Where to get silph co in pokemon yellow




















Luckily it is weak to two special types in Grass and Electric, so if you picked up Zapdos this should be easy enough, although it could fire back with a supereffective Aurora Beam.

Again, its moves are pretty bad and a lucky SuperSonic is probably the biggest danger. It's also only level 35, the lowest level on his team. Targeting its lone Bug-type weakness is mostly out of the question, so it is better to use a strong neutral attack from a physical type such as Normal or Flying.

Finally, your rival will send out one of three evolved forms of his Eevee, depending on the results of the first two battles with him. All three of them are all-out attackers with no status moves in sight, but thankfully the move selection is once again pretty poor.

Jolteon has a surprisingly wide type coverage, with Electric-, Normal-, Fighting- and Bug-type moves in its arsenal. However, its low Attack leaves most of these underwhelming, and its lone special attack is the weak ThunderShock. Dig or the recently acquired Earthquake should make quick work of it. Flareon might just be the worst of the bunch, with a handful of rubbish Fire- and Normal-type moves to its name.

Once that's done, speak to the man over on the left to receive a level 15 Lapras. You might want to go back to 9F to heal up again before taking the other teleporter 16 up to 11F. The only real threat is getting poisoned or paralysed which is more of a nuisance than anything.

Continuing around and passing through the final locked barrier will force you into a battle against Giovanni, which will be your last battle in Silph Co. Note that defeating Giovanni will cause the Trainers in this area to clear out, so if you want to have fought every Trainer, now is the time to go back and do so.

He can only use one Guard Spec. First up is Nidorino , but it has weak moves and is no match for Earthquake, Dig or any Psychic-type moves. Poison Sting could poison you but that's the worst you have to fear from it. In Red and Blue, it's Kangaskhan , and it has decent stats save for bad Special, so special attacks can work well. The most damaging move it could muster is Comet Punch if it hits all five times, which is unlikely, but otherwise, its moves are all pretty average in terms of power.

Persian in Yellow is probably even worse, with lower Attack and only a few weak Normal-type moves at its disposal. It has higher Speed, but it's much frailer and low enough level that you'll probably act before it anyway. Luckily, Nidoqueen has several common weaknesses, including Ground, Psychic, Ice and Water, and you've had plenty of opportunities to pick up moves of these types so far.

Its other moves are nothing to worry about. Defeating Giovanni causes all of the Silph Co. Trainers to disappear, and the nurse on 9F will no longer heal your team. Once the battle is over, don't forget to head north and speak to the Silph Co. President to receive the one and only Master Ball. Interestingly, there is a working PC in the bottom-right corner of this room, which could come in handy if you need to deposit some items to make room for the Master Ball. Make your way back through the teleporters on this floor and 7F to arrive back on 3F.

From there, you can make your way to the staircases or lift in the north-east corner, drop back down to 1F and finally exit Silph Co. Now that Team Rocket have been cleared out, a few more buildings in the city are accessible, although the only notable ones are Copycat's house and the Saffron Gym.

Once you have it, head to Copycat's house first, which is the building in the north-west corner of the city. Mimic allows the user to choose one of the target's moves and keep it for as long as it remains on the field.

TM31 is unique though, so use it carefully or simply keep hold of it. Examine the desk one tile to the right of Copycat's PC to pick up a hidden Nugget. Next, this guide will tackle the Saffron Gym. This Gym can be a little convoluted to navigate, so you might want to pick up an Escape Rope to leave once you're finished there.

It's far from necessary though. Log In Sign Up. Aurora Beam. Cloyster Lv. Jolteon Lv. Double Kick. Pin Missile. Flareon Lv. Fire Spin. Rocket R B Reward: Nidorino Lv.

Horn Attack. Focus Energy. Fury Attack. Kangaskhan Lv. Comet Punch. Rhyhorn Lv. Nidoqueen Lv. Body Slam. Weezing Lv.

Arbok Lv. Meowth Lv. Pay Day. Persian Lv. Team Rocket Grunt Reward: Trainers with a Vs. FireRed and LeafGreen. Keen Eye. Future Sight. Calm Mind. Scary Face. Flame Wheel. Rapid Spin. Sweet Scent. Sleep Powder. Poison Point.

Helping Hand. Rock Head. Rock Blast. Early Bird. Fake Out. Mega Punch. Let's Go, Pikachu! Reward: 11, No Ability. Make sure you get all of the items and fight all of the Rocket members, the battle with Sabrina later will be easier.

On the 11th floor you'll find that you can't reach the president of Silph Co. The correct warp pad is on the 3rd floor past the 1st door to the left. After rematerializing you'll see that a familiar face is waiting for you. After defeating him, talk with the person to your left and they'll give you a Lapras for saving them. Black Belt Reward: Black Belt.

Fighting Dojo. Red, Green , Blue , and Yellow. Reward: Hitmonlee Lv. Double Kick. Rolling Kick. Mega Kick. Hitmonchan Lv. Comet Punch. Mega Punch.

Fire Punch. Rocket Reward: Scientist Reward: Trainers with a Vs. Juggler Reward: Item Location Games 2F. TM36 Selfdestruct. Hyper Potion. Full Heal. Northwest room requires the Card Key. Max Revive. Escape Rope. Card Key. TM09 Take Down. Southwest room requires the Card Key. X Accuracy. TM03 Swords Dance. East room requires the Card Key.



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