Harvest Guide by Califer

Version: 1.0 | Updated: 07/22/10 | Printable Version


                                   By Califer

Table of Contents
    /                                                                        \
   {|  Introduction     -----------------------------------------------[INTRO]}
   {|  Tips             ------------------------------------------------[TIPS]}
   {|  Total Harvest    -----------------------------------------------[TOTAL]}
   {|  Walkthrough      ------------------------------------------------[WALK]}
   {|  Extra Items      -----------------------------------------[EXTRA.ITEMS]}
   {|  --Stealing Items --------------------------------------------[STEALING]}
   {|  --Shopping       --------------------------------------------[SHOPPING]}
   {|  Game Bases	    -------------------------------------------[GAME.BASE]}
   {|  --Which Game	    ---------------------------------------------[GB.GAME]}
   {|  --Which Pokemon	---------------------------------------------[GB.POKE]}
   {|  Legends		    ---------------------------------------------[LEGENDS]}
   {|  --Pokeballs	    -------------------------------------------[POKEBALLS]}
   {|  --Capturing Tips	---------------------------------------------[CAPTURE]}
   {|  --Articuno		--------------------------------------------[ARTICUNO]}
   {|  --Zapdos			----------------------------------------------[ZAPDOS]}
   {|  --Moltres		---------------------------------------------[MOLTRES]}
   {|  --Mewtwo			----------------------------------------------[MEWTWO]}
   {|  --The Dogs		------------------------------------------------[DOGS]}
   {|  ---Suicune		---------------------------------------------[SUICUNE]}
   {|  ---Raikou		----------------------------------------------[RAIKOU]}
   {|  ---Entei			-----------------------------------------------[ENTEI]}
   {|  Move Tutors		----------------------------------------------[TUTORS]}
   {|  Acknowledgements	-------------------------------------------------[ACK]}
   {|  Legal			-----------------------------------------------[LEGAL]}
   {|  Contact			---------------------------------------------[CONTACT]}

/Introduction                   /

There are two things that make me keep coming back and playing pokemon.  First,
it's a role-playing game where you can challenge your friends.  Second, you can
move your characters and items from one game to another.  This is great because
there are a few items and pokemon that you can only get once per game.  When I
want more of those items I start a new game while keeping all the stuff I want 
to hold onto on a base game.  I call going through a game just to get stuff
'Harvesting'.  This is the harvest guide because it will tell you how to get
all the items and legendaries that you want.

I wanted a walkthrough that would focus on just getting the items and 
legendaries.  I'd already played the game before, so a basic walkthrough would
be great as long as it covered the items well.  Finding nothing that really 
satisfied me for that exact purpose, I went ahead and wrote this guide.  I 
wrote it while playing through Leaf Green, and tested everything again in Fire
Red. I've gone over every square inch of the games with the itemfinder to make 
sure that I wasn't missing any items.  I think I've finally got it how I want 
it, so I figured I'd upload this to Gamefaqs since it's been so much help to me.


/Tips                           /

Power up your pokemon.

It can slow down the harvest if you have to fight a lot to level up your 
pokemon so that you can meet the challenges.  You could also just trade your 
main pokemon or two to your base game and have them be run through the elite 4 
a few times (with an experience share).  You can also give them good movesets 
that way.  After they are at a level that you are comfortable with you can send
them back.  Even without a single badge these high level creatures will obey 
you completely because you are the original owner!

Get whatever breedable pokemon you want from the start.

When you trade a pokemon over at the beginning it can be more annoying than it 
is worth because of it being an outsider and not obeying you after certain 
levels which can easily be exceeded at the beginning of the game.  You can get 
around this annoyance by trading over an egg of the pokemon that you wish to 
play with and hatching it on the game that you are harvesting.  When the 
pokemon hatches it will be under your trainer ID, so it will obey you no matter
what level it reaches!  Just be aware that you won't be able to trade with
any other game except Fire Red and Leaf Green until unlocking the trade center
at the end of the game.

/Total Harvest                  /

Here is everything that you can expect from a full harvest.  This doesn't 
include extra items from shopping or items from pickup, so your harvest may be
even more plentiful!

	Suicune, Entei or Raikou
1   Amulet Coin
1   Blackglasses
1	Cleanse Tag
2	Dragon Scale
5 	Elixir
6	Ether
1 	Everstone
1 	Exp. Share
2	King's Rock
1	Lax Incense
2 	Leftovers
1	Lucky Punch
1	Macho Brace
1 	Masterball
6	Max Elixir
6 	Max Ether
6	Max Revive
2	Metal Coat
5	Moon Stone
1	Nevermeltice
9	PP Up
1	Quick Claw
13	Rare Candy
1	Sea Incense
1   Silk Scarf
1   Soothe Bell
2   Star Piece
1   Stick
1   Sun Stone
1   TM01-Focus Punch
1   TM02-Dragon Claw
1   TM03-Water Pulse
1   TM04-Calm Mind
1   TM05-Roar
1   TM06-Toxic
1   TM07-Hail
1   TM08-Bulk Up
1   TM09-Bullet Seed
1   TM11-Sunny Day
1   TM12-Taunt
1   TM16-Light Screen
1   TM17-Protect
1   TM18-Rain Dance
1   TM19-Giga Drain
1   TM20-Safeguard
1   TM21-Frustration
1   TM22-Solarbeam
1   TM26-Earthquake
1   TM28-Dig
1   TM29-Psychic
1   TM31-Brick Break
1   TM32-Double Team
1   TM33-Reflect
1   TM34-Shock Wave
1   TM36-Sludge Bomb
1   TM37-Sandstorm
1   TM38-Fire Blast
1   TM39-Rock Tomb
1   TM40-Aerial Ace
1   TM41-Torment
1   TM42-Facade
1   TM43-Secret Power
1   TM44-Rest
1   TM45-Attract
1   TM46-Thief
1   TM47-Steel Wing
1   TM48-Skill Swap
1   TM49-Snatch
1   TM50-Overheat
2   Up-Grade

/Walkthrough                    /
This walkthrough is very minimalistic.  My Ruby and Sapphire Harvest Guide 
listed every single item in the game.  That ended up just wasting space with 
too many mentions of Oran berries and potions.  Who cares?  I'm only going to 
be listing items that can be successfully harvested to another game that aren't
easily obtainable.  All items and pokemon that are worth harvesting will be in
all caps to make it more obvious.

