Nephrite Gym

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The Nephrite Gym (Japanese: ヒスイジム / Hisui Gym ) is the official Gym of Nephrite City . It is based on Normal-type Pokémon. The Gym Leader is Avery . Trainers who defeat him receive the Sarfah Badge.

  • 1.1 Access to the Gym
  • 1.2 Appearance

The Gym [ ]

Access to the gym [ ].

When you first enter the city, the entrance to the Gym is blocked off by an old man. He said that his Rynos is hungry and to feed him we need to pick up a package inside the Safari Zone. This package is given by his girl in a house situated in the northwest corner of the Safari Zone (North Area). But to activate that little quest, you need to meet the Pokémon Ranger Jackie in his base at the southwest of Nephrite City . After completing it, you can challenge the Gym.

Appearance [ ]

NephriteGymIndoor

The Nephrite Gym is a high-tech affair featuring sealed doors and switches. There are six trainers, the Gym Leader included. But to reach Avery, you have to resolve the puzzle with the switches and the doors. The switches open different doors, and you can only have two switches active at any time.

To beat the gym, you have to defeat all the trainers and activate the switches in a certain order. Here is a map of the gym with the switches marked by a letter.

NephriteGymswitch

  • 2 - Press the right switch (switch D)
  • 3 - Press again the bottom right switch (switch B)
  • 4 - Press the left switch (switch C)
  • 5 - Press the right switch (switch D)
  • 6 - Press the upper left switch (switch E)
  • 7 - Press the left switch (switch C)
  • 8 - Press the upper right switch (switch F)
  • 9 - Press the switch above the Gym Leader (switch G)

Trainers [ ]

PokémonDollar

  • Avery's Porygon-Z is holding an Up-Grade. But not any ordinary Up-Grade - it's been changed to boost Normal-type moves by 60%, matching an Adaptability Porygon-Z holding a Silk Scarf.
  • Despite being retconned to Fairy type in the Fairy patch, Lass Ali and Beauty Shelia still have their Togepi and Togetic respectively.
  • 1 Starter Pokémon

Server IP play.pokefind.co

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Survival 2.0 Safari Zone Guide

Discussion in ' General Discussion ' started by AhriFangirl , Sep 15, 2020 .

