Emerald Seafloor Cavern

Down on the seabed beneath Route 128, reached only by diving. This is the lair where Archie wakes Kyogre, drowning Hoenn under rain that will not stop.

Seafloor Cavern is in Hoenn. In the story you arrive from Route 128 to the south and it comes before Route 126.

SEAFLOOR CAVERN MAP

No path leads to the Seafloor Cavern on foot, so a Dive off Route 128 is the way in. Strength boulder puzzles then block each room as you work down to the bottom chamber.

Emerald

Seafloor Cavern Walkthrough

7 trainers 1 item 5 species

Entrance

0 TRAINERS · 0 ITEMS · 5 SPECIES
1
Boulders and rocks reset whenever you leave a room, so a bad push in the Seafloor Cavern is never final.
  1. SurfMoveSurfWaterClassSpecialPower95Accuracy100%PP15Creates a huge wave, then crashes it down on the foe. north and land on the sand.
  2. Walk north through the opening into Room 1.

Room 1

2 TRAINERS · 0 ITEMS · 2 SPECIES
2
You need both Rock SmashMoveRock SmashFightingClassPhysicalPower20Accuracy100%PP15A rock-crushing attack that may lower DEFENSE. and StrengthMoveStrengthNormalClassPhysicalPower80Accuracy100%PP15Builds enormous power, then slams the foe. to cross Room 1.
  1. Smash the west rock and push the boulder below it south.
  2. Push the next boulder east, then go north, where a Team Aqua Grunt battles you.
  3. Loop east and south, where another Team Aqua Grunt battles you, and take the exit into Room 5.
Team Aqua2 fights · ₱1,440
1Team Aqua Grunt₱720
2Team Aqua Grunt₱720
Blocked pathSmashable Rock
HM06 Rock Smash
Dynamo Badge
Blocked pathMovable Boulderx2
HM04 Strength
Heat Badge

Requires Rock SmashMoveRock SmashFightingClassPhysicalPower20Accuracy100%PP15A rock-crushing attack that may lower DEFENSE. (HM06MoveRock SmashFightingClassPhysicalPower20Accuracy100%PP15A rock-crushing attack that may lower DEFENSE.) to break. Usable after earning the Dynamo Badge from Wattson in Mauville City.

Requires StrengthMoveStrengthNormalClassPhysicalPower80Accuracy100%PP15Builds enormous power, then slams the foe. (HM04MoveStrengthNormalClassPhysicalPower80Accuracy100%PP15Builds enormous power, then slams the foe.) to push. Usable after earning the Heat Badge from Flannery in Lavaridge Town.

Room 5

0 TRAINERS · 0 ITEMS · 2 SPECIES
3
  1. Push the upper boulder east to free the lower one.
  2. Push it south, smash the rock now east of you and take the east exit to Room 4.
Blocked pathMovable Boulderx4
HM04 Strength
Heat Badge
Blocked pathSmashable Rockx2
HM06 Rock Smash
Dynamo Badge

Requires StrengthMoveStrengthNormalClassPhysicalPower80Accuracy100%PP15Builds enormous power, then slams the foe. (HM04MoveStrengthNormalClassPhysicalPower80Accuracy100%PP15Builds enormous power, then slams the foe.) to push. Usable after earning the Heat Badge from Flannery in Lavaridge Town.

Requires Rock SmashMoveRock SmashFightingClassPhysicalPower20Accuracy100%PP15A rock-crushing attack that may lower DEFENSE. (HM06MoveRock SmashFightingClassPhysicalPower20Accuracy100%PP15A rock-crushing attack that may lower DEFENSE.) to break. Usable after earning the Dynamo Badge from Wattson in Mauville City.

Room 4

2 TRAINERS · 0 ITEMS · 2 SPECIES
4
  1. Drop the ledge and walk the west wall south, where a Team Aqua Grunt battles you.
  2. Just below, another Team Aqua Grunt battles you.
  3. Jump the east ledge and walk north to the opening into Room 2.
Team Aqua2 fights · ₱1,440
1Team Aqua Grunt₱720
2Team Aqua Grunt₱720

Room 2

0 TRAINERS · 0 ITEMS · 2 SPECIES
5
Two openings wait at the top of Room 2, past a StrengthMoveStrengthNormalClassPhysicalPower80Accuracy100%PP15Builds enormous power, then slams the foe. puzzle.
  1. Push the first boulder north until it stops, then east from its west side.
  2. Push the next boulder north until it stops and take the west opening into Room 6.
Blocked pathMovable Boulderx6
HM04 Strength
Heat Badge

Requires StrengthMoveStrengthNormalClassPhysicalPower80Accuracy100%PP15Builds enormous power, then slams the foe. (HM04MoveStrengthNormalClassPhysicalPower80Accuracy100%PP15Builds enormous power, then slams the foe.) to push. Usable after earning the Heat Badge from Flannery in Lavaridge Town.

