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Appendix:Red and Blue walkthrough/Section 10

< Appendix:Red and Blue walkthrough
This is the Bulbapedia walkthrough for Pokémon Red and Blue. This walkthrough follows the original Game Boy version, not Pokémon FireRed and LeafGreen.
The guide for those can be found here.

Saffron City

Saffron City

The sprawling Saffron City is home to two rival Pokémon Gyms; the official Saffron Gym, and the adjacent Fighting Dojo. Situated in the middle of town is the headquarters of Silph Co., which manufactures items like Potions and Poké Balls. It is the company's top-secret development project that has drawn Team Rocket to the city.

Poké Mart
Great Ball Great Ball
Pokémon Dollar600
Hyper Potion Hyper Potion
Pokémon Dollar1500
Max Repel Max Repel
Pokémon Dollar700
Escape Rope Escape Rope
Pokémon Dollar550
Full Heal Full Heal
Pokémon Dollar600
Revive Revive
Pokémon Dollar1500

Mr. Psychic

Visit the house in the southeast to meet Mr. Psychic, and get TM29 (Psychic) from him. This is the most powerful Psychic-type move in the game, so use it wisely.

Fighting Dojo

One of Saffron's major attractions is that there are two Gyms here, not one. Located adjacent to the official Saffron Gym, the Fighting Dojo is an optional challenge. Use Psychic or Flying types to take them out. While there is no badge to be won here, the Karate Master will offer the choice of two Fighting Pokémon—the hard-kicking Hitmonlee or the piston-punching Hitmonchan.

Spr 1b 106.png
Fighting Unknown
Hitmonlee Lv.30
Double Kick
Spr 1b 107.png
Fighting Unknown
Hitmonchan Lv.30
Comet Punch

Liberate Silph Co.!

What great security...
Silph Co, 1F

With Pokémon Tower cleared, the guard outside Silph Co. is taking a nap, leaving a perfect opportunity to sneak inside. The company uses warp tiles to allow their employees to quickly move around the huge building, which create a giant maze leading to Giovanni.

The objective is to reach the top floor and rescue the Silph president from Giovanni. Taking the direct route to the top floor avoids most of the 31 Trainer battles here (and the money and experience that goes with it) and gets right to the boss, after which Trainers can collect the items without opposition. When medical attention becomes an issue, either leave for the Pokémon Center or look for the woman in the southwest corner of the 9th floor.


Silph Co, 2F

There's no way to bypass the electronic doors yet, so step on either warp to teleport to 8F.


Silph Co, 8F

Clear out the Rockets here, then take the elevator to 3F.


Silph Co, 3F

Step out of the elevator and take the warp near the stairs back to the second floor. Talk to the woman to get TM36 (Selfdestruct), and warp back to 3F.

Fight the lone Rocket and take the warp in the southwest to a locked room on 5F. Grab the TM09 (Take Down) and warp back. Climb the stairs to the fourth floor.


Silph Co, 4F

Beat the Rockets here, and climb to the fifth floor.


Silph Co, 5F

Beat the Rocket and Scientist near the stairs, and pickup the hidden Elixer in the plant on the right near the scientist. Follow the hallway to the south to find a Rocket next to a warp tile. Defeat the Rocket, jump on the warp, and warp right back. Walk down and follow the narrow path to the right to find the Card Key, which opens any of the building's electronic doors. Go back towards the Rocket, and open the northwest door for a Protein. Get upstairs to 6F.


Silph Co, 6F

Open the door past the Scientist to find an HP Up and an X Accuracy. Climb to 7F.


Silph Co, 7F

Use the Card Key to open the nearest door and grab TM03 (Swords Dance). You can battle the grunt on the other side of the door near the TM, but the nearby warp only leads back to 5F. After battling the Rocket along the north wall (next to the counter), walk to the left you'll see your rival loitering in the next room. Follow the narrow hallway south to an area with a Scientist, grab the Calcium, and head up two flights of stairs to reach 9F.


Silph Co, 9F

By now, your team may be running out of energy. After beating the Rocket, open the door nearby and talk to the woman near the beds. To thank you for your efforts, she'll heal your team to full health. Beat the second Rocket and take the stairs to 10F.


Silph Co, 10F

There are only two thugs to fight here, but make sure to grab the Carbos, Rare Candy, and TM26 (Earthquake) from the southwest room. Take the stairs to 11F for a quick battle.

11F (east)

Silph Co, 11F

Beat the lone Rocket Grunt here, and take the elevator all the way down to the third floor.


Use the Card Key to unlock the door in the center of the floor. Unlock the next door beyond that, beat the Scientist, grab the Hyper Potion behind him, and take the warp near the first door.

7F (Northwest)

This sends you up to 7F again, where your rival attacks.

Bulbasaur If the player chose Bulbasaur: Charmander If the player chose Charmander: Squirtle If the player chose Squirtle:

Once he leaves, speak with the Silph employee nearby to get a Lapras, a rare Water/Ice Pokémon, and take the southern warp to the eleventh floor.

Spr 1b 131.png
Water Ice
Lapras Lv.15
Water Gun

11F (west)

One last Rocket Grunt stands before Giovanni; take out his Cubone, Drowzee, and Marowak to clear a path to the boss. If your team needs to rest, take a trip to the Pokémon Center or the woman on 9F to heal up. Open the door with the Card Key to confront Giovanni.

With Giovanni defeated, Team Rocket's hold on Silph Co. is broken. The president is so relieved that his company is saved that he rewards you with the Master Ball prototype, a version of Poké Ball that catches any Pokémon without fail!

With the Rockets gone, you are free to collect any leftover items sitting around the building; stop by the 4th floor, and check the west room for a Full Heal, Max Revive, and Escape Rope. You're also free to challenge the Saffron Gym.

Saffron Gym

Saffron Gym


The Master of
Psychic Pokémon!

The Saffron Gym specializes in Psychic Pokémon. Bug-type is the only type that is super effective against their Pokémon, but of the three Bug moves, Leech Life is weak, Pin Missile requires too much luck and is also weak, and Twineedle is only learned by Beedrill, who is weak to Psychic. This, in addition to high Special and one-move healing, makes Psychic the best type in the game, and makes this Gym one of the most difficult to take down. Her team's defenses are weak though, so try attacking with physical moves like Earthquake or Body Slam.

Saffron Gym
The Marsh Badge

After the battle, Sabrina awards you the Marsh Badge. This badge ensures obedience from all Pokémon up to level 70. She also gives you TM46 (Psywave) as a gift.

The next stop is Fuchsia City to the south, where you'll finally find HM03 (Surf) and HM04 (Strength). There are two ways to get to Fuchsia—either head south from Lavender Town, or west from Celadon City. The western path is where you'll find HM02 (Fly), and the Super Rod is found on the eastern path. For now, go west through Celadon City to reach Route 16.

← Part 9 Celadon City, Celadon Gym, Rocket Hideout, Pokémon Tower
Red and Blue
Routes 16, 17 and 18, Fuchsia City, Fuchsia Gym, Safari Zone Part 11 →

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