Pocket Monster Walkthrought
We kick off in your hometown: grab the Professor’s parcel at the Viridian Poké Mart, bring it back to the lab — and boom, the world of Pocket Monsters opens up. Don’t sprint ahead: on your way through Viridian Forest, level your starter squad and snag a couple of easy catches — you’ll thank yourself later. Stick to the main trail, but peek into side pockets for goodies — Potions and Paralyze Heals are tucked away there. Clear every Trainer you see: that’s free EXP and cash for early shopping. In Pewter, head straight for the first Gym Leader: he runs Rock types, so Water and Grass moves do work. No counters yet? On the road to Pewter you’ll meet mons with Low Kick or Double Kick — enough to crack that armor.
From Pewter to Cerulean: the cave and the bridge
With the first badge in hand, aim for Mt. Moon. Inside, don’t skimp on Repels: encounters are frequent and the corridors look the same. Take the first ladder down, then hug the right wall — it’s the fastest line to the fossil researcher. Pick one fossil; the other’s gone for the whole run. The nearby stairs spit you out on Cerulean’s side. In town, don’t rush the Gym: first go north over Nugget Bridge. Five Trainers in a row; after the sweep you get a Nugget to sell — enough for meds before the next Gym. At the end, by Bill’s Cottage, chat with the host, help him turn human again, and pocket the S.S. Ticket — a key step toward your next badge.
The ship and Cut: road to Vermilion
From Cerulean, head south to Vermilion. At the port, board the S.S. Anne: corridors are linear, but duck into the cabins on the right — they often hide handy items and Trainers for clean EXP. At the far end, the captain’s seasick: talk, “help” him, and you’ll receive HM Cut. Teach it to someone who’ll stay on your roster. With Cut, the Electric Gym opens up: to the right of the dock there’s a small alley with a bush — slice it and you’re in the yard. Inside are three trash cans: the first switch is in one, the second is in an adjacent can horizontally or vertically. Miss it and the layout resets. Pop the electric lock and prep for a quick fight — Ground moves and paralysis immunity shine here.
Darkness and towers: Rock Tunnel, Lavender, and the underground
After Vermilion, the route runs through Rock Tunnel. Without Flash, it’s rough. Swing by the professor’s aide on the old road near Viridian: if your Pokédex has enough entries, he hands over HM Flash. In the tunnel, hug the left wall to a fork with a lone Trainer, then go down, right, and back up — those corridors lead to the Lavender exit. In Lavender, just stamp the Center and head west to Celadon. In the Game Corner, check the poster by the slots — a staircase to Team Rocket’s hideout is tucked behind it. Downstairs you’ll meet the spinning arrow tiles: step in sideways, watch the direction, and plan a chain that bumps you into the right wall instead of flinging you back. On the lower level, knock the Lift Key off a guard, return to the elevator, and drop to the bottom floor. The boss waits there, and the safe holds an item that pushes the story forward.
Pokémon Tower and Saffron: teleporters and the Card Key
Back in Lavender, climb the Pokémon Tower. Ghosts roam here, so bring the device that reveals their true forms — without it, fights won’t even start. Go floor by floor; on 3F and 5F there are “rest zones” with free healing. At the top, you free an old man — in return you get a crucial melody for the southern road. Then straight to Saffron: the city stays locked down until you clean up the corporation. In Silph Co., grab the Card Key first: head to 5F, follow the teleporter corridor, and enter the side room on the right — the pass is on the desk. With the card, every door opens: no need to clear every office, just reach the right floor via the “correct” teleporter, where a mid-game boss and an ally with a gift are waiting. After the city’s safe, tackle Saffron’s Gym: a teleporter puzzle in every chamber. Think in squares — mark your spot and move symmetrically until you land in the center room.
Fuchsia and the Safari: Surf, Strength, and the Warden’s teeth
South of Celadon, the road opens to Fuchsia. Two essentials here. First, the Safari Zone. Don’t waste steps on detours: follow a right–up–left pattern, aiming for the Warden’s house in the far corner. You’ll get HM Surf there, and along the way pick up the Gold Teeth. Back in town, give them to the Warden — he’ll hand you HM Strength. Make sure someone in your party can push boulders: you’ll need it in caves and beyond. Fuchsia’s Gym hides invisible walls, but the floor borders give them away. Follow the lines, don’t jam your nose straight at the Leader — approach from the left edge; it’s the shorter path.
Roads to fire and earth: the island mansion and the final Gym
There are two routes to Cinnabar: Surf from Pallet, or go through the Seafoam Islands with their boulder-and-current puzzle. If you choose the caves, drop rocks into the whirlpools first — only then do the currents calm down. In Cinnabar, the Gym is locked — you need a key. Head to the Pokémon Mansion. Floors are littered with statue switches: flip doors on and off to reach the basement. At the corridor’s end, past another statue, grab the Secret Key and return to the Gym. The Leader runs Fire, so Water and Rock are your best friends. After the fire badge, Viridian opens again. The last Gym is Ground-type. Inside, spinner tiles fling you between rooms. First reach the bottom-left corner, then cut through the central corridor to the Leader. Water and Ice moves shine; keep status cures handy — his team likes dropping your stats.
The Champion’s Road: Victory Road and the Plateau
The final march is through Victory Road. At the gate, your badges get checked — no full set, no entry. Inside are plenty of pressure plates and boulders: pop Strength, shove rocks onto switches, and don’t trap them in corners — there’s no pull. Messed up? Exit and re-enter to reset the floor. Upper levels hide branches with tasty TMs — take the detour; a couple of them will supercharge your party. On the Plateau, it’s a gauntlet with no breaks: stock up on healing items in advance; there’s a Center and a Mart before the doors. Go straight down the corridor: the rooms loop, each with its own flavor — ice, fire, poison — so don’t lean on one or two favorites; rotate the squad as needed. The final chamber has no tricks: just you, your Pokémon, and a test of endurance.
If you get turned around in a dungeon or can’t find the HM you need, check towns, labs, and offices along the way: in old-school Pokémon on the Game Boy, key NPCs often stand literally one room over — the game just doesn’t point neon arrows at them. Stick to the route, peek into side rooms for loot, don’t be shy about swapping teammates before Gyms — step by step you’ll snag every badge and reach the Plateau. No pointless grind, no fuss — a smooth road for anyone who loves “pocket monsters” and remembers how those cartridges read back in the day: Pocket Monsters.