To reach this tourist attraction, head south along the wooden pier to the right of the Vermilion City Gym. Before you can enter, you will need to show your S.S. Tickets. We’re assuming you got them from Bill on Route 25. If not, well you know where to go to look! Because it’s your lucky day, you’ll receive a Sailor Set too.
Inside the ship itself, you’ll run into your rival, as well as Blue. When you’re back in control, you can either head left or right. We suggest going right first, because going left will lead you towards the end–and we want to make the most of our time here! It’s not often you get invited to a luxury cruiser after all.
The 2nd room on the right is home to a frustrated Gentleman. He’s not too happy that you’ve barged into his room. Oops, force of habit!
Even if you’re unfamiliar with Growlithe, you can probably guess it’s a Fire-type from its colour. Water or Rock-types are ideal since they’re super-effective and also because they resist its moves.
The 3rd and final room on the right has nothing of real interest. Head south from here and down the staircase.
In this corridor, go inside the 2nd room on the left. The Sailor inside is up for a scrap if you are.
There was a Slowpoke on Route 11, but if you’ve forgotten or missed it, Electric and Dark-types are recommended. This Slowpoke knows Confusion so Grass-types that are also Poison should beware.
Moving on, go check out the 3rd room on the left. In here, there’s an Engineer and a bunch of items on the floor, including a Full Heal and Elixir. You will need to fight him to reach the latter.
For good measure, Dylan has brought two Magnemite. Because of its Type combination, it takes 4x damage from Ground-types, so that’s even more reason to use them. If you don’t have a Ground-type, Dig should do enough damage, or any good Fire or Fighting-type.
The 4th room along is also home to a trainer. Once he’s out of the way, you can grab the Super Potion just ahead.
This sea-loving fella uses Water-types only. Which means it’s a job for your best Grass or Electric-type Pokémon. If you can’t one-shot these, be wary of Psyduck’s non-STAB Confusion and Poliwag’s Hypnosis.
Finally, we reach the last room in this corridor. Inside, you can duel a Fisherman if you’re bored.
Like Huey, Barny exclusively uses Water-types. Well, he is a Fisherman, after all! So you can easily win with the Pokémon you used before.
That’s all you can find in this direction. Return to the ship entrance, resting your Pokémon in the first room on the right if necessary.
Follow the corridor on the left. There’s nothing important in the first and second rooms, so skip those and enter the 3rd room on the left.
Here, you’ll be greeted by two trainers. If you can beat both, you can retrieve a Paralyze Heal near the top of the room.
By traveling the world, we’re assuming she’s only been to Viridian Forest, or the equivalent in another region. Pidgey you should know how to deal with–by using Electric or Rock-types. Pikachu is target practice for any Ground-types.
A no-nonsense Fighting-type. If you’ve trained any Flying, Psychic or Fairy-types, this is their time to shine. Otherwise, any non-Normal or Rock-type should be able to tame this monkey.
Back outside, there’s not a lot of point visiting the 4th room. But hey, you can do whatever you want with your time. Afterwards, there’s a staircase on the left, while the corridor continues south. For now, head south to reach the kitchen. Hmm, is there any food for us? No? In that case, time to scavenge around!
In the bottom-left corner, there’s a Super Repel up for grabs. Also, if you search the bottom-most bin along the right side, you can score a Tiny Mushroom. Is this even edible? Return to the main corridor and ascend the staircase on the left.
Upstairs, go down until you reach another staircase. Meanwhile, the corridor continues east.
Go up the staircase first, to reach the deck of the ship. Your partner will alert you to the awesome viewpoint just ahead. But be careful of the two trainers to the left who will battle you upon sight. We’ll talk about the bottom trainer first, then the top one.
You may have fought a couple of Poliwag by now. Show it no mercy with your best Grass or Electric-types. Or you run the risk of letting it use Hypnosis to lull your Pokémon to la la land.
Seel knows Aqua Jet and Ice Shard–both are priority moves that go first unless another priority move is used. Grass-types should be somewhat wary of Ice Shard. Meanwhile, Machop is nothing complicated, so throw your Flying, Psychic or Fairy-types at it.
Once the coast is clear, go over to the front of the ship and your partner will enjoy the view with you. Before leaving the deck, you can search the table just below the entrance for 3 Pinap Berries. You’ll have to squeeze between the wall and the nearby deck chair.
Exit the deck and continue east along the final corridor. Room number 1 doesn’t have any trainers interested in battling, but number 2 does.
Oh boy, this is one of the weakest Pokémon you can fight. Unlike, say, a certain Bug Catcher’s Kakuna, this floppy fish can actually fight back with Tackle. But it won’t do a whole lot of damage.
Likewise, room number 3 isn’t home to anybody who will battle. But as soon as you step into room number 4, you’ll see two eager Gentlemen in front of you. Defeat both and you can grab the Nugget on top of the seat.
Forget Growlithe, this fiery pony literally screams “Fire-type”. We hope you have Water, Rock or Ground-types ready. Or if you partnered with Eevee, you taught it how to blow really big bubbles.
This Pokémon shouldn’t be new to you. Grass and Water-types are recommended. Everything else is generally OK, but whatever you do, don’t try and hit it with Electric-types.
The two rooms after this are all full of friendly people. Past here, the corridor will turn towards the north. At the end is the final staircase. Before you proceed, make sure your Pokémon are fighting fit, because you’ll bump into a familiar face as you go up the corridor.
Pokémon Trainer Rival
|Eevee (Let’s Go Pikachu)||21||Normal|
|Pikachu (Let’s Go Eevee)||21||Electric|
Your rival has evolved his Pidgey into Pidgeotto, but the general strategy is basically the same as last time. For Pidgeotto, you should lead with a Rock or Electric-type. A partner Eevee with Buzzy Buzz is fine.
Oddish is pretty straightforward; go for Fire, Flying or Psychic-types. A partner Eevee with Sizzly Slide is also an option. But if you can’t one-shot it, beware of Sleep Powder.
Finally, you can use Fighting-types to deal with his partner Eevee. Or throw your own partner at it. Meanwhile, Ground-types are ideal for handling his partner Pikachu. Or you can once again opt for a partner vs partner battle.
After showing your rival that he’s got a long way to go, head up the staircase on the right.
You’ll arrive in the captain’s quarters, except the captain seems to be feeling under the weather. Go over and rub his back.
As thanks, he’ll teach your partner the Chop Down secret technique. This can be used in place of HM01 Cut to remove any skinny trees blocking you way, such as the one in front of the Vermilion City Gym. Unlike HMs of old, secret techniques don’t use up a move slot.
Now, if you exit the S.S. Anne, it will disappear forever. Also, any trainers that you haven’t battled onboard the ship will automatically change to their post-battle status, meaning you can’t battle them. This could be useful if you want to pick up items without a battle.
Anyway, exit the ship when you’re ready. Inevitably, everything has to come to an end.