Game walkthroughGame Boy Color

Pokémon Gold Version (Game Boy Color) — Complete Johto-to-Kanto Campaign Walkthrough (USA / Europe)

Step-by-step campaign walkthrough for the original Pokémon Gold Version (Game Boy Color, USA/Europe releases). Covers starter choice, Johto gym progression, the Team Rocket events, required HMs, the Ho-Oh/Lugia legendary encounters, travelling on to Kanto, Mt. Silver endgame and how to verify completion. Actionable route, battle targets and recovery steps for the original edition.

Pokémon Gold Version — Nintendo Game Boy Color Box - Front
Pokémon Gold Version — Box - Front.
FIND YOUR NEXT PICKUP

Find a copy

Pokémon Gold Version Game Boy Color

We may earn a commission if you buy through these links, at no extra cost to you. As an Amazon Associate I earn from qualifying purchases.

Opens retailer search results. Check the model, edition, seller, availability and current price before buying.

Edition coveredPokémon Gold Version — original Game Boy Color release (Japan: Nov 21, 1999; North America: Oct 15, 2000; Europe: Apr 6, 2001).
Your goalFinish the main campaign: collect all eight Johto Gym badges, defeat the Johto Elite Four and Champion, complete the Kanto post-game (collect all eight Kanto badges), and reach Mt. Silver to defeat Red—the in-game 'true ending' challenge. Optional version-mascot capture guidance (Ho-Oh for Gold) and access instructions for Lugia are included.
Inside the guide16 chapters · 28,524 words
CONTROLLER READY?

Before you begin

This walkthrough is written for the original Pokémon Gold Version cartridge running on Game Boy Color (USA / Europe editions).

It guides you from New Bark Town through every required town and dungeon, explains key items and HMs, describes how and when the Team Rocket events trigger, and finishes at Mt.

Silver with the Red battle that serves as the game's ultimate challenge.

Follow this guide step by step if you want a reliable linear route to beat the main campaign without missing mandatory events.

Save often, check the preparation list before attempting gym or Team Rocket fights, and use the completion checklist at the end so you can confirm you’ve reached the true ending.

Set yourself up for the run

The original Game Boy Color cartridge has one normal in-game save file. Save before major battles and legendary encounters; use a compatible cartridge backup device, a separately preserved legitimate emulator battery file, or another cartridge only if you need an independent backup.

Starter choice: choose the Pokémon you prefer (Chikorita, Cyndaquil or Totodile).

Cyndaquil or Totodile generally make early Johto route fights and several Gym matchups easier; Chikorita is viable but requires more grinding for certain Gym fights.

Capture a reliable HM user early: get a Pokémon that can learn Cut, Surf and Strength to avoid HM deadlocks later.

Prioritize a Water-type that learns Surf (many useful late-game HMs require Surf).

Inventory readiness: stock up on Potions, Antidotes/Paralyze Heals, and plenty of Poké Balls before each Gym and Rocket showdown.

The Goldenrod Department Store sells wide item ranges once you reach it.

Phone and Pokegear usage: add Gym Leaders and key NPCs to the phone list when given the chance; the Pokegear’s radio and phone are involved in story hints and make revisits easier.

HM progression awareness: some HMs are gated by story events (HM06 Whirlpool is awarded during the Mahogany Town/Team Rocket sequence).

Do not assume HMs are available immediately—follow event requirements.

Learn basic counters for major obstacles: prepare a Fighting or Rock-type to counter Whitney’s Normal-type ace (Miltank) and a Fire/Dragon-counter for late-game Dragon-type opponents in Blackthorn and Lance rematches.

Bring status healers for long dungeon runs.

Pokémon Gold Version — Nintendo Game Boy Color Screenshot - Gameplay
Pokémon Gold Version — Screenshot - Gameplay.

New Bark Town — Starters, Save Routine and First Steps

Choose a starter, complete Professor Elm’s errand to Mr. Pokémon’s house, receive the Pokédex and Poké Balls, defeat the rival, and begin building a practical party on Routes 29 and 30. The immediate destination after this chapter is Violet City, reached by continuing north through Route 30 and Route 31.

Choose your starter and understand the early consequences

Begin in your room, go downstairs, and speak with your mother. After receiving the Pokégear, leave the house and enter Professor Elm’s laboratory. Examine the three Poké Balls and choose Chikorita, Cyndaquil, or Totodile. This choice is permanent for the save file.

Cyndaquil is generally the smoothest choice for the opening section because Fire attacks are useful against many early Bug Pokémon and it has favorable options for several later battles. Totodile is a sturdy general-purpose choice with good attacking power and eventual access to Surf. Chikorita remains usable, but its early Gym matchups are less comfortable, so plan to train supporting Pokémon rather than relying on it alone. Your rival takes the starter with a type advantage over the one you selected.

  • Choose one starter and confirm it is in your party.
  • Give it a nickname only if desired; the choice cannot be changed later.
  • Leave the laboratory only after checking that the starter has full health.

Use the correct save strategy for the original cartridge

Pokémon Gold on the original Game Boy Color has one in-game save file. The Save command does not create multiple selectable slots, so you cannot make two ordinary backup saves from the game’s menus. Save at safe checkpoints, especially before the first rival battle, each Gym, and every legendary encounter.

If you need independent backups, use a compatible cartridge backup device, preserve a separate emulator battery file when playing a legitimate dump, or maintain a second cartridge. Do not rely on an emulator save state as the only backup because it is separate from the game’s normal save and can be lost or become unusable. For ordinary play, the most useful routine is to save before a major battle and again after confirming that an important event or capture succeeded.

  • Save after choosing the starter.
  • Keep a pre-battle save before the first rival fight.
  • Do not mistake save states or external copies for additional in-game save slots.

Make the first trip through Route 29 and Cherrygrove City

Leave New Bark Town through the western exit onto Route 29. At this point you do not yet have Poké Balls, so wild Pokémon can only be battled or avoided. Fight enough wild Pokémon to raise the starter a few levels, but return to New Bark Town if its HP becomes low. A Potion from the opening sequence can help, but do not spend it carelessly.

Continue west to Cherrygrove City. Visit the Pokémon Center to restore your party. Speak with the elderly guide near the entrance and accept his tour if you want the town’s facilities explained; after the tour, he gives you the Map Card for the Pokégear. Check the Poké Mart before leaving, but early funds are limited, so prioritize a few Potions rather than buying a large stock.

  • Reach Cherrygrove City through Route 29.
  • Heal at the Pokémon Center.
  • Obtain the Map Card from the town guide if you want the Pokégear map immediately.

Reach Mr. Pokémon’s house and receive the Pokédex

Exit Cherrygrove City to the north and follow Route 30. The direct central passage is blocked by two Trainers who are engaged in a battle, so use the open side of the route and continue north. A house along the route contains an NPC who explains Berries and gives you one; this stop is optional but useful.

Continue to the house at the northern end of the accessible path. Speak with Mr. Pokémon to receive the Mystery Egg. Professor Oak is also there and gives you the Pokédex. Mr. Pokémon restores your Pokémon before you leave. As soon as you exit, Professor Elm calls and tells you to return to New Bark Town because something has happened at the laboratory.

  • Take the open route around the battling Trainers on Route 30.
  • Receive the Mystery Egg from Mr. Pokémon.
  • Receive the Pokédex from Professor Oak.
  • Keep the Mystery Egg in your party for the return trip.

Return to New Bark Town and unlock catching

Travel south through Route 30 and Cherrygrove City, healing at the Pokémon Center before the return journey if necessary. On the way toward New Bark Town, the red-haired boy you saw near Elm’s laboratory challenges you. His level 5 starter has a type advantage, but it is still a low-level battle. Use your starter’s strongest reliable move, heal beforehand, and use a Potion during the fight if needed.

After winning, return to Elm’s laboratory. The police officer asks what the rival’s name is; enter any name you want. Speak with Elm and hand over the Mystery Egg. When you leave the laboratory, Elm’s aide gives you five Poké Balls. Only now can you catch wild Pokémon normally.

  • Heal before the rival battle.
  • Defeat the rival’s level 5 starter.
  • Name the rival when prompted.
  • Give the Mystery Egg to Professor Elm.
  • Receive five Poké Balls from Elm’s aide.

Build a small early party and prepare for Violet City

Return west onto Route 29. A nearby NPC can demonstrate how to catch a Pokémon; accept the demonstration if you want the tutorial, or begin catching immediately with the Poké Balls from Elm’s aide. Route 29 commonly provides Sentret, Pidgey, Rattata, and time-dependent Hoothoot encounters. Route 30 provides additional early options, including Caterpie and other low-level Pokémon whose availability depends on the time of day and version encounter table.

Catch one or two useful teammates rather than filling every slot immediately. Sentret is a convenient optional field-move candidate later because it can learn moves such as Cut and Strength, although you do not need to designate an HM user yet. Keep it in the PC if it stops contributing in battle. If Cyndaquil is your starter, a Flying-type capture is less urgent; with Chikorita or Totodile, a Flying-type can provide useful coverage against early Bug opponents.

When ready, return to Route 30, continue north past the previously blocking Trainers, and follow Route 31 toward Violet City. Save before entering the next major area so you retain a clean checkpoint before Sprout Tower and Falkner.

  • Catch at least one optional teammate after receiving Poké Balls.
  • Retain a possible utility Pokémon instead of releasing every early capture.
  • Train the party enough that the starter is not your only dependable battler.
  • Save before proceeding toward Violet City.

Before you move on

  • The Pokédex is registered in the Pokégear.
  • The Map Card is installed, if you accepted the Cherrygrove guide’s tour.
  • Professor Elm has received the Mystery Egg.
  • The rival has been named and defeated.
  • Elm’s aide has given you five Poké Balls.
  • Your party contains the starter and at least one optional capture.
  • You have saved before continuing north toward Violet City.
References for this chapter

Violet City and the Sprout Tower — First Badge (Zephyr Badge)

Reach Violet City through Routes 30 and 31, prepare a dependable counter for Falkner, clear the original Game Boy Color version's Sprout Tower, receive HM05 Flash, and defeat Falkner for the Zephyr Badge. Geodude or the local Bellsprout-for-Onix trade gives the safest early answer to Falkner's Flying Pokémon, but a balanced party of at least two trained battlers is more reliable than depending on one lead.

Arrive in Violet City and prepare for the tower

From Route 31, enter Violet City and heal at the Pokémon Center. Sprout Tower stands in the northern part of town, while the Violet Gym is elsewhere in the city. In the original Gold Version, you can enter the Gym before clearing Sprout Tower, but the tower is the better first stop because its Sage battles provide safe early experience and its Elder gives HM05 Flash.

Visit the Poké Mart before starting the climb. A few Potions, Antidotes, and Parlyz Heals are useful, but avoid buying unnecessary X items or spending money at the Goldenrod Game Corner. Goldenrod is not available yet, and your early funds are more valuable for Poké Balls and recovery supplies. Save before entering the tower so you have a clean point from which to retry the battles.

  • Heal in Violet City's Pokémon Center.
  • Carry several Potions and at least a few status-healing items.
  • Save before entering Sprout Tower.

Catch and train a Falkner counter

Geodude is available on Route 46, which branches from the eastern side of Route 29. Its Rock typing resists Falkner's Normal- and Flying-type attacks, and a Rock attack is super effective against his Pokémon. Train Geodude alongside your starter instead of building the entire plan around a single Pokémon; accuracy drops from Mud-Slap and accumulated damage can still turn a favorable matchup into a loss.

Bellsprout can be found on Route 31. It is not a direct type counter to Falkner, but it is useful for building a broader early party. Violet City also has a house where you can trade a Bellsprout for an Onix. Onix has very high Defense and is particularly useful against Falkner's physical attacks. Because it is received in a trade, it gains experience faster but can disobey if it exceeds the level limit controlled by your badges, so do not overlevel it before the battle.

Cyndaquil can win with ordinary training and Totodile is a durable neutral attacker. Chikorita has no special advantage against Flying Pokémon, so add Geodude, the traded Onix, or another trained partner before challenging the Gym.

  • Consider catching Geodude on Route 46.
  • Use the Bellsprout-for-Onix trade if you want a high-Defense Falkner counter.
  • Keep at least one additional trained Pokémon ready.

Climb Sprout Tower and defeat the Sages

Enter Sprout Tower from Violet City's northern area. The tower has three floors connected by staircases around its central flexible pillar. Follow the walkways and stairs upward; the route is straightforward, with the main challenge being repeated trainer battles and random encounters. The tower's trainers are Sages who mainly use Bellsprout, although some also carry Hoothoot.

Fight the Sages rather than avoiding every encounter. Their low-level teams supply useful experience for Pokémon still in the early single digits, and the tower is a controlled place to strengthen two or more party members. Fire, Flying, and strong neutral attacks handle Bellsprout efficiently. At night, Gastly can appear as a wild encounter, but do not depend on catching one as your answer to Falkner; early Gastly may lack the damage output needed for the Gym.

If your lead becomes weakened, leave through the entrance or use the Escape Rope found in the tower, heal at the Pokémon Center, and climb again. There is no need to finish the tower in one continuous visit.

  • Battle the Sages while climbing toward the third floor.
  • Use the Pokémon Center whenever the party is worn down.
  • Train more than one Pokémon before facing the Elder.

Defeat Elder Li and receive HM05 Flash

At the top floor, reach Elder Li and defeat his Bellsprout-focused party. A Fire- or Flying-type attack is effective, while Geodude or Onix can handle the physical pressure. The Elder is the required objective inside the tower; the rival encounter that occurs earlier does not replace this battle.

After defeating Elder Li, you receive HM05 Flash in the original Gold, Silver, and Crystal games. Flash is an HM in Generation II, not the later-generation TM70 used by HeartGold and SoulSilver. You do not need to teach it immediately for Falkner, but keep it available for dark caves later. The Zephyr Badge is required before Flash can be used outside battle.

Leave the tower and return to the Pokémon Center. Heal completely, then save before entering the Gym. If you want to preserve a clean pre-Gym attempt, do not overwrite this save until the badge has been secured.

  • Defeat Elder Li on the third floor.
  • Receive HM05 Flash.
  • Heal and save before entering Violet Gym.

Navigate Violet Gym and defeat Falkner

The original Violet Gym has a raised walkway that bends in an S-shaped route. Two Gym Trainers stand on the path and are normally fought while advancing toward Falkner. Battle them for experience, but return to the Pokémon Center if several party members are weakened; the Gym allows you to leave and come back without losing the progress already made in Sprout Tower.

Falkner uses a level 7 Pidgey and a level 9 Pidgeotto in Gold Version. Pidgeotto is the main threat because it is stronger and has access to Gust, while both Pokémon can use Mud-Slap to cause damage and lower accuracy. Lead with Geodude, Onix, or another Pokémon that can use a reliable Rock attack. If your Rock attack has limited accuracy or uses are running low, switch to a healthy backup rather than repeatedly gambling on a miss.

Without a Rock-type, use your strongest trained attacker and keep a second Pokémon ready. Potions can be used during the battle, and switching is preferable to sacrificing a weakened Pokémon when the matchup is poor. Aim for the upper single digits or around level 10 on your principal battlers, while remembering that a good matchup matters more than chasing one exact level.

  • Defeat both Gym Trainers or heal before continuing.
  • Use Rock attacks against Pidgey and Pidgeotto when available.
  • Keep a healthy backup for the level 9 Pidgeotto.

Recover from defeat and confirm the chapter is complete

If Falkner defeats you, return to the Pokémon Center, heal, and train on Route 31, Route 46, or the Sages in Sprout Tower. A blackout costs money, but it does not remove HM05 Flash, your catches, or any completed tower progress. Buy only the supplies you need and make another attempt after strengthening a second battler.

Victory gives you the Zephyr Badge and TM31 Mud-Slap. The badge permits Flash to be used outside battle and raises the obedience limit for traded Pokémon. Heal before leaving Violet City, then head south through the Route 32 entrance to continue the main story; Route 32 is not east of Violet City.

The chapter is complete when the Elder has been defeated, HM05 Flash is in the Bag, Falkner has awarded the Zephyr Badge and TM31, and the party is healthy enough to travel toward Route 32. Save after the Gym victory so the badge and rewards are recorded.

  • Confirm the Zephyr Badge in the Trainer Card or badge screen.
  • Confirm HM05 Flash and TM31 Mud-Slap are in the Bag.
  • Save after defeating Falkner.
  • Leave Violet City south toward Route 32.

Before you move on

  • Sprout Tower's Elder Li has been defeated.
  • HM05 Flash has been received.
  • Falkner has been defeated and the Zephyr Badge is recorded.
  • TM31 Mud-Slap is in the Bag.
  • Route 32 is accessible south of Violet City.
  • At least two Pokémon are healthy enough to continue beyond the first Gym.
References for this chapter

Route Work and Azalea Town — Bugsy and the Slowpoke Well

Travel south from Violet City through Route 32 and Union Cave, then follow Route 33 west to Azalea Town. Speak with Kurt, clear Team Rocket from the Slowpoke Well, defeat Bugsy for the Hive Badge, handle the rival battle outside the Gym, and continue into Ilex Forest. This chapter covers the original Pokémon Gold Version for Game Boy Color, not HeartGold or SoulSilver.

1. Travel from Violet City to Union Cave

Heal at the Violet City Pokémon Center, then leave through the southern gate onto Route 32. Follow the route south through the trainer battles and grass. Route 32 is a good place to add coverage before the next Gym: Gold can find Bellsprout, Mareep, Hoppip, and Wooper here, although encounter availability depends on time of day. Bellsprout can provide useful Grass-type attacks, while Mareep is a strong long-term option for dealing with Water- and Flying-type opponents. Hoppip is less dependable immediately because its early offensive power is limited.

There is a Pokémon Center near the southern end of Route 32, before Union Cave. Use it before entering the cave. Buy Potions and Antidotes if your bag is short on healing items. The Fisherman inside this Pokémon Center gives you the Old Rod, which is optional but lets you fish for Magikarp and Goldeen. Keep at least two Pokémon capable of fighting rather than allowing the starter to handle every encounter alone.

  • Heal at the Route 32 Pokémon Center before entering Union Cave.
  • Carry Potions and Antidotes.
  • Consider catching Bellsprout, Mareep, Hoppip, or Wooper for additional coverage.
  • Collect the Old Rod from the Fisherman if you want an early Water-type option.

