HeartGold & SoulSilver Saffron City
Kanto's central crossroads gathers Sabrina's psychic gym and the Magnet Train pulling in from Goldenrod. The Silph Co. tower still looms over it, quiet now that Rocket is long gone.
Saffron City is in Kanto, with Route 5 to the north, Route 7 to the west, and the entrances to Saffron Gym and Silph Co.. In the story you arrive from Route 6 to the south and continue east to Route 8.
SAFFRON CITY MAP
Pokemon Encounters
Pikachu
ITEMS & SHOP
Saffron's free pickup is TM29 Psychic, still a top-tier special attacker deep into the endgame. The Pass for the Magnet Train comes here too, the payoff for returning Copycat's lost doll.
Pass
A ticket required for riding the Magnet Train. It allows you to ride whenever and however much you'd like.
Pass
A ticket required for riding the Magnet Train. It allows you to ride whenever and however much you'd like.
TM29 Psychic
Psychic deals damage and has a 10% chance of lowering the target's Special Defense by one stage.
Yellow Shard
A small yellow shard. It appears to be from some sort of implement made long ago.
Air Mail
Stationery featuring a print of colorful letter sets. Let a Pokemon hold it for delivery.
Dusk Ball
A somewhat different Poke Ball that makes it easier to catch wild Pokemon at night or in dark places like caves.
Quick Ball
A somewhat different Poke Ball that provides a better catch rate if it is used at the start of a wild encounter.
Antidote
A spray-type medicine. It lifts the effect of poison from one Pokemon.
Awakening
A spray-type medicine. It awakens a Pokemon from the clutches of sleep.
Burn Heal
A spray-type medicine. It heals a single Pokemon that is suffering from a burn.
Escape Rope
A long, durable rope. Use it to escape instantly from a cave or a dungeon.
Full Heal
A spray-type medicine. It heals all the status problems of a single Pokemon.
Full Restore
A medicine that fully restores the HP and heals any status problems of a single Pokemon.
Great Ball
A good, high-performance Ball that provides a higher Pokemon catch rate than a standard Poke Ball.
Hyper Potion
A spray-type medicine for wounds. It restores the HP of one Pokemon by 200 points.
Ice Heal
A spray-type medicine. It defrosts a Pokemon that has been frozen solid.
Max Potion
A spray-type medicine for wounds. It completely restores the HP of a single Pokemon.
Max Repel
An item that prevents weak wild Pokemon from appearing for 250 steps after its use.
Paralyze Heal
A spray-type medicine. It eliminates paralysis from a single Pokemon.
Poke Ball
A device for catching wild Pokemon. It is thrown like a ball at the target. It is designed as a capsule system.
Potion
A spray-type medicine for wounds. It restores the HP of one Pokemon by just 20 points.
Repel
An item that prevents weak wild Pokemon from appearing for 100 steps after its use.
Revive
A medicine that revives a fainted Pokemon. It restores half the Pokemon's maximum HP.
Super Potion
A spray-type medicine for wounds. It restores the HP of one Pokemon by 50 points.
Super Repel
An item that prevents weak wild Pokemon from appearing for 200 steps after its use.
Ultra Ball
An ultra-performance Ball that provides a higher Pokemon catch rate than a Great Ball.
TRAINERS
Psychic-types rule Sabrina's Saffron gym, her Alakazam at level 55 fast enough to drop an unprepared lead before it moves. Survive the first strike and the rest of the gym falls into place.










































