Pokémon Let's Go Pikachu Walkthrough: How to Actually Master Kanto Without the Grind

Pokémon Let's Go Pikachu Walkthrough: How to Actually Master Kanto Without the Grind

You remember Kanto, right? That jagged, pixelated mess of tall grass and Zubats that defined childhoods in the late 90s. When Nintendo dropped Pokémon Let's Go, Pikachu!, it wasn't just a shiny coat of paint on a Game Boy classic. It was a fundamental shift in how we play. Honestly, if you're looking for a Pokémon Let's Go Pikachu walkthrough, you probably aren't looking for a list of every single trainer on Route 3. You want to know how to navigate the weird motion controls, which Pokémon actually matter in this specific meta, and how to avoid getting stuck in the Silph Co. elevator for three hours.

Let’s be real. This isn't Pokémon Yellow. You don't battle wild Pokémon to level up anymore; you catch them. That changes everything. Your pacing, your team composition, even the way you spend your in-game cash—it all gets flipped on its head because of the catching mechanic.

Getting Started: Pallet Town to Cerulean City

Most people sprint through the early game, but that’s where you set the foundation. You start in Pallet Town, grab your over-excited electric mouse, and head north. Pro tip: don't ignore the catching tutorials. I know they're tedious. But since your entire team shares Experience Points (EXP) from every catch, your starter Pikachu is going to become an absolute wrecking ball very quickly.

Pikachu in this game is a "Partner Pokémon." It has higher base stats than a wild Pikachu and access to unique, slightly overpowered moves like Pika Papow and Zippy Zap. Zippy Zap is basically a cheat code. It has priority, meaning you almost always hit first, and it always results in a critical hit. You’ll find the Move Tutor for these in the Cerulean City Pokémon Center. Get it as soon as you arrive.

Brock is a joke if you’ve been catching Nidoran or Oddish. Misty is a bit more of a wall. Her Starmie is surprisingly fast and hits like a truck with Scald. If you didn't grab a Bellsprout (exclusive to Let's Go, Eevee) or an Oddish, your Pikachu is your only hope here. Just watch out for that Water Pulse confusion. It'll ruin your day.

The Secret of Catch Combos

Here is the thing no one tells you about a Pokémon Let's Go Pikachu walkthrough: the Catch Combo is your best friend. If you catch the same species of Pokémon repeatedly without catching anything else (and without the Pokémon fleeing), your rewards skyrocket.

By the time you hit a combo of 11, you start seeing Pokémon with better individual values (IVs). At 31? You’re guaranteed four "Best" stats. Plus, the EXP multiplier goes through the roof. If you’re struggling with a gym leader, go to Viridian Forest and catch 30 Caterpies. You’ll be overleveled in twenty minutes. It’s almost too easy, but if you want to progress fast, it’s the only way to fly.

Mid-Game Chaos: The Lavender Town Spook

Lavender Town is where the game actually gets "dark," or at least as dark as a game with a surfing Pikachu can get. You need the Silph Scope to see the ghosts in the Pokémon Tower. This means heading to Celadon City.

Celadon is massive. There's the Department Store, the Game Corner (which is now just an arcade because of modern rating standards), and Erika’s Gym. Erika loves Grass types. If you have a Growlithe or even just your Pikachu with a Flying-type move like Float Up, you'll breeze through.

The real challenge is the Team Rocket Hideout under the Game Corner. It’s a maze of spinning floor tiles. Take your time. Don't rush. You’re looking for the Lift Key. Once you beat Giovanni for the first time—and honestly, his Rhyhorn is pretty easy to take down with any Water or Grass move—you get the Silph Scope.

Now, go back to Lavender Town. Save the Marowak ghost. Get the Poké Flute.

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Saffron City and the Silph Co. Nightmare

Saffron City is currently occupied by Team Rocket. To kick them out, you have to clear Silph Co. This is the part of every Pokémon Let's Go Pikachu walkthrough where players get frustrated. It’s 11 floors of teleporter pads and Grunts.

Basically, you want to get to the 5th floor. There’s a card key in the bottom-left area. Once you have that, you can open every door in the building. Head to the 3rd floor, use the middle teleporter, and it’ll eventually lead you to Blue (your rival’s predecessor) and then to Giovanni.