  • safari zone

AhriFangirl

AhriFangirl New Member

Hello, this is the Safari Zone Guide! I also have a guide about gyms, the elite four and the bird quest here. And for basically any other information, here is the Survival Guide Information FAQ! This guide is definitely a work in progress. If you have any information you'd like to contribute, please leave a comment below or message me on discord! ------------------------- Safari Zone Basics ------------------------- .SpoilerTarget"> Spoiler The Safari Zone is a fun place to go try to catch rare and powerful pokemon! This is the only place you can catch Hidden Ability pokemon in the wild! It is located on the story server, and all you have to do is follow the path past the pokemon center and out of /spawn. To start, you must talk to the Entrance Safari Ranger (157, 17) and pay an entry fee of 5000 coins. If Ranger Swarma (178,18) is standing behind the Entrance Ranger, it is highly recommend that you talk to them. Please see the Swarm section for more details! Once you've paid, you'll receive 30 Safari Balls. These do NOT go into your inventory, instead they will appear in the menu when you encounter pokemon. To find pokemon, simply find a patch of grass and run around it until a pokemon appears. (Or, find a lake and swim around in it). You can also jump in the grass, which definitely helps conserve food, but encounters might show up less often. I'm not really sure. Each patch of grass has a different set of pokemon found in them, so see the Map section for all the grass patches and their contents. In addition, the time of day also affects what pokemon appear. So, each patch of grass also has a different encounter-table for Day and Night (based on the position of Minecraft's Sun and Moon). When you encounter a pokemon you can throw a pokeball at it and hope to catch it! Or, if you aren't interested in the pokemon, you can simply run away. Keep in mind, that after every other action, the pokemon has a chance to flee! Generally, if you encounter a pokemon you want, you will just throw pokeballs at it until either it catches or the pokemon decides to run. It's all up to luck! You can also move closer, which makes more likely that a pokeball will succeed, but also makes it more likely for the pokemon to run away! I'm not sure if it's worth it! You can also throw pokeblocks, which presumably makes pokemon less likely to run, but also makes it less likely for a pokeball to succeed. You also have to actually have pokeblocks in your inventory to do this. I'm not sure if this is worth it either. You can stay in the Safari Zone for as long as you want! But once you have used the last of your 30 Safari Balls, your run will end , you will be brought back to the Entrance Ranger, and you will have to pay another 5000 coins to participate again. Your run will also end if you ever leave the Safari Zone, whether it be from the server's daily reboot, your game crashing, or you simply being tired and walking out. ----------- Swarms ----------- .SpoilerTarget"> Spoiler About every two hours , a swarm event will be announced in the story server. Regular servers will not receive this notification. While a swarm event is active, Ranger Swarma (178,18) can be found standing behind the Entrance Ranger. This NPC vanishes whenever a swarm is inactive. Ranger Swarma is responsible for activating the swarm and giving you the Swarm Challenge. Swarm is a period of time in which a certain species of pokemon becomes more common in the safari zone. You won't find out which species of pokemon it is until a swarm actually starts. The exact details of timing is still uncertain, but it seems that swarms last about an hour and there is about 1.5 hours until the next swarm starts. These swarm pokemon won't appear in every grass patch, so you'll have to search around and hope you find a patch that actually has the swarm in it! Keep