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Pokemon SoulSilver Version – Safari Zone Guide

GameFAQs

Safari Zone Guide (DS) by Marter

Version: 1.20 | Updated: 07/04/2010

View in: Text Mode

When Jasmine is defeated, she'll give you TM23 - Iron Tail, a strong yet inaccurate Steel-type attack, and the Mineralbadge, which raises the Defense of your Pokemon. With Jasmine defeated, you can officially visit the Johto Region's Safari Zone by traveling through the new cave to the west of Cianwood City; see the Optional Areas section for Safari Zone coverage. When you're done with the Safari Zone, or if you're skipping it, return to Ecruteak City and exit through the eastern outpost of the City.

Route 42 is a linear horizontal route that connects Ecruteak City and Mahogany Town. If you didn't pick it up earlier, TM65 - Shadow Claw will be sitting in plain sight on the ground. As you travel along Route 42, you'll see cave-like openings along the top of the road. These openings all lead to different sections of Mt. Mortar, which is a completely optional sidequest that is covered in the Optional Areas section. In the meantime, head east; after crossing a body of water, you'll spot Suicune hiding behind a Cut tree. When you remove the tree and walk into the enclosed area, Suicune will push you aside and run off, prompting Eusine to walk up and talk fanatically about Suicune yet again. He'll leave, allowing you to collect the Pink, Green and Yellow Apricorns that were behind the Cut tree. Then grab the Super Potion on the ground and cross the Route's second body of water.

After crossing this water, it's a straight walk east to Mahogany Town. Three Trainers with laughably underleveled Pokemon for this point in the game will also appear. The first is a Fisherman with a Qwilfish. He'll ask for your phone number and, if you exchange, he'll occasionally call for a rematch and reward you with a Water Stone if you win. The other two trainers, a Pokemaniac with Nidorina and Nidorino and a Hiker with three Ground-type Pokemon, are filler opponents. Also, in the nearby tall grass, HeartGold players will encounter a new Pokemon, the Fighting-type Mankey, whose family is faster than Machop's but also more fragile. Mareep's evolved form, Flaaffy, also appears and you can encounter Magikarp, Goldeen and Seaking while Surfing. Goldeen or Seaking make decent HM slaves due to their ability to learn Surf, Whirlpool and Waterfall. Now, continue to Mahogany Town.

Mahogany Town is rather small, as there are only four buildings in the town itself. One is the Pokemon Center, so heal there. In place of a Pokemart, Mahogany Town has a small item shop that sells rather useless items including regular Poke Balls, Potions and TinyMushrooms. Now, the game pretty much dictates your next destination because Mahogany's Gym is blocked off and a man, for no particular reason, is refusing to let you leave through the east. He'll offer you a Ragecandybar for $300 but, unlike in Gold and Silver, Ragecandybar is a key item in these games, as it was not programmed into the other games of Generation IV. It might seem pointless to do so, but go ahead and buy it because it can be exchanged for something else much later in the game. To progress, leave to the north.

Route 43 is a medium-length vertical route with two paths. Because Team Rocket has taken control of the outpost that grants access to the right path, you'll have to pay $1000 to pass. Don't bother doing this because the only advantage is that there are no battles on this side. As the Pokemon of both the Trainers and the wild grass rarely crack Level 20, you should stick to the left path for some easy experience points, but you can cut over to the right path after the first Pokemaniac. If you surf across the first body of water on the left path, you'll find a Black Apricorn tree behind a Cut bush. Otherwise, go north from either of Route 43's grass paths to go straight to Lake of Rage.

The wild Pokemon of Route 43 are rather familiar, including Pidgeotto, Noctowl and Mareep/Flaaffy. The Bug/Poison-type Venonat is a new face that has two great abilities and can learn some decent Special and annoyer moves. Exclusive to this route is Girafarig, a Psychic/Normal-type giraffe Pokemon that, while certainly usable in-game, has mediocre stats. There are also six Trainers here: a Camper with some Ground-type Pokemon and a Zubat, a Picnicker with a Clefairy, a Pokemaniac with a Nidorina and a Nidorino, a Pokemaniac with a Slowbro, a Pokemaniac with a Nidoking and a Fisherman with two Magikarp and a Gyarados. After the Pokemaniac with a Nidoking, you can head east and then north to find a side entrance to Lake of Rage that has a few items but is otherwise optional.

When you enter Lake of Rage for the first time, it will start raining on the overworld again, much like it was earlier on Route 33, and the Lake itself will appear flooded. Nobody in this area is interested in battling at the moment because their attention is focused on a red Gyarados thrashing out in the middle of the Lake. As one of the most memorable plot points of Generation II, this Gyarados apparently has evolved prematurely due to Team Rocket's generated evolution radio waves. As a result, it is considered a shiny Pokemon and is the only guaranteed shiny Pokemon encounter in any Pokemon game. This would be your cue to stock up on Pokeballs (you can fly back to Lake of Rage afterward), save your game and Surf out to it. Unsurprisingly, it will attack you when you talk to it.

After catching or defeating the red Gyarados, you'll receive the Red Scale key item. This item is completely worthless and its only purpose is to be traded to Professor Elm's friend, Mr. Pokemon on Route 30, for an EXP. Share. Surf back to shore and you'll meet former Kanto Elite Four member Lance, who will explain that Team Rocket is trying to force all of the Magikarp in Lake of Rage to evolve into Gyarados with their evolution waves. He'll note that the Rockets have a secret base back in Mahogany Town and enlist your help in fighting the Rockets. He'll then Fly back to Mahogany; you may do the same, but the side entrance of Lake of Rage will be covered next.

Enter the side passage of Lake of Rage through Route 43. Unlike in Gold and Silver, the maze section of this area will be occasionally flooded, but you can still Surf through. When you reach the maze, a Red Flute will be just off to the left. Navigate along the perimeter of the maze until you reach a hidden house. Along the way, when the route is not flooded, you might encounter another Weekday Sibling, Wesley of Wednesday, and receive a Black Belt, which boosts Fighting-type moves by 20%. Just right of the house, TM43 - Secret Power, which has different effects on different battle terrains, is sitting on the ground. Enter the secret house and talk to the owner inside to receive TM10 - Hidden Power, which has a varying type and power based on your Pokemon's IVs. If the route is not flooded, use can your Itemfinder to locate more two hidden items in the maze: a Full Restore and a Rare Candy. Otherwise, return to Mahogany Town.

Heal at the Pokemon Center and then enter the shady shop in Mahogany Town that sells useless items. Lance will expose the shopkeeper as an agent of Team Rocket and then miraculously locate the trap door in the floor that leads to a basement hideout. Lance will explain this as you progress, but this is a secret base of operations for Team Rocket that serves as the source of the evolution radio waves that caused the red Gyarados' evolution. And, you guessed it, it's up to you and Lance to run Team Rocket out of Mahogany Town to prevent more Magikarp from evolving prematurely and rampaging in Lake of Rage.

The first floor of the basement is straightforward but booby-trapped. Each time you cross the line of sight of a Persian statue, it will trigger an alarm that attracts the same two Rocket Grunts over and over. One has a Zubat and a Drowzee while the other has a Zubat, a Grimer and a Rattata. These Grunts won't stop attacking until you turn off the computer located south of the entrance; go south between the first two statues and through the simplistic maze to find the computer, which will be guarded by a Rocket Scientist with three Magnemite. Grab the Guard Spec. on the ground next to the terminal.

Backtrack through the maze and go past the Persian statue for a free Hyper Potion. Hug the perimeter of the room to find a Nugget on the floor to the south. After the Nugget is a Warp Point near another statue. If you need to heal, use the Warp Point to go back to the entrance quickly. Just north of the Warp Point is a small grid setup to resemble a minefield, as certain tiles will trigger battles with wild Selfdestructing Geodude, Voltorb or Koffing (five of each). You can ignore, catch or knock out these Pokemon for easy EXP. Above this minefield is an inconsequential female Rocket Grunt who can be taken out as well. Then head down the stairs near the Warp Point.

