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POKÉMON GOLD AND SILVER
THE UNOFFICIAL POKÉMON TRAINER'S HANDBOOK
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Copyright 2001 by Matthew Stone (CreatureKeeper20XX)
Version 1.1
P.S. My handle predates pokémon. No, really! It has to do with the stories
I write, involving a traveling bear, a black cat that invents things, a
lizard with a light bulb on the end of his tail, a hyperactive tiger, and
many other unusual animal characters. Make sense?
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Table of Contents:
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CHAPTER 1: Introduction
(Gives the version history of this FAQ, why I probably decided to write
this, and what it's supposed to be.)
CHAPTER 2: Shakedown on Stats
(What each of your pokémon's stats mean)
CHAPTER 3: Tips for the Aspiring Pokémon Trainer
(General purpose tips for raising pokémon and getting through the game.)
CHAPTER 4: Pokémon Table of the Elements
(Lists every pokémon type and tells why they're great or gawd-awful.)
CHAPTER 5: Weaknesses and Resistances
(How weaknesses and resistances work.)
CHAPTER 6: Notes on Pokémon Attacks
(Details attacks that have changed since the Red, Blue, and Yellow
games, as well as the weird Thief attack. Also tells about attack
bonuses.)
CHAPTER 7: Pokégearing Up; Equipment for Today's Trainers
(Describes all of the trainer equipment and menu options in the game.)
CHAPTER 8: Tips for Capturing Pokémon
(Gives advice for catching common and legendary pokémon and describes
the bug catching contest.)
CHAPTER 9: Attack Combinations and Strategies
(How to combine attacks and make useful combos.)
CHAPTER 10: Evolution: How Pokémon Grow Up
(Describes the four methods of evolution in the game and how happiness
works.)
CHAPTER 11: Reproduction; Multiplying to Infinity
(How pokémon breeding works and why it's so useful.)
CHAPTER 12: All About Experience Curves
(Gives the experience curve of every specie in the game and tells how to
use them to make general inferences.)
CHAPTER 13: Listing of TMs and HMs
(A guide to every TM and HM in the game.)
CHAPTER 14: The Dreaded Pokérus
(The pokémon virus that lurks in every game pack.)
CHAPTER 15: Mystery Gifts
(The Mystery Gift function and what you can get from it.)
CHAPTER 16: Calendar of Events
(Lists everyday events as well as those that only happen on certain
days.)
CHAPTER 17: The Easy Street: Game Shark Codes
(Gives Game Shark codes and explains the more precarious ones.)
CHAPTER 18: The Ultimate Trainer's Challenge and Other Tidbits
(My personal training schedule and other interesting things about the
game.)
CHAPTER 19: Credits and Copyright Info
(Legal stuff.)
CHAPTER 20: All Your Base Are Belong To Us
(You are on the way to destruction.)
This is the first FAQ I have ever written. I've always wanted to write
something like this, but for a while I wasn't sure what kind of subject to
cover. When I first got into pokémon, I got really into and almost got swept
away. Fortunately, after some time, I was able to wipe away all the trash
like the trading cards, the TV show, and the weird toys and collectibles, and
focus solely on the game. And boy, what a game it is! It is a creative
masterpiece that is worthy addition to any Game Boy library, especially after
your tune out all the hype and mass merchandising surrounding it. The Gold
and Silver editions are even better, despite a few unfortunate things.
When I first got my Gold edition it gave me a spell of gold fever for a
while, but eventually I got over it and started some serious examination. I
found out a lot of things and I guess you could say that this is the
publication of my findings. It seems that most people just play until they
get all the badges and find all of the legendary pokémon, then they restart
and do it all over again. This game is an ingenious concept that does have
strategies that go with it, so I guess that's why I decided to write this.
I've written it like a guidebook that a pokémon trainer might get on his
first day on the job, but I also go out-of-the-way to describe lots of things
that aren't normally considered. I'm sure there's at least one thing in here
that you didn't know.
The Version History of this FAQ is as follows:
Version 1.0
- The first edition with 20 chapters.
Version 1.1 (current version)
- I explained my handle at the beginning, probably because I don't want
people to thing I'm a crazy pokémon freak with no life. Oh well.
- I almost cut out the ongoing "All Your Base" joke, but finally decided
against it for personality reasons.
- I went through and corrected some sentence mistakes I missed the first
time. I think I've gotten all of them now.
- Added more to the chapter about The Pokémon Table of the Elements by
listing the best moves for all 17 types there are.
- I revised the Game Shark codes chapter so it explains some of the
weirder codes available and corrects some mistakes found at The Game
Software Code Creator's Club.
- Lined up the training regime in The Ultimate Trainer's Challenge and
Other Tidbits so it doesn't waste so much page space.
- Added one more tip to the chapter "Tips for the Aspiring Pokémon
Trainer". It discusses the Day Care Center.
- I'd like to add a chapter that lists every family of pokémon and gives
all the moves they can learn and have learned in past games. That
will be a big project and will require asking some other authors if I
may use their information here.
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Chapter 2: Shakedown on Stats
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All the stats that your pokémon have actually mean certain things!
Here's why they're so important!
HIT POINTS (HP): This is the amount of health a pokémon has. It
indicates how many injuries it can accumulate in battle before it faints and
can no longer fight. When your HP reaches 0, there not much left to keep you
going, is there?
POWER POINTS (PP): Each attack and move a pokémon knows has its own
amount of PP. Every time a move is used, its amount of PP decreases by one.
If you run out of PP for a move you can no longer use it and if you run out
of PP for all your moves, your pokémon becomes exhausted and can only
Struggle to attack.
ATTACK: Determines how well your pokémon uses physical attacks (if it
has any). The greater the number, the stronger these attacks are. The
physical attack types are Normal, Flying, Rock, Ground, Fighting, Bug, Ghost,
Poison, and Steel.
DEFENSE: Determines how well a pokémon defends against physical attacks.
SPECIAL ATTACK: This tells how strong your pokémon's special attacks are
(if it has any). The special attack types are Fire, Ice, Water, Electric,
Grass, Psychic, Dark, and Dragon.
SPECIAL DEFENSE: Tells how well your pokémon takes special punishment.
SPEED: In battle, the pokémon with the highest speed number gets to
attack first. If two speeds are very close or equal, the first attacker is
determined more randomly.
Learn how to use a pokémon effectively by paying attention to its stats.
For instance, Hitmonlee is a fast Fighting type pokémon so it should often
get to attack first in battle. It has a high ATTACK, but a low SPECIAL
ATTACK. However, Hitmonlee only learns physical attacks, so that latter stat
shouldn't matter. Hitmonlee's type makes it weak against two attack types:
Flying and Psychic. Its SPECIAL DEFENSE is good so it can withstand Psychic
attacks okay despite its weakness, but its DEFENSE is rather low so a strong
Flying attack could probably take it down in one hit.
The formulas by which damage is determined have been reworked for Gold
and Silver so battles purposely take longer to complete, especially linked
ones. The splitting of SPECIAL into SPECIAL ATTACK and SPECIAL DEFENSE
allows for more diversity among species and also helps with the lengthening
of battles a bit. It is not as easy as it was before to take out a Vileplume
with a single Fire Blast if it is the same level as you and it is not
possible to take a level 100 Mewtwo and blow away another level 100 pokémon
with a single Hyper Beam. Some battles are now more like endurance tests,
too.
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Chapter 3: Tips for the Aspiring Pokémon Trainer
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Yes, there are right and wrong ways to raise your beloved war beasts.
I've listed some major tips here, which explain how to best raise your
pokémon and how to make them like you.
- DON'T PRETEND TO BE ASH KETCHUM! If you're a pokémaniac you may find
this hard to take, but it's true. Ash, while semi-intelligent in the comic
books, is rather moronic in the TV series. If you attempt to play the game
by what you've seen on TV, you won't be able to compete. Like the Mega Man
cartoon series was, the Pokémon cartoon series is very inconsistent with the
games. Study the game as you go through it, learn what's strong and what's
not, and develop your own unique battle strategies. Furthermore, do what Ash
doesn't and catch as many species as possible! It's the only way to be a
true pokémon master.
- DON'T USE RARE CANDY! Lots of people do this with their Pokémon
Pikachu 2 or their Game Shark, stuffing their pokémon full of these sweets
without ever exposing them to a single battle. Didn't your parents ever tell
you that too much candy isn't good for you? Pokémon that are leveled up
exclusively with Rare Candy grow just like wild pokémon. Their stats always
come out up to 35% lower than the same specie raised by a trainer who makes
his pokémon fight to grow levels and get stronger. Pokémon raised through
hard battling and experience gaining can easily clobber pokémon that just
have boxes of Rare Candy sitting in their stomach juices.
- DON'T BE STINGY WITH ITEMS! Unless you are cash poor or saving for
something, don't be afraid to buy extra items. If your pokémon is injured or
has a status condition, try to heal them as soon as possible. This makes
them like you better.
- LET YOUR POKÉMON HOLD ITEMS! As long as they can do it, you might as
well take advantage of it. There are two main kinds of items that really
help pokémon if they hold them: berries and tokens. Berries are self-restore
items for recovering HP and curing status changes. If you give a berry to a
pokémon, it will use it on its own when it needs to. Tokens are special
items that increase the powers of the pokémon that holds them. Charcoal
increases the power of fire attacks, a Magnet increases the power of electric
attacks, a King's Rock fixes all your attacks so that they may scare the
opponent and cause flinching, and so on. Two rather confusing tokens are the
Pink Bow and Polkadot Bow. They both increase the raw power of normal-type
attacks, but the game doesn't tell you anything else, so people are confused
as to what the difference between the two is. Since the Polkadot Bow is a
more rare item, I think it increases the power of normal-type attacks more
than the Pink Bow.
- FIGHT EVERYONE IN THE GAME! Don't look for shortcuts around AI
trainers unless your team is way too tired or injured. You can always
benefit from more money and battle experience and healing stations are often
closer than you think. To keep your pokémon from getting too worn out, you
should carry a good stock of healing supplies.
- DON'T TEACH YOUR POKÉMON ONLY MOVES OF THE SAME TYPE! For example, an
electric pokémon that knows only electric attacks is helpless against ground
pokémon. It is good to teach pokémon attacks of their type because then they
are stronger, but you must also take resistances and immunities to those
attack types into account. You should try to teach each of your pokémon at
least two different types of attacks so they can take on even those that are
resistant to attacks of their type.
- DON'T WASTE TIME WITH WEAK MOVES! Attacks like Ember, Powder Snow,
Thundershock, and Water Gun exist only so that certain pokémon can better
harness their types while they're young. If you plan on raising your pokémon
to high levels for competitive battling, you need to abandon those moves as
soon as it is convenient. Let them learn stronger attacks of their type or
use TMs like Headbutt and Ice Punch.
- TRY EVERYTHING YOU CAN TO MAXIMIZE EXPERIENCE! Items like the Lucky
Egg and Exp. Share are there to make things easier and using them has no
negative effects. Try to get a friend to assemble a team of six level 100
Blisseys and then use the Mystery Gift Function with you. (See Chapter 15:
Mystery Gifts) You can then fight them at the Trainer House in Viridian City
for truckloads of experience. Try to avoid growing multiple levels at a
time, though, because when that happens a pokémon may suffer a 1%-5% stat
loss compared to the same pokémon that grows one level at a time. If your
pokémon passes up a level when it's supposed to learn a new attack, it will
still try to learn it. In fact, some pokémon try to learn several moves at
once when they reach a certain level.
- DEVELOP A WELL-BALANCED TEAM! Your team should try to represent as
many pokémon types as possible. This gives you a better edge in battle and
gives you more ways to defeat pokémon of a certain type. One way to do this
is to have more pokémon with two types in your roster. It's also a good idea
to keep one pokémon in your ranks at a higher level than the others for tough
battles and one lower-leveled one for catching other specimens.
- FEED NUTRIENTS TO YOUR POKÉMON! Protein, Iron, Calcium, Carbos, HP
Up, and PP Up are the six different nutrients in the game. If you find any
lying around, be sure to use them! They increase the stats of your pokémon
permanently! These can also compensate for any stat losses a pokémon may
have due to being raised on Rare Candy or in the wild. You should especially
do this with the high-leveled legendary pokémon that you catch, or any high-
leveled wild pokémon for that matter. For instance, if you catch a level 40
Kingler in the wild it will always be weaker than one that you've raised to
level 40 yourself through battling. Feeding the wild Kingler nutrients,
though, will raise its stats so they're just as good as those of one that you
might raise through battling. PP Up works a little differently than the
other nutrients. It raises the max PP for moves, but only use it on moves
that you'll want your pokémon to know for sure in the end. If a pokémon
forgets a move that you used PP Up on, that extra PP will not transfer to the
new move that replaces it. It will be lost forever instead.
- TALK TO EVERYONE YOU MEET! Even if you think you know everything,
there may be someone in the game that knows something you don't. There are
also certain secrets that can only be unlocked by talking to the right
person.