in mind, that just because a swarm pokemon is more common, they may still be rare and have low encounter rates. Swarm pokemon will NOT appear if you have not talked to Ranger Swarma. Swarm pokemon will also NOT appear if you have turned in the current swarm challenge. With each swarm, the first right click on Swarma will have them explain what a swarm is. You can click SKIP in your chat log in order to skip this dialogue, since it is the same each time. It is at this point that swarm pokemon will start appearing for you. However, it is very important for you to right click AGAIN. The second right click on Swarma will have them say which species of pokemon is swarming! Then Swarma will offer you a challenge to catch either one, two or three of that pokemon, depending on its rarity! The game will NOT keep track of how many you've caught until after you've talked to Swarma the second time. Once you've caught enough of the swarm pokemon, return to Swarma and right click to receive your reward! These are definitely worth doing if you're heading into the safari zone, as they will end up refunding your admission fee if completed! Catch 3: 5000 coins , 10 tokens, 5000 trainer exp Catch 2: 7500 coins , 15 tokens, 7500 trainer exp Catch 1: 15000 coins , 20 tokens, 15000 trainer exp Just keep in mind, after you turn in the quest, swarm pokemon will STOP showing up! So depending on the pokemon, maybe you'd rather have more time to try to find the swarming instead of getting the rewards right away. Just also keep in mind that you won't be able to get the rewards if the swarm ends, since Swarma will also disappear. Unfortunately, there's no indicator of when the swarm is about to end. Good luck! -------------------------------------- Map and Patch Encounters -------------------------------------- NNN117 did all the work and worked super super hard so good work and thank you so so so so much!!!!! More thank yous and the old somewhat outdated guide in the next post.  
somewhat old and outdated information: .SpoilerTarget"> Spoiler -------------------------------------- Map and Patch Encounters -------------------------------------- As you can see, there is a Main Area and a Secret Area. There is large hole in the fence that leads between the two areas. I'm going to be splitting the grass patches (and lakes) between the two sections. The two most popular safari zone pokemon have been marked on the map, but everything will be listed below. Other popular and notable pokemon have been bolded. Keep in mind, (with exception of Ditto and Larvitar), everything is based on information confirmed after September 12th (the most recent safari zone update). Also "tbd" stands for "to be determined." If you have any pokemon to add to these lists, please let me know, and make sure to mention which area and patch it is in, and whether it was night or day. Main Area .SpoilerTarget"> Spoiler Lake A .SpoilerTarget"> Spoiler Day .SpoilerTarget"> Spoiler Surskit, Wooper, Poliwag, Barboach, Goldeen, Slowpoke Night .SpoilerTarget"> Spoiler Surskit, Wooper, Poliwag, Barboach, Goldeen, Slowpoke patch A .SpoilerTarget"> Spoiler Day .SpoilerTarget"> Spoiler Scyther, Miltank, Seviper, Taillow, Doduo, Budew, Starly, Bidoof, Oddish Night .SpoilerTarget"> Spoiler Zangoose, Sentret, Spoink, Oddish, Abra, Machop, Poochyena, Grimer, Bidoof, Whismur, Ekans Volbeat (a catch-3 swarm) was spotted here when it was swarming. not yet sure if that means anything for future non-Volbeat swarms, but I thought it's worth mentioning. Shroomish (a catch-1 swarm) was spotted here when it was swarming. not yet sure if that means anything for future non-Shroomish swarms, but I thought it's worth mentioning. Ralts (a catch-1 swarm) was spotted here when it was swarming. not yet sure if that means anything for future non-Ralts swarms, but I thought it's worth mentioning. patch B .SpoilerTarget"> Spoiler Day .SpoilerTarget"> Spoiler Riolu, Scyther, Shinx, Miltank, Seviper, Bidoof, Starly, Oddish, Budew, Doduo, Nidoran-F, Nidoran-M, Taillow Tauros (a catch-2 swarm) was spotted here when it was swarming. not yet sure if that means anything for future non-Tauros swarms, but I thought it's worth mentioning. Night .SpoilerTarget"> Spoiler Oddish, Poochyena, Machop, Grimer Slakoth (a catch-1 swarm) was spotted here when it was swarming. not yet sure if that means anything for future non-Slakoth swarms, but I thought it's worth mentioning. patch C .SpoilerTarget"> Spoiler Ditto swarms appear here! Day .SpoilerTarget"> Spoiler Scyther, Eevee, Heracross, Rhyhorn, Doduo, Starly, Budew, Oddish, Ponyta, Zigzagoon, Exeggcute, Bidoof, Nidoran-M, Nidoran-F. Tauros (a catch-2 swarm) was spotted here when it was swarming. not yet sure if that means anything for future non-Tauros swarms, but I thought it's worth mentioning. Night .SpoilerTarget"> Spoiler Pinsir, Shinx, Mightyena, Rhyhorn, Tangela, Bidoof, Poochyena, Sentret, Spinarak, Oddish, Machop, Natu, Whismur, Ekans, Machop Ditto (a catch-1 swarm) was spotted here when it was swarming. not yet sure if that means anything for future non- Ditto swarms, but I thought it's worth mentioning. patch D .SpoilerTarget"> Spoiler Day .SpoilerTarget"> Spoiler Scyther, Rhyhorn, Exeggcute, Zigzagoon, Starly, Oddish, Bidoof, Doduo, Budew Night .SpoilerTarget"> Spoiler Pinsir, Tangela, Natu, Spinarak, Sentret, Ekans, Oddish, Bidoof, Poochyena patch E .SpoilerTarget"> Spoiler Day .SpoilerTarget"> Spoiler Miltank, Bidoof, Doduo, Nidoran Male, Starly, Budew, Poochyena Night .SpoilerTarget"> Spoiler Abra, Bidoof, Whismur, Oddish, Grimer, Machop patch F .SpoilerTarget"> Spoiler Day .SpoilerTarget"> Spoiler Doduo, Oddish, Bidoof, Seviper, Starly, Nidoran-M, Nidoran-F Night .SpoilerTarget"> Spoiler Shinx, Zangoose, Tangela, Ekans, Spoink, Poochyena, Sentret, Grimer, Whismur patch G .SpoilerTarget"> Spoiler Day .SpoilerTarget"> Spoiler Miltank, Seviper, Zangoose, Doduo, Oddish, Budew, Bidoof, Taillow, Starly, Nidoran-F Night .SpoilerTarget"> Spoiler Whismur, Poochyena, Grimer, Bidoof, Oddish, Sentret, Grimer patch H .SpoilerTarget"> Spoiler Day .SpoilerTarget"> Spoiler Seviper, Taillow, Bidoof, Nidoran-M Night .SpoilerTarget"> Spoiler Shinx, Abra, Machop, Poochyena, Oddish, Sentret, Grimer, Bidoof patch I .SpoilerTarget"> Spoiler Day .SpoilerTarget"> Spoiler tbd Night .SpoilerTarget"> Spoiler Ekans, Whismur, Bidoof, Sentret, Natu Volbeat (a catch-3 swarm) was spotted here when it was swarming. not yet sure if that means anything for future non-Volbeat swarms, but I thought it's worth mentioning. patch J .SpoilerTarget"> Spoiler Day .SpoilerTarget"> Spoiler Doduo, Starly, Zigzagoon, Budew, Bidoof, Exeggcute, Oddish, Nidoran-M, Nidoran-F Night .SpoilerTarget"> Spoiler Rhyhorn, Tangela, Ekans Shroomish swarm patch K .SpoilerTarget"> Spoiler Day .SpoilerTarget"> Spoiler Mareep, Tangela, Doduo, Bidoof, Starly, Oddish, Budew, Taillow, Whismur, Seviper, Nidoran-F Night .SpoilerTarget"> Spoiler Absol, Zangoose, Abra, Ekans, Oddish, Machop, Grimer, Bidoof, Spoink, Poochyena, Spinarak, Zubat, Bellsprout, Whismur, Venonat Kangaskhan (a catch-1 swarm) was spotted here when it was swarming. not yet sure if that means anything for future non-Kangaskhan swarms, but I thought it's worth mentioning. patch L .SpoilerTarget"> Spoiler Day .SpoilerTarget"> Spoiler tbd Night .SpoilerTarget"> Spoiler Zubat, Hoothoot, Venonat, Whismur, Machop, Bidoof, Sentret, Poochyena patch M .SpoilerTarget"> Spoiler Day .SpoilerTarget"> Spoiler Scyther, Mareep, Bonsly, Bidoof, Caterpie, Doduo, Starly, Bellsprout, Budew Night .SpoilerTarget"> Spoiler Absol, Tangela, Zubat, Venonat, Poochyena, Sentret, Whismur, Machop, Spinarak, Bidoof, Bellsprout patch N .SpoilerTarget"> Spoiler Day .SpoilerTarget"> Spoiler tbd Night .SpoilerTarget"> Spoiler tbd patch O .SpoilerTarget"> Spoiler