-The beginnings-
   Change the settings to speed up the game.  Head north, get pulled back and 
choose your starter.  Head north to Viridian City, visit the shop and head 
back.  Get a map from Daisy and head to Viridian City again.  You can trade 
with other Fire Red or Leaf Green games now if you want.  Head north through
Viridian Forest to Pewter City.  Beat the gym (rock/ground) for a TM39-ROCK
TOMB.  Head east through routes 3 and 4 to Mt. Moon.

-Mt. Moon-
   Head left from the entrance for a TM09-BULLET SEED.  Go all the way right 
and down from the entrance for a RARE CANDY.  Go down the first ladder to get a
STAR PIECE and go back up.  Go down the second ladder for TM46-THIEF and a 
hidden ETHER in the eastern rock.  Before going down the third ladder get the
MOON STONE just to the north.  Another MOON STONE is hidden in a rock SE of the
fossils.  Leave Mt. Moon and enter route 4.  Get the TM05-ROAR before entering 
the grass and head to Cerulean City.

-Cerulean City Area-
   Go through the NW-most house and find a hidden RARE CANDY mixed in the 
flowers.  Beat the gym for TM03-WATER PULSE and head north for a rival battle 
and Nugget Bridge.  Head north of the bridge to get TM45-ATTRACT.  NE of the 
first trainer on route 25 there is a hidden ELIXIR.  When you see the last 
trainer in the maze-like area start as far below him as possible to make him 
walk to you for the challenge.  Enter where he was to get TM43-SECRET POWER.  
East of Bill's house is a hidden Ether.  Talk to Bill and head back to Cerulean
City.  Go through the house with the policeman in front of it and fight the 
rocket grunt for TM28-DIG.  Head south through route 5 and the underground 
path.  In route 6 head to the NE corner and in the center is a hidden RARE 

-Vermillion City-
  Talk to the girl in the pokecenter for a Vs Seeker.  Get a Bike Voucher from
the president of the fan club so you can go back to Cerulean to get a bike. You
can trade a Spearow for a Farfetch'd which comes with a STICK.  Lastly, you can
find a hidden MAX ETHER in the sand in the corner below the pokecenter.  Go to
the S.S. Anne.

-S.S. Anne-
   Note that if you trade over a pokemon that knows cut this entire section can
be skipped and the S.S. Anne won't leave.  This lets you check out the secret
truck after you get surf.  Head to the basement and get an ETHER in the third 
room and TM44-REST in the fourth.  Go back to the entry area and get TM31-BRICK
BREAK from the second to last room on the left.  Nothing else of worth so head
to the top for a rival battle and HM01-Cut from the captain.  Teach Cut to a 
HM slave and beat the gym for TM34-SHOCK WAVE.  Head east to Diglett's Cave.

-To Celadon City-
   Head east from Viridian and proceed through diglett's cave.  In the first 
house you can trade an abra for a mr. mime.  Head to the next building to get 
HM05-Flash from the aide if you have 10 pokemon.  Go south to get an ETHER then
get back to Cerulean City.  Head east to route 9.  Go straight down at the 
start to get TM40-AERIAL ACE.  Loop around to the grass near the start of the
route and pick an ETHER out of the rock.  There's also a RARE CANDY hidden in
the top-right corner of the route.
   Enter the pokecenter and get an EVERSTONE from the aide if you have at least
20 pokemon.  Get in Rock Tunnel and use flash. There's a MAX ETHER north of 
Picnicker Sofia.  Get out and head into Lavendar Town.  Heal up and head west
into Route 8.  Take the Underground Path into route 7 then Celadon City.

-Celadon City-
  Get the Coin Case from the restaurant if you plan on getting stuff from the
game corner.  Also grab the Tea from the old lady in the mansion so you can 
continue with the story.  Grab the ETHER from the NW corner of town and get the
PP UP hidden east of the game corner after the small tree.  You can also get
TM16-LIGHT SCREEN, TM20-SAFEGUARD, and TM33-REFLECT by giving fresh water, soda
popm and lemonade to the girl at the top of the Dept. store.  You can also get
an eevee from the back of the mansion and evolve it for some more pokedex 
completion.  Beat the gym to get TM19-GIGA DRAIN.  Go to the game corner and 
enter the Rocket Hideout.

-Rocket Hideout-
   Go straight down and get the PP UP from the bottom-right plant.  Go down two
sets of stairs, then go straight down for TM21-FRUSTRATION.  Get the RARE 
CANDY in the floor maze.  Get through and pick up the BLACKGLASSES.  Go down 
the stairs and head left for a MAX ETHER.  Head up for TM49-SNATCH and the lift
key from the grunt there.  Go back to the second floor and get into the maze.
Get the MOON STONE (NW corner) and TM12-TAUNT, which is near the moon stone.
Elevator to the 4th floor, beat the boss and get out.  Go back to Lavendar Town
and the Pokemon Tower.

-Pokemon Tower-
   On the 4th floor there is an ELIXIR, on the 5th is a CLEANSE TAG and on the
6th is a RARE CANDY.  There is also a SOOTHE BELL that can be gained by using 
the itemfinder right where Mr. Fuji was standing.  This does mean that you have
to climb the tower twice.  If you don't have the itemfinder yet you can get it
from the gate on route 11 if you have caught 30 kinds of pokemon.  Go to 
Saffron City and enter Silph Co.  

-Silph Co.-
   Go to the 5th floor and go to the SW corner.  Take the teleport and then go 
back on it.  Now head down and east for the key card.  You can heal at any time
on the 9th floor. On the 4th floor there is TM41-TORMENT in the room south of 
the stairs and a MAX REVIVE in the west-most room.  On the 5th floor there is a
PP UP in the tree south of the stairs, an ELIXIR hidden in the tree in the 
center room, and a TM01-FOCUS PUNCH in the SW room.  On the 7th floor there is 
a TM08-BULK UP in the room south of the elevator, and on the 10th floor there
is a RARE CANDY in the SW room.  Take the teleport in the center room of 3F to 
fight the rival, get a lapras and fight Giovanni.  Get the MASTERBALL from the 

-Saffron Town-
   Get TM29-PSYCHIC from a house in the south.  Beat the fighting dojo for a 
hitmon.  In the gym, from the entrance go E, NE, SE, SW, SW.  Beat her for 
TM04-CALM MIND.  Head west to route 16.

