Pokémon HeartGold Version — Complete Campaign Walkthrough (Nintendo DS, USA)
Step-by-step campaign walkthrough for Pokémon HeartGold Version on the original USA Nintendo DS release. Covers starter selection, all eight Johto Gyms including Clair, Team Rocket’s required Johto operations, the Goldenrod Radio Tower takeover, Route 44, Ice Path, Blackthorn City, Dragon’s Den, the Kimono Girls and HeartGold Ho-Oh sequence, the Indigo Plateau Elite Four and Champion, all eight Kanto Gyms, Mt. Silver and Red, National Pokédex timing, Battle Frontier access, and optional Pokéwalker, Pokéathlon, trading, Pokédex and move-management activities.

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Pokémon HeartGold Version Nintendo DS
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Before you begin
You are about to play Pokémon HeartGold on the Nintendo DS.
This guide assumes you have the original HeartGold game card for the DS/DS Lite/DSi and walks you through the main campaign from New Bark Town to the final post-story showdown at Mt.
Silver.
It focuses on required progress (how to reach each Gym, mandatory events, and the Indigo Plateau run) and practical in-battle tips to overcome the game’s hard spikes.
Follow the chapters in order.
Each chapter lists prerequisites, objective order, recommended approaches for troublesome fights, how to recover from setbacks (retreat points, training checkpoints, and safe saves) and the completion condition you must meet before moving on.
Optional activities (Pokéwalker, Pokéathlon, and the Battle Frontier) are explained in their own chapters so you can pursue them after the primary campaign or interleave them when they help your team.
Do not assume mechanics from other releases or remakes — this walkthrough targets the Generation IV HeartGold mechanics and content set (DS original edition).
Set yourself up for the run
Have a working Nintendo DS, DS Lite or DSi and the original USA Pokémon HeartGold game card. The original Pokéwalker accessory is optional.
Set the real-time clock correctly when you start; several events, day/night encounters and weekly timings depend on it.
Make a manual save before major choices, Gym Leader battles, the Elite Four, the Mt. Silver summit and important trade or transfer sessions.
HeartGold has one ordinary in-game save file, not multiple selectable save slots. Use milestone saves and, where legally supported by the hardware or save-management setup, optional external backups instead of promising multiple in-game slots.
Early team balance: obtain or trade for answers to Flying, Bug, Normal and later Water, Ice and Dragon threats. Keep field-move duties distributed across temporary utility Pokémon when practical rather than weakening the whole battle team.
Familiarize yourself with the Pokégear and optional Pokéwalker connection procedure. Pokéwalker use requires the accessory and is not needed for campaign completion.
Stock up on Poké Balls, healing items, status curatives and Repels as the route difficulty increases.
Use the Day Care, PC boxes and move services to manage breeding, field moves and reserve Pokémon.
If you plan a completionist run, expect to need postgame encounters, compatible local trades, transfers or historical event distributions for some National Pokédex entries.
Save Heart Scales and rare evolution items for moves and evolutions you have a defined plan to use.

New Bark and Getting Started — Choosing a Starter and First Steps
Begin in New Bark Town by setting the in-game clock, choosing a starter, receiving the Pokégear and completing Professor Elm’s Mystery Egg errand. After Professor Oak gives you the Pokédex, defeat Silver near Cherrygrove City, return the Egg to Elm and receive Poké Balls. Catch an early support Pokémon, organize your party through the PC and connect the Pokéwalker only after the story prerequisites and PC capacity requirement are satisfied.
Set the clock and choose your starter
Start Pokémon HeartGold Version and set the in-game time to match the Nintendo DS clock. HeartGold uses the clock for its day-and-night cycle, time-based encounters and some recurring events, so an accurate setting avoids unnecessary restrictions later.
Go upstairs and speak with your mother, then enter Professor Elm’s laboratory in the north part of New Bark Town. Examine the three Poké Balls and choose Chikorita, Cyndaquil or Totodile. The choice is permanent for this save, so make a manual save before selecting if you want a safety point for the decision.
Cyndaquil usually makes the early game more straightforward because Fire attacks are useful against Bugsy and many Grass- and Ice-type Pokémon. Totodile gives dependable Water coverage and later becomes an excellent Surf user, while its Bite and Ice Fang access provide useful coverage. Chikorita is the most demanding early choice because Grass attacks are poor against Falkner and Bugsy’s strongest Pokémon can threaten it with a super-effective move. Any starter can complete the game; the choice mainly changes which supporting Pokémon and tactics are most valuable.
- Set the DS and in-game clock accurately.
- Save before selecting the starter if you want a decision safety point.
- Choose Chikorita, Cyndaquil or Totodile from Elm’s laboratory.
Receive the Pokégear and leave New Bark Town
After choosing and nicknaming your starter, leave Elm’s laboratory. Your friend meets you outside, and you are directed to show the new Pokémon to your mother. Return home and speak with Mom. She gives you the Pokégear, including its map and phone functions. The Pokégear button then appears on the Touch Screen.
Return toward Route 29. Before you leave town, Elm’s aide gives you five Potions, and Professor Elm gives you his phone number near the route entrance. The healing machine in Elm’s laboratory can restore your Pokémon during this opening section, so do not spend all your Potions when a short return trip is safer.
Route 29 contains early wild Pokémon and useful items. Walk through the grass for experience if necessary, but keep enough HP and supplies to reach Cherrygrove City. If your starter is badly injured, return to New Bark Town and heal at Elm’s laboratory before continuing.
- Receive the Pokégear from Mom after choosing the starter.
- Check the map and phone applications.
- Collect the Potions from Elm’s aide.
- Receive Professor Elm’s phone number near Route 29.
- Heal before beginning the trip west.
Travel through Cherrygrove City to Mr. Pokémon’s house
Follow Route 29 west to Cherrygrove City. The old man near the entrance can give you a guided tour of the city, pointing out the Pokémon Center, Poké Mart, route exits and water. The tour is optional, but the landmarks are useful if this is your first playthrough.
Heal at the Cherrygrove Pokémon Center and buy a few Potions if you have enough money. You cannot catch wild Pokémon yet because you do not receive Poké Balls until after the first rival battle.
Leave Cherrygrove by Route 30 and continue north. Battle the trainers on the route for experience, then continue to Mr. Pokémon’s house. Mr. Pokémon gives Professor Oak a Mystery Egg, and Oak examines your starter before giving you the Pokédex. Professor Elm then calls and asks you to return to New Bark Town. The opening route, the Pokégear handoff and the Pokédex sequence are documented in the HeartGold and SoulSilver walkthrough.
- Reach Cherrygrove City through Route 29.
- Heal and restock before going north.
- Visit Mr. Pokémon’s house on Route 30.
- Receive the Pokédex from Professor Oak.
- Answer Professor Elm’s call and begin returning to New Bark Town.
Save before Silver and complete the Mystery Egg sequence
Before leaving Cherrygrove City toward Route 29, heal at the Pokémon Center and save manually. Silver challenges you near the southern exit from Cherrygrove City as you return toward New Bark Town. Saving here gives you a quick retry point if a critical hit or an unexpectedly weakened starter causes a loss.
Silver uses the starter with a type advantage over yours. The battle is low level and normally manageable with your starter’s strongest reliable attack. A starter around level 6 or 7 is generally sufficient, while level 8 or 9 gives a wider safety margin. Use a Potion if your HP falls low rather than gambling on a final attack with critical-hit range.
After winning, continue to New Bark Town. A police officer is waiting in Elm’s laboratory and asks you to identify the red-haired boy. Enter Silver’s name, then speak with Professor Elm and deliver the Mystery Egg. Elm’s aide gives you five Poké Balls after this sequence, which unlocks ordinary wild Pokémon capture. Silver’s opening battle and the return to Elm’s laboratory are part of the original Nintendo DS remake progression.
- Save before the rival encounter near Cherrygrove City.
- Defeat Silver’s type-advantaged starter.
- Return to New Bark Town and name Silver during the police investigation.
- Deliver the Mystery Egg to Professor Elm.
- Receive five Poké Balls from Elm’s aide.
Catch an early support Pokémon and use the PC
After receiving the five Poké Balls, catch one or two Pokémon on Route 29, Route 30 or Route 31. Pidgey is useful during the day for Flying coverage, Hoothoot provides a night-time Flying option, and Rattata is immediately practical because it develops strong early Normal-type attacks. Sentret is a general utility choice. Geodude can be found in suitable early mountain-route grass, including Route 46, and is useful against many physical attackers and for later Gym preparation. Route 29’s HeartGold encounter table includes Pidgey and Rattata among the early available Pokémon.
Do not fill the entire party immediately. Keep one slot open for a better catch or a temporary field-move user, and train new members alongside the starter. A party with two or three Pokémon near the same level is safer than relying entirely on the starter when a type disadvantage or critical hit appears.
