safari zone walkthrough yellow

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The Cave of Dragonflies

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safari zone walkthrough yellow

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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Pokemon Yellow Version: Special Pikachu Edition  — Guide and Walkthrough (GB)

GameFAQs

Guide and Walkthrough (GB) by zerokid

Version: 2.8 | Updated: 03/21/2023

  • Previous: Diglett's Cave

Table of Contents

  • Next: Vermilion Gym
  • 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
  • Safari Zone
  • 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
  • Bugs and glitches
  • Cinnabar Island wild Pokémon glitch
  • Old Man glitch
  • Trainer-Fly glitch
  • Experience underflow glitch
  • Stat modification glitch
  • Stoneless Evolution
  • Revisit the S.S. Anne
  • Battle Professor Oak
  • Version history

The map for this area is too wide to display properly, so has been split in two.

safari zone walkthrough yellow

This route has a gauntlet of Trainers to fight. Starting outside Diglett's Cave, there is a Youngster (A) a short distance to the east.

Youngster (A) Pokémon Type Lv. Exp. Moves Ekans Poison 21 279 Wrap , Leer , Poison Sting , Bite HP: 49 , Attack: 33 , Defense: 26 , Speed: 31 , Special: 25 Reward ₽315

Below him towards the southern edge of the route is a Gambler (B) .

Gambler (B) Pokémon Type Lv. Exp. Moves Poliwag Water 18 297 Bubble , Hypnosis HP: 45 , Attack: 26 , Defense: 22 , Speed: 40 , Special: 22 Horsea Water 18 319 Bubble HP: 41 , Attack: 22 , Defense: 33 , Speed: 29 , Special: 33 Reward ₽1260

To the east of him is another Youngster (C) .

Youngster (C) (Red/Blue) Pokémon Type Lv. Exp. Moves Nidoran♂ Poison 18 231 Leer , Tackle , Horn Attack , Poison Sting HP: 47 , Attack: 28 , Defense: 22 , Speed: 25 , Special: 22 Nidorino Poison 18 454 Leer , Tackle , Horn Attack , Poison Sting HP: 52 , Attack: 34 , Defense: 28 , Speed: 31 , Special: 27 Reward ₽270 Youngster (C) (Yellow) Pokémon Type Lv. Exp. Moves Nidoran♂ Poison 18 231 Tackle , Horn Attack , Double Kick , Poison Sting HP: 47 , Attack: 28 , Defense: 22 , Speed: 25 , Special: 22 Nidorino Poison 18 454 Leer , Tackle , Horn Attack , Double Kick HP: 52 , Attack: 34 , Defense: 28 , Speed: 31 , Special: 27 Reward ₽270

To the north is yet another Youngster (D) .

Youngster (D) Pokémon Type Lv. Exp. Moves Sandshrew Ground 19 378 Scratch , Sand-Attack , Slash HP: 51 , Attack: 36 , Defense: 40 , Speed: 23 , Special: 19 Zubat Poison/Flying 19 219 Leech Life , Supersonic , Bite HP: 47 , Attack: 25 , Defense: 21 , Speed: 28 , Special: 23 Reward ₽285

Now take on the Gambler (E) slightly to the south-east.

Gambler (E) Pokémon Type Lv. Exp. Moves Bellsprout Grass/Poison 18 324 Growth , Wrap , PoisonPowder , Sleep Powder HP: 48 , Attack: 35 , Defense: 20 , Speed: 22 , Special: 33 Oddish Grass/Poison 18 300 Absorb , PoisonPowder , Stun Spore HP: 47 , Attack: 26 , Defense: 27 , Speed: 18 , Special: 34 Reward ₽1260

North-east of him there is another Gambler (F) .

Gambler (F) Pokémon Type Lv. Exp. Moves Growlithe Fire 18 351 Bite , Roar , Ember HP: 50 , Attack: 33 , Defense: 24 , Speed: 29 , Special: 25 Vulpix Fire 18 243 Ember , Tail Whip , Quick Attack HP: 44 , Attack: 23 , Defense: 22 , Speed: 31 , Special: 31 Reward ₽1260

To the south-east is your first encounter with an Engineer (G) .

Engineer (G) Pokémon Type Lv. Exp. Moves Magnemite Electric 21 400 Tackle , SonicBoom HP: 44 , Attack: 23 , Defense: 37 , Speed: 27 , Special: 48 Reward ₽1050

To the north-east from him is the final Youngster (H) of the route.

