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safari zone bait rock strategy

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

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PokeMMO Safari Zone Guide

PokeMMO Safari Zone Guide  by Cubes

TL;DR –  For rare pokemon in the Safari Zone, the best strategy is to use 1 Bait and then throw a lot of balls. If the Pokemon stops eating and is watching carefully, throw 1 more bait then keep throwing balls. If you have 1-3 balls left, you should just throw balls without bait.

Best place to catch: Chansey- Surf across water in the entrance, go to north area. Scyther/Pinsir- Entrance Kangaskhan- Go right from entrance Tauros- Surf across water in the entrance, go to west area. Dratini/Dragonair (The catch rate is the same)- Super Rod at any body of water

Using Repels –  Using a level 26 pokemon with repels will not let you encounter Chansey per se, but it will let you avoid a bunch of pokemon in-between. It’s a good time saver, if you don’t want to spend the time running away from pokemon, but you won’t catch Chansey any faster step-wise. (Credits to heated, reazh, and darkside)

Edit: added what to do in case Pokemon stops eating; added best places to catch pokemon; added what to do in case of 1-3 balls left; added repels.

Ok, so I was going through safari zone trying to catch rare Pokemon, wondering “What’s the best strategy?”. Googling gave me no answers, so I dug a little deeper. All formulas can be sourced to Bulbapedia.

A little background: every pokemon has it’s own catch rate, which determines how easy or hard it is to catch. Legendaries are hard, while Pidgey is a breeze. For every pokemon, you determine a modified catch rate (using catch rate, health, status, etc), and with this you can determine the probability of catching said pokemon. The key to remember- the higher the catch rate, the higher the probability of catching the pokemon.

Normally, if the Safari Zone was just a regular wild zone, the following would apply: all pokemon are at full health, with no status conditions.For a pokemon at full health, no status, the “modified catch rate” is 1/3(catch rate).

Let’s take for example, Chansey, of course. Chansey has a catch rate of 30. Normally, the modified catch rate is 1/3(30)x1.5 = 15. (Why x1.5? This factors in the safari ball properly, which is x1.5 the Pokeball.)

But, the safari zone is tricky, and adds in more factors! The catch rate is multiplied by 100/1275, and then rounded down, to get a “safari-catch factor”. Here is where the safari zone screws you! Doing the math for Chansey,the rounding down gives you a safari-catch factor of just 2. Normally, when you throw the ball, it multiplies back by 1275/100, then rounds down, giving you a catch rate of just 25. Fuck that noise! Screw you safari zone.

Plugging in this new catch rate into our formula, we get 1/3(25)x1.5 = 12.5. But we have to round down (again), so it’s actually 12.

Now we have a safari-modified catch rate for Chansey, 12. Using Bulbapedia’s formula, we have a probability of approximately 4.7% of catching Chansey per ball thrown.

“But Cubes,” you ask, “what about bait and rocks? How do those affect things?”

Very interestingly, in fact. What happens is that rocks double the safari-zone factor and bait halves it. Taking Chansey as an example for all the rare pokemon, with bait, her safari-catch factor is a measly 1, and we get a catch rate of just 12, and a modified catch rate of just 6. Your odds of catching Chansey are 2.4% per ball thrown.

As for rocks, a sneaky cool thing happens for Chansey. The safari-catch factor doubles, becoming 4, and then when you multiply by 1275/100, we get a catch rate of 51, and a modified catch rate of 25.

Did you see what happened? It’s slightly more than double the regular modified catch rate, and this affects things. The odds of catching Chansey becomes 9.8% per ball thrown with the rock effect.

Now you must be thinking, rocks all the way! But, we’ve forgotten about escapes, and this is where the rock fails us. (Now unfortunately, I couldn’t find escape rates for the pokemon, but it shouldn’t affect the outcome.) When angry, a pokemon is twice as likely to escape. But when busy eating, the pokemon is 1/4 less likely to escape, a big difference.

So, you see that you get 4 bait balls every time you throw 1 rock ball, and when you add up the percentages, you get 9.8% rock vs. 9.6% bait, and . But we also have to take into account the first turn. The pokemon is angry/eating after the first turn, and so you are ~7-8 times as likely to be able to throw your first bait ball before even throwing your first rock ball, and this tilts the favor in the bait’s favor.

How the escape factor works is that the escape rate(which is an integer) is multiplied by 5, and then affected by rock/bait to get a final rate. Then a random number between 0-99 is generated. If this number is lower than the final rate, the pokemon escape. For a rare pokemon, the rate is either 8 or 9 (I’m not sure), but let’s say 9. Then the normal final rate is 45, and there’s a 55% chance your pokemon will stay per turn. While angry, the rate becomes 90, and you only have a 10% chance of the Pokemon staying. While eating, the rate becomes 11 (rounded down), and you have an 89% chance of the pokemon staying per turn.

Factoring this in, you get- an 11% chance to be able to throw rock and 1 ball consecutively- 1.15% chance of capture; a 55% chance to be able to throw 2 regular balls consecutively- 7.29% chance of capture; a 50% chance to be able to throw bait and 3 balls, followed by a bait and 2 more balls consecutively- 8.26% chance of capture.

So as you can see, rock is a TERRIBLE strategy, and bait better than just throwing balls. I can explain the math I did behind this if anyone wants me to.

How many baits should you use? Just 1. When using multiple baits, the effect on the safari-capture factor stacks, but the escape factor does not. In short, each additional bait halves your catch chance while doing nothing to the escape chance.

Another factor in bait’s favor- the Safari Zone restrictions. You only get 30 balls and 500 steps. But Chansey (and other rare Pokemon) are so rare that your steps will run out before your balls do. So a strategy that maximizes the amount of balls thrown per catch attempt is the most efficient use of your hard-earned 500 Pokedollars. This doesn’t apply when catching dratini/dragonair though, since you can stay still the whole time.

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Pokemon Brilliant Diamond and Shining Pearl

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Great Marsh (Safari Zone) Daily Pokemon and Guide

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Great Marsh Daily Pokemon List and Guide

This is a map and walkthrough for Great Marsh, the Sinnoh region's very own safari zone in Pokemon Brilliant Diamond and Shining Pearl (BDSP). Learn about the mechanics of the Great Marsh, the Great Marsh Daily Pokemon, what Pokemon are found in each area, and what trainers, items, and events are encountered here.

List of Contents

Great Marsh Map and Items

  • Great Marsh Walkthrough and Mechanics

Great Marsh Daily Pokemon

Great marsh pokemon (area 1), great marsh pokemon (area 2), great marsh pokemon (area 3), great marsh pokemon (area 4), great marsh pokemon (area 5), great marsh pokemon (area 6), great marsh tips and strategies, great marsh connected maps, pokemon bdsp related links, great marsh map, connected maps, obtainable items, get defog from ace trainer.

Pokemon BDSP Getting Defog from Great Marsh

Upon entering the Great Marsh, you'll find an Ace Trainer to your right. Talk to the trainer to get the TM Defog .

This move is very important in order for you to progress through the game so don't forget to get this TM!

Great Marsh Guide and Mechanics

How to enter the great marsh.

You'll find a gate to the Great Marsh at the northern area of Pastoria City . You need to pay a ₽500 fee before you can enter the Great Marsh. Talk to the receptionist and pay the fee to receive 30 Safari Balls , which you can use to capture Pokemon inside the Great Marsh Safari Zone.

The session will end if you use up all 30 Safari Balls or take more than 500 steps.