-To Fuschia City-
   Cut the bush and go get HM02-Fly.  Wake and catch the snorlax, then use the 
Itemfinder where if was for some LEFTOVERS.  Go upstairs in the gate for an 
AMULET COIN if you have caught 40 pokemon.  There are some hidden items along 
the bike path, but they're kind of a pain.  PP UP is on the western path of the
unique pokemon sign.  MAX REVIVE hidden to the west of the throw pokeballs 
sign.  A RARE CANDY is located on the path east of the 'b button' sign. A MAX 
ELIXIR is east of the 'slope ends' sign.  Once entering Fuschia City go 
challenge the gym, get TM06-TOXIC, then enter the safari zone.

-Safari Zone-
   Head NE to the next zone.  In this area take the stairs and go west then 
north.  There is a TM11-SUNNY DAY in the grass surrounded by water.  Go up the
next set of stairs to the NW exit.  In this area take the first set of stairs
to get a QUICK CLAW then go back to the second set of stairs and go north.  
Pick up TM47-STEEL WING along the way and head to the SW exit.  In this last
area, head south for the Gold Teeth, then go west for TM32-DOUBLE TEAM.  Enter
the Secret House for HM03-Surf.  Lastly, surf across the water and take the 
stairs for a MAX REVIVE.  Deliver the Gold Teeth to the warden for 
HM04-Strength and push the rock for a RARE CANDY.

-Item Hunting-
   Go to route 15.  In the gateway an Aide will give you an EXP. SHARE if you 
have 50 pokemon.  Head east and get on the top ledge to get come back to the 
start and get TM18-RAIN DANCE.  In route 13 there's a PP UP hidden in the 
southern part of the route at the eastern edge of the hedge ending.  In route
12 there is a RARE CANDY hidden in the grassy area (requires cut), get some 
LEFTOVERS by using the itemfinder where Snorlax was and get TM48-SKILL SWAP on
the island at the north end of the route.  Fly to Pewter City to get the old 
amber to revive at Cinnabar (requires cut).

-Cinnabar Island-
   Start in Pallet town and surf south to Cinnabar.  Revive your fossils and 
get into the mansion.  Get the hidden MOON STONE in the rocks NW of the 
entrance.  Go up the stairs then go up the second set of stairs to the north.
Flip the switch and head down.  Fall down the first hole and use the stairs.
Flip the switch then go NE to the next switch.  Flip it and head west.  Grab
the Secret Key and head south for TM22-SOLARBEAM.  Get out and beat the gym for
TM38-FIRE BLAST.  Follow Bill.

-Sevii Islands Round 1-
   Leave one island and go to two island.  Enter the game corner, then head 
north to get the RARE CANDY hidden behind the solitary house.  Head to three 
island, beat the bikers and head north.  At Bond Bridge cut the tree to get a 
hidden PP UP.  In the Berry Forest there is a MAX ETHER in the NW corner, just
outside of where Lostelle is, and a MAX ELIXIR after surfing over a pond just 
south of Lostelle.  Cut required.  Get Lostelle, and talk to get dad to get a
MOON STONE.  Go to Viridian City, beat the gym, get TM26-EARTHQUAKE, and get a
MACHO BRACE by using the itemfinder where Giovanni was after he leaves.

-Victory Road-
   Beat your rival and head to victory road.  Get a hidden MAX ETHER on the 
island after the soul badge gate.  Once inside, move the boulder onto the plate
then go up the stairs.  Go right at the split to get either a RARE CANDY or a
TM02-DRAGON CLAW.  You can get both by going up the ladder to the left and 
coming back to reset the puzzle.  The TM is the one to the north.  Go up the
ladder again.  Push the boulder to the south onto the plate, then go up the 
stairs.  Go down the next set of stairs then head east then north.  Go past the
ladder to get TM07-HAIL, then go up the ladder.  To your east is a MAX REVIVE.
Push the boulder onto the plate to the west, and pick up TM50-OVERHEAT while 
you're there.  Go back to the ladder you came up and take the stairs near 
there.  Follow it to a boulder, push it down a hole and fall after it.  Push it
left onto a plate, then get the TM37-SANDSTORM above it.  Go up the stairs and
east to a ladder.  Down the stairs and you're out!  Get the MAX ELIXIR that's
hidden in the left section of the maze.  

-Elite 4-
   Remember the order is Ice, Rock/Fighting, Poison, Dragon, Rival.  After you
start the game again Oak will check your pokedex.  IF you have 60 or more then
he'll give you the national dex.  If not, go catch/evolve more to get to 60
then talk to him again to get the national dex.  

-One Island-
   Go to Vermillion then to One Island.  Talk to Celio then surf NE and head up
until you see a cave.  Enter the cave, heal up and get HM06-Rock Smash from the
old man in the north part.  Go out and head south to the area with three rocks
in front to get an ETHER.  Surf north to get to Mt. Ember, then head east, beat
the grunts and follow the path.  When the path splits go south, get the ruby
and head back to the split and go east.  Give the ruby to Celio.

-Four Island-
   Break the rock in the NW corner to get a STAR PIECE.  Go NE to enter Icefall
Cave, surf west then go north and fall down the northmost hole.  Go up the 
ladder then fall down the north hole.  Slide down then east for a NEVERMELTICE.
Go back up the ladder and fall down the other hole to get through the ice.  Go 
up the ladder and get HM07-Waterfall and go up the ladder then south.  Go up 
the waterfall, watch the scene then head on.

-Six Island-
   You'll need Cut and Strength.  Head east then south.  When the grass ends
surf south to get a DRAGON SCALE.  After entering Ruin Valley head south and
move some boulders for a SUN STONE.  Head to the south part to find a door.
Use cut on it.  Fall, Up, Left, Right, Down.  Head to Five Island.

-Five Island-
   Head east then south.  Before going up the stairs surf west for a PP UP.  
Now go into the hideout.  North of the puzzle is an UP-GRADE and a TM36-SLUDGE
BOMB in the NE corner of the puzzle.  Get the Sapphire from the scientist.

   Don't talk to Celio yet!  Once you talk to him the legendary dog that your
starter is weak to is released.  That means that once he's been talked to the 
IVs and the nature are set and if you save after that you can't reset for them.
If you want to harvest your Masterball then you need a good capture strategy.
Make sure you have an empty spot in your party either way, get Max Repels (25
worked great for me) and do any other preparation to catch the beast.  Head 
back to One Island and save right in front of Celio.

