey and the salt (starts the party)
Section titled “S.S. Anne: Teddiursa’s honey and the salt (starts the party)”Where: on board the S.S. Anne, after the boarding speech. The girl with the Teddiursa and her grandfather are in the first north-west cabin (1F north-west rooms, the door at the top left of the hall). The cook is in the kitchen on B1F: take the stairs at the top middle of the hall down, and he’s a few steps to the right, next to the fridge. The Captain is in the captain’s cabin (1F, far east door).
Who gets it / when: everyone. You need it to move the story on: the party (and the hijack after it) starts only once you’ve given the girl Honey and met the Captain.
How it works:
- Talk to the girl. Her Teddiursa won’t eat the ship’s food and she asks you to get Honey from the kitchen.
- The cook on B1F has Honey but has run out of salt. He asks for salt in exchange. (He only asks once the girl has asked you for Honey; before that he just mutters about the salt.)
- Get one Shoal Salt. There are three ways:
- Blue (in the main hall, 1F west) gives you one free, but only if you’re carrying less than $6000 and have no Shoal Salt in your Bag, and only after the cook has asked for salt. With $6000 or more he just talks about the party. Green/Red only says “ask Blue”. Blue’s offer uses the same “party not started yet” check as the Captain’s HM01, so it should work whenever the Captain still gives HM01 (not confirmed in game).
- The merchant in the north-west rooms (lower-right cabin) sells one for $6000 (“four times the price”), also only after the cook has asked.
- Any Honey you already carry also works. The girl only checks that you have Honey, so you can skip the salt step entirely.
- Give the Shoal Salt to the cook → Honey.
- Give the Honey to the girl (“Give away the Honey?” → Yes).
- Talk to the Captain in his cabin: he gives you HM01 (Cut).
- When both 5 and 6 are done, the party is announced.
Reward: HM01 from the Captain; Water Stone from the grandfather.
The Water Stone is missable. If you meet the Captain first and then give the Honey, the grandfather hands over the Water Stone automatically. If you give the Honey first, you must talk to the grandfather yourself before you see the Captain. Meeting the Captain starts the party, and the grandfather leaves the cabin for good. Safest order: Captain first, Honey second.
Technical source (script files and flags)
file 161 (scripts 1, 3, 4; L1235, L1323, L1436, L1845), file 162 (script 4, L1551, L2797), file 156 (script 22, L4568, L6651; script 24, L6710), file 157 (script 5, L514). Cook on B1F ≈30,4 (north side, middle; the B1F stairs arrive at ≈24,3). Blue’s free salt (file 156 script 22) needs flag 1422 (the cook has asked), less than $6000, no Shoal Salt (item 70) in the Bag, and flag 1440 set (the pre-party state). No script command sets 1440 before the first voyage (only 156 @6350, after the hijack; all script files scanned). The Captain’s HM01 (157 script 5, @124) needs the same flag, so it must be set on boarding outside the scripts. The cook asks for salt only after the girl’s request (162 script 4 checks flag 1421, set at 161 @227). The salt merchant (file 161 script 3) also sells only after 1422.
S.S. Anne: the party battles and the missing Teddiursa
Section titled “S.S. Anne: the party battles and the missing Teddiursa”When: as soon as the party starts (see above). The party guests are in the 1F main hall (west side).
How it works:
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The waiter with the “special Pokémon food” (hall, far west) won’t serve until you’ve had all six party battles:
- Blue (hall, north-west),
- the “old boy” (hall, west),
- the Raticate Gentleman (hall, west),
- the Trainer at the north of the hall. If you already battled this Trainer in the south-east cabins before the party, that battle counts,
- the Trainer on the west side who “had my eye on you”,
- the Psychic student of Sabrina’s (hall, north).
Blue, the old boy and the pre-party cabin battle count whether you win or lose. Losing to Blue or the cabin Trainer costs nothing, but losing to the old boy (or any other party Trainer) still whites you out.
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Then the waiter offers the food, but the girl runs up: her Teddiursa has run off.
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Go to the B1F kitchen. Teddiursa is eating honey from the fridge. Talk to it and it goes back to her.
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Walk back into the hall and the Team Rocket hijack begins (story).
Reward: none beyond the battles (the girl and grandfather only thank you afterwards). The Raticate Gentleman also offers his Raticate for a Butterfree once beaten (an in-game trade).
Notes: your Pokémon didn’t eat the food, so you and Green/Red fight Team Rocket in three Multi Battles in a row. Losing one whites you out to the top of the main hall, next to the stairs down to B1F, and you try again.
Ship shop during the party: the merchant in the hall sells Shoal Salt $1500, TM21 Frustration $4000 (the menu calls it TM63; see Known issues), Liechi Berry $800 and Ganlon Berry $800. This is the only time these berries are on sale here.
Technical source (script files and flags)
file 156 (scripts 30–32, 34, 40; L4502, L4604, L4721, L4887; script 20 shop L4270–L4444), file 162 (script 5, script 6), file 158 (script 5). Blue (flag 1423, @4524), the old boy (1424, @4622) and the pre-party cabin battle (file 158, flag 1517) are set before the battle or without a result check. Hijack loss: L5829 whites out and warps to 1F ≈24,3.
S.S. Anne: defuse the bomb or the ship sinks (one chance)
Section titled “S.S. Anne: defuse the bomb or the ship sinks (one chance)”Where: B1F engine room, at the far east end of B1F. Before the hijack, a crewman there mutters about “hitting the propeller shaft from the side” and claims to be doing maintenance.
When: only between the hijack and your fight with Archie in the captain’s cabin.
How it works:
- After the hijack, go down to B1F and talk to the “maintenance” man in the engine room. He admits he planted a bomb and battles you.
- Beat him and he removes the bomb.
- Then go up the engine-room ladder and fight Archie. His first battle (Crawdaunt Lv. 40) can be lost: you don’t black out, and Blue and Green/Red arrive either way. The final battle is still you alone against Archie (Walrein Lv. 44, Whiscash Lv. 43, Kingdra Lv. 45); your friends only deal with his other Pokémon in the scene afterwards. The final battle must be won (see below).
| Bomb | After Archie is beaten |
|---|---|
| Defused | Archie flees, the Captain retakes the ship and sails back to Vermilion. Outside, Lt. Surge gives you a Magnet. |
| Not defused | Archie escapes and the engine blows. The ship sinks; you, Blue and Green/Red survive in life jackets and wake up in the Vermilion Pokémon Center. No Magnet. |
Losing the last Archie battle also sinks the ship, even with the bomb defused: there’s no white-out, the game goes straight to the sinking. So: defuse the bomb and win the last battle.