On the next floor, you'll meet Lance and he'll graciously heal your Pokemon. This floor is rather straightforward, with two Rocket Grunts (a male with two Venonat and another with a Golbat) on the path that leads to the next set of stairs. When you reach the third subfloor, Lance will explain that you need to learn two passwords to gain access to a Rocket Executive in charge of this scheme. Conveniently, two Rockets on this floor know the passwords. A Full Heal is just above the entrance and TM49 - Snatch, which can steal an opponent's stat boosts, is northwest of the small cubicle with a Scientist with two Koffing and a female Rocket Grunt with an Ekans and a Gloom; this Grunt has one of the passwords, so defeat her for it. West of the cubicle is another room with a Male Rocket Grunt with a Raticate and Rocket Scientist with a Ditto. The Grunt has the other password, so defeat him. Beyond these Rockets are two items - a Protein and an X Special. Go up the stairs above where you started.

Now back up on the second floor of the basement, take a detour to the south and investigate the terminal for a hidden X. Sp. Def. Head left across the room and defeat the Rocket Grunt who is guarding the next set of stairs that lead down; he has two Rattata and a Zubat. This is the last Rocket Grunt of the base; all that's left are the Rocket Executives, so go downstairs. Head south and approach the door of the room that has a man in trenchcoat; your Rival will make an appearance. Instead of battling you, Rival will explain that Lance told him that he doesn't teach Pokemon properly and wonder aloud what he meant. He'll reaffirm his dislike for Team Rocket, push you aside and then leave. Grab the Ultra Ball on the floor and open the door nearby. When you enter, a new Rocket Executive, Petrel, will battle you.

A new character to HGSS, Petrel is merely a replacement for the battle that took place against the generic male Rocket Executive at this point in GSC. He has three Pokemon altogether: a Level 22 Zubat, a Level 22 Koffing and a Level 24 Raticate. As usual, these Pokemon are underpowered for this point in the game. Psychic- or Electric-type attacks take out Zubat, Psychic-type attacks down Koffing and Fighting-type attacks handle Raticate, but just about anything will KO this trio.

Petrel will run off after his defeat, and the Murkrow in this room will suddenly urge you to find him and run off. Before doing this, take the lower set of stairs and you'll find TM46 - Thief, which allows your Pokemon to steal its opponent's held item. Return to the previous area and take the northern set of stairs to find Murkrow; follow him straight to the generator, which he'll open for you. Enter the area with the generator and two Rockets will confront you: a male Grunt and Rocket Executive Ariana, the only female Rocket Executive. Lance will enter at this point and the game's first tag match will follow: you and Lance vs. Ariana and the Rocket Grunt.

Ariana has three Pokemon: a Level 25 Arbok, a Level 25 Gloom and a Level 27 Murkrow. Her partner has a Level 18 Drowzee and a Level 20 Grimer. The bottom line is that this roster would be underleveled even if you had to fight these two yourself, but your tag partner has a Level 40 Dragonite with Fly and Thunder of his own, so you shouldn't have any trouble at all with this battle. Smack Ariana and Grunt's Pokemon around with super-effective or neutral attacks and Lance's Dragonite can handle the rest. Watch out for Ariana's Arbok's Crunch, though.

Ariana and her Grunt were the last Rocket members in the Hideout. Now, to finish the job, the Electrodes that are powering the generator need to be stopped, with you and Lance taking on three apiece. Each Electrode is Level 23 and knows Spark, Rollout, Light Screen and Screech; you can either catch or defeat them. Because this is the only place for quite some time to catch Electrode, one of the fastest paralyzers in the game, you may or may not want to grab one. After removing all three, your mission in the Rocket Hideout is complete. Lance will thank you with HM05 - Whirlpool, which he just found. Whirlpool is a weak, inaccurate Water-type move that traps opponents for 2-5 turns, so it's not a great reward, although it is needed to complete the game. Leave the hideout.

Team Rocket has abandoned Mahogany Town, leaving the shop deserted and opening up the Gym, although the man who sold you the Ragecandybar will still refuse to let you enter Route 44. Go back to the Rocket Tollbooth on Route 43 and the guard inside will apologize for the Rocket takeover and give you TM36 - Sludge Bomb, one of the best Special-based Poison attacks. Pick up the Max Ether outside of the gate. You can also go back to Lake of Rage, which might not be flooded, to collect those hidden items accessible from the side entrance. The main area also now has some easy Trainers whom you can battle for experience along the lake's coast: a Fisherman with a Gyarados; another poor fool with four Magikarp; and a female Ace Trainer with a Mareep and a Ninetales. You can find a set of Choice Specs on the northern shore of the lake. You can also fish for Magikarp in the Lake, if you catch a big enough Magikarp, the Fishing Guru in the nearby house will reward you with an Elixir. When you're ready, head back to the Gym to battle for your seventh Johto badge.

Mahogany Gym has undergone some remodeling in HGSS, as the Gym is now segmented into three different rooms. However, being an Ice-type gym, the ice slide courses are still present. The first room has no trainers and simply introduces you to the theme of the Gym, which is slippery ice and movable ice blocks. It has a simplistic puzzle that you should be able to figure out. Go into the second room, which as two trainers: a Snowboarder with two Swinub and a Skier with a Jynx. Go behind the Skier and slip into the ice block on the left; it will be pushed into the ice block on the right, at which point you can slip over to the two blocks of ice and then slip up to the next room.

The third room of the Gym has three subordinate trainers as well as the Gym Leader himself, Pryce. The subordinate trainers are a Snowboarder with two Seel and a Dewgong; another Snowboarder with a Shellder, a Seel and a Cloyster; and a Skier with a Dewgong. Get behind the Snowboarder with Seel and Dewgong and slide into the block of ice to the right. You'll have to slide up and fight the Skier; after that, slidge to the right of her and then slide down. You should be at the bottom-right corner of the ice puzzle now. From here, slide in these directions in this order: left, up, right, up, right and up, at which point you'll fight the second Snowboarder. Slide to the left of him, into the two movable blocks of ice that were joined together, and then go up to reach Pryce.

When you defeat Pryce, you'll earn TM07 - Hail, which causes Hail on the field for five turns, and the Glacierbadge, which increases the Special stats of your Pokemon and allows the use Whirlpool outside of battle.

As soon as you step out of Mahogany Gym, Professor Elm will call and notify you that messages about Team Rocket have taken over the radio broadcasts on your Pokegear. If you open your Radio, you'll see that he's right. As usual, it's your job to walk or Fly over to Goldenrod City and investigate.

sparkles

Safari Zone Encounter Slot Calculator

This calculator is a tool to help determine the encounter slots for the HeartGold & SoulSilver Safari Zone. Simply enter in the information for each field and click Calculate to determine which Pokémon occupy which encounter slots. The encounter slot tables and time for each block upgrade can be found on the Safari Zone slot webpage . Enjoy!

The Calculator

Serebii.net Header

Pok�mon HeartGold & SoulSilver are remakes of the original Gold & Silver games released in 1999 with further aspects which were introduced in Crystal in 2000. These games are set in the Johto & Kanto regions and were released in Japan in September 2009.

As these games are remakes of Gold & Silver, they will feature both Johto & Kanto and follow the storyline of you as a new trainer, going through the gyms of Johto and Kanto, and winding up needing to thwart a Team Rocket plot to takeover the world with their Pok�mon.

Even though it will follow closely on the basics of Pok�mon Gold & Silver, there are a variety of new features brought into these remakes. Firstly, all the game mechanics are brought up to the 4th generation standards. Second, one of the major new features is that you can have any Pok�mon follow you in the games. This way, you can truely personalise your experience. In addition to this, it also includes many aspects from the game Pok�mon Crystal such as the Suicune Storyline.

In addition to the areas previously in Johto, there are new areas to be found within Johto such as the brand new Safari Zone . In addition to that, there are non-Johto Pok�mon to be found in it including Kyogre in Heart Gold, Groudon in Soul Silver, Rayquaza, Dialga, Palkia & Giratina.