Day .SpoilerTarget"> Spoiler tbd Night .SpoilerTarget"> Spoiler Absol patch P .SpoilerTarget"> Spoiler Day .SpoilerTarget"> Spoiler Heracross Night .SpoilerTarget"> Spoiler tbd patch Q .SpoilerTarget"> Spoiler Day .SpoilerTarget"> Spoiler Starly, Budew, Bellsprout, Caterpie Night .SpoilerTarget"> Spoiler tbd patch R .SpoilerTarget"> Spoiler Day .SpoilerTarget"> Spoiler Scyther, Farfetch'd, Doduo, Geodude, Bidoof, Growlithe, Weedle, Gulpin, Starly Night .SpoilerTarget"> Spoiler Sableye, Tangela, Sentret, Gastly, Weedle, Whismur, Drowzee, Poochyena, Bidoof patch S .SpoilerTarget"> Spoiler Day .SpoilerTarget"> Spoiler Scyther, Farfetchd', Phanpy, Growlithe, Geodude, Gastly, Doduo, Weedle, Bidoof, Budew, Starly, Poochyena, Gulpin Ralts (a catch-1 swarm) was spotted here when it was swarming. not yet sure if that means anything for future non-Ralts swarms, but I thought it's worth mentioning. Larvitar (a catch-1 swarm) was spotted here when it was swarming. not yet sure if that means anything for future non-Larvitar swarms, but I thought it's worth mentioning. Night .SpoilerTarget"> Spoiler Shinx, Duskull, Sableye, Tangela, Sentret, Whismur, Bidoof, Poochyena, Drowzee, Cubone, Weedle, Geodude, Machop patch T .SpoilerTarget"> Spoiler Day .SpoilerTarget"> Spoiler Gulpin, Budew Night .SpoilerTarget"> Spoiler tbd patch U .SpoilerTarget"> Spoiler Day .SpoilerTarget"> Spoiler tbd Night .SpoilerTarget"> Spoiler tbd Secret Area .SpoilerTarget"> Spoiler Lake B .SpoilerTarget"> Spoiler Day .SpoilerTarget"> Spoiler Lapras, Relicanth, Clamperl, Shellos-West, Magikarp, Remoraid, Barboach, Psyduck, Tentacool, Staryu, Seel, Finneon, Corphish, Wooper, Slowpoke Horsea (a catch-3 swarm) was spotted here when it was swarming. not yet sure if that means anything for future non-Horsea swarms, but I thought it's worth mentioning. Chinchou (a catch-3 swarm) was spotted here when it was swarming. not yet sure if that means anything for future non-Chinchou swarms, but I thought it's worth mentioning. Mantine (a catch-1 swarm) was spotted here when it was swarming. not yet sure if that means anything for future non-Mantine swarms, but I thought it's worth mentioning. Corsola (a catch-1 swarm) was spotted here when it was swarming. not yet sure if that means anything for future non-Corsola swarms, but I thought it's worth mentioning. Night .SpoilerTarget"> Spoiler Relicanth, Wailmer, Clamperl, Carvanha, Magikarp, Corphish, Barboach, Shellder, Finneon, Tentacool, Wingull, Seel, Staryu, Wooper, Psyduck, Krabby Horsea (a catch-3 swarm) was spotted here when it was swarming. not yet sure if that means anything for future non-Horsea swarms, but I thought it's worth mentioning. Chinchou (a catch-3 swarm) was spotted here when it was swarming. not yet sure if that means anything for future non-Chinchou swarms, but I thought it's worth mentioning. patch A .SpoilerTarget"> Spoiler Day .SpoilerTarget"> Spoiler Chatot, Hoppip, Bidoof Night .SpoilerTarget"> Spoiler Natu, Zubat, Spearow, Bidoof patch B .SpoilerTarget"> Spoiler Day .SpoilerTarget"> Spoiler Swablu, Eevee, Chatot, Nosepass, Solrock, Stantler, Hoppip, Pidgey, Stantler, Geodude, Doduo, Bidoof, Starly, Budew Skarmory (a catch-1 swarm) was spotted here when it was swarming. not yet sure if that means anything for future non-Skarmory swarms, but I thought it's worth mentioning. Night .SpoilerTarget"> Spoiler Gligar, Shinx, Tangela, Magnemite, Zubat, Natu, Sentret, Bidoof, Nosepass, Machop, Poochyena, Spearow, Whismur, Meditite Pikachu (a catch-1 swarm) was spotted here when it was swarming. not yet sure if that means anything for future non-Pikachu swarms, but I thought it's worth mentioning. patch C .SpoilerTarget"> Spoiler Day .SpoilerTarget"> Spoiler Hoppip Night .SpoilerTarget"> Spoiler Sentret, Bidoof, Poochyena, Whismur, Machop patch D .SpoilerTarget"> Spoiler Aron(time uncertain) Skorupi swarm Day .SpoilerTarget"> Spoiler