Why it matters: the sinking lasts a long time. Later NPCs in Violet City, Olivine City, Ecruteak City (including the photo-album house) and on Victory Road 3F speak as if passengers died, for example a woman whose boyfriend “can never come back”. There is no retry on the ship once you’ve fought Archie. The only way to undo it is the Celebi trip at the Ilex Forest shrine, after your final Hall of Fame entry. You must already have received both Shaymin and Celebi at the shrine. With Celebi as your first healthy Pokémon, pick “I can’t watch innocents be killed” and beat Archie there. If Celebi or Shaymin was just shown at the shrine, leave Ilex Forest and come back first.
Technical source (script files and flags)
file 162 (script 9, L2090, L2103; only @2154 sets the “bomb defused” flag 1425), file 157 (script 4, L1710, L1834–L2134, L2197–L2852; final Archie battle is trainer 177 at @1542, a loss jumps to the sinking at L2154; the sinking sets flag 1093 at @2852); flag 1093 checked in files 52, 110, 854, 907, 916, 925. Engine-room man ≈55,7 on B1F. Undo: file 52 script 6 (Ilex Forest shrine), after the Hall of Fame (flag 2261), needs flags 2296 and 2297 set and 2298 clear and Celebi as the first non-fainted Pokémon; beating Archie (trainer 177) clears 1093 (@4858). 2298 is set whenever Celebi or Shaymin is shown at the shrine; only re-entering Ilex Forest (file 92) clears it.
Diglett’s Cave: the warm stone in the statue (after the Silver Conference)
Section titled “Diglett’s Cave: the warm stone in the statue (after the Silver Conference)”Where: the broken Pokémon statue deep in the cave, in the north-east part of the lower cave, about ten steps west of the hiker who says the cave is unusually hot.
When: from the Silver Conference closing ceremony on (right after President Goodshow declares it closed). Before that the statue is only described. It opens at the start of the League HQ investigation and stays open.
How it works: examine the statue → “There seems to be a hole in the top. Reach in and feel around?” → Yes.
Reward: Magma Stone (key item, used for Heatran in Union Cave). Afterwards the hiker says the cave has cooled down.
Also here (after the final Hall of Fame): Brock is meant to stand in the north of the cave, near the Route 2 exit, and offer a souvenir photo after your final Hall of Fame entry between 5 and 8 pm. Because of a hack bug he can never appear: the time check asks for the hour to be 17, 18 and 19 at the same time.
Technical source (script files and flags)
file 5 (script 4, L532, L749; script 1, L473, L608; script 8). Statue ≈23,75; Brock ≈36,4. The statue needs var 0x40A2 ≥ 13, set right after Goodshow’s closing line at the Silver Conference closing ceremony (file 107 @9518); Goodshow’s briefing (file 31 @1625) sets 14. Brock: file 5 L608 hides him (flag 610) unless the hour is 17 and 18 and 19 (same pattern as the Celadon street photographer; hack finding).
Route 11: the Swablu from the shelter
Section titled “Route 11: the Swablu from the shelter”Continues Route 5: the Pokémon shelter raid.
Where: the west end of Route 11, just south of the Diglett’s Cave entrance. A little girl stands there with the Swablu right beside her.
Who gets it / when: anyone who has finished the Route 5 raid, either by winning it or by refusing to help. (Losing the raid battle only whites you out and the raid replays.) Walking up to the girl, from the west or from the north-east, starts the scene.
How it works:
- A Shady Guy tries to catch the girl’s (wild) Swablu so he can sell it. You’re asked “Stop Swablu from being caught?”.
- Yes: battle Shady Guy Wayne (Ariados, Swellow, Girafarig, Lv. 22). Win and the girl gives you 2 Leppa Berries. A loss whites you out and the scene replays.
- No: he catches the Swablu and leaves. The girl cries, and the Swablu part of the quest is over.
- Returning the Swablu needs two things: you won the Route 5 raid, and you took the Pokémon you saved (Bulbasaur for Pikachu starters, Growlithe for everyone else) from the shelter house. Until then, talking to the Swablu only gets its cry.
- Talk to the Swablu: “Isn’t this the Swablu that belongs to the girl in the house on Route 5? Take Swablu with you?” → Yes. The girl asks whether she can keep looking after it, then “Take Swablu with you?” again:
| Choice | What happens | Reward |
|---|---|---|
| Yes (take it home) | You’re taken straight to the Route 5 house. The owner thanks you and tells you to keep the Bulbasaur/Growlithe. | 3 PP Max |
| No (let the girl keep it) | Go to the Route 5 house yourself and tell the owner. She agrees. Then go back to the girl on Route 11. | 1 PP Max from the owner, then 2 Chesto Berries from the girl |
Notes: if you refused to help in the Route 5 raid, the Route 11 scene still plays, but the Swablu can’t be returned. The stolen Pokémon doesn’t come back anywhere on Route 11. Missable: if the raid never happened by the time Sabrina laughs in Pokémon Tower (the start of the Saffron takeover), the game closes it as lost. The Route 11 girl then says her Swablu “got taken away”, although no scene played.
Technical source (script files and flags)
file 197 (scripts 1, 7, 8; L899, L1627, L2739, L3493), file 183 (script 2, L669), file 179 (L2446/L2812 set flag 305 “raid won” and reset var 0x40BE to 0, which arms the Route 11 scene; refusing also resets it; a loss against trainer 966 only whites out at L2876), file 17 L12165 (takeover: sets 1043, clears 305). Return conditions: flag 305 set and flags 1046 and 1047 both set. Both are pre-set by file 9 L5538/L5542; the raid win clears only one (file 179 L2462 Bulbasaur or L2828 Growlithe), and taking that Pokémon sets it again (file 183 L232/L420). Girl ≈1359,311, Swablu ≈1358,311; trigger tiles ≈1356,312–314 and ≈1362–1363,310.
Route 11: cut the grass or save it (choose a side)
Section titled “Route 11: cut the grass or save it (choose a side)”Where: the middle of Route 11, about halfway between Diglett’s Cave and the east gatehouse. A man with a Scyther wants to clear a path. A Guitarist with an Electabuzz defends the Pokémon’s habitat.
