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The Cave of Dragonflies

Where the smallest bugs live alongside the strongest dragons

pokemon brown 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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[Hunt Guide] Safari Zone Guide

CaptainGrey

By CaptainGrey February 21, 2015 in Guide Tavern

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Captaingrey.

This guide is made to help you know which Pokemon are available in the Safari Zone in Kanto & Hoenn ; What their encounter rates are ( Very Common / Common / Average / Rare / Very rare ) , what items they can hold, and what items you can find inside.

  • Bestfriendss , Magnet , GBush and 3 others

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The Safari Zone in Kanto is located at Fuchsia City

Entry fees : 500 $$

Safari balls : 30

Steps : 600

>>> ENTRANCE <<<

Nidoran m -> common

Nidoran f -> common

Rhyhorn -> common

Exeggcute -> common

Venonat -> average

Nidorino -> average

Nidorina -> average

Parasect -> rare (Can hold Big & Tiny Mushroom)

Pinsir / Scyther -> rare

Chansey -> very rare (Can hold Lucky Egg)

Slowpoke/Psyduck -> very commons (day and night)

Magikarp -> 100%

Goldeen -> common

Poliwag -> average

Magikarp -> average

Seaking -> common

Dratini  ->average (Can hold Dragon Fang & Dragon Scale)

Psyduck -> rare

Slowpoke -> rare

Dragonair -> very rare (Can hold Dragon Fang & Dragon Scale)

Nugget  : On the island (requires Surf )

Leaf Stone  : on the island (requires Surf ) (hidden)

>>> AREA 1 <<<

Nidoran m -> common

Nidoran f --> common

Doduo -> common

Paras -> average (Can hold Tiny & Big Mushroom)

Parasect -> rare (Can hold Tiny & Big Mushroom)

Kangaskhan -> rare

Scyther / Pinsir -> very rare

Psyduck / Slowpoke -> very common

Magikarp -> very commons

Poliwag -> common

Magikarp -> common

Dratini -> average (Can hold Dragon Fang & Dragon Scale)

Leaf Stone  : On the upper pathway near the rest house

TM 11 (Sunny Day)  : On the ledge beside the pond

Max Potion  : Far west of the small mountain

Full Restore  : Near the rest house

>>> AREA 2 <<<

Nidoran f -> common


Paras -> average (Can hold Tiny & Big mushroom)

Lickitung -> average

Venomoth -> rare

Nidorina -> rare

Chansey -> rare (Can Hold Lucky Egg)

Tauros -> very rare

Psyduck / Slowpoke -> very commons

Protein  : On the upper pathway near the rest house

TM 47 (Steel Wing)  : Beside a tree west of the rest house

Quick Claw  : On a grassless patch in the middle of the area

>>> AREA 3 <<<

Exeggcute -> average

Nidorin f -> rare

Tauros -> rare

Kangaskhan -> very rare

Max revive  : in a corner at the southeast base of the mountain

Max potion  : in the grass at the southwest base of the mountain

Gold Teeth  : south of the sign asking to find them (obligatory for obtain HM 04 Strength)

TM 32 (Double team)  : southeast of the Secret House

Revive  : on the southeast statue near the Secret House (hidden)

HM 03 (SURF)  : from the man in the Secret House

  • Bestfriends , Bilburt and Bestfriendss

The Safari Zone in Hoenn is located Route 121 before Lilycove City

>>> AREA 1 / ENTRANCE <<<

Oddish -> common

Kakuna -> common

Girafarig -> common

Wobbuffet -> average

Doduo -> average

Natu -> average

Pikachu -> rare (can hold Light Ball)

Gloom -> rare

Gloom-> rare

Psyduck -> 100%

Magikarp -> very common

Goldeen -> commmon

Goldeen -> very common

Max revive  : Far southwest of the Area, beyond the pond (requires Surf )

Gloom -> average

Pinsir -> rare

Dodrio -> rare

Psyduck -> very common

Golduck -> rare

TM 22 (Solar Beam)  : Far northeast of the area, beyond the pond (requires Surf and Mach Bike )

>>> AREA 4 <<<

Geodude (Rock Smash) -> 100% (can hold e verstone)

Phanpy / Donphan -> common

Heracross -> rare

Xatu -> rare

Calcium  : In the far northwest part of the area (requires Acro Bike )

>>> AREA 5 <<<

Mareep -> common

Sunkern -> common

Spinarak -> average

Aipom -> average

HootHoot -> rare

Snubull -> rare

Gligar -> rare

Stantler -> rare

Chikorita -> very rare

Wooper -> common

Marill -> common

Totodile -> very rare

Quagsire -> very rare

Remoraid -> common

Octillery -> very rare

PP up  : Three squares south of the southernmost Pokéblock stand (hidden)

Full Restore  : In the furthest southeast patch of grass (hidden)

Big Pearl  : East in a patch of grass beyond the top of the waterfall

>>> AREA 6 <<<

Shuckle (Rock Smash) -> 100% (can hold Root or Claw Fossils)

Aipom -> common

Teddiursa -> common

Sunkern -> average

Ledyba -> average

Houndour -> rare

Miltank -> rare

Pineco -> rare

Cyndaquil -> very rare

Rare Candy : In the southeast portion of the area there is a 2×3 patch of light green grass in the lower right portion of it (hidden)

Zinc  : In a small nook among the wall in the rocky path to the north (hidden)

Nugget  : Between two ledges at the end of the rocky path to the west

  • RayUwU , Bilburt , Bestfriendss and 3 others

JonazDK

will u include something about catchrate and best way to catch diffrents pokes?