Use the Pokémon Center in Cherrygrove City or Violet City whenever you need healing. Deposit duplicates and unwanted catches through the PC. If you plan to use the Pokéwalker, place the Pokémon you want to send into a PC Box, but do not confuse that with the separate capacity rule described below.
- Catch at least one Pokémon after receiving Poké Balls.
- Consider Pidgey, Hoothoot, Rattata, Sentret or Geodude for early support.
- Keep the starter and support Pokémon reasonably close in level.
- Place the Pokémon intended for a Pokéwalker stroll in a PC Box if you plan to use the accessory.
Plan HM duties without weakening the main team
Do not teach every available field move to the starter. Cut becomes useful after the opening section, but several field moves can consume move slots that would be better used for battle coverage. Keep a flexible party slot for a temporary utility Pokémon when field moves begin appearing, then replace that carrier later if your final team needs the slot.
At this stage, prioritize reliable attacks, basic type coverage and survivability. You do not need to collect every optional item on the first pass through a route. Return later when a field move opens a blocked path. Save before teaching an important move if you are uncertain whether that Pokémon will remain on the team.
This is also a good time to establish a recovery routine: return to the nearest Pokémon Center after a difficult trainer sequence, buy only the healing items you can afford and keep the starter from carrying every battle. That routine reduces the risk of losing progress to the first rival rematch or the trainers on the road to Violet City.
- Keep the starter’s moves focused on battle performance.
- Reserve a party slot for future field-move duties.
- Avoid loading multiple HMs onto a Pokémon intended for the final team.
- Return for optional items after gaining the required field moves.
Connect the Pokéwalker only after the correct prerequisites
The Pokéwalker is optional and does not affect Johto story progression. To begin the original connection procedure, first obtain the Pokédex, return the Mystery Egg to Professor Elm and have a Pokémon available in a PC Box to send on the stroll. Most importantly, the game manual states that the PC Boxes must have at least five open spaces. One deposited Pokémon is not enough if the boxes do not have this free capacity.
Remove the Pokéwalker’s battery tab if it is new and make sure it has a working battery. From the HeartGold title screen, select Connect to Pokéwalker, then choose Save, then go for a Stroll. Select the Pokémon from your PC Box and choose a route.
When the game prompts you, hold the Pokéwalker and the HeartGold Game Card’s infrared transceiver approximately two inches, or five centimeters, apart with the infrared ends facing one another. On the Pokéwalker, select Connect and press its button to begin the transfer. Keep both devices still until the game confirms that communication is complete. The official Pokéwalker operations instructions specify the same menu sequence, distance and alignment.
If the connection fails, confirm that the accessory has power, the battery tab has been removed, the devices are close and aligned, and no strong light or object is interfering with the infrared signal. Try the menu sequence again without resetting the game or accessory. After a successful stroll, use Connect to Pokéwalker and choose Return from a Stroll to return the Pokémon, or Receive a gift to transfer found Pokémon, Watts and items. The Pokémon sent on the stroll returns to a PC Box and may gain experience, but it does not evolve or learn a new move during the transfer.
- Obtain the Pokédex.
- Return the Mystery Egg to Professor Elm.
- Have a Pokémon available in a PC Box to send on the stroll.
- Leave at least five open spaces in the PC Boxes.
- Choose Connect to Pokéwalker from the main menu.
- Choose Save, then go for a Stroll.
- Align the infrared ends about two inches apart and confirm the transfer.
- Use Return from a Stroll later to bring the Pokémon back.
Before you move on
- The starter has been chosen and the Pokégear has been received from Mom.
- The trip to Mr. Pokémon’s house is complete, Professor Oak has given you the Pokédex and Silver has been defeated near Cherrygrove City.
- Silver has been named, the Mystery Egg has been delivered to Professor Elm and five Poké Balls have been received.
- At least one additional Pokémon has been caught and the party has been organized through the PC.
- If using the Pokéwalker, a Pokémon is available in a PC Box and the PC Boxes have at least five open spaces.
- Connect to Pokéwalker is available after the required story progress. A successful connection is optional for completing this chapter.
- If you lose to Silver, return to Cherrygrove City or New Bark Town, heal, buy Potions, train on Routes 29–31 and retry from the manual save made before the encounter.
First Routes, Sprout Tower and Violet City — Falkner and the Early Trainer Gauntlet
Travel from New Bark Town to Violet City, build a balanced early party, complete Sprout Tower, and defeat Falkner. Dark Cave provides an early Geodude before the first Gym, while Route 32 and Union Cave become available after the Zephyr Badge. The Pokéwalker is optional and cannot be used until the Pokédex and Mystery Egg prerequisites are complete.
Reach Violet City through Routes 29, 30 and 31
From New Bark Town, travel west through Route 29 to Cherrygrove City. Complete the brief town tour, then continue north through Route 30. After the rival battle on the upper part of Route 30, visit Professor Oak’s assistant in the house near the route’s northern end to receive the Mystery Egg. Return south and use the western branch of Route 31 to enter Violet City.
Heal as soon as you arrive. Buy Poké Balls, Potions and at least a few Antidotes from the Poké Mart. Route 31 is the last open area before the first Gym, so use it to catch and train a second or third Pokémon rather than relying entirely on your starter.
Bellsprout is available on Route 31 and provides useful Grass-type coverage. In Violet City, a Bellsprout can also be exchanged with the in-game trader in the Pokémon Center for an Onix. The trade is optional, but the resulting Onix gives a team that lacks a Rock type a sturdy answer to Falkner. Pidgey and Rattata are usable general attackers, while Gastly becomes available inside Sprout Tower and offers useful immunities and status-oriented moves.
- Reach Violet City and heal at its Pokémon Center.
- Carry several Poké Balls, Potions and Antidotes.
- Have at least two usable Pokémon before entering Sprout Tower.
- Keep one party slot available for a useful catch, gift or replacement.
Catch Geodude in Dark Cave before the Gym
Dark Cave’s western entrance is on Route 31, just before Violet City. Enter far enough to encounter wild Pokémon, and consider catching Geodude if your team needs a direct answer to Flying types. You do not need Flash to explore the small entrance area or catch a Geodude; Flash is obtained later from Sprout Tower’s Elder.
Geodude is particularly useful against Falkner because Rock-type attacks are super effective against Flying Pokémon, and Geodude’s physical Defense helps it withstand ordinary physical attacks. It is not mandatory, however. Totodile can win through reliable Water-type or neutral damage, Cyndaquil can contribute strong general attacks, and a properly trained Chikorita should be supported by another team member rather than used alone.
Do not spend all of your early money on healing items. A modest supply of Potions is enough if you return to the Pokémon Center between training sessions. Save before catching a Pokémon you specifically want, especially if you are trying to obtain a favorable nature or avoid accidentally defeating it.
- Consider catching Geodude in the accessible section of Dark Cave.
- Train at least one backup Pokémon alongside the starter.
- Do not treat Geodude as mandatory if another reliable counter is already available.
Clear Sprout Tower before entering Falkner’s Gym
Sprout Tower is at the north end of Violet City. In HeartGold, the Gym cannot be challenged until the tower’s required sage sequence is complete, so enter the tower before attempting Falkner. Battle the Sage trainers while climbing the interior walkways. Their teams are centered on low-level Bellsprout, making Fire-, Flying- and many neutral attacks effective.
At the upper floor, Silver confronts the tower’s Elder and leaves. Speak with the Elder afterward and defeat him to finish the required event. The Elder gives you TM70 Flash. Flash is not needed for the first Gym, and you are not required to teach it immediately. Keep it available for later dark cave exploration if you do not want to use it yet.
The tower is also your safest pre-Gym training area because its trainers provide experience without requiring repeated wild encounters. Rotate your party so that more than one Pokémon reaches the intended level range. Return to the Violet City Pokémon Center after receiving Flash.
- Reach the upper floor of Sprout Tower.
- Complete the Silver and Elder sequence.
- Defeat the Elder and receive TM70 Flash.
- Heal before entering the Gym.
Prepare a balanced party for Falkner
Falkner uses a level 9 Pidgey followed by a level 13 Pidgeotto. Pidgeotto is the real threat because it can use Roost to restore its HP, so weak attacks may allow it to recover repeatedly. Aim for roughly level 12 to 14 on the Pokémon you intend to use, with your main counter near the top of that range. There is no need to force every party member to the same level, but avoid bringing only one trained Pokémon.
Geodude is the most straightforward early counter because Rock-type attacks exploit both of Falkner’s Pokémon and Geodude can take physical hits well. A Pokémon with an Electric-type attack is also useful, although Mareep is not available until Route 32, which opens after Falkner is defeated. If you chose Chikorita, add a Rock-type or another strong neutral attacker before the Gym rather than expecting Chikorita to win the matchup unaided.