Room 6

0 TRAINERS · 0 ITEMS · 5 SPECIES
6
Riding the currents here, you only steer when one stops you.
  1. SurfMoveSurfWaterClassSpecialPower95Accuracy100%PP15Creates a huge wave, then crashes it down on the foe. north and ride the currents east and north.
  2. Step into each new current as one stops, and they sweep you west.
  3. From the west channel, surf north ashore to Room 3's opening.

Room 7

0 TRAINERS · 0 ITEMS · 5 SPECIES
7
  1. Or take Room 2's east opening into Room 7, whose currents end in the same place.
  2. Walk east, surf in, ride the currents round and surf north ashore.

Room 3

2 TRAINERS · 0 ITEMS · 2 SPECIES
8
Room 3 has boulders on its east side, but you never need to push them.
  1. Walk north up the corridor, where another grunt battles you.
  2. Aqua Admin ShellyAqua Admin Shelly₱1,480SharpedoLv 37MightyenaLv 37Weak toElectricGrassFightingBug battles you from the east side.
  3. Keep walking north and take the opening into Room 8.
Team Aqua · fight 1Team Aqua GruntMightyena · GolbatLv 35₱700
Team Aqua Admin · fight 2Aqua Admin ShellySharpedo · MightyenaLv 37₱1,480

Room 8

0 TRAINERS · 0 ITEMS · 2 SPECIES
9
Once you clear a lane through its boulder block, Room 8 opens onto the last room.
  1. Walk up the west side, then push the bottom row's middle boulder north.
  2. Keep pushing boulders north or aside, then walk through the opening into Room 9.
Blocked pathMovable Boulderx12
HM04 Strength
Heat Badge

Requires StrengthMoveStrengthNormalClassPhysicalPower80Accuracy100%PP15Builds enormous power, then slams the foe. (HM04MoveStrengthNormalClassPhysicalPower80Accuracy100%PP15Builds enormous power, then slams the foe.) to push. Usable after earning the Heat Badge from Flannery in Lavaridge Town.

Room 9

1 TRAINER · 1 ITEM · 0 SPECIES
10
A legendary Pokemon sleeps in this room's pool, and the fight beside it ends on Route 128.
  1. In this deepest room, walk east from the entrance and pick up TM26 EarthquakeTMTM26 EarthquakeGroundClassPhysicalPower100Accuracy100%PP10A powerful quake, but has no effect on flying foes.WhereIn the deepest room, east of the entrance (requires Surf, Strength and Rock Smash).
  2. Go back west and down the stairs, where Aqua Leader ArchieAqua Leader Archie₱3,440MightyenaLv 41CrobatLv 41SharpedoLv 43Weak toFightingBugElectricIcePsychicRockGrass battles you by the pool.
  3. After the battle, Archie's orb wakes the legendary and it leaves the cavern.
Team Aqua Leader · fight 1Aqua Leader ArchieMightyena · Crobat · SharpedoLv 41–43₱3,440
TM26 Earthquake

Pokemon Encounters

Down in the Seafloor Cavern, Zubat and Golbat are all that wander the flooded halls, with Wailmer and Tentacool on the rods. Nothing here you have not already pulled from a cave.