   Talk to Celio.  Right after he's done go to Vermillion City and go north to
route 6.  Get a pokemon from level 17-50 at the lead of the party to make sure 
you see nothing but the legendary.  Run around a bit and if it doesn't show up
go in the Underground Path and come out again to randomize where the dog is.
Once it shows up, catch it!  Refer to the appropriate section for tips on 
capturing each dog.  It usually takes me 10-15 max repels for it to show up,
but I did get it on the first max repel once.

   Surf southwest from Fuscia City to Seafoam Islands.  Take the ladder to the
north, the walk south then east to the next ladder.  Go southwest to the last
ladder.  Go the the boulders and push on down each hole then fall after them.
Surf north to Articuno, save your game and capture her.

  Fly to route 10, then head north and surf south to the Power Plant.  There's 
a hidden MAX ETHER on the right side of the building.  Enter.  When the path
splits go right for TM17-PROTECT and an ELIXIR.  Go back to the split and head
down.  At the next split head right, then go up.  Skip the rooms until you see
a small room to the south.  There is a hidden MAX ELIXIR in front of the third
machine.  Save in front of Zapdos and catch him.

   You'll need Strength to get through here.  Go to One Island and surf north
to Mt. Ember.  Take the west cave and follow it to the end.  Save in front of 
Moltres and catch him.

   You'll need Surf and Rock Smash here.  From Cerulean City head north then
surf south and west.  Enter the cave.  Surf along, ignoring the first stairs.
Instead land on the ground and go up the ladder to the west for a PP UP.  Come
back down and head right.  Skip the first ladder you see, get the MAX ELIXIR
after it and take the next ladder.  Go down, then take the right-most path.
Follow that path.  When you see an item surrounded by rocks it's a MAX REVIVE.
Continue on, and surf right up to Mewtwo.  Save your game and catch him!

-Lost Cave-
   We're done with everything major, but there is still a bit to explore.  Go
to Five Island and surf all the way north and east to reach Lost Cave.  Go down
the ladder and get some items.  E,S for LAX INCENSE.  E,N,S,N for SEA INCENSE.
E,N,S,S,E,W,S,E,N for Selphy.  Go to Selphy's room again for a SILK SCARF.

-Memorial Pillar-
   Surf to the SE part of Five Island to reach Memorial Pillar.  Pick up the 
METAL COAT and drop off a Lemonade at the pillar to get TM42-FACADE.

-Six Island-
   Head east of town and surf north.  Reach the town and surf along the NE 
corner to get an ELIXIR.  Head all the way east and north to get a PP UP behind
Altering Cave.  No need to actually enter Altering Cave.

-Trainer Tower-
   Trainer Tower is located on the north side of Seven Island.  All opponents
will be the level of your highest leveled pokemon.  Different prizes are 
awarded depending on the mode you enter.  Single Mode -> UP-GRADE.  Double Mode
-> DRAGON SCALE.  Knockout Mode -> METAL COAT.  Mixed Mode -> KING's ROCK.

-Seven Island-
   Head south from Seven Island.  In Sevault Canyon there is a MAX ELIXIR in 
the grass along the main path.  Ignore the cave.  There's a KING'S ROCK after
a puzzle with rocks and boulders.  Lastly there is a LUCKY PUNCH in the Chansey

/Extra Items                    /

Still Got Time and Money?

Game Corner
   You can gamble coins to get more coins, but I usually use this place to get
TMs and items by buying coins.  Here are the available items with coin price 
and pokedollar price.

Smoke Ball ----------------800 coins-----16000 pd
Charcoal ------------------1000 coins----20000 pd
Miracle Seed --------------1000 coins----20000 pd
Mystic Water --------------1000 coins----20000 pd
Yellow Flute --------------1600 coins----32000 pd

TM23-Iron Tail ------------3500 coins----70000 pd
TM35-Flamethrower ---------4000 coins----80000 pd
TM24-Thunderbolt ----------4000 coins----80000 pd
TM13-Ice Beam -------------4000 coins----80000 pd
TM30-Shadow Ball ----------4500 coins----90000 pd

   There are a few pokemon that have the ability pickup.  Meowth will always
have it, so you should grab a few on route 5.  After each battle there is a 
10% chance that it will have picked something up.  The items it might pick up 
are listed below.

15% - Oran Berry
10% - Aspear Berry, Cheri Berry, Chesto Berry, Pecha Berry, Persim Berry, 
      Rawst Berry
5% -  Nugget, PP Up, Rare Candy, TM10-Hidden Power
1% -  Belue Berry, Durin Berry, Pamtre Berry, Spelon Berry, Watmel Berry

/Stealing                       /

   Stealing items from wild pokemon is another good way to get items.  There 
are three stealing moves.  Covet, Thief, and Trick.  Note that Thief may not 
steal an item even though the opponent has one.  The following pokemon learn 
these moves through leveling up.  

Covet: Snorlax, Linoone, Slaking, Skitty, Illumise.
Thief: Mightyena, Lombre, Kecleon
Trick: Kadabra, Alakazam, Mr. Mime

   Pokemon with the ability Compound Eyes in the first pokemon slot can double 
the odds of a wild pokemon holding an item.  It still works if that pokemon is 
fainted.  Pokemon with Compound Eyes are as follows.

Butterfree, Nincada, Venonat, Yanma

  Here are the pokemon in Fire Red and Leaf Green that carry items for you to
steal!  Note that all berry holders and items that are only good for selling
have been removed from the list.  Also rememeber that Safari Zone pokemon 
cannot be stolen from and need to be captured in order to take their item.