How it works: talking to either one plays their argument. Then talk to the one you want to help and answer Yes.
Warning: you only get one choice, and it decides which reward you get and who turns up again on Victory Road 3F. You fight the other one. Your helper says they’ll take three of the Pokémon, but the battle is an ordinary single battle.
| Side with | You battle | Reward |
|---|---|---|
| The grass cutter (Scyther) | Guitarist Gideon: Electabuzz, Lunatone, Rotom (Lv. 22) | Metal Coat |
| The environmentalist (Electabuzz) | Ace Trainer Ursula: Scyther, Seviper, Diglett (Lv. 22) | Electirizer |
Notes: you only get one choice. The loser leaves. A loss whites you out and you can try again. Victory Road 3F checks which side lost, so the losing side comes back on Victory Road 3F in the final chapter.
Technical source (script files and flags)
file 197 (scripts 5, 6; L1335, L2239, L2489, L3415, L3466; the argument sets flag 1894 at @1570; the loser’s hide flag is 1610 or 1895), file 110 (Victory Road 3F checks 1610/1895). Positions ≈1377–1380,305.
Route 9: the Squirtle Squad steals your Pokédex (Pikachu starters only)
Section titled “Route 9: the Squirtle Squad steals your Pokédex (Pikachu starters only)”Where: Route 9. The trap is a Poké Ball on the ground at the far west end of the route. The gang waits further east, on the north side of the route.
Who gets it: Pikachu starters only. With other starters, the Poké Ball is a plain Lum Berry and none of the following happens.
How it works:
- Pick up the Poké Ball. It explodes, and your Pokédex is stolen: it’s gone from your menu. The Squirtle gang appears.
- Walk east to them; the scene starts as you come up below them. Your lead Pokémon says you have to win it back: battle Squirtle (Lv. 5). A win returns the Pokédex. A loss whites you out and the scene fires again. The Pokédex stays missing until you win.
- Two Team Rocket grunts net the worn-out gang. Squirtle escapes, and a police officer appears who wants to arrest it.
- Walk further east. The grunts beat the officer, then set their Electrike on Squirtle. “Things look bad. Step in and help Squirtle?”
- Yes: Double Battle against the two grunts (Mightyena, Chingling, Spheal / Shuppet, Corphish, Flaaffy, Lv. 17–18). Win and the whole gang is freed. A loss whites you out and the scene fires again.
- No: Squirtle and its friends are taken “to Master Ariana”. That branch isn’t followed up on Route 9.
- If you saved them, talk to Squirtle: “Will you take Squirtle as a partner?” → Yes gives Squirtle, Lv. 5. The officer keeps the rest of the gang to train as a police squad.
Notes: missable. When Sabrina laughs in Pokémon Tower (the start of the Saffron takeover), the game closes this quest if you never picked up the Poké Ball, or if you’ve won the Pokédex back but haven’t reached the grunt scene yet. The same step also marks the ball as picked up for every starter, so other starters lose the Lum Berry in it if they haven’t taken it by then. If your party is full, Squirtle waits for you to make room.
Technical source (script files and flags)
file 190 (scripts 3–6, L1483, L1634, L2781, L4060, L3254, L4686), file 17 L12442–12551. Pikachu starters: flag 1288. Stolen Pokédex: flag 107 cleared. Ball ≈1356,139; gang ≈1384–1386,134–135; first trigger ≈1383,138; second trigger ≈1389–1398,139–142. Line 333#12 is spoken by the species in party slot 0. Grunt Double Battle: trainers 972+973. Takeover fallback (file 17 L12442): closes the quest only if flag 1094 (ball picked up) is clear or var 0x40B0 == 0, jumping to L12539, and sets 1094 for everyone.
Route 9: the Butterfree girl (release it or keep it)
Section titled “Route 9: the Butterfree girl (release it or keep it)”Where: the east half of Route 9, a girl with her Butterfree a few steps south of Veteran Dawn.
How it works: she can’t decide whether to release her Butterfree so it can breed. The talk can go up to five menus deep (Keep → Day Care → “oh well” → “keeping it is fine” → a last choice). What counts is your last answer:
- She releases it after “True. Wild Pokémon are prettier.”, “Yes, that would be selfish.” or “Breeding is sacred. Let it go.”.
- She keeps it after “…They just say that for money.” or “Look around. Shouldn’t be hard.”.
- “Just passing by” ends the talk at any menu, and you can ask again.
Reward: none on Route 9. Follow-up: once she has released it, Route 12 has Bug Catcher Harlan, who has caught “Butterfree flying in from the north” (two Butterfree, Lv. 32). That follow-up is on the Route 12 page.
Technical source (script files and flags)
file 190 (scripts 13, 19; L3609–L6095; release sets flag 1103, keep sets 1882), file 199 script 21. Girl ≈1409,147.
Route 9: the Paras mushroom picker (Repel → Zinc)
Section titled “Route 9: the Paras mushroom picker (Repel → Zinc)”Where: Route 9, a man with a Paras on the north edge of the route, about 17 steps east of the route sign in the west part. Not for Pikachu starters: they never meet him. Everyone else finds him there whenever they reach Route 9.
How it works: he needs a Repel to numb his Paras before picking its mushrooms. Answer Yes while you have a Repel and he gives you a Zinc (one time). Afterwards he sells Big Mushrooms ($3,000) and TinyMushrooms ($1,000).
Notes: he actually takes an Oak’s Parcel instead of the Repel (see Known issues), so in practice you keep your Repel.
Technical source (script files and flags)
file 190 (script 17, L3875, L5310; Zinc flag 385). Position ≈1384,135. His hide flag 2274 is set by the Mt. Moon Rocket battles (file 7 @2056), cleared at the end of the roadblock (7 @2930), and set again for Pikachu starters only (file 9 @5969); nothing clears it after that.
Rock Tunnel: hide-and-seek (find four hidden kids)
Section titled “Rock Tunnel: hide-and-seek (find four hidden kids)”Where: the schoolkid “seeker” stands on the east side of the lower level of Rock Tunnel. The four friends are hidden across the tunnel.