Save immediately before speaking to Falkner. Use a dependable move with good accuracy instead of relying on a low-accuracy attack for every knockout. If Pidgeotto uses Roost, continue applying pressure unless your Pokémon is in danger of fainting. Heal with a Potion when necessary, but do not give Falkner repeated free turns if your Pokémon can safely attack.
- Bring the intended Falkner counter to approximately level 13 or 14.
- Train at least one backup capable of damaging Flying types.
- Save before speaking to Falkner.
- Carry Potions and status-curing items.
Defeat Falkner and unlock Route 32
Enter the Violet Gym after Sprout Tower is complete. Defeat the Bird Keeper trainers on the approach, then save before Falkner. Lead with the Pokémon best suited to Pidgey, but preserve your backup rather than allowing it to take unnecessary damage from the Gym trainers.
Defeat Pidgey first, then focus on Pidgeotto. Rock-type attacks are the cleanest answer, while strong neutral attacks can work if your Pokémon is appropriately leveled. If Pidgeotto repeatedly uses Roost, keep attacking with your most reliable move. Switching to a healthy backup is preferable to sacrificing your only counter.
After the victory, Falkner awards the Zephyr Badge and TM51 Roost. The badge permits the use of Rock Smash outside battle and allows traded Pokémon up to level 20 to obey you reliably. Leave the Gym, heal, and exit Violet City through the southern gate to reach Route 32. This route was not available for ordinary progress before the badge, so do not plan on Mareep as a pre-Gym catch.
- Defeat Falkner’s level 9 Pidgey and level 13 Pidgeotto.
- Receive the Zephyr Badge and TM51 Roost.
- Confirm that Rock Smash can now be used outside battle.
- Heal before entering Route 32.
Use Route 32 and Union Cave for post-Gym training
If Falkner defeats you, your story progress is not lost. Heal at the Violet City Pokémon Center, review which matchup failed, and retrain on Routes 30 and 31. Raise a second answer to Flying types instead of pushing one Pokémon far above the rest of the party.
Once the Zephyr Badge is secured, Route 32 opens south of Violet City. Mareep can be caught there and is an excellent addition for future Water- and Flying-type battles. Route 32 also contains numerous trainers, so heal before starting the route and return to Violet City if several members become weakened.
Union Cave lies at the southern end of Route 32. It contains additional Geodude and other useful early encounters, along with trainers and items. It is not part of the pre-Falkner preparation route because access to the southern route is tied to the first Gym progression. Use the Violet City Pokémon Center as your base and make short training trips rather than spending all your money on recovery items.
- For a retry, train the core party to roughly levels 12 to 14.
- After winning, consider catching Mareep on Route 32.
- Use Route 32 trainers and Union Cave for safe additional experience.
- Return to Violet City whenever the party is low on HP or PP.
Optional Pokéwalker setup
The Pokéwalker is optional and does not affect Sprout Tower, Falkner or the route unlock. Before the first synchronization, obtain the Pokédex, return the Mystery Egg to Professor Elm, and place at least one Pokémon in a PC Box. The original instruction manual also warns that the game needs at least five open PC spaces for the connection, so leave ample room before attempting the transfer.
From the HeartGold main menu, choose Connect to Pokéwalker, then select Save, followed by Go for a Stroll. Select a Pokémon from the PC, choose a route, confirm the selection, and place the Pokéwalker and game card about two inches apart with their infrared ports facing each other. When prompted, press the Pokéwalker’s center button to complete the transfer.
The accessory can provide experience, Watts, items and route-specific encounters. It carries one transferred Pokémon at a time, so use it for a reserve Pokémon rather than removing the only trained counter immediately before Falkner. When finished, choose Return from a Stroll to bring the transferred Pokémon back, or Receive a Gift to collect items and encounters while the strolling Pokémon remains away. If synchronization fails, verify the battery, keep the infrared ports aligned and unobstructed, and retry from the game’s Pokéwalker menu.
- Have the Pokédex and return the Mystery Egg to Professor Elm.
- Place at least one Pokémon in a PC Box.
- Leave at least five open PC spaces when possible.
- Use the Connect to Pokéwalker menu and align the infrared ports.
- Treat Pokéwalker training as optional support, not a replacement for normal progression.
Before you move on
- The Sprout Tower Elder sequence is complete and Silver has left the tower.
- TM70 Flash is in the Bag.
- Falkner has been defeated and the Zephyr Badge and TM51 Roost have been received.
- Rock Smash is usable outside battle.
- The southern exit from Violet City leads to Route 32.
- The party includes at least one trained backup and can safely continue toward Route 32 and Union Cave.
- If using the Pokéwalker, the Pokédex and Mystery Egg prerequisites are complete and a successful synchronization has transferred a Pokémon to the accessory.
References for this chapter
- Nintendo Support — How to Sync the Pokéwalker
- Nintendo — Pokémon HeartGold Version Instruction Booklet
- Pokémon HeartGold and SoulSilver Versions — The Pokémon Company
- Serebii — Pokémon HeartGold and SoulSilver Gym Leaders
- Getting the Zephyr Badge from Falkner — Thonky
- Pokémon HeartGold and SoulSilver — Route 31 — StrategyWiki
- Pokémon HeartGold and SoulSilver — Route 32 — StrategyWiki
- Johto Route 32 — Bulbapedia
- Union Cave — Bulbapedia
Azalea Town, Ilex Forest and Bugsy — Slowpoke Well and Team Rocket
Clear Team Rocket from Slowpoke Well, defeat Bugsy to earn the Hive Badge and unlock Cut outside battle, then rescue both Farfetch'd in Ilex Forest. Kurt gives a Fast Ball after the Slowpoke Well rescue in HeartGold, and the Charcoal apprentice gives HM01 Cut after both Farfetch'd are returned. Cutting through Ilex Forest opens the route to Route 34 and Goldenrod City.
Trigger Kurt's rescue and enter Slowpoke Well
After crossing Route 33, heal at the Azalea Town Pokémon Center and visit Kurt's house in the northwest part of town. The Team Rocket member at the Slowpoke Well is blocking the entrance until this conversation occurs. Kurt explains that Team Rocket is harming the Slowpoke, then leaves for the well.
Follow Kurt to the Slowpoke Well on the eastern side of town. The entrance is now available. Save before entering if your party is weakened, and carry several Potions or other healing items because there is no Pokémon Center inside the required section. The accessible area is enough to complete the story event; deeper optional areas can be revisited later with Surf and Strength.
- Heal in Azalea Town before speaking with Kurt.
- Speak with Kurt and confirm that he leaves for Slowpoke Well.
- Carry healing items before entering the well.
Clear Team Rocket and defeat Proton
Work through the accessible part of Slowpoke Well and battle the Team Rocket Grunts. Their Pokémon are low-level Rattata, Zubat, and Ekans, so ordinary attacks are generally sufficient. Zubat may use Supersonic, while Poison-type opponents can inflict poison; use an Antidote or return to the Pokémon Center if status problems begin consuming your supplies.
At the lower section, Executive Proton uses a level 8 Zubat and a level 12 Koffing. Electric-, Ice-, Rock-, and Psychic-type attacks are useful against Zubat. Koffing's Levitate ability prevents Ground-type moves from connecting, so use Water-, Psychic-, or strong neutral attacks instead. Defeat Proton to end Team Rocket's occupation of the well.
Leave the well and return to Kurt's house. In HeartGold, Kurt gives you a Fast Ball after the rescue. This reward is different from the Lure Ball given in the original Gold, Silver, and Crystal versions. Kurt can later make specialty Poké Balls from Apricorns, but that service is optional for progression.
- Defeat the required Team Rocket Grunts.
- Defeat Proton's level 8 Zubat and level 12 Koffing.
- Return to Kurt's house and receive the Fast Ball.
- Confirm that Team Rocket has left the well.
Prepare for Bugsy's Azalea Gym
Bugsy uses Metapod at level 15, Kakuna at level 15, and Scyther at level 17. Scyther is the main threat because it is much faster and stronger than the two cocoon Pokémon and can use U-turn for heavy Bug-type damage. Chikorita has a particularly difficult matchup because Bug-type attacks are super effective against Grass.
A Geodude from Union Cave or an earlier route is a practical counter because Rock-type attacks are super effective against Bug Pokémon and Geodude can withstand physical attacks. Onix can also work, although its lower Attack may make the battle slower. Cyndaquil or Quilava is a strong Fire option, while Pidgey or Spearow can contribute useful Flying-type damage. Totodile can win through neutral damage, but it is safer to bring another Pokémon with Fire-, Flying-, or Rock-type attacks.
Raise the main party into the mid-teens, with the Pokémon intended to handle Scyther close to level 17. Buy Potions and at least one Antidote. Save immediately before speaking with Bugsy so a failed attempt does not require repeating the Slowpoke Well sequence.
