Pokémon Red and Blue/Pokémon Tower

'The situation in Pokémon Tower is grave indeed, but with the Silph Scope, you should be able to dig up whatever is causing all the trouble. You don't have to do anything special with the scope, but just make sure you have it with you when you enter the tower. The Silph Scope automatically indentifies ghosts and makes it possible to engage them in combat.'



Into the Tower
With the Silph Scope in your hot little hands, it's time to head back to Pokémon Tower and figure out what the heck is going on. The quickest path is to go back to Route #7, hand the guard a frosty beverage to end the baffling "Thirsty Guard" crisis, and then cut through Saffron City on your way East to Lavender Town. On your way through Saffron City, you might just want to stop in at the Poké Mart and grab a Max Repel. The Repel is for the Tower, where you'll be assaulted by Gastlies, Gastlies, an occasional Haunter, and more Gastlies.



Not this guy again...
When Gary gets in your way on the second floor, he'll pick a fight as usual. If you're playing the Red or Blue cartridge, he might have an alternate lineup (a level 25 Pidgeotto, a level 23 Gyrados, a level 22 Growlithe, a level 20 Kadabra, and the Pokémon he chose at the beginning of the game). In the Yellow game, he'll be a little more formidable. Besides his Fearow, Shellder, Vulpix and Sandshrew, your rival will also use his Eevee, which may be then have evolved into a Flareon, Vaporeon, or Jolteon.



Fighting Ghosts
Ghosts are completely invulnerable to the two most common offensive skill types: Nomal and Fighting, so many of your Pokémon will be useless here. But a few Pokémon rock: Anything that can use Dig, especially a speedy one like, can pretty much get an instant K.O. with that technique. And Pokémon with Psychic attacks like and, are really powerful too. But those are few and far between, so if you don't want to deal with lots of random encounters, just pop open the Max Repel... After you catch a for yourself.





A chance for rest
The leader of the Channelers has broken free of the dark power that held her, and created a resuable healing zone on the 5th floor. Make sure you have heal and save while you have the opportunity, since there are a number of surprises ahead.



Surprise, surprise
The first surprise is at the stairway to the top floor, where the Ghost that you needed the Silph Scope for finally reveals itself as a level 30. Make sure you have some strong, non-Psychic Pokémon for this fight!



At the top
More non-Gastly foes await on the top floor. Red/Blue players have to go through three Rocket guards, while Yellow players just have to deal with a single visit from Jessie and James, the pair of losers that's been trailing them all along.

Mr. Fuji
After you've bested those foes, you'll find the missing Mr. Fuji. He'll thank you for your efforts with a gift of a Poké Flute, which you can use to awaken any sleeping Pokémon, and which finally makes that Rest skill useful.

You can also use it to wake up that sleeping that was blocking the passage between Route #11 outside of Vermilion City and Route #12 south of Lavender Town. But first, let's pay a visit to Saffron City.