Some Pokemon in the Great Marsh Change Daily

Six special Pokemon will appear everyday, one for each area of the Great Marsh. Take note that you may have the same special Pokemon for different areas . These six Pokemon change daily and some are exclusive to the Great Marsh.

To view the Daily Pokemon found in the Great Marsh, you can look through the binoculars on the second floor of the lobby. It will only show a random Pokemon from 5 of the areas in the Great Marsh, so you may need to look through it several times to find all six of your Daily Pokemon.

Changing the date on your Nintendo Switch will not affect the Daily Pokemon in the Great Marsh.

View Pokemon in the Great Marsh with Binoculars

Great Marsh Binoculars

You can view the Pokemon you can encounter in all the areas in the Great Marsh by going to the second floor of the lobby in the building and paying ₽100 to use the binoculars. All 3 Binoculars can scan the entire Great Marsh , so it does not matter which one you choose.

Each time you view the binoculars, you will be shown 5 Pokemon from 5 of the different areas in the Great Marsh. There is a chance that you could view one of your 6 Daily Pokemon from the binoculars. If you do not find any of your Daily Pokemon, you can pay another ₽100 to look through the binoculars again.

List of Great Marsh Binocular Backgrounds

The binoculars will show you Pokemon from 5 random areas of the Great Marsh, so it may be difficult to tell what area you are looking at through the binoculars. You can use this list of binocular backgrounds to find out what area each one corresponds to.

Throwing Ball, Bait, and Mud

Great Marsh Encounter

While scouring for Pokemon in the Great Marsh, encounters inside the area will be different. When engaged in a Pokemon battle, your choices will be Ball, Bait, Mud, and Run.

Throwing Bait at a Pokemon will make the Pokemon more likely to runaway from the encounter, but makes it easier to catch the Pokemon.

On the other hand, throwing Mud at a Pokemon will make it harder to catch , but also decreases the chance that it flees the battle.

Throwing Safari Ball is the safest to catch Pokemon

Simply throwing a Safari Ball is the safest way to catch Pokemon in the Great Marsh, as it does not change any catch or flee rates of the Pokemon you will encounter.

Before Unlocking the National Dex

After unlocking the national dex.

  • How to Unlock the National Dex

Encountered in Tall Grass or Cave

Encountered via old rod.

How to Get the Old Rod

Encountered via Good Rod

How to Get the Good Rod

Encountered via Super Rod

How to Get the Super Rod

Encountered While Surfing

How to Get TM95 Surf

Ride the Train to Travel Between Areas

Great Marsh Train

Ride the train inside the Great Marsh to travel between locations quickly instead of navigating through the bogs and swamps of the areas. The train and the stations can be found in the middle of the Great Marsh.

Avoid Stepping in Bogs

Great Marsh Sinking in Bog

Stepping in the bogs in the swampy areas of the Great Marsh will cause you to sink. You need to move around in order to get out of it, but that movement uses up the limited steps you're allotted inside the area.

Be sure to avoid these bogs to save up on steps, as you are only allowed to take 500 inside the Great Marsh.

Use Sweet Scent to not Waste Steps

BDSP - Use Sweet Scent in the Great Marsh

While in the Great Marsh, you are only allowed to take up to 500 steps before the Safai Game ends. Instead of using those steps to walk around grass patches, you can bring a Pokemon with the move Sweet Scent . While standing in a patch of grass, use Sweet Scent to instantly encounter a Pokemon.

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Safari Zone

The Safari Zone is home to some rare Pokémon, as well as a number of interesting items.

In case you're confused about how to catch Pokémon in the Safari Zone, here are the basic rules:

  • You can take 500 steps before you're automatically recalled to the entrance.
  • You can only use the 30 Safari Balls provided by the park.
  • You cannot attack or use items or status altering moves.
  • You can throw stones to make the Pokémon you are trying to catch angry. This will make it more likely that you will catch the Pokémon, but it will also make the Pokémon more likely to run away. You should throw multiple stones to increase your chances.
  • You can toss out bait to make the Pokémon stay around longer. On the downside, this makes them harder to catch.
  • Catching some of the rare Pokémon, like Chansey can be tough. It's not unusual to throw all 30 Safari Balls without catching a Pokémon, so don't get discouraged. Just save your game before you enter the Safari Zone. If you don't catch anything good, just restart.

Find the Warden's Teeth

From the entrance, head north and east to find the exit to Area 1. Head east until you come to a grassy area, then go up the steps to the north. Go west, then down the steps and continue on north where you will see another short stairway. Go up the stairs, go east, and then down the next stairway you see. The exit to Area 2 is to the west, so go north until you can turn left and continue on west until you find the exit.

Now that you're in Area 2, go west until you're in the tall grass, then continue on north and go up the steps (not the ones by the sign), then take the next flight of stairs down again. Go west until you bump into a pond, then continue on north. Go east until you find yourself in tall grass again, then go north. When you can't go any further, turn to the left and continue on west (pick up the Protein power-up on the way). You'll come to another patch of tall grass. You're almost there. Just go all the way to the south and exit this map to go to Area 3. There, finally -- a few squares to the south -- you will find the Gold Teeth.

DSC00511.JPG

Get HM 03 (Surf) and TM 32 (Double Team)

Since you're already here, why not get the most useful HM at the same time as the teeth? Just go to the west from where you entered into Area 3 and you'll see a small hut (you will also see TM32 lying outside on the ground, so grab it). Inside the hut, you will receive Surf . Teach this to your Pokémon to get a powerful Water attack that almost always hits its target -- and the ability to cross rivers, ponds, lakes and even oceans. To go for a swim anywhere, just walk up to a shore and select the Pokémon that knows Surf in the Pokémon menu. Select Surf and you're on your way.

Get HM04 (Strength) and Rare Candy

safari zone bait rock strategy

With the Gold Teeth in hand, go back to the Warden's house in Fuchsia City (it's the house in the southeast, below the pond). As a reward for bringing back his teeth, he will give you HM04 (Strength). This power lets your Pokémon push around large boulders (you have to manually activate the Strength power every time you enter a new area). Use Strength in the Warden's house and push the boulder to the right. You can now grab the Rare Candy .

More in the Safari Zone

DSC00508.JPG

We've already covered how you can find the Gold Teeth, HM03 and TM32 above, but there is certainly some more stuff to be found here:

  • Nugget: In the entrance area. You need Surf.
  • Leaf Stone: Area 1
  • Max Potion: Area 1
  • Quick Claw: Area 1
  • TM11 (Sunny Day): Area 1
  • Full Restore: Area 1
  • TM47 (Steel Wing): Area 2
  • Protein: Area 2
  • Gold Teeth: Area 3
  • TM32 (Double Team): Area 3
  • Max Revive: Area 3
  • Max Potion: Area 3

Up Next: Fuschia City Gym

Top guide sections.

  • Walkthrough

Was this guide helpful?

In this guide.

Pokemon LeafGreen Version

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.

safari zone bait rock strategy

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.

safari zone bait rock strategy

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

safari zone bait rock strategy

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

safari zone bait rock strategy

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 .

safari zone bait rock strategy

  • 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

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Safari Zone

Pokemon red version  — guide and walkthrough (gb).