How it works: you don’t need to talk to the seeker first. The friends can be found in any order, except that the fake archaeologist needs the corner kid first.
| Friend | Where | How to expose them |
|---|---|---|
| Corner kid | the far south-east corner of the lower level | Talk to him. He battles you. |
| Fake archaeologist | the middle of the lower level | Only after the corner kid: “Believe the schoolkid?” → No, then battle. |
| “Pikachu” | the north part of the lower level | “Try to catch it?” → Yes. Then answer Yes to both questions (perfect disguise? Pikachu cutest?) to expose him with no battle; any No means a battle. |
| Ninja “boulder” | a rock in the far north-west of the upper level | “Use Rock Smash?” → Yes, then battle. You don’t need a Pokémon that knows Rock Smash. |
Reward: back at the seeker: TM80 Rock Slide (once).
Notes: losing to the corner kid doesn’t white you out. Because of a hack bug the game jumps into the “Pikachu” kid’s dialogue with your party fainted: Yes, Yes there completes that kid with no battle; any No starts his battle, where a loss does white you out. The corner kid still counts as not found, so talk to him again and win. (Read from the script; not confirmed in game.)
Technical source (script files and flags)
file 129 (scripts 8, 10, 11, 12, 18; L2775, L2805, L3752, L3782, L4328, L4368). Seeker ≈47,77; corner kid ≈43,98; archaeologist ≈30,86; “Pikachu” ≈22,69; boulder ≈14,10. Corner kid is trainer 606; a loss jumps to the “Pikachu” kid’s dialogue at L3782 (looks like a wrong jump label; hack finding); his battle is 194.
Power Plant: Zapdos and the ecologist
Section titled “Power Plant: Zapdos and the ecologist”Where: the abandoned Power Plant on Route 10, about 20 steps south of the Route 10 Pokémon Center. The ecologist stands just inside the entrance, a few steps north of the door, with her Muk. Zapdos is in the north-west corner of the building.
Before your final Hall of Fame entry:
- Talk to Zapdos: “Try to catch it?” → Yes starts a trainer-style battle against a Lv. 90 Zapdos (Heat Wave, Thunderbolt, Hurricane, Thunder Wave). You can’t catch it. A loss whites you out.
- Win and the ecologist runs up: “Stop trying to catch Zapdos?”. No only makes her plead again. Answer Yes to get TM25 (Thunder). After that, Zapdos only cries until after your final Hall of Fame entry.
After your final Hall of Fame entry (the one after you beat Giovanni at League HQ): talk to Zapdos → a wild Lv. 90 Zapdos you can catch. If you knock it out, catch it or run, it’s gone until your next Hall of Fame entry. There’s no TM25 here after the Hall of Fame (another TM25 is on Route 43).
Team Rocket chain (League HQ investigation, round 1, before your final Hall of Fame entry): after the intelligence briefing in the Pokémon League building (the one President Goodshow sends you to), the ecologist at the entrance warns you. Deeper in, Lawrence’s grunts attack: a Double Battle against two Grunts (Lv. 63–65). Lawrence then catches Zapdos with a special Ball and leaves for Moltres on Cinnabar Island. After the chain ends, the ecologist says Zapdos flew back and asks you to catch it.
Notes: the first Zapdos fight is at Lv. 90. It’s optional, and TM25 is the only reward. The ecologist herself gives no item.
Technical source (script files and flags)
file 196 (scripts 11–14; L774, L1668, L1813, L1877, L1044; TM25 is item 352, flag 1720, given only after the trainer battle 360; post-Hall of Fame checks flag 2261; the wild Zapdos sets 1786, which fleeing also triggers), file 822 L2478 (clears 1786 at the next Hall of Fame entry), file 31 L2273/L2283 (zone 187, the Pokémon League building: clears 1124 and sets var 0x4078 = 2; Lawrence leaves with 0x4078 = 4, file 812 next). Grunts are #620/#621. Door ≈1423,184; ecologist ≈5,58; Zapdos ≈12,9.
Route 10 / Lavender Town: the girl who waits (the Lavender curse)
Section titled “Route 10 / Lavender Town: the girl who waits (the Lavender curse)”Where: a girl on Route 10, a few steps south-east of Rock Tunnel’s south exit. The fortune-teller’s house is on Lavender’s south side; the storyteller lives next door, five steps to the west.
How it works:
- Talk to the girl on Route 10: “So you’ve finally come? … Please don’t go…” She vanishes. A man in the House of Memories mentions a beauty on Route 10 who vanished.
- In the fortune-teller’s house, ask for a reading (Yes). Having met the girl, you’re told you face “a bloody calamity” and offered 10 Cleanse Tags for $30,000. If you’re short, she takes all your money instead and still hands over the tags. Both Yes and No start the curse.
- The curse: every time you try to walk out of Lavender (north, west or south exit), you hear “I want to see you…” and “A mysterious force pulled you closer!”. You can’t leave on foot. Fly works.
- To end it, buy the tags. At an exit you’re asked “Use 10 Cleanse Tags for protection?” → Yes. You’re still pulled back, but the fortune-teller is now replaced by the girl. She appears even if you no longer have all 10 tags: the game just says “You don’t have that many Cleanse Tags!”.
- Go into the fortune-teller’s house and talk to the girl (just entering doesn’t start the scene). The girl turns out to be a Gastly (Lavender’s husband). “Stay in Lavender Town?”
- Yes: the curse stays. Talk to her again to replay the scene.
- No: battle “Gastly” (Venusaur, Zangoose, Blastoise, Lv. 36). The ghost of Lavender herself calls it off, and the curse is lifted. Losing is fine: you’re healed and Lavender still calls it off.
- Afterwards Gastly stays in the house and reads your fortune (badge-based flavour lines).
Reward: the storyteller next door has a new tale about Lavender and her Gastly husband. When he asks “Have you heard how Lavender Town got its name?”, answer No (Yes ends the talk), hear the legend, then answer Yes to his next question for a Heavy Ball. The House of Memories tutor takes a Heavy Ball for Night Slash.
Notes: if you never ask for a reading after meeting the girl, nothing happens. Buying the tags uses up the fortune-teller: afterwards she only asks “Have you tried my charms?”.
Technical source (script files and flags)
file 194 (script 2; the girl’s hide flag 1999), file 771 (scripts 1–3; L1025, L772, L1122, L1201; the reading sets var 0x40BA to 0 on both answers; buying sets flag 2003; the Gastly battle TrainerBattle 184 0 1 0 has no win check and lifts the curse with 0x40BA = 1), file 765 (script 10; L459, L547), file 770 (L73; storyteller script 1: Heavy Ball item 495, flag 1298, needs the curse beaten, flag 2002 clear), file 129 L1189 (Rock Tunnel sets 0x40BA = 1), file 772 script 1. Girl ≈1418,206; fortune-teller door ≈1419,249 (the “Name Rater” house); storyteller door ≈1414,249.