Youngster (H) Pokémon Type Lv. Exp. Moves Rattata Normal 17 207 Tackle , Tail Whip , Quick Attack , Hyper Fang HP: 39 , Attack: 27 , Defense: 19 , Speed: 32 , Special: 16 Rattata Normal 17 207 Tackle , Tail Whip , Quick Attack , Hyper Fang HP: 39 , Attack: 27 , Defense: 19 , Speed: 32 , Special: 16 Raticate Normal 17 421 Tackle , Tail Whip , Quick Attack , Hyper Fang HP: 48 , Attack: 35 , Defense: 28 , Speed: 40 , Special: 24 Reward ₽255

Nearby is the final Gambler (I) .

Gambler (I) Pokémon Type Lv. Exp. Moves Voltorb Electric 18 396 Tackle , Screech , SonicBoom HP: 45 , Attack: 19 , Defense: 25 , Speed: 43 , Special: 27 Magnemite Electric 18 342 Tackle HP: 39 , Attack: 20 , Defense: 33 , Speed: 24 , Special: 42 Reward ₽1260

Examine the lone small tree to the north-east to uncover a hidden Escape Rope . Return to the Gambler and head directly south to battle the final Trainer of this route, another Engineer (J) .

Engineer (J) Pokémon Type Lv. Exp. Moves Magnemite Electric 18 342 Tackle HP: 39 , Attack: 20 , Defense: 33 , Speed: 24 , Special: 42 Magnemite Electric 18 342 Tackle HP: 39 , Attack: 20 , Defense: 33 , Speed: 24 , Special: 42 Magneton Electric 18 621 Tackle , SonicBoom , ThunderShock HP: 48 , Attack: 29 , Defense: 42 , Speed: 33 , Special: 51 Reward ₽900

East of the previous Gambler is the gatehouse to Route 12. Head inside and go up the stairs, then speak to Professor Oak's aide in here. If you have at least 30 Pokémon registered in the Pokédex, he'll hand over the Itemfinder .

You are likely short a few Pokémon to get the Itemfinder at the moment, so if that's the case make a note to come back for it later. When you use the Itemfinder, it will react if there is a hidden item somewhere on screen, although it won't tell you where exactly the item is. It's rather cumbersome to use, and utterly useless if you're using this guide.

There's also an in-game trade that you can initiate by speaking to the boy at the back. Red and Blue players can trade a Nidorino for a Nidorina. Since it's not worth training a Nidoran♂ up to do this, it is better to catch the evolved Nidorino later and come back for it. Yellow players can trade a Lickitung, which is unavailable until after the credits have rolled, for a Dugtrio, which is available in a cave a short walk from here. As you can tell, this is pointless, but for the sake of completion you'll be directed back here to perform these trades much later.

Head out of the gatehouse to the east to enter Route 12.

Link to area overview

You can only explore a tiny part of this route at the moment.

Examine the second of the two southern trees that are jutting into the main path to pick up a hidden Hyper Potion . Return to Vermilion City and heal up before cutting down the tree to the south-west of the city, which will grant you access to Vermilion Gym.

Hoenn Safari Zone

Hoenn Safari Zone Map.png

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 Pokémon in battle, players must use non-conventional tactics to try and catch them. For $ 500, the player is granted entry and 30 Safari Balls. In Ruby, Sapphire, and Emerald, the player is limited to 500 steps and the player is only allowed entry if they also have a Pokéblock Case .

In Pokémon Omega Ruby and Alpha Sapphire , the Safari Game has been removed, and players can enter the Safari Zone area without paying a fee. Pokémon found here are now collected through normal battles. Each area also now has both tall and long grass , and while encounters between them are mostly the same, two rare Pokémon in each area can only be found in one type of grass specifically.

  • 1.2 Pokéblock feeders
  • 2.1 Pokéblock throw bug
  • 3.1 Entrance
  • 3.8 Vending Machine
  • 4.1.1 Area 1
  • 4.1.2 Area 2
  • 4.1.3 Area 3
  • 4.1.4 Area 4
  • 4.1.5 Area 5
  • 4.1.6 Area 6
  • 4.2.1 Area 1
  • 4.2.2 Area 2
  • 4.2.3 Area 3
  • 4.2.4 Area 4
  • 7 In other languages

Certain areas of the Safari Zone can only be accessed with the Mach Bike or the Acro Bike . In Pokémon Omega Ruby and Alpha Sapphire, all areas are accessible with either Bike and Surf , but in some areas, only one type of grass will be accessible without using the other Bike. In Pokémon Ruby, Sapphire, and Emerald, there are also breakable rocks that can be used to encounter Pokémon. In Emerald , after the player obtains the National Pokédex , two new areas will open up to the east, featuring many Johto Pokémon not found in Pokémon Ruby and Sapphire or Pokémon FireRed and LeafGreen .