2. Cross Union Cave and reach Azalea Town

Enter Union Cave and take the main passage south toward Route 33. The direct route is on the upper floor; you do not need to explore the lower floors for the Azalea story. The cave contains trainer battles against Onix, Geodude, Koffing, Slowpoke, and Vulpix. Geodude is particularly useful against Bugsy because its Defense is high and its Rock-type attacks exploit Bug weaknesses. Onix is also available, although its low offensive power can make training slower.

Pick up the visible items if your party is healthy, but do not exhaust your supplies exploring every branch. The lower levels contain optional items and later-access areas. Surf and Strength are needed for the deeper B2F rewards, so they are not part of the current rescue route.

Exit through the southern opening onto Route 33. This short route leads west into Azalea Town and includes a Hiker battle. Heal at the Azalea Pokémon Center before beginning the Slowpoke Well sequence. Save in town if you want a recovery point before the Rocket battles.

  • Follow the main southern path through Union Cave.
  • Use Geodude or another Rock-capable Pokémon if available.
  • Do not worry about the Surf-and-Strength sections yet.
  • Heal after reaching Azalea Town.

3. Start and complete the Slowpoke Well rescue

The Slowpoke Well is on the east side of Azalea Town, near the Route 33 entrance. Team Rocket initially blocks the entrance. Go to Kurt’s house in the northwest part of town, just above the Gym, and speak with him. Kurt will rush to the well, defeat the guard at the entrance, and fall into the lower area. Follow him into the well.

In the original Gold Version, the story route takes place on the entrance level and B1F. From Kurt’s position, move north and defeat the first Rocket Grunt. Continue across the upper ridge to battle the female Grunt, then take the stairs and travel west to the third Grunt. Proceed north past the captive Slowpoke to reach the final Rocket member, who uses a level 14 Koffing.

The regular Grunts use low-level Rattata, Zubat, and Ekans. Their Poison-type attacks and status moves can wear down the party, so cure poison between fights rather than waiting until the end. After the final Koffing battle, Team Rocket leaves, Kurt checks on the Slowpoke, and he takes you back to his house. He gives you a Lure Ball as thanks. The B2F area is optional and requires Surf and Strength; it is not needed to complete the rescue.

  • Speak with Kurt before entering the well.
  • Defeat the three regular Rocket Grunts and the final Rocket member.
  • Use Antidotes or return to the Pokémon Center if poison accumulates.
  • Confirm that Kurt has returned home and gives you a Lure Ball.

4. Prepare for Bugsy’s Gym

Once Team Rocket has been driven out, the Azalea Gym is open. Heal at the Pokémon Center and save before entering. Bugsy’s original Gold team is Metapod at level 14, Kakuna at level 14, and Scyther at level 16. Bug-type Pokémon are weak to Fire-, Flying-, and Rock-type attacks, so Cyndaquil or Quilava, a Flying-type attacker, or Geodude with a Rock move can perform well.

The Gym entrance is approached from the rear because the bushes and the Twins near the front block the direct path. Fight the Gym trainers for experience, then return to heal if your main attackers have lost significant health or move uses. Poison from Kakuna’s Poison Sting is possible, so carry Antidotes or a Full Heal.

Use your strongest reliable answer against Scyther. Fury Cutter begins weak but becomes more dangerous when it connects repeatedly, and Scyther is faster than Bugsy’s first two Pokémon. Do not leave a Grass-type in front of it unless you have a specific reason, since Fury Cutter is super effective against Grass. A Rock-type Pokémon can withstand Bugsy’s Bug attacks well, but make sure it knows an actual Rock attack rather than relying only on its typing.

  • Bring Fire-, Flying-, or Rock-type attacks.
  • Keep at least two usable attackers ready.
  • Heal before Bugsy’s battle.
  • Save your strongest answer for Scyther.

5. Defeat Bugsy and handle the rival battle

Defeat Metapod and Kakuna efficiently, then switch or heal as needed before Scyther appears. After winning, Bugsy awards the Hive Badge and TM49, Fury Cutter. The Hive Badge allows traded Pokémon up to level 30 to obey you and permits the use of Cut outside battle.

Do not leave Azalea Town immediately after receiving the badge. When you try to proceed toward the western gate, your rival appears for the second rival battle. His team depends on your starter choice, but he uses a level 12 Gastly, a level 14 Zubat, and a level 16 Pokémon that has a type advantage against the starter you chose. The Gastly may use Hypnosis, and Zubat can use Supersonic, so avoid relying on one attacker. Switch to a safer Pokémon if confusion or sleep starts disrupting the fight.

After defeating the rival, he leaves toward Ilex Forest. Heal at the Pokémon Center, save, and then exit Azalea Town through the western gate to begin the next chapter.

  • Verify that the Hive Badge is recorded.
  • Confirm that TM49 is in the Bag.
  • Defeat the rival outside Azalea Town before entering Ilex Forest.
  • Heal and save before leaving through the western gate.

6. Recover from failure and confirm completion

If the Slowpoke Well defeats you, return to the Pokémon Center and re-enter after restoring the party. Train on Route 32, Route 33, or Union Cave, and add a second attacker rather than repeatedly retrying with only the starter. Geodude, Bellsprout, Mareep, or a Fire- or Flying-capable Pokémon can give you better options against the Rocket teams and Bugsy.

If Bugsy defeats you, heal first and train at least two Pokémon into the mid-teens. Do not rely on a single Pokémon to survive Scyther’s Fury Cutter. If poison or confusion is causing repeated losses, buy more Antidotes and carry a few Potions for the Gym trainers. After a successful attempt, save immediately so the badge and story progress are protected.

This chapter is complete when the Slowpoke Well story is finished, Kurt has given you the Lure Ball, Bugsy has awarded the Hive Badge and TM49, the rival has been defeated in Azalea Town, and you are ready to enter Ilex Forest.

  • Kurt has returned to his house and awarded the Lure Ball.
  • Team Rocket has left the Slowpoke Well.
  • Bugsy has been defeated and the Hive Badge is on the Trainer Card.
  • TM49, Fury Cutter, is in the Bag.
  • The Azalea rival battle is complete.
  • The party is healed and saved before entering Ilex Forest.

Before you move on

  • The Slowpoke Well is cleared and the rescued Slowpoke have returned to Azalea Town.
  • Kurt has returned home and given the player a Lure Ball.
  • Bugsy has been defeated in the Azalea Gym.
  • The Trainer Card shows the Hive Badge.
  • TM49, Fury Cutter, is in the Bag.
  • The rival has been defeated after the Gym battle.
  • The player has healed and saved at the western side of Azalea Town before entering Ilex Forest.
References for this chapter

Goldenrod City — Department Store, Radio Tower Setup and Whitney

Goldenrod City is the first major Johto hub where shopping, optional facilities, and a difficult Gym battle all compete for your money and attention. Register the city’s useful landmarks, obtain the Radio Card, buy practical supplies, and prepare a Fighting-type answer before challenging Whitney. After winning, collect the SquirtBottle from the Flower Shop and use it to open the road toward Ecruteak City.

Enter Goldenrod and set your route through the city

Reach Goldenrod City by traveling north from Route 34 after passing through Ilex Forest. Goldenrod lies between Routes 34 and 35. Heal at the Pokémon Center immediately, then make a quick circuit before committing to the Gym. The Department Store is the main shopping landmark, the Radio Tower is the large broadcasting building, the Bike Shop is in the southeast part of town, and the Goldenrod Gym is in the northeast beside the Flower Shop.

The original Gold version does not require you to complete a Radio Tower story before facing Whitney. The Team Rocket takeover occurs much later, after the seventh Johto Badge. For this visit, the Radio Tower is peaceful and offers the Radio Card quiz rather than a battle sequence.

Save after healing and before beginning the Gym challenge. If Whitney defeats you, the Pokémon Center provides a reliable reset point, and all ordinary Gym progress can be repeated without losing key items.

  • Heal at the Goldenrod Pokémon Center.
  • Locate the Department Store, Radio Tower, Bike Shop, Gym, and Flower Shop.
  • Save before entering the Gym challenge.

Obtain the Radio Card and optional Bicycle

Enter the Radio Tower and speak with the receptionist who conducts the Pokémon quiz. Answer all five questions correctly to receive the Radio Card for your Pokégear. In the original Gold and Silver quiz, the answers are Yes, Yes, No, Yes, and No. There is no reason to postpone this: it is an early city task and does not trigger the later Team Rocket takeover.

Visit the Bike Shop in the southeast section of Goldenrod and speak with the owner. He gives you a Bicycle to advertise the shop. The Bicycle is optional for progression, but it makes travel through long routes and city streets faster.

Do not confuse this early Radio Tower visit with the later story event. After you earn the seventh Johto Badge, Goldenrod’s Radio Tower becomes occupied by Team Rocket. That later event requires a separate sequence involving the Underground and the tower’s locked areas; nothing in the current visit needs to be cleared in advance.

  • Complete the five-question Radio Card quiz.
  • Collect the Bicycle from the Bike Shop if desired.
  • Remember that the Team Rocket takeover is a later event.

Spend Department Store money on useful supplies

The Department Store has six floors. On the second floor, buy Super Potions for the Gym and status cures such as Antidotes, Parlyz Heals, Awakenings, Burn Heals, Ice Heals, and Full Heals as your money allows. Great Balls are useful if you intend to catch Pokémon on Routes 34 and 35, while an Escape Rope can shorten a retreat from caves later in the adventure.

The third floor sells temporary battle-stat items such as X Attack and X Defend. These are optional; healing items are usually more dependable for a first attempt at Whitney. The fourth floor sells expensive vitamins, but spending nearly all your money on Protein, Iron, Carbos, Calcium, or HP Up is unnecessary at this stage.

The fifth floor sells TM41 ThunderPunch, TM48 Fire Punch, TM33 Ice Punch, and TM02 Headbutt once you have obtained Headbutt in Ilex Forest. These TMs are optional and should not take priority over healing items. On Sundays, the woman behind the counter gives either TM27 Return or TM21 Frustration based on the lead Pokémon’s friendship.

The fifth floor also has an optional in-game trade. Catch Drowzee on Route 34 or Route 35, then trade it to the man near the counter for his Machop, named Muscle. In Gold, this trade is for Drowzee; the Abra trade belongs to Crystal. Muscle is holding a Gold Berry and is a convenient Fighting-type answer to Whitney.

  • Buy Super Potions and several status-healing items.
  • Keep enough money for Poké Balls, Full Heals, and Revives if affordable.
  • Consider trading Drowzee for the Department Store Machop.
  • Do not spend your entire reserve on optional TMs or vitamins.

Prepare for the Goldenrod Gym maze

Goldenrod Gym is in the northeast part of the city, next to the Flower Shop, and its floor plan is shaped like a Clefairy. The Gym Trainers use Normal-type Pokémon. Follow the open paths around the central sections and battle trainers that are convenient for experience and money. You do not need to defeat every trainer before Whitney, but fighting several of them helps bring your team into the appropriate level range.

After training, leave the Gym and heal at the Pokémon Center. Put a reliable physical attacker at the front of your party, but do not bring only one answer. Whitney’s Miltank can inflict flinching, immobilize a Pokémon with Attract, restore its HP, and increase the power of Rollout over consecutive turns. Carry Full Heals or the individual status cures needed by your team.

  • Fight enough Gym Trainers to gain useful experience.
  • Return to the Pokémon Center before Whitney.
  • Bring at least two healthy Pokémon capable of damaging Normal types.

Defeat Whitney’s Clefairy and Miltank

In original Pokémon Gold, Whitney uses a level 18 female Clefairy followed by a level 20 female Miltank. Clefairy knows Encore, Mimic, DoubleSlap, and Metronome. It is usually safer to defeat Clefairy quickly rather than allowing Metronome to produce an unpredictable attack or Encore one of your weaker moves.

Miltank knows Stomp, Attract, Milk Drink, and Rollout. A Fighting-type move is super effective against both of Whitney’s Pokémon, making Muscle the Department Store Machop a strong option. Geodude, Heracross, or another Pokémon with a solid physical attack can also help. Use a female attacker when possible because Whitney’s female Miltank cannot inflict Attract on a female Pokémon. Gender is not a complete strategy, however: Miltank’s Stomp and Rollout still deal damage, and Milk Drink can undo weak attacks.

If Miltank begins Rollout, avoid allowing it to continue uninterrupted. Switch to a Pokémon that can survive the next hit, use a status move if one is available, or finish Miltank with a strong Fighting attack. If your main attacker is immobilized by Attract, switch rather than repeatedly waiting for a lucky turn. Heal before a Pokémon reaches knockout range, especially if Miltank has already used Milk Drink.

If you lose, return to the Pokémon Center, restock Super Potions and Full Heals, then train on Routes 34 and 35 or against Gym Trainers you have not yet defeated. Rotate two or three Pokémon instead of repeatedly sending one weakened attacker into Miltank. A failed attempt does not block the story; heal, adjust your lead Pokémon and moves, and challenge Whitney again.

  • Use Fighting-type attacks whenever practical.
  • Avoid letting Rollout build through several consecutive turns.
  • Use female Pokémon to avoid Attract when possible.
  • Heal or switch before a critical Pokémon is knocked out.

Claim the Plain Badge and open the road to Ecruteak

After defeating Whitney, she initially refuses to hand over the reward. Speak to her again after she moves away from the counter. She then gives you the Plain Badge, TM45 Attract, and the prize money from the battle. In the original games, the Plain Badge boosts the Speed of your Pokémon and allows you to use Strength outside battle once you have obtained HM04.

Leave the Gym and enter the Flower Shop beside it in the northeast part of Goldenrod. Speak with the attendant to receive the SquirtBottle. This is the required item for the odd tree blocking Route 36. You do not need to complete the later Radio Tower event to obtain it.

Before using the SquirtBottle, save your game if you want the safest opportunity to catch the tree Pokémon. Travel north through Route 35 and Route 36 until you reach the moving tree. Use the SquirtBottle from the Key Items pocket, then battle the level 20 Sudowoodo. It is the only Sudowoodo encounter in the original game, so weaken it carefully and use Poké Balls if you want to add it to your collection. Defeating or catching it clears the path toward Route 37 and Ecruteak City.

  • Speak to Whitney again and receive the Plain Badge.
  • Collect TM45 Attract.
  • Get the SquirtBottle from the Flower Shop.
  • Save before interacting with the Route 36 Sudowoodo.
  • Defeat or catch Sudowoodo to open the road to Ecruteak.

Before you move on

  • The Plain Badge appears on your Trainer Card.
  • Whitney has awarded TM45 Attract.
  • The SquirtBottle is in the Key Items pocket after visiting the Flower Shop.
  • Sudowoodo on Route 36 has been defeated or captured, and the route toward Ecruteak is open.
  • Your party is healed and supplied with Super Potions and status cures before leaving Goldenrod.
References for this chapter

Ecruteak City — Burned Tower, Tin Tower, Morty, and HM03 Surf

Reach Ecruteak City through Route 37, complete the original Gold Burned Tower event, defeat Morty for the Fog Badge, defeat all five Kimono Girls to obtain HM03 Surf, and understand the later Rainbow Wing requirement for Ho-Oh. In original Gold and Silver, Morty can be challenged without first completing the Burned Tower; that prerequisite belongs to Crystal and the Generation IV remakes.

1. Enter Ecruteak City and identify the important buildings

Enter Ecruteak City from Route 37 and heal at the Pokémon Center. The city connects the western and eastern Johto routes, making it a useful place to restore the party and save before each major activity. The Burned Tower is the ruined structure in the western or northwestern part of town. Morty’s Pokémon Gym is in the eastern side of the city, and the Dance Theater is near the Pokémon Center.

The Tin Tower is a different building: it is the large sacred tower in the northeast part of Ecruteak City. Do not confuse it with the Burned Tower. In the original Gold release, Tin Tower is only partly accessible at this stage and does not contain the early legendary-beast event.

Buy several Potions or Super Potions and carry Awakening, Full Heal, or similar status-recovery items. The Burned Tower includes a rival battle and wild Pokémon, while Morty’s team can cause sleep, Curse, Mean Look, and other disruptive effects. Save before beginning either sequence if you want a convenient retry point.

  • Heal at the Ecruteak Pokémon Center.
  • Buy healing and status-recovery items.
  • Locate the western or northwestern Burned Tower.
  • Locate the northeast Tin Tower, Morty’s Gym, and the Dance Theater.
  • Save before the rival battle or Gym challenge.

2. Choose the order of the Burned Tower and Gym

In the original Pokémon Gold and Silver releases, Morty can be challenged when you first arrive in Ecruteak City. You do not have to complete the Burned Tower before entering his Gym. For a natural progression order, clear the Burned Tower first, release the three roaming legendary beasts, defeat Morty, and then complete the Dance Theater sequence before leaving town.

You may also defeat Morty before visiting the Burned Tower. Do not apply Crystal or HeartGold and SoulSilver instructions here. In those versions, Morty’s availability is tied to a Burned Tower event, but that restriction is not present in original Gold.

  • Remember that the Burned Tower is optional before Morty in original Gold.
  • Plan to complete the Dance Theater before traveling to Cianwood.
  • Do not use Crystal or remake prerequisites for this Game Boy Color release.

3. Enter the Burned Tower and defeat the rival

Enter the Burned Tower through the ruined entrance in the western or northwestern part of Ecruteak. Move through the first-floor corridors until the rival challenges you. His starter has a type advantage over the Pokémon you selected from Professor Elm, so do not rely on your starter alone. A second trained Pokémon with a dependable neutral or super-effective attack gives you a safer answer if the rival’s starter gains momentum.

After defeating the rival, continue through the damaged section of the tower. In original Gold, follow the broken-floor route and drop into the basement. Strength is not required for the legendary-beast scene. Rock Smash can be used to explore optional areas and reach an item, but it is not necessary to trigger the main event.

The rival battle is not a required gate for Morty in Gold and Silver, but it is still worth completing while you are here. In these versions, delaying the battle until after the later Goldenrod Underground rival encounter can make the Burned Tower rival battle unavailable.

  • Defeat the rival inside the Burned Tower.
  • Use the broken-floor route to reach the basement.
  • Keep a backup attacker healthy for the rival battle.
  • Do not confuse optional Rock Smash items with the required story route.