- WHEN YOU WANT ONE POKÉMON, CATCH SEVERAL! Two pokémon of the same
specie are often not the same. Some of them that you catch in the wild will
be stronger than others, even though they're the same specie. If you're
looking to catch a new pokémon for your master team or something, catch
several of what you want at the same level, then compare them to each other
in the PC. Take out the strongest one so you can train it and release all
the weaker ones. You're a great guy, so you don't deserve less than great.
- BE CAREFUL WHEN USING THE DAY CARE CENTER! There are a few things you
should know about this place south of Goldenrod City. First of all, pokémon
that are raised there will not become more or less happy with you. Secondly,
a pokémon will not evolve while at the Day Care. Thirdly, if a pokémon
reaches a level where it learns a new move while at the Day Care, it will
automatically forget the first move in its list and learn the new one.
Finally, any pokémon at the Day Care gains 1 experience point for every step
you take, but loses all its experience for its next level when you take it
out. To learn more about the Day Care, see Chapter 11: Reproduction;
Multiplying to Infinity.
- ALL YOUR BASE ARE BELONG TO US! He-he, couldn't resist.
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Chapter 4: Pokémon Table of the Elements
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Okay, so it's not really a table, but this section lists every pokémon
type, what types of attacks they're weak and strong against, and why they are
good or bad. I've also included the best moves of each type. They're listed
alphabetically too, just for your convenience.
BUG
Weaknesses: FIRE, FLYING, ROCK
Resistances: FIGHTING, GRASS, GROUND
Bug attacks can be useful, but there aren't that many good ones in the
game. Most Bug pokémon are hybrids with two types, so their usefulness
varies depending on what type they are. Heracross and Pinsir have the
strongest stats of all the bugs. Other bugs, like Beedrill and Parasect, get
better moves.
BEST MOVES OF THIS TYPE:
MEGAHORN: This is Heracross's exclusive move. It's a powerful horn jab
with a power of 120 and an accuracy of 85%.
SPIDER WEB: The outstanding thing about the Spinarak family is this move
that keeps the opponent from fleeing in any way, even if you withdraw the
user.
TWINEEDLE: Only Beedrill learns this attack. It makes you attack twice
with each jab having a power of 25. It also poisons the enemy 20% of the
time. It's second-best along with Megahorn.
DARK
Weaknesses: BUG, FIGHTING
Resistances: DARK, GHOST
Immune to: PSYCHIC
Dark pokémon are not abundant anywhere. Their immunity to Psychic
attacks makes them widely favored, though. Houndoom is one of the best Dark
pokémon because of its SPEED and versatility, but Tyranitar is the strongest.
BEST MOVES OF THIS TYPE:
BITE: Lots of non-Dark pokémon learn this decent attack that makes the
opponent flinch 30% of the time. Remember that the user's SPECIAL ATTACK
score determines its power!
CRUNCH: The strongest Dark attack there is. This crushing biting attack
lowers the enemy's SPECIAL DEFENSE 20% of the time.
FAINT ATTACK: Has a power of 60 just like Bite, but it also has the
accuracy of Swift so it always hits! Well...Dig and Fly can dodge it though.
DRAGON
Weaknesses: DRAGON, ICE
Resistances: ELECTRIC, FIRE, GRASS, WATER
Dragons are resistant to the four most popular types of special attacks.
Dragon-type attacks are also great and will harm any type of pokémon except
Steel types, which are resistant to them. The only two great dragons in the
game are Dragonite, which can fly, and Kingdra, which also has a Water type.
Which one is better? Here's a hint: Dragonite possesses mondo power, but
Kingdra is well rounded and has only one weakness. Decide for yourself from
there.
BEST MOVES OF THIS TYPE:
DRAGON BREATH: This is TM 24 in Chapter 13: Listing of TMs and HMs.
OUTRAGE: This is the Dragon-type version of Thrash. The user deals two
to three hits, each with a power of 90. This makes it the strongest attack
of its type, but beware; the user becomes confused afterwards.
ELECTRIC
Weakness: GROUND
Resistances: ELECTRIC, FLYING, STEEL
Most Electric-type pokémon are fast. Those that are slow usually have
an incredible SPECIAL ATTACK score. On top of that, they all have only one
weakness! Yay! There are plenty of useful Electric pokémon out there. You
might try Lanturn, which is part-Water, or Ampharos, and the legendary Zapdos
and Raikou are just plain wonderful. My personal favorite is Electrode.
Why? Well, even though you need to use TMs to teach it Electric attacks, I
just can't resist pokémon with an explosive personality. ;)
BEST MOVES OF THIS TYPE:
THUNDER WAVE: A paralyzing attack with perfect accuracy.
THUNDERBOLT: It has a power of 95 and a perfect accuracy of 100% and it
has a 10% chance of inflicting paralysis!
THUNDER: Very powerful but its questionable accuracy often makes me
choose Thunderbolt instead whenever I can. This is TM 25 in Chapter 13:
Listing of TMs and HMs.
FIGHTING
Weaknesses: FLYING, PSYCHIC
Resistances: BUG, DARK, ROCK
Once one of the weakest pokémon types around, Fighting is now a whole
lot stronger. If you can find a good Fighting pokémon for your team, go with
it and you will not be disappointed. They're practically a must now.
Machamp probably has the best stats out of any Fighting-type. Hitmonlee is a
great choice as well because it's so darn fast, but be wary of its low
DEFENSE.
BEST MOVES OF THIS TYPE:
HI JUMP KICK: Has a great power score of 85 but an accuracy of 90% This
may not sound too bad, but if it misses the user gets 1/8 of the damage it
would have dealt. Apparently no pokémon is good at landing on its feet...
CROSS CHOP: This attack may only be 80% accurate, but its power is 100
and it scores critical hits almost half the time! Ouch!
VITAL THROW: This attack is both better and worse than Swift. It
always hits and has a power of 70, but the user sits back and attacks second.
COUNTER: The user sits back and attacks second. If it takes a physical
blow it returns the damage in HP for double, otherwise nothing happens.
FIRE
Weaknesses: GROUND, ROCK, WATER
Resistances: BUG, FIRE, GRASS, ICE, STEEL
Fire types have also increased in value since the days of Red, Blue, and
Yellow. They now have two extra resistances, but more noteworthy is the fact
that fire melts steel and most Steel-type pokémon don't have a great SPECIAL
DEFENSE. You really should invest in one like Arcanine or Entei, which have
the best stats, or Typhlosion, which has a killer SPECIAL ATTACK score.
BEST MOVES OF THIS TYPE:
SUNNY DAY: This is TM 11 in Chapter 13: Listing of TMs and HMs.
FLAMETHROWER: It has a power of 95, an accuracy of 100%, and it burns
10% of the time. It's the next best thing to Fire Blast.
SACRED FIRE: Yowza! This move is hot-hot-hot! Its power is 100 and its
accuracy may be 95%, but it burns the enemy 50% of the time! Put on that
sunblock SPF 2000!
FIRE BLAST: This is TM 38 in Chapter 13: Listing of TMs and HMs.
FLYING
Weaknesses: ELECTRIC, ICE, ROCK
Resistances: BUG, FIGHTING, GRASS
Immune to: GROUND
There are no single Flying-types in the game. However, the Flying type
has now been combined with every other type out there except Fighting and
Ghost. Not all of these combinations are good, though. Flying attacks are
certainly useful though, and my favorite implementation is a Scizor that
knows Wing Attack. Dodrio is a very strong attacker with somewhat sad
defense, Fearow is strong in the same areas as Dodrio, or you may just want
to have one of the two new legendary birds.
BEST MOVES OF THIS TYPE:
DRILL PECK: Has a power of 80 and perfect accuracy. Very good for
dealing raw damage.
AEROBLAST: Lugia's exclusive attack has a power of 100, an accuracy of
95%, and a good chance for scoring critical hits.
SKY ATTACK: With a power of 150 it can be well worth the two turns it
takes to use it (unless your pokémon knows Drill Peck).
MIRROR MOVE: The user performs the same move that the enemy last used on
it.
GHOST
Weaknesses: DARK, GHOST
Resistances: BUG, POISON
Immune to: FIGHTING, NORMAL
This great type draws its strength from its two unique immunities. The
only real problem with them is that Ghost-type attacks are physical attacks
and ghosts do not have great ATTACK scores to make great use of their own
type of attacks. Besides that, Ghost and Dark attacks are practically
identical. The same pokémon types are weak and resistant to them; the only
difference is that Ghost attacks are physical and Dark attacks are special.
Oh yeah, and be sure to remember that Normal-types are immune to Ghost
attacks. Apart from that, having a Ghost pokémon on your team is always a
good idea, but which one? Gengar has the best stats, but its Poison-type
gives it two inconvenient weaknesses. Misdreavus is the only other choice
and it comes with some cooler moves, but weaker stats.
BEST MOVES OF THIS TYPE:
SHADOW BALL: This is TM 30 in Chapter 13: Listing of TMs and HMs.
CONFUSE RAY: What can I say? It always confuses the enemy!
DESTINY BOND: When this attack is used, the enemy will faint if it deals
a defeating blow to the user on the turn after this is used.
GRASS
Weaknesses: BUG, FIRE, FLYING, ICE, POISON
Resistances: ELECTRIC, GRASS, GROUND, WATER
I think the most poorly implemented type in the game is Grass. They
have more weaknesses than resistances and plenty of other pokémon types are
resistant to Grass-type attacks. The strongest Grass-type in the game is
most likely Meganium, but Bellossom is really great too.
BEST MOVES OF THIS TYPE:
SPORE: The only sleep inducing attack with perfect 100% accuracy.
GIGA DRAIN: This is TM 19 in Chapter 13: Listing of TMs and HMs.
SOLAR BEAM: This is the strongest Grass-type attack, but it's best when
used after Sunny Day. It is TM 22 in Chapter 13: Listing of TMs and HMs.
GROUND
Weaknesses: GRASS, ICE, WATER
Resistances: POISON, ROCK
Immune to: ELECTRIC
Good old Ground. Very few types are resistant to the many popular
Electric-type attacks in the game, so that alone can make having a Ground-
type worthwhile. Ground attacks are strong too, as few can take the solid
power of a good 100% accurate Earthquake. (It's one of the best attacks in
the game!) Most Ground pokémon are unfortunately slow, though. Donphan and
Sandslash are the strongest Ground-types, Dugtrio is the fastest (and how!),
but I prefer to let the part-Water Quagsire fulfill my needs in this type.
BEST MOVES OF THIS TYPE:
MUD-SLAP: This is TM 31 in Chapter 13: Listing of TMs and HMs.
EARTHQUAKE: This is TM 26 in Chapter 13: Listing of TMs and HMs.
SPIKES: Scatters spikes around the enemy. This means that for the rest
of the battle whenever the opponent trainer sends out a different pokémon for
any reason, it will step on the spikes and receive a nice bit of damage.
ICE
Weaknesses: FIGHTING, FIRE, ROCK, STEEL
Resistance: ICE
Do you see why there are no single Ice-type pokémon in the game? Such a
pokémon would be too weak, you see. That's why all the Ice pokémon in the
game have two types, and Lapras is without a doubt the best one of them all.
Piloswine is great too, though. You should look for one of these types
because Ice attacks are quite powerful. You can also just teach an Ice-type
attack to a Water pokémon as well.
BEST MOVES OF THIS TYPE:
ICY WIND: This is TM 16 in Chapter 13: Listing of TMs and HMs.
ICE BEAM: A power of 95 with perfect accuracy and a 10% chance of
freezing the enemy. Great stuff.
BLIZZARD: Its accuracy is iffy, but it's the strongest attack of its
type, and TM 14 in Chapter 13: Listing of TMs and HMs.
NORMAL
Weakness: FIGHTING
Immune to: GHOST
The plain Normal-types get no attack bonus for using Normal attacks.
Since they don't get any attack bonuses, they're probably the best ones to
use TMs on. A lot of Normal pokémon can learn a good variety of TMs and HMs,
so you should exploit that to surprise your opponents and catch them off
guard. For the best Normal-types, there's Snorlax, Ursaring, and Porygon2.
BEST MOVES OF THIS TYPE:
BODY SLAM: The user flops down onto the enemy using all of its bulk.
This great attack has a power of 85 and paralyzes 30% of the time.
SWIFT: The original never-miss attack. This is TM 39 in Chapter 13:
Listing of TMs and HMs.
TRI ATTACK: A move similar to Body Slam, but it has a power of 80 and
has a 30% chance of causing paralysis, burns, OR freezing!
RECOVER: Restores half the user's maximum HP. Any pokémon that can
learn it should. Milk Drink and Softboiled are also great substitutes.
EXTREME SPEED: Like Quick Attack, but beefed up. The user attacks first
with a blow that has a power of 80.
EXPLOSION: Sure it may cause the user to faint, but it has a power of
250! When you're low on HP, it's a great way to go out with a bang!
ATTRACT: This is TM 45 in Chapter 13: Listing of TMs and HMs.
SAFEGUARD: Protects all of the user's pokémon from status changes like
poison and confusion for five turns.