Hoenn Safari Zone numbered E.png

  • In Omega Ruby and Alpha Sapphire, the Acro Bike and Surf are required to reach the long grass within this area.
  • In Omega Ruby and Alpha Sapphire, the Mach Bike is required to reach the long grass within this area.
  • In Ruby, Sapphire, and Emerald, the Mach Bike is required to access this area.
  • In Omega Ruby and Alpha Sapphire, the Mach Bike is required to reach the tall grass within this area, while the Acro Bike is required to reach the long grass.
  • In Ruby, Sapphire, and Emerald, the Acro Bike is required to access this area.
  • In Omega Ruby and Alpha Sapphire, the Acro Bike is required to reach the tall grass within this area, while the Mach Bike and Surf are required to reach the long grass.
  • Area 5 is directly east of Area 1. It is only accessible in Emerald , and only after the player has entered the Hall of Fame .
  • Area 6 is directly north of Area 5. It is only accessible in Emerald, and only after the player has entered the Hall of Fame.

Pokéblock feeders

In Pokémon Ruby, Sapphire , and Emerald , there are Pokéblock feeders throughout the Safari Zone. If a Pokéblock is placed in a feeder, 80% of wild Pokémon encountered in grass patches and water tiles up to five steps away from the feeder will be forced to have a Nature such that, if an identically flavored Pokéblock were thrown at it, the Pokémon would be enthralled (i.e. its preferred flavor dominates its disliked flavor in the Pokéblock); the feeder has no effect if no such Nature exists. Only one Pokéblock may occupy a feeder, and the feeder's effect disappears after 100 steps are taken.

Due to an oddity in the programming of Pokéblock feeders, forced natures do not have a uniform distribution. This causes natures with higher ID numbers to be more common than Natures with lower ID numbers. For example, if a green (bitter) Pokéblock is in the feeder and forces an enthralling Nature: Calm has an 8.71% chance to be forced, Gentle has a 15.61% chance to be forced, Sassy has a 27.66% chance to be forced, and Careful has a 48.02% chance to be forced (approximately).

Safari Game

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; rather than weaken them in battle, players must use non-conventional tactics to try and catch wild Pokémon. There are four options on the battle screen: throw a Safari Ball , throw a Pokéblock , go near, and run away. Throwing Pokéblocks makes a Pokémon less likely to run, while going near makes a Pokémon easier to catch but more likely to run.

Pokémon found in the Safari Zone carry two values with them that are used for the mechanics of the Safari Game. First is the "catch factor", which starts at 100/1275 of the Pokémon's catch rate , rounded down. Furthermore, there is an "escape factor", which represents the probability that a Pokémon will escape at the end of each turn. This "escape factor" starts with a value of 3 which results in a 15% chance to flee per turn.

Depending on the action taken, the catch and escape factors are modified as follows:

If a Pokémon's "escape factor" is reduced below 0 * , it will be adjusted to a value of 1. If a Pokémon's escape factor is currently 1: Pokéblocks are unable to affect it.

Throwing a Pokéblock that the Pokémon completely ignores does not directly affect the escape factor, but does increment the Pokéblock counter used for subsequent Pokéblock throws. A Pokémon is enthralled by a Pokéblock if its preferred flavor dominates its disliked flavor, while a Pokémon completely ignores it if its disliked flavor dominates its preferred flavor. If both preferred and disliked flavors are equal (including if neither are present), the Pokémon is curious about the Pokéblock.

If a player chooses to throw a Safari Ball, the catch factor is multiplied by 1275/100 (rounded down) to obtain the modified catch rate. At the beginning of each turn, a randomly generated value from 0 to 99 (inclusive) is obtained, and if this value is less than 5 times the escape factor, the Pokémon will escape at the end of the turn unless captured. Modifications to a Pokémon's escape rate will not take effect until the following turn.

These numbers translate to a 5% change in probability of escaping for every unit change (plus or minus 1) in the escape factor, with an initial 15% chance of escape; and approximately a 2.5% change in probability of capture for every unit change in the capture factor, with an initial capture probability of approximately catch rate/510 rounded down to the nearest multiple of 0.025 (2.5%), or 0.025 if it would be less.

