Ruby & Sapphire Shoal Cave

Twice a day the tide floods and drains Shoal Cave, opening and sealing rooms on a clock. Gather four Shoal Salts and four Shells for the old man and he'll craft you a Shell Bell.

Shoal Cave is in Hoenn. In the story you arrive from Route 125 to the south and it comes before Route 127.

SHOAL CAVE MAP

Tide rules Shoal Cave. Low tide opens the ladders down to its frozen lower floors, while high tide floods them shut. Time your visit by the clock, since the bottom only clears when the water pulls back.

Ruby & Sapphire

Shoal Cave Walkthrough

0 trainers 5 items 2 gifts 7 species

Entrance Room

0 TRAINERS · 0 ITEMS · 1 GIFT · 0 SPECIES
1
The water in Shoal Cave rises and falls by the hour, and it resets only when you enter from Route 125.
  1. At high tide, surf north to the Shell Bell Maker's island.
  2. Cross to the northwest door into the Inner Room.
Free itemShell Bell MakerGives Shell Bell

Inner Room

0 TRAINERS · 2 ITEMS · 0 SPECIES
2
When the water is high, you can surf between the Inner Room ledges.
  1. SurfMoveSurfWaterClassSpecialPower95Accuracy100%PP15Creates a huge wave, then crashes it down on the foe. to the four Shoal Shells on the ledges of the room: northwest, just north of the southern bridge, northeast and southeast.
  2. Take the Rare CandyRare CandyITEM · VITAMINRaises the level of a Pokemon by one.Inner room, east of central ledge east of the central ledge of the room.
  3. Take the southeast door into the Entrance Room.
Shoal Shellx4
Rare Candy

Entrance Room

0 TRAINERS · 1 ITEM · 0 SPECIES
3
Only the Inner Room reaches this walled corner.
  1. Take the Big PearlBig PearlITEM · VALUABLEA lovely large pearl that would sell at a high price.Entrance room, northeast, accessible from southeast inner room in the Entrance Room's northeast corner by the southeast inner room door.
  2. SurfMoveSurfWaterClassSpecialPower95Accuracy100%PP15Creates a huge wave, then crashes it down on the foe. south to Route 125 and return at low tide.
Big Pearl

Stairs Room (Low Tide)

0 TRAINERS · 0 ITEMS · 3 SPECIES
4
At low tide, you can walk to the ladders and the Shoal Salt.
  1. Walk north into the Inner Room and take its east ladder down to the Stairs Room (Low Tide).
  2. Climb its north ladder back up, then take the west ladder down to the Lower Room (Low Tide).
Wild encountersMore infoWalking
Spheal50%Lv 26-32
Zubat45%Lv 26-32
Golbat5%Lv 32

Lower Room (Low Tide)

0 TRAINERS · 0 ITEMS · 1 GIFT · 0 SPECIES
5
Moving the boulder that blocks the last ladder takes StrengthMoveStrengthNormalClassPhysicalPower80Accuracy100%PP15Builds enormous power, then slams the foe..
  1. The Black Belt here gives you the Focus Band.
  2. Push the boulder aside and climb down the ladder behind it to the Ice Room (Low Tide).
Free itemBlack BeltGives Focus Band
Blocked pathMovable Boulder
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.

Ice Room (Low Tide)

0 TRAINERS · 2 ITEMS · 4 SPECIES
6
Most of this floor is ice, so each move slides you until a rock stops you.
  1. Slide to TM07 HailMoveHailIceClassStatusPower—Accuracy—PP10Summons a hailstorm that strikes every turn. near the ledge, then to the Never-Melt Ice on the raised floor of the room.
  2. Climb back up and leave south to Route 125.
TM07 Hail
Never Melt Ice
Wild encountersMore infoWalking
Spheal45%Lv 26-32
Zubat40%Lv 26-30
Snorunt10%Lv 26-30
Golbat5%Lv 30-32

Pokemon Encounters

The tide rules Shoal Cave, opening new rooms as it rises and falls, and the catch to make while you explore is Spheal at up to 50 percent, the seal pup that becomes a powerful Walrein. Snorunt hides at 10 percent for a Glalie.