Eevee, Shuckle, Smeargle, Bidoof, Starly Night .SpoilerTarget"> Spoiler Bagon, Misdreavus, Sentret, Machop, Spearow, Meditite, Bidoof patch E .SpoilerTarget"> Spoiler Day .SpoilerTarget"> Spoiler Magmar, Starly, Ponyta, Doduo, Ledyba, Geodude, Budew, Hoppip, Meowth Night .SpoilerTarget"> Spoiler Murkow, Geodude, Sentret patch F .SpoilerTarget"> Spoiler Day .SpoilerTarget"> Spoiler Scyther, Magmar, Ponyta, Slugma, Ledyba, Bidoof, Budew, Doduo Makuhita (a catch-1 swarm) was spotted here when it was swarming. not yet sure if that means anything for future non-Makuhita swarms, but I thought it's worth mentioning. Night .SpoilerTarget"> Spoiler Misdreavus, Murkrow, Tangela, Zubat, Poochyena, Geodude, Whismur, Meowth, Sentret, Sandshrew patch G .SpoilerTarget"> Spoiler Gible swarms appear here! Day .SpoilerTarget"> Spoiler Riolu, Munchlax, Trapinch , Tyrogue, Torkoal, Sunkern Snorlax (a catch-1 swarm) was spotted here when it was swarming. not yet sure if that means anything for future non-Snorlax swarms, but I thought it's worth mentioning. Gible (a catch-1 swarm) was spotted here when it was swarming. not yet sure if that means anything for future non-Gible swarms, but I thought it's worth mentioning. Night .SpoilerTarget"> Spoiler Spiritomb, Trapinch, Croagunk, Shinx, Skitty, Carnivine, Tangela, Sandshrew, Bidoof, Cacnea, Slugma, Wurmple, Geodude, Machop, Poochyena, Numel, Whismur, Seedot Snorlax (a catch-1 swarm) was spotted here when it was swarming. not yet sure if that means anything for future non-Snorlax swarms, but I thought it's worth mentioning. patch H .SpoilerTarget"> Spoiler Day .SpoilerTarget"> Spoiler Trapinch, Numel, Poochyena, Geodude, Starly, Sandshrew, Machop, Doduo, Budew, Bidoof Night .SpoilerTarget"> Spoiler Dratini, Trapinch, Shinx, Numel, Poochyena, Geodude, Starly, Bidoof, Tangela, Whismur, Machop, Sandshrew, Sentret patch I .SpoilerTarget"> Spoiler Day .SpoilerTarget"> Spoiler Trapinch, Numel, Poochyena, Geodude, Starly, Sandshrew, Machop, Doduo, Budew, Bidoof Night .SpoilerTarget"> Spoiler Dratini, Trapinch, Shinx, Numel, Poochyena, Geodude, Starly, Bidoof, Tangela, Whismur, Machop, Sandshrew, Sentret patch J .SpoilerTarget"> Spoiler Day .SpoilerTarget"> Spoiler Trapinch, Numel, Poochyena, Geodude, Starly, Sandshrew, Machop, Doduo, Budew, Bidoof Night .SpoilerTarget"> Spoiler Dratini, Trapinch, Shinx, Numel, Poochyena, Geodude, Starly, Bidoof, Tangela, Whismur, Machop, Sandshrew, Sentret patch K .SpoilerTarget"> Spoiler Day .SpoilerTarget"> Spoiler Trapinch, Numel, Poochyena, Geodude, Starly, Sandshrew, Machop, Doduo, Budew, Bidoof Night .SpoilerTarget"> Spoiler Dratini, Trapinch, Shinx, Numel, Poochyena, Geodude, Starly, Bidoof, Tangela, Whismur, Machop, Sandshrew, Sentret patch L .SpoilerTarget"> Spoiler Day .SpoilerTarget"> Spoiler Trapinch, Numel, Poochyena, Geodude, Starly, Sandshrew, Machop, Doduo, Budew, Bidoof Night .SpoilerTarget"> Spoiler Dratini, Trapinch, Shinx, Numel, Poochyena, Geodude, Starly, Bidoof, Tangela, Whismur, Machop, Sandshrew, Sentret patch M .SpoilerTarget"> Spoiler Day .SpoilerTarget"> Spoiler Trapinch, Numel, Poochyena, Geodude, Starly, Sandshrew, Machop, Doduo, Budew, Bidoof Night .SpoilerTarget"> Spoiler Dratini, Trapinch, Shinx, Numel, Poochyena, Geodude, Starly, Bidoof, Tangela, Whismur, Machop, Sandshrew, Sentret ---- I'm legally obligated to mention these people so, a special thank you to HeyItzAsuna, Valedrin, Elefante, Ivan, Blackferret13, NNN117, Demonized666, _Blobfish123_ and Kimkom and basically everyone else in the community for your help with the map/patch section! If you also want to be mentioned, just let me know. But honestly NNN117 made the map that I've put in the first post and really put in the work that led to the safari zone being figured out. Amazing work and thank you so much!  
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The Cave of Dragonflies