- Bring an accurate Fire-, Flying-, or Rock-type attack.
- Raise the intended Scyther counter near level 17.
- Carry healing and status-curing items.
- Save before initiating Bugsy's battle.
Navigate the Gym and defeat Bugsy
The Azalea Gym uses Spinarak-shaped carts on rails. Enter the central cart first and battle Bug Catcher Benny. Return to the front area, use the left cart, and battle Twins Amy and Mimi in the northwest section. Complete the available double battle before changing the rail arrangement.
Return to the central area and operate the nearby switch. Ride the cart to battle Bug Catcher Josh, then return and use the switches and carts to reach the orange switch. Change that switch and ride the final cart to Bugsy.
Use accurate attacks rather than relying on low-accuracy moves. Metapod and Kakuna are usually straightforward, but Scyther should be handled immediately with a prepared counter. A Rock-type attack is especially effective, while accurate Fire- and Flying-type attacks are also reliable. If the lead Pokémon is weakened, switch rather than leaving it in range of Scyther's next attack.
Defeating Bugsy awards the Hive Badge and TM89, U-turn. The badge makes Pokémon up to level 30 obey and permits the use of Cut outside battle. Clearing the Gym is the required progression milestone before the rival encounter and Ilex Forest sequence.
- Defeat Metapod, Kakuna, and Scyther.
- Receive the Hive Badge and TM89.
- Confirm that Cut can be used outside battle.
Heal and defeat the rival outside Ilex Forest
Leave the Gym and heal before using Azalea Town's western exit. Silver challenges you on the way toward Ilex Forest after Bugsy has been defeated. In HeartGold, his team includes a level 14 Gastly, a level 16 Zubat, and a level 18 starter evolution chosen according to your starter: Croconaw if you chose Chikorita, Bayleef if you chose Cyndaquil, or Quilava if you chose Totodile.
Lead with a healthy Pokémon that can handle Gastly or Zubat, and keep a second answer ready for the rival's starter evolution. Dark- or Ghost-type attacks help against Gastly. Electric-, Rock-, and Ice-type attacks are useful against Zubat, while the rival's starter can be handled with its usual type weakness. Saving before leaving town gives you a clean retry point if the battle goes badly.
- Heal after Bugsy's battle.
- Defeat Silver before entering the main Ilex Forest sequence.
- Keep a counter ready for his starter evolution.
Rescue the first Farfetch'd
Enter Ilex Forest and speak with the Charcoal apprentice near the entrance. He asks you to retrieve his first Farfetch'd. Move west and step on the branches so the bird turns downward. Walk around the nearby trees without stepping on the other branches, approach the bird from behind, and press A to return it to its trainer.
The puzzle depends on controlling the direction in which the bird is facing. Do not approach it directly from the front. If it turns incorrectly, move away, use the branch tiles to change its facing direction, and circle around again.
- Speak with the Charcoal apprentice.
- Turn the first Farfetch'd downward with the branches.
- Circle around the trees and approach it from behind.
Rescue the second Farfetch'd and receive Cut
For the second Farfetch'd, go to the eastern part of the forest and collect the Revive if desired. Move north and use the branch tiles to make the bird face right. Approach it to make it run downward, then approach again to make it run right and again to make it run upward. Use the branches to make it face right once more.
When the bird is facing right, walk around the group of trees without stepping on the branches between you and it. Reach it from behind and press A. After both Farfetch'd have been returned, the Charcoal master approaches and gives you HM01 Cut.
Teach Cut to a temporary utility Pokémon if possible. Paras or Rattata can carry it at this stage, allowing the main battlers to preserve their move slots. Cut is needed for the forest route but is not usually a strong long-term attacking move.
- Complete the direction changes for the second Farfetch'd.
- Avoid the branches while circling behind it.
- Return both Farfetch'd.
- Receive HM01 Cut from the Charcoal apprentice or Charcoal master event.
Use Cut and continue to Route 34
Use Cut on the blocking tree inside Ilex Forest and follow the paths through the forest. Visible items such as the Revive, X Attack, Antidote, and Ether are optional; none is required to unlock Goldenrod City. A man deeper in the forest can teach Headbutt, which is also optional but useful for early physical coverage and tree encounters.
Complete the required Kimono Girl interaction while crossing the forest. Continue to the western gate, leave Ilex Forest, and reach Route 34. Follow Route 34 north toward Goldenrod City.
If Bugsy defeated you, train on Route 33, the accessible parts of Union Cave, or nearby routes. Heal in Azalea Town and retry from the save made before the Gym battle. Surf and Strength are not required for this chapter's main route; the deeper Slowpoke Well items can wait until those field moves become available.
- Use Cut on the blocking forest tree.
- Complete the required Kimono Girl event.
- Leave through the western gate.
- Reach Route 34 on the way to Goldenrod City.
Before you move on
- Team Rocket has been removed from Slowpoke Well, Proton has been defeated, and Kurt has given the Fast Ball.
- Bugsy has been defeated and the Hive Badge and TM89 are in the Trainer's possession.
- Cut can be used outside battle.
- Silver has been defeated after leaving the Azalea Gym.
- Both Farfetch'd have been returned in Ilex Forest and HM01 Cut has been received.
- The player has cut through the forest, completed the required crossing, and reached Route 34 toward Goldenrod City.
Goldenrod City — Radio Tower, Mines and Whitney’s Gym
Obtain the Radio Card, return Whitney to Goldenrod Gym, prepare for her Normal-type team, and win the Plain Badge. The later Team Rocket occupation of the Radio Tower belongs to a different part of the Johto story and is not needed here.
Set up in Goldenrod City
Enter Goldenrod City from Route 34 and heal at the Pokémon Center. The city offers several useful services before the Gym: the Department Store sells Potions, status remedies and battle items; the Bicycle Shop gives you a Bicycle; and the Goldenrod Underground provides optional trainers and items. None of these optional activities is required to unlock Whitney, but restocking before the Gym saves a return trip.
Buy enough healing items to restore your team between battles and bring remedies for status conditions. Whitney’s Miltank can use Attract and Stomp, while Rollout becomes more threatening if it continues connecting. Save before beginning the Gym attempt so a bad sequence of flinches, infatuation or Metronome results can be retried without losing supplies.
- Heal at the Goldenrod Pokémon Center.
- Restock Potions or stronger healing items appropriate to your budget.
- Carry status-curing items, especially for paralysis or sleep caused by Metronome or Gym Trainers.
- Save before starting the Radio Card and Gym sequence.
Obtain the Radio Card
Go to the Goldenrod Radio Tower and speak with the receptionist on the right side of the first-floor counter. She gives you a five-question quiz. The correct response pattern is Yes, Yes, No, Yes, No. The questions concern the Pokégear Town Map, Nidorina’s gender, Kurt’s use of Apricorns, Magikarp’s inability to learn TMs, and the name of Professor Oak’s radio-show host.
When you answer all five correctly, you receive the Radio Card for the Pokégear. Whitney is present during this event, recognizes that you completed the quiz, and returns to her Gym. You do not need to wait for or clear the later Team Rocket takeover of the Radio Tower; that event occurs after the Mahogany Town portion of the story and is unrelated to the first Goldenrod Gym battle.
- Enter the Goldenrod Radio Tower.
- Answer the five quiz questions Yes, Yes, No, Yes, No.
- Receive the Radio Card.
- Confirm that Whitney has returned to the Gym.
Choose practical counters
Whitney’s HeartGold team is Clefairy at level 17 and Miltank at level 19. Both are Normal type and weak to Fighting-type attacks. A balanced party around levels 18 to 20 is a reasonable preparation point, although individual moves, evolution stages and defensive matchups matter more than a single level target. Bring several usable Pokémon so one unlucky critical hit or flinch does not end the attempt.
The most convenient dedicated counter is the traded Machop available on the fifth floor of the Goldenrod Department Store. The NPC asks for a Drowzee and gives you Machop in return. The trade is optional, but the Fighting typing and access to Fighting damage make it a strong answer to both of Whitney’s Pokémon. A Geodude from Union Cave or another available cave can also help because its Defense reduces the danger from Normal-type physical attacks. Do not treat any Rock-type as invulnerable: Rollout is a Rock-type move and becomes stronger on successive hits.
A female Pokémon avoids Miltank’s Attract because Whitney’s Miltank is female. This is a useful advantage, not a requirement. If your main attacker is male and becomes infatuated, switch to a female teammate rather than repeatedly gambling on a successful turn. Ghost Pokémon are not a safe immunity plan here because Miltank has Scrappy, allowing its Normal-type attacks to hit Ghost types.
- Bring at least three Pokémon capable of battling.
- Include a Fighting-type move if possible.
- Use a defensive Pokémon as a backup against Stomp.
- Prefer a female primary attacker if one is available.