Between HeartGold & SoulSilver, almost all the currently available Pok�mon are obtainable, barring most of the legendaries and starters introduced in Pok�mon Diamond & Pok�mon Pearl.

Heart Gold & Soul Silver is also packaged with a new peripheral; Pok�Walker , which will allow you to transfer a Pok�mon to it to train it up as you walk around your normal life. You can raise a Pok�mon by 1 Level in each go with this and you can also capture Pok�mon, many of which can only be found between the two games in it.

The games also have introduced the special events the Pok�athlon which has you using three of your Pok�mon at once to partake in a set of mini-games utilising the DS' Touch Screen. These Pok�athlon events can also be played against your friends via the DS' local wireless features.

HeartGold & SoulSilver feature a variety of special areas and Pok�mon activated by special event Pok�mon including access to the Sinjoh Ruins and a special event in Ilex Forest featuring Celebi .

Following on from Diamond, Pearl & Platinum, HeartGold & SoulSilver feature all the WiFi features that were introduced in the previous three games allowing you to battle and trade between all games.

For all further details on this game, navigate the section using the links on the right-hand side.

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[Hunt Guide] Safari Zone Guide

CaptainGrey

By CaptainGrey February 21, 2015 in Guide Tavern

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Captaingrey.

This guide is made to help you know which Pokemon are available in the Safari Zone in Kanto & Hoenn ; What their encounter rates are ( Very Common / Common / Average / Rare / Very rare ) , what items they can hold, and what items you can find inside.

  • AurEzior , Zehkar , Magnet and 3 others

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The Safari Zone in Kanto is located at Fuchsia City

Entry fees : 500 $$

Safari balls : 30

Steps : 600

>>> ENTRANCE <<<

Nidoran m -> common

Nidoran f -> common

Rhyhorn -> common

Exeggcute -> common

Venonat -> average

Nidorino -> average

Nidorina -> average

Parasect -> rare (Can hold Big & Tiny Mushroom)

Pinsir / Scyther -> rare

Chansey -> very rare (Can hold Lucky Egg)

Slowpoke/Psyduck -> very commons (day and night)

Magikarp -> 100%

Goldeen -> common

Poliwag -> average

Magikarp -> average

Seaking -> common

Dratini  ->average (Can hold Dragon Fang & Dragon Scale)

Psyduck -> rare

Slowpoke -> rare

Dragonair -> very rare (Can hold Dragon Fang & Dragon Scale)

Nugget  : On the island (requires Surf )

Leaf Stone  : on the island (requires Surf ) (hidden)

>>> AREA 1 <<<

Nidoran m -> common

Nidoran f --> common

Doduo -> common

Paras -> average (Can hold Tiny & Big Mushroom)

Parasect -> rare (Can hold Tiny & Big Mushroom)

Kangaskhan -> rare

Scyther / Pinsir -> very rare

Psyduck / Slowpoke -> very common

Magikarp -> very commons

Poliwag -> common

Magikarp -> common

Dratini -> average (Can hold Dragon Fang & Dragon Scale)

Leaf Stone  : On the upper pathway near the rest house

TM 11 (Sunny Day)  : On the ledge beside the pond

Max Potion  : Far west of the small mountain

Full Restore  : Near the rest house

>>> AREA 2 <<<

Nidoran f -> common


Paras -> average (Can hold Tiny & Big mushroom)

Lickitung -> average

Venomoth -> rare

Nidorina -> rare

Chansey -> rare (Can Hold Lucky Egg)

Tauros -> very rare

Psyduck / Slowpoke -> very commons

Protein  : On the upper pathway near the rest house

TM 47 (Steel Wing)  : Beside a tree west of the rest house

Quick Claw  : On a grassless patch in the middle of the area

>>> AREA 3 <<<

Exeggcute -> average

Nidorin f -> rare

Tauros -> rare

Kangaskhan -> very rare

Max revive  : in a corner at the southeast base of the mountain

Max potion  : in the grass at the southwest base of the mountain

Gold Teeth  : south of the sign asking to find them (obligatory for obtain HM 04 Strength)

TM 32 (Double team)  : southeast of the Secret House

Revive  : on the southeast statue near the Secret House (hidden)

HM 03 (SURF)  : from the man in the Secret House

  • Bilburt , Bestfriends and Bestfriendss

The Safari Zone in Hoenn is located Route 121 before Lilycove City

>>> AREA 1 / ENTRANCE <<<

Oddish -> common

Kakuna -> common

Girafarig -> common

Wobbuffet -> average

Doduo -> average

Natu -> average

Pikachu -> rare (can hold Light Ball)

Gloom -> rare

Gloom-> rare

Psyduck -> 100%

Magikarp -> very common

Goldeen -> commmon

Goldeen -> very common

Max revive  : Far southwest of the Area, beyond the pond (requires Surf )

Gloom -> average

Pinsir -> rare

Dodrio -> rare

Psyduck -> very common

Golduck -> rare

TM 22 (Solar Beam)  : Far northeast of the area, beyond the pond (requires Surf and Mach Bike )

>>> AREA 4 <<<

Geodude (Rock Smash) -> 100% (can hold e verstone)

Phanpy / Donphan -> common

Heracross -> rare

Xatu -> rare

Calcium  : In the far northwest part of the area (requires Acro Bike )

>>> AREA 5 <<<

Mareep -> common

Sunkern -> common

Spinarak -> average

Aipom -> average

HootHoot -> rare

Snubull -> rare

Gligar -> rare

Stantler -> rare

Chikorita -> very rare

Wooper -> common

Marill -> common

Totodile -> very rare

Quagsire -> very rare

Remoraid -> common

Octillery -> very rare

PP up  : Three squares south of the southernmost Pokéblock stand (hidden)

Full Restore  : In the furthest southeast patch of grass (hidden)

Big Pearl  : East in a patch of grass beyond the top of the waterfall

>>> AREA 6 <<<

Shuckle (Rock Smash) -> 100% (can hold Root or Claw Fossils)

Aipom -> common

Teddiursa -> common

Sunkern -> average

Ledyba -> average

Houndour -> rare

Miltank -> rare

Pineco -> rare

Cyndaquil -> very rare

Rare Candy : In the southeast portion of the area there is a 2×3 patch of light green grass in the lower right portion of it (hidden)

Zinc  : In a small nook among the wall in the rocky path to the north (hidden)

Nugget  : Between two ledges at the end of the rocky path to the west

  • Bilburt , Noad , RayUwU and 3 others

JonazDK

will u include something about catchrate and best way to catch diffrents pokes?

  • Angeluksdarkrose

Michelle

Well done! Don't forget to include that you can find Claw & Root fossils on Shuckle in the Hoenn SZ when you add that to the guide, also a neat little trick for mass Shuckle hunting; Rock Smash all Rocks in Area -> Switch Channels & you don't have to move. :)

  • Bestfriendss , kevpr and CaptainGrey

Noad

Moved to that main forum and added to the Guide Tavern Index.

Bestfriendss

Bestfriendss

I am planning on endorsing your guide when I get the chance to. Stay tuned to the RR News channel!

[spoiler]Keep up the good work! ;) [/spoiler]

Malorne

less common, more %'s pls
its hard to judge percentiles, especially when the developers changed up the safari zones (lotad at night in Kanto, that is evidence of a change...).
means that they have the % as well. Besides, i'm not asking for cpt to put it in half n hour later, whenever they are accurate

I do pose this question to you Malorne, do you understand the fact that CaptainGrey is not a dev? I know that he posted where all the pokes are, but at the same time, he probably ventured out into the safari a couple of times. Captain is just giving his input from a CM's prospective. ( C M = Community Manager not Development Manager). Thus, Captain probably does not have the percentiles on top of his head. The devs have a hard job, but at the same time, they shouldn't be responsible for giving us percentiles, that is just plan silly. My conclusion to the problem, lack the percentiles (in the Emerald Guide Book, I read it and when it was showing pokemon, it didn't say "Whismer 100% " instead it stated "Whismer Very Common ." Percentiles are just plan silly and are not needed to make an effective guide. CaptainGrey made a to the point guide that I am planning to advertise on my YT channel, it is to the point, and no need for silly numbers.

