Cut down the tree near the north gate to reach a secluded area. Enter the house on the other side, and a reclusive girl will hand over HM02 (Fly) to keep her hideaway a secret. Teach that to something like Pidgeot or Fearow in order to visit any familiar town in seconds!
As for the roadblock, use the Poké Flute to rouse Snorlax from its nap. It wakes up in a grumpy rage, and attacks! There are only two in the whole region; the other blocks the way south of Lavender Town.
It's all downhill to Fuchsia City! To hit the brakes, hold down the B Button. Roll south down the hill to reach Route 18.
Turn to the east and ride to the gate. Upstairs, a kid is looking to trade his Lickitung for either a GolduckFR or a SlowbroLG. Battle the three Bird Keepers south of the gate for some quick cash before heading east.
Jump the ledge near the Pokémon Center and enter the southeastern house to meet the local Fishing Guru. Like the one in Vermilion City, he also gives Red a fishing rod. The Good Rod can hook water-dwelling Pokémon besides Magikarp. A few aquatic species like Poliwag and Goldeen can be found in his backyard pond.
FUCHSIA CITY POKéMON GYM LEADER: KOGA
The Poisonous Ninja Master!
The Fuchsia Gym specializes in Poison-type Pokémon. That being said, most Pokémon inside belong to the Psychic type instead. Ghost- and Dark-type moves are useful against these Drowzee and Kadabra. In addition, Psychic- and Ground-type attacks work well against the three Arbok, while Grass- and Water-type moves are best for the two Sandslash. The ninja master, Koga, has set up glass walls in his Gym to disorient his challengers, but these walls are not truly "invisible". The path to the Gym Leader runs counter-clockwise along the walls.
Koga uses Full Heals if the player tries to put his Pokémon to sleep.
Defeated, Koga awards Red the Soul Badge, which grants a slight Defense boost during battle and enables the use of Surf in the field. As a prize, he also hands over TM06 (Toxic), a secret ninja technique that he claims is over 400 years old.
The Warden is a little distraught about losing his set of Gold Teeth. If Red happens to find them while hunting in the Safari Zone, the Warden will reward him with HM04 (Strength)! This HM allows a Pokémon to move certain boulders, opening new paths in the process.
Safari Zone, Entrance
Safari Zone, Area 1
Safari Zone, Area 2
Safari Zone, Area 3
The Safari Zone is the city's main tourist attraction. For 500, participants are given thirty Safari Balls and allowed to catch any Pokémon they find. The drawback is that they are restricted from using their own Pokémon to weaken the wild Pokémon first. Instead, it is only permissible to throw either bait or rocks before attempting capture. Throwing bait makes a Pokémon less likely to run, but harder to catch; throwing a rock has the opposite effect. After running out of Safari Balls or walking 600 steps, the game is over.
Step inside the safari and head to the northeast to enter the second area, Area 1.
There are four items scattered around the second area. Pick up a Leaf Stone on the platform, TM11 (Sunny Day) on the edge of the pond, a Max Potion to the northwest, and a Full Restore near the rest house. Walk past the rest house and head west.
Cross over the eastern platform to reach a Quick Claw in the area's center. Trek through the tall grass and cross over the western platform. From here, follow the sideways S-bend westward to reach the northern section. Pass through two more patches of tall grass and pick up TM47 (Steel Wing). After looping past the rest house, grab the Protein and follow the path around to the southwest.
In the final area, head south to find the Warden's Gold Teeth. Walk to the west to find TM32 (Double Team), and enter the Secret House. It seems that no one else has ventured this deep into the park, so the HM03 goes to Red. Teach it to something like Gyarados or Lapras to cross the pond to the south in order to reach a Max Potion and a Max Revive.