- Do not rely on Ghost-type immunity.
Clear Goldenrod Gym
Return to Goldenrod Gym after receiving the Radio Card. The Gym is built around a raised, Clefairy-shaped platform with corridors and barriers. Follow the open route around the platform and battle the Gym Trainers you encounter. Their experience can help prepare your party, but return to the Pokémon Center before speaking to Whitney if anyone is badly injured or out of move uses.
Whitney opens with Clefairy at level 17. Its listed moves are DoubleSlap, Mimic, Encore and Metronome. It is less dangerous than Miltank but can create an unexpected matchup through Metronome or lock a move with Encore. Use a reliable attack rather than wasting your strongest limited-PP move, and keep your intended Miltank counter healthy for the second half of the battle.
- Navigate the raised platform and reach Whitney.
- Defeat the Gym Trainers or leave them only if you have sufficient levels and supplies.
- Start the leader battle with your main counter at full health.
- Preserve Fighting-type PP for Miltank.
Break through Miltank’s moveset
Whitney’s Miltank is level 19, holds a Lum Berry and knows Rollout, Attract, Stomp and Milk Drink. Use Fighting-type damage immediately if your attacker can withstand Stomp. Miltank’s high Defense and recovery make passive neutral attacks unreliable, so keep applying strong, consistent damage rather than switching without a purpose.
Rollout is the main reason to avoid trading turns blindly. If the first hit connects, later hits can become much stronger. A deliberate switch to a high-Defense Pokémon can interrupt the sequence and give you a safer chance to bring in the Fighting-type counter. Accuracy-lowering moves such as Sand-Attack, Smokescreen or Flash can reduce the chance of future hits, but they are not guaranteed and should support, not replace, direct damage.
Attack-lowering moves such as Growl or Intimidate reduce the physical threat from Stomp and Rollout. Paralysis or sleep can create an opening, but Miltank’s Lum Berry can immediately cure one status condition, so do not spend the entire battle attempting to stack status. After one disruption, return to damaging Miltank before Milk Drink restores too much health.
If Attract prevents a male Pokémon from acting, switch to a female Pokémon when possible. If Stomp causes a flinch, heal or switch only when the active Pokémon can survive the next hit; unnecessary switching gives Miltank more opportunities to use Milk Drink. A priority move such as Quick Attack is useful as a finishing tool when Miltank is already in knockout range, but it is not a substitute for a Fighting-type counter. Use a Potion during a safe turn if the active Pokémon can survive the next attack, and do not hesitate to sacrifice a weakened Pokémon to end a Rollout chain and bring in a fresh attacker.
- Use Fighting-type damage as the primary offensive answer.
- Interrupt dangerous Rollout sequences with a planned switch or accuracy disruption.
- Switch away from Attract when practical.
- Use priority only to finish a weakened Miltank.
- Account for the Lum Berry when planning status tactics.
Claim the Plain Badge
After Miltank is defeated, Whitney cries and initially does not hand over the badge. Walk away from her position and speak with Lass Cathy, the nearby Gym Trainer. She explains that Whitney will calm down. Return to Whitney and speak to her again. She then awards the Plain Badge and TM45, Attract.
The Plain Badge allows Pokémon to use Strength outside battle. Save after receiving it. Before leaving Goldenrod, visit the Flower Shop next to the Gym and speak with the attendant to obtain the SquirtBottle. It is not part of defeating Whitney, but it is the required item for dealing with the Sudowoodo blocking Route 36 later in the story.
- Defeat Clefairy and Miltank.
- Speak with Lass Cathy after Whitney begins crying.
- Speak with Whitney again.
- Receive the Plain Badge and TM45, Attract.
- Obtain the SquirtBottle from the Goldenrod Flower Shop.
- Save after the badge reward.
Recover after a failed attempt
If you lose, return to the Goldenrod Pokémon Center and restock rather than immediately repeating the battle. The routes north of Goldenrod, especially Route 35 and the accessible parts of Route 36, provide safe trainer battles and wild Pokémon for additional experience. The Gym Trainers can also provide useful experience if you did not defeat them before reaching Whitney.
For a rematch, lead with the Pokémon best suited to defeat Clefairy without spending the PP or health needed for Miltank. Consider obtaining Drowzee on an available route and trading it for Machop at the Department Store, or add a sturdy Geodude and train it alongside your Fighting-type attacker. Save immediately before entering the Gym, and restore the party before attempting Whitney again.
- Heal and restock after a loss.
- Train on Route 35 or Route 36 if additional experience is needed.
- Obtain the traded Machop or prepare a sturdy alternative if necessary.
- Save before the next attempt.
Before you move on
- The Pokégear contains the Radio Card.
- Whitney’s level 17 Clefairy and level 19 Miltank have been defeated.
- Whitney has been spoken to again after the crying scene.
- The Plain Badge is visible in the badge case.
- TM45, Attract, has been received.
- The SquirtBottle has been obtained from the Goldenrod Flower Shop.
- A save has been made after receiving the badge.
References for this chapter
- Serebii — Pokémon HeartGold and SoulSilver Gym Leaders
- Serebii Pokédex Trainer Data — Whitney’s Miltank
- Serebii.net — Pokémon HeartGold and SoulSilver In-Game Trades
- Bulbapedia — Goldenrod Gym
- Walkthrough: Pokémon HeartGold and SoulSilver/Part 6 — Goldenrod Gym
- StrategyWiki — Pokémon HeartGold and SoulSilver: Goldenrod City
Ecruteak City and Morty — Towers, Legends and the Ghost Challenge
Complete the Ecruteak City story in Pokémon HeartGold by obtaining Surf, clearing the Burned Tower, releasing the three Legendary beasts, reopening Morty’s Gym, and earning the Fog Badge. The HeartGold Ho-Oh sequence at the Bell Tower is later content and is not required for this badge.
Prepare Ecruteak City and collect the local rewards
After entering Ecruteak City from Route 37, heal at the Pokémon Center. Before going to the Burned Tower, enter the Kimono Dance Theater, the large building north of the Pokémon Center. A Team Rocket Grunt is harassing a Kimono Girl on the stage. Defeat his level 12 Koffing, then speak to the theater director as you leave the stage to receive HM03 Surf.
You cannot use Surf outside battle until Morty awards the Fog Badge, but obtaining the HM now is useful because it is required for the route to Cianwood. Do not confuse this theater encounter with the later sequence involving all five Kimono Girls.
The house beside the Gym contains a man who gives you the Dowsing MCHN. It is optional, but useful for finding hidden healing items and other supplies. If you already have access to Route 42, the Hiker near the Mt. Mortar entrance can give you HM04 Strength, and TM65 Shadow Claw is available nearby. These pickups are optional for defeating Morty; do not delay the Burned Tower event if you are ready to progress.
- Heal at the Ecruteak Pokémon Center.
- Defeat the Team Rocket Grunt in the Kimono Dance Theater.
- Obtain HM03 Surf from the theater director.
- Collect the Dowsing MCHN if desired.
- Save before entering the Burned Tower.
Visit the Burned Tower and defeat your rival
Enter the Burned Tower in the northwest part of Ecruteak City. Morty and Eusine are inside discussing the Legendary beasts. Move through the first floor toward the stairs. Your rival appears before you can reach the basement, so heal your party before entering and make sure your lead Pokémon is not already weakened.
The rival’s team depends on the starter you chose, so use broad coverage rather than planning around one fixed roster. A reliable Water-, Fire-, Grass-, Electric-, or Fighting-type attack will usually give you options against his current team. Switch rather than allowing a poor matchup to absorb unnecessary damage, because you still need enough health and PP for the basement event and the trip back through the tower.
After winning, continue to the basement. The damaged floor creates a drop into the lower level. You do not need to collect every item or battle every wild Pokémon. Use Repels if you want to reach the event quickly, but wild encounters in the tower can also provide useful experience if your team is below the recommended range for Morty.
- Defeat the rival inside the Burned Tower.
- Reach the basement without exhausting your main attackers.
- Use Repels or battle wild Pokémon according to your training needs.
Release Raikou, Entei, and Suicune
In the basement, approach the three statues to trigger the story event. Raikou, Entei, and Suicune awaken and flee from the Burned Tower. In HeartGold, this is the required Ecruteak event that allows Morty to return to his Gym.
You do not need to catch, battle, or chase any of the three Pokémon now. Once released, the roaming beasts can change locations whenever you move between areas, making them inefficient targets during this part of the story. Their capture is optional and can be handled later with trapping, sleep, or other roaming-Pokémon tactics.
After the scene ends, leave the Burned Tower and return to Ecruteak City. Morty is now available in the Gym. The Bell Tower and the HeartGold Ho-Oh sequence are separate later content. Do not spend time trying to enter or clear Bell Tower as a condition for the Fog Badge.