Wait. Before you leave Saffron, go to the Fighting Dojo next to Sabrina’s Gym. Beat the master there and you get a choice between Hitmonlee and Hitmonchan. They are both solid, but Hitmonlee’s high attack usually fits the fast-paced nature of Let's Go a bit better.

The Road to the Elite Four

After you deal with Koga in Fuchsia City (pro tip: use Psychic or Ground moves against his Weezing), you’re on the home stretch. You need to surf down to Cinnabar Island. This involves using "Secret Techniques." Unlike HMs from the old games, Secret Techniques don't take up a move slot. Your Pikachu just learns how to chop trees, push boulders, and surf on a literal surfboard. It’s adorable. It’s also much more convenient.

Cinnabar Mansion is full of lore about Mewtwo. Read the journals. It builds the atmosphere. Then, beat Blaine. He’s a Fire-type specialist, so if you caught a Magikarp and evolved it into Gyarados earlier, you’ll win in about three turns.

The eighth gym is back in Viridian City. It’s Giovanni again. He uses Ground types. Bring a Blastoise, a Venusaur, or just a very fast Pokémon with Ice Beam. Once he’s gone, the path to Victory Road is open.

Victory Road is the final test. It’s full of high-level trainers and Strength puzzles. You'll need to push boulders onto switches to clear paths. Pack plenty of Max Potions and Full Heals. You don't want to get halfway through and realize your team is paralyzed and at 10% health.

You’ll encounter Moltres here. It’s one of the three legendary birds. Unlike other Pokémon, you actually have to battle the legends before you can catch them. Use a Pokémon with "Thunder Wave" to paralyze it. It makes the catching part significantly less stressful.

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The Elite Four: A Reality Check

This is it. Indigo Plateau. You can't leave once you start, so stock up.

  1. Lorelei: Ice and Water. Electric moves from Pikachu are great, but watch out for Jynx.
  2. Bruno: Fighting and Rock. A Psychic-type like Alakazam or Mr. Mime will sweep his entire team.
  3. Agatha: Ghost and Poison. Don't use Normal moves. Use Psychic or Ground.
  4. Lance: Dragon. This is the tough one. His Dragonite is a monster. If you have a Pokémon that knows an Ice-type move (even if it's not an Ice-type itself), use it. 4x damage is the only way to be sure.

Finally, you have to face your Rival. He’s much better than he was at the start of the game. His Jolteon (or Raichu) is fast. His Pidgeot can Mega Evolve. Yes, Mega Evolution is in this game. You get the stones for your starters earlier in the story from Blue. Use them. A Mega Charizard Y or Mega Venusaur can turn the tide of a losing battle instantly.

Post-Game: What Now?

The credits roll, but the game isn't over. Not even close.

First, go to Cerulean Cave. This is where Mewtwo lives. It’s level 70 and incredibly powerful. Bring a Master Ball. You got one from the Silph Co. president earlier—save it specifically for this. Trying to catch Mewtwo with Ultra Balls is a recipe for a headache and a lot of wasted resources.

Then there are the Master Trainers. These are specialists scattered all over Kanto who only use one specific Pokémon. To beat the Magikarp Master, you have to use a Magikarp. It’s a weird, niche challenge that adds dozens of hours to the game if you're a completionist.

Actionable Steps for Your Journey

If you're sitting down to start your run right now, keep these specific points in mind:

  • Don't hoard your Candy. Catching Pokémon gives you specific candies (like Quick Candy or Health Candy). Use them. They boost your stats permanently and can make a "weak" Pokémon viable.
  • Talk to everyone. NPCs in this game give away some of the best Pokémon. You can get a free Bulbasaur in Cerulean City, a Charmander north of Cerulean on Route 24, and a Squirtle in Vermilion City just by talking to people.
  • Use the Second Controller. If a catch is too hard, shake the second Joy-Con. A second player (or just your other hand) drops in. If you throw two balls at the same time and they hit together, you get a huge catch bonus and a cool animation.
  • Check the Fortune Teller. In the Celadon City Pokémon Center, there’s a woman who can influence the Natures of Pokémon you encounter for the rest of the day. If you want a Pikachu that hits harder, ask for a "Jolly" or "Adamant" nature. It costs 10,000 Yen, but for competitive stats, it's worth every penny.

The beauty of this game is that it's as hard or as easy as you want it to be. You can breeze through with just your starter, or you can deep-dive into the mechanics of IV breeding and shiny hunting. Just remember to enjoy the view. Kanto has never looked better.