Pokémon Tower: side battles and extras
Section titled “Pokémon Tower: side battles and extras”The tower is story (Team Rocket, Maxie and Mr. Fuji). Two of the fights below are not optional, even though they look like it:
- Blue at the stairs: he blocks the whole corridor a few steps west of where you come up from the ground floor. “Challenge Blue?” Yes → Wartortle Lv. 30, Kadabra Lv. 28, Pidgeotto Lv. 29, Umbreon Lv. 28, Rhyhorn Lv. 28, Exeggutor Lv. 29. There’s no item. He stays there until you beat him, and you need that win: the later Rocket HQ scene only plays after it.
- “Mom” is an illusion, and she stands on the only way on from the stairs on her floor. “Do as Mom says and go home?” Yes just walks you back and she stays there. You must answer No and win: battle “Mom” (Mr. Mime, Poliwrath, Raichu, Lv. 29–30). The battle only happens once you’ve done the Rock Tunnel scene with Prof. Hale.
These parts are optional:
- The Magcargo behind the illusions: in the far west corner of the floor where you fight the two illusion grunts. After you beat the two illusion grunts, “Magcargo can no longer create illusions. Catch it?” → wild Magcargo, Lv. 40. Catch it before you take any stairs: knocking it out, catching it or running away all make it disappear, and every staircase reloads the map, which also hides it. Only a loss or a draw restarts the fight at once (see Known issues).
- Silph Scope: after the grunt double battle, a Silph Scope appears as an item two steps north of the Magcargo.
- The lonely ghost girl (along the north wall of one of the tower floors): “You can see me? … Play with the little girl for a while?” → Yes: battle School Kid Coco (Raticate, Mightyena, Glameow, Lv. 29) for a Spell Tag. After that she teaches Curse free, as often as you like.
Technical source (script files and flags)
file 17 (scripts 4, 7, 10, 12; L3736, L2077, L2519, L5063, L5033). Blue ≈14,2 (trainer 200; trigger x=14, z=2–5, replays until beaten; the win sets var 0x40B5 = 1, and the Rocket HQ scene, file 91 script 1, only runs at value 1). “Mom” ≈35,17 (trainer 207; trigger 35–37,17, the only link from the stairs at 43,12; the battle needs flag 1567, set by the Rock Tunnel Prof. Hale scene, file 129 @1117). Magcargo ≈2,51 (a knockout, catch or flee sets hide flag 1155). Silph Scope item 448 at ≈2,49 after grunts 992+993. Ghost girl ≈34,2.
Lavender Town: trade Big Pearls for Heart Scales
Section titled “Lavender Town: trade Big Pearls for Heart Scales”Where: the House of Memories in Lavender Town.
How it works: trade one Big Pearl for one Heart Scale. You can repeat this exchange; it is not a one-time reward.
Useful route: after earning the Super Rod, the Fishing Guru’s apprentice on Route 12 trades Net Balls for Big Pearls. Bring those pearls here, then spend the Heart Scales at Saffron’s move relearner.
Technical source (script files and flags)
untouched Chinese v4.0.3, file 772 script 4 @296–391: checks Big Pearl 89 at @330, takes one at @358, awards Heart Scale 93 at @371–383; no one-time flag in the exchange routine. Route 12 is file 200, not the Heart Scale exchange.
Lavender Town: Mr. Fuji’s gifts (after the tower)
Section titled “Lavender Town: Mr. Fuji’s gifts (after the tower)”Where: the Volunteer Pokémon House (the door about eight steps south of the Pokémon Center door), after Agatha breaks up Team Rocket in the tower.
- Cubone: it has grown fond of you. Mr. Fuji asks whether you’ll take it. Yes gives Cubone, Lv. 5 (you need room in your party).
- Mr. Fuji: the first talk gives the Poké Flute. Talk again for the Mystery Stone, the stone Team Rocket was after. It is needed for the Charizardite (Cerulean Cave and the Dragon Shrine).
Technical source (script files and flags)
file 769 (scripts 7, 8; L1662), file 17 L8203 (shows the Cubone). Door ≈1419,242.
Pokémon Tower: make Sabrina laugh (the Marsh Badge trial)
Section titled “Pokémon Tower: make Sabrina laugh (the Marsh Badge trial)”Where: Pokémon Tower, Sabrina with her Alakazam. She appears after the scene in Saffron.
Who gets it / when: she needs the Cinnabar Gym badge. Before that: “You’re still far too weak.”
How it works:
- Accept her willpower training (Yes): “Make me laugh.”
- Her menu starts with only Tell a joke. Each ghost Pokémon in the tower gives you one more idea. Talk to it after Sabrina has set the task:
| Ghost (where) | Unlocks |
|---|---|
| Gastly (about 19 steps west of the staircase in the south-east that a Trainer stands next to) | Pull faces at Sabrina |
| Haunter (12 steps straight north of Gastly) | Tickle Sabrina |
| Gengar (about 8 steps north of that same staircase) | Imitate Sabrina |
- Try all four options once each. Each one fails. After the fourth, you say you won’t give up, and she laughs.
- She says you’re strong enough to battle her right here, but a call comes in: Team Rocket has taken over Saffron City. That starts the Saffron takeover.
Notes: the order doesn’t matter. The ghosts only react while Sabrina is here and the task is active. They appear in the tower again after the scene in the Silph Co. president’s office in Saffron (Silph Co. president’s office). The takeover also closes the Route 5 raid, the Cerulean burglary case and the Route 9 Squirtle Squad if you haven’t done them. One more hidden condition: if a story value is still at zero, Sabrina only says she’s “deep in her training”. It is normally set by then; only the S.S. Anne hijack ending resets it (not confirmed in game).
Technical source (script files and flags)
file 17 (scripts 23, 26, 28, 29; L3144–L9286, L11987; the task sets flag 1504; the four options are flags 1505–1508; badge check is badge 6, see file 15; var 0x40AF must be non-zero, else line 53#210 at L3237; file 156 @6600 sets it to 0, about 20 other scripts write it), file 830 L927/L1254 (clears Sabrina’s hide flag 1100). Ghosts’ hide flag 1570 is cleared in the Silph Co. president’s office (file 795). Sabrina ≈45,34; Gastly ≈36,58; Haunter ≈36,46; Gengar ≈52,50; the stairs used as the landmark are at ≈55,58.