I do pose this question to you Malorne, do you understand the fact that CaptainGrey is not a dev?
 CaptainGrey made a to the point guide that I am planning to advertise on my YT channel, it is to the point, and no need for silly numbers.
how is this about your channel again? i prefer numbers of rarity, gives more precise rates.

1. The devs can't give numbers because then that would be like looking into a mathematics guide of PokeMMO rather than a typical guide. Thus, if they did give exact numbers, this would ruin the fun of the game, and this would single-handedly, expose the game too much.

2. Please refrain from insulting my YouTube channel, it is not polite. I am not going to insult you although I do feel like doing it sometimes. Violates Rule 1 clause a

These are two important points I would like to express to you. Please read them. Like I said, I am going to refrain from insulting you for all the distress you are causing here on a simplistic and to the point guide.

1. The devs can't give numbers because then that would be like looking into a mathematics guide of PokeMMO rather than a typical guide. Thus, if they did give exact numbers, this would ruin the fun of the game, and this would single-handedly, expose the game too much.   2. Please refrain from insulting my YouTube channel, it is not polite. I am not going to insult you although I do feel like doing it sometimes. Violates Rule 1 clause a   These are two important points I would like to express to you. Please read them. Like I said, I am going to refrain from insulting you for all the distress you are causing here on a simplistic and to the point guide.
i didn't insult your channel lol, was simply asking what was the validity about it with the topic at hand (which is irrelivant btw) also, giving out exact encounter rates doesn't change that much of a thing with the fun of the game, coz it isn't... so i don't see why not actually, why am i even arguing with you lol. Cpt, give enc rates mate  

You should play the game itself. You are ruining fun because you are bluntly giving way number information instead of a generic Very Common . Do you want to deface hope for those that want to catch Chansey, but come to find out that there is a 5% chance of encountering it. That would ruin hope for chansey lovers and also discorage people from venturing out into the Safari Zone for that Chansey or Kangaskan. Instead of ruining people's hopes, make a genaric Very Common or Very Rare label, saves the trouble and the more generic you can be, the happier the player base.

More numbers = More stress  <---Important formula for an MMO's success

I will not give the % encounter rates, and please stop to debate about it on this topic to keep it clean. Thanks

do i need to remind you that some values are based on encounter rates?

Well done! Don't forget to include that you can find Claw & Root fossils on Shuckle in the Hoenn SZ when you add that to the guide, also a neat little trick for mass Shuckle hunting; Rock Smash all Rocks in Area -> Switch Channels & you don't have to move.  :)
I am planning on endorsing your guide when I get the chance to. Stay tuned to the RR News channel!   [spoiler]Keep up the good work! ;) [/spoiler]
Safari Zone tips...

I want to make an announcement, I endorsed your safari guide. I hope I helped in making your guide more known throughout the PokeMMO community.

  • 2 weeks later...

Goku

  • 5 months later...

Gunthug

hey quick think I noticed - in Area 4, i'm encountering a lot of Donphan (not phanphy, as the guide suggests). Otherwise this has been super helpful!

Ye I noticed this today too, i'll add it to the thread, thanks :)

Axler

Hey I cant seem to bunny hop or wheelie using the acro bike to access area 4 in Hoenn

  • 4 weeks later...

DarkDragonborn

DarkDragonborn

Yes! Been looking for this kind of guide.

KingRechey

O.o what tauros more rare then chanseys in area 2 weird cuz i was running into tauros left and right one after another more then other pokes and way more then chanseys!

Weedle

I'm pretty sure for zone four in hoenn that xatu is a common, I have been encountering it more than donphan

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The Cave of Dragonflies

Where the smallest bugs live alongside the strongest dragons

pokemon in safari zone ss

R/B/Y Safari Zone Mechanics

A staple of the Pokémon series since the originals is the Safari Zone: a special place with Pokémon that aren't found anywhere else (and some that are) where instead of getting to use your own Pokémon to weaken and capture them, you must employ more old-fashioned methods while the Pokémon may run at any moment. While they haven't been in every game, they shake up the usual routine of catching Pokémon and have had various interesting mechanics through the generations - however, the very most interesting has to be the original.

How It Works

In every Safari Zone, the player is unable to use their own Pokémon at all. Instead, when you encounter a Pokémon you have four options: throwing one of the limited number of Safari Balls you have; an aggressive action used to make the Pokémon easier to catch; an enticing action used to make it less likely to run away; or running away from the battle yourself.

In Red, Blue and Yellow, the aggressive action is called Rock , and the enticing action is called Bait . The basic idea is this: throwing a rock will double your chances of catching the Pokémon, but it will also make the Pokémon angry for 1-5 turns. Conversely, throwing bait will halve your chances of catching the Pokémon, but cause the Pokémon to be eating for 1-5 turns. While angry, a Pokémon is twice as likely to run on any given turn as if it were in its neutral state, while it is four times less likely to run while it is eating than in a neutral state.

However, there are several more interesting details and subtleties to how Safari Zone battles happen.

Throwing a Ball

Capturing in the Safari Zone follows the regular R/B/Y capture algorithm , though since neither the Pokémon's HP nor its status can be affected and the only balls available are Safari Balls (identical to Ultra Balls), a lot of things are abstracted out in the Safari Zone. Unfortunately, thanks to the game's flawed RNG , Safari Balls underperform against full-health Pokémon, making all capture chances in the Safari Zone lower than intended. The capture chance maxes out when the Pokémon has a catch rate of 150 or more, for which the chance will be about 27-30% depending on rounding errors; all other Pokémon are harder than that.

The catch rate C starts out being, as in regular captures, the intrinsic catch rate of the Pokémon species. However, unlike regular captures, your actions in the Safari Zone can directly modify C, as hinted above.

Throwing Rocks/Bait

Rocks and bait have two distinct effects. First, every time a rock is thrown, the catch rate C is doubled (though it is capped at 255, so if doubling would make the catch rate more than that, it is made 255 instead), and every time bait is thrown, C is halved and rounded down. This happens even if the Pokémon is already angry or eating, and it happens completely blindly - if the Pokémon has a catch rate of 235, and you throw a rock to give it a catch rate of 255, then throwing bait will take that catch rate down to 127, rather than "canceling out" to give it the same catch rate as before.

Since the capture chance maxes out when the catch rate is 150 as explained above, there is no point throwing rocks at any Pokémon with an intrinsic catch rate of 150 or more, or more than one rock at a Pokémon with a catch rate of 75 or more, or more than two rocks at one with a catch rate of 38 or more. As it happens that covers all Pokémon that can be found in the Safari Zone except for Chansey (catch rate 30) and Dragonair (catch rate 27 in Yellow), who would need three rocks to go over 150.

Secondly, while a battle in the Safari Zone is going on, the game also keeps track of two counters, the "angry counter" and the "eating counter", which stand for the number of angry or eating turns the Pokémon has left. They both start out at zero; however, when a rock or bait is thrown, a random number between 1 and 5 inclusive will be generated and added to the appropriate counter (i.e. the angry counter if it's a rock, or the eating counter if it's bait), while the other counter will be reset to zero regardless of its previous value. This means only one of the counters can be nonzero at any given time. Since the random number is added to whatever value the counter already has, throwing further rocks at a Pokémon that is already angry will prolong its angry state, and likewise with throwing bait at an eating Pokémon. The eating and angry counters are both capped at 255.

The Pokémon's Turn

You always get the first turn in the Safari Zone, but on the Pokémon's turn, two things happen.

First, the game will check if either of the angry and eating counters is nonzero. If so, then a message saying "Wild [Pokémon] is angry!" or "Wild [Pokémon] is eating!" as appropriate is shown and the counter is decreased by one. If the angry counter is decreased to zero this way, the Pokémon's catch rate will also be reset to its initial catch rate , regardless of how it has been modified in the battle before this point; note that this last bit does not happen when a Pokémon stops eating, nor when the angry counter is reset to zero because you threw a bait.