   Pokemon     Item Name        Odds   Game  Location
|  Abra	     |  TwistedSpoon   |   5% |Both| Route 24 / Route 25              |
|  Arbok     |  Poison Barb    |   5% | FR | Route 23 / Victory Road          |
|  Chansey   |  Lucky Egg      |   5% |Both| Safari Zone                      |
|  Cubone    |  Thick Club     |   5% |Both| Pokemon Tower / Sevault Canyon   |
|  Dewgong   |  Nevermeltice   |   5% |Both| Icefall Cave                     |
|  Ditto     |  Metal Powder   |   5% |Both| Route 14 / Cerulean Cave Basement|
|  Dragonair |  Dragon Fang    |   5% |Both| Safari Zone                      |
|  Fearow    |  Sharp Beak     |   5% |Both| Route 23 / Mt. Ember Base        |
|  Graveler  |  Hard Stone     |   5% |Both| Cerulean Cave (Rock Smash)       |
|  Haunter   |  Spell Tag      |   5% |Both| Lost Cave / Pokemon Tower        |
|  Kadabra   |  TwistedSpoon   |   5% |Both| Cerulean Cave Basement           |
|  Machoke   |  Focus Band     |   5% |Both| Cerulean Cave                    |
|  Magneton  |  Magnet         |   5% |Both| Cerulean Cave                    |
|  Marowak   |  Thick Club     |   5% |Both| Sevault Canyon                   |
|  Misdreavus|  Spell Tag      |   5% | LG | Lost Cave                        |
|  Onix      |  Hard Stone     |   5% |Both| Victory Road                     |
|  Sandslash |  Soft Sand      |   5% | LG | Route 23 / Victory Road          |
|  Skarmory  |  Sharp Beak     |   5% | FR | Sevault Canyon                   |

/Shopping                       /

  Celedon Department Store
TM05-Roar			    1000 pd
TM28-Dig				2000 pd
TM31-Brick Break		2000 pd
TM43-Secret Power		3000 pd
TM45-Attract			3000 pd
TM15-Hyper Beam			7500 pd

/Game Bases                     /

If you're going to be harvesting games it's a good idea to set up one game in 
the same generation as a base of operations.  This game will hold onto pokemon 
and items that can be used to speed up going through the other games and 
getting the items and legendaries that you want.

/--Which Game                   /
There are five games to choose from, and all of them have their good and bad 

Fire Red & Leaf Green 
	These are basically the same game in terms of items and legendaries.  
It's easy to get a ton of cash to buy stuff later on.  If you're going to be 
harvesting from one of these, remember that it cannot trade with RSE until you 
get the National Dex.  You can use a finished FRLG game to trade between, so 
FRLG make for decent bases.  You won't be able to store up any secret bases
here though.

Ruby & Sapphire
	These won't be able to trade with a starting FRLG game, and there's not
much to keep doing after you beat the game.  You will be able to store up 
secret bases here, so that can be useful.  If you don't plan on helping out the 
beginning of FRLG and don't mind not having a lot to do in your base then one 
of these might work fine.

	This is the game with the most legendaries and plenty of items.  This 
makes it a game that's good to harvest from, but there's also a lot to be said 
about making it a base.  It can store up secret bases, breeding is best on 
emerald over any of the others and the battle area gives you things to keep 
working at.  If you want to keep doing things on your base or want to breed 
pokemon to get 3rd gen only moves your should consider emerald.

Personally, I have two bases, emerald and fire red.  I'll probably reset 
emerald eventually and hand over everything to fire red while I go through it a
few times to get decent Lati@s and other things.

/--Which Pokemon                /
So, what pokemon should be kept on a base?  These mostly fit to your personal 
needs and are in the following categories.

Battle Tower Team
	Set yourself up some level 50 pokemon to be a battle tower team if you 
want to do that.  If you're going to the RS battle tower you can also get some 
level 100 pokemon for that.

	A pokemon that has the ability Magma Armor or Flame Body.  These halve 
the hatch time of eggs.  Magcargo and slugma have both of those abilities.  
Also get dittos with natures that you like so you can everstone them onto the 

	Wailord and relicanth take a little time to find, but you need both of 
them to unlock the regi trio.  If you want to get them you should hold onto 
these two.

Condition Pokemon
	Pokemon with high condition can be used to get the different colored 
scarves in RSE.  Rather than blending pokeblocks each time just keep the 
pokemon that you boosted to get more scarves on later runs.

	Pokemon with the ability pickup can get you more items as you go 
through the game.  Level is ignored in FRLG and RS, but if you're going through
emerald you might want a few high level (91+) pickup pokemon for the best 
stuff.  See bulbapedia for the full list.  Also, pickuppers are easily found 
early on in RS, but you might want to import some for FRLG.

HM Slaves
	You can just trade over pokemon with the correct HM moves and never 
worry about having to find the HMs anymore!

Pokedex Fillers
	What pokemon do you need to fill a pokedex that are difficult to 
obtain?  Only really wanted for Emerald, so you can get a Johto starter after
filling the Hoenn pokedex.

	If you want to use the repeat ball, or want to track the runners better
you should keep at least one of each legendary that you plan to keep catching.

Secret Base Pokemon
	Trade these over to the harvest game, mix records, then get them back. 
See the secret base section for more information about good pokemon.

Capture Team
	Capturers come in a few different flavors.  There are the damagers, 
statusers, and the trappers.  

Damagers should have false swipe, which cannot KO a pokemon but will leave them
at 1 HP.  They can also work well with endeavor, though it's not very useful 
against pokemon that can heal themselves.  To use endeavor effectively poison
the pokemon that knows endeavor and walk around until it only has 1 HP left.
Heal it of it's poison and put it at the lead of the party.  Use endeavor to
reduce the target to 1 HP! 
(Thanks to Gabriel for the hints on endeavor)

Statusers should have an accurate sleep and/or paralysis move.  

Trappers should have block, spider web, or mean look as well as baton pass.  

Here are some ideas of who should be used.

   The following final evolution pokemon learn false swipe.
	Fearow, Parasect, Farfetch'd, Marowak, Pinsir, Scizor, Heracross, 
	Smeargle, Sceptile, Shiftry, Breloom, Ninjask, Shedinja, Mawile, 

	Of these, the hardest hitters (all of which also learn swords dance) 
	are, from least to greatest, shiftry, pinsir and heracross, scizor and 
	breloom.  Of these, I would most recommend breloom.  I set up a team 
	with various damagers but as time went on I stopped using them all 
	except for breloom.  Why?  Because he also learns spore, the 100% sleep
	move!  My breloom is adamant, level 100, and knows swords dance, spore,
	false swipe, and substitute.  Substitute is vital for capture breloom 
	as otherwise he can get destroyed by his weaknesses.  The downside to 
	breloom is that you need to be able to trade between games to get a 
	farfetch'd to breed with to get false swipe.  If you're playing on a DS
	or otherwise have no other way to trade, the following pokemon can make
	decent false swipers.