GameFAQs

Guide and Walkthrough (GB) by zerokid

Version: 2.8 | Updated: 03/21/2023

  • Previous: Fuchsia Gym

Table of Contents

  • Next: Power Plant
  • Introduction
  • Gameplay hints and tips

Walkthrough

  • Pallet Town
  • Viridian City
  • Viridian Forest
  • Pewter City
  • Cerulean City
  • Sea Cottage
  • Cerulean Gym
  • Underground Path (Routes 5–6)

Vermilion City

  • Diglett's Cave
  • Vermilion Gym
  • Rock Tunnel
  • Lavender Town
  • Underground Path (Routes 7–8)

Celadon City

  • Saffron City
  • Celadon Game Corner
  • Rocket Hideout
  • Celadon Gym
  • Pokémon Tower

Fuchsia City

  • Fuchsia Gym
  • Power Plant
  • Fighting Dojo
  • Saffron Gym
  • Sea Route 19
  • Sea Route 20
  • Seafoam Islands
  • Sea Route 21
  • Cinnabar Island
  • Pokémon Mansion
  • Cinnabar Gym
  • Viridian Gym
  • Victory Road
  • Indigo Plateau
  • Cerulean Cave
  • About the games
  • Version differences
  • Title screen
  • Overworld menu
  • Stat modifiers
  • Status conditions
  • Catching Pokémon
  • Pikachu's Beach
  • In-game trades
  • Connectivity
  • Pokémon evaluations
  • General items
  • TMs and HMs
  • Battle items
  • Pokémon list
  • Pokémon #001–#010
  • Pokémon #011–#020
  • Pokémon #021–#030
  • Pokémon #031–#040
  • Pokémon #041–#050
  • Pokémon #051–#060
  • Pokémon #061–#070
  • Pokémon #071–#080
  • Pokémon #081–#090
  • Pokémon #091–#100
  • Pokémon #101–#110
  • Pokémon #111–#120
  • Pokémon #121–#130
  • Pokémon #131–#140
  • Pokémon #141–#151
  • Stat determination
  • Evade and accuracy
  • Critical hits
  • Damage calculation
  • Encounter tables
  • Catching mechanics
  • Safari Zone mechanics
  • Pikachu's friendship
  • HP bar colour
  • Dual-type effectiveness message
  • Obedience mechanics
  • Hidden items
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  • Cinnabar Island wild Pokémon glitch
  • Old Man glitch
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  • Stoneless Evolution
  • Revisit the S.S. Anne
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  • Version history

Center Area

safari zone bait rock strategy

Center Area (east)

safari zone bait rock strategy

In the entrance gatehouse to the Safari Zone, pay the requisite ₽500 to enter and receive 30 Safari Balls before heading inside the Safari Zone proper.

In Yellow Version, if you bother the attendant here, he will allow you to enter the Safari Zone even if you don't have ₽500. Instead, he will take all your remaining money and give you a number of Safari Balls proportionate to the amount you paid, leaving you with a single Safari Ball if you have no money at all. It seems the developers did this to avoid an uncommon scenario that could prevent you from making any further progress in the game: if you have no money and no method of earning any more, you cannot enter the Safari Zone to obtain HM03 and the Gold Teeth, both necessary items to complete the game. No such check exists in Red and Blue, so it is quite possible, though extremely unlikely, to get yourself into this situation in those games.

Interestingly, there is an out-of-bounds hidden item inside the entry gatehouse. The Itemfinder will ping if you use it, but, unfortunately, there is no way to unearth the hidden Nugget in here.

Safari Zone mechanics You have a 500-step counter while inside the Safari Zone. Running out the counter will automatically return you to the entrance, as will running out of Safari Balls. Turning on the spot does not count as a step, but can still be used to trigger wild Pokémon battles. You are restricted to the 30 Safari Balls you bought when entering, and any unused Safari Balls are lost once the game is over. The Safari Zone also has different battling mechanics to the rest of the game. The Pokémon here do not attack you but have a nasty habit of running away from battle, and those with higher Speed stats are more likely to flee. Instead of sending out a Pokémon to fight, you're restricted to throwing rocks and bait, which affect the capture chance and fleeing chance of the target Pokémon. Each rock you throw at the wild Pokémon doubles the chance of catching it but also makes it angry for 1–5 turns, and an angry Pokémon is twice as likely to flee. Conversely, each thrown bait halves the chance of catching the Pokémon but also lulls it into an eating state for 1–5 turns, during which time it is four times less likely to flee. For all these unexplained mechanics, the strategy that gives you the best chance to capture a Pokémon on any given encounter is simply to throw Balls at it and ignore rocks and bait entirely. The only time you might ever want to consider rocks and bait is if you are running low on Balls, but you will be significantly reducing your capture chances if you do this. A little later on, Red and Blue players can take advantage of a glitch to bypass all these odd mechanics and catch Safari Zone Pokémon using standard battle mechanics. For a full breakdown of these mechanics, take a look at the Safari Zone mechanics section.

Center Area : Besides the tall grass, there isn't much of interest in the Center Area at the moment.

Pokémon evaluations Exeggcute ( evaluation ) — Rating: C . Though it will be underlevelled and belongs to the Slow experience group, Exeggcute has a nice Grass/Psychic typing and can evolve immediately into the powerful Exeggutor. It wants the Psychic TM to be truly effective, however. Rhyhorn ( evaluation ) — Rating: D . Another underlevelled Pokémon in the Slow experience group, Rhyhorn won't evolve until level 42. While its physical stats are incredible and its movepool is great, it requires a long grind to become powerful, and still has low Speed and Special. Chansey ( evaluation ) — Rating: D . Chansey isn't a bad Pokémon, but it is extremely difficult to catch. Its abysmally low Attack means it can't effectively use any STAB moves, but it does at least have a strong Special and a wide special movepool. Tangela ( evaluation ) — Rating: D . A rare Safari Zone encounter, Tangela has a terrible movepool consisting entirely of Grass- and Normal-type attacks. It lacks SolarBeam or even Petal Dance , and its Attack stat is too low to use Normal-type moves effectively. Dratini ( evaluation ) — Rating: D . Available for the first time in Yellow Version, though at the low level of 15, Dratini only evolves into its powerful final form at level 55. This is a long grind due to Dratini's low stats and Slow experience group.
In-game trade preparation To complete all in-game trades, Red and Blue players should catch a Nidorino to trade for a Nidorina on Route 11, while Yellow players should catch an extra Tangela to trade for a Parasect on Route 18. You'll be reminded shortly when to trade these in, although none of these trades is worth it for anything except completion purposes.

Head north-east and take the narrow eastern path into Center Area (east).

Center Area (east) : In this area, a few new Pokémon are available, though Kangaskhan is found in Area 2 in Yellow, while Tauros is found in Areas 2 and 3 in Red and Blue, being most common (though still very rare) in Area 3.

Pokémon evaluations Kangaskhan ( evaluation ) — Rating: D . Kangaskhan is a tough Normal-type Pokémon with good stats and an excellent movepool. However, it is also a rare Safari Zone-exclusive encounter that is likely to run away, making it extremely difficult to catch. Tauros ( evaluation ) — Rating: D . Tauros doesn't fair too well in-game largely because it's so rare and hard to catch, and then will be a little underlevelled. If you do get one, it's a strong Normal-type Pokémon with great Attack and Speed and a fantastic movepool.

Head east and climb the rocky plateau to the north. At the northern edge is a Carbos . Take the westernmost stairs down off this plateau and head north. A patch of land jutting into the central body of water has TM37 ( Egg Bomb ) on it.