After this, the game will perform a calculation to determine whether the Pokémon will run away on this turn. The run chance depends only on which state the Pokémon is in - angry, eating or neutral - but not on how many times you've thrown rocks/bait in any way: a Pokémon that you've thrown five rocks at followed by one bait will be exactly as happy to stick around as one that you threw a bait at on the first turn. Note that the Pokémon's actual current state does not necessarily correspond to the state indicated by the message that was just shown, since the message indicates only that the counter in question was nonzero before it was subtracted from. This also means that if you throw a rock or bait and the random number generated is 1, you will see an angry/eating message, but the Pokémon will in fact be back in its neutral state before even the run check is performed.

The run calculation itself goes as follows:

  • Make a variable X equal to the low byte (i.e. the remainder if you divide by 256) of the Pokémon's Speed ( not the base Speed of the species, but the individual's actual Speed).
  • If the outcome is greater than 255 (i.e. if the Pokémon's Speed was 128 or more), the Pokémon automatically runs. Skip the rest of the procedure.
  • If the Pokémon is angry, double X again (if it becomes greater than 255, make it 255 instead).
  • If the Pokémon is eating, divide X by four.
  • Generate a random number R between 0 and 255 inclusive.
  • If R is less than X, the Pokémon runs away.

All in all, this means that so long as (the low byte of) the Pokémon's Speed is less than 128 (which it always will be in the actual game - the highest Speed any Pokémon actually found in the Safari Zone can have is 75), the chance that it will run is 2*Speed/256 if it's in a neutral state, min(255, 4*Speed)/256 if it's angry, or int(Speed/2)/256 if it's eating.

Crucially, since this is the actual individual Speed and not the base Speed of the species, lower-leveled individuals are less likely to run . While Scyther at level 25 or 28 have around or above a 50% chance of running every turn in a neutral state, for instance, Yellow's level 15 Scyther are considerably easier to catch, with only a 32% chance of running in a neutral state at the most. Thus, perhaps the best piece of strategic advice for the Safari Zone is to go for the lowest-leveled possible version of your desired Pokémon, given the lower-leveled version isn't unacceptably rare.

So, well, how should one go about trying to achieve success in the Safari Zone, other than trying to catch lower-leveled Pokémon? Four basic kinds of strategies come to mind:

  • Balls only. This is the simplest way to go about the Safari Zone - just madly lob balls at everything you want to catch and pray that they don't run before you catch them.
  • Rocks, then balls. Throw some sensible number of rocks, then lob balls and hope you catch it before it either runs or calms down and resets the catch rate. If you see it's not angry anymore, start again from scratch with the rocks.
  • Bait, then balls. Throw some bait to put the Pokémon in the eating state and make it stick around, then throw balls and hope the reduced catch rate doesn't come back to bite you. Unlike with rocks, where once the Pokémon stops being angry you're back at square one, it's not quite as obvious here that you should throw more bait once the Pokémon stops eating - each bait you throw lowers the catch rate more, after all.
  • Rocks to increase catch rate, then bait to get it to stay, then balls. Throw a rock or two (or three) and then immediately throw bait. Provided your first rock doesn't generate one as the number of angry turns (in which case the Pokémon will calm down immediately and reset the catch rate), you'll manage to increase the Pokémon's catch rate before the bait gets thrown, meaning you end up with a catch rate of the same, double or quadruple the original (depending on the number of rocks), but a 4x reduced chance of running and assurance that the catch rate won't reset when it returns to the neutral state.

There are other possible strategies, but they appear obviously flawed - if you were to throw bait and then a rock, for instance, you'd end up with a normal catch rate but a higher running chance after wasting two turns, which can't possibly be helpful. These are the main ones that at a glance appear to hold some kind of promise.

You may think, as I did when I was initially working this out, that the fourth strategy has the most potential. However, as it turns out, the R/B/Y Safari Zone is broken: the balls-only strategy nearly always wins by a considerable margin, at least in terms of your overall chance of catching the Pokémon per encounter. Wasting your time on bait and rocks is only worth it in a couple of very exceptional cases.

Wait, What?

Good question. If you don't care about getting an intuitive grasp on why this is true, feel free to skip to the Safari Zone calculator.

Here's the thing. The entire Safari Zone experience basically simplifies to a game where you and the Pokémon alternate turns, with each of you having a given chance of "winning" on each of your turns (you win if you catch the Pokémon, while the Pokémon wins if it runs). When you throw bait or a rock, however, you do that instead of throwing a ball on that turn, while the Pokémon will continue to have a chance of running on every single one of its turns; essentially, you are forgoing one of your turns (attempts to "win") in exchange for a later advantage.

What is that later advantage, then, and is it worth losing that turn? Well, in the case of a rock, you double your chances of winning (catching the Pokémon) for up to four subsequent turns - but you also double the Pokémon's chances of winning (running away), and because you used up your turn throwing the rock, it's the Pokémon that has the next move.

You can hopefully see how that's not really a recipe for success. However, it's not quite as bleak as it appears, thanks to the one place where the simplification breaks down: you have a limited number of Safari Balls. A rock, by doubling both yours and the Pokémon's chances of winning each turn, will shorten the average duration of the battle. Thus, if you have sufficiently few balls and the Pokémon has a sufficiently low catch rate and Speed, to the point that in an average battle against it you'd run out of balls before either catching it or it running, throwing a rock and shortening the battle so your balls will last can actually be worth it, even at the aforementioned cost. For instance, if you only have one Safari Ball left, then you can either throw that one ball with a regular catch rate or throw some rocks first, which will make your single ball much more likely to be effective once you do throw it; you'll only get one attempt to catch it either way. The risks will still outweigh the benefits if the Pokémon is pretty speedy, since then it will be likely to run before you can actually throw the ball at all, but for a sufficiently slow target (for a single Safari Ball, the highest Speed where a rock will be worth it is 25 or so), rocks can be a good idea when you don't have a lot of Safari Balls left.

Throwing multiple rocks can also help, at least in theory, since more rocks will continue to double your chances of catching the Pokémon without raising the running chance further. Primarily, in many of those situations where a lack of Safari Balls means one rock is a good idea, two (or possibly three) rocks improve your chances even further, though the range of situations where this works is even narrower than for one rock. Technically multiple rocks can also help in general for Pokémon with very low Speeds and low catch rates - however, that's low Speeds as in single digits, and no Pokémon that fit the bill are actually found in the Safari Zone, making that point kind of moot. Otherwise, if you have plenty of balls to spare, the free angry turns they usually get to run away before you even start trying to catch them just result in a disadvantage you can't make up for.

What about bait? Bait is immediately somewhat more promising than rocks, since it halves your chance of "winning" but quarters the Pokémon's. However, bait also differs from rocks in that the catch rate doesn't go back to normal after the Pokémon stops eating, and just like rocks shorten the duration of the battle, bait prolongs the battle - it makes both parties less likely to win on subsequent turns. And the longer the battle goes on, the more the up-to-four turns (remember, the counter is decreased before the run check) that the Pokémon is actually less likely to run diminish in significance compared to all the turns after the Pokémon stops eating, when it will still have a lowered catch rate but a regular chance of running. That's besides the fact that again you must forgo a turn to throw the bait in the first place. In fact, as it turns out this makes bait wholly useless: there is not even in theory a Speed/catch rate combination for which bait will do you any good.

Where does this leave that especially promising-looking "rocks, then bait" strategy? Ultimately, it's stuck in the same rut rocks are: it's normally only useful for Pokémon with such ludicrously low Speed that they don't actually exist in the Safari Zone, and unfortunately, while rocks at least have a niche when you're running low on balls, you're always going to be better off just throwing however many rocks you're going to throw and then throwing your ball than throwing the rocks and then wasting your time on bait if you only have a couple of balls left. This strategy requires wasting several turns without throwing any balls, during some of which the Pokémon will have an increased chance of running, and to make matters worse, if the number of angry turns generated is one, you're going to lose even the rock's advantage and end up with the bait's lowered catch rate after all that preparation. It just kills it.