	Scyther -Fire Red only.  Swords dance at level 36, False Swipe at level 16.
	Pinsir -Breed False Swipe from Scyther, Swords Dance at level 49.
	Heracross -Breed False Swipe from Scyther.  Move tutor required for
	            Swords Dance.
	Marowak -False Swipe at level 39.  Swords dance requires either the
	         move tutor or chain breeding.
	Parasect -Breed False Swipe from Scyther.  Learns Spore at level 27.

  The following final evolution pokemon learn endeavor.
	Beedrill, Raticate, Sunflora, Dunsparce, Hitmontop, Swampert, Swellow,
	Dodrio, Sceptile, Aggron, Crawdaunt.
	None of the stats matter for an endeavor user but it's speed.  Well, 
	lower HP lets it get to 1 HP faster, but for in-battle the speed is
	the most important.  

	The following aren't available in FRLG: Sunflora, Swampert, Swellow,
	  Sceptile, Aggron, Crawdaunt.

	The fastest user of endeavor is Swellow, which is easily obtainable 
	in both Ruby and Sapphire and learns endeavor at level 28.

	You'll need a pokemon that can use a good status move.  Sleep is best, 
        but paralysis can also be used.
	Best paralysis moves are thunderwave (100%), stun spore (75%) and 
        glare (75%)

	Best sleep moves are spore (100%), Yawn (100%, takes a turn), sleep 
        powder (75%), and lovely kiss (75%)

	Compound eyes is a great ability for status moves as it boosts the 
        accuracy.  Venonat and butterfree can have the ability and learn both 
        sleep powder and stun spore.

	Trappers are used to catch a runner and allow others to catch it.  
Trappers should be the same level as the runner that they are trying to catch 
so that repels can be used.  Lati@s are level 40 runners, and the three beasts 
from FRLG are level 50 runners.  Getting a good trapper can be tricky due to 
the limitations in choice and level requirements.  Only bother with a trapper 
if you really want to keep that masterball for later games where it won't be as
	Baton pass is used to switch to a pokemon that can status and damage 
the runner but still not let them run.  There are only three trapping moves; 
mean look, block, and spider web.  There is only a very small group that learns
trapping moves and baton pass.  They are:
	Ariados, Smeargle, Umbreon.

Ariados learns spider web at level 32, and learns baton pass by breeding.  It 
is a very slow pokemon and it is not recommended as a trapper.

Umbreon learns mean look at level 42 and baton pass at level 36 as eevee.  It 
cannot be used for Lati@s, and of the beasts only suicune cannot roar it away. 
Umbreon can be a decent trapper as long as all you care about is suicune.

Smeargle is the winner.  It has the highest speed of this group, and it can 
learn any move through sketch.  I have two trapper smeargle, one at level 40 
and the other at level 50.  They know mean look (though block or spider web are
equally effective), baton pass, spore (to help with sleeping if needed) and 
ingrain.  Ingrain is nice in that it does not allow you to switch out or be 
switched out unless you use baton pass.  This means that the roaring of entei 
and raikou cannot end the battle and will in fact be a waste of a turn.  
Ingrain will also heal you a little every turn.

Unfortunately, none of these pokemon are available in FRLG.  Don't use a trapper
on Entei or Raikou unless you have a way to block Roar from working.  Smeargle 
is really the only trapper you can use with them.

/Legends                        /
Here is the list of legendary pokemon available in Fire Red and Leaf Green.
Yes, there are some other legendaries available, but those can only be obtained 
with an event and those events are long over.  If you can get to them it means 
that you are using a cheat, and if you're using a cheat why bother using this 

NOTE: Now all of the third generation legendary pokemon may be obtained in the
fourth generation.  Of the pokemon available in this game...

Articuno   -Available in Platinum as a runner, and in Heart Gold and Soul 
            Silver as a stationary.
Zapdos     -Available in Platinum as a runner, and in Heart Gold and Soul 
            Silver as a stationary.
Moltres    -Available in Platinum as a runner, and in Heart Gold and Soul 
            Silver as a stationary.
Mewtwo     -Available as a stationary in Heart Gold and Soul Silver.
Suicune    -Available as a stationary in Heart Gold and Soul Silver.
Raikou     -Available as a runner in Heart Gold and Soul Silver.
Entei      -Available as a runner in Heart Gold and Soul Silver.

You can use a synchronizer in the fourth generation to get the nature you want
so it might be easier to just get them all then if you have the right games.
Just remember that you cannot use synchronize on runners.

/--Poke Balls                   /
There are two things to consider when choosing which poke balls to use.  First,
which ball will get the best capture rate.  Second, what ball looks good with 
that pokemon?  In this section I'll cover which balls do what.

Poke Ball       Capture Rate x 1
The most basic of poke balls.  Only use it if you like the color or want to
show off by having a legendary in this basic ball.

Great Ball      Capture Rate x 1.5
A little better than a poke ball, but still no real reason to use it.

Ultra Ball      Capture Rate x 2
The ultra ball is used as the default ball to use when first capturing a 

Master Ball     Capture Rate x 255
Guaranteed capture.

Premier Ball    Capture Rate x 1
Just like the poke ball, but white.

Luxury Ball     Capture Rate x 1
Makes the captured pokemon more friendly.  Only one of these in the 3rd gen 

Net Ball        Capture Rate x 3 if water or bug type.  Rate is x 1 otherwise.
Useful if you have Suicune and don't want to use the Masterball.

Nest Ball       Capture Rate x 1 for anything above level 30
Since all legendaries are higher than level 30 this ball is not very useful.

Dive Ball       Capture Rate x 3 for underwater, x 1 otherwise.
You can't go underwater in FRLG.

Repeat Ball     Capture Rate x 3 if already owned, x 1 otherwise
Trade the legendary over and this is pretty good.

Timer Ball      Capture Rate varies by number of rounds
1-9 rounds gives capture rate of x 1
10-19 rounds gives capture rate of x 2
20-29 rounds gives capture rate of x 3
30+ rounds gives capture rate of x 4

The Repeat and Timer balls can be bought from the shop on Two Island after the
machine has been connected up.  If it's not available, purchase one of each
item to unlock more of the shop.

/--Capturing Tips               /
If you can trade a version of the legendary over first the repeat ball can be 
used instead of the ultra ball.  If you're using the ultra ball to start, 
switch over to the timer ball after the 9th round.  They'll have the same 
capture rate then, but the timer ball is cheaper.