  • Angeluksdarkrose

Michelle

Well done! Don't forget to include that you can find Claw & Root fossils on Shuckle in the Hoenn SZ when you add that to the guide, also a neat little trick for mass Shuckle hunting; Rock Smash all Rocks in Area -> Switch Channels & you don't have to move. :)

  • CaptainGrey , kevpr and Bestfriendss

Noad

Moved to that main forum and added to the Guide Tavern Index.

Bestfriendss

Bestfriendss

I am planning on endorsing your guide when I get the chance to. Stay tuned to the RR News channel!

[spoiler]Keep up the good work! ;) [/spoiler]

Malorne

less common, more %'s pls
its hard to judge percentiles, especially when the developers changed up the safari zones (lotad at night in Kanto, that is evidence of a change...).
means that they have the % as well. Besides, i'm not asking for cpt to put it in half n hour later, whenever they are accurate

I do pose this question to you Malorne, do you understand the fact that CaptainGrey is not a dev? I know that he posted where all the pokes are, but at the same time, he probably ventured out into the safari a couple of times. Captain is just giving his input from a CM's prospective. ( C M = Community Manager not Development Manager). Thus, Captain probably does not have the percentiles on top of his head. The devs have a hard job, but at the same time, they shouldn't be responsible for giving us percentiles, that is just plan silly. My conclusion to the problem, lack the percentiles (in the Emerald Guide Book, I read it and when it was showing pokemon, it didn't say "Whismer 100% " instead it stated "Whismer Very Common ." Percentiles are just plan silly and are not needed to make an effective guide. CaptainGrey made a to the point guide that I am planning to advertise on my YT channel, it is to the point, and no need for silly numbers.

I do pose this question to you Malorne, do you understand the fact that CaptainGrey is not a dev?
 CaptainGrey made a to the point guide that I am planning to advertise on my YT channel, it is to the point, and no need for silly numbers.
how is this about your channel again? i prefer numbers of rarity, gives more precise rates.

1. The devs can't give numbers because then that would be like looking into a mathematics guide of PokeMMO rather than a typical guide. Thus, if they did give exact numbers, this would ruin the fun of the game, and this would single-handedly, expose the game too much.

2. Please refrain from insulting my YouTube channel, it is not polite. I am not going to insult you although I do feel like doing it sometimes. Violates Rule 1 clause a

These are two important points I would like to express to you. Please read them. Like I said, I am going to refrain from insulting you for all the distress you are causing here on a simplistic and to the point guide.

1. The devs can't give numbers because then that would be like looking into a mathematics guide of PokeMMO rather than a typical guide. Thus, if they did give exact numbers, this would ruin the fun of the game, and this would single-handedly, expose the game too much.   2. Please refrain from insulting my YouTube channel, it is not polite. I am not going to insult you although I do feel like doing it sometimes. Violates Rule 1 clause a   These are two important points I would like to express to you. Please read them. Like I said, I am going to refrain from insulting you for all the distress you are causing here on a simplistic and to the point guide.
i didn't insult your channel lol, was simply asking what was the validity about it with the topic at hand (which is irrelivant btw) also, giving out exact encounter rates doesn't change that much of a thing with the fun of the game, coz it isn't... so i don't see why not actually, why am i even arguing with you lol. Cpt, give enc rates mate  

You should play the game itself. You are ruining fun because you are bluntly giving way number information instead of a generic Very Common . Do you want to deface hope for those that want to catch Chansey, but come to find out that there is a 5% chance of encountering it. That would ruin hope for chansey lovers and also discorage people from venturing out into the Safari Zone for that Chansey or Kangaskan. Instead of ruining people's hopes, make a genaric Very Common or Very Rare label, saves the trouble and the more generic you can be, the happier the player base.

More numbers = More stress  <---Important formula for an MMO's success

I will not give the % encounter rates, and please stop to debate about it on this topic to keep it clean. Thanks

do i need to remind you that some values are based on encounter rates?

Well done! Don't forget to include that you can find Claw & Root fossils on Shuckle in the Hoenn SZ when you add that to the guide, also a neat little trick for mass Shuckle hunting; Rock Smash all Rocks in Area -> Switch Channels & you don't have to move.  :)
I am planning on endorsing your guide when I get the chance to. Stay tuned to the RR News channel!   [spoiler]Keep up the good work! ;) [/spoiler]
Safari Zone tips...

I want to make an announcement, I endorsed your safari guide. I hope I helped in making your guide more known throughout the PokeMMO community.

  • 2 weeks later...

Goku

  • 5 months later...

Gunthug

hey quick think I noticed - in Area 4, i'm encountering a lot of Donphan (not phanphy, as the guide suggests). Otherwise this has been super helpful!

Ye I noticed this today too, i'll add it to the thread, thanks :)

Axler

Hey I cant seem to bunny hop or wheelie using the acro bike to access area 4 in Hoenn

  • 4 weeks later...

DarkDragonborn

DarkDragonborn

Yes! Been looking for this kind of guide.

KingRechey

O.o what tauros more rare then chanseys in area 2 weird cuz i was running into tauros left and right one after another more then other pokes and way more then chanseys!

Weedle

I'm pretty sure for zone four in hoenn that xatu is a common, I have been encountering it more than donphan

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pokemon brown safari zone

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  • Pokémon Games
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  • Ruby, Sapphire, and Emerald

safari zone tips...