Pokéblock throw bug

In Ruby, Sapphire, and Emerald, instead of the escape factor having a minimum value of 1 (5% chance to flee) like the catch factor, the game is coded to set the escape factor to 1 if it would become negative due to a thrown Pokéblock. This means it is possible for the player to throw Pokéblocks such that a Pokémon's escape factor becomes exactly 0, and the Pokémon will have a 0% chance to escape. Exploiting this can make it very easy to catch Hoenn Safari Zone Pokémon. Though, it is worth noting that if the "escape factor" is ever equal to 1, the game will not reduce it further regardless of which Pokéblocks are thrown by the player.

Due to an oddity in the programming of Pokéblock Feeders, the distribution of wild Pokémon's natures is not even across each of the possibilities. This causes Calm Pokémon to only spawn in 1/10 encounters if a bitter Pokéblock is in the feeder while Careful natured Pokémon will occur in nearly 4/10 encounters. This gives players an opportunity to greatly increase the effectiveness of their Pokéblock manipulation.

The optimal catching strategy for exploiting this is as follows:

Make these three single- flavor Pokéblocks: two green * (bitter) Pokéblocks, and one red * (spicy) Pokéblock. Put the green * Pokéblock into a feeder and start a wild encounter near that feeder.

Note: this can be done with yellow * , pink * , blue * , and green * Pokéblocks in the feeder; green * is just the most effective. With any of these colors make a red * Pokéblock as well. If you would like to use a red * Pokéblock in the feeder pair it with a yellow * (sour) Pokéblock.

When the battle starts...

  • If the Pokémon's catch rate is higher than 200, throw Safari Balls .
  • 1) If the Pokémon is curious (escape factor = 0), throw Safari Balls .
  • 2a) If the Pokémon is enthralled (escape factor = 0), throw Safari Balls .
  • 2b) If the Pokémon is curious (escape factor = 1), throw Safari Balls .
  • 3) If the Pokémon is enthralled (escape factor = 1), throw Safari Balls .

This strategy results in, at minimum, a 75.88% chance to catch any Pokémon that appears.

The Safari Zone Pokémon Catch Rate goes as follows:

Vending Machine

In Pokémon Omega Ruby and Alpha Sapphire , there is a Vending Machine at the entrance to the Safari Zone.

Generation III

Generation vi.

  • No Pokémon introduced in Generation III appear in this Safari Zone.
  • In Pokémon Omega Ruby and Alpha Sapphire , the entrance to the Safari Zone has a book titled "The Path of the Safari Zone" written by the founder of the Safari Zone.
  • In Pokémon Emerald , the Rare Candy in Area 6 cannot be picked up if the player tries to pick it up while facing it from the north or the west.
  • Hoenn Safari Zone Areas 1, 2, and 4 from Pokémon Ruby and Sapphire can be found in the internal data of Pokémon FireRed and LeafGreen . However, the tileset data is missing, so the maps are glitched.
  • Both Aipom and Gligar can be found in the Emerald expansion of the Safari Zone, both of which would become version exclusive Pokémon in Pokémon Scarlet and Pokémon Violets DLC: The Teal Mask.

Hoenn Safari Zone Area 1 in FireRed and LeafGreen

Hoenn Safari Zone Area 1 in FireRed and LeafGreen

Hoenn Safari Zone Area 2 in FireRed and LeafGreen

Hoenn Safari Zone Area 2 in FireRed and LeafGreen

Hoenn Safari Zone Area 4 in FireRed and LeafGreen

Hoenn Safari Zone Area 4 in FireRed and LeafGreen

In other languages

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COMMENTS

  1. 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 ...

  2. Yellow Walkthrough

    4th Area. The Safari Zone should be your next stop and you'll find yourself coming back quite a few times in order to catch all of the Pokémon inside. You'll find tons of items including the HM03 Surf and the Gold Teeth which need to be returned to the Warden. The Warden lives beside the fishing guru and will reward you with the HM04 Strength.

  3. Appendix:Yellow walkthrough/Section 10

    This is the Bulbapedia walkthrough for Pokémon Yellow. These pages follow the original Game Boy iteration, not Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!. The guide for those games can be found here. Contents. 1 Saffron City. 1.1 Mr. Psychic's house; ... Fuchsia City, Safari Zone:

  4. Pokemon Yellow Walkthrough (2022) Part 24: Safari Zone!

    Want to find me on the Nintendo Switch? Switch Friend Code SW-0460-8087-1529-----...