TM37 can be bought infinitely at the Celadon Department Store and contains Egg Bomb, a mediocre Normal-type move with 100 power and 75% accuracy. It can only be learned by Exeggcute, Exeggutor, Chansey and Mew, which all have much better options.

To the north-west, you can pick up a Max Potion . Proceed east from there, using the small rocky plateau here to bypass the tree, and pick up the Full Restore on the other side. Finally, go up around the plateau to the west and take the western exit to Area 2.

Area 2 : Check if you have any new Pokémon available to you in Area 2 before continuing.

In-game trade preparation (Yellow) This is the only area in the game where Kangaskhan can be caught in Yellow Version, and you can catch a spare one to trade away for a Muk much later on. This isn't worth it for anything other than completion purposes.

Head west, ignoring the first staircase to the north and the path exiting south, and instead pass through the patch of tall grass to the north and take the set of stairs here. Come down off this rocky plateau using the stairs to the south-west, and then go as far north as you can. To the east from here is TM40 ( Skull Bash ).

TM40 is a one-time TM which teaches Skull Bash, a 130-power Normal-type move with the massive drawback of requiring a charge turn to execute. Pass.

Loop around the bushes to the north to find a Protein and continue west. Head all the way south and exit south into Area 3.

Area 3 : Pick up the Gold Teeth to the south, then head west and pick up TM32 ( Double Team ) in plain sight.

Using Double Team to ramp up your evade stat can be very useful if luck is on your side. After enough uses, it can feel almost impossible for your opponent to hit you, and with enough luck, it can be so good that it earned itself a ban from competitive matches. Still, it takes time to use it repeatedly over a few turns, and in-game you can often one-hit KO an opponent with supereffective hits. If you want game-breaking strategies, X Accuracy and one-hit KO moves are quicker and far superior. TM32 is also infinitely available to buy from the Celadon Department Store, so you can at least try it out without having to worry too much.

There is also a hidden Revive which is inside the nearby statue. Enter the Secret House by this statue and speak to the man inside to receive HM03 ( Surf ).

As well as being an HM move which allows you to travel over bodies of water on the overworld, Surf is an excellent Water-type move in its own right, being a little less powerful than its closest competition, Hydro Pump, in exchange for near-perfect accuracy and higher PP. It should be a staple move on any Water-type Pokémon for a strong and reliable STAB attack, though a handful of other Pokémon can learn it too. Its only downside is that once it is learned, it can't be forgotten short of trading the Pokémon to Gold, Silver or Crystal, so think carefully before teaching it.

If you have defeated the Fuchsia Gym Leader, you can now use Surf outside of battle after teaching it to a compatible Pokémon. Exit the Secret House and surf south over the small body of water here. Head south into the patch of tall grass and pick up the Max Potion a little to the east before climbing on to the rocky plateau. Head east and descend the other set of stairs here to pick up a Max Revive before exiting to the east.

Center Area : You'll emerge back into the west side of the Center Area. Head east and surf across the water to pick up the final item, a Nugget . That's all for the Safari Zone unless you want to catch any more Pokémon, so either exit to the south or, more likely, have the step counter run out to return to the entrance.

Link to area overview

Back in Fuchsia City, head for the Warden's house, which is the building directly east of the Pokémon Center. Now that you have the Gold Teeth, you can return them to the Warden to receive HM04 ( Strength ).

Strength is used on the field to push large boulders around, which will be needed to solve a few puzzles later on. In battle, it's an unremarkable 80-power Normal-type move that's outclassed by moves such as Body Slam. However, because it is an HM move, it can be taught infinitely, so if the TM for Body Slam has already been used up on a Pokémon, Strength is a reasonable alternative.

You can put Strength to work immediately and push the nearby boulder to one side so you can claim the Rare Candy .

Surf round-up With Surf now available to use outside of battle, a large portion of the game opens up to you. There are also some areas you have previously visited where you can now pick up new items and Pokémon. This guide will first take care of some in-game trades before continuing to the surf round-up.
Red/Blue in-game trade 6/9 : Nidorino ↔ Nidorina Red and Blue players should withdraw their Nidorino for this in-game trade before flying to Vermilion City and heading east on to Route 11. Proceed all the way east into the gatehouse, then head upstairs and talk to the young man by the window to trade your Nidorino away for a Nidorina.
Yellow in-game trade 3/7 : Tangela ↔ Parasect Yellow players can instead withdraw their Tangela for another rather pointless in-game trade. From Fuchsia City, take the western exit into the Route 18 gatehouse, then head upstairs and talk to the man here to trade Tangela away for a Parasect.

Surf on to the water directly south of the Pokémon Center. You'll spot two houses to the south. Surf in between them and examine the west side of the eastern house, on the tile closest to land, to find a hidden Max Ether .

Yellow players should now head to Route 6, just north of Vermilion City.

Pokémon evaluations Psyduck ( evaluation ) — Rating: D . This is the only place that Yellow players can catch a Psyduck or, rarely, its evolved form, Golduck. It'll be very underlevelled compared to the rest of your team but is otherwise a decent, if somewhat bland, Water-type Pokémon.
In-game trade preparation (Yellow) Catch a spare Golduck here if you can, even if it is rather rare, to trade away for a Rhydon later on. If you don't want to hunt for the rare Golduck, then alternatively you can get one by evolving a Psyduck, though you will have to train it from level 15 to level 33 to get it to evolve.

Make your way west from the Pokémon Center to the small pond in the centre of the city. Surf across and talk to the elderly lady on the other side to receive TM41 ( Softboiled ).

Softboiled can only be taught to Chansey and Mew. If you're using one of these two Pokémon, Softboiled has some utility for its out-of-battle effect, which transfers 20% of the user's HP to a chosen party Pokémon. Given Chansey's gargantuan HP, this can save you a few trips to the Pokémon Center. In battle, it's also useful for simply healing the user for 50% of its maximum HP, though using items is still superior without taking up a moveslot. TM41 is unique, but this isn't much of an issue as there is hardly any demand for it.

Fly to Lavender Town so you can head south into Route 12. Continue south, passing through the gatehouse, until you come to the first Fisherman. Just south from him on a small isolated section of land sits TM16 ( Pay Day ), which you can reach with Surf.

Pay Day is a weak 40-power Normal-type move without much battling use and generates money equal to twice the user's level whenever it hits the opponent. This isn't much, so it is not worth using up a moveslot for this. TM16 is unique, so use it carefully.

Pokémon evaluations Slowpoke ( evaluation ) — Rating: C . This marks the first opportunity for Yellow players to catch a Slowpoke, though higher-level ones are available later on at the Seafoam Islands. Water/Psychic typing is fantastic, but Slowpoke takes a lot of hits due to its abysmal Speed.

Now that you have Surf and have tidied up any previous areas, you can take a detour to pick up Zapdos, a level 50 dual-type Electric/Flying Legendary Pokémon. It's an excellent Pokémon, particularly if you don't have an Electric-type Pokémon on your team and have saved the Thunderbolt TM for it.

Purchase a handful of Ultra Balls and bring along a Pokémon that can put opponents to sleep, because Zapdos has a very low catch chance if it isn't inflicted with any status conditions. Freeze is equally good but far harder to inflict, while poison, burn and paralysis aren't quite as good but are still better than using no status condition at all. Also, make sure you have enough room in your PC Box for Zapdos and a handful of other wild Pokémon that you might be interested in.