POISON
Weaknesses: GROUND, PSYCHIC
Resistances: BUG, FIGHTING, GRASS, POISON
As you can see, Poison-type pokémon aren't too bad. They have only two
weaknesses and are resistant to Fighting and Bug attacks which have now
become more popular due to the new Dark and Steel types, but Poison-type
attacks are generally considered lousy because a lot more types are resistant
to them rather than weak. For this reason, not a lot of value is ever
attached to poisonous pokémon. If you should choose to raise one, Weezing is
the strongest, especially since it can learn the TM Fire Blast.
BEST MOVES OF THIS TYPE:
TOXIC: This is TM 06 in Chapter 13: Listing of TMs and HMs.
SLUDGE BOMB: This is TM 36 in Chapter 13: Listing of TMs and HMs.
PSYCHIC
Weaknesses: BUG, DARK, GHOST
Resistances: FIGHTING, PSYCHIC
Psychic pokémon reigned supreme in the Red, Blue, and Yellow games
because they had one weakness, they almost always had a high SPECIAL rating,
and no other types were resistant to their unique type of attacks. But now
they are just another type among many others due to two extra weakness, the
new Dark and Steel type pokémon, and the splitting of the SPECIAL stat into
its own SPECIAL ATTACK and SPECIAL DEFENSE stats. Mewtwo is still a killer
here and so is Alakazam, but I think any fast Electric-type pokémon that
knows Thunderbolt can make a psychic addition to any team almost completely
unnecessary.
BEST MOVES OF THIS TYPE:
REFLECT: Physical damage done to all of the user's pokémon is halved for
five turns.
LIGHT SCREEN: Special damage inflicted to all of the user's pokémon is
halved for five turns.
MIRROR COAT: The user allows the enemy the first attack turn. If it
hits the user with a special attack, it returns the damage in HP for double.
REST: It seems that most of the best Psychic-type moves are defensive.
This is TM 44 in Chapter 13: Listing of TMs and HMs.
PSYCHIC: This is TM 29 in Chapter 13: Listing of TMs and HMs.
ROCK
Weaknesses: FIGHTING, GRASS, GROUND, STEEL, WATER
Resistances: FIRE, FLYING, NORMAL, POISON
Rock pokémon are somewhat weak, but Rock attacks can be pretty useful.
Try using dual Rock-types like Kabutops and Tyranitar.
BEST MOVES OF THIS TYPE:
ANCIENTPOWER: This move is not overly powerful. In fact, its power is
only 60, but it comes with a 10% chance of raising all the user's stats.
ROCK SLIDE: This is the strongest Rock-type attack. It's power is 75,
its accuracy is 90%, and makes the enemy flinch 30% of the time.
STEEL
Weaknesses: FIGHTING, FIRE, GROUND
Resistances: BUG, DARK, DRAGON, FLYING, GHOST, GRASS, ICE, NORMAL, PSYCHIC,
ROCK, STEEL
Immune to: POISON
While Steel attacks aren't anything special, Steel-type pokémon are
practically a must for all teams because they are resistant to almost
everything that they aren't weak against. Steelix and Skarmory are good, but
Scizor is the best. Can you figure out why?
BEST MOVES OF THIS TYPE:
STEEL WING: This is TM 47 in Chapter 13: Listing of TMs and HMs.
IRON TAIL: This is TM 23 in Chapter 13: Listing of TMs and HMs.
WATER
Weaknesses: ELECTRIC, GRASS
Resistances: FIRE, ICE, WATER, STEEL
A good Water-pokémon is a must for all teams, and there are lots to
choose from. Like with Ground, very few pokémon are resistant to Water
attacks. Can I interest you in the legendary Suicune? How about Blastoise
or Starmie or Politoed?
BEST MOVES OF THIS TYPE:
RAIN DANCE: This is TM 18 in Chapter 13: Listing of TMs and HMs.
OCTAZOOKA: This move is not great because of its power (65) or its
accuracy (70%). It a good attack because it has a 50% chance of lowering the
enemy's accuracy.
CRABHAMMER: Its accuracy is only 85%, but it has a power of 90 and is
good for scoring critical hits.
SURF: This is HM 03 in Chapter 13: Listing of TMs and HMs.
HYDRO PUMP: The strongest Water-type attack there is. It has a power of
120, an accuracy of 80%, and it lowers the enemy's SPEED 10% of the time.
HOW ARE YOU GENTLEMEN?
Weakness: ALL YOUR BASE ARE BELONG TO US
Resistance: YOU ARE ON THE WAY TO DESTRUCTION
You have no chance to survive make your time.
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Chapter 5: Weaknesses and Resistances
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In Pokémon Red, Yellow, and Blue, weaknesses and resistances were
determined haphazardly. Remember how Gyarados was weak against ice and
Zapdos was weak against electricity? All that has changed and a more
sensible system of pluses and minuses has been introduced. If a dual-type
pokémon is hit by an attack that one of its types is weak against but the
other is resistant to, the attack will just do normal damage. In other
words, if a pokémon is weak and resistant to an attack type because it is a
dual-type pokémon, the two will cancel each other out. Some results of this
are that Zapdos is not weak against electricity, neither is Articuno or
Gyarados weak against ice, Ivysaur against ground, etc. This also means that
Pidgeotto isn't resistant to fighting attacks though, nor are Dewgong and
Lapras to fire attacks.
As far as immunities go, those take priority over everything. For
instance, Quagsire is a Water/Ground pokémon. Its Water type cancels out
weaknesses to Water and Ice attacks, while its Ground type makes it
completely immune to electricity in any way, shape, or form. That means its
only weakness is to Grass attacks! In fact, there are several pokémon in
Gold and Silver that have only one weakness because of their dual-type
natures. Look out for these because any pokémon with only one weakness gives
every team a better advantage!
When a pokémon is weak against a certain attack, it does twice as much
damage as normal. If a pokémon is resistant to an attack, it only does half
as much damage as it would normally. If a dual-type pokémon is hit by an
attack that both its types are weak against, it does not do four times as
much damage, only twice as much. The same goes for if a pokémon is attacked
with a move that both its types are resistant to. It won't do a fourth of
the damage it normally does, only a half.
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Chapter 6: Notes on Pokémon Attacks
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WRAP, BIND, FIRE SPIN, CLAMP, WHIRLPOOL:
Not all attacks work the same as they did in Red, Blue, and Yellow.
Perhaps the best examples of these are the catching, binding, and squeezing
attacks like Wrap, Fire Spin, Bind, and Clamp. These no longer immobilize
the enemy so it can't attack while you get in hit after hit. What they do
now is do a certain amount of initial damage, then they fix it so the
opponent pokémon can't be recalled while they take away about 5% of HP each
turn. This may seem like a bit of a bummer, but think a moment: what attacks
are there that trainers hate so much that they would withdraw their pokémon
immediately no matter what the situation? Sleep Powder, Toxic, and Spore
come to my mind for starters. Use these moves in conjunction with binding
attacks and watch as your friends sweat!
ROAR, WHIRLWIND:
Roar and Whirlwind finally do something in trainer battles: they remove
the enemy from the battle and swap it with the next one in your opponent's
lineup. The only problem with this is that your pokémon always attacks
second when it uses one of these moves. This makes them hardly worth the
trouble, so just forget about them. It's better to just defeat the enemy
normally because he who fights and runs away lives to fight another day!
TELEPORT:
Teleport still doesn't do anything in battle, although THEY COULD HAVE
FIXED IT SO THAT IT INCREASED YOUR EVADE IN TRAINER BATTLES! HELLO,
DEVELOPERS? WHY DIDN'T YOU DO SOMETHING LIKE THAT??
RAGE:
Rage is an attack that has improved with the transfer to Gold and
Silver. Remember in the first pokémon games how it caused your pokémon to
attack in such a wild, continuous way that you lost all control over it?
Wasn't that annoying? Well, now it just delivers a single hit each time you
use it and if the opponent attacks you on the same turn, your pokémon's rage
builds and its ATTACK rises. (The only catch is that your pokémon must
attack first to make it work.) You then have the option of using Rage again,
or using another move to take advantage of your newly increased ATTACK power.
Practice using this a little and I think you will agree that it is a fairly
groovy move now.
COUNTER, MIRROR COAT:
Counter is a move that now works for all attacks whose power is
determined by a pokémon's ATTACK number. Mirror Coat is a new attack that
works just like Counter except it returns special attack damage for double
the lost HP that your pokémon suffers. Both of these moves cause your
pokémon to sit back and attack second, so be careful.
DIG, FLY:
Remember how Dig and Fly were two moves that could be used to evade
attacks? Well they can still be used that way, even to avoid never-miss
attacks like Swift and Faint Attack! However, certain attacks can hit
pokémon that like to use Fly or Dig. For instance, Gust is a windy attack
that can hit any pokémon that tries to fly away. Also, Thunder is an attack
that drops lighting from the sky, so using Fly won't evade that attack. Even
if a pokémon digs underground it can't escape the power of a good Earthquake,
since that's an attack that shakes up the ground it's trying to dig through.
GUST, BITE, KARATE CHOP:
A couple of attacks have changed types. Gust is now a Flying attack,
Bite is a Dark attack, and Karate Chop is a Fighting attack.
TRI ATTACK:
Tri Attack has changed a little bit and is one of the best attacks in
the game now. It's still a normal-type attack and is just as powerful as
ever, but it works a little differently. When used, your pokémon attacks
with fire, ice, and electricity simultaneously. You also have a 30% chance
of inflicting burns, paralysis, or freezing with each use. That's right, a
possibility of three different status changes! Which one is inflicted is
determined randomly.
REST:
Rest is also a little different. Your pokémon still loses 2 turns to
heal itself when it uses it, but in Gold and Silver waking up no longer costs
a turn. In fact, if your pokémon falls asleep, you are still allowed to
enter attack commands for it. If your pokémon wakes up, it will
automatically use the last attack you told it to use on that same turn. In
Red, Blue, and Yellow, the Rest move cost one turn to use, then it took up
one to sleep and one to wake up. In Gold and Silver the sleep status change
has been altered so that waking up doesn't cost a whole turn. That is why
Rest now takes one turn to use, then takes up two additional turns for
sleeping. Waking up doesn't count because it no longer takes a whole turn
for a pokémon to do so.
THIEF:
Wild pokémon now carry items when they appear sometimes. You can't take
the items from them unless you capture them or use a special attack. That
attack is Thief, a weak Dark-type TM that you find in Team Rocket's lair. It
isn't a gym leader TM, but no pokémon learns it naturally. When you do teach
it to a pokémon, make sure it is a male. That way you can breed that pokémon
with a female of the same specie and always get a baby that knows the Thief
move. (See Chapter 11: Reproduction; Multiplying to Infinity) Before using
Thief, make sure that the pokémon that knows it has no item attached to it.
If any wild pokémon is carrying an item, using Thief will often steal that
item from them. You'll get a battle message saying that it worked and the
stolen item will be attached to your pokémon. You can then take the item
from your pokémon after the battle and put it in your pack.
ALL YOUR BASE ARE BELONG TO US:
Whoops! How did that get in there?
Whew...still with me? Then get a load of this. Attacks that are used
by pokémon of a like type are always stronger. A Mega Drain attack used by a
Grass-type pokémon like Tangela, Meganium, or Sunflora is 50% stronger than a
Mega Drain used by a Kabutops, which is a Rock/Water type pokémon. When a
pokémon that is part Grass, part bug-or-something-else (like Parasect,
Skiploom, Victreebel, or Exeggcute) uses a Grass attack like Mega Drain, it
is only 25% stronger than normal. Mega Drain has an attack power of 40, so
when Tangela uses it its attack power is really 60 because it is of the same
type as Tangela. When used by Exeggcute its attack power is 50 and when used
by Kabutops (who really can learn that attack in Gold and Silver) its attack
power is just a normal 40. Attack power changes due to pokémon types don't
show up when you choose to examine a pokémon's MOVE list, but they're there,
nonetheless. Get it? Got it? Good.
Every trainer is issued the same special equipment in the game. None of
it is incredibly hard to use, but you never know if someone may have trouble.
Basically this section describes all the commands that come up in the menu
that appears when you push the Start button.
POKÉDEX: Your handy-dandy encyclopedia. This little thing is amazing.
It has more features than ever before, which I know isn't saying much. By
pressing Start, you can sort your pokémon by name, number, or a new way that
doesn't make much sense. Pressing Select allows you to search your database
for pokémon of certain types. Whenever you select a specie from the big list
you can see its data, where it lives in the world, what its cry is, and you
can even print pokédex data with a Game Boy Printer. Seeing a specie gets
you its name, kind, cry, and where it lives in the world. Catching one
allows you to see its height, weight, and full entry in the pokédex.
UPGRADES: By catching three different kinds of Unown in the Ruins of
Alph you can get the Unowndex, an addition that allows you to see all the
Unowns you catch along with strange words associated with each kind, written
in the Unown font.
POKÉMON: Allows you to examine the six pokémon you have with you.
Select one and you can use special moves on the overworld, view its
experience level, gender, status, moves, and any item it has. When you're
viewing all this you can also push up or down to see the other members of
your current team without backing out.
