Ta-da, you’re halfway to Fuchsia City! Feel free to go outside and stretch, or something. Because of the way Route 13 and Route 14 are structured, you can enter Route 14 via any of the top four rows of the fence maze. Most people won’t come here via the top-most row, so that mainly leaves the middle three ones.
As you enter Route 14 from the row below the top-most row, there’s a Camper below, guarding the space between fences. If you’re here to grab the Full Heal from Route 13, carry on traveling west. Then at the very end, go up to the top-most path and follow it east back into Route 13. Oof, that’s a lot of running around for just one item!
Anyway, the Camper won’t budge, so you’ll have to either fight your way past. Or you can go back to Route 13 and travel along the middle row. Alternatively, if you want to battle or sneak past the Punk Guy, you can also go along the row below the middle one.
Beck has the Fire-type evolution of , which is geared towards physical attacking. However Beck’s doesn’t have any really good moves, although it does have Double Kick to punish Rock-types. Waste it with Water or Ground-types.
Past Beck, you’ll be pleased to know that the exit of the fence maze is located towards the south-west. If you’re going along the middle row, you’ll off-shoot the exit a little. But if you carry on west for a short distance, you can go south through the gap, to reach the next row down. From there, go east to the exit.
Standing to the left side of the exit is another Camper. This little fellow will swap between looking right and down. So feel free to sneak past when he’s not looking.
A silly duck to start with. It knows Psybeam, so common Grass/Poison Pokémon should be a little cautious. Dugtrio is an evolved . This one can use Earthquake to inflict decent damage and Sucker Punch to try and attack first. A healthy Grass, Water or Ice-type would be useful here.
Proceed south from Carter. To the left, separated by a long line of hedges, is an area of tall grass. After a while, the fence to the right will bend towards the east. Standing below the fence is a Bird Keeper who you cannot hope to avoid. Not unless you can fly like a bird.
Bird Keeper Benny
Benny has been putting in some effort, as he has two evolved Flying-types. His has Air Slash, which can cause flinch, and Roost for healing. But since it’s not fully evolved, it’s easy prey. Meanwhile, his also knows Roost and can use Mirror Move to copy your last-used move.
After clipping Benny’s wings, grab the Hyper Potion near the bush in the corner. Next, carry on following the path south. A few paces away, there’s a skinny tree in-between the hedges on the left. If you want, you can Chop Down the tree and go through the gap to reach the northern patch of tall grass, while skipping a few trainers.
Otherwise, when the line of hedges to the left stops further south, slow down a bit. Towards the south, on the left is another Bird Keeper who’s training regime is looking right and down. He can be easily avoided by going left while above him.
Bird Keeper Donald
Donald’s put in even more effort than Benny. But only in terms of evolving his birds. His knows Drill Peck, which is a decently strong Flying-type move. Meanwhile his is a fully evolved . It only knows Air Slash and Quick Attack, so it’s not hard to work around it.
Head a short distance west from Donald. Nearby, towards the left is a female Ace Trainer. She’s fixated at looking down, but there’s a big gap above her, so it’s easy to go past her.
Ace Trainer Kindra
is the Water-type evolution of . This mermaid-like creature has formidable special bulk. For attacks, it can use Surf for STAB and Aurora Beam to counter Grass-types. Electric-types are recommended; Grass-types are fine if they have plenty of HP left.
Dodrio is an evolved with an extra head. This one can use Drill Peck for Flying-type STAB and Jump Kick to combat Ice, Rock and Steel-types. That means Electric-types are the safest choice here, but Ice and Rock can be used if they’re healthy enough.
Finally, Kindra’s can use a STAB-boosted Earthquake, and Slash to try and inflict a critical hit. This one is a lot more straightforward–send out your best Grass, Water or Ice-type, then sit back and relax.
Meanwhile, above, there’s a series of Punk Guys protecting an area of tall grass further north. If you don’t want to get your hands too dirty, you can skip three of these Punk Guys by cutting through the skinny tree in-between the line of hedges earlier.
Punk Guy Harvey
Two –a pretty bland combination to say the least. His first one focuses on priority moves: Sucker Punch and Quick Attack. Meanwhile his second has Super Fang, Crunch, and also Quick Attack. Fighting-types have a big advantage, but you shouldn’t be scared of a .
Punk Guy Malik
Malik’s can use the Ground-type Drill Run and the Bug-type Megahorn. The latter is effective against Grass-types, but we bet there’s a low chance you’re using one that’s actually weak to it. Slap it with Water or Grass-types; Ground and Fighting are also really good.
Punk Guy Gerald
The next two trainers cannot be skipped right now. So if you really want to reach the tall grass, brace yourself!
Punk Guy Felix
Beyond is the promised land: the only area of tall grass on this short route. There’s also a Nugget sitting above the ledge, which is something to be proud of, we suppose. Oh, and if you search around the very top of the tall grass, along the middle, there’s a hidden Golden Razz Berry to be found!
In any case, carry on west from Ace Trainer Kindra. You’ll come across two paths: a higher path along the top, blocked by a skinny tree, and another along the bottom. Both will lead to Route 15–and Fuchsia City, although the higher path does have less obstructions in the way.