4. Trigger the legendary-beast release

In the basement, approach the three Pokémon gathered on the platform. The scene releases Raikou, Entei, and Suicune. They do not become stationary battles in the basement. After the scene, they begin roaming across Johto, and the Pokédex can track their locations after you encounter them in battle.

You are not expected to catch any of them during this visit. If the team is damaged, leave the tower, heal at the Pokémon Center, and save. Leaving the Burned Tower before triggering the scene does not cancel it permanently; return through the same route and approach the trio when ready.

  • Approach the three Pokémon in the basement.
  • Confirm that Raikou, Entei, and Suicune have fled.
  • Heal and save after leaving the tower.
  • Do not expect stationary legendary-beast battles in the basement.

5. Prepare for Morty’s Ghost and Poison team

Morty uses Gastly at level 21, Haunter at level 21, Gengar at level 25, and Haunter at level 23. All four are Ghost and Poison types. Psychic, Ground, Dark, and Ghost attacks are useful against them. A trained Kadabra is a strong option if you caught Abra earlier, and Ground attacks work normally because the Levitate ability does not exist in Generation II.

Normal- and Fighting-type attacks do not damage Ghost Pokémon in this generation, so do not make moves such as Tackle, Scratch, or Karate Chop the foundation of your plan. A Normal-type Pokémon can still help defensively because ordinary Ghost attacks do not affect it, but it needs a damaging move of another type to threaten Morty.

Morty’s Haunter can use Hypnosis, while Gengar can combine Hypnosis with Dream Eater. Gastly and the other Haunter can use Curse, Mean Look, Night Shade, and other disruptive moves. Bring Awakening or Full Heal items, and keep a second attacker ready in case your lead is put to sleep or weakened by Curse. Switching out removes Curse from the affected Pokémon.

  • Bring at least one Psychic, Ground, Dark, or Ghost attack.
  • Prepare two or more healthy attackers.
  • Carry Awakening, Full Heal, or similar status recovery.
  • Avoid relying on Normal- or Fighting-type damage.

6. Navigate the invisible Gym path and defeat Morty

The original Ecruteak Gym has a dark floor with an invisible path. Gym trainers appear to stand over the surrounding pit, and stepping off the correct path sends you back toward the entrance. Use the trainers as landmarks and advance carefully. Fight the Gym trainers for experience if needed, but return to the Pokémon Center before the final approach if your main counter has lost health or important move PP.

Lead with your most reliable super-effective attacker, but preserve enough health and PP for Gengar. If Hypnosis connects, switch to another prepared Pokémon or use an Awakening instead of allowing sleep and Dream Eater to control the battle. Healing items can be used during the fight.

After victory, Morty awards the Fog Badge and TM30, Shadow Ball. The Fog Badge allows Surf to be used outside battle and makes traded Pokémon up to level 50 obey you. If you lose, return to the Pokémon Center, restore the party, buy more status medicine, and train on Routes 37, 38, or 39 before trying again.

  • Follow the invisible path to Morty.
  • Defeat Gastly, both Haunters, and Gengar.
  • Receive the Fog Badge and TM30 Shadow Ball.
  • Save after winning.

7. Defeat all five Kimono Girls and receive HM03 Surf

Enter the Ecruteak Dance Theater near the Pokémon Center. In original Gold, the five Kimono Girls are battled on the stage in a consecutive sequence. Each uses one of the five Eeveelutions available in Generation II: Flareon, Espeon, Umbreon, Vaporeon, or Jolteon. Defeat all five before speaking to the older man near the stage.

Heal before entering if necessary, because the battles form a continuous sequence. Use Water, Ground, Fighting, or other suitable coverage against the different Eeveelutions, and keep a backup Pokémon available in case a status move or poor type matchup slows the run.

After the fifth victory, speak to the man in the theater. He gives you HM03 Surf. Morty’s Fog Badge is required before Surf can be used outside battle. Teach Surf to a compatible Pokémon before leaving. Surf is the practical progression gate for the next chapter because you need it to cross Routes 40 and 41 from Olivine City to Cianwood City.

  • Enter the Ecruteak Dance Theater.
  • Defeat all five Kimono Girls on the stage.
  • Speak to the man only after all five victories.
  • Receive HM03 Surf.
  • Confirm that the Fog Badge permits Surf outside battle.
  • Teach Surf to a suitable Pokémon before leaving for Cianwood.

8. Understand the later Tin Tower and Ho-Oh requirement

Tin Tower is separate from the Burned Tower and stands in the northeast part of Ecruteak City. At this stage, the Fog Badge lets you enter Tin Tower only as far as the first floor. The higher floors and rooftop route remain inaccessible until you obtain the Rainbow Wing.

The Rainbow Wing is received later from the real Radio Director after you clear Team Rocket from Goldenrod Radio Tower. Return to Ecruteak with the Rainbow Wing in your Bag, enter the northeast Tin Tower, and climb the tower to reach the level 40 Ho-Oh encounter in Gold.

Do not expect Ho-Oh during the first Ecruteak visit, after the Burned Tower basement scene, or immediately after earning the Fog Badge. Do not substitute Silver Wing instructions from Pokémon Silver, and do not import the Kimono Girl summoning, Rocket uniform, disguise, photography, or Clear Bell mechanics from HeartGold and SoulSilver.

  • Earn the Fog Badge.
  • Defeat all five Kimono Girls and receive HM03 Surf.
  • Complete the later Goldenrod Radio Tower event.
  • Receive the Rainbow Wing from the restored Radio Director.
  • Return to the northeast Tin Tower only after the Rainbow Wing is in the Bag.

Before you move on

  • The Burned Tower rival has been defeated, if that optional event was completed before the later Goldenrod Underground rival battle.
  • The basement scene has occurred and Raikou, Entei, and Suicune are roaming through Johto.
  • Morty has been defeated and the Fog Badge and TM30 Shadow Ball have been received.
  • All five Kimono Girls have been defeated in the Ecruteak Dance Theater.
  • The man in the theater has given the player HM03 Surf.
  • Surf is taught to a compatible Pokémon and can be used outside battle because of the Fog Badge.
  • The player understands that Tin Tower is in northeast Ecruteak, while Burned Tower is the western or northwestern ruined tower.
  • The player understands that the Rainbow Wing comes later from the Goldenrod Radio Tower storyline and is required for the original Gold Tin Tower route to Ho-Oh.
References for this chapter

Cianwood and Olivine — Chuck and Jasmine

Begin at Olivine Lighthouse, speak to Jasmine about the sick Ampharos, then Surf west through Routes 40 and 41 to Cianwood City. Collect the SecretPotion from the pharmacy, clear Cianwood Gym with Strength, defeat Chuck for the Storm Badge and TM01, and take HM02 Fly from Chuck’s wife. Return to Olivine, use the medicine on Ampharos, and defeat Jasmine for the Mineral Badge.

Trigger the lighthouse medicine quest

Before crossing to Cianwood, enter Olivine Lighthouse from the city and climb to the upper floor. Follow the lighthouse path upward, using the ladders and platforms until you reach Jasmine beside the sick Ampharos. Speak to her to learn that Ampharos needs special medicine from Cianwood City. This conversation is the prerequisite for receiving the SecretPotion.

Leave the lighthouse after speaking with Jasmine and prepare at the Olivine Pokémon Center. Buy Super Potions, status cures and a few other healing items if your supplies are low. You need Surf to reach Cianwood, so place a Pokémon that knows HM03 Surf in your party. Save before beginning the crossing if you want a convenient recovery point.

  • Speak to Jasmine beside Ampharos at the top of Olivine Lighthouse.
  • Confirm that the game has established the need for Cianwood’s medicine.
  • Heal in Olivine and bring a Pokémon that knows Surf.

Obtain Strength before entering Cianwood Gym

If you have not already done so, visit the Olivine City café and speak to the man inside. He gives you HM04 Strength. Teach Strength to a Pokémon that can remain useful as a field-move user, and keep that Pokémon available when you enter Cianwood Gym. The Gym’s boulder obstacle cannot be cleared without Strength.

Strength is an HM, so the move cannot be casually removed later in the original Generation II games. Avoid placing it on a Pokémon whose four battle moves are essential unless you are comfortable keeping Strength permanently. You can also leave the Pokémon in the PC between dungeons, but withdraw it before the Cianwood Gym challenge.

  • Collect HM04 Strength from the man in Olivine’s café.
  • Bring a Pokémon that knows Strength to Cianwood Gym.
  • Keep Surf available for the sea route and future progression.

Surf west to Cianwood City

From Olivine, reach the western shoreline and use Surf. Follow Route 40 west, then continue south through Route 41. Route 41 contains swimmers and several islands, so battle only when you have enough HP and move PP to handle the city and Gym afterward. You can return to Olivine by Surfing east, and the trip is easier once Fly becomes available.

When you arrive in Cianwood, heal at the Pokémon Center before visiting the pharmacy. The pharmacy is on the southern side of the city. Speak to the shopkeeper and explain the situation at Olivine Lighthouse; because you spoke to Jasmine first, the shopkeeper gives you the SecretPotion. The pharmacy also sells traditional medicine and useful recovery items if you need to restock.

  • Surf west through Route 40 and south through Route 41.
  • Heal at the Cianwood Pokémon Center.
  • Receive the SecretPotion from the Cianwood Pharmacy.

Clear the original Cianwood Gym puzzle

Cianwood Gym is in the city and specializes in Fighting-type Pokémon. In the original Game Boy Color release, you first pass several Gym Trainers, then reach a section blocked by three boulders. Use Strength to push the boulders into positions that open the passage. Push carefully: if you block the route, exit the Gym and re-enter to reset the boulder arrangement.

After the boulder section, defeat the final Gym Trainer and approach Chuck. Flying- and Psychic-type attacks are super effective against Fighting Pokémon. A reliable Flying move is especially helpful against the Gym’s trainers and Primeape. Keep a second answer ready instead of relying on one weakened attacker, because Chuck’s Poliwrath can use Hypnosis and powerful Water- and Fighting-type moves.

  • Defeat the Gym Trainers before and after the boulder section.
  • Use Strength to move the three blocking boulders.
  • Heal before speaking to Chuck.

Defeat Chuck and collect Fly

In Pokémon Gold, Chuck uses a level 27 Primeape and a level 30 Poliwrath. Primeape has Leer, Rage, Karate Chop and Fury Swipes. Poliwrath has Hypnosis, Mind Reader, Surf and DynamicPunch. Use Flying or Psychic attacks against Primeape. Poliwrath is vulnerable to Electric, Grass and Psychic attacks; Psychic is especially useful because Poliwrath is also part Fighting-type.

Be cautious if Poliwrath uses Hypnosis followed by Mind Reader. A sleeping Pokémon can lose momentum, and Mind Reader makes the following DynamicPunch difficult to avoid. Carry Awakening or Full Heal items, and switch rather than leaving a badly positioned Pokémon in battle. After winning, Chuck gives you the Storm Badge and TM01 DynamicPunch. The Storm Badge raises the obedience limit to level 70 and allows Fly to be used outside battle.

Exit the Gym and speak to Chuck’s wife, who is standing outside the entrance. She gives you HM02 Fly after Chuck’s defeat. Teach Fly to a compatible Pokémon if you want faster travel between Olivine, Cianwood and other visited towns. Fly is optional for the immediate story route, but it substantially reduces backtracking.

  • Defeat Primeape and Poliwrath at their original Gold levels.
  • Receive the Storm Badge and TM01 DynamicPunch.
  • Speak to Chuck’s wife outside the Gym and obtain HM02 Fly.

Deliver the SecretPotion to Ampharos

Heal at Cianwood before leaving. If you taught Fly, use it to return to Olivine; otherwise Surf east through Route 41 and Route 40. Re-enter Olivine Lighthouse and climb back to the upper floor where Jasmine and Ampharos are waiting.

Speak to Jasmine and use the SecretPotion when the game prompts you. Ampharos is restored, and Jasmine leaves the lighthouse to resume her duties at the Olivine Gym. This is the required story trigger for her Gym battle. You do not need to complete another lighthouse objective after giving her the medicine.

  • Heal after Chuck’s battle.
  • Return to the upper floor of Olivine Lighthouse.
  • Use the SecretPotion on Ampharos and confirm that Jasmine leaves for the Gym.

Defeat Jasmine for the Mineral Badge

Return to the Olivine Gym. In the original Gold release, the Gym has no Gym Trainers and no puzzle, so once Jasmine has returned you can walk directly to her. She uses two level 30 Magnemite and a level 35 Steelix.

Fire-, Fighting- and Ground-type attacks are the most dependable choices. Ground attacks are particularly strong against the Magnemite and Steelix, while Fire and Fighting moves also exploit Steelix’s weaknesses. Water attacks can damage Steelix, but a strong super-effective move is preferable to weak neutral attacks. Ground-type Pokémon are useful because they are immune to the Magnemite’s Thunder Wave.

The Magnemite can use Supersonic and Thunder Wave, so carry Paralyze Heals and Full Heals. Steelix has very high physical Defense; if ordinary physical attacks barely damage it, switch to a special Fire, Water or other effective attack rather than repeatedly using weak Normal- or Fighting-type moves. Heal before the battle and save outside the Gym if you want a clean retry point.

Defeat both Magnemite and Steelix to receive the Mineral Badge and TM23 Iron Tail. The Mineral Badge is the sixth Johto Gym Badge and confirms that both Cianwood and Olivine are complete.

  • Bring Fire, Fighting or Ground coverage for Jasmine.
  • Carry Paralyze Heals or Full Heals for the Magnemite.
  • Defeat both Magnemite and Steelix.
  • Receive the Mineral Badge and TM23 Iron Tail.

Recover from a failed attempt and continue

If Chuck defeats you, return to the Cianwood Pokémon Center, restore PP and status, and retrain on Routes 40 and 41 or other accessible areas before trying again. If Jasmine defeats you, heal in Olivine, restock status cures and adjust your lead so Ground, Fire or Fighting coverage reaches the field safely.

Do not spend Rare Candies simply to replace ordinary route training unless you have a specific level requirement in mind. Keep Surf and Strength users available, since the next Johto sections continue to use water routes, caves and field obstacles. Fly is convenient but not required for story progress.

  • Restore the party and PP after either failed Gym attempt.
  • Keep Surf and Strength available for upcoming routes and caves.
  • Confirm that both the Storm Badge and Mineral Badge are recorded before leaving the area.

Before you move on

  • The Trainer Card shows the Storm Badge from Cianwood and the Mineral Badge from Olivine.
  • HM02 Fly is in the Bag after speaking to Chuck’s wife outside Cianwood Gym.
  • Ampharos has been healed with the SecretPotion, and Jasmine has returned from the lighthouse to the Olivine Gym.
  • HM04 Strength was obtained from the man in Olivine’s café and remains assigned to a usable Pokémon or is available by withdrawing its user from the PC.
  • The original Gold party has completed the Cianwood and Olivine Gym battles without relying on remake-only mechanics.
References for this chapter

Mahogany Town and the Team Rocket Hideout — Pryce and Whirlpool HM

Investigate the disturbance at the Lake of Rage, enter Team Rocket’s hideout beneath Mahogany Town, shut down the transmitter with Lance, receive HM06 Whirlpool, and defeat Pryce for the Glacier Badge. These directions apply to the original Pokémon Gold Version for Game Boy Color, not Pokémon HeartGold or SoulSilver. After Pryce, return to Goldenrod City and complete the Radio Tower takeover before attempting Route 44, the Ice Path, Blackthorn City, or the Johto Pokémon League.

Reach Mahogany Town and investigate the Lake of Rage

From Ecruteak City, leave through the eastern gate and follow Route 42 toward Mahogany Town. Surf across the short water sections where necessary, then enter town and heal at the Pokémon Center. The Gym is blocked at first, and the eastern road toward Route 44 is also unavailable, so leave Mahogany through the northern exit and follow Route 43 to the Lake of Rage.

Surf to the unusual red Gyarados near the center of the lake and battle it. You may catch it or defeat it; either result advances the story and leaves the Red Scale behind. If you want the capture, save before starting the battle and use status moves plus carefully controlled damage. If you defeat or accidentally flee from it, the Mahogany story still continues, but that individual encounter cannot be retried without reloading an earlier save.

After the battle, return to the shore and speak with Lance, the man standing near the sign. He explains that a radio signal is forcing the lake’s Magikarp to evolve and asks for your help. Return to Mahogany Town and enter the town’s souvenir shop. Lance reveals the hidden staircase beneath the shop, opening the entrance to Team Rocket’s hideout.

  • Heal before entering the hideout.
  • Bring Potions or Super Potions and at least one status-healing item.
  • Save outside the souvenir shop if you want a retry point before the dungeon.
  • Catch or defeat the red Gyarados to obtain the Red Scale and trigger Lance’s investigation.

Disable the security statues on B1F

On B1F, the gold Persian statues contain hidden security cameras. Walking in front of a statue triggers two Rocket Grunts in succession. You can avoid most of these repeated battles by moving around the statues and reaching the interior room near the western side of the floor.

Enter the room and defeat Scientist Jed. Examine the computer afterward to shut down the security cameras. The item near the computer is an X Accuracy. Once the system is disabled, the remaining Persian statues no longer trigger their paired Rocket battles.

Leave the room, collect the Hyper Potion and Nugget if you want them, and follow the southern passage to the southwest stairs. The discolored floor contains trap tiles that cause battles with Pokémon such as Voltorb, Koffing, and Geodude. These encounters are optional; take the longer route if your team is already damaged. Some Koffing and Voltorb can use Selfdestruct, so do not send a fragile Pokémon into these battles unnecessarily.

  • Defeat Scientist Jed.
  • Use the computer to disable the security cameras.
  • Take the southwest stairs to B2F.
  • Avoid optional trap encounters if healing supplies are limited.

Use Lance’s healing and collect the two passwords

Lance is waiting on the southern part of B2F. Speak to him and he restores the entire party once. Use this free healing before continuing, because several Rocket battles remain before the next reliable recovery point.

The large locked door nearby cannot be opened yet. Move east, defeat the Rocket Grunts, and take the stairs down to B3F. In the eastern room, defeat Scientist Ross and the Rocket Grunt there. Speak to the Rocket member after the battle to receive the first password: SlowpokeTail.