Fly to Cerulean City and withdraw Pokémon that can use Surf and Cut. Head toward the eastern exit of the city by passing through the burgled house and using Cut on the bush before Route 9. Head all the way east through Route 9 on to Route 10, recognisable by a large patch of tall grass bordered by water on the north and east sides.

It might be worth healing up at the Pokémon Center just to the south here, which is the nearest one to the Power Plant but also cannot be accessed via Fly. This means that using Dig or an Escape Rope to leave the Power Plant will return you to this Pokémon Center, saving you the trek through Route 9 from Cerulean City.

Surf on to the water to the north and follow it around to the east and south. As it banks around to the west, you'll spot a PokéManiac (F) above you.

PokéManiac (F) Pokémon Type Lv. Exp. Moves Rhyhorn Ground/Rock 30 867 Horn Attack , Stomp HP: 92 , Attack: 61 , Defense: 66 , Speed: 24 , Special: 27 Lickitung Normal 30 816 Supersonic , Stomp , Disable , Defense Curl HP: 98 , Attack: 43 , Defense: 54 , Speed: 27 , Special: 45 Reward ₽1500

Just to the north-west of him is the entrance to the Power Plant, so head inside.

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How to Catch Pokémon in Safari Zone

Last Updated: May 21, 2023 References

This article was reviewed by Ishrak . Ishrak is a Gaming & Video Expert specializing in sharing Pokémon and Minecraft videos. With over seven years of gaming and streaming experience, Ishrak has a follower base of over 30,000 YouTube subscribers and over 8 million views. He is also a Pokémon ROM-Hacker and some of his most popular videos highlight tips and advice for people learning how to play Pokémon games. This article has been viewed 110,838 times.

In the Pokémon series of games, Safari Zones are special unique areas in each game where rare Pokémon that don't appear anywhere else in the game can be caught. Safari Zones always operate with different rules than the rest of the game world - instead of battling Pokémon in the wild like you normally would, you'll need to carefully use baits and deterrents to get Pokémon to let down their guards so you can catch them. This can be quite challenging, so knowing the ins and outs of Safari Zone mechanics in each game is vital for success.

Navigating the Safari Zone

Fighting and capturing pokémon.

Step 1 Be aware of the modified combat mechanics for the Safari Zone.

  • Note that the "run away" option functions as normal, so we won't be discussing it.

Step 2 Use bait to make a Pokémon less likely to run.

  • However, using bait will also make the Pokémon more difficult to catch in a safari ball. Thus, striking a balance here can be difficult — the longer you get the Pokémon to stick around for, the harder it will be to actually capture it.

Step 3 Use rocks to make a Pokémon easier to catch.

  • However, there's an important downside: using rocks will also make the Pokémon more likely to run away. In fact, after taking more than a few rocks, a Pokémon is virtually guaranteed to run away — some will exit the battle sooner. Thus, once again, using rocks means striking a delicate balance as you try to capture your Pokémon.

Step 4 Use safari balls to attempt to capture Pokémon.

  • Note that you only have a limited supply of safari balls (depending on the game, usually 30), so save them for Pokémon you want to catch. It's generally the best use of your time to use your safari balls for Pokémon that are only found in the safari zone.

Step 5 In general, go for capture attempts after one or two rock throws.

  • Note that safari balls are weak compared to the pokéballs you can use in the rest of the game. In addition to this, especially rare Safari Zone Pokémon are extra-difficult to catch. [2] X Research source This can lead to some very frustrating situations — for instance, it can easily take 20 or more tries to catch an exceptionally rare Pokémon like Clefairy.

General Tips

Step 1 Use your limited steps carefully.

  • Bulbapedia, an online user-supported Pokémon encyclopedia, has extensive information about each game's Safari Zone, including maps and guides covering where to look for the Pokémon in each zone. See the Bulbapedia Safari Zone article to get started. [3] X Research source
  • Note that there is no step limit in the Safari Zone in Pokémon HeartGold and SoulSilver. [4] X Research source

Step 2 Be prepared to pay the entrance fee.

  • Across all of the games in the series, the entrance fee has stayed the same: 500 P . This includes the Great Marsh in Pokémon Diamond/Pearl/Platinum, which is not technically a Safari Zone but behaves very similarly.
  • One smart strategy is to save your game before you enter the Safari Zone. This way, if you don't catch any Pokémon you want, you can re-load to avoid paying the entrance fee again.

Step 3 Consider exploring the math of capture mechanics.

  • As an example of the sort of equation used in the games to determine whether certain Pokémon are captured, consider the equation from the Generation games (Gold and Silver): a = max((3 × HP max - 2 × HP current ) × rate modified / (3 × HP max ), 1) + bonus status where HP max is the Pokémon's maximum HP, HP current is the Pokémon's current HP, rate modified is the catch rate of the Pokémon modified by the ball used (every Pokémon and every ball modifies this in a certain way, and bonus status is the modifier for any status condition (sleep and freeze are 10, all others are 0). [5] X Research source When you throw a ball, a random number between 0 and 255 is generated. If this number is less than or equal to a, the Pokémon is caught.

Catching Pokémon in the Kanto Safari Zone

In the following sections, we'll highlight the rare Pokémon in each Safari zone and give specific advice where applicable. To keep these tables to a reasonable size, we've included only the rarest Pokémon in each area — for exhaustive information, consult the Safari Zone guides at Serebii.net and Bulbapedia.

Catching Pokémon in the Hoenn Safari Zone

Note that the Generation 4 Hoenn Safari Zone (Omega Ruby/Alpha Sapphire) won't be covered here as the player is allowed to engage in ordinary battles in this zone.

Catching Pokémon in the Sinnoh Great Marsh

Though Sinnoh's Pokémon preserve has a different name, it functions virtually identically to Safari Zones in other regions.

Catching Pokémon in the Johto Safari Zone

Note that the Safari Zone is not available in Generation 2 (Gold/Silver) but is available in the Generation IV games that visit Johto (HeartGold/SoulSilver). Note also that in this Safari Zone the player can arrange the six different areas in any arrangement desired. Finally, many of the areas in the Johto Safari Zones have Pokémon appearance rates that are not yet known — only data for the known areas has been included. See Bulbapedia for more information. [6] X Research source

Expert Q&A

  • Once again, the data in the tables above only deals with the most noteworthy Pokémon in each area. In fact, many more Pokémon appear in each Safari Zone. Thanks Helpful 3 Not Helpful 2
  • Remember — you have a limited number of steps inside the Safari Zone, not a limited amount of time. Thus, you can take as long as you like if you control your movement carefully. Thanks Helpful 1 Not Helpful 3

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  • ↑ http://bulbapedia.bulbagarden.net/wiki/Kanto_Safari_Zone
  • ↑ https://strategywiki.org/wiki/Pok%C3%A9mon_Red_and_Blue/Safari_Zone
  • ↑ https://bulbapedia.bulbagarden.net/wiki/Safari_Zone
  • ↑ https://bulbapedia.bulbagarden.net/wiki/Johto_Safari_Zone#Areas
  • ↑ https://bulbapedia.bulbagarden.net/wiki/Catch_rate#Capture_method_.28Generation_II.29

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Proof that the optimal Safari Zone strategy is to throw balls every turn

Atricos

By Atricos September 11, 2021 in General Discussion

Recommended Posts

Harmonia2Side

Harmonia2Side

image.png.143961b96997b26d755d3de248fa79a4.png

Link to comment

RysPicz

On 9/15/2021 at 4:04 AM, FighterChamp said: You explained maths better than college professors 

This so much. I found it hard to believe that even an anti-maths person like myself understood everything you wrote.