  • Thread starter dripdrop
  • Start date Jul 6, 2006

Thunder Trainer

  • Jul 6, 2006

are there any strategies for the safari zone? (other than throw safari balls) and are pokeblocks good?  

Golden_Latias

Golden_Latias

#slayqueenslay.

Pokeblocks help lure more Pokemon to the area, I think. Throwing a Pokeblock when you encounter them makes them stay, I know that.  

SneazzL.com

any tips on catching good pokes? i only catch weaklings also how do you make really good pokeblocks?  

dripdrop said: any tips on catching good pokes? i only catch weaklings also how do you make really good pokeblocks? Click to expand...

Dark Aerodactyl

I am not a spammer.

pokeblock help you alot  

Dark Aerodactyl said: pokeblock help you alot Click to expand...

Eevee_Master

I don't use them. I only use them for contests and stuff ^.^  

are there any non-rsyduck pokes in the water?  

mewfanforlife

Well-known member.

Pokeblocks don't help that much. I've caught all the safari Pokiemon without ever using one.  

<-- Solves any case!

pokeblocks help. but only if the pokemon has the right nature. It will run less easely. It can still run however, even if the pokemon has te right nature but the chances are just smaller. Further if you're searching for a specific nature put a SINGLE flavour pokeblock in those feeders (those white blocks in the midle of the grass) and you'll get only pokemon of a nature that corrosponts with that flavour. (if you use bunnyhop on the acrobike the pokeblock stays there and you can stay as long as you desire to stay in the safari zone.) example: red for attack boosting nature. that way i caught 10 herracross with attackboosting nature.  

If you are looking for a rare pokemon, go to its area an only slightly tap the D-pad, that way you will still remain in one spot, only facing a different direction, using this, won't waste the 500 steps. Also when looking for pikachu, you can use a pokemon with static to find it easier, or a pokemon with compound eyes to get a pokemon with an item. Synchronize will make it easier to catch pokemon with the same nature.  

Explosion said: If you are looking for a rare pokemon, go to its area an only slightly tap the D-pad, that way you will still remain in one spot, only facing a different direction, using this, won't waste the 500 steps. Also when looking for pikachu, you can use a pokemon with static to find it easier, or a pokemon with compound eyes to get a pokemon with an item. Synchronize will make it easier to catch pokemon with the same nature. Click to expand...

you amaze me.

Either Pokeblocks or you could catch a wild Tropius or Oddish/Gloom and use it's Sweet Sent to lure pokemon to you.  

pokeblocks don't lure the pokemon. they just make 5 certain natures appear. (namely the ones that like that specific flavour) for making them appear without using ACROBIKE (not pokeblocks) you could use sweetscent.  

  • Jul 7, 2006

ok are there any pokeblock feeders in the mach bike area?  

pokeblocks do that??? i dont use them other than contests for my pokemon um to save time dont move just rotate and stuff.  

Chimecho3000

Chimecho3000

milotic111 said: it's lightlingrod and not static. Click to expand...

Shiny Pokemon Chaser Ky

<-gotcha, 140 eggs.

milotic111 said: it's lightlingrod and not static. for the nature. synchronize makes it easier but with pokeblockfeeder you've got an 100% chance of finding an nature of that flavour (at least i got 20 pokemon with that nature except 10 got away [i know that cause i threw pokeblocks and they liked them]) Click to expand...

♪Crystal Mew♪

Mr. ▒▒▒▒▒▒▒.

Kanto Safari Zone

Kanto Safari Zone Map.png

The Kanto Safari Zone (Japanese: サファリゾーン Safari Zone ) is a special Pokémon preserve in Kanto that Trainers can enter to catch wild Pokémon. It is owned by Baoba .

For $ 500, the player can play the Safari Game (Japanese: サファリゲーム Safari Game ) and receive 30 Safari Balls . Trainers are limited to 500 R B Y /600 FR LG steps in the Safari Zone before the Game is over. A Safari Zone Exploration Campaign is also taking place, where the goal is for Trainers to find the Secret House (Japanese: トレジャーハウス Treasure House ), located in the deepest area, Area 3. The prize for finding the house is HM03 ( Surf ).

In the Safari Zone, when a wild Pokémon appears, Trainers cannot send out Pokémon to battle it. Instead, Trainers must face Pokémon only with simple tools, and catching a Pokémon becomes much more reliant on luck, as Pokémon are able to run away from the Trainer at any time. Trainers may throw Bait to make a Pokémon less likely to run, but this also makes it harder to catch. Conversely, throwing Rocks will make a Pokémon easier to catch but more likely to run.

In Generation II , the Safari Zone has closed down while Baoba takes a vacation. In the contemporaneous Generation IV games, he has opened another one in Johto and Kanto's Pal Park is located here. In Pokémon: Let's Go, Pikachu! and Let's Go, Eevee! , GO Park is located here.

  • 2.1 Generation I
  • 2.2 Generation III
  • 2.3 Bait Strat
  • 3 Closing notices
  • 5.1.1 Center Area
  • 5.1.2 Area 1
  • 5.1.3 Area 2
  • 5.1.4 Area 3
  • 5.2.1 Center Area
  • 5.2.2 Area 1
  • 5.2.3 Area 2
  • 5.2.4 Area 3
  • 7.1 Pokémon Pinball
  • 8.1.1 Pokémon
  • 8.2.1 Pokémon
  • 9.1.1 Pokémon
  • 9.2.1 Pokémon
  • 9.3.1 Pokémon
  • 11 In other languages

The Safari Zone is divided into four areas:

  • The Center Area: where the player enters the Safari Zone
  • Area 1: east from the Center Area
  • Area 2: north from the Center Area
  • Area 3: west from the Center Area

In the Generation I games, "Center Area" is actually used to refer to both the entrance area that acts as a hub to all the other areas, and the area east from this hub.

