Pokémon Red and Blue/S.S. Anne

'This ship caters to some of the world's most renowned Pokémon trainers. In fact, the S.S. Anne is one its annual Pokémon Cruise, where amateurs and professionals meet for a series of duels. Though not a trainer himself, the captain will give you Cut (HM 01), which will allow you to hack through the bush that blocks your path to the Vermilion City Gym.'

All aboard!
Flash your S.S. Ticket to the guard stationed at the docks, and you'll be allows onto the massive S.S. Anne cruise liner.

If you want to get straight down to business, take stairway C, and then stairway E all the way to the Captain's cabin. But be forewarned: Your rival is after the same thing, and he'll be ready for a fight when you cross paths.

The rest of the ship is entirely optional, but you may find it worth your while. Stop in the kitchen (B) and root through the trash for your first Great Ball, a powered-up Poké Ball.

Down in the basement, the Sailors may not give up as much cash as the Gentlemen, but they're a snap if you have strong Electric or Grass Pokémon, and their prizes include TM 44, which contains Rest, a skill that can be learned by virtually any Pokémon. It completely fills that Pokémon's life bar, but puts it to sleep in the bargain, so only give it to a Pokémon (like Jigglypuff or something) that's tough enough to survive the beatdown it's going to receive while asleep.





Before you can meet the captain...
Gary blocks the way to the captain's cabin, and his Pokémon are stronger than ever. In the Yellow version, he has the same four Pokémon as before. That means that you should battle him with Water, Grass, and Bug type attacks if you can.

Once you've defeated your rival, you're free to visit the good Captain and exchange a back rub as a remedy for sea sickness, for HM 01, which teaches Cut to just about any Pokémon. As an attack, it's not that great, but when used outside of battle, it lets you cut down those annoying trees that are always blocking your way.

Once you've received HM 01, your quest is complete, and the ship will shove off as soon as you set foot back on dry land. So if you'd like to visit the kitchen or the other decks (to fight the other guests and crew for EXP, cash, and prizes), you might want to save the Captain for last.