Optional—but Unforgettable—Places in Pokémon Red/Blue/Green/Yellow

Why you don’t need them to finish the story—and why you’ll remember them if you go.

Story speedruns are fun—but Kanto shines when you wander off the main path. Gen I is packed with dungeons you can skip without getting stuck yet deliver peak “Pokémon vibes.” Below, each spot is framed on two axes: Why it’s not required and Why it’s worth the detour.

1) Diglett’s Cave (Vermilion ↔ Route 2)

Why not required: You’re “supposed” to grab HM05 Flash on Route 2 for Rock Tunnel, but you can clear Rock Tunnel without Flash by hugging the walls.
Why it’s worth it: High-level Dugtrio can appear—an instant answer to Lt. Surge thanks to STAB Ground moves and ridiculous Speed.


2) S.S. Anne (Vermilion City)

Why not required: The usual route is boarding to obtain HM01 Cut from the captain. However, if you trade in a Pokémon that already knows Cut, you can skip the ship entirely (a classic Gen I sequence break).
Why it’s worth it: Iconic luxury-liner setting, dense trainer EXP, and a memorable rival battle—pure early-game spectacle.


3) Team Rocket Hideout (Celadon Game Corner Basement)

Why not required: Normally you raid it for the Silph Scope to reveal Pokémon Tower’s ghost. But in Gen I you can use a Poké Doll on the ghost to bypass the fight and reach the top anyway—no Scope needed.
Why it’s worth it: Spinning-tile puzzles, swarms of Grunts, and that delicious “evil-lair under a casino” energy.


4) Seafoam Islands (Route 20)

Why not required: Many players traverse Fuchsia → Cinnabar through Seafoam, but you can simply surf south from Pallet Town (Route 21) to reach Cinnabar without touching the islands.
Why it’s worth it: Boulder-drop water-flow puzzle and a showdown with Articuno—Kanto’s coolest (literally) optional legend.


5) Power Plant (off Route 10)

Why not required: A pure side dungeon—no story keys or HM gates depend on it.
Why it’s worth it: Moody abandoned-facility atmosphere loaded with Magnemite/Voltorb, plus the mighty Zapdos waiting within.


6) Cerulean Cave (a.k.a. Unknown Dungeon)

Why not required: Post-League only. It opens after you become Champion, so it’s by definition optional.
Why it’s worth it: Peak-level wild encounters and the ultimate prize at the end: Lv. 70 Mewtwo—Kanto’s true final exam.


Closing Thought: Detours Define Kanto

You can hit the credits without any of these, but each detour adds texture—rare encounters, tactile puzzles, urban legends, and clever skips (hello, Poké Doll). Try a “beeline run” one day and an “all-detours tour” the next; same story, totally different feel. If you’re booting up Gen I again, start with this “optional map”—you’ll likely uncover something you missed the first time.

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