Optional strong Trainers (Route 9, Route 10, Route 11)
Section titled “Optional strong Trainers (Route 9, Route 10, Route 11)”- Route 10 Pokémon Center: Cynthia offers one battle (Gabite Lv. 24, Lucario Lv. 19, Spiritomb Lv. 17, Scyther Lv. 18). She’s there from the festival on Route 25 until your fight with Archie in the S.S. Anne captain’s cabin. There’s no item. A loss whites you out and you can try again.
- Route 9, Veteran Dawn (east half of the route, a few steps north of the Butterfree girl): needs the Marsh Badge (Saffron Gym, Sabrina). Singles or doubles, repeatable, Lv. 81–82 team.
- Route 11, Ace Trainer Marisa (a few steps east of the Diglett’s Cave entrance, with her Jolteon): appears after the Radio Tower Observation Deck scene. She says you need seven Badges, but she only checks for the Marsh Badge (Saffron Gym, Sabrina). Singles or doubles, repeatable, Lv. 81–82.
Technical source (script files and flags)
file 192 (script 8; Cynthia is trainer 180, object 9 at ≈7,13; the battle needs flag 1540 clear; her hide flag 1102 is set early by file 9 @5574, cleared by the Route 25 festival scene, file 216 @11989, and set again by the Archie confrontation, file 157 @1492), file 190 (script 20, L5356; Dawn ≈1407,141; CheckBadge 4 = Marsh Badge, which file 826, the Saffron Gym, gives (GiveBadge 4 @165); trainer 977), file 197 (script 13, L840/L3122; Marisa ≈1363,300; CheckBadge 4; trainer 978; she appears when file 34 clears flag 759).
Rock Tunnel: Regirock, Regice and Registeel (League HQ investigation)
Section titled “Rock Tunnel: Regirock, Regice and Registeel (League HQ investigation)”When: during the League HQ investigation (round 1, before your final Hall of Fame entry). After the intelligence briefing in the Pokémon League building (the one President Goodshow sends you to), walking into the memorial chamber at the far south end of Rock Tunnel’s lower level triggers a scene: Goh has joined Team Rocket and, with a Rocket “Joy”, is reading the memorial stone.
How it works:
- Beat two Grunts (a Double Battle against both), then Goh and Joy (another Double Battle against both). Losing either one whites you out.
- The stone can now be read (it’s the wall just north of the chamber entrance). Reading it offers a moment of silence.
- The silence only does anything if your first party slot is a Wailord and your sixth slot is a Relicanth. Otherwise “Nothing happened.”
- A voice asks four questions:
| # | Question | Answer |
|---|---|---|
| 1 | Do those who commit crimes deserve to be punished? | Yes |
| 2 | Could foreign bandits treat the locals fairly and kindly? | No |
| 3 | Is today’s peace connected to the heroes’ sacrifice? | Yes |
| 4 | How to deal with criminals who never admit their crimes? | Be ready to fight (3rd option) |
- After a wrong answer the voice still asks the remaining questions, then you get “There’s no response…” with no penalty. Read the stone again to retry.
- With all four right, Regirock (centre), Regice (west) and Registeel (east) appear at the back of the chamber.
Reward: examine each one → “Invite it to join your party?” → Yes: Regirock, Regice, Registeel, each Lv. 90, as gifts (no battle). You need a free party slot for each. If you answer No, you can come back later.
Technical source (script files and flags)
file 129 (scripts 19–24; L2935, L3542, L3855, L4520–L4663; battles are trainers 616+617, then 832+925, as two-Trainer Double Battles); file 31 L2267 (sets var 0x408C = 11). Chamber ≈26,113; Regirock ≈27,116, Regice ≈18,116, Registeel ≈35,116. Regice is given only once: script 23 (@2403) duplicates script 22 (@2262) but no map event uses it, and both check flag 1128. The stone is the bg event (script 20) at ≈26–27,105; the Regis are bg events (scripts 21, 22, 24) one tile north of each statue.
Route 7: Misty’s sparring match (what closes the Bicycle offer)
Section titled “Route 7: Misty’s sparring match (what closes the Bicycle offer)”Not a quest, but this story scene closes the Cerulean Bicycle-lending offer: stepping onto the spot just outside the Saffron gatehouse door (two steps north-west of it) starts Misty’s battle with a Flareon trainer, then a Multi Battle beside Misty against two berserk Pokémon, Aggron and Cacturne, Lv. 45 each. They are fought as Trainer battles, so be ready for the level. Erika arrives, calms them with Gloom’s Sweet Scent and takes Misty to her perfume shop. The end of the scene closes the bicycle offer and sets up the Celadon story. Losing the Multi Battle whites you out and the scene replays.
Technical source (script files and flags)
script file 186 (script 3, L1735; step trigger ≈1271,238; the scene ends by setting flag 1626 and the Celadon story flags 1172/1174/1177/1179; battle is MultiBattle 272 344 345, trainers 344/345 at Lv. 45 with Misty 272 as partner), Cerulean check in file 756 (L1195).
Route 8: Persian and Skitty (the quarrelling owners)
Section titled “Route 8: Persian and Skitty (the quarrelling owners)”Where: Route 8, east of the Saffron gatehouse. A man with a Persian stands on the north side of the road about 11 steps east of the gatehouse door; a woman with a Skitty (she calls it Glameow at times) stands much further east along the same north edge, toward Lavender.
Who gets it / when: anyone, once you can reach Route 8 east of the gatehouse. The owners are there from the start.
How it works:
- Talk to the man with the Persian first (he praises mechanical Poké Balls). This is required: until you do, the woman only talks about Apricorn Balls.
- Talk to the woman with the Skitty. Her Skitty runs off south, and both owners move to the meadow on the south side of the route, roughly in the middle.
- Walk into the meadow (from the west or from the north-east). The owners argue while their Pokémon refuse to fight each other. Your character steps in.
- Double Battle against both owners: Guitarist Jon (Persian Lv. 29, Swellow, Girafarig) and Aroma Lady Bella (Skitty Lv. 28, Chansey, Mothim). Losing whites you out; the scene replays.
