Table of Contents
1. The Power of HM02: Why Fly is Essential
2. The Prerequisite: Defeating the Saffron City Gym
3. Locating the HM: A Journey to the Kanto Power Plant
4. The Key Item: Obtaining the Secret Key in Celadon City
5. Teaching Fly to Your Pokemon: The Practical Steps
6. Strategic Considerations: Choosing the Right Flyer
7. Mastering Mobility: Advanced Applications of Fly
The ability to Fly is a transformative moment in any Pokemon Red adventure. It represents a shift from a grounded, linear journey to one of boundless exploration and strategic freedom. This move, Hidden Machine 02 (HM02), is not merely a convenience; it is a fundamental tool that redefines the player's relationship with the Kanto region. Understanding how to acquire and utilize Fly is crucial for progressing efficiently and experiencing the full scope of the game. This guide will detail the precise steps required to obtain this pivotal ability, while also exploring the strategic depth it unlocks for the discerning trainer.
Fly serves a dual purpose, functioning as both a powerful Flying-type battle move and an indispensable field technique. In combat, Fly is a two-turn attack where the Pokemon vanishes on the first turn and strikes on the second, dealing significant damage. Its true genius, however, lies outside of battle. Once taught to a compatible Pokemon, it allows for instantaneous travel to any previously visited town or city. This eliminates the need for tedious backtracking through routes filled with weaker wild Pokemon and trainers, streamlining the journey and allowing the player to focus on new challenges. The acquisition of Fly marks the point where the world truly opens up, making previously distant areas readily accessible for further exploration, item collection, and Gym Leader rematches.
Before the dream of flight can become a reality, a significant obstacle must be overcome. The path to HM02 is gated by the Saffron City Gym and its leader, Sabrina. Sabrina specializes in Psychic-type Pokemon, which were notoriously overpowered in the original Generation I games due to a lack of strong Bug-type moves and the relative weakness of Ghost-types. Defeating her requires careful preparation. Developing a team with strong Bug-type moves like Pin Missile, leveraging high-Attack Normal or Ghost-type moves such as Shadow Ball from a Pokemon like Gengar, or simply overleveling a powerful Pokemon with diverse coverage are common strategies. Victory awards the Marsh Badge, which not only allows the use of Fly outside of battle but is also the key prerequisite for entering the Silph Co. building, a location central to the main storyline.
With the Marsh Badge in hand, the next destination is the Kanto Power Plant. This abandoned facility is located on Route 10, east of Lavender Town and south of Rock Tunnel. To reach it, the trainer must navigate through Rock Tunnel, a dark maze requiring the HM05 Flash to traverse comfortably, or carefully navigate by memory. Upon exiting to Route 10, a short journey south leads to the entrance of the Power Plant. Inside, the player will encounter various Electric-type Pokemon and trainers. The exploration culminates in finding the legendary Pokemon Zapdos at the plant's core. However, the primary objective lies elsewhere: HM02 Fly is found as a hidden item on the floor within the complex. It is typically located on a specific tile, often requiring a systematic search of the rooms. Picking it up adds the technical machine to the Key Items pocket.
There is, however, a critical complication. The door to the Kanto Power Plant is locked. To gain entry, the trainer must first obtain the Secret Key. This item is found in the Celadon City Mansion. After helping the CEO of Silph Co. in Saffron City, his daughter in Celadon City will grant access to the mansion as a token of gratitude. Inside, battling the scientists and searching the rooms will eventually yield the Secret Key. Only with this key can the Power Plant door be unlocked, making this a mandatory detour. This sequence emphasizes the interconnected nature of Kanto's quests; progress in one city often unlocks opportunities in another, with Fly being a reward for engaging with multiple story threads.
Once HM02 Fly is safely in the Bag, the practical step of teaching it to a Pokemon begins. It is an HM, meaning it can be used infinitely and cannot be forgotten by a Pokemon without the aid of the Move Deleter in Fuchsia City. Therefore, the choice of which Pokemon to teach it to is significant. The candidate must be a Flying-type or a Pokemon capable of learning Flying-type moves. Popular and effective choices include Charizard, which combines Flying with a powerful Fire-type offensive presence; the legendary bird Articuno, Zapdos, or Moltres for their sheer power; or even dependable early-game birds like Pidgeot or Fearow. The teaching process is simple: select the HM from the Key Items bag, choose the compatible Pokemon from the party, and select the move slot to overwrite.
The strategic selection of a Fly user warrants deeper consideration. While any compatible Pokemon can perform the travel function, the choice impacts battle strategy. Teaching Fly to a primary battler like Charizard gives it a strong STAB (Same-Type Attack Bonus) move, but it also consumes a valuable move slot that could be used for another coverage move like Earthquake or Swords Dance. Conversely, teaching it to a utility Pokemon, perhaps a weaker Fearow or Dodrio kept primarily for travel and using other HMs like Flash or Cut, preserves the move sets of primary attackers. This decision reflects team-building philosophy: whether to maximize the combat potential of every team member or to designate specific Pokemon for field utility.
Mastering the use of Fly transcends simple point-to-point travel. It enables advanced gameplay techniques and sequence breaking. Players can now efficiently farm for rare Pokemon in specific locations, such as surfing on routes for Dratini, then flying back to a Pokemon Center to heal. It allows for rapid completion of side quests, like delivering the tea to the Saffron City guards immediately after obtaining it in Celadon. Furthermore, it facilitates the challenging task of completing the Pokedex by making distant Safari Zone trips less cumbersome. In speedrunning and challenge runs, Fly is a cornerstone for optimizing route planning, minimizing wasted steps, and accessing end-game areas like the Pokemon League faster. It transforms the player from a traveler following set paths into a master navigator charting their own course across Kanto.
In conclusion, obtaining Fly in Pokemon Red is a multi-stage quest that tests a trainer's combat skill against Sabrina, their exploratory diligence in Celadon Mansion and the Power Plant, and their strategic foresight in selecting a worthy Pokemon partner. It is more than a mere upgrade; it is a paradigm shift. The moment your Pokemon takes to the skies, the sprawling landscape of Kanto condenses into a network of familiar hubs, empowering you to engage with the game's content on your own terms. From a practical tool for efficiency to a catalyst for advanced strategic play, HM02 Fly remains one of the most impactful and rewarding achievements in the classic Pokemon Red experience.
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