Continue to the southwest room and defeat Scientist Mitch and the second Rocket Grunt. Speak to that Rocket member after the battle to obtain the second password: RaticateTail. Collect the nearby Full Heal, Dire Hit, and other items if useful, then take the northeast stairs back to B2F.

Cross the northern part of B2F and defeat the Rocket Grunt blocking the western route. Take the stairs down to B3F. Silver appears near the executive’s room, but he does not battle you during this hideout sequence. Before opening the office, use the southern stairs to reach the western B2F area and collect TM46 Thief if desired, then return to the office door.

  • Use Lance’s one-time full-party healing.
  • First password: SlowpokeTail.
  • Second password: RaticateTail.
  • Do not expect a rival battle from Silver in this hideout.

Defeat the hideout executive and obtain Hail Giovanni

Enter the office by examining the door and entering both passwords. The executive inside uses Zubat at level 22, Koffing at level 22, and Raticate at level 24. Rock- or Electric-type attacks are useful against Zubat. Ground-type attacks are effective against Koffing in the original Generation II type system, but watch for Selfdestruct. A strong Fighting-type or other reliable physical attacker handles Raticate well.

Heal before opening the office if your team is already worn down. After the executive is defeated, speak to the Murkrow in the room. Murkrow provides the final password, Hail Giovanni. Return to the southern B2F area and examine the large locked door. Enter Hail Giovanni to open the route to the transmitter.

  • Defeat the executive with Zubat, Koffing, and Raticate.
  • Speak to Murkrow after the battle.
  • Obtain the final password: Hail Giovanni.
  • Return to the southern B2F locked door.

Disable the transmitter and receive HM06 Whirlpool

When you enter the transmitter room, a Rocket Executive and a Rocket Grunt try to force a two-on-one battle. Lance arrives with Dragonite and prevents this. You fight one Rocket opponent while Lance fights the other; this is not a player-controlled double battle, so keep your own active Pokémon healthy and do not rely on Lance to defeat your opponent for you.

After the Rocket battle, inspect the generator. The machine is powered by six Electrode. Lance handles the three on the right, while you must catch or defeat the three on the left. The Electrode are level 23 and may use Selfdestruct, so use strong attacks, status effects, or Poké Balls if you want to capture them. Keep at least one sturdy Pokémon available in case an Electrode explodes before it can be weakened safely.

Once the three Electrode on your side are removed, the transmitter shuts down and Team Rocket leaves the hideout. Lance gives you HM06 Whirlpool. The HM is obtained before Pryce’s battle, but you cannot use Whirlpool outside battle until you receive the Glacier Badge. Teach it to a compatible Pokémon only if you plan to explore areas blocked by whirlpools; do not weaken your main battle team unnecessarily just to carry it.

  • Defeat or catch the three Electrode on your side.
  • Confirm that the transmitter has been disabled.
  • Receive HM06 Whirlpool from Lance.
  • Save after the hideout event if you want to preserve a clean completed state.

Defeat Pryce for the Glacier Badge

Return to Mahogany Town and enter the Gym. The floor is covered with ice tiles that make you slide in a straight line until you hit a wall, obstacle, trainer, or normal floor. Plan each slide before stepping onto the ice. If you reach an unwanted position, step onto a normal tile and reposition rather than trying to correct direction during the slide.

Pryce uses Seel at level 27, Dewgong at level 29, and Piloswine at level 31. Electric- and Grass-type attacks are effective against Seel and Dewgong because both are Water-type in addition to Dewgong’s Ice typing. Electric attacks do nothing to Piloswine because it is Ice/Ground. Use Water-, Grass-, Fighting-, Fire-, Rock-, or Steel-type attacks against Piloswine, depending on the moves available to your party.

Dewgong and Seel know Rest, so bring enough damage to finish them after they heal. Piloswine can use Blizzard, and its Ground typing prevents Electric attacks from working. A Water-type with a strong Water attack is useful against all three of Pryce’s Pokémon, while a Fighting- or Fire-type can handle the Ice weakness on Piloswine. A party with several Pokémon in the high 20s or around level 30 is a practical target, but coverage and healing matter more than forcing every team member to reach one exact level.

After the battle, Pryce awards the Glacier Badge and TM16 Icy Wind. The badge enables the use of Whirlpool outside battle. If you lose, return to the Pokémon Center, heal, restock, and re-enter the Gym. Defeated Gym trainers remain defeated, and the completed hideout does not need to be repeated.

  • Bring a dependable answer to Piloswine that is not Electric-type.
  • Use Electric or Grass attacks on Seel and Dewgong when available.
  • Receive the Glacier Badge and TM16 Icy Wind.
  • Confirm that Whirlpool can now be used outside battle.

Complete Goldenrod Radio Tower before going to Blackthorn

When you leave the Gym after defeating Pryce, Professor Elm calls about strange radio broadcasts mentioning Team Rocket. This call begins the next required Johto progression event. Fly or travel back to Goldenrod City and go directly to the Radio Tower. The Team Rocket takeover there must be completed before the route to Blackthorn City fully opens.

Do not treat the Radio Tower as an after-League activity. It is a required gate between Pryce’s Gym and the eighth Gym. Complete the Basement Key sequence in Goldenrod Underground, defeat the rival when he appears there, solve the warehouse shutter puzzle, rescue the real Director, obtain the Card Key, and clear the remaining Rocket executives in the Radio Tower. The restored Director then provides Gold’s version-specific Rainbow Wing.

Only after the Radio Tower event is finished should you return to Mahogany’s eastern exit, travel across Route 44, and enter the Ice Path toward Blackthorn City. The Ice Path and Clair’s Gym are the next major progression steps; the Johto League comes later, after all eight Johto badges are complete.

  • The transmitter is disabled.
  • HM06 Whirlpool is in the pack.
  • Pryce has awarded the Glacier Badge.
  • Professor Elm’s radio call has occurred.
  • Goldenrod Radio Tower has been cleared before entering Route 44 or the Ice Path.
  • The restored Radio Director has been rescued and the Radio Tower event is complete.

Before you move on

  • The red Gyarados event at the Lake of Rage has been completed.
  • The Team Rocket hideout beneath Mahogany Town has been cleared and the transmitter has been disabled.
  • Lance has given you HM06 Whirlpool.
  • Pryce has been defeated and the Glacier Badge is displayed on the Trainer Card.
  • Professor Elm’s radio call about the Goldenrod broadcasts has occurred.
  • The Goldenrod Radio Tower takeover has been completed before traveling through Route 44 or the Ice Path.
  • The game is ready for the Blackthorn City chapter and the eighth Johto Gym.
References for this chapter

Blackthorn City and Clair — Complete After Goldenrod Radio Tower

Do not treat this as the immediate next step after the Mahogany Town Team Rocket Hideout. Finish the Goldenrod Radio Tower takeover first, then travel through Route 44 and the original Ice Path to Blackthorn City. Defeat Clair, complete her Dragon’s Den trial by collecting the correct Dragon Fang, receive the Rising Badge, and prepare for Tohjo Falls, Victory Road, and the Pokémon League.

Finish Goldenrod Radio Tower before challenging Clair

After defeating Pryce and clearing the Mahogany Town Team Rocket Hideout, complete the Goldenrod Radio Tower takeover before attempting the Blackthorn Gym. In the original Pokémon Gold Version, an Ace Trainer blocks the Gym until you have at least seven Johto Badges and have defeated Team Rocket at the Radio Tower. You can travel toward Blackthorn after the seventh badge, but the Gym challenge itself remains blocked until the Radio Tower event is complete.

The required Radio Tower sequence includes defeating the Rocket Executive impersonating the Radio Director, using the Basement Key in Goldenrod Underground, defeating your rival, solving the three-switch warehouse puzzle, rescuing the real Director, using the Card Key to open the Radio Tower shutter, and defeating the remaining Rocket executives. The original Game Boy Color release does not use a Rocket uniform, disguise, photography, or camera sequence from HeartGold and SoulSilver.

Before leaving Goldenrod, heal at the Pokémon Center and stock healing items, paralysis cures, and several Revives. Confirm that the Radio Tower has returned to normal and that at least seven Johto Badges appear on your Trainer Card.

  • The Mahogany Town Team Rocket Hideout is complete.
  • The Goldenrod Radio Tower takeover is complete.
  • The real Radio Director has been rescued.
  • The Radio Tower is restored.
  • At least seven Johto Badges are displayed.

Cross Route 44 and the original Ice Path

Leave Mahogany Town through the eastern entrance and follow Route 44 toward the Ice Path. Heal before entering if your party is damaged. Route 44 contains trainers and wild Pokémon, so use the route to gain experience if your team is below the level of the Gym trainers.

Bring a Pokémon that knows Strength. The Ice Path uses slippery floor panels: after you press a direction, your character continues sliding until reaching a wall, rock, or another solid obstacle. Plan each slide from its starting square. The required path uses boulders as stopping points and requires you to push boulders into holes so you can cross the cave.

The Ice Path also contains optional items and side passages. If you only need Blackthorn City, prioritize the eastern exit rather than exploring every branch. Keep your party ready for wild encounters and trainers, then heal at the Blackthorn Pokémon Center as soon as you arrive.

Before entering the Gym, make sure Strength is available for the puzzle. You will also need Surf and Whirlpool later for the Dragon’s Den trial, so bring Pokémon that can use both moves or visit the PC and organize your party before crossing the lake behind the Gym.

  • Route 44 has been crossed.
  • The Ice Path has been cleared.
  • Strength is available for the Gym puzzle.
  • The party has been healed in Blackthorn City.
  • Surf and Whirlpool are available for Dragon’s Den.

Solve Blackthorn Gym’s original Strength puzzle

Blackthorn Gym is in the southern part of Blackthorn City. In the original Gold release, Clair stands on a platform surrounded by lava. This is not the moving-platform puzzle from HeartGold and SoulSilver. Enter the Gym, defeat the trainers on the first floor as needed, and use the stairs to reach the second floor.

On the upper floor, use Strength to push the boulders into the holes. The correctly positioned boulders form bridges across the lava and open the route to Clair. Check your position before every push because placing a boulder against the wrong wall can block the route you need. Trainers on the approach include Cooltrainer Paul, Cooltrainer Fran, Cooltrainer Cody, Cooltrainer Mike, and Cooltrainer Lola.

Leave and re-enter the Gym if you need to reset your approach, and heal at the Pokémon Center rather than spending battle items while navigating the puzzle. Save before speaking to Clair so a failed battle can be retried without repeating the route from Route 44.

  • Strength is available inside the Gym.
  • The upper-floor boulders have been pushed into the holes.
  • The lava bridges provide a route to Clair.
  • The game has been saved before the battle.

Prepare for Clair’s original Gold team

Clair uses three level 37 Dragonair followed by a level 40 Kingdra. The Dragonair are pure Dragon type in Generation II and are weak to Ice- and Dragon-type attacks. An accurate Ice move is usually the most practical way to handle the first three Pokémon. Bring a second attacker because Thunder Wave, DragonBreath, and coverage moves can disable or wear down one lead Pokémon.

The three Dragonair do not have identical movesets. Their coverage includes Surf, Thunderbolt, and Ice Beam, while all three use Slam, Thunder Wave, and DragonBreath. Do not assume that one Water-, Electric-, or Ice-resistant Pokémon can safely handle the entire team.

Kingdra is Water and Dragon type in this release. Dragon-type attacks are super effective against it. Ice and Electric attacks deal neutral damage, so use them for power and coverage rather than expecting a type advantage. Kingdra knows Surf, DragonBreath, SmokeScreen, and Hyper Beam. Keep a healthy counter ready, and heal before a favorable exchange leaves Kingdra able to finish a weakened Pokémon with Hyper Beam.

Carry paralysis cures, strong HP recovery, and several Revives. Clair can use one Full Heal and one Full Restore. If you lose, return to the Pokémon Center, restore the party, change your lead order or moves, and train on Route 44, the Ice Path, or other nearby routes before trying again.

  • An accurate Ice or Dragon attack is available.
  • A second battle-ready counter is available.
  • Paralysis cures, healing items, and Revives are stocked.
  • The party is healed and saved before Clair’s battle.

Collect the correct Dragon Fang in Dragon’s Den

After Clair is defeated, she refuses to give you the Rising Badge and sends you to Dragon’s Den. Leave the Gym, heal, and go to the lake behind the Gym on the north side of Blackthorn City. Surf across the lake to enter the cave. The original Gold and Silver release requires Surf and Whirlpool for this trial.

Inside Dragon’s Den, descend to the main cavern. Surf toward the southwest side of the cavern and use Whirlpool to pass the whirlpool blocking the route. After passing it, continue eastward around the back of the shrine. Follow the water to the far eastern wall, then move north and land on the narrow strip of land along the cavern’s east side. Move a short distance north and collect the Dragon Fang from the item there.

The Dragon Fang is not collected from grass around a central island. The central shrine is a landmark for orienting yourself, but the required item is on the eastern strip of land after you pass the southwestern Whirlpool and travel east around the shrine. A Dragon Fang obtained through trading does not replace this specific item for the badge sequence; Clair can reject it as an attempt to cheat.

This is not the Dragon Shrine quiz from Pokémon Crystal or HeartGold and SoulSilver. There is no required elder questionnaire and no required Dratini reward for obtaining the Rising Badge in original Gold.

  • Clair has been defeated.
  • The cave behind Blackthorn Gym has been entered.
  • Surf has been used to reach the main cavern.
  • The southwestern Whirlpool has been passed.
  • The Dragon Fang has been collected from the strip of land along the cavern’s east side.

Receive the Rising Badge and proceed to the League

Once you collect the Dragon Fang from the eastern strip of land, Clair appears and finally awards the Rising Badge. She also gives you TM24, DragonBreath. The Rising Badge allows you to use Waterfall outside battle and makes all Pokémon obey you regardless of level.

Check your Trainer Card for all eight Johto Badges: Zephyr, Hive, Plain, Fog, Storm, Mineral, Glacier, and Rising. If the Rising Badge is missing, return to Dragon’s Den and confirm that you collected the item on the eastern strip of land after passing the southwestern Whirlpool.

Heal in Blackthorn City, then return to New Bark Town. Surf east along Route 27, pass through Tohjo Falls, and continue through the Pokémon League Reception Gate and Victory Road. Before entering the League, prepare a balanced party, restore every Pokémon, and stock healing items and Revives. The Elite Four preparation chapter is now the next required step.

  • The Rising Badge has been received.
  • TM24 DragonBreath has been received.
  • The Trainer Card shows all eight Johto Badges.
  • Tohjo Falls and Victory Road are accessible.
  • The party is prepared for the Pokémon League.

Before you move on

  • Goldenrod Radio Tower was completed before the Blackthorn Gym was attempted.
  • Clair’s three level 37 Dragonair and level 40 Kingdra were defeated.
  • The southwestern Whirlpool in Dragon’s Den was passed.
  • The Dragon Fang was collected from the strip of land along the cavern’s east side.
  • Clair awarded the Rising Badge and TM24 DragonBreath.
  • The Trainer Card displays all eight Johto Badges.
  • The player is ready to continue through Tohjo Falls, Victory Road, and the Pokémon League.
References for this chapter

Preparation for the Johto League — Elite Four and Champion strategy

Complete the Mahogany Team Rocket hideout, the Goldenrod Radio Tower takeover, Clair’s Gym, and the Dragon’s Den trial before beginning League preparation. After receiving all eight Johto badges, travel through Tohjo Falls and Victory Road to Indigo Plateau. The original Game Boy Color release uses the fixed sequence Will, Koga, Bruno, Karen, and Champion Lance. Heal, shop, arrange the party, and save before entering the first room because the League is one continuous five-battle challenge.

Finish the required story order and reach Indigo Plateau

Do not begin this chapter immediately after the Mahogany Town events. Complete the required order: clear the Mahogany Team Rocket hideout and defeat Pryce; complete the Goldenrod Radio Tower takeover by defeating the Rocket Executive impersonating the Radio Director and rescuing the real Director; defeat Clair and complete the Dragon’s Den trial; then prepare for the League.

After all eight Johto badges are recorded, travel west from New Bark Town across Route 27. Use Surf and Waterfall where required to pass through Tohjo Falls, then follow Route 26 and Route 27 to Victory Road. The rival battle occurs near the end of Victory Road, shortly before the exit. Defeat him, leave the cave, and continue north to the Indigo Plateau entrance.

The Indigo Plateau entrance has the final Pokémon Center and Poké Mart available before the League rooms. Victory Road also contains useful items, including a Full Restore, Max Revive, and TM26 Earthquake in the original Gold and Silver route. These are optional pickups, but they are worth collecting if your party can safely reach them.

  • Clear the Mahogany Team Rocket hideout.
  • Defeat Pryce.
  • Complete the Goldenrod Radio Tower takeover and defeat the Rocket Executive impersonating the Radio Director.
  • Defeat Clair and complete the Dragon’s Den trial.
  • Confirm that all eight Johto badges are recorded.
  • Defeat the rival in Victory Road.
  • Heal and save at the Indigo Plateau Pokémon Center.

Restock and organize the party before entering

Use the Indigo Plateau Poké Mart to buy battle supplies before entering the first League room. A practical reserve is about 10 to 15 strong HP-healing items, 8 to 12 Revives, and several Full Heals or Full Restores. These are recommendations rather than fixed requirements; a well-trained team may need fewer, while an underlevelled team may need more.

Prioritize Revives, Max Potions, Full Restores, and Full Heals over optional purchases. Use a Max Potion when a Pokémon only needs HP. Use a Full Heal for one ordinary status condition, and save Full Restores for emergencies involving both low HP and status. Carry enough recovery for five battles because you cannot return to the Pokémon Center or Poké Mart after entering the challenge rooms.

Restore important move PP, cure status, and place a reliable lead Pokémon in the first party slot. Check that your key answers to Poison, Fighting, Dark, and Dragon threats are not fainted. Save at the Pokémon Center, then consider making another save immediately before entering Will’s room.

  • Buy recovery items before entering the League rooms.
  • Carry Revives and strong HP recovery for all five battles.
  • Carry Full Heals or Full Restores for sleep, poison, paralysis, burn, confusion, and other status problems.
  • Restore important move PP.
  • Arrange the party lead and save before starting.