Method
Floor
Type
▾Entrance9
Surf3
#072Tentacool
60% - Lv 5–35
#041Zubat
35% - Lv 5–35
#042Golbat
5% - Lv 30–35
Fish6
Old Rod2
#129Magikarp
70% - Lv 5–10
#072Tentacool
30% - Lv 5–10
Good Rod3
#129Magikarp
60% - Lv 10–30
#072Tentacool
20% - Lv 10–30
#320Wailmer
20% - Lv 10–30
Super Rod1
#320Wailmer
100% - Lv 20–45
▾Room 12
Walking2
#041Zubat
90% - Lv 28–35
#042Golbat
10% - Lv 33–36
▾Room 22
Walking2
#041Zubat
90% - Lv 28–35
#042Golbat
10% - Lv 33–36
▾Room 32
Walking2
#041Zubat
90% - Lv 28–35
#042Golbat
10% - Lv 33–36
▾Room 42
Walking2
#041Zubat
90% - Lv 28–35
#042Golbat
10% - Lv 33–36
▾Room 52
Walking2
#041Zubat
90% - Lv 28–35
#042Golbat
10% - Lv 33–36
▾Room 611
Walking2
#041Zubat
90% - Lv 28–35
#042Golbat
10% - Lv 33–36
Surf3
#072Tentacool
60% - Lv 5–35
#041Zubat
35% - Lv 5–35
#042Golbat
5% - Lv 30–35
Fish6
Old Rod2
#129Magikarp
70% - Lv 5–10
#072Tentacool
30% - Lv 5–10
Good Rod3
#129Magikarp
60% - Lv 10–30
#072Tentacool
20% - Lv 10–30
#320Wailmer
20% - Lv 10–30
Super Rod1
#320Wailmer
100% - Lv 20–45
▾Room 711
Walking2
#041Zubat
90% - Lv 28–35
#042Golbat
10% - Lv 33–36
Surf3
#072Tentacool
60% - Lv 5–35
#041Zubat
35% - Lv 5–35
#042Golbat
5% - Lv 30–35
Fish6
Old Rod2
#129Magikarp
70% - Lv 5–10
#072Tentacool
30% - Lv 5–10
Good Rod3
#129Magikarp
60% - Lv 10–30
#072Tentacool
20% - Lv 10–30
#320Wailmer
20% - Lv 10–30
Super Rod1
#320Wailmer
100% - Lv 20–45
▾Room 82
Walking2
#041Zubat
90% - Lv 28–35
#042Golbat
10% - Lv 33–36
Wailmer
#320

Wailmer

Water
Evolves into Wailord at Lv 40
Encounter rate
100% Common
Level
20–45
EV yield
1 HP
Here on Seafloor CavernEntrancewater100% spawn
1 in 1wild encounters
will be Wailmer — about 1m-2m of fishing to catch one.
Catch odds
~1m-2m
to catch one
Poke Ball16%
Great Ball24%
Ultra Ball33%
Nuzlocke
B
community tier
Score60
PickRisky
SourceCommunity
EV - HP
128
fights to cap
Raw255 fights
+ Pokerus128 fights
Shiny hunt
1/8,192
full odds
Base1/8,192
Expected40h 58m

ITEMS

TM26 Earthquake is the single reason to comb the Seafloor Cavern for items, one of the best physical moves in the game and free for the taking.

TM1
TM26 Earthquake
TM

TM26 Earthquake

In the deepest room, east of the entrance (requires Surf, Strength and Rock Smash)
Move
EarthquakeGroundPhysical
Power
100
Accuracy
100%
PP
10

Earthquake deals damage, and will hit with double power if the opponent is underground due to the move Dig.

TM1
TM

TM26 Earthquake

In the deepest room, east of the entrance (requires Surf, Strength and Rock Smash)
Move
EarthquakeGroundPhysical
Power
100
Accuracy
100%
PP
10

Earthquake deals damage, and will hit with double power if the opponent is underground due to the move Dig.

TRAINERS

Archie waits at the bottom of the Seafloor Cavern with a level 43 team, and the long descent past admin Shelly and a line of grunts demands full PP before you start.

Class
Gym leader1
ArchieLv 43₱3,440
Trainer2
Team Aqua GruntLv 36₱720
ShellyLv 37₱1,480
TRAINER

Team Aqua Grunt

Party
1
Highest Lv
36
Reward
₱720
Party
Dark
AbilityRun AwayNatureFixedItem-
Roar
Swagger
Scary Face
Take Down
Team weak to2 types
Type
2x weakness(2)
FIGHTING
BUG
Win: ₱720

Seafloor Cavern Guide

  • This is the awakening, not the catch. You dive in off Route 128 and wind through Strength boulder puzzles to a back chamber, where the team leader rouses the sleeping titan and it storms off to Sootopolis. Pack for a long run with no Pokemon Center on the way in.

  • Not here. This is only where it wakes up before storming off to Sootopolis. Your real shot at Groudon or Kyogre comes much later, in the roaming weather caves once you're Champion, so hold onto your good Poke Balls instead of burning them in the cavern.

  • Almost never. You can feel your way through the dark stretches, and the cave HM that actually earns a party slot is Rock Smash, not Flash. Flash only matters for a couple of black rooms late in Victory Road, so don't waste an early move slot on it.

  • Yes, more than Flash is. Smashing the cracked rocks in Granite Cave turns up a Nosepass you won't meet any other way, and the ones in Victory Road hide Geodude and Graveler. Keep one party member who knows it so you're not backtracking when a breakable rock shows up.

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