Where the smallest bugs live alongside the strongest dragons

pokemon vega safari zone

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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Safari Zone Block Items

Below is a list of all the Safari Zone Block Items and what they manipulate.

Safari Zone Areas

Plains | Meadow | Savannah | Peak | Rocky Beach | Wetland | Forest | Swamp | Marshland | Wasteland | Mountain | Desert |

 - Plains

Rocky Beach

 - Rocky Beach

Safari Zone Gate

Johto Safari Zone Map.png

The Safari Zone Gate (Japanese: サファリゾーンゲート Safari Zone Gate ) is a bazaar located to the north of Route 48 , which is accessed from Cianwood City via Route 47 . It was introduced in Pokémon HeartGold and SoulSilver .

Pokémon Trainers often come here in order to catch Pokémon in the Safari Zone .

  • 1.1 Johto Safari Zone
  • 2 Demographics
  • 6.1.1 HeartGold & SoulSilver arc
  • 7 In other languages

Places of interest

Johto safari zone.

The Safari Zone is a special Pokémon preserve where Trainers can catch certain types of Pokémon. It is owned by Baoba , the owner of the former Kanto Safari Zone , which was, by then, made into a Pal Park by his son. However, Baoba later passes ownership of the Safari Zone onto the player .

For $ 500, the player will receive 30 Safari Balls . Akin to previous Safari Zones, there is a large area to cover, but the six areas of the Zone can uniquely be rearranged to suit the player.

When a wild Pokémon appears, no Pokémon may be sent out to battle it; catching Pokémon here, as in all Safari Zones, requires sheer luck. 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 catch, while throwing Mud does the reverse, making it easier to catch but more likely to run.

Demographics

The Safari Zone Gate's population is 13.

In the manga

pokemon vega safari zone

Pokémon Adventures

Heartgold & soulsilver arc.

In Weavile Wobbles But It Won't Fall Down , Silver arrived at the Safari Zone Gate in order to get clues from Lance 's whereabouts, having received a clue from Clair involving the Safari Zone, Plates , and Arceus . After a brief encounter with Eusine , Silver was dragged along with the crowd into the entrance building, where he figured that he could just as well try to find clues at the Safari Zone itself, and possibly also catch some rare Pokémon.

In other languages

  • Johto locations
  • HeartGold and SoulSilver locations

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IMAGES

  1. Safari Zone

    pokemon vega safari zone

  2. Pokemon Vega Playthrough Part 17: Revisiting The Safari Zone

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  3. Pokemon Vega Episode 32: Safari Zone {feat. Daniel & Friends Play's

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  5. Pokémon Vega (English) ∙ Episode #41 : Safari Zone ROUND 2

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  6. Pokemon Vega [Jackie and the Safari Zone]

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VIDEO

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  5. Pokemon Infinite Fusion! Safari Zone!

  6. Pokemon Vega Playthrough Part 15: Safari Zone & Lunchboxes

COMMENTS

  1. Safari Zone

    The Tohoak Safari Zone (Japanese: サファリゾーン Safari Zone) is a special Pokémon preserve in Tohoak that Trainers can enter to capture Pokémon. For 500, the player can play the Safari Game and receive 30 Safari Balls. Trainers are limited to 600 steps in the Safari Zone before the Game is over. In the Safari Zone, when a wild Pokémon appears, Trainers cannot send out Pokémon to ...

  2. Pokemon Vega Playthrough Part 15: Safari Zone & Lunchboxes

    A quick trip into the Safari Zone to grab a lunchbox for a starving Rynos. Then a whole load of switches and doors.Check out the full Pokemon Vega Nuzlocke P...

  3. The SAFARI ZONE and some INSANE NEW POKEMON! Pokemon Vega ...

    Exploring the Safari Zone and finding all sorts of new forms and Pokemon in Vega!Team DH Headquarters causing me all sorts of trouble trying to find these sh...

  4. Nephrite City

    Safari Zone [] Main Article: Safari Zone. The Safari Zone is a special Pokémon preserve where Trainers can enter to capture certain types of Pokémon. It is located in the north of the city. For 500, the player will receive 30 Safari Balls. With a large area to cover, Trainers must plan out their destination so as to arrive in time to capture ...

  5. Pokemon Vega Playthrough Part 17: Revisiting The Safari Zone

    I actually managed to forget we had access to surf for a while there. Sleep is needed.Check out the full Pokemon Vega Nuzlocke Playlist here: https://www.you...