- Trigger the basement statue event.
- Confirm that Raikou, Entei, and Suicune have fled.
- Leave the Burned Tower and return to Ecruteak City.
- Do not pursue the roaming beasts unless you want the optional encounters.
Train and choose counters for Morty
Morty uses four Pokémon in HeartGold: Gastly at level 21, Haunter at level 21, Haunter at level 23, and Gengar at level 25. All four are Ghost/Poison Pokémon with Levitate, so Ground-type attacks do not work as a dependable weakness exploit. Normal- and Fighting-type attacks cannot hit them at all.
A practical target is a party with several Pokémon in the low-to-mid 20s rather than one overlevelled lead. Totodile or Croconaw with Bite is a useful answer during the main story. Other Pokémon with reliable Dark-type attacks are also valuable. A Psychic-type attack can damage the Poison half of Morty’s team, but it is not as direct a solution as Dark-type coverage because Morty’s Ghost typing and Gengar’s speed can punish an exposed attacker.
Morty’s team can use disruptive moves such as Hypnosis, Curse, and Lick. Carry Awakening or other status cures, and bring enough Potions or Super Potions to avoid relying on low-health attacks. If one Pokémon is asleep or affected by Curse, switch to a healthier member rather than leaving it in solely to preserve a matchup. Save before entering the Gym Leader’s room.
- Bring at least one reliable Dark-type attack.
- Avoid relying on Ground, Fighting, or Normal attacks for damage.
- Aim for a balanced party around the low-to-mid 20s.
- Carry status cures and healing items.
- Save before battling Morty.
Cross the Ecruteak Gym and reach Morty
Return to the Gym after the Burned Tower event. HeartGold’s Ecruteak Gym is dark except for the areas illuminated around the Gym Trainers. A visible narrow path crosses the dark floor. Defeat the Trainers as you move forward; when a Trainer is defeated, the nearby flame goes out, so use the remaining lit sections and the route you just travelled as landmarks.
If you step away from the safe path, you are returned to the Gym entrance. You do not lose the battle or reset the story, but repeated falls waste time. Move one tile at a time when approaching a turn, and do not rush immediately after finishing a Trainer battle.
If the party is damaged, leave and heal at the Pokémon Center before trying the Gym path again. The path remains manageable after returning, and there is no advantage to entering with a weakened team simply to avoid retracing it.
- Defeat the Gym Trainers on the illuminated route.
- Use the flames and cleared sections as navigation landmarks.
- Leave to heal if the party is damaged.
- Save immediately before speaking to Morty.
Defeat Morty and claim the Fog Badge
Morty opens with Gastly and Haunter at level 21, followed by Haunter at level 23 and Gengar at level 25. Lead with the Pokémon that has your most reliable Dark-type move, but do not keep it in if Hypnosis, Curse, or repeated damage leaves it at risk. A bulky teammate can absorb a hit while you heal or switch to a better attacker.
Gengar is the main danger because it is Morty’s highest-level Pokémon and can outspeed underprepared teams. Use a healthy Pokémon to weaken it, apply a status condition if you have a dependable option, and finish with your strongest accurate attack. Avoid wasting turns on Ground moves and do not use Normal or Fighting attacks expecting neutral damage; Ghost immunity prevents them from connecting.
After the victory, Morty awards the Fog Badge and TM30 Shadow Ball. The Fog Badge makes traded Pokémon up to level 50 obey and allows Surf to be used outside battle. HM03 was obtained earlier in the Dance Theater, so you can now use Surf to leave Ecruteak through the western routes and begin the Olivine and Cianwood objectives.
- Defeat Gastly level 21.
- Defeat Haunter level 21.
- Defeat Haunter level 23.
- Defeat Gengar level 25.
- Receive the Fog Badge and TM30 Shadow Ball.
- Confirm that Surf can now be used outside battle.
Recover from a failed attempt and continue west
If Morty defeats you, return to the Pokémon Center, restock status cures and healing items, and review the moves on your lead attackers. The safest nearby training areas are Route 37, Route 38, Route 39, and the Burned Tower. Route 37 is convenient for quick battles immediately outside Ecruteak; Routes 38 and 39 provide additional trainers and wild encounters as you move toward Olivine. Burned Tower remains useful if you want to train without travelling far, although Repels can reduce interruptions.
If your team lacks Dark-type coverage, check the moves available to your current party before catching or raising an entirely new member. Bite on a suitable Water-type is often enough for this battle. A Pokémon with strong special attacks, useful resistances, or a reliable status move can also serve as a backup even if it does not exploit a direct type weakness.
Once Morty is defeated, heal and save. Leave Ecruteak through Route 38 toward Route 39 and Olivine City. Use Surf only after the Fog Badge has been awarded. The next progression target is the Olivine Lighthouse and the trip to Cianwood City for the SecretPotion.
- Heal and restock after a loss.
- Train on Route 37, Route 38, Route 39, or in Burned Tower if necessary.
- Improve Dark-type coverage or add a dependable backup attacker.
- Save after receiving the Fog Badge.
- Leave through Route 38 toward Olivine.
Before you move on
- The Burned Tower basement event has released Raikou, Entei, and Suicune.
- Morty is present and battleable in the Ecruteak Gym.
- Morty’s full party has been defeated.
- The Fog Badge is visible on the Trainer Card.
- TM30 Shadow Ball has been awarded.
- Surf can be used outside battle.
- The party has been healed and the game has been saved before continuing toward Route 38 and Olivine.
References for this chapter
Cianwood and Olivine — Chuck, Jasmine and Lighthouse Events
Travel from Olivine City across Routes 40 and 41 to Cianwood City, obtain the SecretPotion for Amphy, defeat Chuck without needing Strength, receive HM02 Fly, return the medicine to Jasmine in the Olivine Lighthouse, and defeat Jasmine for the Mineral Badge. HM04 Strength is optional here and can be collected later for field exploration.
1. Inspect the Olivine Lighthouse
Enter the Olivine Lighthouse and make your way upward through the trainer floors. The lighthouse route uses ladders, exterior walkways and openings in the floors; some drops place you on lower platforms that lead to another ladder. Continue until you reach the top beacon room, where Jasmine is standing beside the sick Ampharos, Amphy.
Speak with Jasmine before leaving. She explains that Amphy needs medicine from the pharmacy in Cianwood City and opens the lighthouse route so you can leave. Olivine Gym is not available while Jasmine is caring for Amphy. Heal at the Olivine Pokémon Center, buy a few Potions or status cures, and make sure a Pokémon that knows Surf is in your party.
- Speak with Jasmine beside Amphy.
- Confirm that the lighthouse route has been opened.
- Carry Surf and basic healing supplies.
- Heal before beginning the ocean crossing.
2. Surf from Olivine to Cianwood
Leave Olivine from the southern beach and use Surf to enter Route 40. Continue south until Route 41, then follow the water west toward Cianwood City. Route 41 contains whirlpools and several Swimmer battles, so do not begin the crossing with a weakened lead Pokémon. Wild Tentacool and Tentacruel are common along the route.
You do not need HM04 Strength to reach Cianwood or to complete Chuck’s Gym in the original Nintendo DS HeartGold release. If you already have Strength, it may be useful for later exploration, but do not turn around and return to Route 42 just to prepare for this Gym.
- Reach Route 40 from Olivine.
- Surf south through Route 40 and west through Route 41.
- Arrive in Cianwood City without treating Strength as a prerequisite.
3. Obtain the SecretPotion
Heal at the Cianwood Pokémon Center, then enter the pharmacy on the south side of town. Speak with the pharmacist after you have talked to Jasmine at the top of the Olivine Lighthouse. He gives you the Key Item SecretPotion because of Amphy’s condition. The item is not purchased from the shop menu.
If the pharmacist only offers ordinary medicine, return to Olivine and confirm that you spoke directly with Jasmine beside Amphy. Without that conversation, the SecretPotion event does not activate. Once the item is in your Bag, you can challenge Chuck before returning to Olivine.
- Talk to Jasmine before visiting the pharmacy.
- Receive the SecretPotion from the Cianwood pharmacist.
- Keep the SecretPotion in the Key Items pocket until you return to Amphy.
4. Complete the HeartGold Cianwood Gym route
Enter Cianwood Gym after healing. HeartGold and SoulSilver use a redesigned waterfall layout rather than the Strength-and-boulder puzzle from the older Gold, Silver and Crystal versions. Chuck can be seen beneath the waterfall, but he does not notice you while the water is flowing.
Climb the west side and battle the Gym Trainers blocking the route. Continue across the Gym’s raised paths to reach the upper area on the opposite side. Use the bridge to reach the large red control button. Press it to operate the winch and stop the waterfall. Once the water stops, return to Chuck and speak with him to begin the Gym Leader battle.