Build coverage for original Generation II mechanics

The fixed sequence is Will, Koga, Bruno, Karen, and Lance. Fairy Pokémon and Fairy-type attacks do not exist in this release. Generation II also determines physical or special behavior by move type rather than by each individual move. Water and Ice attacks are special in this game, while Dragon attacks are physical, so consider the user’s relevant attacking stat before relying on a move.

Bring Psychic or Ground coverage for suitable members of Koga’s team, but do not treat Forretress as Poison-type. Forretress is Bug and Steel, so Psychic attacks do not exploit it. Fire attacks are especially effective, while Ground attacks are also useful. Bring Psychic or Flying coverage for Bruno’s Fighting Pokémon and Water, Grass, Ice, or Ground coverage for his Onix.

A Fighting-capable Pokémon helps against Karen’s Dark Pokémon, but her Vileplume, Gengar, and Houndoom require additional answers. Use appropriate Psychic or other coverage against Vileplume, Ground attacks against Gengar when safe, and Water, Ground, or Rock attacks against Houndoom. For Lance, bring Ice coverage plus a backup answer for Dragonite. Electric coverage is useful against Gyarados, and Water, Rock, Electric, or Ice attacks can handle his Flying-type Pokémon.

  • Bring Psychic or Ground coverage for suitable Koga targets.
  • Bring Fire or Ground coverage for Forretress.
  • Bring Psychic or Flying coverage for Bruno’s Fighting Pokémon.
  • Bring Water, Grass, Ice, or Ground coverage for Bruno’s Onix.
  • Keep a healthy Fighting-capable Pokémon for Karen.
  • Carry Ice coverage and a backup Dragonite answer for Lance.
  • Use Electric coverage against Gyarados when practical.

Defeat Will without exhausting your counters

Will’s party is Xatu at level 40, Exeggutor at level 41, Slowbro at level 41, Jynx at level 41, and a second Xatu at level 42. Xatu can use Future Sight and Confuse Ray. Jynx threatens sleep with Lovely Kiss and damage with Ice Punch. Exeggutor can use Reflect and Leech Seed, while Slowbro can use Amnesia and become harder to defeat with special attacks.

Electric attacks are effective against Xatu and Slowbro. Bug, Fire, and Ghost attacks can also help against Will’s Psychic Pokémon, although strong neutral attacks may be sufficient. If Slowbro raises its Special Defense with Amnesia, switch to a physical attack or another suitable answer instead of repeatedly spending special PP.

After the battle, heal sleep, confusion, and other status conditions. Restore important Electric, Psychic, Fire, Ground, or Ice PP. Keep a reliable answer to Koga’s Poison Pokémon healthy rather than allowing it to enter the next room at critical HP.

  • Use Electric coverage against Xatu or Slowbro when safe.
  • Watch for Future Sight and Confuse Ray.
  • Prepare for Jynx’s Lovely Kiss and Ice Punch.
  • Watch for Reflect, Leech Seed, and Slowbro’s Amnesia.
  • Heal status and restore important PP before Koga.

Handle Koga’s Poison team and Forretress

Koga uses Ariados at level 40, Venomoth at level 41, Forretress at level 43, Muk at level 42, and Crobat at level 44. Psychic and Ground attacks work against appropriate Poison targets, but Forretress is Bug and Steel. Use Fire or Ground attacks against it; Fire is particularly valuable because Forretress can use Protect, Spikes, and Explosion.

Ariados can use Spider Web, Double Team, Baton Pass, and Giga Drain. Venomoth threatens Toxic, confusion, and Psychic damage. Muk can raise its evasion or Defense with Minimize and Acid Armor. Crobat is fast and can use Double Team, Toxic, and Wing Attack. If evasion or status begins to consume the battle, use a second counter or a Full Heal rather than sacrificing the primary attacker.

After defeating Koga, cure poison, confusion, paralysis, and other ordinary status effects. Arrange the party so a Psychic or Flying attacker is ready for Bruno, but do not send a weakened counter into a dangerous matchup simply to preserve party order.

  • Use Psychic or Ground attacks against suitable Poison targets.
  • Use Fire or Ground attacks against Forretress.
  • Watch for Protect, Spikes, Explosion, status, and accuracy disruption.
  • Keep a second counter available.
  • Heal before entering Bruno’s room.

Use careful switches against Bruno and Karen

Bruno’s team is Hitmontop at level 42, Hitmonlee at level 42, Hitmonchan at level 42, Onix at level 43, and Machamp at level 46. Psychic and Flying attacks are effective against the Fighting Pokémon. Hitmontop can use Pursuit, so switching a weakened Psychic Pokémon may cause damage before the replacement enters. Hitmonlee’s Foresight also makes Ghost-based answers less dependable.

Bruno’s Onix is Rock and Ground. Use Water, Grass, Ice, Ground, or another suitable attack rather than leaving a Flying-type attacker in front of it. Machamp has strong Fighting coverage and can punish fragile Psychic or Flying Pokémon, so heal before attempting the final knockout.

Karen uses Umbreon at level 42, Vileplume at level 42, Gengar at level 45, Murkrow at level 44, and Houndoom at level 47. Fighting attacks help against Karen’s Dark Pokémon, but Vileplume is Grass and Poison, Gengar is Ghost and Poison, and Houndoom is Dark and Fire. Use suitable coverage against each rather than forcing one attacker through the entire battle. Umbreon can disrupt accuracy and inflict confusion or trapping effects. Gengar can use Destiny Bond, so avoid defeating it immediately after Destiny Bond if you can safely wait or switch.

Between Bruno and Karen, revive and fully heal the counters needed for Lance. Do not enter the final room with your only Ice attacker fainted, asleep, or badly damaged.

  • Use Psychic or Flying attacks against Bruno’s Fighting Pokémon.
  • Use Water, Grass, Ice, or Ground coverage against Onix.
  • Keep a Fighting-capable Pokémon healthy for Karen.
  • Prepare secondary answers for Vileplume, Gengar, and Houndoom.
  • Watch for Umbreon’s accuracy and confusion disruption.
  • Respect Gengar’s Destiny Bond.
  • Revive and heal essential counters before Lance.

Defeat Champion Lance and recover from failure

Lance’s original Gold team is Gyarados at level 44, Dragonite at levels 47, 47, and 50, Aerodactyl at level 46, and Charizard at level 46. The battle order is Gyarados, the two level 47 Dragonite, Aerodactyl, Charizard, and the level 50 Dragonite.

Use Electric coverage against Gyarados when the attacker can survive. Reserve Ice PP for the three Dragonite rather than spending every use on earlier targets. Gyarados can use Rain Dance, which strengthens Water attacks, so do not send a vulnerable Fire-type into a boosted Surf.

Water attacks are effective against Aerodactyl and Charizard. Electric, Rock, and Ice attacks can also help against Lance’s Flying Pokémon. Dragonite can use status and damaging moves, so do not assume that one Ice attack will always finish the fight. Keep a backup counter ready and heal before entering a critical range.

If the primary Ice attacker faints, use the backup counter or revive the specialist between turns when necessary. If the party is defeated, reload the pre-League save if you want to preserve money and supplies. Otherwise, train the weakest members near Victory Road, improve their moves, restock, and try again. After Lance is defeated, allow the Hall of Fame registration and credits sequence to finish before continuing.

  • Use Electric coverage against Gyarados when safe.
  • Reserve Ice PP for all three Dragonite.
  • Keep a backup Dragonite answer.
  • Use Water, Electric, Rock, or Ice coverage against Aerodactyl and Charizard.
  • Use Revives and healing items between battles as needed.
  • Let the Hall of Fame sequence complete after Lance’s defeat.

Before you move on

  • The Mahogany Team Rocket hideout, Goldenrod Radio Tower, Clair’s Gym, and the Dragon’s Den trial are complete.
  • All eight Johto badges are recorded.
  • The rival is defeated in Victory Road.
  • The five League battles are completed in order: Will, Koga, Bruno, Karen, then Champion Lance.
  • Lance’s six Pokémon are defeated: Gyarados, three Dragonite, Aerodactyl, and Charizard.
  • The Hall of Fame registration and credits sequence begins and finishes.
  • The save file returns to the post-League game with the party and inventory available for the Kanto journey.
References for this chapter

Goldenrod Radio Tower — Required Before Blackthorn and the Johto League

Complete this chapter after defeating Pryce and receiving Professor Elm’s call about Team Rocket. The Goldenrod Radio Tower takeover blocks the eastern road from Mahogany Town, so you must rescue the real Radio Director before Route 44, the Ice Path, Blackthorn City, or the Pokémon League can become your next destinations. The original Game Boy Color release uses the Basement Key, Goldenrod Underground, a rival battle, a shutter puzzle, the Card Key, and several Rocket battles. It does not use a Rocket uniform, disguise, photography, camera, or Underground photo sequence. In Pokémon Gold, the restored Radio Director awards the Rainbow Wing, which opens the upper Tin Tower route and enables the level 40 Ho-Oh encounter.

1. Return to Goldenrod City after Pryce

Defeat Pryce in Mahogany Town, then receive Professor Elm’s call about the Team Rocket occupation. Heal your party and return to Goldenrod City. Fly there if HM02 is available; otherwise travel back through Johto by road.

The Radio Tower is the tall building near the Magnet Train station. Before entering, visit a Pokémon Center, buy healing items, and save. The event contains several consecutive battles, including two major Executive fights, so bring enough recovery items for poison, confusion, and reduced accuracy.

The takeover must be cleared before the eastern road from Mahogany Town opens. Afterward, return to Mahogany Town and follow Route 44 toward the Ice Path and Blackthorn City.

  • Defeat Pryce.
  • Receive Professor Elm’s call.
  • Return to Goldenrod City.
  • Heal, restock, and save before entering the Radio Tower.

2. Defeat the Radio Tower impostor and obtain the Basement Key

Enter the Radio Tower and defeat the Rocket Grunt on the first floor. On the second floor, battle through the Rocket members and use the western stairs. On the third floor, the eastern shutter cannot yet be opened, so take the western route instead.

Continue through the west side of the fourth floor and climb to the fifth-floor office. The person claiming to be the Radio Director is a Rocket Executive impostor. Defeat the impostor to obtain the Basement Key.

This battle consists of five Koffing at level 30 and one Weezing at level 32. Ground-type attacks are effective against the Poison-type team, but watch for SmokeScreen, Sludge, Selfdestruct, and Explosion. Keep a backup attacker ready in case one of the Koffing uses Selfdestruct or Weezing uses Explosion.

The Basement Key opens the locked door in Goldenrod Underground. It does not open the shutter on the Radio Tower’s third floor.

  • Use the western route around the locked third-floor shutter.
  • Reach the fifth-floor office.
  • Defeat the Rocket Executive impostor.
  • Receive the Basement Key.

3. Enter Goldenrod Underground and defeat Silver

Leave the Radio Tower and enter Goldenrod Underground from the northern entrance. A Rocket Grunt blocks the southern alley behind the Pokémon Center during the event, so do not try to enter from that side.

Follow the access hallway to the locked door and use the Basement Key. Descend into the Underground section. Silver challenges you shortly after you enter.

Silver’s team includes Golbat, Magnemite, Haunter, Sneasel, and the final evolution of his starter Pokémon. Fighting-type attacks are especially useful against Sneasel. Electric or Rock attacks work well against Golbat, while Ground attacks are effective against Magnemite. Use suitable Dark, Psychic, or strong neutral attacks against the remaining Pokémon.

After defeating Silver, heal your party with items if necessary. Defeat the three Rocket Grunts along the north side before approaching the three numbered switches.

  • Enter Goldenrod Underground from the north.
  • Open the locked door with the Basement Key.
  • Defeat Silver.
  • Defeat the three Rocket Grunts near the switches.

4. Solve the shutter maze and rescue the real Director

The three switches are numbered from east to west: 1, 2, and 3. To open the mandatory route through the shutter maze, press them once in descending order: 3, then 2, then 1.

The other switch patterns lead to optional items, including a Full Heal, Max Potion, hidden Revive, and Smoke Ball. If you make a mistake, reset the puzzle by flipping the switches again or leaving and re-entering the room. The optional items are not required for the story.

Follow the opened route and defeat the two Burglars in the maze. Defeat the Rocket Grunt near the exit, then pass through the double doors into the Warehouse.

In the Warehouse, follow the winding corridor past the Rocket Grunts. Optional items include a Max Ether, Amulet Coin, and TM35 Sleep Talk. Speak to the real Radio Director in the interior room. He gives you the Card Key and asks you to return to the Radio Tower.

  • Press switches 3, then 2, then 1 for the required route.
  • Defeat both Burglars.
  • Defeat the Rocket Grunt near the maze exit.
  • Reach the real Radio Director.
  • Receive the Card Key.

5. Use the Card Key and defeat the remaining Rocket Executives

Return to the Radio Tower and go to the third floor. Use the Card Key on the eastern shutter. Defeat the Rocket Grunt beyond it, then climb to the east side of the fourth floor.

Battle the female Rocket Grunt and the Rocket Executive on the fourth floor. The Executive uses a level 36 Golbat. Electric, Rock, Psychic, or Ice attacks are useful, but protect your active Pokémon from Confuse Ray and heal if necessary.

Continue to the fifth-floor broadcasting studio. The final Rocket Executive explains that Team Rocket is broadcasting in the hope that Giovanni will return. Giovanni is not the opponent in this event.

The final Executive uses Houndour at level 33, Koffing at level 33, and Houndoom at level 35. Fighting-type attacks are effective against the Dark-type Houndour and Houndoom. Water- or Ground-type attacks are useful against Houndoom and Koffing. If you lose, heal at a Pokémon Center, replace depleted items, and return to the Radio Tower. The keys you obtained remain in your inventory, and defeated trainers stay defeated.

  • Open the third-floor shutter with the Card Key.
  • Defeat the Rocket Grunt beyond the shutter.
  • Defeat the fourth-floor Rocket Executive.
  • Defeat the final Executive in the broadcasting studio.
  • Confirm that Team Rocket has fled.

6. Receive the Rainbow Wing and resume the main route

After the final Executive is defeated, the Rocket occupation ends and the real Radio Director returns. Speak to him to receive the Rainbow Wing in Pokémon Gold. Pokémon Silver gives the Silver Wing instead.

In the original Generation II games, the Rainbow Wing may be deposited in the PC after it has unlocked the upper Tin Tower route. Depositing it does not re-lock the tower. However, Ho-Oh appears on the roof only when the Rainbow Wing is currently in your Bag, so withdraw it before reaching the encounter room.

For the main story, return to Mahogany Town. The Team Rocket blockade and the shady salesman blocking the eastern road will be gone. Follow Route 44 east, cross the Ice Path, and enter Blackthorn City. You still need to defeat Clair and complete the Dragon’s Den trial to receive the Rising Badge.

If you are going directly for the optional Ho-Oh encounter, travel to Ecruteak City after receiving the Rainbow Wing. The original Gold Tin Tower route does not use a disguise, photograph, camera sequence, Clear Bell, or legendary-beast requirement. Ho-Oh is level 40. Save before the battle. If you defeat Ho-Oh or flee, reload the pre-battle save; do not save afterward if you intend to retry it.

  • Speak to the restored Radio Director.
  • Receive the Rainbow Wing.
  • Confirm that the upper Tin Tower route is unlocked.
  • If attempting Ho-Oh, withdraw the Rainbow Wing into the Bag before reaching the roof.
  • Return to Mahogany Town and confirm the eastern blockade is gone.
  • Continue through Route 44 and the Ice Path to Blackthorn City.

Before you move on

  • Pryce has been defeated and Professor Elm’s call has been received.
  • The Radio Tower impostor has been defeated and the Basement Key obtained.
  • Silver has been defeated in Goldenrod Underground.
  • The shutter maze has been cleared using switches 3, then 2, then 1.
  • The real Radio Director has been rescued and has given you the Card Key.
  • The third-floor Radio Tower shutter is open.
  • The remaining Rocket Grunts and Executives have been defeated.
  • The final studio Executive has been defeated.
  • The Radio Director has awarded the Rainbow Wing.
  • The upper Tin Tower route remains unlocked even if the Rainbow Wing is deposited in the PC.
  • If attempting Ho-Oh, the Rainbow Wing has been withdrawn into the Bag before reaching the roof.
  • The Rocket blockade east of Mahogany Town has disappeared and Route 44 is accessible.
  • Blackthorn City is now the next main-story destination.
References for this chapter

Ho-Oh on the Tin Tower — Gold mascot encounter

In the original Pokémon Gold Version for Game Boy Color, Ho-Oh is a level 40 encounter on the roof of Ecruteak City’s Tin Tower. Finish the Goldenrod Radio Tower Team Rocket takeover and receive the Rainbow Wing from the restored Radio Director. The Rainbow Wing permanently unlocks the upper Tin Tower route, even if you later store the item in the PC, but it must be in your Bag when you reach the roof for Ho-Oh to appear. The encounter is one-time in the current save: if Ho-Oh is defeated or you run from it, reload a save made before the battle rather than expecting an Elite Four victory to restore it.

Complete the Goldenrod Radio Tower event

The Radio Tower takeover becomes available after the Mahogany Town Team Rocket hideout sequence. Travel to Goldenrod City, enter the Radio Tower, and fight through the Rocket members. Work upward until you reach the fifth floor and confront the apparent Radio Director. He is a Rocket Executive impersonating the Director. Defeat him to obtain the Basement Key.

Leave the Radio Tower and enter the Goldenrod Underground. Use the Basement Key on the locked door in the underground passage. Follow the basement path until your rival appears, then defeat him. Continue through the warehouse area and operate the switches in the correct order to open the shutters and reach the room where the real Radio Director is being held.

Speak to the real Director after opening the route. He gives you the Card Key. Return to the Radio Tower and go to the shutter on the third floor. Use the Card Key to open it, then proceed through the eastern side of the building. Defeat the remaining Rocket members and executives, including the final executive in the broadcasting studio. When Team Rocket leaves, the Radio Director returns and rewards you with the Rainbow Wing in Pokémon Gold.

This is the original Game Boy Color sequence. There is no Rocket uniform, disguise, photography scene, camera event, or Kimono Girl sequence in this encounter. Those mechanics belong to later releases and are not prerequisites here.

  • The fake Radio Director was defeated.
  • The Basement Key was used in Goldenrod Underground.
  • Your rival was defeated in the basement route.
  • The warehouse shutter puzzle was completed.
  • The real Radio Director gave you the Card Key.
  • The Card Key opened the Radio Tower shutter.
  • The restored Radio Director gave you the Rainbow Wing.