  • FighterChamp

Like

5 hours ago, RysPicz said: This so much. I found it hard to believe that even an anti-maths person like myself understood everything you wrote. Props!

I didn't expect many people would understand it, so thank you!

TohnR

On 9/11/2021 at 11:01 PM, Kiralexis said: If they're not actually serving a purpose, why have they been here since Generation 1? Did the formulas change over the years, or is it a PokeMMO thing?

Because devs probably threw random percentage values in there and didn't bothered to see if they were even worth using to begin with I assume.

Very nice paper, are you by any chance a Uni math teacher or a thesis student ? Your paper looks very much like what we get handed for classes in here tbh

Minks

On 9/11/2021 at 11:29 PM, Paul said: dn?

deez nuts haha gottem

  • 3 weeks later...

Greymore

I just read your paper and, forgive me if I'm wrong, but I think there is a slight flaw in the logic with respect to its title.

The paper aims at providing the "optimal Safari Zone strategy" but what it actually does is providing the catching probability of a single Pokémon encoutered in the Safari Zone depending on the action of the player (ball, bait or rock), which is a different thing in my opinion. In my understanding, an "optimal Safari Zone strategy" should focus on optimizing the player actions to catch as many of the Pokémon you're looking for in a single Safari Zone run.

For example, let's say I want to catch a rare Safari Zone Pokémon (e.g. Tauros). I may run around for like 5 minutes and waste like 200 steps to finally get one to appear. When it does appear, your paper is probably right that my best strategy to catch this particular one Pokémon is just to throw balls at it. However, it fails to account for the cost of failure. If the Pokémon does flee, then I'm down for 5 more minutes of running around and wasting 200 more steps. I am most well served by first throwing a bait then throw balls while the Pokémon is eating (and repeat when it stops eating) because that reduces the flee rate and having the pokémon flee in this scenario is costly in terms of time and money.

The opposite example is let's say I want to catch a very common Safari Zone Pokémon (e.g. Magikarp). In this case the limiting factor of my run is the number of Safari Balls because I don't really care if the Magikarp flees as I can just fish up a new one directly. That means I am most well served by throwing a rock at it first because that means I will have to throw less Safari Balls overall, which means more Magikarps caught on a single run, thus being a more optimal run.

Because of the above, I think the flee rate should be weighted in some way by the encounter rate ( e ) to truly be an optimal strategy. I expect you would end up with a formula with c , f , and e rather than "only throw balls". To decide which is the optimal Safari Zone strategy to farm for a given Pokémon, you'd then need to enter its values for c , f and e  in the formula and, depending on the result, I expect either "bait then balls" (for low encounter rates and high flee rates) or "rock then balls" (for high encounter rates and low flee rates) to be the optimal strategy.

What do you think ? To be honest, I'm too lazy (and less capable than you) to actually do the actual maths for those.

ScizoMonkey

  • 8 months later...

ActualBlueBlu

ActualBlueBlu

this is like that one time a master of math made a entire pdf to find out if Dream cheated or not in his speedrun of minecraft i love this , great work on this research

ronarid

if i understood right, if you have few balls yet and many steps, you can catch more pokemon by throwing them a rock before a ball, avoiding running out of balls;

meanwhile i would confirm the uselessness of the baits (but this would totally change if a pokemon never flees after throwing a bait, witch it never happened to me as far as i remember)

Jgaw

Do you know How to catch a pokemon??

By throwing a pokeball

Now you know. 

ScizoMonkey

On 10/7/2021 at 4:45 AM, Greymore said: Hello !   I just read your paper and, forgive me if I'm wrong, but I think there is a slight flaw in the logic with respect to its title.   The paper aims at providing the "optimal Safari Zone strategy" but what it actually does is providing the catching probability of a single Pokémon encoutered in the Safari Zone depending on the action of the player (ball, bait or rock), which is a different thing in my opinion. In my understanding, an "optimal Safari Zone strategy" should focus on optimizing the player actions to catch as many of the Pokémon you're looking for in a single Safari Zone run.   For example, let's say I want to catch a rare Safari Zone Pokémon (e.g. Tauros). I may run around for like 5 minutes and waste like 200 steps to finally get one to appear. When it does appear, your paper is probably right that my best strategy to catch this particular one Pokémon is just to throw balls at it. However, it fails to account for the cost of failure. If the Pokémon does flee, then I'm down for 5 more minutes of running around and wasting 200 more steps. I am most well served by first throwing a bait then throw balls while the Pokémon is eating (and repeat when it stops eating) because that reduces the flee rate and having the pokémon flee in this scenario is costly in terms of time and money.   The opposite example is let's say I want to catch a very common Safari Zone Pokémon (e.g. Magikarp). In this case the limiting factor of my run is the number of Safari Balls because I don't really care if the Magikarp flees as I can just fish up a new one directly. That means I am most well served by throwing a rock at it first because that means I will have to throw less Safari Balls overall, which means more Magikarps caught on a single run, thus being a more optimal run.   Because of the above, I think the flee rate should be weighted in some way by the encounter rate ( e ) to truly be an optimal strategy. I expect you would end up with a formula with c , f , and e rather than "only throw balls". To decide which is the optimal Safari Zone strategy to farm for a given Pokémon, you'd then need to enter its values for c , f and e  in the formula and, depending on the result, I expect either "bait then balls" (for low encounter rates and high flee rates) or "rock then balls" (for high encounter rates and low flee rates) to be the optimal strategy.   What do you think ? To be honest, I'm too lazy (and less capable than you) to actually do the actual maths for those.

I agree with you about the rocks on common Pokemons. It is the best way to not waste balls.

However for rare Pokemons I really think the ball only is way better. Because the flee rate of pokemon like Chansey, Kangaskan, Cyndaquill or Totodile is horribly high. So you just loose one turn and you usually only have one or two turns to catch them

  • 1 month later...

crov

if you have a link to the pdf or the latex source text that would be awesome!

On 10/7/2021 at 11:45 AM, Greymore said: The paper aims at providing the "optimal Safari Zone strategy" but what it actually does is providing the catching probability of a single Pokémon encoutered in the Safari Zone depending on the action of the player (ball, bait or rock), which is a different thing in my opinion. In my understanding, an "optimal Safari Zone strategy" should focus on optimizing the player actions to catch as many of the Pokémon you're looking for in a single Safari Zone run.  

Yea no actually nobody really care about that aspect in reality. What people want to know is the best method to catch rare pokemon / shinies in safari.  Considering Safari costs are neglectable in game. But your reasoning is fair

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Shortlist for the Moscow City Agglomeration Development Concept

safari zone bait rock strategy

  • Written by Karissa Rosenfield
  • Published on March 05, 2012

The Architectural Department of Moscow City Government (MosComArhitectura) has announced the shortlisted teams competing to design the strategy that will be used to double the size of Moscow . With an uneven distribution of working places throughout the Russian Federation capital, millions of residents are forced to commute each day to the over-populated, historic city center, thus causing serious transportation, ecological and social problems within the region.

The Moscow City Agglomeration Development Concept will see the city annex 150,316 hectares to its south-west in order to overcome its chronic space problems. OMA , Diller Scofidio & Renfro and McAdam Architects , lead by the well-known Russian architects Andrey Chernihov and Alexei Ginsburg, are a few names that appear among the ten shortlisted teams. Continue reading for more competition details and the entire shortlist.