Save before talking to Chuck. His HeartGold team is a level 29 Primeape and a level 31 Poliwrath. Psychic- and Flying-type attacks are effective against both because they are Fighting-type Pokémon. Poliwrath is also vulnerable to Electric- and Grass-type attacks, but do not use Water attacks against it if it has Water Absorb.
Primeape has strong physical Attack and can use Rock Slide, Double Team, Focus Punch and Leer. A frail Flying-type can be punished by Rock Slide, so use a second counter rather than relying on one Pokémon. Poliwrath can use Hypnosis and Body Slam, while its Sitrus Berry gives it extra endurance. Bring Awakening, Chesto Berries, Full Heals or Paralyze Heals. A trained Kadabra, Drowzee, Slowpoke, Flaaffy, Ampharos or another Pokémon with reliable super-effective coverage can make this fight much safer.
- Use the west and east paths to reach the upper control area.
- Press the red button to stop the waterfall.
- Save before battling Chuck.
- Prepare Psychic or Flying attacks for both Pokémon.
- Use Electric or Grass attacks against Poliwrath when appropriate.
- Carry sleep and paralysis cures.
5. Claim the Storm Badge and HM02 Fly
After defeating Chuck, receive the Storm Badge and TM01 Focus Punch. The Storm Badge allows Pokémon up to level 70 to obey you and permits Fly to be used outside battle.
Leave the Gym and speak with Chuck’s wife standing outside. Because you defeated Chuck, she gives you HM02 Fly. Teach Fly to a compatible Pokémon if you want a fast return to Olivine. If you do not have a suitable user, you can still return by Surfing through Routes 41 and 40.
- Receive the Storm Badge.
- Receive TM01 Focus Punch.
- Speak with Chuck’s wife outside the Gym.
- Obtain HM02 Fly.
6. Return the medicine to Jasmine
Fly to Olivine City if possible and return to the top of the Lighthouse. In HeartGold, the elevator provides a quicker route back to the beacon room after the initial visit. Speak with Jasmine beside Amphy and agree to use the SecretPotion. Amphy recovers, and Jasmine leaves for the Olivine Gym.
After Amphy is healed, Baoba contacts you and the Safari Zone becomes available through Cianwood’s Cliff Edge Gate, Route 47 and Route 48. This is optional exploration for this chapter; it is not required before Jasmine’s Gym battle.
- Return to the top of the Olivine Lighthouse.
- Give the SecretPotion to Jasmine.
- Confirm that Amphy is healthy and Jasmine has left for the Gym.
- Treat the Safari Zone as optional at this stage.
7. Defeat Jasmine in Olivine Gym
Heal at the Olivine Pokémon Center and save before speaking with Jasmine. With Amphy recovered, the Gym is open and you can walk to the Leader without another story prerequisite.
Jasmine uses two level 30 Magnemite and a level 35 Steelix. Fire- and Ground-type attacks are effective against all three. Water attacks are especially useful against Steelix, while a sturdy Fire-, Ground- or Fighting-type can handle the Magnemite. Do not switch carelessly into Steelix with a Flying-type or another Pokémon vulnerable to its Rock-type attacks.
Magnemite can inflict paralysis, so carry Paralyze Heals or Full Heals. If your primary counter is paralyzed, switch to a backup rather than giving Jasmine several free turns. Defeat the Magnemite first if they are disrupting your team, then use Water, Fire or Ground coverage to finish Steelix.
Winning awards the Mineral Badge and TM23 Iron Tail. From here, continue the Johto storyline toward Mahogany Town and the Lake of Rage.
- Save before Jasmine’s battle.
- Use Fire or Ground coverage against Magnemite.
- Use Water, Fire or Ground coverage against Steelix.
- Carry paralysis cures.
- Receive the Mineral Badge and TM23 Iron Tail.
Before you move on
- The Storm Badge is recorded after Chuck’s defeat.
- TM01 Focus Punch has been received.
- HM02 Fly has been obtained from Chuck’s wife outside the Gym.
- Amphy is healed at the top of the Olivine Lighthouse.
- Jasmine has returned to Olivine Gym.
- Jasmine has been defeated for the Mineral Badge and TM23 Iron Tail.
- The Safari Zone is available through the Cianwood Cliff Edge Gate after the Amphy event.
- You can continue toward Mahogany Town and the Lake of Rage storyline.
Mahogany Town, Team Rocket and the Lake of Rage — Pryce and the Red Gyarados Sequence
Investigate the abnormal Gyarados at the Lake of Rage, help Lance dismantle Team Rocket’s Mahogany headquarters, defeat the three generator Electrode, and then earn the Glacier Badge from Pryce. In the original Nintendo DS Pokémon HeartGold Version, this sequence ends with Professor Elm’s call about Team Rocket’s takeover of Goldenrod City.
Reach Mahogany Town and prepare for the Lake of Rage
Reach Mahogany Town after the Cianwood and Olivine events. From Ecruteak City, Route 42 provides another approach through the Mt. Mortar area. Heal at the Mahogany Pokémon Center before starting the Lake of Rage sequence, because Route 43, the lake, and Team Rocket HQ contain several consecutive battles.
Buy healing items, status cures, and Great Balls. The Red Gyarados is a level 30 Shiny Gyarados, and saving before the encounter gives you a safe retry if you accidentally knock it out or run out of usable balls. A party in the high 20s to low 30s is suitable for the area, although a balanced team is more important than forcing every Pokémon to the same level.
You may inspect Mahogany Town before leaving, but the Gym is blocked at this point. The suspicious shop and the northern route are connected to the Team Rocket event, so do not waste time trying to enter Pryce’s Gym before completing the lake and headquarters objectives.
- Heal at the Mahogany Pokémon Center.
- Carry Great Balls and enough healing items for several consecutive battles.
- Save before interacting with the Red Gyarados.
Cross Route 43 and resolve the Red Gyarados event
Leave Mahogany Town through the northern entrance and follow Route 43 to the Lake of Rage. Before Team Rocket is removed, the gate on the main road charges money to pass. You can avoid the charge by using the longer grass route; either path eventually reaches the lake. Use Repels if you want to conserve time, but fight selected trainers if your party needs experience.
At the lake, Surf to the solitary red Gyarados and interact with it. The battle is mandatory for the story, but you may catch or defeat it. Catching it is worthwhile because it is a guaranteed Shiny encounter, but defeating it still allows the storyline to continue. The encounter is level 30 and knows Bite, Dragon Rage, Leer, and Twister. Electric- and Rock-type attacks are super effective, but weaken it carefully if you intend to capture it.
After the battle, take the Red Scale that appears on the water. Return to shore and speak with the caped man examining the sign. He is Lance, who explains that a radio signal from Mahogany Town is forcing the Magikarp to evolve prematurely. Agree to help him, then return to Mahogany Town. Lance will be inside the suspicious souvenir shop and will reveal the concealed stairway to Team Rocket HQ.
- The level 30 Red Gyarados has been caught or defeated.
- The Red Scale has been obtained.
- You spoke with Lance at the lake and agreed to investigate Team Rocket.
- Lance is waiting in the Mahogany souvenir shop.
Enter Team Rocket HQ and disable the security alarms
Enter the shop with Lance and follow him underground. On the first floor, Persian statues trigger pairs of Team Rocket Grunts when you pass in front of them. Fight through the initial battles and follow the route toward the scientist in the interior room. Defeat Scientist Gregg, then examine the computer beside him to disable the statue cameras. This prevents the alarms from repeatedly creating extra battles.
Collect useful items if your party needs them, including the Hyper Potion and Full Heal. After disabling the alarms, descend to the next floor. Lance waits there and heals your party, giving you a reliable recovery point before the lower-floor battles.
Continue through the headquarters, defeating the Grunts and scientists who provide the two passwords. The passwords are SLOWPOKETAIL and RATICATE TAIL. You do not need to guess them: defeat the relevant Rocket members, speak to them again after the battles, and they reveal the words needed for the locked doors.
- Scientist Gregg has been defeated.
- The computer beside Gregg has disabled the Persian statue alarms.
- Lance has healed your party on the lower floor.
- The passwords SLOWPOKETAIL and RATICATE TAIL have been obtained.
Defeat Petrel, follow Murkrow, and stop the generator
Use the passwords to open the office door and battle Executive Petrel. In HeartGold, Petrel uses Zubat at level 22, Koffing at level 22, and Raticate at level 24. Ground- or Psychic-type attacks are useful against much of his team, while Rock- or Electric-type attacks handle Zubat effectively.
After Petrel loses, interact with the Murkrow beside him. Follow Murkrow back through the headquarters to the locked door on the floor where Lance healed your Pokémon. Murkrow opens the route to the generator area. Do not leave after defeating Petrel; the Murkrow sequence is required to reach the final confrontation.
