Take the bottom left corner to teleport to the room right next to Sabrina’s. Take the upper left pad to warp to the room in the northeast You can walk along the bottom wall if you’d like to avoid facing the trainer in this room. Take the circled teleport pad to teleport to the room right above Take the pad in the top right corner again. Note that you can actually skip every battle in this Gym except for Sabrina if you’d like!Īs soon as you enter the Saffron City Gym, take the teleport pad in the top right corner. Sabrina has two Hyper Potions and a Full Heal.Sabrina’s puzzle involves taking teleport pads in a really specific order. Seeker by their names, when alerted for a rematch using the item, may use higher-level Pokémon. Trainers with a telephone symbol by their names will give their Pokégear number to the player, and may call or be called for a rematch with higher-level Pokémon.Ĭhanneler Amanda フミカ Fumika Reward: $1088 Pokémon Gold, Silver, and Crystal Trainer Sabrina has one Hyper Potion per Pokémon, using it 25% of the time if their HP falls below 10%. Trainers Core series Pokémon Red, Blue, and Yellow Trainer This route will also skip two of the six Trainers leading up to Sabrina (#2 and either #4 or #5 in the above map). In this Generation, the path that takes the fewest teleporters to reach Sabrina is A→(B or C)→D→H→I→((J→L) or (K→O))→P. * This location is not an actual teleporter, but is where the "Q" teleporter will transport the player In all of these Generations, the path that takes the fewest teleporters to reach Sabrina is A-B-H-M, while the fastest path (the path that requires the fewest steps walked) is A-C-G-N-M. The one-way teleporter in Sabrina's room (Mid) that warps the player back to the entrance room (S) is exclusive to Generation IV. The colors on the maps below are purely visual aids and have no other significance.īelow is a map of the teleporters' connections. Due to the type advantage that the Gym's Psychic types had over the Dojo's Fighting types, Sabrina easily won the challenge and became the official Gym Leader of Saffron City. However, they are not required to use this Pokémon at the Gym if they so choose.Ī field based on the Gym also appears in Pokémon Stadium's Gym Leader Castle and Stadium 2's Kanto Gym Leader Castle.Īt some point prior to the Generation I games, both Sabrina's Gym and the Karate Master's Fighting Dojo laid claim to the status of being an official Indigo League Pokémon Gym. In Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!, the player must have a Pokémon that is at level 45 or higher in their party in order to be allowed to challenge the Gym. Only three of the platforms in this version of the Gym contain four teleporters. In Generation VII, instead of being nine rooms laid out in a square grid, with four teleporters and a Trainer in each (except the entrance and Sabrina's room), the Gym has 11 rooftop-like platforms, with the first 10 laid out in a triangle like a set of bowling pins (six of which contain Trainers), and the platform with Sabrina behind them. In Generations II and IV only, the remaining three rooms are empty. Seven of these rooms contain Trainers (only four in Generations II and IV), while the other two hold Sabrina and the entrance. In the first four Generations, the Saffron Gym is a maze of warp tiles and nine rooms. In Generations I, III, and VII, a Team Rocket Grunt is initially blocking the Saffron Gym door, making the Gym inaccessible until the player has driven Team Rocket out of the Silph Co.
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