PACK: Your pack has four pockets for four different kinds of items. The
normal item pocket can hold only 20 different items that your pokémon may
need to heal themselves or increase their power. The ball pocket stores all
the balls you use for catching pokémon and can hold a dozen different kinds
of them. The key item pocket stores extra important one-of-a-kind items
needed to get around the world better and solve puzzles. There are over 13
key items in the game and the key item pocket can hold them all, so don't
deposit any of them in your PC. The TM/HM pocket is the largest of all. It
can hold 99 of each TM and one of each HM in the game.
POKÉGEAR: This wristwatch-like thing serves several important functions.
When you first get it, it has only two functions. The first is the main
clock that gives the current time and day of the week. The second is the
cellular phone. It can store up to ten phone numbers, but two of them are
burned in, leaving room for only eight others. The first burned in number is
your mom's. You can call her and ask her to save some of the money you win
from battles as you get it and she'll also buy items for you early on. The
First Bank of Mom can hold as much money as you can yourself, so your total
monetary capacity is doubled. The second important number is Professor
Elm's. He doesn't do much, but he calls you to advance the game's plot and
you can call him for information sometimes. Other important phone numbers to
get include Bill's number and the numbers of various trainers. When you have
Bill's number he will call you whenever you fill up one of your pokémon
storage boxes on the PC and you can also call him at any time to check how
full your current selected box is. Trainer numbers serve several functions.
When you have another trainer's number, you will be called from time to time
and informed about what pokémon you can catch around where they are and
sometimes you will be offered more pokémon battles. There are also six
trainers in the game that will call you when certain rare pokémon appear in
swarms. Once you get phoned by them and are told about a swarm, you have
about thirty minutes of REAL time to get over there and catch as many as you
want. Pokémaniacs that have your number will often call you by mistake when
they're trying to contact their other friends.
UPGRADES: You can collect three different expansion cards in the game to
make your Pokégear more useful. The first on is a Map Card that you can get
when you first get to Cherrygrove City. It allows you to view the full map
of the region you are currently in. There are also two Radio Cards that you
find in the two regions' respective radio towers. The Johto card allows you
to listen to Professor Oak's Pokémon Talk, The Pokédex Show, Pokémon Music,
and The Lucky Number Show in the Johto region. You can also hear a strange
broadcast in the Ruins of Alph. The Kanto card allows you to listen to
Places & People, The Pokémusic Station, and The Pokéflute Channel in the
Kanto region. The Pokémon Talk and Pokédex Shows play on the same station
and change somewhat randomly. The pokémon music channels increase or
decrease your encounter rates with wild pokémon. The Lucky Number Show picks
a random number every week and if it matches one of your pokémon's ID
numbers, you can go to the Radio Tower for a prize! Places & People is a
fairly stupid show not worth listening to.
YOUR STATUS: You can see your name in case you forget, your ID number,
how big you mound of cash is, how many hours of your life you've put into the
game, how many species are in your pokédex, and all of your Johto badges.
That's right, ONLY the Johto badges and not the Kanto ones! Boo!
SAVE: You won't believe what this does; it saves your game!
OPTION: A limited number of game options are available here. In order,
you can change the speed of scrolling text, turn battle animations on or off,
change the style of battle, set the sound to stereo or monaural, set the
intensity of the Game Boy Printer's ink for printed things, have a box appear
to tell you what each menu command does or not, and choose from eight
different text frames.
EXIT: Exits the main menu and returns to the game. Pressing B also does
this.
ALL YOUR BASE ARE BELONG TO US: Wha...!? Again?!
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Chapter 8: Tips for Capturing Pokémon
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One of the keys to winning at pokémon is to "catch 'em all". It's not
that easy anymore, though. This section gives tips on how to catch pokémon
that are hard to catch. It also outlines little by little how to catch the
three new legendary pokémon in the game. Well, actually there are five new
legendary pokémon, but Lugia and Ho-Oh don't go anywhere; just make them
appear and then they sit and wait to be caught. The three new pokémon I'm
talking about are Raikou, Entei, and Suicune, who love to constantly race
around the Johto region.
First of all, you must know where to look for the pokémon you want. You
don't have to catch a certain specie to get the pokédex data for where it
appears in the wild, you only have to see it. If you see a pokémon during a
battle or the first attempt at a catch is unsuccessful, you can then look it
up in your pokédex and see where it appears in the game. Your pokédex isn't
specific about times of day or quantities though. It won't tell you if a
pokémon only comes out at night, like Staryu, or if it is extremely rare in
the wild, like Marill. In fact, Marill and some other pokémon appear so
infrequently in their natural habitats that you have to get the phone number
of a person who knows when they appear in swarms if you ever want to find
them at all. (See Chapter 7: Pokégearing Up; Equipment for Today's Trainers)
The three legendary pokémon; Raikou, Entei, and Suicune, are constantly
changing their positions on the world map. Once you free them from their
confinement in the Burned Tower of Ecruteak City, they take off and race
madly and randomly throughout the Johto region. You have to use your pokédex
to try to pinpoint where they are, then try to time it so you wind up on the
same route as them. This is difficult because they change their positions
whenever you enter a door, a city, or change routes, and then sometimes they
move on suddenly if they hang around the same area too long. Once you and a
legendary pokémon are on the same route, wander into any grassy area, use a
Repel spray to keep the weaker wild pokémon from attacking you (unless you
weakened you quarry a lot during past encounters, in which case the repel
will repel the legendary pokémon as well), and keep your fingers crossed. If
the legendary pokémon doesn't run away, you should find it after trekking
through the grass for a while.
Some pokémon are very innocent and will flee at the first signs of
danger. Aside from Abra and Natu, which know how to Teleport, there are
pokémon like Quagsire, Magnemite, and Teddiursa that will split and quit any
battle whenever they please. If you plan to catch these pokémon, you must
either get lucky (like Ash Ketchum, dare I say) or alter your strategy. For
these pokémon, moves like Wrap, Whirlpool, Mean Look, and Spider Web are
often required because they trap the enemy and prevent it from running. The
most aggravating pokémon that do this are (of course) three of the new
legendary pokémon in Gold and Silver: Raikou, Entei, and Suicune. Their
initial reaction to pokémon battles is to make like Sonic The Hedgehog and
take off at high speed. You'll never be able to catch them unless you can
get the first attack turn and use Mean Look, Wrap, or something else on them
that will prevent them from running away.
Status changes also help to catch pokémon. When a pokémon is afflicted
with a status condition, it stands a slightly greater chance of staying
inside any balls you throw at it. No status changes increase the rate of
successful capture more than others, but the best ones to inflict are sleep
and freezing since they prevent the opponent from doing anything. Paralysis
is second best, but I really discourage using poison or burns to capture wild
pokémon. While they're great for battles, they can ebb away your quarry's
health until it faints, especially if you get unlucky while trying to
imprison it in a ball. Also, sleep and freezing can keep any pokémon that
know Roar or Whirlwind from using it and scaring away your pokémon and ending
the battle, which is good because all three of the new legendary pokémon know
Roar.
You generally want to whittle away at a pokémon's HP until it is in the
red area so it is at its weakest and will be easiest to capture. Using moves
like Sonicboom, Night Shade, and Dragon Rage are often the best ways to go
since those moves always do a set amount of damage and cannot be used to
score critical hits against the enemy. However, the best move to use is
False Swipe. It is rather weak is power, but it cannot ever knock out the
opponent. It can bring its health down to 1 HP, but it will never knock out
your quarry, only leave it hanging on by a thread! Wouldn't you say that's
enough injuries to make a target prime for capture? Also, the legendary
pokémon will most likely flee before you can do much damage to them the first
time. They have no access to pokémon centers or anything though, so if they
run away they will always retain the damage from any beatings that you give
them. They don't keep status changes, though.
The final trick to catching the pokémon you want is to use the right
balls for the job. Since your backpack can hold a dozen different kinds of
balls, you should try to carry as great a variety as possible. There are
only three kinds of balls offered for sale in the game. The Master Ball can
only be gotten during special events, and all the others are made from large
nuts called Apricorns. Kurt, a man in Azalea Town, will hollow out Apricorns
and turn them into special balls for you. He can only make one a day though,
so collect Apricorns from trees and visit him daily.
POKÉ BALL: the standard ball for catching low level pokémon early in the
game. Can be purchased from stores.
GREAT BALL: catches higher level pokémon with ease. Available at all
participating shops.
ULTRA BALL: the standard ball for catching high level pokémon late in
the game. Can be found at almost any good retailer.
MASTER BALL: just throw it! It's the best ball with a 100% success
rate. Can only be obtained through special events.
FAST BALL: made from a White Apricorn. Catches pokémon that like to use
Teleport or run away from battles.
LURE BALL: made from a Blue Apricorn. Easily catches any pokémon you
get while using a fishing rod.
LEVEL BALL: made from a Red Apricorn. Captures pokémon that are lower
in level than the one you have out. The greater the difference in level, the
greater its success rate.
HEAVY BALL: made from a Black Apricorn. Supposedly catches pokémon that
are big and weigh a lot, but I've had problems getting it to work.
FRIEND BALL: made from a Green Apricorn. Like an average monster ball,
but any pokémon caught in it becomes very trusting toward you immediately.
LOVE BALL: made from a Pink Apricorn. It catches pokémon that are
opposite in gender from the one you have out. Doesn't work if either pokémon
has no gender.
MOON BALL: made from a Yellow Apricorn. It only catches pokémon that
evolve with a Moon Stone, so it's not particularly useful.
ALL YOUR BASE ARE BELONG TO US: I'm afraid I can't stop this anymore.
THE BUG CATCHING CONTEST: So you want to know about the Bug Catching Contest?
Well, first of all it only occurs three times a week and only occurs once on
each of those days. The contest is a great opportunity to catch some rare
pokémon. It doesn't matter what time of day you enter or what version of the
game you're playing, you'll always find the same assortment of bugs:
Caterpies, Metapods, Butterfrees, Weedles, Kakunas, Beedrills, Venonats,
Parases, Scythers, and Pinsirs. The rules are as follows. You have 20 Park
Balls and 20 minutes of real time to catch the best bug pokémon you can find
with the first pokémon in your team. During the contest you may not use any
items from your pack, so if you want to equip an item to the pokémon you use
during the contest you'll have to remember to do it beforehand. You may play
the Pokémon March on your Pokégear to find bugs more quickly. You may only
catch one pokémon as well. If you catch another you must choose whether to
release the first one you caught or not. If your pokémon faints during the
contest you will white out as usual, but you will not lose half your money.
You can also choose to leave the contest early at any time. Whenever it end
for you, that's when the pokémon you caught will be judged against those
caught by the other participants. The first place prize is a Sun Stone,
second place is an Everstone, third place is a Gold Berry, and everyone else
gets a Berry as a consolation prize.
One of the "catches" with the bug catching contest is the way the
pokémon are judged. Scores are determined according to a bug's level, stats,
variety of moves, and remaining HP. If you want to score high you can't
injure your bug too much while you're trying to catch it, but status changes
don't seem to affect scores that much at all. When you do catch a bug you're
only allowed to see its level and its HEALTH, which is its maximum HP count.
This can make judgement difficult, especially if you're trying to choose
between your current bug and another one you just caught. Usually a Scyther
or a Pinsir will win first place if you leave it mostly unhurt, but a high-
leveled Butterfree or Beedrill can also win first place if the competition is
having an off day. By the way (and this is strange), if you should happen to
be so lucky as to catch a "shiny" bug you will be allowed to use your pack
and all of your own monster balls during the battle. When you catch it, it
won't count as a contest specimen and it will instead become a member of your
team, meaning you can use it to help you catch other bugs during the contest!
See Chapter 18 for more information on "shiny" pokémon.
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Chapter 9: Attack Combinations and Strategies
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There are many different attacks in Pokémon Gold and Silver. Some of
them exist strictly for their power while others are meant to be used with
other attacks to make for killer combos. This is part of the art of pokémon
battling (if you care to call it an art). In this section I have listed some
attack combos that I have found or developed. Use any of these to improve
your skills and maybe even help you create your own!
WRAP + ENCORE + BIDE + REST: The thing about Bide is that it seems like
a good idea; absorb damage and pay it back double after several turns. The
only problem with it is that most human opponents are not stupid enough to
let their pokémon continue attacking normally while an opponent is using Bide
and they often change their strategies in such situations by withdrawing
their pokémon or reverting to other non-damaging moves. Wrap and Encore take
care of these problems. Wrap binds the enemy so it can't flee and Encore
forces the opponent to use its most recent attack over and over! After using
both these moves you should then use Bide. The enemy will mindlessly beat up
your pokémon and it will absorb the damage for a huge counter-attack. You
can then have it use Rest so it can heal itself and prepare to do it all over
again. Shuckle is the perfect pokémon to use this combo on.
WHIRLPOOL/MEAN LOOK + PERISH SONG: Perish Song is a move that scores
instant KOs...after three turns, that is. That's plenty of time for your
human opponent to withdraw his/her fighter to prevent such an impending
disaster. Two water pokémon, Politoed and Lapras, both learn Perish Song, so
you can teach them the HM Whirlpool to accompany that. If you trap the enemy
in a Whirlpool and then sing the Perish Song, they won't be able to escape!