So, again, in nearly every case the best strategy is to just throw balls and hope you get lucky. That is, however, assuming that what you want to maximize is your chance of success per encounter: since rocks shorten the battle and make for fewer Safari Balls required, rocks may actually save you time and money.

The Safari Zone calculator below includes a variety of strategies, despite their mostly limited usefulness; play around with it if you think you might go with a different one.

Safari Zone Calculator

Use this tool to calculate your chances of capturing a given Pokémon.

As it is, it only includes Pokémon that are actually found in the Safari Zone in either Red, Blue, Yellow, or the Japanese-exclusive Blue version. If there is demand for adding other Pokémon just for the hell of it, I can do that too, but in the meantime, I feel this makes more sense.

In addition to your chances of capturing the Pokémon with any or all of the provided strategies, the calculator will also provide you with the basic capture rate and run chance per turn. When you select a Pokémon and game, additionally, it will give you the locations, levels and rarities at which the Pokémon is found in the Safari Zone in that game, so that you can perhaps attempt to find your Pokémon at a lower level or in an area where it's more common.

The base percentages the calculator gives may not match exactly up with those given by my R/B/Y catch rate calculator , since this calculator makes the simplifying assumption that the Pokémon's HP and Speed are equal to the average HP/Speed a wild Pokémon of the given species/level would have, while the catch rate calculator does the entire calculation for each possible HP IV and takes the average of the actual outcomes. I chose not to do the more accurate calculation here because this calculation is both already relatively slow and involves two different stats - trying every possibility would mean doing that whole relatively slow calculation up to 256 times, which just seems like way more trouble than it's worth.

Pokémon: Chansey Cubone Doduo Dragonair Dratini Exeggcute Goldeen Kangaskhan Krabby Lickitung Magikarp Marowak Nidoran (f) Nidoran (m) Nidorina Nidorino Paras Parasect Pinsir Poliwag Psyduck Rhyhorn Scyther Slowpoke Tangela Tauros Venomoth Venonat

Game: Red Blue/JP Green JP Blue Yellow

Safari Balls remaining:

Strategy: Show all Balls only One rock Two rocks Three rocks Bait repeatedly One bait Two bait Three bait Rock, then bait Two rocks, then bait Three rocks, then bait

Page last modified August 9 2021 at 02:53 UTC

Kanto Safari Zone

Kanto Safari Zone Map.png

The Kanto Safari Zone (Japanese: サファリゾーン Safari Zone ) is a special Pokémon preserve in Kanto that Trainers can enter to catch wild Pokémon. It is owned by Baoba .

For $ 500, the player can play the Safari Game (Japanese: サファリゲーム Safari Game ) and receive 30 Safari Balls . Trainers are limited to 500 R B Y /600 FR LG steps in the Safari Zone before the Game is over. A Safari Zone Exploration Campaign is also taking place, where the goal is for Trainers to find the Secret House (Japanese: トレジャーハウス Treasure House ), located in the deepest area, Area 3. The prize for finding the house is HM03 ( Surf ).

In the Safari Zone, when a wild Pokémon appears, Trainers cannot send out Pokémon to battle it. Instead, Trainers must face Pokémon only with simple tools, and catching a Pokémon becomes much more reliant on luck, as Pokémon are able to run away from the Trainer at any time. Trainers may throw Bait to make a Pokémon less likely to run, but this also makes it harder to catch. Conversely, throwing Rocks will make a Pokémon easier to catch but more likely to run.

In Generation II , the Safari Zone has closed down while Baoba takes a vacation. In the contemporaneous Generation IV games, he has opened another one in Johto and Kanto's Pal Park is located here. In Pokémon: Let's Go, Pikachu! and Let's Go, Eevee! , GO Park is located here.

  • 2.1 Generation I
  • 2.2 Generation III
  • 2.3 Bait Strat
  • 3 Closing notices
  • 5.1.1 Center Area
  • 5.1.2 Area 1
  • 5.1.3 Area 2
  • 5.1.4 Area 3
  • 5.2.1 Center Area
  • 5.2.2 Area 1
  • 5.2.3 Area 2
  • 5.2.4 Area 3
  • 7.1 Pokémon Pinball
  • 8.1.1 Pokémon
  • 8.2.1 Pokémon
  • 9.1.1 Pokémon
  • 9.2.1 Pokémon
  • 9.3.1 Pokémon
  • 11 In other languages

The Safari Zone is divided into four areas:

  • The Center Area: where the player enters the Safari Zone
  • Area 1: east from the Center Area
  • Area 2: north from the Center Area
  • Area 3: west from the Center Area

In the Generation I games, "Center Area" is actually used to refer to both the entrance area that acts as a hub to all the other areas, and the area east from this hub.

Safari Game

As with other Safari Games, Pokémon are made easier or harder to capture by modifying the Pokémon's catch rate . Pokémon can be in any of three states—angry, eating or neutral—with the angry state making them more likely to run but the eating state making them less likely to.

Generation I

At the start of an encounter, two counters—an "angry counter" and an "eating counter"—are set to 0. Whenever Bait is thrown, the angry counter is reset while the eating counter increases by a random value between 1 and 5 (but to no more than 255). The opposite occurs if a Rock is thrown: the eating counter is reset and the angry counter increases on the same basis. The catch rate is doubled (to no more than 255) whenever a Rock is thrown, but halved (rounded down) whenever Bait is thrown.

At the end of each turn, if either the angry or eating counter is nonzero, it is decreased by 1; if the angry counter is decreased to 0, the modified catch rate resets to the Pokémon's initial catch rate. A random value between 0 and 255 inclusive is generated, and if this is less than half of the Pokémon's Speed rounded down (if the Pokémon is eating), double the Speed (if the Pokémon is in a neutral state), or four times the Speed (if the Pokémon is angry), the Pokémon escapes. A Pokémon will also always escape if its Speed is 128 or more, even if it is eating.

Generation III

The Safari Game mechanics were overhauled to more closely resemble the one in the Hoenn Safari Zone . Like it, there is an additional "catch factor" that begins at 100/1275 of the Pokémon's catch rate (rounded down). Each species of Pokémon that appears in the Safari Zone also has its own "escape rate", unlike in the Hoenn Safari Zone , which is never modified. Bait cannot reduce the "catch factor" of a Pokémon below 3 and rocks cannot increase it above 20. Because of this, Chansey becomes easier to catch after being baited as its catch factor increases from 2 to 3, Pokémon with a base catch rate of 45 will not become harder to catch after bait has been thrown as their catch factor remains at 3, and Magikarp cannot become any easier to catch by throwing rocks as its catch factor is already 20.

Like Generation I, a Pokémon will be angry or eating whenever Bait or Rocks are thrown. If Bait is thrown, it will be "eating" for 1-5 turns, during which the catch factor is halved. If Rocks are thrown, it will be "angry" for 1-5 turns, during which the catch factor is doubled. Being "angry" or "eating" is mutually exclusive, though modifications to the catch factors will stack. Whenever a Safari Ball is thrown, the catch factor is converted back to a catch rate by multiplying by 1275/100 and rounding down. The amount of bait or anger a Pokémon has can stack if multiple rocks or bait are thrown. The amount cannot surpass 5 turns worth of either.

At the beginning of each turn a flee check will be completed. A random number from 0 to 99 is generated, and is compared to 5 times its "modified escape factor" if the random value is less, the Pokémon will escape at the end of the turn unless it is captured. During a flee check turn the game will determine a Pokémon's "modified escape factor" 1275/100 of the escape rate (rounded down), which is doubled if the Pokémon is "angry" or quartered (rounded down) if the Pokémon is "eating". This value cannot be reduced below 1 which is equal to a 5% chance to flee. When a Pokémon is first encountered, its flee rate cannot be lower than 2.