  5. Safari Zone

    Description Of Safari Zone: The Safari Zone is a wildlife preserve found in Fuchsia City, and a place to go where players can go to catch many different Pokemon. Some of these Pokemon are found thoughout the game, but a few species can only be found here. Bait can please a Safari Pokemon as a rock will anger it, both, surprisingly, make them ...

  6. Pokemon Yellow Walkthrough [HD] Part 32

    About Press Copyright Contact us Creators Advertise Developers Terms Privacy Policy & Safety How YouTube works Test new features NFL Sunday Ticket Press Copyright ...

  7. Appendix:Yellow walkthrough

    This is an in-depth walkthrough for Pokémon Yellow for the original Game Boy. These pages detail the original iteration, not Pokémon: Let's Go ... Route 18, Fuchsia City, Fuchsia Gym, Safari Zone: Part 12: Route 12, Route 13, Route 14, Route 15, Route 19, Route 20 (East), Seafoam Islands, Route 20 (West) Part 13: Cinnabar Island, Pokémon Lab ...

  8. Appendix:Yellow walkthrough/Section 12

    This is the Bulbapedia walkthrough for Pokémon Yellow. These pages follow the original Game Boy iteration, not Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!. ... Route 16, Route 17, Route 18, Fuchsia City, Safari Zone: Yellow walkthrough: Cinnabar Island, Cinnabar Gym, Route 21 ...

  9. Route 18

    Route 18. The map for this area is too wide to display properly, so has been split in two. There's not a lot to do on the west side of this route, so head through the gatehouse to the east. Red/Blue in-game trade 5/9: Slowbro ↔ Lickitung. Red and Blue players should make a quick detour over to Fuchsia City and withdraw their spare Slowbro ...

  10. Pokemon Yellow Walkthrough Part 20

    In this episode, we have an adventure through the Safari Zone to obtain our HM Surf (and get HM Strength from the Warden after returning his Gold Teeth). Als...

  11. Pokémon Yellow

    Pokémon Yellow: Special Pikachu Edition is the fourth game in the Pokémon video game series in Japan, and the third in the rest of the world. It was released on the Nintendo Game Boy and features Super Game Boy and Game Boy Color enhancements. The game was released in Japan on September 12, 1998 and was simply known as Pocket Monsters Pikachu.

  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 Yellow

    Pokemon Yellow - Walkthrough: Part 29 - SAFARI ZONE #1In this episode we go into the Safari Zone and catch a bunch or rare Pokemon. that's about it! Links to...

  14. Appendix:Yellow walkthrough/Section 11

    Entrance. Enter the safari and head to the northeast to reach the second area. Area 1. Climb onto the larger rocky ridge to the south and pick up the Carbos.Head west to reach several patches of tall grass, TM37 on the edge of a lake, and a Max Potion to the northwest. Collect the Full Restore near the rest house and take the northeast exit.. Area 2

  15. 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.

  16. Pokemon Yellow

    Pokemon Yellow - Walkthrough: Part 30 - SAFARI ZONE #2In this episode we continue roaming the Safari Zone for more rare Pokemon and we catch 'em all!Links to...

  17. Walkthrough

    If something only applies to a specific version of the game, it will either clearly be spelt out or denoted by the letters R, B and Y, for Red, Blue and Yellow Version respectively. Area overviews. Each section of the walkthrough is dedicated to an area in the world of Pokémon Red, Blue and Yellow, and will include the following information:

  18. 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 ...

  19. Pokemon Yellow Walkthrough

    Pokemon Yellow Walkthrough - Safari Zone in Fuschia City. How to get Gold Teeth, Strength, Surf, HM in Warden's House and Safari

  20. Cheats and Secrets

    This page contains a list of cheats, codes, Easter eggs, tips, and other secrets for Pokemon Red, Blue and Yellow Versions for Game Boy.They also might apply to later versions of Pokemon Red, Blue ...

  21. 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.

  22. Route 11

    Tackle, SonicBoom, ThunderShock. HP: 48, Attack: 29, Defense: 42, Speed: 33, Special: 51. Reward. ₽900. East of the previous Gambler is the gatehouse to Route 12. Head inside and go up the stairs, then speak to Professor Oak's aide in here. If you have at least 30 Pokémon registered in the Pokédex, he'll hand over the Itemfinder.

  23. 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 ...