Prepare the Rainbow Wing and enter Tin Tower

Fly or travel to Ecruteak City and heal at the Pokémon Center. Tin Tower is the tall structure in the northeast part of the city. Do not enter the Burned Tower in the west; that is the separate ruined building where the legendary beasts are released earlier in the story.

After you obtain the Rainbow Wing, the sage who previously blocks the staircase on Tin Tower’s first floor no longer prevents access to the upper floors. The Rainbow Wing unlock is permanent. You may store the item in the PC and still climb the tower, so keeping it in the Bag is not required for entry.

Before going to the roof, withdraw the Rainbow Wing from the PC and place it in your Bag. In original Generation II, the roof checks whether the item is currently in the Bag when the encounter is triggered. If the wing is stored, Ho-Oh will not appear even though the tower remains open. This distinction is easy to miss: PC storage is safe for tower access, but not for summoning the encounter.

You do not need Morty’s Fog Badge specifically to make Ho-Oh appear, and you do not need the Elite Four, the Hall of Fame, the three legendary beasts, the Kimono Girls, or a Clear Bell. The Rainbow Wing and the completed Radio Tower event are the relevant Gold requirements.

  • The Rainbow Wing has been obtained.
  • Tin Tower is open beyond the first floor.
  • The Rainbow Wing is currently in the Bag before climbing to the roof.
  • The party is healed.
  • You are entering Tin Tower, not Burned Tower.

Climb the original Tin Tower

Tin Tower is a ten-story maze with holes, narrow platforms, one-way ramps, branching staircases, and teleport tiles on the upper floors. The lower floors are fairly direct, but the middle floors require you to approach ramps from the correct side. If a hole drops you to a lower floor, retrace the route and take the nearby platform or staircase that was not used on the previous attempt.

The sixth-floor approach is particularly easy to misread because the correct route uses platforms near the upper-left area rather than simply following the most obvious opening. On the final floors, use the teleport tiles systematically instead of walking randomly. The sequence eventually leads to the stairs toward the roof.

Wild encounters can drain HP and move PP during the climb. Heal beforehand and carry Repels if you want to reduce interruptions. Optional items in the tower are not needed to trigger Ho-Oh, so prioritize reaching the roof with a healthy party and enough capture supplies.

  • The party has sufficient HP and move PP.
  • You have Poké Balls, preferably Ultra Balls.
  • You have healing and status-recovery items.
  • You know that falling through a hole is recoverable and does not ruin the event.

Save on the roof before facing Ho-Oh

When you reach the roof, do not interact with Ho-Oh immediately. Stand beside the encounter and save the game. This is the important recovery point for the capture attempt.

Bring a Pokémon that can inflict Sleep or paralysis if possible. Sleep generally gives a stronger capture advantage, while paralysis is easier to maintain. Carry enough Ultra Balls for a long attempt, along with Potions or other healing items for the active Pokémon. Avoid bringing only attacks that can deal heavy uncontrolled damage.

The rooftop save protects the encounter from a failed battle. If Ho-Oh is defeated, if you accidentally choose Run, or if you exhaust your supplies, reset to this save without saving the failed result. In original Gold, the encounter does not return simply because you defeat the Elite Four again.

  • The Rainbow Wing is in the Bag.
  • Ho-Oh is visible on the roof.
  • The game is saved before the interaction.
  • Your capture supplies and healing items are ready.

Battle and capture level 40 Ho-Oh

Ho-Oh is level 40 and Fire/Flying type. Its original Gold encounter moves are Sacred Fire, Safeguard, Gust, and Recover. Sacred Fire and Gust can wear down a fragile lead, while Recover can restore Ho-Oh’s HP during a prolonged attempt. Safeguard can prevent new status conditions for a period, so a failed status attempt may require patience rather than immediate repeated attacks.

Lower its HP gradually. Water- and Electric-type attacks are super effective, but use controlled damage and switch to weaker moves when Ho-Oh approaches the red portion of its HP bar. Rock attacks are especially dangerous because Ho-Oh is doubly weak to Rock; avoid using a strong Rock move once the target is low. Do not rely on a critical-hit-prone attack or an untested move if losing the encounter would force you to reload.

Once Ho-Oh is weakened, apply Sleep or paralysis when Safeguard is not blocking it, then throw Ultra Balls. Great Balls and ordinary Poké Balls can also succeed, but the attempt may take many throws. Heal your active Pokémon when needed and switch if Sacred Fire or Gust makes the current matchup unsafe. Never select Run unless you intend to reset immediately afterward.

If Ho-Oh is knocked out or you flee, reset to the rooftop save. Do not save after either outcome if you want another attempt. The failed encounter is permanently unavailable in that save unless you reload an earlier state.

  • Ho-Oh’s HP is low but not zero.
  • A status condition has been applied when possible.
  • You are throwing Poké Balls rather than choosing Run.
  • You will reset if Ho-Oh is defeated or fled from.

Confirm the capture and preserve the result

After the capture succeeds, check the party or Pokémon storage to confirm that Ho-Oh was registered and is present. A Gold Ho-Oh caught at this encounter can hold Sacred Ash. The held item is optional and has no further story requirement.

Save immediately after confirming the capture. The Rainbow Wing can remain in the Bag or be stored in the PC afterward; only the successful encounter itself needs to be preserved. You can then leave Tin Tower and continue with the Kanto badges, Mt. Silver, and the Red battle.

If you later want to document the achievement, keep this post-capture save separate from any pre-battle backup. The pre-battle save is for retrying the encounter; the post-capture save confirms that the Gold mascot has been secured.

  • Ho-Oh is confirmed in the party or PC.
  • The successful capture has been saved.
  • The Rainbow Wing is accounted for in the Bag or PC.
  • You can leave Tin Tower without repeating the encounter.

Before you move on

  • The Goldenrod Radio Tower takeover was completed through the Basement Key and Card Key route.
  • The real Radio Director gave you the Rainbow Wing.
  • Tin Tower opened beyond its first floor.
  • The Rainbow Wing was placed in the Bag before reaching the rooftop.
  • Level 40 Ho-Oh appeared on the Tin Tower roof.
  • Ho-Oh was captured and confirmed in the party or PC.
  • The successful capture was saved.
  • You can continue toward Kanto, Mt. Silver, and Red without repeating the Ho-Oh encounter.
References for this chapter

Optional Kanto Postgame — Whirl Islands and Lugia

Skip this optional chapter if you are following the main numbered campaign and have not yet completed Chapter 13. After defeating the Johto Elite Four and Champion, travel through Kanto to Pewter City and obtain the Silver Wing from the old man in town. Then return to Route 41 and enter the Whirl Islands through the northeast island to reach level 70 Lugia in original Pokémon Gold. This encounter is optional: it is not required for the Kanto badges, Mt. Silver, or the battle with Red.

Finish the required story gates and collect the Silver Wing

Do not attempt the Lugia trip during the Johto portion of the game. First defeat the Johto Elite Four and Champion, then use the newly opened Kanto route to reach Pewter City. The old man in the eastern part of Pewter City gives you the Silver Wing after the League has been cleared. In original Pokémon Gold, this is the item that enables the level 70 Lugia encounter in the Whirl Islands.

The Rainbow Wing is not an alternative Lugia item. In Gold, the Rainbow Wing belongs to the level 40 Ho-Oh event at the Tin Tower, while the Silver Wing is the item associated with Lugia. Keep these objectives separate when checking your inventory.

Before leaving for Route 41, make sure your party includes Pokémon that can use Surf and Whirlpool. Strength is useful for the wider Whirl Islands cave network and is recommended if you intend to explore every connected section, although the direct northeast route to Lugia is primarily a Surf-and-Whirlpool trip. Flash is not mandatory, but the caves are dark and it makes the route much easier to follow. Bring healing items, Poké Balls, and an Escape Rope if you want a fast exit after the battle.

  • Johto Elite Four and Champion defeated.
  • Kanto travel is available.
  • Silver Wing obtained from the old man in Pewter City.
  • Surf available.
  • Whirlpool available.
  • Strength recommended for complete cave exploration.
  • Flash, healing items, and an Escape Rope recommended.

Reach the northeast Whirl Island

Fly to Cianwood City if you have Fly available. From Cianwood, Surf east along Route 41 toward Olivine City. Four rocky islands sit among the whirlpools between the two cities. Use Whirlpool at the opening of the northeast island, then enter the cave there.

You can enter the Whirl Islands from any of the four islands, but the northeast entrance provides the direct route to Lugia. The other entrances lead through the connected cave system and are useful for collecting items or exploring, but they add unnecessary backtracking if your goal is the legendary Pokémon.

Save before beginning the cave route if you want a safe restart point in case you become lost or use too many supplies. This is separate from the critical save immediately before the Lugia battle.

  • Arrive on Route 41 between Cianwood City and Olivine City.
  • Clear the whirlpool at the northeast island.
  • Enter the northeast island cave.
  • Save before starting the descent if desired.

Follow the direct route to the inner chamber

On the northeast island’s first floor, jump over the first ledge. Continue east, then jump over the northern-most ledge in the next pair. Climb down the ladder in the northeast corner.

On B1F, follow the raised rocky ridge southwest. Continue along the ridge until you reach the next ladder, then climb down to B2F.

On B2F, take the Max Revive to the west if you want it. Use Surf and ride southeast to the underground waterfall. In original Generation II, you do not need Waterfall to descend this particular waterfall. Move onto the waterfall and ride down it.

At the bottom, enter the cave opening to the west. This leads to the B2F inner chamber. Lugia is not in the first basement area, so do not stop after reaching the large central cave. The waterfall and western opening at its base are the important landmarks for the direct route.

  • Jump the first ledge on the northeast island.
  • Jump the northern-most ledge in the next pair.
  • Use the northeast ladder.
  • Follow the B1F raised ridge southwest.
  • Descend to B2F.
  • Surf southeast to the underground waterfall.
  • Ride down the waterfall and enter the western opening.

Prepare for Gold’s Lugia encounter

Lugia waits in the B2F inner chamber once the Silver Wing requirement has been met. In original Pokémon Gold, it is level 70 and is Psychic/Flying type. Its battle moves are Recover, Hydro Pump, Rain Dance, and Swift.

Recover can restore Lugia’s health repeatedly, while Rain Dance strengthens Hydro Pump. Use a Pokémon that can withstand Water-type attacks, and do not rely on a single fragile Fire-, Ground-, or Rock-type member. Electric-, Ice-, Rock-, Ghost-, and Dark-type attacks are useful for reducing its health, but switch to weaker attacks once its HP is low.

A dependable status move is more valuable than repeatedly using the strongest attack available. Sleep or paralysis can create additional capture opportunities, although status can fail or wear off in Generation II. Bring a backup status user or a second controlled attacker in case the first Pokémon is knocked out.

If Lugia is not present, confirm that you are playing original Gold, that the Silver Wing was obtained in Pewter City, and that you reached the inner chamber through the northeast entrance. Do not import the Tidal Bell, Kimono Girl, or remake-specific summoning requirements from HeartGold or SoulSilver.

  • Silver Wing obtained in Pewter City.
  • B2F inner chamber reached.
  • Party prepared for a level 70 Lugia.
  • A status user and backup attacker are ready.
  • Healing items and capture balls are stocked.

Save, weaken, and capture Lugia

Save immediately before interacting with Lugia. Begin with a Pokémon that can inflict Sleep, paralysis, or another dependable status condition. Lower Lugia’s HP gradually rather than opening with a powerful super-effective attack. Critical hits and unexpectedly high damage can end the encounter before you have a chance to throw a ball.

Use Ultra Balls as your standard capture option and carry a large supply. Keep the party healed because Lugia can use Hydro Pump under Rain Dance and can recover its HP. If your lead status user faints, switch to the backup rather than risking an uncontrolled attack from a high-level sweeper.

If Lugia is defeated or you flee from the encounter, reload the save made immediately before the battle. In the original Generation II games, another Elite Four victory does not restore a defeated or fled-from Lugia. Do not save after a failed encounter if you intend to retry it; saving afterward preserves the failed state on that save.

Once the capture succeeds, confirm that Lugia has been added to the party or deposited safely and that the Pokédex entry has been registered before leaving the chamber.

  • Save directly before the battle.
  • Inflict a reliable status condition.
  • Lower Lugia’s HP in controlled stages.
  • Use Ultra Balls while maintaining party health.
  • Reload the pre-battle save if Lugia is defeated or fled from.
  • Confirm the capture before leaving.

Exit the islands and record the optional completion

Use an Escape Rope after the capture if you brought one. Otherwise, leave the inner chamber by taking the southern ladder route through the tunnels until you return to the connected basement, then climb back through the northeast island and Surf out to Route 41.

Return to Cianwood City or Olivine City, heal at a Pokémon Center, and save again after the capture has been recorded. The normal Gold sequence is: obtain HM06 Whirlpool during the Mahogany Team Rocket storyline, clear the Johto League, collect the Silver Wing in Pewter City, then enter the Whirl Islands through the northeast island to find level 70 Lugia.

Capturing Lugia completes this optional chapter, but it does not advance the required route to Mt. Silver. You may continue with the Kanto badge objectives, Mt. Silver preparation, or other postgame tasks without Lugia.

  • Lugia captured or the pre-battle save restored.
  • The party has exited Route 41 safely.
  • The game has been saved after the capture.
  • Silver Wing and Rainbow Wing have not been confused.
  • The player understands that Lugia is optional for reaching Red.

Before you move on

  • The player has already defeated the Johto Elite Four and Champion.
  • The Silver Wing was obtained from the old man in Pewter City after the Johto League.
  • HM06 Whirlpool is available and was used to enter Route 41’s Whirl Islands.
  • The northeast island entrance was used.
  • The direct path was followed through the northeast ladder, B1F ridge, B2F waterfall, and western inner-chamber opening.
  • Level 70 Lugia was encountered in the original Pokémon Gold Version.
  • Lugia was captured and registered in the Pokédex.
  • The game was saved after the capture and after safely leaving Route 41.
  • The player understands that this optional capture is not required to reach Mt. Silver or battle Red.
References for this chapter

Travel to Kanto — Route selection, key NPCs and Kanto gyms

After defeating the Johto Elite Four and Champion in the original Pokémon Gold Version for Game Boy Color, begin the Kanto campaign from New Bark Town. Receive the S.S. Ticket from Professor Elm, sail from Olivine City to Vermilion City, repair the Kanto Power Plant, obtain the EXPN Card in Lavender Town, and clear the events that open Cerulean City, Diglett’s Cave, and western Kanto. The eight Kanto Gyms can be challenged in a flexible order, although several Leaders are unavailable until their local story events are completed. After defeating Blaine, speak with Blue on Cinnabar Island and defeat him in Viridian Gym. With all sixteen Badges recorded, visit Professor Oak in Pallet Town to unlock Route 28 and Mt. Silver. Lugia is optional and is not needed for Kanto progression or the route to Red.

Take the S.S. Aqua from Olivine City

After the Hall of Fame sequence, you return to your room in New Bark Town. Professor Elm calls and asks you to visit his laboratory. Speak with him to receive the S.S. Ticket, then travel to Olivine City and enter the harbor building south of town. Show the ticket to the Sailor and board the S.S. Aqua for Vermilion City.

During the first voyage, a Gentleman asks you to find his missing granddaughter. A Sailor blocks the lower passage because another Sailor is missing from duty. Search the first-floor cabins until you find the sleeping Sailor, battle him, and return below deck. The passage opens afterward. Go to the Captain’s cabin, speak with the girl, and she returns to her grandfather. The Gentleman rewards you with a Metal Coat when the ship reaches Vermilion City.

The ship contains optional Trainer battles and a healing room. Use the battles for experience if necessary, then heal at the Vermilion Pokémon Center after disembarking. The Magnet Train is not your initial route into Kanto; it becomes useful later after the Power Plant is repaired and the Copycat’s Lost Item event is resolved.

  • Receive the S.S. Ticket from Professor Elm.
  • Defeat the sleeping Sailor below deck.
  • Return the missing granddaughter to the Captain’s cabin.
  • Heal in Vermilion City before beginning the Kanto events.

Start in Vermilion and repair the Kanto Power Plant

A practical opening is Vermilion City, followed by the Power Plant and Cerulean City. Kanto does not impose one complete Gym order in original Gold and Silver. Lt. Surge is available in Vermilion, while Misty, Blaine, and Blue require local events before their battles can occur.

Use Cut on the tree blocking Vermilion Gym and challenge Lt. Surge. The original Generation II Gym does not use Red and Blue’s hidden-switch trash-can puzzle. Ground-type attacks are the safest answer to Surge’s Electric Pokémon because Electric attacks do not affect Ground types. Keep a second attacker ready for Magneton and Electrode, and do not rely on a Water- or Flying-type as your only battler.

From Vermilion, travel west through Route 6 to Saffron City, then east through Route 8 to Lavender Town. Continue north through Route 10 to the Kanto Power Plant. Speak with the Manager near the generator to learn that the Machine Part has been stolen.

Return to Cerulean City and enter the Gym. A Team Rocket Grunt runs away. Follow him north across Nugget Bridge on Route 24, defeat him, and hear his confession. Go back into Cerulean Gym and search the enclosed water area for the hidden Machine Part in the northwest section. Return it to the Power Plant Manager. The generator is restored, and the Manager gives you TM07, Zap Cannon.

  • Defeat Lt. Surge for the Thunder Badge.
  • Speak with the Kanto Power Plant Manager.
  • Defeat the Rocket Grunt on Route 24.
  • Recover the Machine Part from Cerulean Gym.
  • Return the Machine Part to the Power Plant.

Get the EXPN Card, defeat Misty, and clear Snorlax

After the generator is working, return to Lavender Town and enter the Kanto Radio Tower, the former Pokémon Tower. Speak with the station Manager on the ground floor. He gives you the EXPN Card, which adds the Poké Flute channel to the Pokégear. You need this card before waking Snorlax.

Travel north from Cerulean City through Route 24 and Route 25 to Cerulean Cape. Misty is at the Cape with another Trainer. Speak with her so she returns to the Gym, then heal and challenge her. Electric- and Grass-type attacks are useful, but her Starmie is fast, knows Recover, and can use Ice Beam. Lapras can also punish an unprepared Grass-type with Ice attacks, so prepare more than one answer.