Safari Game

As with other Safari Games, Pokémon are made easier or harder to capture by modifying the Pokémon's catch rate . Pokémon can be in any of three states—angry, eating or neutral—with the angry state making them more likely to run but the eating state making them less likely to.

Generation I

At the start of an encounter, two counters—an "angry counter" and an "eating counter"—are set to 0. Whenever Bait is thrown, the angry counter is reset while the eating counter increases by a random value between 1 and 5 (but to no more than 255). The opposite occurs if a Rock is thrown: the eating counter is reset and the angry counter increases on the same basis. The catch rate is doubled (to no more than 255) whenever a Rock is thrown, but halved (rounded down) whenever Bait is thrown.

At the end of each turn, if either the angry or eating counter is nonzero, it is decreased by 1; if the angry counter is decreased to 0, the modified catch rate resets to the Pokémon's initial catch rate. A random value between 0 and 255 inclusive is generated, and if this is less than half of the Pokémon's Speed rounded down (if the Pokémon is eating), double the Speed (if the Pokémon is in a neutral state), or four times the Speed (if the Pokémon is angry), the Pokémon escapes. A Pokémon will also always escape if its Speed is 128 or more, even if it is eating.

Generation III

The Safari Game mechanics were overhauled to more closely resemble the one in the Hoenn Safari Zone . Like it, there is an additional "catch factor" that begins at 100/1275 of the Pokémon's catch rate (rounded down). Each species of Pokémon that appears in the Safari Zone also has its own "escape rate", unlike in the Hoenn Safari Zone , which is never modified. Bait cannot reduce the "catch factor" of a Pokémon below 3 and rocks cannot increase it above 20. Because of this, Chansey becomes easier to catch after being baited as its catch factor increases from 2 to 3, Pokémon with a base catch rate of 45 will not become harder to catch after bait has been thrown as their catch factor remains at 3, and Magikarp cannot become any easier to catch by throwing rocks as its catch factor is already 20.

Like Generation I, a Pokémon will be angry or eating whenever Bait or Rocks are thrown. If Bait is thrown, it will be "eating" for 1-5 turns, during which the catch factor is halved. If Rocks are thrown, it will be "angry" for 1-5 turns, during which the catch factor is doubled. Being "angry" or "eating" is mutually exclusive, though modifications to the catch factors will stack. Whenever a Safari Ball is thrown, the catch factor is converted back to a catch rate by multiplying by 1275/100 and rounding down. The amount of bait or anger a Pokémon has can stack if multiple rocks or bait are thrown. The amount cannot surpass 5 turns worth of either.

At the beginning of each turn a flee check will be completed. A random number from 0 to 99 is generated, and is compared to 5 times its "modified escape factor" if the random value is less, the Pokémon will escape at the end of the turn unless it is captured. During a flee check turn the game will determine a Pokémon's "modified escape factor" 1275/100 of the escape rate (rounded down), which is doubled if the Pokémon is "angry" or quartered (rounded down) if the Pokémon is "eating". This value cannot be reduced below 1 which is equal to a 5% chance to flee. When a Pokémon is first encountered, its flee rate cannot be lower than 2.

A restriction that causes a Pokémon's "Catch Factor" to be a minimum of 3 after bait has been thrown, causes Chansey 's catch rate to be increased from 25 (4.9% per ball) to 38 (8.09% per ball) after throwing bait. This means that throwing bait makes Chansey both easier to catch and less likely to flee. Similarly the Pokémon Kangaskhan , Scyther , Pinsir , Tauros , Dragonair , and Dratini all have catch rates that are unaffected by the use of bait. Due to this oddity players are able to increase their chances of successfully catching some Pokémon through the use of what has been called the "Bait Strat". By throwing two bait and then a sequence switching between a couple balls and then more bait players can keep a Pokémon's flee rate low by maximizing their chances that they will continue eating. Unfortunately, a Pokémon's flee check is preformed at the beginning of the turn, so bait will only come into effect the turn after it has been thrown. This leaves an inherent risk of a Pokémon fleeing before any balls have been thrown. Trainers brave enough to throw bait can find themselves with a 19.08% chance to catch Chansey per encounter as opposed to just 10.28% with balls alone.

Closing notices

In Generation II , the sign outside the Safari Zone contains a notice about it being closed in that reads:

The WARDEN is traveling abroad. Therefore, the SAFARI ZONE is closed.

In HeartGold and SoulSilver , the sign informs that since the Safari Zone is closed, the facility houses Pal Park instead.

There's a notice here... The Safari Zone is closed. Instead, we have Pal Park.

Center Area

In the spin-off games, pokémon pinball.

In Pokémon Pinball , the Safari Zone appears on the Red and Blue tables; catchable Pokémon include Nidoran♀ , Nidoran♂ , Paras , Doduo , Grimer , Rhyhorn , Chansey , Scyther , Pinsir , and Tauros .

