Ruby & Sapphire Seafloor Cavern
Deep beneath the eastern sea, the team leader raises a stolen Orb to wake the slumbering titan, Kyogre in Sapphire or Groudon in Ruby, which then tears loose into the storm.
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
There is no walking into the Seafloor Cavern, you Dive to its entrance off the southern sea. Inside, Strength boulder puzzles wall off room after room on the long descent to the bottom chamber.
Pokemon Encounters
The deep cavern where the story legendary stirs is light on wild variety, just Zubat, Golbat, and Wailmer through its flooded halls. There is little to catch here that you cannot find more easily elsewhere.
Wailmer
Also found in 29 other locations
ITEMS
The Seafloor Cavern holds a single item, but it is a great one: TM26 Earthquake, the strongest Ground move and a staple for half your team.
TM26 Earthquake
Earthquake deals damage, and will hit with double power if the opponent is underground due to the move Dig.
TM26 Earthquake
Earthquake deals damage, and will hit with double power if the opponent is underground due to the move Dig.
TRAINERS
The villain boss makes his stand at the bottom, Maxie of Team Magma in Ruby or Archie of Team Aqua in Sapphire, his team reaching level 43. An admin and a string of grunts guard the descent, so come with full PP for the back-to-back fights.
Seafloor Cavern Guide
Dive on the dark water at the south end of Route 128, which means you need both Surf and Dive plus the Mind Badge to use Dive in the field. Inside, a maze of Strength boulder puzzles leads to the villain team's leader and the legendary's chamber.
Flash is optional in most Hoenn caves. A hiker on Granite Cave's first floor hands you HM05, and the Knuckle Badge lets you use it in the field. Only a few dark rooms in Victory Road really call for it, so teach it to a spare Pokemon and skip the wall-bumping.
In long caves like Victory Road they pay off, letting you reach exits and items without constant low-level battles. Keep in mind a Repel only quiets random wild encounters, so it does nothing about the level-45 Groudon or Kyogre standing in the Cave of Origin, and Shoal Cave's rooms still open and close on the tide no matter what you hold.