McAdam Architects practice director, Tanya Kalinina said: “This is a completely unusual task. The strategy for a major capital city of over ten million is to be completely re-thought and enlarged to twice the size.”

Nearly 35% of the cities working places are concentrated within the densely built city center. The concept aims to provide a “wave-type” redistribution that will relieve the current strain of the historical centers by reorganizing and redeveloping the middle and periphery circular city zones. These zones are currently occupied by high-density housing with insufficient working spaces, transportation and social infrastructure; therefore the development of social infrastructure and high-speed transportation infrastructure will also play a major part in the plan for the Moscow agglomeration.

Additionally, the middle planning belt of the south-western sector will offer a place for local complexes of scientific, educational, medical objects and innovative production objects along with preservation of the valuable natural landscapes and recreation. The valuable natural landscape of the periphery planning belt will also be preserved with establishment of three to four national parks.

The Complete Shortlist

1. Ostozhenka Architets ( Russia ) Ateliers Lion Associes (France) SGP (France) Paris-Saclay (France) Epadesa (France)

2. International Academy of Architecture (Prof Andrey Chernihov) Juul-Frost Architects (Denmark) Diller Scofidio & Renfro (USA) McAdam Architects (UK) Ginzburg Architects (Russia) Tower 151 Architects (Croatia)

3. Moscow Architectural Institute Devereux Architects (Ireland)

4. Central Research and Project Institute of Urbanism / Russian Academy of Architecture and Building Science (Russia) Nikken Sekkei (Japan) RTKL (UK) Knight Frank

5. Antoine Grumbach et Associes SA (France) Wilmotte & Associes SA (France) Egis International (France) SGP, EPPS, EPADESA, CFREE – group of experts (France) High School of Economics (Russia)

6. L’AUC (France) Bureau BAS Smets (Belgium) Sestra (France) Franc Boutte Consultant (France)

7. OMA (The Netherlands) Strelka Institute (Russia) Project Meganom (Russia) Siemens AG (Germany) McKinsey & Company (USA)

8. Ricardo Bofill (Spain) Barcelona Regional Agency for Urban Development (Spain)

9.  Studio Associato Secchi-Vgano (Italy)

10. Urban Design Associates (USA) Beasley & Associates (Canada) Gillespes LLP (Scotland) John Thompson & Partners (UK) Nelson / Nigaard (USA) Buro Happold (Scotland)

Each shortlisted team will be paid €250,000 to further develop their concepts over the course of six months. City authorities may select a combination of winners to work on different phases of the project.

safari zone bait rock strategy

  • Sustainability

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This Day In History : September 14

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Napoleon enters Moscow

safari zone bait rock strategy

One week after winning a bloody victory over the Russian army at the Battle of Borodino, Napoleon Bonaparte ’s Grande Armée enters the city of Moscow, only to find the population evacuated and the Russian army retreated again. Moscow was the goal of the invasion, but the deserted city held no czarist officials to sue for peace and no great stores of food or supplies to reward the French soldiers for their long march. Then, just after midnight, fires broke out across the city, apparently set by Russian patriots, leaving Napoleon’s massive army with no means to survive the coming Russian winter.

In 1812, French Emperor Napoleon I was still at the height of his fortunes. The Peninsular War against Britain was a thorn in the side of his great European empire, but he was confident that his generals would soon triumph in Spain. All that remained to complete his “Continental System”–a unilateral European blockade designed to economically isolate Britain and force its subjugation–was the cooperation of Russia. After earlier conflict, Napoleon and Alexander I kept a tenuous peace, but the Russian czar was unwilling to submit to the Continental System, which was ruinous to the Russian economy. To intimidate Alexander, Napoleon massed his forces in Poland in the spring of 1812, but still the czar resisted.

On June 24, Napoleon ordered his Grande Armée, the largest European military force ever assembled to that date, into Russia. The enormous army featured more than 500,000 soldiers and staff and included contingents from Prussia, Austria, and other countries under the sway of the French empire. Napoleon’s military successes lay in his ability to move his armies rapidly and strike quickly, but in the opening months of his Russian invasion he was forced to be content with a Russian army in perpetual retreat. The fleeing Russian forces adopted a “scorched earth” strategy, seizing or burning any supplies that the French might pillage from the countryside. Meanwhile, Napoleon’s supply lines became overextended as he advanced deeper and deeper into the Russian expanse.

Many in the czarist government were critical of the Russian army’s refusal to engage Napoleon in a direct confrontation. Under public pressure, Alexander named General Mikhail Kutuzov supreme commander in August, but the veteran of earlier defeats against Napoleon continued the retreat. Finally, Kutuzov agreed to halt at the town of Borodino, about 70 miles west of Moscow, and engage the French. The Russians built fortifications, and on September 7 the Grande Armée attacked. Napoleon was uncharacteristically cautious that day; he didn’t try to outflank the Russians, and he declined to send much-needed reinforcements into the fray. The result was a bloody and narrow victory and another retreat by the Russian army.

Although disturbed by the progress of the campaign, Napoleon was sure that once Moscow was taken Alexander would be forced to capitulate. On September 14, the French entered a deserted Moscow. All but a few thousand of the city’s 275,000 people were gone. Napoleon retired to a house on the outskirts of the city for the night, but two hours after midnight he was informed that a fire had broken out in the city. He went to the Kremlin, where he watched the flames continue to grow. Strange reports began to come in telling of Russians starting the fires and stoking the flames. Suddenly a fire broke out within the Kremlin, apparently set by a Russian military policeman who was immediately executed. With the firestorm spreading, Napoleon and his entourage were forced to flee down burning streets to Moscow’s outskirts and narrowly avoided being asphyxiated. When the flames died down three days later, more than two-thirds of the city was destroyed.

In the aftermath of the calamity, Napoleon still hoped Alexander would ask for peace. In a letter to the czar he wrote: “My lord Brother. Beautiful, magical Moscow exists no more. How could you consign to destruction the loveliest city in the world, a city that has taken hundreds of years to build?” The fire was allegedly set on the orders of Moscow Governor-General Feodor Rostopchin; though Rostopchin later denied the charge. Alexander said the burning of Moscow “illuminated his soul,” and he refused to negotiate with Napoleon.

After waiting a month for a surrender that never came, Napoleon was forced to lead his starving army out of the ruined city. Suddenly, Kutuzov’s army appeared and gave battle on October 19 at Maloyaroslavets. The disintegrating Grande Armée was forced to abandon the fertile, southern route by which it hoped to retreat and proceed back along the ravaged path over which it had originally advanced. During the disastrous retreat, Napoleon’s army suffered continual harassment from the merciless Russian army. Stalked by hunger, subzero temperatures, and the deadly lances of the Cossacks, the decimated army reached the Berezina River late in November, near the border with French-occupied Lithuania. However, the river was unexpectedly thawed, and the Russians had destroyed the bridges at Borisov.

Napoleon’s engineers managed to construct two makeshift bridges at Studienka, and on November 26 the bulk of his army began to cross the river. On November 29, the Russians pressed from the east, and the French were forced to burn the bridges, leaving some 10,000 stragglers on the other side. The Russians largely abandoned their pursuit after that point, but thousands of French troops continued to succumb to hunger, exhaustion, and the cold. In December, Napoleon abandoned what remained of his army and raced back to Paris, where people were saying he had died and a general had led an unsuccessful coup. He traveled incognito across Europe with a few cohorts and reached the capital of his empire on December 18. Six days later, the Grande Armée finally escaped Russia, having suffered a loss of more than 400,000 men during the disastrous invasion.