Wait until the last minute to withdraw your pokémon (i.e., after its Perish
Count reaches 1) and the opponent will stay stuck, its Perish Count will
reach 0, and you'll have one less pokémon to worry about. Unfortunately
though, there is always the chance that Whirlpool will miss when it is used
or it will stop early so the opponent can escape. However, Misdreavus learns
Perish Song along with Mean Look, an attack that prevents the opponent from
escaping as long as the user stays out. By using Mean Look and then Perish
Song, this attack combo becomes much easier to use. This is a good strategy
to use with annoying powerhouses like Mewtwo, Lugia, and Ho-Oh.
MIND READER + FISSURE: Fissure is a one-hit KO attack with an accuracy
of only 30% like all attacks of its kind. However, when used with Mind
Reader, a move that fixes it so your next attack will always hit...you can
probably see where this is heading, right? In Pokémon Red and Blue,
Poliwrath can learn the TM Fissure. If you import a Poliwrath that knows
Fissure to your Gold or Silver Game and raise it up to level 51 so it learns
Mind Reader, you'll then have a little monster that is set to take down a
small army of pokémon with instant KO assaults!
SPORE + FURY CUTTER: Fury Cutter is a gym leader TM that only has a
power of 10. However, its power doubles every time it hits successfully. If
you can get a pokémon to fall asleep with Spore (or any other sleep attack)
and stay out so you can hack away at it with Fury Cutter, you can increase
that move's power to incredible amounts. Once the initial sleeper is down,
keep using Fury Cutter even if the next opponent is resistant to Bug-type
attacks. Repeated use builds its power so you will eventually be able to
take down anyone with only one hit!
REST + SNORE/SLEEP TALK: This combo is pretty obvious. Any pokémon that
knows Rest might as well know Snore or Sleep Talk as well so it can attack
while it is sleeping. Snore has a power of 40 and can cause flinching while
Sleep Talk randomly uses one of your pokémon's other moves while it is
asleep.
DOUBLE TEAM + RECOVER: Increasing your evasiveness always helps in
battle, but what if you have bad luck and keep getting hit anyway? It does
happen, which is why Recover can compliment Double Team, Minimize, or any
other evasion increasing move. You can only use moves that increase your
evasiveness 6 times before they max it out, and using Recover to regain HP
during bad luck spells can compliment that strategy nicely. Not every
pokémon can learn Recover of course, but any healing move like Clefable's
Moonlight, Jumpluff's Synthesis, or even Ursaring's Rest works great when
used along with increasing evasiveness.
HYPNOSIS + MEAN LOOK + DREAM EATER: You probably already know that
Hypnosis puts opponents to sleep and that Dream Eater sucks up their HP while
they're sleeping. Some humans don't like to leave their pokémon sitting
there to get their dreams devoured though so Mean Look can keep them from
escaping and compliment that combo nicely. Using Nightmare instead of or
with Dream Eater is also a fun thing to do.
SUNNY DAY + SYNTHESIS/SOLARBEAM: Sunny Day is a move that increases the
power of all fire-type attacks by 50% for five turns, but it also has value
for grass-type pokémon. Sunny Day also fixes it so that Synthesis restores
more HP and (get this) Solarbeam takes only one turn to use! The obvious
drawback is that your opponent will be able to do more damage with fire
attacks. Go with it if you don't mind the risk.
ENDURE + FLAIL/REVERSAL: Flail and Reversal are two attacks that are
stronger the lower your HP is. Endure is a move that allows your pokémon to
survive any hit with only 1 HP left, but its success rate decreases the more
you use it in a battle. When your pokémon is just about to run out of HP,
have it use Endure to survive the deathblow. You can then use Flail and
Reversal to dish out major damage before you go out yourself. One problem
with this combo is that using Endure allows you the first turn in battle on
the turn it is used, so after using it your pokémon must be fast enough to
strike back with Flail or Reversal otherwise your opponent will most likely
knock you out right away.
ALL YOUR BASE ARE BELONG TO US: It's a running gag. Get it?
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Chapter 10: Evolution: How Pokémon Grow Up
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EVOLVE OR DIE! That's one of the rules in Pokémon. If you want to play
competitively, any pokémon that can evolve must do so eventually to reach its
maximum strength. If you raise a pokémon to a high level but don't let it
evolve, its edge in battle is greatly blunted. Pokémon evolve in many ways
so it can be confusing. This section aims to make evolution as clear and
comprehensible as possible. Here all of the methods of evolution will be
listed and described.
Most methods of evolution can be stopped if you want. When a pokémon
tries to evolve, you can press the B button to make it stop and stay the way
it is for another level. Usually the only reason for prolonging maturity in
this way is because lesser-evolved pokémon learn attacks more quickly. But
there are a few instances, like with Charmeleon and Swinub, where you should
evolve the pokémon as soon as it can so it will learn a new attack that it
can gain only by evolving to its next form right away. Another exception
concerns pokémon like Sunkern and Phanpy that learn one set of techniques if
left unevolved, but learn a completely different set of moves if they are
allowed to evolve. If you want to have one of these that knows moves from
both sets, you should breed an unevolved male and female, then raise the baby
and let it evolve right away. (See Chapter 11: Reproduction; Multiplying to
Infinity)
Where was I? Oh yeah, the only time that pressing the B button won't
stop evolution is if you evolve a pokémon with a stone or through trading of
any kind.
LEVELING UP: Most pokémon evolve in this way. Usually a pokémon will
try to evolve as soon as it reaches a certain level. If you cancel any
evolution of this kind, the pokémon will just try to evolve again every time
it grows a level until it reaches level 100.
STONES: Element stones are radioactive rocks that scramble the DNA of
certain pokémon, causing them to evolve. There are seven different kinds of
stones in the game, but only the Everstone doesn't evolve pokémon; equipping
it to any pokémon will cause it to do just the opposite. The other six kinds
of stones; Thunder, Fire, Leaf, Water, Moon, and Sun, will stimulate
evolution in certain pokémon. Strangely enough, letting pokémon hold those
stones won't make them evolve even if they can use them like that. To use
them, you must manually take them from your pack and use them on the pokémon
you want to evolve.
Element stones are not plentiful in Gold and Silver. You can win Sun
Stones and Everstones at the bug-catching contest and you can get a Moon
Stone every Monday night at Mount Moon. (See Chapter 16: Calendar of Events)
Bill's grandfather at the sea cottage north of Cerulean City will give you
one of each of the other ones and an Everstone if you can answer his pokémon
riddles, but he only does it once. If you want to get more Fire, Water,
Leaf, or Thunder Stones, you'll have to use the Mystery Gift function. (See
Chapter 15: Mystery Gifts) Even then, they appear randomly and very
infrequently. This is the main reason I advise pokémon trainers to use a
Game Shark. It bypasses this nuisance and allows you to get all the stones
you need.
TRADING: Four pokémon in the game will evolve only if you trade them to
someone else with a link cable. Still other pokémon will only evolve if they
are traded while holding certain items. Machoke will evolve into Machamp
when traded, Porygon will evolve into Porygon2 if it is trading while holding
an Up-Grade, Poliwhirl evolves into Politoed if it is traded with a King's
Rock, and there are several other cases like these as well. Half of the
pokémon that evolve when traded with items undergo type changes.
HAPPINESS: There are some pokémon that will only evolve if they are
happy with you as a trainer. Half the pokémon that evolve this way are cute
baby pokémon that you can only get from eggs. This is probably the most
complicated evolution situation. One reason why is that you cannot tell how
happy a pokémon is by yourself. To see how much a pokémon (dis)likes you,
you must visit a girl in Goldenrod City. She lives just north of the bicycle
shop and when you talk to her she will rate the happiness of the first
pokémon in your team and say one of six things:
"It doesn't seem to like you at all. It looks mean." That means you've
been abusing your monster in some way or it's been losing too many battles.
At this point the TM Frustration is its strongest.
"You should treat it better. It's not used to you." Any time you
capture a wild pokémon or receive one in a trade it will start out with this
kind of neutral feeling toward you.
"It's quite cute." It likes you only a little bit.
"It's friendly toward you. It looks sort of happy." Okay, you're doing
just fine with that guy. It's still not happy enough to mean anything,
though.
"I get the feeling that it really trusts you." A pokémon's happiness
must be about halfway between this point and the next if it is going to
evolve through happiness. Pokémon that you catch with a Friend Ball will
start out with this happiness rating.
"It looks really happy! It must love you a lot." It's just crazy about
you. At this point the TM Return is its strongest.
There are specific DOs and DON'Ts for making your pokémon happy. Aside
from the obvious (don't hit them, don't release them, don't let them wander
out into the middle of a busy street) there are also other little things that
you may not think of.
TO MAKE YOUR POKÉMON HAPPY:
- Feed them vitamins. (See Chapter 3: Tips for the Aspiring Pokémon
Trainer) Protein, Iron, Carbos, Calcium, HP Up, and PP Up are healthy and
very good for your pokémon. They're expensive, though, and it takes about
ten of any of these to make a pokémon's happiness go up one notch. (i.e., so
the girl in Goldenrod City will say something better.)
- Use them in battle. Take them out to fight, grow levels, and get some
exercise.
- Let your pokémon hold items. The items you give to your pokémon are
like presents and they appreciate them very much.
- Heal your pokémon whenever its HP gets drained over halfway (when the
meter turns yellow) or it receives a status condition in battle. Pokémon
love it when you use items on them and nobody likes to be weak or injured.
- Take your pokémon out to get haircuts. The haircut brothers in
Goldenrod City and Blue's sister in Pallet Town will groom your pokémon very
nicely. This seems to affect their happiness more if the pokémon likes you a
lot to begin with. Even hairless pokémon like Quagsire and Steelix can go to
get haircuts, which is sorta odd...
TO MAKE YOUR POKÉMON HATE AND DESPISE YOU:
- Let them faint in battle. Losing always hurts.
- Be a slave driver. If one of you pokémon gets poisoned, frozen, or
injured in any way, just say, "Aww...does that sting a little? Well suck it
in! The world is mean and you varmints will just have to learn that! My
dear sweet grandmother could do better than you clouts!"
- Use bitter items on your pokémon. An old lady sells cheap healing
herbs in Goldenrod City that taste awfully simple - er, simply awful. Yuck!
- If your pokémon is almost out of HP, don't delay the inevitable. Use
a self-damaging attack to polish off the rest of its HP. Using attacks like
Take Down and Double Edge hits your pokémon with recoil, so if you use one of
those to drain the last of its HP it won't be too happy about that.
THINGS THAT HAVE NO EFFECT ON HAPPINESS WHATSOEVER:
- There are three "kamikaze" attacks: Selfdestruct, Explosion, and
Destiny Bond. Using any of these will make your pokémon faint, but it still
won't like you less! Destiny Bond works a little differently: your pokémon
must get hit and faint the turn after it is used for it to work. If you don't
do it correctly and your pokémon faints, its opinion of you will drop.
- Leaving a pokémon in you PC doesn't cause it to like you less.
Despite what many "official" guides say, all pokémon are patient and have no
problems with resting in the PC. I once raised an Ampharos to level 100 and
then let it sit in the PC for over 200 game hours while I trained other
pokémon. When I took it out again it was still just as happy to see me as
ever.
- Excessive loss of Power Points for attacks doesn't bother pokémon.
You can use up every last Power Point for every attack that they know and
they won't be fazed. Just remember to heal them when they start damaging
themselves with recoil by using Struggle.
ALL YOUR BASE ARE BELONG TO US:
I'll bet YOU'RE starting to hate me now, right?
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Chapter 11: Reproduction; Multiplying to Infinity
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This is one of those things that no parent likes to talk about.
However, I shall do just that. You see, when two pokémon really love each
other...
No, that's a bad way to start. I'll just come out straight. In Pokémon
Gold and Silver, one of the things you can do is breed your pokémon. An old
couple runs a day care facility for pokémon just south of Goldenrod City.
This place not only allows you to raise two pokémon in their care
simultaneously, but if you leave two pokémon that are right for each other,
they will breed and produce an egg!
Now you're probably wondering, "What is the usefulness of this feature?"
There are a couple reasons why you might want to breed your pokémon. First
of all, breeding two pokémon of the same specie that you have raised yourself
will result in a baby that is often set to become more powerful than its
parents. Secondly, breeding two pokémon that are of different species can
result in some interesting results; specifically, a baby that is born knowing
unusual attacks. This is a good way to salvage one-of-a-kind TM moves like
Mud-Slap, Dynamic Punch, Dragon Breath, and so on. Also, if you have a
particularly strong and rare pokémon like the first one you get from
Professor Elm, you may want to breed it simply to have a duplicate of it or
to take the resulting egg and trade it with a friend.
There are two simple rules that must be followed into order to breed
pokémon and harvest eggs. First of all, you must leave a male and a female
pokémon together. Some pokémon, though, are always male like Hitmonlee,
Tauros, and Nidorino, while others like Chansey, Jynx, Miltank, and
Kangaskhan are always female. So if you want to breed these pokémon, you
must use a different strategy.