A restriction that causes a Pokémon's "Catch Factor" to be a minimum of 3 after bait has been thrown, causes Chansey 's catch rate to be increased from 25 (4.9% per ball) to 38 (8.09% per ball) after throwing bait. This means that throwing bait makes Chansey both easier to catch and less likely to flee. Similarly the Pokémon Kangaskhan , Scyther , Pinsir , Tauros , Dragonair , and Dratini all have catch rates that are unaffected by the use of bait. Due to this oddity players are able to increase their chances of successfully catching some Pokémon through the use of what has been called the "Bait Strat". By throwing two bait and then a sequence switching between a couple balls and then more bait players can keep a Pokémon's flee rate low by maximizing their chances that they will continue eating. Unfortunately, a Pokémon's flee check is preformed at the beginning of the turn, so bait will only come into effect the turn after it has been thrown. This leaves an inherent risk of a Pokémon fleeing before any balls have been thrown. Trainers brave enough to throw bait can find themselves with a 19.08% chance to catch Chansey per encounter as opposed to just 10.28% with balls alone.

Closing notices

In Generation II , the sign outside the Safari Zone contains a notice about it being closed in that reads:

The WARDEN is traveling abroad. Therefore, the SAFARI ZONE is closed.

In HeartGold and SoulSilver , the sign informs that since the Safari Zone is closed, the facility houses Pal Park instead.

There's a notice here... The Safari Zone is closed. Instead, we have Pal Park.

Center Area

In the spin-off games, pokémon pinball.

In Pokémon Pinball , the Safari Zone appears on the Red and Blue tables; catchable Pokémon include Nidoran♀ , Nidoran♂ , Paras , Doduo , Grimer , Rhyhorn , Chansey , Scyther , Pinsir , and Tauros .

In the anime

Main series.

pokemon in safari zone ss

The Safari Zone only appeared in the banned episode EP035 . Due to this episode's international ban outside of Asia, the Safari Zone has never appeared in the English dub , although it was mentioned in the preceding episodes The Flame Pokémon-Athon! and The Kangaskhan Kid .

In the anime, the Safari Zone is run by a gun-toting warden, Kaiser . Like in the games, Trainers are restricted to only thirty Safari Balls per challenge. It is explained that this is the result of an incident decades ago where a rumor of the extremely rare Pokémon Dratini being spotted in the Safari Zone caused countless Trainers to recklessly catch excessive amounts of Pokémon in the area and completely wreck it in the process.

Upon entering the Safari Zone, Ash and his friends encountered Team Rocket , who challenged them to a contest to see who could catch the most Pokémon. However, while Ash was busy catching Pokémon, Team Rocket forced Kaiser to reveal Dratini's location. Ash and his friends managed to stop Team Rocket's plan to detonate a bomb in Dratini's home lagoon and discovered that the Dratini which Kaiser had met decades earlier had evolved into Dragonair and now had its own child Dratini. Before leaving the Safari Zone, Ash sent the Pokémon he had caught, namely a herd of Tauros and nothing else, to Professor Oak's Laboratory .

The Safari Zone is also seen in an early trailer for the second movie , where it is experiencing a harsh blizzard thanks to the unstable weather patterns caused by the fighting between the legendary birds . The scene, like most scenes from initial Pokémon movie trailers, is never actually used in the movie.

Pokémon Origins

The Kanto Safari Zone appeared in File 4: Charizard , when Red was seen confronting Chansey in there. Initially, he had trouble choosing between throwing a rock or a bait, almost causing the Chansey to run away, but eventually, he managed to catch it and add its data to his Pokédex .

In the manga

Pokémon adventures.

pokemon in safari zone ss

The Safari Zone appeared in Long Live the Nidoking! and A Hollow Victreebel , where Red visited it. Like all visitors, Red was forced to leave his Pokémon and Poké Balls to the entrance before starting his tour. Guided by two robotic Pidgey called Pidgebots , Red started a ride on a raft in a river running through the Safari Zone. When he noticed two Nidoking fighting over the love of a Nidoqueen , Red secretly pulled out a Poké Ball he had smuggled in and tried to catch one of the Nidoking with it. However, the ball missed the Nidoking and caught Nidoqueen instead. Enraged by this, the two Nidoking attacked Red's raft, destroying it and one of the Pidgebots.

While on the run, Red ended up getting caught by a group of Victreebel , who intended to eat him as a part of their nightly evolution ritual. However, thanks to his Poké Flute and a Poké Doll , Red managed to escape. Coming across one of the Nidoking from before again, Red caught one of the Victreebel and used it to weaken Nidoking enough for capture. The next morning, when Red was found by the Safari Zone officials, he was revealed to have caught a huge herd of Pokémon.

Pokémon Pocket Monsters

pokemon in safari zone ss

Red and his Pokémon visited the Safari Zone in Rampage At The Safari Zone?! . Like many other places they visit, it ended up getting wrecked by Clefairy .

Pokémon Zensho

pokemon in safari zone ss

The Safari Zone appeared in Fuchsia City , where Satoshi entered it. After saving a Ditto from a Tauros , Satoshi met Shigeru , who showed off all the Pokémon he had managed to catch at the Safari Zone. Soon after, Satoshi came across a Fisherman , who gave him a fishing rod. To the Fisherman's astonishment, Satoshi managed to reel in a rare Dratini , and asked for him to trade it for him. At first, Satoshi was reluctant, but when he noticed the Safari Zone Warden 's missing dentures inside one of the Fisherman's Poké Balls , he accepted the offer.

On his way to return the dentures, Satoshi was ambushed and challenged to a battle by Gym Leader Koga . Satoshi's Ditto transformed into a duplicate of Koga, resulting in his Weezing getting confused and self-destructing , earning Satoshi the Soul Badge .

pokemon in safari zone ss

  • The background music is Evolution .
  • They are also the only areas where it is not possible to remove tall grass by using Cut . However, tall grass can be removed normally from these areas in Pokémon FireRed and LeafGreen .
  • In the Generation II games, there is some data for a beta Safari Zone in Fuchsia City , but it was ultimately unused.
  • Another reference to the aforementioned episode in Yellow may be the fact that Dragonair , which also appeared in EP035, is available in the Yellow Version, but not in the Red and Blue Versions.
  • In Generation I , a scientist in a house in the top-right corner of Area 2 states, " You can keep any item you find on the ground here. But, you'll run out of time if you try for all of them at once! ". However, so long as the player can use HM03 ( Surf ) as soon as they pick it up, it is actually possible to collect all possible items in the Safari Zone in one visit.
  • Although bait makes Pokémon harder to catch, an NPC in Area 4 says it makes them easier to catch.
  • In the Western Generation I games, though the player receives 30 Safari Balls, it is only possible to catch 25 Pokémon: 5 to fill the party and 20 to fill a Box . In the Japanese games, however, the Box capacity is 30 Pokémon.
  • As this doesn't happen in Red and Blue, the player will be unable to get HM03 (Surf) nor the Gold Teeth if they run out of money.

In other languages

  • Candidates for moving
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  • Pokémon Pinball locations

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IMAGES

  1. Safari Zone

    pokemon in safari zone ss

  2. Pokémon FireRed and LeafGreen/Safari Zone

    pokemon in safari zone ss

  3. Zona Safari

    pokemon in safari zone ss

  4. Kanto Safari Zone

    pokemon in safari zone ss

  5. Pokémon Heart Gold & Soul Silver

    pokemon in safari zone ss

  6. Pokémon FireRed and LeafGreen/Safari Zone

    pokemon in safari zone ss

VIDEO

  1. O que você precisa saber sobre A Safari Zone! Pokémon Mundos Elementais

  2. LIVE! 15 Shiny Pokemon for Safari Week 2023!

  3. Safari zone discount followed by free entry

  4. Pokemon HG/SS-Safari Zone Gate

  5. What New Pokemon will be in Safari Zone!/Pokemon Brick Bronze

  6. Pokemon Emerald Walkthrough (2023) Part 26: Lillycove and The Safari Zone!

COMMENTS

  1. Pokémon Heart Gold & Soul Silver

    This new Safari Zone allows you to customise the areas. The customisation allows you to move where all six of the areas of the Safari Zone are. This is useful so you don't have to walk and waste a load of steps should you wish to find a Pokémon that is only in the Desert area. All you do is slide the areas around using the touch screen.