In the anime

Main series.

pokemon brown safari zone

The Safari Zone only appeared in the banned episode EP035 . Due to this episode's international ban outside of Asia, the Safari Zone has never appeared in the English dub , although it was mentioned in the preceding episodes The Flame Pokémon-Athon! and The Kangaskhan Kid .

In the anime, the Safari Zone is run by a gun-toting warden, Kaiser . Like in the games, Trainers are restricted to only thirty Safari Balls per challenge. It is explained that this is the result of an incident decades ago where a rumor of the extremely rare Pokémon Dratini being spotted in the Safari Zone caused countless Trainers to recklessly catch excessive amounts of Pokémon in the area and completely wreck it in the process.

Upon entering the Safari Zone, Ash and his friends encountered Team Rocket , who challenged them to a contest to see who could catch the most Pokémon. However, while Ash was busy catching Pokémon, Team Rocket forced Kaiser to reveal Dratini's location. Ash and his friends managed to stop Team Rocket's plan to detonate a bomb in Dratini's home lagoon and discovered that the Dratini which Kaiser had met decades earlier had evolved into Dragonair and now had its own child Dratini. Before leaving the Safari Zone, Ash sent the Pokémon he had caught, namely a herd of Tauros and nothing else, to Professor Oak's Laboratory .

The Safari Zone is also seen in an early trailer for the second movie , where it is experiencing a harsh blizzard thanks to the unstable weather patterns caused by the fighting between the legendary birds . The scene, like most scenes from initial Pokémon movie trailers, is never actually used in the movie.

Pokémon Origins

The Kanto Safari Zone appeared in File 4: Charizard , when Red was seen confronting Chansey in there. Initially, he had trouble choosing between throwing a rock or a bait, almost causing the Chansey to run away, but eventually, he managed to catch it and add its data to his Pokédex .

In the manga

Pokémon adventures.

pokemon brown safari zone

The Safari Zone appeared in Long Live the Nidoking! and A Hollow Victreebel , where Red visited it. Like all visitors, Red was forced to leave his Pokémon and Poké Balls to the entrance before starting his tour. Guided by two robotic Pidgey called Pidgebots , Red started a ride on a raft in a river running through the Safari Zone. When he noticed two Nidoking fighting over the love of a Nidoqueen , Red secretly pulled out a Poké Ball he had smuggled in and tried to catch one of the Nidoking with it. However, the ball missed the Nidoking and caught Nidoqueen instead. Enraged by this, the two Nidoking attacked Red's raft, destroying it and one of the Pidgebots.

While on the run, Red ended up getting caught by a group of Victreebel , who intended to eat him as a part of their nightly evolution ritual. However, thanks to his Poké Flute and a Poké Doll , Red managed to escape. Coming across one of the Nidoking from before again, Red caught one of the Victreebel and used it to weaken Nidoking enough for capture. The next morning, when Red was found by the Safari Zone officials, he was revealed to have caught a huge herd of Pokémon.

Pokémon Pocket Monsters

pokemon brown safari zone

Red and his Pokémon visited the Safari Zone in Rampage At The Safari Zone?! . Like many other places they visit, it ended up getting wrecked by Clefairy .

Pokémon Zensho

pokemon brown safari zone

The Safari Zone appeared in Fuchsia City , where Satoshi entered it. After saving a Ditto from a Tauros , Satoshi met Shigeru , who showed off all the Pokémon he had managed to catch at the Safari Zone. Soon after, Satoshi came across a Fisherman , who gave him a fishing rod. To the Fisherman's astonishment, Satoshi managed to reel in a rare Dratini , and asked for him to trade it for him. At first, Satoshi was reluctant, but when he noticed the Safari Zone Warden 's missing dentures inside one of the Fisherman's Poké Balls , he accepted the offer.

On his way to return the dentures, Satoshi was ambushed and challenged to a battle by Gym Leader Koga . Satoshi's Ditto transformed into a duplicate of Koga, resulting in his Weezing getting confused and self-destructing , earning Satoshi the Soul Badge .

pokemon brown safari zone

  • The background music is Evolution .
  • They are also the only areas where it is not possible to remove tall grass by using Cut . However, tall grass can be removed normally from these areas in Pokémon FireRed and LeafGreen .
  • In the Generation II games, there is some data for a beta Safari Zone in Fuchsia City , but it was ultimately unused.
  • Another reference to the aforementioned episode in Yellow may be the fact that Dragonair , which also appeared in EP035, is available in the Yellow Version, but not in the Red and Blue Versions.
  • In Generation I, a scientist in a house in the top-right corner of Area 2 states, " You can keep any item you find on the ground here. But, you'll run out of time if you try for all of them at once! ". However, so long as the player can use HM03 ( Surf ) as soon as they pick it up, it is actually possible to collect all possible items in the Safari Zone in one visit.
  • Although bait makes Pokémon harder to catch, an NPC in the Area 3 rest house in Generation I says it makes them easier to catch.
  • In the Western Generation I games, though the player receives 30 Safari Balls, it is only possible to catch 25 Pokémon: 5 to fill the party and 20 to fill a Box . In the Japanese games, however, the Box capacity is 30 Pokémon.
  • As this doesn't happen in Red and Blue, the player will be unable to get HM03 (Surf) nor the Gold Teeth if they run out of money.

In other languages

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Safari Zone 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

  • Recurring locations

Eagulou Park

  • Edit source
  • View history

Eagulou Park is a Pokémon park in Eagulou City . It mirrors Kanto's Safari Zone; in Pokémon Brown and Rijon Adventures the player pays to enter, throws rocks and bait at the wild Pokémon, and is forced to leave after taking 500 steps. In Pokémon Prism , it works somewhat differently, but the wild Pokémon within still cannot be battled.