The second rule is that the two pokémon must like each other. After
leaving two pokémon at the day care you can go out into their pen and talk to
them to see how they feel about each other. They must be friendly with each
other, show interest in each other, or appear to care for each other or else
you stand less chance of getting an egg than Princess Peach does of getting a
professional bodyguard. Pokémon that don't feel the urge to settle down when
faced with each other just won't lay eggs. It's that simple. Breeding a
male and a female of the same species is always the easiest way to go;
they'll always like each other. (The only exceptions are with Nidorino and
Nidorina and the Nidoqueen and Nidoking pairs.) If you're trying to breed
two unlike species, there are two main ways to try and go about it. The
first way is to try to breed two pokémon of the same type. Magmar and
Arcanine are both Fire-type pokémon so they could be a great pair, but then
again they might not. A more successful alternate to this technique is to
breed two pokémon with the same icons. You know how whenever you open up the
menu to look at your pokémon they each have their own happy little icon that
bounces up and down next to their slot in the list? For instance, both
Dragonair and Arbok are represented by little snake icons. They may just be
interested in each other if you leave them alone together.
After leaving a male and a female pokémon together that like each other,
you should go elsewhere in the world to let them have some private time by
themselves. Check back on them once in a while to see how they're doing. If
the old man is standing out in the pen when you come back then you know
they've gone and done it. Use the PC in the day care to deposit a pokémon
and make an extra slot in your team, then talk to the man to receive the egg.
If you refuse the egg, he'll keep it himself and you'll never see it again.
Once you have an egg you just need to carry it around with you. After taking
enough steps it will hatch and then you can begin raising the baby.
As I mentioned before, some pokémon only come in a male or female
gender. There are still other pokémon that have no gender at all! To breed
these pokémon you must use a Ditto. Ditto is genderless itself, but it has
the power to transform into any pokémon and thus breed with any specie except
for the one-of-a-kind ultra-powerful legendary ones like Mewtwo, Zapdos,
Suicune, Celebi, Ho-Oh, Mew, etc. as well as Unown and any baby pokémon that
you can only get through egg hatching. This is useful for breeding pokémon
with set genders, like Kangaskhan and Hitmonlee, or no genders, like Magneton
and Staryu.
When you breed a male and a female pokémon, the baby inherits
characteristics from both parents. First of all, the baby will be of the
same specie as the female parent, or at least be in the same family.
Breeding two Laprases will result in a baby Lapras, breeding a male Beedrill
and a female Heracross will result in a baby Heracross, and breeding two
Pidgeots will result in a baby Pidgey. The mom also passes on to the baby
any powerful stats that it has. If the mother has an ATTACK that is greater
than the father's, the baby's will be higher too. If the mother's SPEED stat
is lower than the father's, then the baby's SPEED will just be average for
its species.
The father's role is to pass on the attacks and moves it knows to the
baby. If the two parents are of the same specie, then the baby is always
born knowing every single move that its father knew. If the two parents are
not the same specie, then move inheritance occurs more rarely. It is
possible, though. Each pokémon can inherit certain moves from parents.
Gastly can learn Perish Song this way and Mareep can even learn Thunderbolt.
There are also some cases in which move inheritance never occurs. This
happens when two pokémon of the same specie have an especially weak or inept
pre-evolution. For example, there is no way to breed two Gyaradoses to get a
killer Magikarp that knows moves like Hydro Pump and Bite. The resulting
baby Magikarp will always emerge just knowing the stupid Splash move that
does nothing. This also holds true for pokémon like Butterfree and Beedrill.
It is possible, however, to breed two Magikarps to get a baby that knows the
full Splash, Tackle, and Flail attack set that it eventually gains on its
own.
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Chapter 12: All About Experience Curves
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Pokémon require experience to grow levels and become stronger, right?
Furthermore, not every pokémon needs the same amount. That's what this
section is about.
An experience curve is how much experience a pokémon needs to grow.
Pokémon require more and more battle experience as they get strong, so their
experience curves get steeper. Every specie has its own experience needs.
These requirements do not change when a pokémon evolves in any way, so
pokémon that belong to the same family have the same experience requirements.
A "family" is a group of pokémon that are related because they evolve to
or from each other. For instance, the Poliwag family consists of Poliwag,
Poliwhirl, Poliwrath, and Politoed because each one evolves to or from
another member. Each family maintains the same experience curve. In all,
there are four of these curves. The families that belong to each of them all
share certain characteristics, and thus it is possible to judge certain
things about a pokémon's strength by its experience needs. I have a special
name for each curve and a good description of each one if you would be so
good as to continue on down.
THE "EASY" CURVE:
These pokémon gain a total of 800,000 experience points on their trip to
level 100. They are the easiest to raise because their experience
requirements are minimal. However, most of the families in this curve are
rather weak and not best fit for level 100 battles. There are some
exceptions; a Clefable can be a great fighter at level 100 for instance. For
the most part though, the stats of these guys are not sufficient enough for
higher level battles and they don't learn enough good attacks. Often the
case with these guys is that all of their stats are somewhat low except for
one area that is well above average.
The families that fall into this curve are those of Aipom, Igglybuff,
Smeargle, Chansey, Cleffa, Snubbull, Ledyba, Togepi, Corsola, Marill,
Delibird, Spinarak, and Misdreavus.
THE "STANDARD" CURVE:
The majority of pokémon in the game fit here with a grand total of 1
million experience points at level 100. Pretty much all the pokémon families
here are good or better and can be very useful; the only thoroughly useless
members being Ditto and Unown. Their learning curve is steady and,
well...standard. Some families here like Farfetch'd, Dunsparce, and
Lickitung are sadly weak in stats. Others like the Psyduck and Pineco
families suffer because they don't get a decent set of attacks. In general,
though, all of the families here are very good and not hard to raise.
The Ditto, Dunsparce, Lickitung, Sentret, Porygon, Rattata, Kangaskhan,
Eevee, Farfetch'd, Butterfree, Yanma, Hoothoot, Spearow, Doduo, Zubat,
Sudowoodo, Diglett, Cubone, Phanpy, Sandshrew, Omanyte, Kabuto, Unown,
Mr.Mime, Wobbuffet, Girafarig, Drowzee, Slowpoke, Natu, Tangela, Paras,
Pichu, Elekid, Voltorb, Magnemite, Tyrogue, Mankey, Vulpix, Magby, Slugma,
Ponyta, Remoraid, Krabby, Goldeen, Psyduck, Wooper, Smoochum, Horsea, Seel,
Qwilfish, Weedle, Ekans, Venonat, Grimer, Koffing, Meowth, Teddiursa, Onix,
Scyther, and Pineco families all fit in here.
THE "STEEP" CURVE:
These pokémon all have 1,059,860 experience points at level 100. This
curve is the steepest because the families all start out requiring very small
amounts of experience at low levels. As they grow, though, this need
escalates so they take longer to raise. The stats within the families here
are all great; the only somewhat weak one being Murkrow's. Some of the
pokémon here are inconveniently lacking in a certain stat while others are
cursed with bad attack line-ups. Shuckle is the most astounding one of all
because its defensive abilities far exceed that of any other pokémon in the
game to a mad degree, yet all its others stats are sad. Another interesting
thing is that most of the pokémon here have three evolutionary phases. By
using TMs when necessary, all the families here can be made strong and
useful.
The families of Gligar, Pidgey, Shuckle, Geodude, Abra, Sunkern,
Bellsprout, Hoppip, Oddish, Bulbasaur, Chikorita, Mareep, Poliwag, Machop,
Cyndaquil, Charmander, Totodile, Squirtle, Nidoran (male and female),
Murkrow, Sneasel, Gastly, Mew, and Celebi follow this experience curve.
THE "MONDO" CURVE:
This curve is like the standard curve, but bigger, and stat-wise all of
the families here are the best of the best. They all need 1,250,000
experience points to reach level 100, but they're worth it. All of the
families here have strong stats and almost all get great attack line-ups as
well.
The distinguished families of Stantler, Snorlax, Tauros, Miltank,
Aerodactyl, Rhyhorn, Staryu, Exeggcute, Chinchou, Pinsir, Heracross,
Growlithe, Mantine, Lapras, Magikarp, Shellder, Swinub, Dratini, Tentacool,
Houndour, Larvitar, Skarmory, Articuno, Zapdos, Moltres, Entei, Raikou,
Suicune, Lugia, Ho-Oh, and Mewtwo go here and nowhere else.
ALL YOUR BASE ARE BELONG TO US:
Oh no! Not again!
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Chapter 13: Listing of TMs and HMs
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Once again, there are 50 Technical Maneuvers available to use on your
pokémon. This chapter describes all of the TMs in the game to a dot, as well
as all seven Hidden Maneuvers. It doesn't say where to find them, though,
that's left up to you. Just explore every area in the game thoroughly and
you will find all of them sitting somewhere or they will just be dropped into
your lap as the game progresses.
TM 01: Dynamic Punch
Type: FIGHTING PP: 5 Power: 100 Accuracy: 50%
An explosive punch that always confuses the enemy.
TM 02: Headbutt
Type: NORMAL PP: 15 Power: 70 Accuracy: 100%
Has a 30% chance of making the opponent flinch. Can also knock pokémon
out of small pine trees in the overworld.
TM 03: Curse
Type: ??? PP: 10 Power: -- Accuracy: 100%
If a Ghost-type pokémon uses this, it cuts its HP in half and then does
that amount of damage to the opponent every turn. For all other
pokémon, they lose a little SPEED and raise their ATTACK and DEFENSE in
exchange.
TM 04: Rollout
Type: ROCK PP: 20 Power: 30+ Accuracy: 90%
The trainer loses control over his/her pokémon and it attacks for five
turns, with the Power increasing by 30 each turn. The trainer regains
control over it after five turns or after it misses.
TM 05: Roar
Type: NORMAL PP: 20 Power: -- Accuracy: 95%
The user attacks second and ends battles with wild pokémon. In trainer
battles, this forces the enemy to flee and be replaced with the next
pokémon in the trainer's lineup.
TM 06: Toxic
Type: POISON PP: 10 Power: -- Accuracy: 85%
When it hits, it poisons the opponent and does increasing damage with
each turn.
TM 07: Zap Cannon
Type: ELECTRIC PP: 5 Power: 100 Accuracy: 50%
This attack will always paralyze the enemy.
TM 08: Rock Smash
Type: FIGHTING PP: 15 Power: 20 Accuracy: 100%
Has a 50% chance of lowering the enemy's DEFENSE. On the overworld, it
can break cracked rocks.
TM 09: Psych Up
Type: NORMAL PP: 10 Power: -- Accuracy: 100%
The user copies any increased stats the opponent may have due to using
moves like Swords Dance, Amnesia, etc.
TM 10: Hidden Power
Type: NORMAL PP: 15 Power: ?? Accuracy: 100%
A normal damage-dealing attack, but its Type and Power varies depending
on the specie that uses it.
TM 11: Sunny Day
Type: FIRE PP: 5 Power: -- Accuracy: 100%
Increases the power of all fire attacks used in battle by 50% for five
turns. Also improves the moves Synthesis and Solarbeam. (See Chapter
9: Attack Combinations and Strategies.)
TM 12: Sweet Scent
Type: NORMAL PP: 20 Power: -- Accuracy: 100%
Decreases the opponent's evasiveness. On the overworld, it
automatically starts a battle with a wild pokémon.
TM 13: Snore
Type: NORMAL PP: 15 Power: 40 Accuracy: 100%
Has a 30% chance of making the opponent flinch, but it can only be used
while the user is asleep.
TM 14: Blizzard
Type: ICE PP: 5 Power: 120 Accuracy: 70%
Offers a 10% chance of freezing the opponent.
TM 15: Hyper Beam
Type: NORMAL PP: 5 Power: 140 Accuracy: 90%
The user fires a huge a blast of energy on its first turn then rests
during its next turn.
TM 16: Icy Wind
Type: ICE PP: 15 Power: 55 Accuracy: 95%
A blast of cold wind that always lowers the opponent's SPEED.
TM 17: Protect
Type: NORMAL PP: 10 Power: -- Accuracy: 100-%
The user takes the first attack turn and guards against the opponent's
next attack, taking no damage or anything from it. Its success rate
decreases with each use.
TM 18: Rain Dance
Type: WATER PP: 5 Power: -- Accuracy: 100%
All water attacks do 50% more damage than normal for five turns.
TM 19: Giga Drain
Type: GRASS PP: 5 Power: 60 Accuracy: 100%
The user recovers half the HP of damage done to the opponent.
TM 20: Endure
Type: NORMAL PP: 10 Power: -- Accuracy: 100-%
The user takes the first turn and will survive the next attack no matter
how strong it is, being left with 1 HP. Success rate decreases with
each use.
TM 21: Frustration
Type: NORMAL PP: 20 Power: -- Accuracy: 100%
This attack is more powerful the more the user hates its trainer.
TM 22: Solar Beam
Type: GRASS PP: 10 Power: 120 Accuracy: 100%
The pokémon absorbs sunlight on its first turn then attacks on its
second turn.
TM 23: Iron Tail
Type: STEEL PP: 15 Power: 100 Accuracy: 75%
Has a 30% chance of reducing the enemy's DEFENSE.
TM 24: Dragon Breath
Type: DRAGON PP: 20 Power: 60 Accuracy: 100%
Has a 30% chance of paralyzing the opponent.