- Afterwards, talk to the man (now in the meadow).
Reward: TM40 Aerial Ace (one time).
Notes: before the Rock Tunnel rescue of Prof. Hale, a second pair of owners is already standing in the meadow, with the meadow scene armed. The rescue removes that pair and disarms the meadow; talking to the woman after the man arms it again.
Technical source (script files and flags)
script file 188 (scripts 3, 4, 5, 11; L980, L1208, L2076), file 129 L1195 (Rock Tunnel sets the starting state: hides the meadow copies with flag 1568 and sets var 0x40C0 = 1). The owners’ hide flag 1163 is only set at the end of their own scene. Man ≈1365,233; woman ≈1397,232; meadow ≈1378–1381,246; meadow triggers ≈1375,246 and ≈1384,242; the man afterwards ≈1378,246.
Celadon Department Store 5F: Erika’s perfume question (male players)
Section titled “Celadon Department Store 5F: Erika’s perfume question (male players)”Where: the perfume counter on 5F, story scene with Erika, Misty, Blue and Green/Red.
Who gets it / when: only male players get the choice. Female players automatically give the polite answer.
Warning: “Perfume is pointless” can’t be taken back; it bans you from the Gym until you sneak in (table below).
The choice: “What do you think of it?”
| Answer | Result |
|---|---|
| It smells wonderful | Erika is pleased and goes back to her Gym. You can challenge the Gym normally. |
| Perfume is pointless | Erika bans you from the Celadon Gym. The Gym guard turns you away and you must sneak in dressed as a girl (next entry). |
Both routes end in the same Erika battle and the same Gloom theft.
Technical source (script files and flags)
script file 791 (script 7, L1124/L1137), not in this page’s file list but it sets up file 783.
Celadon Gym: sneaking in dressed as a girl (if you insulted Erika)
Section titled “Celadon Gym: sneaking in dressed as a girl (if you insulted Erika)”Where: after the “pointless” answer, your friend waits a few steps south-east of the Gym door. On the first attempt this is always Misty, Charmander starters included. Charmander starters get Green instead only after a failed attempt (“Bring it on!” or losing to Erika). Talk to your friend and they dress you up in a quiet corner.
How it works (the Gym guide’s questions):
| Question | Answer that works | Wrong answer |
|---|---|---|
| “Do you like perfume?” | I like it | “I don’t like it” just repeats the question |
| “The path splits here. Go straight or turn?” | either, no difference | — |
| “I have to test your strength… Is that all right?” | I’d like to save my strength… | “Bring it on! I’m not scared!” gives you away: you’re thrown out of the Gym and have to talk to your friend again |
Then Goh exposes you anyway and you battle Erika. Losing whites you out and resets the disguise; talk to your friend again. Winning leads straight into the Gloom theft (next entry). The Rainbow Badge is not handed over yet.
Technical source (script files and flags)
script file 783 (scripts 22, 26; L2243, L3223, L4370–L6944, L7652; Erika is trainer #256; a failed attempt checks flag 1287 (Charmander) at L6885/L7359 and switches to Green by clearing 1423 at L7414), file 784 (normal-route Erika battle, script 1). Friend ≈1204,269. 5F (file 791) clears Misty’s hide flag 1174 on both branches (L994, L1546), and Green’s hide flag 1423 is still set from the S.S. Anne party battle with Blue (file 156 @4524).
Celadon City: the stolen Gloom (story chain, easy to get stuck)
Section titled “Celadon City: the stolen Gloom (story chain, easy to get stuck)”When: right after you beat Erika in the Celadon Gym. Someone steals her Gloom, and the story won’t move on until you find out who has it. Nothing in the dialogue tells you where the thief’s auction house is, which is why so many players get stuck here.
Before you start: have $50,000 for step 5. For step 4 you also need one of these:
- a Bulbasaur, Ivysaur, Venusaur, Charmander, Charmeleon, Charizard, Squirtle or Wartortle in your party (Blastoise doesn’t count, see Known issues). You don’t lose it;
- or $65,535 on hand.
If you use the money route, $65,535 covers both steps: the auction boss only checks your money and doesn’t take any, so you still have enough to pay the $50,000 afterwards.
Celadon at a glance: the north row has three doors: the Department Store (west), the Condominiums (middle) and the Pokémon Center (east). The Game Corner and the Prize Corner are in the middle of town, the Restaurant is south of them, and the Gym is in the southwest corner.
Step by step:
- Erika waits outside, a few steps east of the Pokémon Center door. Talking to her is optional; she comments on each lead you find.
- Lead 1: the Restaurant. Your friend (Green for male players, Red for female players) is standing right inside the entrance. Talk to them: they heard about a secret auction house for rare Pokémon.
- Lead 2: the Department Store, 1F. Cynthia is a few steps up and to the right of the entrance. She saw a man in black carrying a Pokémon across the road. You need both leads before the next step. The order doesn’t matter.
- The auction house is on the roof of the Celadon Condominiums. No one tells you this outright (a guest in the Condominiums lobby only hints that the thief may be hiding there).
- Enter the Condominiums (middle door of the north row) and go straight to the elevator in the top-left corner of the lobby. It says it’s “for Game Freak only”, but you can still use it. Choose Roof.
- On the roof, a waiter with a Granbull stands in front of the small rooftop room on the right. With both leads he battles you: Waiter Grant (Granbull Lv. 36, Gyarados Lv. 37, Manectric Lv. 37). With only one lead or none, he just turns you away. Losing whites you out; come back and try again.
- Go through the door. Talk to the boss at the back of the room and pick one of these answers:
| Answer | What happens |
|---|---|
| “Someone brought a Gloom to sell?” | He plays dumb. Doesn’t work. |
| “I’m here to buy Pokémon” | Works if you carry $65,535 or more (no money is taken). |
| “I have rare Pokémon to sell” | Works if your party holds one of the Pokémon listed above. |
| “Sorry to bother you” | Leave. |
You can talk to him again as often as you like. A working answer gets the boss to brag that the Gloom was bought by “the Collector”. 5. Lead 3: the ruined gambler. He’s on the street in the middle of town, about a dozen steps east of the Prize Corner door (below the Pokémon Center).
- If you don’t have a Coin Case, he begs for $50,000. Pay him and he gives you his Coin Case (it’s the only one in the game).
- Talk to him again: he tells you the Collector is Lawrence, the owner of the Game Corner.