  • 1.2 Secret Cave
  • 1.3.1 Area 1 Pokémon
  • 1.3.2 Area 2 Pokémon
  • 1.3.3 Area 3 Pokémon
  • 1.4 Walk-through-walls glitch
  • 2.2.1.1 Fishing
  • 2.2.2.1 Fishing
  • 2.2.3 Area 3 Pokémon
  • 3.1.1 Items
  • 3.1.2 Pokémon
  • 3.2.1 Items
  • 3.2.2 Pokémon
  • 3.2.3 Trainers
  • 3.3.1 Items
  • 3.3.2 Pokémon
  • 3.4.1 Items
  • 3.4.2 Pokémon
  • 3.4.3 Trainers
  • 3.5.1 Items
  • 3.5.2 Pokémon
  • 3.5.3 Trainers
  • 3.6.1 Pokémon
  • 5 Navigation

Pokémon Brown [ ]

Brown - Eagulou City Map Location

There are three areas, each with different Pokémon. Surf is required to progress past Area 1, and to reach any items.

Secret Cave [ ]

In the lower-left corner of Area 2, there is a ladder leading down to the Secret Cave. This is still considered part of the park, and the player will be warped back once their steps run out. However, wild Pokémon can be battled and caught normally, and there are trainers within the cave. Mew or Mewtwo can also be encountered here.

Pokémon [ ]

Area 1 pokémon [ ], area 2 pokémon [ ], area 3 pokémon [ ], walk-through-walls glitch [ ].

While the Glitch City glitch exists in Pokémon Brown, the player will always warp back to Eagulou City after running out of steps. Therefore, no Glitch Cities can be accessed without hacking or walking through walls.

However, the walk-through-walls glitch is still usable.

Pokémon Prism [ ]

Eagulou Park Map Location

The rest houses from Brown version are still present, but none can be entered.

Fishing [ ]

Rijon adventures [ ].

Eagulou Park has a different layout to in the other two games, with five (or six) areas, each one having a different environment and wild Pokémon. Trainers can also be fought within the park.

Wood Area [ ]

The first area that the player encounters. To the west is the Desert Area, and to the east the Beach Area. There is an entrance in the north to the Cave area.

Beach Area [ ]

The Beach Area is to the east of the Wood Area.

Trainers [ ]

Desert area [ ].

The Desert area is to the west of the Wood Area, and contains access to the Mountain Area in the north, as well as an entrance to the Cave Area.

Cave Area [ ]

The Cave Area can be accessed via the Wood or Desert Areas.

Mountain Area [ ]

The Mountain Area is north of the Desert Area, and at its very north is the small Mountain Top. Rock Smash is required to reach it.

Mountain Top [ ]

The Mountain Top is to the north of the Mountain Area, and requires solving a Strength puzzle to access the legendary encounter at the top.

All Maps [ ]

Navigation [ ].

  • 1 Pokémon Prism
  • 2 Pokémon Brown
  • 3 Gold Tokens

Pokemon Brilliant Diamond and Shining Pearl

Pokemon Brilliant Diamond and Shining Pearl (BDSP) Walkthrough & Guides Wiki

  • Walkthrough
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Maps & Locations

Great Marsh (Safari Zone) Daily Pokemon and Guide

pokemon brown safari zone

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Great Marsh Daily Pokemon List and Guide

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

List of Contents

Great Marsh Map and Items

  • Great Marsh Walkthrough and Mechanics

Great Marsh Daily Pokemon

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

Pokemon BDSP Getting Defog from Great Marsh

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

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

Great Marsh Guide and Mechanics

How to enter the great marsh.

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

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

Some Pokemon in the Great Marsh Change Daily

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

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

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

View Pokemon in the Great Marsh with Binoculars

Great Marsh Binoculars

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

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

List of Great Marsh Binocular Backgrounds

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

Throwing Ball, Bait, and Mud

Great Marsh Encounter

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

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

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

Throwing Safari Ball is the safest to catch Pokemon

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

Before Unlocking the National Dex

After unlocking the national dex.

  • How to Unlock the National Dex

Encountered in Tall Grass or Cave

Encountered via old rod.

How to Get the Old Rod

Encountered via Good Rod

How to Get the Good Rod

Encountered via Super Rod

How to Get the Super Rod

Encountered While Surfing

How to Get TM95 Surf

Ride the Train to Travel Between Areas

Great Marsh Train

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

Avoid Stepping in Bogs

Great Marsh Sinking in Bog

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

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

Use Sweet Scent to not Waste Steps

BDSP - Use Sweet Scent in the Great Marsh

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

Pokemon BDSP Maps and Locations

All Maps and Locations

>>10 Yeah, I've confirmed this now, you are not guaranteed to get a post-National Dex daily Pokemon. This makes catching that last one you need all the most obnoxious.

I used the binoculars about 50 times and didn't see a single post-National Dex daily Pokemon. I'm starting to think the Marsh isn't always guaranteed to have one, or the list is wrong.

pokemon brown safari zone

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pokemon brown safari zone

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Roria Safari Zone

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Roria Safari Zone is a tropical rainforest behind Decca Beach . Pokémon here must be caught by approaching and using berries, rather than the conventional way of Pokémon Battles. Being the nature preserve area of Roria , many Pokémon species are exclusive to the Safari Zone and there are even sightings of rare custom colour Pokémon in this area. It costs 500 dollars to enter with 20 Safari Balls.