With Europe emboldened by his catastrophic failure in Russia, an allied force rose up to defeat Napoleon in 1814. Exiled to the island of Elba, he escaped to France in early 1815 and raised a new army that enjoyed fleeting success before its crushing defeat at Waterloo in June 1815. Napoleon was then exiled to the remote island of Saint Helena, where he died six years later.

Also on This Day in History September | 14

Pop-tarts debut, dolores huerta beaten by police while peacefully protesting, mlb cancels playoffs, world series, muslim teen arrested for bringing reassembled clock to school.

safari zone bait rock strategy

This Day in History Video: What Happened on September 14

General winfield scott captures mexico city.

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Elizabeth Ann Seton becomes one of the first American-born saints

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COMMENTS

  1. 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 ...

  2. Pokémon FireRed and LeafGreen/Safari Zone

    Pokémon FireRed and LeafGreen/Safari Zone. Speak to the gate attendants to receive 30 Safari Balls. To catch any wild Pokémon you find, toss Safari Balls at them. Often you'll have to throw bait or rocks to distract certain Pokémon, so try different combinations when a particular Pokémon keeps escaping -- that is the trick.

  3. What is the best strategy in capturing a pokemon in "Safari Zone

    -When you see a pretty rare poke (like nidorino or paras): Throw a rock once and when the pokemon doesn't flee, throw a safari ball-When you see a SUPER rare pokemon (such as tauros): Hit it with 2 to 3 rocks and pray that it doesn't flee. When you have that luck, throw as much safari balls as you can until you run out of balls or the pokemon ...

  4. Safari zone tips : r/pokemon

    Tips: Don't walk unless you need to get to another part of the safari zone, different parts of the zone have different rare pokemon. Instead of walking, turn in place so no steps are used. Repeat until all pokemon in a section of the zone are caught. Rocks are better than bait with this strategy, since you can always run into the pokemon again.

  5. I need to know how the safari zone works and how to catch ...

    Rock=Easier Catch, More likely run Bait=Stay, Harder catch Its really a hard decsion to make. If you're the lucky kind of person, go with the bait. If you're the opposite, use the bait even if it means it would take an hour to catch beacuse in the end its really worth it.

  6. Of the Safari Zone (Or, curse you Chansey!): A strategy guide

    TL;DR - For rare pokemon in the Safari Zone, the best strategy is to use 1 Bait and then throw a lot of balls. If the Pokemon stops eating and is watching carefully, throw 1 more bait then keep throwing balls. If you have 1-3 balls left, you should just throw balls without bait. Best place to catch: Chansey- Surf across water in the entrance ...

  7. PokeMMO Safari Zone Guide

    TL;DR - For rare pokemon in the Safari Zone, the best strategy is to use 1 Bait and then throw a lot of balls. If the Pokemon stops eating and is watching carefully, throw 1 more bait then keep throwing balls. If you have 1-3 balls left, you should just throw balls without bait. Chansey- Surf across water in the entrance, go to north area.

  8. 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.

  9. Great Marsh (Safari Zone) Daily Pokemon and Guide

    This is a map and walkthrough for Great Marsh, the Sinnoh region's very own safari zone in Pokemon Brilliant Diamond and Shining Pearl (BDSP). Learn about the mechanics of the Great Marsh, the Great Marsh Daily Pokemon, what Pokemon are found in each area, and what trainers, items, and events are encountered here.

  10. Safari Zone

    From the entrance, head north and east to find the exit to Area 1. Head east until you come to a grassy area, then go up the steps to the north. Go west, then down the steps and continue on north ...

  11. How does the Safari Zone even work?

    The Safari Zone in Gen 1 has 3 options when in a battle: throwing a Safari Ball, throwing bait or throwing a rock. ... The Safari Zone in Gen 1 has 3 options when in a battle: throwing a Safari ...

  12. What does throwing a rock in the Kanto Safari Zone do?

    2 Answers. Throwing rocks makes the Pokémon easier to catch, but more likely to run away. Throwing bait has the opposite effect; it makes the Pokémon more likely to stay but slightly harder to capture. >The Safari Game mechanics were overhauled to more closely resemble the one in the Hoenn Safari Zone. Like it, there is an additional "catch ...

  13. 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.

  14. Proof that the optimal Safari Zone strategy is to throw balls every

    However that analysis is suddenly way-WAY more complicated, as not only do we need to modify the infinite graph to one that has a given length (the number of balls the player has remaning), suddenly mixed strategies become viable - after using some Safari Balls that don't catch, maybe it's better to throw a Rock so that the catch rate increases.

  15. Safari Zone

    Area 3. In the entrance gatehouse to the Safari Zone, pay the requisite ₽500 to enter and receive 30 Safari Balls before heading inside the Safari Zone proper. In Yellow Version, if you bother the attendant here, he will allow you to enter the Safari Zone even if you don't have ₽500. Instead, he will take all your remaining money and give ...

  16. Safari Zone strategies : r/PokeClicker

    Safari Zone strategies. I'm only missing Pinsir and Scyther in Kanto, and the Safari Zone is a fucking nightmare. Any thoughts on increasing my odds at catching them? Bait > Rock > Ball seems okay, but only raises the catch chance (on Scyther, at least) to 15%, and flee to 60%. i don't think the bait and rock stack. as in I think just using ...

  17. Strategy in the safari zone : r/pokemon

    So im playing soul silver and I was wondering what everyone's strategy in the safari zone is. I usually jusy throw a safari ball right away. According to Bulbapedia: There are four options in the battle screen: throw a Safari Ball, throw Bait, run away, and throw Mud. Throwing Bait makes a Pokémon less likely to run, but makes it harder to ...

  18. 5 Ways to Catch Pokémon in Safari Zone

    To catch Dratini and the other high-value aquatic Pokémon in this area, use a Super Rod. Area 2. Located to the northeast of the Area 1. Kangaskhan 4%, Scyther (Red only) 1%, Pinsir (Blue only) 1%, Parasect 5%, Dratini 15%, Dragonair 1%. Area 3. Located to the northwest of the rest house in Area 2.

  19. Proof that the optimal Safari Zone strategy is to throw balls every

    The paper aims at providing the "optimal Safari Zone strategy" but what it actually does is providing the catching probability of a single Pokémon encoutered in the Safari Zone depending on the action of the player (ball, bait or rock), which is a different thing in my opinion. In my understanding, an "optimal Safari Zone strategy" should ...

  20. Moscow Rock City

    M.R.C. cover-project: Accept, AC/DC, Aerosmith, Alice Cooper, Billy Idol, Black Sabbath, Bon Jovi, Cinderella, Deep Purple, Def Leppard, Dio, Guns...

  21. Shortlist for the Moscow City Agglomeration Development Concept

    The strategy for a major capital city of over ten million is to be completely re-thought and enlarged to twice the size." Nearly 35% of the cities working places are concentrated within the ...

  22. Moscow is being forced to change its energy strategy

    Moscow is being forced to change its energy strategy. Russia's power in oil and gas is curtailed by the buyer's market. Nick Butler. Add to myFT. Vladimir Putin's two decades as Russia's ...

  23. Napoleon enters Moscow

    On September 14, the French entered a deserted Moscow. All but a few thousand of the city's 275,000 people were gone. Napoleon retired to a house on the outskirts of the city for the night, but ...