  6. Safari Zone

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

  7. Nephrite Gym

    The Nephrite Gym (Japanese: ヒスイジム / Hisui Gym) is the official Gym of Nephrite City. It is based on Normal-type Pokémon. The Gym Leader is Avery. Trainers who defeat him receive the Sarfah Badge. When you first enter the city, the entrance to the Gym is blocked off by an old man. He said that his Rynos is hungry and to feed him we need to pick up a package inside the Safari Zone ...

  8. Survival 2.0 Safari Zone Guide

    The Safari Zone is a fun place to go try to catch rare and powerful pokemon! This is the only place you can catch Hidden Ability pokemon in the wild! It is located on the story server, and all you have to do is follow the path past the pokemon center and out of /spawn. To start, you must talk to the Entrance Safari Ranger (157, 17) and pay an entry fee of 5000 coins.

  9. Hoenn Safari Zone

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

  10. Johto Safari Zone

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

  11. Safari Zone update: rewards, ticket info and future event dates

    A few hours ago, Niantic has shared more information about the upcoming Safari Zone events in September, including check-in information, event rewards and future event dates. Please note that all of this info is also available on our Pokémon GO Safari Zone page, in a more condensed tabular format. According to the official Pokémon GO website, on […]

  12. 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 ...

  13. Pokemon Vega Minus

    Part 38 of the modified version of the Pokemon Vega(Pokemon Fire Red rom hack), Pokemon Vega Minus. The video covers catching Ganimede, exploring the new are...

  14. Safari Zone (Hoenn) Pokémon locations

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

  15. Pokémon Heart Gold & Soul Silver

    The Safari Zone works in a similar manner to the previous Safari Zones with you being given 30 Safari Balls and sent into the Safari Zone with only a limited amount of steps. There are six areas in the Safari Zone and they all hold different kinds of Pokémon so you need to explore if you wish to get them all. However, the Johto Safari Zone has ...

  16. Safari Zone (Kanto) Pokémon locations

    Safari Zone, Kanto (location) Safari Zone, Kanto. (location) This is the Pokémon Location guide for Safari Zone in Kanto. Choose which generation of games you're playing to see the Pokémon and capture methods. Generation 3. Center. East. North.

  17. 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.

  18. Safari Zone Survival Guide

    As you may be aware, tomorrow is the day when we'll see the first series of Safari Zone events, taking place in Germany, France and Spain. This guide serves as a quick reference guide for everyone attending, including Trainers who didn't manage to get a ticket. Table of contents. Essential information: what, where and when. Be prepared ...

  19. Pokémon Vega (English) ∙ Episode #41 : Safari Zone ROUND 2

    Post-game time!!!!! SAFARI ZONE TIMEIn this episode we get:SUPER RODDownload link: http://www.romhack.me/vega/On my Twitter I like to talk about video game...

  20. Pokémon FireRed and LeafGreen/Safari Zone

    Safari Zone Area Guide The Safari Zone puzzled together as a guide Catching safari Pokémon [] Safari Zone - Main Area. The nice thing about the Safari is that you don't have to fight with Pokémon before you can catch them, but you can only catch them with the Safari Balls provided.. There are a few original options: throwing rocks at Pokémon to make them angry and easier to catch, but also ...

  21. Pokémon Ruby and Sapphire/Safari Zone

    The idea behind the Safari Zone is to catch rare kinds of Pokémon found nowhere else in Hoenn. You'll get 30 Safari Balls to play, and get teleported back to the Safari Zone entrance once all 30 are used or once you walk 500 steps (whichever comes first). The Safari Zone is unlike other Pokémon-catching situations: you don't actually battle ...

  22. Safari Zone Gate

    Places of interest Johto Safari Zone Main article: Johto Safari Zone The Safari Zone is a special Pokémon preserve where Trainers can catch certain types of Pokémon. It is owned by Baoba, the owner of the former Kanto Safari Zone, which was, by then, made into a Pal Park by his son. However, Baoba later passes ownership of the Safari Zone onto the player.

  23. Pokémon Red and Blue/Safari Zone

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