- If you talk to him before the auction house, he only says “Have I seen Erika’s Gloom? Isn’t it in the Gym?”. That doesn’t mean he’s the wrong person; come back after step 4.
- Go back to Erika (east of the Pokémon Center) and tell her. The search ends, and the story moves on to the Game Corner and the Team Rocket hideout below it.
If you’re stuck, check:
- The waiter on the roof only turns you away: you’re missing one of the two leads (step 2 or 3).
- The auction boss throws you out: you don’t have one of the listed Pokémon in your party (the PC doesn’t count) and you’re carrying less than $65,535.
- The gambler won’t talk about the Collector: you haven’t got a working answer from the auction boss yet, or you don’t have the Coin Case.
- Not enough money: win trainer battles or sell items. Without the money (or one of the listed Pokémon) the story can’t continue.
Technical source (script files and flags)
script files 783 (scripts 24, 25; L2992, L3059, L3081, L3103, L3125, L4521, L4633, L6061), 787 (script 5), 803 (script 8), 794 (script 7, lobby hint), 797 (script 3, waiter), 798 (script 1, auction boss), 799 (left Condominiums elevator); gym win clears flag 1179 (file 784 L1392); the waiter and auction staff appear after the Route 7 scene (file 853 L1840 clears flag 1797). Positions read from the map events (Celadon events 52, 327, 333, 336, 337, 340).
Celadon Rocket warehouse: the secret passage and the Persian statue password
Section titled “Celadon Rocket warehouse: the secret passage and the Persian statue password”Where: the Team Rocket base under the Celadon Game Corner. You go in with Misty.
How it works:
-
Launcher program: a computer on the first floor, about ten steps west of the stairs you come down from the Game Corner, runs the secret passage program; a cabinet slides away to reveal the stairs down (the Game Corner scene must have happened first).
-
The password: a Persian statue at the far west side of a lower floor blocks the lab. The control computer, at the far east side next to where James stands, wants a five-digit password, each digit 1–6. Clues on the floor:
- a document on a computer next to a device that keeps going “Morse… Morse…”: “Stored separately on five devices. Arrange them from bottom to top and from right to left”;
- a device flashing six colours in order: red, orange, yellow, green, blue, purple (= 1–6);
- five devices blinking Morse for a colour: RED=1, ORA=2, YEL=3, GRE=4, BLU=5, PUR=6. The cryptographer in the Celadon Pokémon Center gives the Morse letters you need.
- The devices change with the day of the week, and the last one with the hour.
Just enter the code for the in-game weekday (on the website, the calculator below the table works it out from the day and hour):
| Weekday | Password |
|---|---|
| Sunday | 1 6 5 4 x |
| Monday, Tuesday | 2 4 3 1 x |
| Wednesday | 4 3 6 5 x |
| Thursday | 5 4 1 2 x |
| Friday | 2 5 1 3 x |
| Saturday | 3 4 6 5 x |
x depends on the hour: 00–03 → 1, 04–07 → 2, 08–11 → 3, 12–15 → 4, 16–19 → 5, 20–23 → 6. A wrong digit isn’t flagged until the end (“Incorrect password”); retry as often as you like.
- Beyond the statue: the lab trainers, Jessie & James, and the Executives on the floor below.
Misty’s gifts (on the way down): after Jessie’s sneak attack wounds Misty’s Starmie, Misty gives you HM07 Waterfall. Male players who chose Bulbasaur also get her Gyarados (Lv. 20, Intimidate, all IVs 31, OT Misty). With a full party she keeps it for you; talk to her again. She lets you keep it at the end of the Celadon arc.
Technical source (script files and flags)
script file 172 (scripts 7, 9–17, 28; L4529–L10848, L10419 hour check, L4412, L10996), file 785 (script 2, Morse hint), file 853 L3484 (Misty’s goodbye). Positions in the base: launcher computer ≈20,2 (Game Corner stairs ≈30,3), Persian statue ≈2,47, control computer ≈62,41 (James ≈60,42), document ≈45,11 (Morse device ≈48,11).
Celadon City: Fluffy Tail for the Skitty kid (unlocks Fake Out)
Section titled “Celadon City: Fluffy Tail for the Skitty kid (unlocks Fake Out)”Where: a child with a Skitty on the west side of town, about a dozen steps south of the Department Store door; his parent stands two steps north-west of him.
How it works: show up with a Fluffy Tail and say yes; he takes one.
- The Fluffy Tails come from the prize quiz on the Department Store roof (the parent calls it the 6F prize quiz). Answer all five questions (a wrong answer lets you retry), then choose “Doll Set”: 2 Poké Dolls + 2 Fluffy Tails. (“Poké Ball Set” gives 10 Ultra Balls + 10 Great Balls instead.) The quiz prize is one time only.
- Fluffy Tails are also sold for $1,000 at Union Cave and Mahogany Town.
Reward: from then on the child teaches Fake Out for free, as often as you like (which species can learn it: see Move tutors).
Technical source (script files and flags)
script file 783 (scripts 39, 40; L4176, L5791, L4027), file 792 (script 15, roof quiz; one-time flag 1883). Child ≈1203,249; parent ≈1202,247.
Celadon Department Store 3F: the S.S. Anne passenger’s thanks
Section titled “Celadon Department Store 3F: the S.S. Anne passenger’s thanks”Where: an old man and his granddaughter (with her Teddiursa) on 3F, about eight steps right of the elevator.
When: they are there if the S.S. Anne didn’t sink. If it sank, they only come back after the Celebi trip at the Ilex Forest shrine, after your final Hall of Fame entry (see S.S. Anne: defuse the bomb or the ship sinks). They also disappear if you do the Rock Tunnel rescue of Prof. Hale after reaching Vermilion but before the ship has been saved; whether Rock Tunnel can be reached in that window is not confirmed in game.
Reward: Max Revive (one time).
Technical source (script files and flags)
script file 789 (script 3). Old man ≈13,3. Their hide flag is 1093, which is clear at the start, is set when the S.S. Anne sinks (file 157 @2852) and is cleared only by the Ilex Forest Celebi event (file 52 @4858). The Rock Tunnel rescue (file 129 @1201–@1212) also sets 1093 if flag 1090 is set; 1090 is set on arriving in Vermilion (file 774 @1251) and cleared only by the defused-bomb ending (file 157 @1866).
See Known issues for suspected hack bugs in this area.
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