Method
Floor
Type
▾1F Room 1, High Tide12
Walking3
#363Spheal
50% - Lv 26–32
#041Zubat
45% - Lv 26–32
#042Golbat
5% - Lv 32
Surf3
#072Tentacool
60% - Lv 5–35
#041Zubat
30% - Lv 5–35
#363Spheal
10% - Lv 25–35
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
▾1F Room 1, Low Tide3
Walking3
#363Spheal
50% - Lv 26–32
#041Zubat
45% - Lv 26–32
#042Golbat
5% - Lv 32
▾1F Room 2, High Tide12
Walking3
#363Spheal
50% - Lv 26–32
#041Zubat
45% - Lv 26–32
#042Golbat
5% - Lv 32
Surf3
#072Tentacool
60% - Lv 5–35
#041Zubat
30% - Lv 5–35
#363Spheal
10% - Lv 25–35
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
▾1F Room 2, Low Tide3
Walking3
#363Spheal
50% - Lv 26–32
#041Zubat
45% - Lv 26–32
#042Golbat
5% - Lv 32
▾B1F, Low Tide3
Walking3
#363Spheal
50% - Lv 26–32
#041Zubat
45% - Lv 26–32
#042Golbat
5% - Lv 32
▾B2F, Low Tide3
Walking3
#363Spheal
50% - Lv 26–32
#041Zubat
45% - Lv 26–32
#042Golbat
5% - Lv 32
▾B3F, Low Tide4
Walking4
#363Spheal
45% - Lv 26–32
#041Zubat
40% - Lv 26–30
#361Snorunt
10% - Lv 26–30
#042Golbat
5% - Lv 30–32
Wailmer
#320

Wailmer

Water
Evolves into Wailord at Lv 40
Encounter rate
100% Common
Level
20–45
EV yield
1 HP
Here on Shoal Cave1F Room 1, High Tidewater100% 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
SourceDerived
EV - HP
128
fights to cap
Raw255 fights
+ Pokerus128 fights
Shiny hunt
1/8,192
full odds
Base1/8,192
Expected40h 58m

ITEMS

Gather four Shoal Salts and four Shoal Shells from the tide cave and the man at the entrance crafts you a Shell Bell that heals as you attack. A Focus Band, a Never-Melt Ice, and TM07 Hail are the other prizes worth braving the tides.

Source
TM1
TM07 Hail
NPC gift1
Focus Band
Vitamin1
Rare Candy
Item ball6
Big Pearl
Ice Heal
Never Melt Ice
Shell Bell
Shoal Salt
Shoal Shell
TM

TM07 Hail

Ice room, near the ledge
Move
HailIceStatus
Power
—
Accuracy
—
PP
10

Hail creates a hailstorm that lasts for 5 turns and induces these additional effects:.

TM1
TM

TM07 Hail

Ice room, near the ledge
Move
HailIceStatus
Power
—
Accuracy
—
PP
10

Hail creates a hailstorm that lasts for 5 turns and induces these additional effects:.

NPC gift1
NPC GIFT

Focus Band

Lower room, given by the Black Belt
Effect

A hold item that occasionally prevents fainting.

Vitamin1
VITAMIN

Rare Candy

Inner room, east of central ledge
Effect

Raises the level of a Pokemon by one.

Item ball6
ITEM BALL

Big Pearl

Entrance room, northeast, accessible from southeast inner room
Effect

A lovely large pearl that would sell at a high price.

ITEM BALL

Ice Heal

Stairs room, east of the ladder
Effect

Defrosts a frozen Pokemon.

ITEM BALL

Never Melt Ice

Ice room, on the elevated floor
Effect

A hold item that raises the power of ICE-type moves.

ITEM BALL

Shell Bell

Entrance room, from the old man near the entrance if brought four Shoal Salt and Shoal Shell
Effect

A hold item that restores HP upon striking the foe.

ITEM BALL

Shoal Salt

Stairs room, southeast corner Lower room, top center Inner room, outside western exit from lower room Inner room, under the northern bridge
Effect

Salt obtained from deep inside the SHOAL CAVE.

ITEM BALL

Shoal Shell

Inner room ledges: just north of the southern bridge, northwest, northeast and southeast
Effect

A seashell found deep inside the SHOAL CAVE.

Shoal Cave Guide

  • The tide flips on the game clock every six hours. High tide runs 9am to 3pm and 9pm to 3am, low tide fills the gaps, and rooms open or flood depending on which one it is. The tide locks while you're inside, so step out and back in if you need the other state.

  • Collect four Shoal Salts at low tide and four Shoal Shells at high tide, then hand all eight to the old man near the entrance and he crafts a Shell Bell, which heals the holder a little whenever it lands a hit. The materials respawn, so he keeps making more.

  • Shoal Cave is the only spot. Wild Spheal and Snorunt appear nowhere else in Ruby and Sapphire, so this is your stop if you want either. Bring Strength to shove aside the boulders blocking the low-tide rooms.

  • 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.

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