TM 25: Thunder
Type: ELECTRIC PP: 10 Power: 120 Accuracy: 70%
Has a 30% chance of paralyzing the opponent. Can hit pokémon that use
Fly.
TM 26: Earthquake
Type: GROUND PP: 10 Power: 100 Accuracy: 100%
You won't find another attack that offers such power with perfect
accuracy.
TM 27: Return
Type: NORMAL PP: 20 Power: -- Accuracy: 100%
This attack is more powerful the more the user loves its trainer.
TM 28: Dig
Type: GROUND PP: 10 Power: 60 Accuracy: 100%
The pokémon that uses this digs a hole on the first turn, then attacks
on its second turn. When you're in a cave, it can also be used to
return to that cave's entrance.
TM 29: Psychic
Type: PSYCHIC PP: 10 Power: -- Accuracy: 100%
A mental blast with a 10% chance of lowering the enemy's SPECIAL
DEFENSE.
TM 30: Shadow Ball
Type: GHOST PP: 15 Power: -- Accuracy: 100%
Has a 20% chance of lowering the enemy's SPECIAL DEFENSE.
TM 31: Mud-Slap
Type: GROUND PP: 10 Power: 20 Accuracy: 100%
A slap of mud to the eyes that always reduces the enemy's accuracy.
TM 32: Double Team
Type: NORMAL PP: 15 Power: -- Accuracy: 100%
Increases the evasiveness of the user.
TM 33: Ice Punch
Type: ICE PP: 15 Power: 75 Accuracy: 100%
A blow with an icy fist that has a 10% of freezing the enemy.
TM 34: Swagger
Type: NORMAL PP: 15 Power: -- Accuracy: 90%
The enemy becomes confused and its ATTACK goes way up so it will do more
damage when it hurts itself in its confusion.
TM 35: Sleep Talk
Type: NORMAL PP: 10 Power: -- Accuracy: 100%
If the user is asleep one of its other moves is randomly chosen and
used.
TM 36: Sludge Bomb
Type: POISON PP: 10 Power: 90 Accuracy: 100%
This toxic slop attack will poison the enemy 30% of the time.
TM 37: Sandstorm
Type: ROCK PP: 10 Power: -- Accuracy: 100%
Whips up a strong sandstorm that damages both pokémon pretty well each
turn, but Rock, Ground, and Steel types are immune to it.
TM 38: Fire Blast
Type: FIRE PP: 5 Power: 120 Accuracy: 90%
The next best thing to Earthquake. It will burn opponents 10% of the
time.
TM 39: Swift
Type: NORMAL PP: 20 Power: 60 Accuracy: 101%
This attack never misses unless the enemy uses Dig or Fly.
TM 40: Defense Curl
Type: NORMAL PP: 40 Power: -- Accuracy: 100%
Why was this made into a TM? All it does is increase the user's DEFENSE
a little!
TM 41: Thunder Punch
Type: ELECTRIC PP: 15 Power: 75 Accuracy: 100%
Dr. Fist delivers a shocking message. Will cause paralysis 10% of the
time.
TM 42: Dream Eater
Type: PSYCHIC PP: 15 Power: 100 Accuracy: 100%
The user feasts on its sleeping enemy's dreams and recovers HP. A lot
more pokémon can learn this move than before.
TM 43: Detect
Type: FIGHTING PP: 5 Power: -- Accuracy: 100-%
Just like with Protect, the user takes the first battle turn and makes
itself invincible to the next enemy assault. It chances of failing
increase the more it is used in a single battle.
TM 44: Rest
Type: PSYCHIC PP: 10 Power: -- Accuracy: 100%
The user falls asleep and recovers all its HP, then sleeps for two more
turns.
TM 45: Attract
Type: NORMAL PP: 10 Power: -- Accuracy: 100%
Inflicts a status change of love on the enemy if it is opposite in
gender from the user. Love works like confusion, but it's a 50-50
chance of whether it will attack or just give up its turn.
TM 46: Thief
Type: DARK PP: 10 Power: 40 Accuracy: 100%
If a wild pokémon is holding an item, this attack will steal it about
80% of the time. (See Chapter 6: Notes on Pokémon Attacks)
TM 47: Steel Wing
Type: STEEL PP: 25 Power: 70 Accuracy: 90%
Has a 10% chance of upping the user's DEFENSE.
TM 48: Fire Punch
Type: FIRE PP: 15 Power: 75 Accuracy: 100%
This very hot attack will burn the enemy 10% of the time.
TM 49: Fury Cutter
Type: BUG PP: 20 Power: 10+ Accuracy: 95%
The Power of this attack doubles every time it hits. It goes back to 10
when it misses or isn't used.
TM 50: Nightmare
Type: GHOST PP: 15 Power: -- Accuracy: 100%
This will cause the enemy to have a nightmare if it is asleep, making
lose a fourth of its maximum HP for every turn it stays asleep.
TM 51: All Your Base Are Belong To Us
Type: INTERNET PP: 99 Power: 73 Accuracy: 86%
Has an 18% chance of inflicting a status change of annoyance or boredom.
HM 01: Cut
Type: NORMAL PP: 30 Power: 50 Accuracy: 95%
This move cuts down weak trees on the overworld. In battle it is just a
slightly stronger version of Tackle.
HM 02: Fly
Type: FLYING PP: 15 Power: 70 Accuracy: 95%
The user flies into the sky on its first turn and attacks the second
turn. On the overworld this move can be used to fly to any city you've
been to before.
HM 03: Surf
Type: WATER PP: 15 Power: 95 Accuracy: 100%
This move lets pokémon ferry you across water. In battle it is the
water version of Flamethrower, Thunderbolt, and Ice Beam. It's the next
best thing to Hydro Pump.
HM 04: Strength
Type: NORMAL PP: 15 Power: 80 Accuracy: 100%
This move lets pokémon push huge boulders and it's also a pretty decent
plain attack in battle.
HM 05: Flash
Type: NORMAL PP: 20 Power: -- Accuracy: 70%
A move that lights up dark caves. It is somewhat useless in battle
because of its low accuracy.
HM 06: Waterfall
Type: WATER PP: 15 Power: 80 Accuracy: 100%
This move allows pokémon to swim up waterfalls, but there's no other
reason to choose it over Surf.
HM 07: Whirlpool
Type: WATER PP: 15 Power: 15 Accuracy: 70%
Creates a whirl of water that traps the opponent for two to five turns.
On the overworld it can break up whirlpools.
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Chapter 14: The Dreaded Pokérus
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Within Pokémon Gold and Silver is a virus that lives to infect your
precious critters. It is called "Pokérus" for lack of a better term. It is
unknown what triggers this virus in the game or if there is any way to
prevent it. Any pokémon possessing the disease receives a status change of
"Pokérus" that cannot be cured with Full Heals, Full Restores, Miracle
Berries, or trips to a Pokémon Center. It is very contagious and will
rapidly spread to other pokémon that are allowed to share a box with the
infected specimen or to any other game packs via the infrared port or link
cable. It does not drain HP or PP or decrease stats; in fact, the big
mystery about it is that it appears to do nothing at all. Infected pokémon
look just as happy and healthy as ever and their battling abilities are not
diminished in any way. The virus runs its course after certain amount of
real time and then goes away. Perhaps this is just a cute harmless thing the
game designers put in for fun? Were this virus implemented better in the
game, it could have provided a new degree of depth.
If you use a Game Boy Color to play your Gold or Silver game, then a
special function is available to you! It is called the Mystery Gift. The
Mystery Gift allows two players to link up with the Game Boy Color's infrared
port and receive presents!
First though, you have to unlock it. You unlock the Mystery Gift by
talking to a little girl in the department store in Goldenrod City. Which
girl? Find out yourself! That's why you should always talk to everyone you
meet! It will be very apparent because all she talks about is the Mystery
Gift.
Once you find her and make her talk, the Mystery Gift will be an option
you can choose when you first turn on your game and see the first menu. Have
two Game Boy Colors lined up so their infrared ports are facing each other
about an inch away, the select Mystery Gift from the menu. Follow the
instructions you see and a random present will be sent to each game pack. To
get your present, go to any Pokémon Center and go upstairs. There will be a
man standing behind the counter the PC is on and he will give you your item
if you have room in your pack.
The Mystery Gift is a neat little feature, but often you will only get
weak trinkets. The really useful items are more rare and they also come up
randomly. There are even several items that you can only get by using the
Mystery Gift. The most secret ones are the Scope Lens, a device that
increases the critical hit ratio of the pokémon that equips it, the Miracle
Berry, another item you can equip to automatically cure any abnormal status
change, and several types of stationary: Eon Mail, Morph Mail, Music Mail,
and Mirage Mail. You can't find them anywhere in the game, only with the
Mystery Gift. The items Max Revive, Max Ether, Max Elixer, PP Up, Ether,
Elixer, and the four super-rare element stones are all available in limited
quantities in the game, but the Mystery Gift will sometimes get you more of
them. All the other items you can get are more common.
Other items that you can get are the room decorations. They allow you
to decorate your room and customize it in many ways. These items include
beds, posters, ornaments, carpets, plants, and game consoles. All of these
are sent directly to your house when you get them; you don't need to pick
them up at a Pokémon Center. They can be used to give your room its own
unique feel, but other than that they're pretty much useless.
The Mystery Gift also does another neat little thing. Whenever you use
the Mystery Gift function with another player, the data of your current
pokémon teams is also transferred between the game packs. This means that
you can then go to the Trainer House in Viridian City and fight an AI version
of your friend there!
One more thing: the Mystery Gift can only be used once a day. It's a
great bummer, I know, but that's the way they made it.
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Chapter 16: Calendar of Events
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The day and night feature in Pokémon Gold and Silver allows events to
happen in real time. It also keeps track of the day of the week. Certain
events happen on certain days and/or only at certain times of the day and
this chapter lists all of them! So you know, morning in the game lasts from
4 a.m. to 10, day lasts from 10 a.m. to 6, and night lasts from 6 p.m. to 4.
Most of the events that happen on specific days are reoccurring. That
means they happen every week on their respective days. The only exception
involves the people who appear once a week to give you items. Sunny, Monica,
Tuscany, Wesley, Arthur, Frieda, and Santos all appear on different days of
the week to give you special items, but they'll only do it once so don't
bother asking them twice.
EVERYDAY:
- The pokémon Hoothoot, Noctowl, Spinarak, Ariados, Wooper, Quagsire,
Staryu, Oddish, Gloom, Venonat, Venomoth, Murkrow, Houndour, and Sneasel only
come out at night. Look up their locations on you pokédex and go get 'em!
- Once a day the Machoke in the basement of Goldenrod City's department
store moves the boxes to a different location. If you haven't gotten all the
items down there, check back and see if you can get a few more of them today.
- The store at the top of Mt. Moon is never open at night.
- Blue's sister in Pallet Town always has tea between 3 p.m. and 4 p.m.
She also enjoys visitors. Drop on by; she'll appreciate it so much that
she'll groom one of your pokémon for free!
SUNDAY:
- Sunny appears on Route 37. Talk to her and get a Magnet!
- The music stations in Johto and Kanto play the Pokémon March, which
increases your chances of encountering wild pokémon.
- The younger haircut brother works in the Pokémon Salon in Goldenrod
City's underground path. He is less expensive but doesn't make your pokémon
as happy.
- The Bitter Herb Shop in Goldenrod City's underground path is open
today.
- The fast ship S. S. Aqua travels from Vermilion City to Olivine City.
Get on board as many times as you want and fight the passengers for money and
experience!
- Go to the 5th floor of Goldenrod City's department store. A lady
behind the counter will give you a free TM based on your first pokémon's
happiness!
MONDAY:
- Monica appears on Route 40. Talk to her and get a Sharp Beak!
- The music stations in Johto and Kanto play the Pokémon Lullaby, which
decreases your chances of encountering wild pokémon.
- The Pokémon Salon in Goldenrod City's underground path is closed
today.
- The Bargains Shop in Goldenrod City's underground path is open today,
but only during the morning. You can resell the items you buy there for
quick cash.
- The fast ship S. S. Aqua travels from Olivine City to Vermilion City.
Get on board as many times as you want and fight the passengers for money and
experience!
- Go to the square atop Mt. Moon and watch the Clefairies dance. Break
open the cracked rock they leave behind to get a Moon Stone!
- If you've defeated your rival at Mt. Moon, you can go to Indigo
Plateau today and fight him again!
TUESDAY:
- Tuscany appears on Route 29. Talk to him and get a Pink Bow!
- The music stations in Johto and Kanto play the Pokémon March, which
increases your chances of encountering wild pokémon.
- The older haircut brother works in the Pokémon Salon in Goldenrod
City's underground path. He is more expensive but will make your pokémon
happier with his skill.
- National Park holds its bug catching contest today! (See Chapter 8:
Tips for Capturing Pokémon)
- If you've defeated your rival at Mt. Moon, you can visit him in the
Dragon's Den.
WEDNESDAY:
- Wesley appears in the forest maze at the Lake of Rage. Talk to him to
get a Blackbelt!
- The music stations in Johto and Kanto play the Pokémon Lullaby, which
decreases your chances of encountering wild pokémon.