  • 1 Safari Game
  • 2.1 Old Blade
  • 2.2 Secret Garden
  • 3.1 Wild Pokémon
  • 3.2 Set Encounter

Safari Game [ ]

Safari Lodge

Safari Lodge is the entrance of Safari Zone.

The Safari Game bears resemblance to the traditional Safari Zones in core series games, especially Hoenn Safari Zone in Pokémon Ruby, Sapphire and Emerald . For each Safari Game, player must pay 500 dollars as the entry fee to the staff in Safari Lodge, and she will give the player 20 Safari Balls. Following Johto Safari Zone in Pokémon Heart Gold and Soul Silver , there is no step limit here.

Wild Pokémon here can escape from battle in any turn. Players are prohibited to battle the Wild Pokémon in this area; instead, whenever they bump into a Pokémon, they can choose to throw a Safari Ball, go near the Pokémon, or throw a berry to the Pokémon. Moving close to the Pokémon increases the catch rate, but may also scare off the Pokémon more easily. On the other hand, throwing a berry decreases the chance of Wild Pokémon running away if the Wild Pokémon is curious on or enthralled by the berry thrown.

There are 5 berry trees scattered in this Safari Zone, each giving 3 to 6 berries per game. Wepear, Bluk, Nanab, Pinap and Razz Berries are available from the trees. Pokémon may like different berries according to the flavours: Wepear Berries are bitter and sour, Bluk Berries are dry and sweet, Nanab berries are sweet and bitter, Pinap berries are spicy and sour, Razz berries are spicy and dry. Unlike in Hoenn Safari Zone, where the berries must be made into Pokéblocks first, players can directly throw the berries towards Wild Pokémon here.

Players are warned that Roaming Pokémon can still be found in this Safari Zone. When encountered, they will abide to the Safari Game mode and may possibly flee. When players run out of Safari Balls, the Safari Game terminates automatically and players are ejected from the Safari Zone. They will be sent back to the Safari Lodge and have to pay another 500 dollars for re-entry, which they will receive another 20 Safari Balls. If players wish for early leave, all unused Safari Balls must be returned upon exit.

Notable Places [ ]

Old blade [ ].

Old Blade

The old blade cannot be pulled out from the rock by normal means.

Turning left after entering the Safari Zone, there is an incline which if followed up all the way, the player will find a blade stuck inside a rock. Player can only pull the blade out with Strength — a sacked HM which has turned into the Signature Move of a muscular Pokémon with 4 arms that it learns upon evolution.

Once the old blade is pulled from the rock, it reveals itself to be alive in the form of Master Sword Honedge, which is one of the 4 custom colouration Pokémon here. Players only have 1 chance to catch the Master Sword Honedge, so it is fought like a regular Pokémon Battle rather than following the Safari Game. Save beforehand and turn off Autosave .

Secret Garden [ ]

Secret Garden

The secret garden hidden deep inside Safari Zone.

As the player proceeds deeper into the Safari Zone, the player will find a camouflaged tunnel leading to a secret garden, where a tall tree is surrounded by patches of flowers. Some Pokémon can only be encountered in the flower patches, including another one of the 4 custom colouration Pokémon here — Aku Aku Oddish. Note that despite regular Gloom having branch evolutions to either Vileplume or Bellossom, Aku Aku Oddish can only evolve into Wumpa Gloom and then Wumpa Vileplume, but not Bellossom.

Pokémon [ ]

Wild pokémon [ ].

Note : Rarity levels are estimations according to this scale and might be subject to changes due to different encounter assessment results, unless supported by official encounter rates, which are listed in red under the rarity level if known.

Set Encounter [ ]

Warning : Players can only battle the following Pokémon once! Save beforehand and turn off Autosave .

  • With 14 Pokémon species being encountered in the tall grass, Safari Zone provides the most diverse selection of Pokémon species through a single encounter method in the entire Roria, surpassing Gale Forest and Route 8 .
  • Master Sword Honedge draws influence from the Master Sword in video game series The Legend of Zelda . It may also draw inspiration from the legend of Excalibur.
  • For an unknown reason, Aku Aku Oddish cannot evolve into a Bellossom, only into a Vileplume.
  • Pink Rhyhorn and Purple Kecleon are from the Pokémon Anime. The former is from an episode in the Original Series, while the latter is featured in a side series for Pokémon Mystery Dungeon as a member of the Kecleon Brothers.
  • All custom colouration Pokémon here are "Shiny-locked", meaning they do not have a Shiny form.
  • Excluding the revamped Hoenn Safari Zone in Pokémon Omega Ruby and Alpha Sapphire , which has the Safari Game entirely removed, Master Sword Honedge here is the only legal Pokémon Battle in any traditional Safari Zone.

IMAGES

  1. Safari Zone

    pokemon brown safari zone

  2. Safari Zone

    pokemon brown safari zone

  3. Zona Safari

    pokemon brown safari zone

  4. Critiquing Every Pokemon Safari Zone

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  5. A Walk In The Park [Safari Zone]

    pokemon brown safari zone

  6. Safari Zone

    pokemon brown safari zone

VIDEO

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  2. Pokémon Brown

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COMMENTS

  1. Pokéarth

    The Safari Zone is located within Route 121 and contains a variety of Pokémon not typically found within the Hoenn region. It has four areas within it which require traversal using either the Mach Bike or Acro Bike, with some parts requiring both. Unlike previous Safari Zones, there are no time limits of capture limits within.