Status effects make it easier to capture pokemon, though only two of them are 
really useful.  Poison and burn should be avoided because they will limit how 
long your target will live.  Freeze should also be avoided since it is only a 
secondary effect from damaging moves and never happens more than 10% of the 

The two good status effects are paralysis and sleep.  Sleep gives a larger 
capture bonus and cannot be removed with refresh or rest, so sleep should be 
used the most often.

There are two things that you can do to check certain stats of your opponent
before you capture them.  You can check the speed by making sure your pokemon
is one point lower than the speed you want your target to be.  This will take
a little math but it's not hard.  By the time you're ready to catch 
legendaries you'll have a badge that boosts your speed by 10%, rounded down.
So if your speed displays at 78 then during battle you get a +7 to speed.
To check the speed find the max speed that you want the legendary to have and
make sure that your speed stat is one lower.  Then when you battle it if you 
go first that means it's not as fast as you want and you can just reset the 
game without having to catch it and check it first.
Another thing you can do is use moves that deal a specific amount of damage to
check how much HP an enemy has.  Night shade and Seismic toss deal the same
damage as the user's max HP.  This usually isn't as important but it is 
possible to check it early if so desired.

Each legendary listed here has their stat range listed as well.  An example
is shown below.  -Stat is the stat range for the stat if it's a negative nature
and +Stat is the stat range for the stat if it's a positive nature.  For
example, a timid nature is negative for attack and positive for speed.  
Therefore the speed stat for the below pokemon will be between 94-108 depending
on its IVs.  These charts can be used to get a good idea of what the pokemon's
IVs are and also helps calculate what speed you'll need to outspeed it for 
endeavor or what speed to be under for getting one with a good speed.

         |  -Stat  | Neutral |  +Stat  |
HP       |         | 145-158 |         |
Attack   |  85-97  |  95-108 | 104-118 |
Defense  |  77-89  |  86-99  |  94-108 |
Sp. Atk  | 126-137 | 140-153 | 154-168 |
Sp. Def  | 117-129 | 131-144 | 144-158 |
Speed    |  77-89  |  86-99  |  94-108 |

For capture pokemon see the section on game bases ([GB.POKE])
/--Articuno                     /
Articuno (Ice/Flying.  Ability: Pressure) Level 50

Mist (30)        -Prevents stat changes from the opponent for five turns.
Agility (30)     -Sharply increases his speed.  Only works the first three 
                   turns.  Anything after that is a waste of a turn.
Mind Reader (5)  -Makes certain the next move hits.  Fairly useless as his only
                   attack has an accuracy of 100.
Ice Beam (10)    -A powerful ice attack that may freeze you.

         |  -Stat  | Neutral |  +Stat  |
HP       |         | 150-165 |         |
Attack   |  81-94  |  90-105 |  99-115 |
Defense  |  94-108 | 105-120 | 115-132 |
Sp. Atk  |  90-103 | 100-115 | 110-126 |
Sp. Def  | 117-130 | 130-145 | 143-159 |
Speed    |  81-94  |  90-105 |  99-115 |

Total moves before Struggle = 75.  Articuno is fairly easy since he only has 
one attacking move, and the rest don't really affect you.  Stay away from rock
type attacks as he'll take 4x damage from them and could easily knock him out.

/--Zapdos                       /
Zapdos (Electric/Flying.  Ability: Pressure) Level 50

Thunder Wave (20)-Will paralyze you if you're not a ground type.
Agility (30)     -Sharply increases his speed.  Only works the first three 
                   turns.  Anything after that is a waste of a turn.
Detect (5)       -Blocks any attack that you may use against it on that turn.
                   Doesn't block pokeballs.
Drill Peck (20)  -A fairly powerful flying attack.

         |  -Stat  | Neutral |  +Stat  |
HP       |         | 150-165 |         |
Attack   |  85-99  |  95-110 | 104-121 |
Defense  |  81-94  |  90-105 |  99-115 |
Sp. Atk  | 117-130 | 130-145 | 143-159 |
Sp. Def  |  85-99  |  95-110 | 104-121 |
Speed    |  94-108 | 105-120 | 115-132 |

Total moves before Struggle = 75.  Zapdos is fairly easy since he only has 
one attacking move, and aside from Thunder Wave the rest don't really affect

/--Moltres                      /
Moltres (Fire/Flying.  Ability: Pressure) Level 50

Fire Spin (15)   -Weak fire attack, but will keep hurting you for a few turns
                   and won't let you switch.
Agility (30)     -Sharply increases his speed.  Only works the first three 
                   turns.  Anything after that is a waste of a turn.
Endure (10)      -Prevents him from fainting on that turn.  You can try to 
                   abuse this by hoping he'll use it when you attack, but 
				   it's not very reliable.
Flamethrower (15)-A powerful fire attack.

         |  -Stat  | Neutral |  +Stat  |
HP       |         | 150-165 |         |
Attack   |  94-108 | 105-120 | 115-132 |
Defense  |  85-99  |  95-110 | 104-121 |
Sp. Atk  | 117-130 | 130-145 | 143-159 |
Sp. Def  |  81-94  |  90-105 |  99-115 |
Speed    |  85-99  |  95-110 | 104-121 |

Total moves before Struggle = 70.  If you're behind a substitute then fire 
spin won't trap you.  Like Articuno, a rock attack will do 4x damage and can
easily cause him to faint before you can catch him.

/--Mewtwo                       /
Mewtwo (Psychic.  Ability: Pressure) Level 70

Swift (20)       -Moderate normal attack, but will not miss.
Recover (20)     -Restores 50% of health to the user.
Safeguard (25)   -Prevents any status effects for 5 turns.  
Psychic (10)     -A powerful psychic attack that may lower your special def.

         |  -Stat  | Neutral |  +Stat  |
HP       |         | 228-250 |         |
Attack   | 143-162 | 159-180 | 174-198 |
Defense  | 117-136 | 131-152 | 144-167 |
Sp. Atk  | 198-217 | 220-242 | 242-266 |
Sp. Def  | 117-136 | 131-152 | 144-167 |
Speed    | 168-187 | 187-208 | 205-228 |

Total moves before Struggle = 70.  Don't use an endeavourer.  He'll just heal
himself right up.  You also might want to consider paralyzing him instead of 
putting him to sleep as he has a nasty habit of using safeguard right after he
wakes up, leaving 5 turns where you get no status boost towards catching.