- The younger haircut brother works in the Pokémon Salon in Goldenrod
City's underground path. He is less expensive but doesn't make your pokémon
as happy.
- The fast ship S. S. Aqua travels from Vermilion City to Olivine City.
Get on board as many times as you want and fight the passengers for money and
experience!
- If you've defeated your rival at Mt. Moon, you can go to Indigo
Plateau today and fight him again!
THURSDAY:
- Arthur appears on Route 36. Talk to him and get a Hard Stone!
- The music stations in Johto and Kanto play the Pokémon March, which
increases your chances of encountering wild pokémon.
- The older haircut brother works in the Pokémon Salon in Goldenrod
City's underground path. He is more expensive but will make your pokémon
happier with his skill.
- National Park holds its bug catching contest today! (See Chapter 8:
Tips for Capturing Pokémon)
- If you've defeated your rival at Mt. Moon, you can visit him in the
Dragon's Den.
FRIDAY:
- Frieda appears on Route 32. Talk to her to get a Poison Barb!
- The music stations in Johto and Kanto play the Pokémon Lullaby, which
decreases your chances of encountering wild pokémon.
- The younger haircut brother works in the Pokémon Salon in Goldenrod
City's underground path. He is less expensive but doesn't make your pokémon
as happy.
- The fast ship S. S. Aqua travels from Olivine City to Vermilion City.
Get on board as many times as you want and fight the passengers for money and
experience!
- Did you know that you can catch a Lapras once a week every week in the
basement of the Union Cave? Well, today is that day! Get on over there!
- The Lucky Number Show announces the next lucky number for the week
today!
SATURDAY:
- Santos appears in Blackthorn City. Talk to him and get a Spell Tag!
- The music stations in Johto and Kanto play the Pokémon March, which
increases your chances of encountering wild pokémon.
- The older haircut brother works in the Pokémon Salon in Goldenrod
City's underground path. He is more expensive but will make your pokémon
happier with his skill.
- The Bitter Herb Shop in Goldenrod City's underground path is open
today.
- National Park holds its bug catching contest today! (See Chapter 8:
Tips for Capturing Pokémon)
ALL YOUR BASE ARE BELONG TO US:
>Groan< Sorry...
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Chapter 17: The Easy Street: Game Shark Codes
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Pokémon Gold and Silver are truly excellent video game titles if I do
say so myself. However, there are a few quirks in it that the developers
didn't pay enough attention to and are the results of hapless and bad
decision making on their part. The extreme scarcity of element stones, for
example, and the fact that Mount Silver isn't as big or interesting as the
Unknown Dungeon was are a couple of things that rob this game of the
perfection it almost deserves. That is why a Game Shark is probably the
single most important tool any pokémon trainer can have, with the Gold and
Silver editions being the best games to have codes hacked for. Take it from
me; invest in one and liven up the more boring aspects of these titles. Once
you have one, be a nice guy and go on a massive shopping spree. Buy lots of
rare items and TMs so you can give them away to other players as presents. ;)
These codes are for the aspiring trainers out there who want things more
customized to their tastes. Whenever you use any of these codes, make sure
to keep them off until you load your game. You may then turn them on and use
them, but remember to turn them off again before you save each time. Also,
don't press the reset button on top of the Game Shark unit to go back to the
Game Shark main menu because that will change the day of the week in your
game and you'll have to press it six more times to make it the right day of
the week again. Instead you should press A + B + Start + Select to trigger
the Game Boy's built-in reset function, then you should press the button on
top of the Game Shark to get back to its main menu.
To find the codes, just visit the Game Software Code Creator's Club at
www.cmgsccc.com because that's their home. The site has all the codes for
this game that you'll ever need and it would take too much time and space to
reprint them here. However, there are one or two errors on their code pages
so in this section I shall list some of the more confusion codes and explain
them thoroughly.
FIND ANY POKÉMON IN THE WILD ALL THE TIME: 01--EDD0
Replace the two dashes there with the number of the pokémon you want in
hexadecimal format. For example, say you wanted to catch a Geodude.
Geodude's number in the pokédex is #074. 74 in hexadecimal form is 4A.
Therefore, the code for find Geodudes all the time is 014AEDD0. (See the
Game Software Code Creator's Club for a full listing.) Only use one of these
codes at once; using two or more will confuse the game. If you're going to
catch a pokémon with this code, gather a team of six pokémon first so the
captured specimen goes directly to your PC, otherwise it will appear as a
glitch in your roster.
PURCHASE ANY ITEM FROM ANY STORE:
Store Slot 1: 01--EDCF
Store Slot 2: 01--EECF
Store Slot 3: 01--EFCF
Store Slot 4: 01--F0CF
Store Slot 5: 01--F1CF
These codes are better than the ones that change items in you pack to
other items because having pokéballs or TMs in the normal item pocket will
cause a bit of a lock-up that can be difficult to get rid of. Once again,
you replace the two dashes in the above codes with values that correspond to
the items you want and a complete listing can be found at the Game Software
Code Creator's Club, but there are two values to watch out for:
C3 – Fake TM 04: Rollout
DC – Fake TM 28: Dig
These are not TMs that teach moves, they are fake TMs that can only be
sold for lots of money. The Game Software Code Creator's Club doesn't say
that they're fake, but they are. I've tried them.
INFINITE MONEY: 019973D5 019974D5 019975D5
This is a three-part code. You must input all three lines in order for
it to work. I've found an easier way, though:
01FF73D5
This code will give you so much money that your cash count will go off
the scale! You'll get several million "pokédollars" in cash and your counter
will not be able to display it all. As soon as you sell something or get
more money in any way though, your counter will drop back down to the maximum
999,999 "pokédollars" and you will lose all those millions that you couldn't
count.
POKÉMON SKILL MODIFIER CODES:
Visit the Game Software Code Creator's Club to see them all because
there are a lot of them; one to change each move of all six pokémon in your
team. In the accompanying list of values for the codes, there are two things
wrong:
14 – Bird
75 – Hide
"Bird" should really be "Bind" and "Hide" should be "Bide". They're
overlooked misprints.
MAKE YOUR POKÉMON SHINY CODES:
Just remember that if you make a pokémon shiny and save your game
afterward, it can't be made un-shiny.
1 HIT KILLS THE ENEMY: 010000D1
This code actually fixes it so the enemy starts out with 0 HP, a
completely empty life meter. The enemy will faint if you use any move even
if it's Growl, Recover, or Splash. Switching your pokémon also does this.
This code doesn't always work in trainer battles though, and I've never
gotten it to work outside of Mount Silver.
CATCH AI TRAINER'S POKÉMON: 010116D1
To use this code, keep the code off until the computer controlled
trainer sends out the pokémon you want to catch. Turn the code on, then off,
then weaken the pokémon and catch it as you normally would. Unfortunately,
any pokémon you catch in this way will come with NO moves whatsoever.
WALK THROUGH WALLS: 010AA6CE 010AA5CE 010AA4CE 010AA3CE
With this four-part code, all four lines must be inputted in order for
it to work (as usual). If you wander too far off the map, the game will
reset itself.
GET ALL 3 STARTER POKÉMON FROM PROF. ELM: 0100BAD7
I basically have one thing to say about this code: DON'T USE IT AT ANY
POINT IN THE GAME OTHER THAN THE VERY BEGINNING! I'm warning you! Not only
does this allow you to take all three pokéballs on Professor Elm's table, but
it makes the game think you are at the beginning and thus disables the Cable
Club Trade Center and Coliseum. That's the last thing you want to have
happen after spending over 100 hours on your game, right? Don't use this
code unless you are starting a new game, please.
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Chapter 18: The Ultimate Trainer's Challenge and Other Tidbits
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That's not all that makes Pokémon Gold and Silver fun. There are also
some other secrets that make it even greater.
COLORED POKÉMON: These are also called "shiny" pokémon because of the
sparkle of stars that swirl around them when they are encountered. There's
nothing incredibly special about them except that their colors are different
from what they usually are. It's fun to catch them though because they are
extremely rare and are good for making your friends say "Wow!" or something.
There's one colored pokémon that every trainer can catch, and that's the Red
Gyarados. You encounter it during a specific event and can then defeat it or
capture it. All other colored pokémon appear randomly and very infrequently,
though. When you find one, not only will you see a swirl of stars around it,
but often you will also not be able to run from the battle either. I once
ran from a colored Bellsprout, so don't select "RUN" just to see if you can.
It's better to just catch the darn thing so you can have it and show it off.
Colored pokémon keep their unique coloring when they evolve and sometimes
they pass on their coloring when they breed. There is a colored version of
every specie, even the one-of-a-kind ones. So if you're walking along and
you run into one, catch it and consider yourself lucky.
THE PRINTABLE DIPLOMA: Just like in Pokémon Red, Blue, and Yellow, you
can go to the Game Freak building in Celadon City to receive a diploma when
you complete your pokédex. If you have a Game Boy Printer, you can print it
out.
THE PHOTOGRAPHY STUDIO: There's one of these in Cianwood City. Here you
can get pictures and stats of your pokémon printed out.
THE MOVE DELETER: There is a person in Blackthorn City who can make your
pokémon forget moves. Very useful for getting rid of HM techniques.
THE NAMES OF THE CITIES: This is actually just an oddity. In the Kanto
region, the first place you started at was called Pallet Town and all the
other towns and cities were named after colors! Pallet – colors, get it?
Similarly, the new starting point in Johto is named New Bark Town and all the
other cities are named after trees!
And now, I present to you THE CREATURE KEEPER'S COLLECTION CHALLENGE!
Like the name? Think it sounds too hyped? I don't blame you, but it caught
your attention, didn't it? Now then, if you think you're great at pokémon
you probably are and as such most likely don't need any more advice from me,
but I'd like to leave you with one more idea. This concerns the pokémon
boxes in your PC. One of the reasons you get fourteen boxes is so you can
organize your pokémon. Here, I have displayed my idea on how to organize
boxes by type. The challenge is to fill up each one in such a way as would
allow you to battle with anyone, no matter where they are in the game! Take
a look at my training regime below and try to follow it, or better yet, use
it as a base for creating your own!
BOX 13: GHOST/DARK BOX 14: STEEL BOX 15:
Lv. 10: Misdreavus Lv. 10: Steelix
Lv. 15: Murkrow Lv. 15: Skarmory What are you looking
Lv. 20: Sneasel Lv. 20: Scizor here for? There is
Lv. 25: Umbreon Lv. 25: Steelix no Box 15!
Lv. 30: Persian Lv. 30: Skarmory
Lv. 35: Gengar Lv. 35: Forretress Bet you thought I
Lv. 40: Murkrow Lv. 40: Scizor going to put "All
Lv. 45: Houndoom Lv. 45: Steelix Your Base Are Belong
Lv. 50: Ursaring Lv. 50: Skarmory To Us" here, right?
Lv. 55: Misdreavus Lv. 55: Forretress
Lv. 60: Tyranitar Lv. 60: Scizor Rats, I just did...
Lv. 65: Sneasel Lv. 65: Steelix
Lv. 70: Ursaring Lv. 70: Skarmory
Lv. 75: Umbreon Lv. 75: Forretress
Lv. 80: Gengar Lv. 80: Scizor
Lv. 85: Persian Lv. 85: Steelix
Lv. 90: Houndoom Lv. 90: Skarmory
Lv. 95: Ursaring Lv. 95: Forretress
Lv. 100: Tyranitar Lv. 100: Scizor
NOTE: Persian and Ursaring are Normal-type pokémon, but I put them in with
the Dark types because they learn good Dark attacks and the Normal box was a
little crowded with them in it.
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Chapter 19: Credits and Copyright Info
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I, CreatureKeeper20XX, acknowledge the following people in assisting me
with this FAQ.
Special thanks to Prima and Versus Games. Your strategy guides had such
an amazing amount of errors in them that they first caused me to stand up and
say "I can do better than this!"
I also want to thank Lord Zero, MMeevasin, and Donphan. I really
enjoyed reading your FAQs. I didn't take anything from them, but they helped
inspire me. Keep rocking and writing.
This FAQ is a part of gamefaqs.com and is protected by international
copyright law. No one may copy it, sell it, or profit from it. The
information on these pages may be spread by word of mouth, because lots of
people who play Pokémon Gold and Silver should really know all these things.
If you choose to borrow from this FAQ when writing your own or something,
please give credit to me.
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Chapter 20: All Your Base Are Belong To Us
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Why has this line been popping up so many times in this FAQ?!
"All your base are belong to us" is a quote from the opening sequence in
the game Zerowing. Developed by SNK, this phrase is a perfect example of
"SNK-glish", which the term for any English that is grammatically incorrect,
terribly misspelled, or otherwise almost completely incomprehensible due to
bad translation and usage of English. SNK is know for creating and defining
this illustrious form of English, and has used it often in their many
fighting games.
"All your base are belong to us" was selected by some person(s) and
transformed into an Internet joke. The reason it is so funny is because it
is such a bad piece of Japanese-to-English translation. For more
information, visit www.overclocked.org and view these two comic strip
episodes: "SNK English 101" and "The Zerowing Dub Project".