  2. Johto Safari Zone

    The Johto Safari Zone (Japanese: サファリゾーン Safari Zone) is a special Pokémon preserve where Trainers can catch certain types of Pokémon. The Johto Safari Zone made its debut appearance in Pokémon HeartGold and SoulSilver, where it was shown to be located northwest of Cianwood.It is located at the Safari Zone Gate, a bazaar that sprung up due to the Safari Zone's popularity.

  3. Pokéarth

    The Johto Safari Zone is the most unique Safari Zone ever existing in the games. This Safari Zone has 12 areas, which you can customise at will. Only six areas are accessible at any one time, with you able to switch them around. As you progress through the Safari Zone, you can place blocks in the various areas which attract even more Pokémon ...

  4. Safari Zone (Hoenn) Pokémon locations

    This is the Pokémon Location guide for Safari Zone in Hoenn. Choose which generation of games you're playing to see the Pokémon and capture methods. Generation 6. Area 1. Area 2. Area 3. Area 4. Generation 3.

  5. Safari Zone

    The mechanics of the Safari Zones are similar to each other. Most have a $ 500 entry fee, a step limit, a series of distinct areas with different wild Pokémon in each, and 30 Safari Balls, with which players may catch the Pokémon they come upon. The most important of their specific mechanics, however, is that Trainers do not initiate Pokémon battles with the wild Pokémon, but instead must ...

  6. Pokemon HeartGold and SoulSilver :: The Johto Safari Zone

    POKEMON HEARTGOLD AND SOULSILVER SAFARI ZONE. Located to the west of Cianwood City and accessible through Routes 47 and 48, the Safari Zone is a new addition to the region of Johto, and boasts many Pokemon from all four regions in the series. The Safari Warden, Baoba, has added innovative features to make this incarnation of the Safari Zone ...

  7. Pokemon SoulSilver Version

    Version History [Vsion1] ----- Version 1.00 - March 16, 2010 - Started Safari Zone Guide Version 1.00 - March 17, 2010 - Finished Safari Zone Guide Version 1.01 - March 18, 2010 - Added in the location Pokemon are found Version 1.02 - March 20, 2010 - Added Sandslash to Desert area Version 1.10 - March 23, 2010 - Area Names Now Match Game's ...

  8. Safari Zone

    Heal up and head through the next gate up North. For P500 you'll get 30 safari balls to play in the safari zone. When you use all the balls you have then your game ends and you go back to the ...

  9. Appendix:HeartGold and SoulSilver walkthrough/Section 16

    HG SS Protein: In the grass, south of the Aprijuice Stand (hidden) ... The Safari Zone is located at the Safari Zone Gate, a bazaar that sprung up due to the Safari Zone's popularity. For $ 500, the player will receive 30 Safari Balls. Akin to previous Safari Zones, there is a large area to cover, but the six areas of the Zone can uniquely be ...

  10. Pokemon Soul Silver Walkthrough 46

    The Brand New Safari Zone!More Pokemon SS: http://www.youtube.com/channel/UCuoIRHs-H1gbexuM5V3g7HA?sub_confirmation=1

  11. how does the safari zone works?

    2 Answers. the safari zone (hg ss) is where you can catch pokemon with a pokeball called a safari ball. you pay to get in and then you go wild trying to catch different pokemon. certain pokemon can be caught by you placing props and waiting for them to appear. the same is applied to pokemon dp and platinum*. one last thing, you have 30 safari ...

  12. Pokemon HeartGold and SoulSilver :: Full Walkthrough

    With Jasmine defeated, you can officially visit the Johto Region's Safari Zone by traveling through the new cave to the west of Cianwood City; see the Optional Areas section for Safari Zone coverage. When you're done with the Safari Zone, or if you're skipping it, return to Ecruteak City and exit through the eastern outpost of the City.

  13. Safari Zone Encounter Slot Calculator

    The encounter slot tables and time for each block upgrade can be found on the Safari Zone slot webpage. Enjoy! Terms Area The region in the Safari Zone where you are searching for Pokémon. The areas can be managed on the machine to the right of the Safari Zone clerk. Time of Day The time period in which you are trying to RNG.

  14. Appendix:HeartGold and SoulSilver walkthrough/Section 7

    In addition, Cliff Edge Gate leads up onto the jagged cliffs to the west, where the new Safari Zone is located. The rocks that wash up on the northern beach can be cleared away to reveal hidden Pokémon and items. Available Pokémon Pokémon Games Location ... HG SS ← Part 6: Ecruteak Gym, Union Cave, Routes 38 and 39, Olivine City, Route 40 ...

  15. A Guide to The Pokemon Heart Gold\\Soul Silver Safari Zone

    The safari zone in HGSS can be very confusing and difficult to understand. In this video i try my best to explain how tp access all the areas, objects and th...

  16. Safari Zone Objects Tutorial

    This video will show you how to use the Safari Zone Objects in your Pokemon Heart Gold and Soul Silver game.Hopefully this video helps you if you are having ...

  17. Pokémon Heart Gold & Soul Silver

    In addition to the areas previously in Johto, there are new areas to be found within Johto such as the brand new Safari Zone. In addition to that, there are non-Johto Pokémon to be found in it including Kyogre in Heart Gold, Groudon in Soul Silver, Rayquaza, Dialga, Palkia & Giratina.

  18. Safari Zone: What are your rules? : r/nuzlocke

    If my run is going badly (like, massive losses, last pokemon have very little chance of actually achieving victory, etc.), one encounter per zone no matter what, though no running to game the system. If the run's going fine, one encounter per zone but if it runs encounter is lost. Nice and fair IMO. If the run's going well, one encounter period ...

  19. Hoenn Safari Zone

    The Hoenn Safari Zone (Japanese: サファリゾーン Safari Zone) is a special Pokémon preserve where Trainers can enter to catch wild Pokémon.The entrance is on Hoenn's Route 121.. In Pokémon Ruby, Sapphire, and Emerald, this Safari Zone is only accessible to Trainers participating in the Safari Game.In a Safari Game, players may only use Safari Balls, and rather than weaken wild ...

  20. [Hunt Guide] Safari Zone Guide

    General. Guide Tavern. [Hunt Guide] Safari Zone Guide. This guide is made to help you know which Pokemon are available in the Safari Zone in Kanto & Hoenn; What their encounter rates are (Very Common / Common / Average / Rare / Very rare) , what items they can hold, and what items you can find inside. GRASS SURFING FISHING.

  21. R/B/Y Safari Zone Mechanics

    Throwing a Ball. Capturing in the Safari Zone follows the regular R/B/Y capture algorithm, though since neither the Pokémon's HP nor its status can be affected and the only balls available are Safari Balls (identical to Ultra Balls), a lot of things are abstracted out in the Safari Zone. Unfortunately, thanks to the game's flawed RNG, Safari ...

  22. Kanto Safari Zone

    The Kanto Safari Zone (Japanese: サファリゾーン Safari Zone) is a special Pokémon preserve in Kanto that Trainers can enter to catch wild Pokémon. It is owned by Baoba.. For $ 500, the player can play the Safari Game (Japanese: サファリゲーム Safari Game) and receive 30 Safari Balls.Trainers are limited to 500 R B Y /600 FR LG steps in the Safari Zone before the Game is over.

  23. Pokémon Red and Blue/Safari Zone

    Area 1[ edit] Safari Zone - Area 1. In Area 1, the Poké Ball on the ledge contains a Carbos. To the left of the house nearby, you will find a Full Restore. On the patch of ground that extends into the lake, a TM 37 can be found in the grass. And close to the entrance to Area 2 there's a Max Potion on the ground. Red.