Return to Vermilion City and stand beside the sleeping Snorlax east of town, near the entrance to Diglett’s Cave. Open the Pokégear radio and tune it to the Poké Flute channel, then interact with Snorlax. Catching it is optional; defeating it also clears the route. Enter Diglett’s Cave and exit on the Route 2 side to reach western Kanto.

Diglett’s Cave is a useful source of Ground-type Pokémon. Diglett and Dugtrio can strengthen the team against Electric opponents, although they should supplement rather than replace a balanced party. Route 28 later offers high-level wild Pokémon and is a useful training area once Mt. Silver access is available.

  • Receive the EXPN Card in Lavender Radio Tower.
  • Find Misty at Cerulean Cape.
  • Defeat Misty for the Cascade Badge.
  • Wake Snorlax with the Poké Flute channel.
  • Cross Diglett’s Cave to reach Route 2.

Use a flexible route for Sabrina, Erika, Janine, and Brock

A convenient order after opening Kanto is Sabrina in Saffron City, Erika in Celadon City, Janine in Fuchsia City, Misty in Cerulean City, and Brock in Pewter City, followed by Blaine and Blue. This is a recommended travel order rather than a universal requirement. Sabrina, Erika, and Janine can be approached when their cities are accessible; Misty requires the Power Plant event, and Brock requires the cleared path through Diglett’s Cave.

Sabrina’s Saffron Gym uses warp tiles. Step through the connected rooms until the route carries you to her platform. Bug-, Ghost-, and Dark-type attacks are useful against her Psychic Pokémon. Avoid relying on Fighting attacks, and prepare for Alakazam’s speed, Psychic attacks, and Recover.

Erika’s Gym is in southwest Celadon City. Fire-, Flying-, Ice-, Bug-, and Poison-type attacks are effective against her Grass team. Celadon is a strong resupply point because its Pokémon Center, Poké Mart, and Department Store cover healing, status recovery, Poké Balls, battle items, and useful TMs.

Janine has replaced Koga in Fuchsia Gym. The Gym uses invisible walls, so move through the corridors and loop around the interior until you find the route to her. Ground- and Psychic-type attacks work well against her Poison Pokémon. Be ready for Toxic, confusion, and Explosion, and keep a healthy replacement available instead of leaving one attacker exposed.

Brock’s Pewter Gym is reached through Route 2 after crossing Diglett’s Cave. Water-, Grass-, and Fighting-type attacks are effective against his Rock Pokémon. His Pokémon have high physical Defense, so weak neutral physical attacks may take several turns. Heal in Pewter City before continuing.

  • Defeat Sabrina for the Marsh Badge.
  • Defeat Erika for the Rainbow Badge.
  • Defeat Janine for the Soul Badge.
  • Defeat Brock for the Boulder Badge.
  • Use Celadon, Fuchsia, and Pewter as healing and supply stops.

Reach Cinnabar and defeat Blaine in Seafoam Islands

From Pewter City, travel south through Viridian City and Pallet Town. Surf south from Pallet Town along Route 21 to Cinnabar Island. In original Gold and Silver, the Cinnabar Gym has been destroyed by the volcanic eruption, so Blaine does not battle there.

Travel east from Cinnabar Island to the accessible eastern chamber of the Seafoam Islands. Follow the short route to Blaine’s relocated Gym, heal before entering, and challenge him. Water-, Ground-, and Rock-type attacks are effective against his Fire Pokémon. Keep in mind that Magmar can punish Water-type counters with ThunderPunch, while Fire Blast can inflict burns.

After defeating Blaine, speak with Blue on Cinnabar Island. He tells you to meet him at Viridian Gym and then leaves. Return to Viridian City, heal, and save before entering the Gym. Blue’s battle is the final Kanto Gym fight in the normal event sequence, although original Generation II allows him to be challenged after the Cinnabar conversation without requiring the other seven Leaders first.

  • Surf from Pallet Town to Cinnabar Island.
  • Defeat Blaine in the eastern Seafoam Islands chamber.
  • Receive the Volcano Badge.
  • Speak with Blue on Cinnabar Island.

Defeat Blue in Viridian Gym

Viridian Gym has no Gym Trainers or spin-tile puzzle in original Gold and Silver. The floor is open, so walk directly to Blue after he has returned from Cinnabar Island. His team is Pidgeot at level 56, Alakazam at level 54, Rhydon at level 56, Gyarados at level 58, Exeggutor at level 58, and Arcanine at level 58.

Electric attacks are strong against Pidgeot and Gyarados. Water attacks handle Rhydon and Arcanine, while Grass attacks are especially useful against Rhydon. Bug-, Ghost-, or Dark-type attacks help against Alakazam and Exeggutor. Because Blue covers several types, switch to favorable matchups rather than allowing one weakened Pokémon to absorb every attack.

Save before entering and carry status recovery. If you lose, return to the Pokémon Center, restore the party, adjust the lead Pokémon or move coverage, and try again. The battle remains available. Defeating Blue awards the Earth Badge and completes the eight-badge Kanto set.

  • Defeat Blue in Viridian Gym.
  • Receive the Earth Badge.
  • Confirm the Trainer Card shows all eight Kanto Badges.

Visit Professor Oak and open Route 28 and Mt. Silver

After all sixteen Badges are recorded, visit Professor Oak in his laboratory in Pallet Town. Oak grants permission to enter Mt. Silver. If he does not open the route, check the Trainer Card for a missing Kanto Badge and return after correcting the omission.

Fly to Viridian City and leave through the western exit onto Route 22. Enter the Pokémon League Reception Gate. Use the western passage and follow Route 28 westward, then around its ledges and tall grass, to the Pokémon Center outside Mt. Silver. No HM is required merely to reach this Pokémon Center.

Route 28 contains high-level wild Pokémon and is an effective place to bring undertrained members toward the level range needed for Mt. Silver. Diglett or Dugtrio from Diglett’s Cave can supply Ground coverage, while a Water-type with Surf remains valuable for travel and general Kanto utility. Johto Pokémon that already know reliable Ice, Electric, Water, Ground, Rock, or Psychic attacks remain useful; replace them only when a new capture genuinely improves coverage or survivability.

Several field moves remain useful during Kanto travel. Cut helps with optional obstacles, Surf is required for the Pallet Town-to-Cinnabar trip, and Strength can help with various optional item routes. Whirlpool is relevant to the optional Whirl Islands quest. Inside original Gold’s Mt. Silver, Flash is useful because the first chamber is dark, but it is not a progression requirement. The main route to Red is dry and does not require Surf or Waterfall. Surf and Waterfall open optional item chambers inside the cave, including side rooms containing a Max Revive and Full Restore; leave those moves behind if you only want to reach Red.

Before moving to the Mt. Silver preparation chapter, use the Pokémon Center outside the mountain, refill healing items, and assemble six healthy Pokémon with broad type coverage. Lugia is optional: in original Gold, receive the Silver Wing from the old man in Pewter City and follow the separate Whirl Islands route only if you want that encounter. Lugia is not required for any Kanto Badge, Professor Oak’s permission, Mt. Silver, or Red.

  • Record all eight Kanto Badges: Thunder, Marsh, Soul, Rainbow, Cascade, Boulder, Volcano, and Earth.
  • Visit Professor Oak in Pallet Town after defeating Blue.
  • Use the western passage of the Pokémon League Reception Gate.
  • Follow Route 28 westward to the Pokémon Center outside Mt. Silver.
  • Keep Surf available for the Pallet Town-to-Cinnabar trip and other Kanto travel.
  • Treat Flash, Surf, and Waterfall as optional for Mt. Silver exploration; none is required for the main route to Red.
  • Keep Lugia as an optional Silver Wing quest rather than a campaign requirement.

Before you move on

  • The Trainer Card shows all sixteen Badges.
  • The Kanto Power Plant is operating and the Machine Part has been returned.
  • The EXPN Card has been received from Lavender Radio Tower.
  • Snorlax has been defeated or caught, opening Diglett’s Cave.
  • Misty has been found at Cerulean Cape and defeated in Cerulean Gym.
  • Blaine has been defeated in the eastern Seafoam Islands chamber.
  • Blue has been defeated in Viridian Gym.
  • Professor Oak has confirmed Mt. Silver access.
  • The western passage of the Pokémon League Reception Gate is open.
  • Route 28 and the Pokémon Center outside Mt. Silver can be reached by traveling westward from the Reception Gate.
  • Surf is available for the Pallet Town-to-Cinnabar journey.
  • Flash, Surf, and Waterfall are optional for Mt. Silver item exploration and are not required to reach Red.
  • If pursuing Lugia, the optional route begins only after receiving the Silver Wing in Pewter City; Lugia is not required for campaign completion.
References for this chapter

Revisiting Johto & Kanto for items and completion tasks

After defeating the Johto Elite Four and Champion, complete the Kanto events that unlock the remaining Gyms, earn all eight Kanto badges, and speak with Professor Oak to open the final route. Then restock, preserve useful TMs, and prepare a full party for Mt. Silver. Optional item hunts and errands can improve the team but do not unlock Red.

Repair the Power Plant and recover the Machine Part

After the Johto League, travel through Kanto and go to the Kanto Power Plant on Route 10. Speak with the manager inside. He explains that the generator cannot operate because an important Machine Part has been stolen. This event must be started before Cerulean Gym and Misty can be completed.

Travel to Cerulean City and enter the Gym. A Team Rocket member is inside; when you approach him, he escapes toward Route 24. Follow him north across Nugget Bridge, find him on the route, and defeat him. He reveals that he hid the stolen Machine Part inside Cerulean Gym.

Return to Cerulean Gym and search the small central pool. The Machine Part is hidden in the water area. Pick it up, then return to the Kanto Power Plant and give it to the manager. The facility is repaired, and the restored Power Plant provides TM07 Zap Cannon as a reward in the original Generation II games.

The repaired Power Plant also advances the Kanto story. Do not repeatedly search for Misty before confronting the thief at Cerulean Gym; she will not be available for her Gym battle until this sequence has been triggered.

  • The Power Plant manager has reported the missing Machine Part.
  • The Rocket thief on Route 24 has been defeated.
  • The Machine Part has been recovered from Cerulean Gym.
  • The Machine Part has been returned to the Kanto Power Plant.

Obtain the EXPN Card and clear Snorlax

Fly or travel to Lavender Town and enter the Kanto Radio Tower. Speak with the manager after the Power Plant has been repaired. He gives you the EXPN Card, which adds Kanto broadcasts to the Pokégear. The EXPN Card does not replace the Radio Card from Goldenrod City; the Goldenrod Radio Card is still needed for normal radio operation and the Poké Flute channel.

Go to Vermilion City and stand beside the sleeping Snorlax blocking the eastern entrance to Diglett’s Cave. Open the Pokégear radio, switch to the expanded Kanto stations, and tune to the Poké Flute broadcast. Close the radio and interact with Snorlax. It will become a level 50 wild encounter.

Catch Snorlax if you want a powerful optional team member, or defeat it if your priority is reaching Pewter City. Save before starting the encounter if you want the chance to retry after an accidental defeat. Once Snorlax is gone, enter Diglett’s Cave from the Vermilion side and exit on Route 2. Continue north to Pewter City.

Clearing this passage is the practical route to Brock and also removes one of the major obstacles between the eastern and western parts of Kanto.

  • The EXPN Card has been received from the Lavender Town Radio Tower manager.
  • The Poké Flute broadcast is available through the Pokégear.
  • The Snorlax blocking Diglett’s Cave has been caught or defeated.
  • Diglett’s Cave and Route 2 are passable.

Earn all eight Kanto Gym badges

Kanto Gym Leaders can generally be challenged in a flexible order after the Johto League, but some Leaders require a connected event first. The eight Leaders are Lt. Surge in Vermilion City, Erika in Celadon City, Janine in Fuchsia City, Sabrina in Saffron City, Blaine at the Seafoam Islands, Brock in Pewter City, Misty in Cerulean City, and Blue in Viridian City.

For Misty, travel to Cerulean Cape on Route 25 after the Machine Part event has been started. She is away from the Gym with her boyfriend. Approach them to make Misty return to Cerulean City, then go back to the Gym and defeat her. If she is not present, check that you have encountered the Rocket thief in Cerulean Gym and visited the cape.

Blaine is no longer in the destroyed Cinnabar Gym. Find him at the Seafoam Islands and defeat him there. Blue is the Leader of Viridian Gym, but he is initially absent. Visit him at Cinnabar Island, speak with him, and then return to Viridian City for the battle.

A practical route is to use Vermilion, Saffron, Celadon, Fuchsia, Seafoam Islands, Pewter, Cerulean, and Viridian as needed, but you do not have to follow a single fixed order. If a Gym Leader is missing, investigate nearby routes or the event associated with that city rather than wasting time revisiting the same empty Gym.

Keep healing supplies ready. Kanto Leaders use stronger teams than the early Johto Leaders, and several Gyms feature higher-level Pokémon, status effects, or type coverage that can punish a team built around only one attacker.

  • The Thunder Badge has been earned from Lt. Surge.
  • The Rainbow Badge has been earned from Erika.
  • The Soul Badge has been earned from Janine.
  • The Marsh Badge has been earned from Sabrina.
  • The Volcano Badge has been earned from Blaine.
  • The Boulder Badge has been earned from Brock.
  • The Cascade Badge has been earned from Misty.
  • The Earth Badge has been earned from Blue.

Speak with Professor Oak and open the Mt. Silver route

After earning the eighth Kanto badge, return to Professor Oak’s laboratory in Pallet Town and speak with him. Oak recognizes that you now possess all sixteen badges and grants access to the final route. This conversation is the progression check; having the badges in your case is not enough unless Oak has acknowledged them.

Travel to Viridian City, then go west through Route 22 to the Pokémon League Reception Gate. The western hallway, which was previously closed, is now open. Take that western passage and follow Route 28 westward from the Pokémon League Reception Gate toward Mt. Silver.

The Mt. Silver Pokémon Center stands outside the mountain and is the last convenient healing stop before the cave. Heal there, organize the party, restock if necessary, and save before entering. Route 28 and the mountain entrance are the required access points; optional detours elsewhere in Kanto are not needed once Oak has opened the passage.

Flash is useful for seeing inside the darker sections of Mt. Silver. Surf, Strength, and Waterfall are useful for optional interior routes, boulders, waterfalls, and item rooms, but they are not all necessary for the basic approach to Red. Carry them only if you intend to explore those areas.

  • Professor Oak has acknowledged all sixteen badges.
  • The western Reception Gate hallway is open.
  • Route 28 is accessible west of the Reception Gate.
  • The Mt. Silver Pokémon Center is available for healing.

Finish optional preparation and restock

Optional TMs can improve the final party. TM22 SolarBeam is on Route 27, TM26 Earthquake is in Victory Road, TM40 Defense Curl is in Mt. Mortar, and TM47 Steel Wing is in the house on Route 28. These are consumed when used in the original Generation II release, so reserve them until you have decided which Pokémon will accompany you to Mt. Silver.

At Moomoo Farm on Route 39, feed seven Berries to the sick Miltank. After it recovers, you receive TM13 Snore and the farm begins selling Moomoo Milk. This errand is optional and has no effect on Kanto badge access or the route to Red.

The Goldenrod Department Store is useful for ordinary Poké Balls, healing items, Full Heals, Repels, and other supplies. For Full Restores and Max Potions, use a late-game shop such as the Poké Mart at Indigo Plateau. Sell spare Nuggets, Pearls, Stardust, and other valuables to finance the shopping trip.

Before entering Mt. Silver, bring six healthy Pokémon with adequate HP and PP, several Revives, Full Heals, and strong healing items, plus Poké Balls if you still plan to catch wild Pokémon. Ground coverage helps against Red’s Pikachu, Fighting coverage helps against Snorlax, and varied Water, Electric, Ice, Fire, Rock, Dark, or Psychic attacks give better answers to the rest of his team.

Save at the Mt. Silver Pokémon Center after healing. If you lose to Red, reload the pre-battle save when possible. If the save was made after the loss, rebuild the team, restore PP, and use the Elite Four rematch system later if you need Red to return for another attempt.

  • The final party has six healthy Pokémon.
  • Useful TMs have been reserved for the intended team.
  • Revives, Full Heals, strong healing items, Poké Balls, and Repels are stocked.
  • A final preparation save exists at the Mt. Silver Pokémon Center.

Before you move on

  • All eight Johto Gym badges and all eight Kanto Gym badges have been earned.
  • The Power Plant Machine Part was recovered and returned.
  • The Kanto Power Plant has been repaired.
  • The EXPN Card has been collected from the Lavender Town Radio Tower.
  • The Snorlax blocking Diglett’s Cave has been caught or defeated.
  • Professor Oak in Pallet Town has granted access to Mt. Silver.
  • The western Pokémon League Reception Gate passage is open.
  • Route 28 can be followed westward toward Mt. Silver.
  • The Mt. Silver Pokémon Center has been reached.
  • The party contains six healthy Pokémon with varied coverage and adequate PP.
  • The bag contains healing items, Revives, Full Heals, Poké Balls, and Repels.
  • A save has been made at the Mt. Silver Pokémon Center before the final expedition.
References for this chapter

Mt. Silver — navigation, trainer density and the final approach

After collecting all sixteen Johto and Kanto Badges, speak with Professor Oak in Pallet Town to unlock Mt. Silver. Travel through Route 28 to the Pokémon Center at the mountain entrance, then cross the original Game Boy Color cave by its dry main route. Flash makes the first chamber easier to see, but Surf and Waterfall are optional and lead only to item detours. There is no healing station inside the cave. Prepare a full party, save before Red, and keep a separate post-victory save because the original game does not automatically save after the Red battle.

Unlock Mt. Silver and establish a recovery base

You must have all eight Johto Badges and all eight Kanto Badges. After the final Kanto Gym victory, return to Pallet Town and enter Professor Oak’s laboratory. Speak with Oak to receive permission to enter Mt. Silver. Without this permission, the guard blocks the mountain route.

From the Pokémon League Reception Gate, follow Route 28 west and then northwest. The route passes through tall grass and several trainer areas before reaching the Pokémon Center at the foot of Mt. Silver. Heal there, restore move PP, and use it as your recovery base for the entire climb. The original cave has no Pokémon Center or other healing station inside.

