Route 5 Fire Red: Why You Actually Want To Spend Time There

Route 5 Fire Red: Why You Actually Want To Spend Time There

You’ve just beaten Misty. Your team is probably a bit singed from that Starmie, and honestly, all you want to do is get to Vermilion City. But then you hit Route 5. Most players just breeze through this stretch of Kanto, treating it like a glorified hallway between Cerulean and the Underground Path. That’s a mistake. Route 5 Fire Red is more than a transit zone; it’s a weirdly specific utility hub that sets the pace for your mid-game.

It’s a short route. Very short. You’ve got a few patches of tall grass, a Day Care center that’s actually useful for once, and a gate that keeps you out of Saffron City because the guards are apparently dying of thirst. If you’re rushing, you’ll miss the fact that this is your first real chance to grab a Meowth or a Mankey if you didn't snag one earlier.

The Day Care Dilemma on Route 5

Most people forget the Day Care is even here. In Fire Red and Leaf Green, this isn't the breeding paradise you find in the later games or even on Four Island later in the post-game. It’s the OG Day Care. One Pokemon. That’s it.

Why does this matter? Because of the level curve. Fire Red is notorious for a massive jump in difficulty once you hit the Kanto Power Plant or Koga’s gym. If you have a Magikarp you’re tired of switching out, or a Nidorino that needs those extra few levels to hit a specific move timing, drop them off here before you head through the Underground Path.

The math is simple: one step equals one experience point. By the time you finish the S.S. Anne and beat Lt. Surge, that Pokemon you left behind will have gained significant ground without you ever pressing a button. It’s passive gains. It’s basically the 2004 version of an idle game. Just don't forget that they’ll overwrite moves automatically. If you’re trying to keep a specific TM move on your Pokemon, the Route 5 Day Care can be a bit of a gamble.

Catching the Right Team Fillers

The tall grass here isn't just decoration. You’ve got Pidgey, Rattata, and Meowth. If you're playing Fire Red specifically, Meowth is the star of the show.

Why? Pickup. I cannot stress how much easier your life becomes if you have a Meowth with the Pickup ability sitting in your party. Even if you never use it in battle, just walking around Route 5 and beyond gives you a chance to find free Rare Candies, Full Heals, and Ultra Balls. It’s free real estate.

  • Meowth: High encounter rate. Essential for early-game item farming.
  • Mankey: If you skipped it on Route 22, this is your last chance for a while to get a solid Fighting-type before the mid-game slump.
  • Abra: It shows up here too. Good luck catching it before it Teleports. You basically need a Great Ball or a lucky Sleep Powder from a Butterfree.

Honestly, the encounter table on Route 5 Fire Red is built for utility. It’s not about finding your "forever" legendary; it's about rounding out the edges of your roster so you aren't stuck grinding later on.

That Thirsty Guard and the Saffron Blockade

One of the most iconic "video game logic" moments happens right here. You try to go south into Saffron City, and the guard stops you. He’s thirsty. That’s it. That’s the whole reason one of the biggest hubs in the Kanto region is locked off.

In the original Red and Blue, you could just buy him a drink from the Celadon Department Store. In Fire Red, they changed the mechanics. You actually need the Tea from the old lady in the Celadon Mansion. You can’t just hand him a Fresh Water and call it a day anymore. This makes Route 5 a mandatory checkpoint you have to revisit much later.

It’s a bit of a backtrack, but that’s Kanto for you. The route acts as a physical reminder of your progression. When you finally come back with that Tea, you feel like you've actually earned your way into the heart of the map.

The Underground Path: The Real Fast Travel

Since you can't get into Saffron, you have to use the Underground Path. This tunnel connects Route 5 directly to Route 6. It’s long, it’s dark, and it’s full of hidden items.

Pro tip: Use the Itemfinder here. Or just spam the "A" button while walking against the walls. People leave things down there. You can find Full Restores and nuggets if you’re patient enough. Most players sprint through it because there are no wild encounters, but if you're low on cash—which is common if you’ve been buying TMs in Cerulean—those hidden items are a godsend.

It’s also the safest way to move. No trainers. No Zubats. Just a straight shot. It’s one of the few places in the game where you can breathe for a second and just walk.

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Optimizing Your Route 5 Strategy

If you want to play Route 5 like a pro, stop treating it as a transition. Do these things the moment you step off the ledge from Cerulean:

  1. Check your Meowth: Catch one. Check the ability. If it's Pickup, keep it in slot six of your party.
  2. The Day Care Dump: Put your lowest-level "future" team member in the Day Care. If you’re planning on using a Gastly or a Haunter later, let it sit here while you do the Vermilion circuit.
  3. Hidden Goods: Walk the perimeter of the fenced areas. There are often hidden Great Balls tucked into the corners that aren't immediately visible behind the sprites.

Route 5 is the quiet before the storm. Once you go through that tunnel, you’re in the thick of the Team Rocket plot, the S.S. Anne, and the massive maze that is the Rock Tunnel. Take the five minutes to prep here. You'll thank yourself when you aren't struggling for items or levels three towns away.

Don't just run. Look at the grass. Grab the cat. Drop off the dead weight at the Day Care. Then head underground.

Next Steps for Your Playthrough:

After clearing Route 5 and the Underground Path, your immediate priority should be the S.S. Anne in Vermilion City to secure the HM01 (Cut). Without it, the rest of the Kanto map remains effectively locked. While you're in Vermilion, make sure to trade a Spearow for a Farfetch'd (Ch'p) in the house next to the Pokemon Center if you need a dedicated "HM Slave" to save your main team's move slots. Finally, before you enter the Rock Tunnel, backtrack to Route 2 (via Diglett's Cave) to grab HM05 (Flash) from Professor Oak’s aide—you’ll need 10 caught Pokemon in your Pokedex to trigger this event.