/-The Legendary Dogs            /
The legendary dogs are Suicune, Entei and Raikou.  Which one appears in your 
game depends on which starter you choose.  Charmander -> Suicune, Bulbasaur ->
Entei, Squirtle -> Raikou.  Unfortunately, they all run, so it can be a pain to
find and catch them.  Even more annoying is the fact that Entei and Raikou 
have the move Roar.  If they use it and you're not anchored by Ingrain or have
the ability Suction Cups or Soundproof then the battle is over, you lost and 
they're gone forever until you reset.  Just don't save if that happens!  The 
dogs' stats are set up when you give the sapphire to Celio, so be sure to save
before that.  Unfortunately, all of them have terrible IVs, four of the six 
being guaranteed zeroes and the other two aren't much better.  Because of what
a pain these guys can be I recommend using the masterball.  If you don't want 
to use the masterball then check the GB.POKE section to see who you should 
bring to catch these guys.

If you don't trap them they will run at the beginning of each turn.  If you're
doing it that way it's best to get them to 1 HP, put them to sleep (Yawn won't
work) and deperately throw a quick ball at them each time you meet them.

/--Suicune                      /
Suicune (Water.  Ability: Pressure) Level 50

BubbleBeam (30)  -Moderate water attack.
Rain Dance (5)   -Causes it to rain, boosting water moves.
Gust (35)        -A weak flying move.
Aurora Beam (20) -Moderate ice attack.

         |  -Stat  | Neutral |  +Stat  |
HP       |         | 160-175 |         |
Attack   |  72-85  |  80-95  |  88-104 |
Defense  | 108-121 | 120-135 | 132-148 |
Sp. Atk  |  85-99  |  95-110 | 104-121 |
Sp. Def  | 108-121 | 120-135 | 132-148 |
Speed    |  81-94  |  90-105 |  99-115 |

Total moves before Struggle = 90.  He's not very threatening after you block
him with mean look or another blocking move.  None of his attacks are too 
powerful, but he mostly has attacking moves so you'll probably need to keep 
healing whoever is in there because if it faints the trap will be broken and
He will run again.

/--Raikou                       /
Raikou (Electric.  Ability: Pressure) Level 50

ThunderShock (30)-A weak electric attack.
Roar (20)        -Ends the battle, counting as your loss.
Quick Attack (30)-A weak normal attack that goes first.
Spark (20)       -Moderate electric attack.

         |  -Stat  | Neutral |  +Stat  |
HP       |         | 150-165 |         |
Attack   |  81-94  |  90-105 |  99-115 |
Defense  |  72-85  |  80-95  |  88-104 |
Sp. Atk  | 108-121 | 120-135 | 132-148 |
Sp. Def  |  94-108 | 105-120 | 115-132 |
Speed    | 108-121 | 120-135 | 132-148 |

Total moves before Struggle = 100.  A ground type won't even be touched my most
of Raikou's moves, and a ground-rock type will hardly have a scratch on it.
Just make sure that you aren't getting chased away by Roar and you'll be fine.

/--Entei                        /
Entei (Fire.  Ability: Pressure) Level 50

Ember (30)       -Weak fire attack.
Roar (20)        -Ends the battle, counting as your loss.
Fire Spin (15)   -Weak fire attack, but will keep hurting you for a few turns
                   and won't let you switch. 
Stomp (20)       -A moderate normal move.

         |  -Stat  | Neutral |  +Stat  |
HP       |         | 175-190 |         |
Attack   | 108-121 | 120-135 | 132-148 |
Defense  |  81-94  |  90-105 |  99-115 |
Sp. Atk  |  85-99  |  95-110 | 104-121 |
Sp. Def  |  72-85  |  80-95  |  88-104 |
Speed    |  94-108 | 105-120 | 115-132 |

Total moves before Struggle = 85.  A rock type resists all of his moves.  
Just make sure that you aren't getting chased away by Roar and you'll be fine.

/Move Tutors                    /
There are a few move tutors that are available once per playthrough that are
pretty useful to have.  There are also some moves that are pretty darn 
pointless, but I'll list them all here anyways.  Underneath each move I'll 
tell where it is and any special comments

Mega Punch   (Power: 80.  Accuracy: 85.  Type: Normal)
Located right after the eastern exit of Mt. Moon.

Mega Kick    (Power: 120. Accuracy: 75.  Type: Normal)
Located right after the eastern exit of Mt. Moon.

Seismic Toss (Deals damage equal to your level)
Located in the back entrance of the Pewter Museum.

Rock Slide   (Power: 50.  Accuracy: 90.  Type: Rock)
Near the end of Rock Tunnel.

Counter      (Deals double the damage of the opponents physical attack)
On the third floor of the Celedon Department store.

Softboiled   (Heals you for half your health)
Across the pond in Celedon.

Mimic        (Temporarily learns the last move the target used)
Give the Mimic in Saffron City and pokedoll.

Thunder Wave (Paralyzes opponent)
Taught by woman on the second floor of Silph Company.

Substitute   (Puts up a substitute)
In front of the Kangaskhan cage in Fuscia city.

Dream Eater  (Drains energy from sleeping opponents)
Viridian City after pond.

Metronome    (Uses a random attack)
Second floor of the Cinnibar Lab.

Double-Edge  (Power: 120 Accuracy: 100  User takes recoil damage)
Right at the end of Victory Road.

Explosion    (Huge damage, but causes the user to faint)
Entrance of Mt. Ember.

Body Slam    (May paralyz opponent)
In a house on Four Island.

Swords Dance (Sharply increases user's attack)
On their bridge on Seven Island.

Blast Burn   (Fire-typed hyper beam)
On Two Island, north part.  Can only be learned if the pokemon is at high 

Frenzy Plant (Plant-typed hyper beam)
On Two Island, north part.  Can only be learned if the pokemon is at high 

Hydro Cannon (Water-typed hyper beam)
On Two Island, north part.  Can only be learned if the pokemon is at high 

/Acknowledgements               /
Game Freak

/Legal                          /
This guide is Copyright 2010 by Califer
This guide is only allowed at gamefaqs.com.  If you see it anywhere else, 
please let me know.

/Contact                        /
Did I miss something?  Get something wrong?  Let me know!
japanclass -at- hotmail.com