Before entering, stock useful recovery items. A practical loadout includes Max Potions or Full Restores, several Revives, and Full Heals or other status remedies. The exact quantity depends on your team and how much wild battling you do. Carry an Escape Rope if you want a quick retreat; it returns you to the cave entrance but does not heal the party.

Save outside the entrance. This gives you a clean starting point if you decide to retreat, change your party, or restart the climb after using too many items.

  • All sixteen Badges are recorded.
  • Professor Oak has granted access to Mt. Silver.
  • The party is fully healed and important moves have usable PP.
  • Revives, healing items, and status remedies are stocked.
  • The game is saved near the entrance Pokémon Center.

Cross the first chamber

Enter Mt. Silver Cave from the mountain entrance. The first room is dark, so Flash is strongly recommended for visibility. Flash is not a mandatory field move in the original Gold and Silver route; the player can still move through the room with the limited visible area, but navigation is much easier when the room is illuminated.

The first-floor items are optional. In Gold and Silver, the room contains an Escape Rope west of the entrance, an X Accuracy east of the entrance, a hidden Dire Hit between the central ledges, a Max Elixir in the northwest corner, and a hidden Ultra Ball in the southeastern area near the entrance leading to the second floor. Do not confuse this original layout with the larger HeartGold and SoulSilver mountain.

For the required route, move through the connected ledges and ridges toward the northern portion of the first room. Follow the passages until you reach the entrance to the second floor. If you are conserving PP and healing items, skip every item and wild encounter that does not block the route.

  • You are using the original Gold and Silver cave layout.
  • Flash is active if you want the room illuminated.
  • You reached the second-floor entrance.
  • The optional first-floor items were collected only if they were worth the extra encounters.

Take the dry route through the second floor

The second floor contains water and waterfalls, but neither Surf nor Waterfall is required to reach Red. From the second-floor entrance, remain on the dry land and follow the stairways and raised rocky paths through the central and northern portions of the chamber.

Use the connected dry route rather than entering the water on the western side. Continue past the north-central opening and follow the main path around the ridges until you reach the cave opening leading toward the summit. If the route appears to split, choose the path that continues across dry ground and toward the upper exit, not the waterfall detours.

Surf and Waterfall open optional item rooms. In Gold and Silver, the western detour leads to a Max Revive, while the northeastern detour leads to a Full Restore. Both are useful but unnecessary. The detours consume time and may trigger additional wild encounters, so postpone them until after Red unless you specifically need the items.

Do not bring Rock Climb instructions from HeartGold and SoulSilver into this version. Rock Climb does not exist as a required Mt. Silver field move in the original Game Boy Color release.

  • The dry main route was followed across the second floor.
  • Surf and Waterfall were not treated as required progression moves.
  • The western Max Revive and northeastern Full Restore rooms were skipped or visited intentionally.
  • You reached the upper cave opening toward the summit.

Control encounters and conserve resources

Mt. Silver’s wild Pokémon are much stronger than ordinary Johto route encounters. Original Gold and Silver cave examples include Golbat, Graveler, Onix, Ursaring, Donphan, Golduck, Quagsire, nighttime Misdreavus, and Larvitar. Encounter availability varies by floor, time, and version, so treat these as examples rather than a promise that every species appears in every room.

Route 28 has its own encounter table. Do not count Route 28 species as Mt. Silver cave encounters when planning the climb. The route and cave are separate areas even though they connect directly at the Pokémon Center.

Use Repels if your party is already trained and you want to preserve HP and PP. If you need experience, fight selectively and rotate the party so one Pokémon does not enter the summit exhausted. Ground-, Rock-, Water-, Poison-, and Flying-type encounters can punish a narrow team, particularly if your strongest attacker has already lost important PP.

If several Pokémon are injured, a key move is nearly empty, or a status condition has reduced your battle options, retreat to the entrance. Use the Escape Rope or walk back, heal at the outside Pokémon Center, restock, and climb again. The optional item rooms can wait.

  • You know that the Pokémon Center outside the cave is the normal healing point.
  • Repels are available if conserving resources.
  • The party retains enough HP and PP for Red.
  • You have a clear retreat plan if the climb becomes unsafe.

Prepare and save before Red

After leaving the cave’s final interior section, follow the summit path to Red. Before approaching him, return to the entrance Pokémon Center if necessary, then heal the entire party, restore PP, arrange the party order, and save immediately before the battle. This is the best retry point because a failed attempt can be restarted without repeating the cave.

In original Gold and Silver, Red’s team is Pikachu at level 81, Espeon at level 73, Snorlax at level 75, Venusaur at level 77, Charizard at level 77, and Blastoise at level 77. A team in the 70s is a reasonable target for a straightforward attempt, though lower-level victories are possible with strong matchups, reliable moves, and careful item use.

Lead with a strong Ground-type attack if your chosen Pokémon can survive the opening, because Pikachu is weak to Ground. Do not rely on that same Ground-type for the full battle: Venusaur and Blastoise can threaten it with their Grass- and Water-type attacks.

Use Bug-, Ghost-, or Dark-type attacks against Espeon, while keeping a backup attacker ready for Mud-Slap’s accuracy reduction. Snorlax is vulnerable to Fighting-type attacks, but its Amnesia, Rest, Snore, and Body Slam combination makes it a stamina test. Cure paralysis from Body Slam promptly when it would prevent a crucial attack.

Venusaur uses Sunny Day, Giga Drain, Synthesis, and SolarBeam. Fire- and Ice-type attacks are useful, although Sunny Day strengthens its recovery pattern and supports its SolarBeam. Charizard is vulnerable to Rock, Water, and Electric attacks. Blastoise uses Rain Dance, Surf, Blizzard, and Whirlpool, so Grass- and Electric-type attacks are effective, but Grass Pokémon must respect Blizzard.

  • A Ground attack is prepared for Pikachu.
  • A reliable Fighting attack is prepared for Snorlax.
  • The party has a plan for Espeon’s Reflect and Mud-Slap.
  • Fire or Ice coverage is available for Venusaur.
  • Rock, Water, or Electric coverage is available for Charizard.
  • Grass or Electric coverage is available for Blastoise.
  • The party is healed and the game is saved immediately before Red.

Recover from defeat and repeat the attempt

If Red defeats you, reload the save made immediately before the battle. Change the lead, party order, or move selection based on what failed. Do not repeat the same opening if one of Red’s Pokémon clearly countered it.

If Pikachu was defeated easily but Snorlax stalled the party, strengthen the Fighting matchup and carry cures for paralysis. If a Ground-type lead was overwhelmed by Venusaur or Blastoise, preserve that Pokémon for Pikachu and use a separate Fire, Ice, Electric, or Grass answer for the appropriate target. If Espeon reduced accuracy, replace unreliable moves with more accurate attacks where possible.

If you saved after losing or did not make a pre-battle save, return to the Pokémon Center outside Mt. Silver. Heal, restore PP, restock, and cross the cave again. Repels can shorten the second attempt. Both waterfall item rooms may be ignored.

After Red’s last Pokémon is defeated, the game shows the credits again and resumes near the Mt. Silver Pokémon Center. The original game does not automatically save this victory in the same way as an Elite Four completion, so save manually after regaining control. Red disappears after defeat and returns only after you enter the Hall of Fame again by defeating the Elite Four and Champion.

  • The failed battle was analyzed before changing the strategy.
  • The party was healed and PP was restored before retrying.
  • A fresh save was made immediately before the next Red battle.
  • The post-victory credits completed.
  • A manual save was made after the game resumed near Mt. Silver.
  • You understand that Red returns after another Hall of Fame entry.

Before you move on

  • All sixteen Johto and Kanto Badges were collected.
  • Professor Oak granted access to Mt. Silver.
  • The Route 28 Pokémon Center was used as the recovery base.
  • The first chamber was crossed with Flash if desired, without treating Flash as mandatory.
  • The dry route through the second floor was followed to the summit.
  • Surf and Waterfall were used only for optional items, if used at all.
  • Red’s complete six-Pokémon team was defeated.
  • The second credits sequence played and the game resumed near the Mt. Silver Pokémon Center.
  • Red was absent from the summit after victory.
  • A manual post-victory save recorded the completed battle.
References for this chapter

Defeating Red and verifying the true ending — post-battle consequences

Defeat Red at the summit of Mt. Silver in the original Pokémon Gold Version for Game Boy Color, preserve the completed save correctly, and understand how to restore Red for another battle. In this release, Surf and Waterfall are not required to reach Red; they only open optional item areas inside Mt. Silver. Flash is helpful in the dark first chamber but is not required if you can navigate without it.

1. Confirm access and prepare at the Mt. Silver Pokémon Center

Before entering Mt. Silver, make sure all eight Johto badges and all eight Kanto badges are recorded on the Trainer Card. Then visit Professor Oak in Pallet Town. Once the complete set of 16 badges is registered, Oak gives permission to enter Mt. Silver. If the entrance is still blocked, return to Oak rather than searching for another route.

The Pokémon Center directly outside the cave is the last convenient healing point before Red. Restore the entire party, refill the moves you expect to use, and buy Full Restores, Hyper Potions or Max Potions, and Revives. Flash is helpful in the first dark chamber, but Surf and Waterfall are not required for the main path to Red. Those field moves only open optional item areas in the cave.

Save outside the cave before beginning the climb. The cave contains wild Pokémon and optional item detours, so carry an Escape Rope if you want a quick exit after exploring. If your party is not ready for Pokémon in the mid-to-high 40s inside the cave or for Red's level 73–81 team, train before entering rather than relying only on healing items.

  • All 16 Johto and Kanto badges are present.
  • Professor Oak has granted access to Mt. Silver.
  • The party is healed and stocked with healing items and Revives.
  • Flash is available if you want the first chamber illuminated.
  • A save exists before entering the cave.

2. Follow the dry main route and save before Red

Enter Mt. Silver and use Flash if you want to illuminate the first chamber. Follow the ordinary walkable route through the cave, using the ladders and ledges to progress upward. The original Generation II layout has a dry main path to the summit, so you do not need Surf, Waterfall, or Rock Climb to reach Red.

Surf and Waterfall only provide access to optional side areas and item pickups. Ignore those detours if your goal is Red. If wild encounters or trainers weaken the party, use the Escape Rope or walk back to the Pokémon Center outside the entrance. Heal fully before making the final approach.

The route ends at the summit area, where Red stands silently. Approach him to begin the battle. Save immediately before interacting with him if you want a reliable retry point. Red's original Gold team is Pikachu at level 81, Espeon at level 73, Snorlax at level 75, and Venusaur, Charizard, and Blastoise at level 77.

  • Flash is available if desired for the dark first chamber.
  • The main route is followed without treating Surf or Waterfall as requirements.
  • The final save is made before interacting with Red.
  • At least four party members can contribute meaningful damage.

3. Defeat Red by handling each threat deliberately

Red leads with Pikachu. A strong Ground-type attack is the cleanest answer, but do not leave that Pokémon exposed after Pikachu falls because Venusaur and Blastoise can punish an unsuitable switch. Pikachu knows Charm, Quick Attack, Thunderbolt, and Thunder, so a Ground type is valuable but should not be treated as an automatic answer to the rest of the battle.

Espeon carries Mud-Slap, Swift, Reflect, and Psychic. Use a sturdy Pokémon that can tolerate Psychic attacks, or hit it with a strong Bug, Ghost, or Dark-type attack available in Generation II. Snorlax is the endurance test: it knows Amnesia, Snore, Rest, and Body Slam. Fighting-type attacks are its weakness, and they remain physical in this game because the physical and special split had not yet been introduced. Keep a second answer ready in case Body Slam paralyzes your first attacker or Snorlax heals with Rest.

Venusaur uses Sunny Day, Giga Drain, Synthesis, and SolarBeam. Fire- and Ice-type attacks are dependable answers, but Sunny Day strengthens its recovery plan and makes SolarBeam immediate. Charizard knows Flamethrower, Wing Attack, Slash, and Fire Spin; Rock attacks are especially effective, with Water and Electric attacks also useful. Blastoise uses Rain Dance, Blizzard, Surf, and Whirlpool. Electric and Grass attacks exploit its weakness, but Grass Pokémon must respect Blizzard.

Use healing items between targets only when the active matchup is safe. If a specialist faints, revive it when that recovery directly answers the next Pokémon instead of spending every Revive at the first opportunity. If the battle is lost, reset to the pre-battle save, change the lead order, and preserve key counters for the final three Pokémon.

  • Pikachu is answered with a Ground-type attack or another dependable plan.
  • A physical Fighting-type attack or backup strategy is available for Snorlax.
  • Fire or Ice coverage is ready for Venusaur.
  • Rock, Water, or Electric coverage is ready for Charizard.
  • Electric or Grass coverage is ready for Blastoise.
  • Healing items remain available for the final portion of the fight.

4. Finish the victory sequence and save manually

When Red's last Pokémon faints, Red pauses and then disappears from the summit. The credits roll, and control returns at the Pokémon Center outside Mt. Silver. This is normal behavior in the original Gold Version; Red is not supposed to remain standing at the summit after defeat.

Generation II does not automatically preserve a new save immediately after this ending sequence. Heal at the Mt. Silver Pokémon Center and use the in-game Save command yourself. This creates the completion file containing the defeated-Red state. Do not reset merely because the credits have finished, and do not assume that seeing the ending alone has written the result to the cartridge.

Keep the pre-battle save separately if your hardware or backup method supports it. The post-victory save records completion, while the earlier save provides a convenient way to replay the battle without first restoring Red through another Pokémon League run.

  • Red has disappeared after the battle.
  • The credits have finished and control has returned at the Mt. Silver Pokémon Center.
  • The party has been healed.
  • A manual save has been completed after the victory.

5. Restore Red for another battle

Red is not permanently removed. To restore him in the original Gold Version, defeat the Elite Four and Champion again after the first Red victory. This must be a complete Pokémon League victory, not merely a visit to Indigo Plateau or a partial battle attempt.

After the second Hall of Fame sequence, travel back to Mt. Silver and climb to the summit again. Red will be present with the same Generation II team and levels. Save before the rematch and preserve type specialists for the final three Pokémon. Each later entry into the Hall of Fame restores Red again, making him a repeatable post-game challenge.

  • The Elite Four and Champion have been defeated again if a rematch is required.
  • Red is present at the Mt. Silver summit.
  • A fresh pre-rematch save has been made.

6. Verify completion and continue optional goals

The assigned main-campaign completion state is verified when the Trainer Card shows all 16 badges, the Hall of Fame has been entered, Red has been defeated at Mt. Silver, and a manual post-victory save exists at the Mt. Silver Pokémon Center. Red's disappearance after the fight is expected and is not evidence of a failed completion state.

The Pokédex remains an optional long-term goal. Gold cannot supply every one of the 251 Generation II Pokémon from a single cartridge through ordinary solo play. Version exclusives, trade evolutions, and certain event-distributed Pokémon require compatible Pokémon Gold, Silver, Crystal, or Generation I games and appropriate Game Link trading. Original Generation II cartridges do not transfer Pokémon directly to Generation III games.

Other optional goals include capturing Ho-Oh and Lugia when their version and item requirements have been met, raising trade evolutions, collecting remaining items, and training a party for repeated Red battles. Preserve the post-victory save before experimenting with trades or other irreversible choices.

  • All eight Johto badges are recorded.
  • All eight Kanto badges are recorded.
  • The Hall of Fame has been entered.
  • Red has been defeated at least once.
  • A manual save exists after the Red victory sequence.
  • Any missing Pokédex entries are classified as solo, version-exclusive, trade-dependent, or event-dependent.

Before you move on

  • The Trainer Card shows all eight Johto badges and all eight Kanto badges.
  • Professor Oak has granted access to Mt. Silver.
  • The player has entered the Hall of Fame and defeated Red at the Mt. Silver summit.
  • Surf and Waterfall were not treated as requirements for reaching Red.
  • The credits have completed and the player has returned to the Mt. Silver Pokémon Center.
  • The game has been manually saved after the Red victory.
  • For a repeat battle, the Elite Four and Champion have been defeated again and Red has reappeared at the summit.
  • Optional Pokédex progress has been checked against version exclusives, trade evolutions, and event-dependent Pokémon.
References for this chapter
THE NEXT SAVE POINT

Finishing up

You have obtained all eight Johto Gym Badges and defeated the Johto Elite Four and Champion.

You have cleared the Mahogany Town Team Rocket Hideout and received HM06 Whirlpool.

You have cleared Goldenrod Radio Tower and received the Rainbow Wing in Gold.

You have traveled to Kanto, earned all eight Kanto Gym Badges, and spoken with Professor Oak to unlock Mt. Silver.

You have reached Mt. Silver and defeated Red.

After defeating Red, he disappears. He reappears after you defeat the Elite Four and Champion again; that repeat League victory is for Red's rematch, not for initial Mt. Silver access.

Optional: you have captured Ho-Oh at Tin Tower using the Rainbow Wing and optionally captured Lugia in the Whirl Islands after obtaining the Silver Wing and required field moves.

Choose your next game
A CLOSER LOOK

Screenshots & video

Game imagery for reference. Follow the written chapters above for the route and strategies.

CHECK THE DETAILS

Sources & references

Our original guide draws on the references below. Check the edition at the top of this page before following controls or unlock requirements.

About the game & collecting notes
Platform
Game Boy Color

Step-by-step campaign walkthrough for the original Pokémon Gold Version (Game Boy Color, USA/Europe releases). Covers starter choice, Johto gym progression, the Team Rocket events, required HMs, the Ho-Oh/Lugia legendary encounters, travelling on to Kanto, Mt. Silver endgame and how to verify completion. Actionable route, battle targets and recovery steps for the original edition.

Darryl Polo
ABOUT THE AUTHOR

Darryl Polo

Darryl Polo loves tinkering with emulation and revisiting retro games. He enjoys exploring how old favorites play on different setups and sharing what he learns along the way. At Joking Joystick, he writes about the games, hardware, and small discoveries that keep the hobby fun.

Our editorial standards

Found a step that needs another look? Help us improve this guide.

Your privacy settings

Make yourself at home. You can change these choices anytime using the link in our footer.

Read our privacy policy

Add to Home Screen

Use your browser’s menu to install Joking Joystick.

See all installation instructions