  2. Pokémon FireRed and LeafGreen/Safari Zone

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

  3. Safari Zone (Hoenn) Pokémon locations

    Safari Zone, Hoenn. (location) 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.

  4. R/B/Y Safari Zone Mechanics

    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. ...

  5. Safari Zone (Kanto) Pokémon locations

    All the Pokémon available in Safari Zone (Kanto) in every Pokémon game.

  6. 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 ...

  7. Safari Zone

    In Hisui, the Safari Zone was not yet established, but the main gameplay of Pokémon Legends: Arceus is similar to the Safari Zone. Unova, Alola, Galar, Paldea, and Kitakami have neither a Safari Zone nor anything similar to or resembling a Safari Zone. Trivia. In the Generation II games, there is some data for a beta Safari Zone in Fuchsia ...

  8. Safari Zone

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

  9. [Hunt Guide] Safari Zone Guide

    This guide is made to help you know which Pokemon are available in the Safari Zone in Kanto & Hoenn; What their encounter rates are (Very Common / Common / Average / Rare / Very rare) , what items they can hold, and what items you can find inside. GRASS SURFING FISHING

  10. safari zone tips...

    are there any strategies for the safari zone? (other than throw safari balls) and are pokeblocks good?

  11. 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.

  12. Safari zone tips : r/pokemon

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

  13. Pokémon Heart Gold & Soul Silver

    Explore the Safari Zone in Heart Gold and Soul Silver, where you can catch rare and exotic Pokémon with different areas and objects.

  14. Here's a map of the Safari Zone, with a path to HM03. (cropped from

    Here's a map of the Safari Zone, with a path to HM03. (cropped from some long post from the Blue stream) Archived post. New comments cannot be posted and votes cannot be cast. ... Surf is also obtained at Safari, there is a hidden house in the centre of the Safari that is difficult to find, however talking to the man outside will get you HM Surf.

  15. r/pokemon on Reddit: Understanding the Safari Zone in Pokémon Emerald

    The Safari Zone was a Pokémon staple until Gen 5, a special zoned area usually containing rare Pokémon and unique mechanics to catch them. In this post, you'll learn everything you need to know about the Safari Zone in Generation 3's Hoenn games, Ruby, Sapphire and Emerald.

  16. Eagulou Park

    Eagulou Park is a Pokémon park in Eagulou City. It mirrors Kanto's Safari Zone; in Pokémon Brown and Rijon Adventures the player pays to enter, throws rocks and bait at the wild Pokémon, and is forced to leave after taking 500 steps. In Pokémon Prism, it works somewhat differently, but the wild...

  17. Pokémon Red and Blue/Safari Zone

    Yet another Safari Zone Pokemon built for competitive battles, rather than in-game battles. Tauros come at a low level, and are extremely difficult to capture, making adding one to your team quite the challenge.

  18. 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 ...

  19. how does the safari zone works?

    2 Answers. the safari zone (hg ss) is where you can catch pokemon with a pokeball called a safari ball. you pay to get in and then you go wild trying to catch different pokemon. certain pokemon can be caught by you placing props and waiting for them to appear. the same is applied to pokemon dp and platinum*. one last thing, you have 30 safari ...

  20. HeartGold / SoulSilver Safari Zone Efficiency Guide

    To catch Pokemon in the Safari Zone, you may need to have a given number of objects of the correct type placed in the appropriate area. Up to 30 objects can be placed, but some Pokemon require more than 30 objects before they appear. Thus the only way to have those Pokemon appear is to have that area active for a number of days, to increase the ...

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

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

  22. Roria Safari Zone

    Roria Safari Zone is a tropical rainforest behind Decca Beach. Pokémon here must be caught by approaching and using berries, rather than the conventional way of Pokémon Battles. Being the nature preserve area of Roria, many Pokémon species are exclusive to the Safari Zone and there are even sightings of rare custom colour Pokémon in this area. It costs 500 dollars to enter with 20 Safari ...

  23. Pokemon Go Slumbering Sands

    The Slumbering Sands event in Pokemon Go is on the horizon, bringing various costumed Pokemon debuts, Field and Timed Research, a Collection Challenge, and

  24. Pokemon Go Scorching Steps

    The Scorching Steps event is on the horizon for Pokemon Go, bringing with it Field and Timed Research tasks, unique eggs, event bonuses, and

  25. Is there a trick to catching Pokemon in the safari zone?

    It may make the Pokémon stay longer but. it also makes them harder to catch. Most players when in the safari have to just hope on luck when trying to catch Pokémon. The only way that makes it more likely without being too risky is to throw one rock and then immediately throw a Safari Ball. Source. The rock the Trainers only attack against ...

  26. Pokemon Go Spelunker's Cove

    The Spelunker's Cove event within Pokemon Go is imminent, and is set to bring Field and Timed Research tasks, unique Wild and Raid encounters, event bonuses, and more!. This page acts as a ...

  27. Pokemon Go Spotlight Hour Schedule June 2024

    Spotlight Hours are weekly events within Pokemon Go, highlighting a specific Pokemon by giving them a double bonus and boosting spawn rates.

  28. Pokemon Go Goomy Community Day June 2024

    The June 2024 Community Day for Goomy is on its way to Pokemon Go, bringing with it a Featured Attack, event bonuses, Raid battles, alongside Field, Timed, and