At the door, you are confronted by Ariana and a Team Rocket Grunt. Lance joins you, making this a Double Battle. Ariana uses Arbok at level 25, Gloom at level 25, and Murkrow at level 27; the accompanying Grunt uses Drowzee at level 18 and Grimer at level 20. Focus on removing the most threatening target while Lance’s level 40 Dragonite supports you.
After the Double Battle, enter the generator room. Three level 23 Electrode are powering the radio signal. Battle each Electrode and either catch or defeat it. Lance handles the Electrode on his side while you deal with the others. When all three are stopped, Lance gives you HM06 Whirlpool. You cannot use Whirlpool outside battle until you have Pryce’s Glacier Badge, so keep the HM in your Bag until then unless you have a suitable Pokémon for it.
- Petrel has been defeated.
- You followed Murkrow to the locked generator-room door.
- Ariana and the accompanying Grunt have been defeated in the Double Battle.
- All three level 23 Electrode have been caught or defeated.
- Lance gave you HM06 Whirlpool.
Prepare for Pryce’s Ice-type team
Return to the Pokémon Center and heal before entering the Mahogany Gym. The blocking man leaves only after the Red Gyarados event and the Team Rocket HQ operation are complete. Pryce’s HeartGold team is Seel at level 30, Dewgong at level 32, and Piloswine at level 34.
Grass- and Fighting-type attacks are useful against the first two Pokémon, although Seel and Dewgong have the Thick Fat ability, which reduces damage from Fire- and Ice-type attacks. Electric attacks work well against the Water-type Seel and Dewgong, but they are useless against Piloswine because its Ground typing grants immunity to Electric moves.
Piloswine is weak to Water, Grass, Fighting, Steel, and Fire attacks. A Water-type with a physical Water move, a Fighting-type, or a Pokémon with strong Grass or Steel coverage is a dependable answer. Do not leave a Fire-type in against Piloswine simply because it handled the earlier Pokémon.
Dewgong can use Rest and Sleep Talk, while Piloswine carries Blizzard, Ice Fang, Mud Bomb, and Hail and holds a Sitrus Berry. Bring healing items and a way to recover from sleep or freezing. Save before entering the Gym Leader’s room so a failed attempt does not require another trip through the maze.
- Your party includes a reliable answer to Piloswine that is not Electric-based.
- At least one attacker can exploit Water, Grass, Fighting, or Steel weaknesses.
- You have healing items and status cures.
- You saved before speaking to Pryce.
Navigate the ice maze and defeat Pryce
HeartGold’s Mahogany Gym uses several rooms of sliding ice rather than the original Gold and Silver layout. In the first room, move up, left, right, and up, then pass through the door. Slide left to reach the first Gym Trainer. Continue through the room, battle the trainers for experience if needed, and use the doors to reset a room when you make a mistake.
For the next section, move toward the upper-left route, then slide right and up through the door. In the following room, use the central ice path to reach the left-side trainer. Return to the room entrance and use the central route toward the right to reach the next trainer. The final room uses movable ice blocks: slide down and right, leave and re-enter if necessary to reset the arrangement, then push the left block right so the blocks line up. From there, go up, travel right, move up beneath the final Boarder, go left, and then go up to Pryce.
Lead with a Pokémon that can consistently damage Seel and Dewgong, then switch to your Piloswine counter. Avoid relying on Fire attacks because Thick Fat makes them less effective against Seel and Dewgong. Against Piloswine, use a strong super-effective move and be prepared for its Sitrus Berry and Blizzard.
Pryce’s team is Seel level 30, Dewgong level 32, and Piloswine level 34. After winning, he awards the Glacier Badge and TM07 Hail. The Glacier Badge allows you to use Whirlpool outside battle.
- The ice maze has been cleared.
- Pryce’s Seel, Dewgong, and Piloswine have been defeated.
- You received the Glacier Badge.
- You received TM07 Hail.
- Whirlpool can now be used outside battle.
Confirm the next required objective
Leave the Gym after receiving the badge. Professor Elm calls immediately afterward to report strange radio broadcasts and Team Rocket activity in Goldenrod City. This call confirms that the Mahogany portion of the plot is complete and starts the next required story sequence.
Fly to Goldenrod City, heal, and begin the Radio Tower takeover. The next objective is not another Johto Gym: it is the Goldenrod Team Rocket operation, followed later by Route 44, the Ice Path, and Blackthorn City.
- Professor Elm’s Goldenrod disturbance call has occurred.
- The Red Gyarados event, Mahogany Team Rocket HQ, and Pryce’s Gym are complete.
- You are ready to begin the Goldenrod Radio Tower sequence.
Before you move on
- The Red Gyarados has been caught or defeated and the Red Scale was obtained.
- Team Rocket HQ beneath Mahogany Town has been cleared.
- The Persian statue alarms were disabled or the required battles were completed.
- Petrel and Ariana were defeated, the three level 23 Electrode were caught or defeated, and HM06 Whirlpool was received from Lance.
- Pryce was defeated and the Glacier Badge plus TM07 Hail were received.
- Professor Elm called about Team Rocket’s Goldenrod takeover.
References for this chapter
- Pokémon HeartGold and SoulSilver Walkthrough, Part 11 — Bulbapedia
- Pokémon Heart Gold and Soul Silver — Team Rocket — Serebii.net
- Pryce — Bulbapedia
- Pokémon HeartGold Version Guide and Walkthrough — YoyoYoshi — GameFAQs
- Pokémon HeartGold Version Guide and Walkthrough — shinno11 — GameFAQs
- Pokémon HeartGold and SoulSilver Versions — The Pokémon Company
Goldenrod Radio Tower, Ice Path and Blackthorn — Clair’s Rising Badge
After defeating Pryce, Johto’s final mandatory sequence begins. Professor Elm’s call sends you to Goldenrod, where Team Rocket has taken over the Radio Tower. Clear the tower, use the Basement Key in the Goldenrod Underground Warehouse, defeat the Rocket executives and Archer, then travel east from Mahogany Town through Route 44 and Ice Path to Blackthorn City. Defeat Clair, pass the Dragon’s Den elder test and obtain the Rising Badge. In HeartGold, the League route still remains closed until you return to Professor Elm, defeat all five Kimono Girls in Ecruteak, receive the Clear Bell and complete the Bell Tower Ho-Oh event.
Trigger the Goldenrod Radio Tower takeover
After defeating Pryce and leaving the Mahogany Gym, wait for Professor Elm’s phone call. He reports that Team Rocket has seized Goldenrod Radio Tower. Do not try to use Route 44 as a substitute for this sequence: the route east from Mahogany remains blocked until the Radio Tower crisis is resolved.
Fly to Goldenrod City, heal at the Pokémon Center and buy Super Potions, Full Heals, Revives and status recovery items. The Rocket battles use Poison, Dark and Normal Pokémon, so a Ground-type attack, a Fighting-type attack and a dependable Water- or Electric-type attacker cover most of the route. Aim for a team around the low-to-mid 30s before beginning the tower.
- Defeat Pryce and receive Professor Elm’s call.
- Return to Goldenrod City.
- Heal and restock before entering the Radio Tower.
Infiltrate the Radio Tower and expose the fake Director
Enter Goldenrod Radio Tower and battle through the Rocket Grunts on the first three floors. On 3F, the eastern shutter is locked, so take the western stairs. Continue through 4F and use the western staircase to reach 5F. The apparent Director in the office is Executive Petrel in disguise.
Petrel uses four level 30 Koffing and a level 32 Weezing. Their Levitate ability prevents ordinary Ground moves from working, and Weezing can use Explosion, so prefer strong Water, Psychic or special attacks and avoid relying on a fragile physical sweeper. Defeat Petrel to receive the Basement Key. The real Director is being held in the Goldenrod Underground Warehouse.
Leave the tower and enter the Goldenrod Underground through the entrance in the city. In the access hallway, find the locked door and use the Basement Key. A Kimono Girl is nearby; speak with her if you want the story dialogue, then proceed downstairs into the Warehouse.
- Reach the western stairs on Radio Tower 3F.
- Defeat fake Director Petrel on 5F.
- Obtain the Basement Key.
- Enter the locked Underground Warehouse door.
Clear the Underground Warehouse and recover the Card Key
The Warehouse contains several shifting shutters. Follow the open corridors rather than trying to force the central route immediately. From the entrance, work through the shutter maze until you reach the area where Silver is waiting. Save before approaching him if your party is worn down, because his battle occurs before you reach the real Director.
Silver’s team varies with your chosen starter, but it includes a level 30 Golbat, a level 30 or 32 Magnemite, a level 32 Haunter, a level 32 Sneasel and his evolved starter at approximately level 34. Use Electric or Rock attacks against Golbat, Fire or Fighting attacks against Magnemite, Dark attacks against Haunter if available, and Fighting attacks against Sneasel. Keep a Ground-type away from Magnemite if you are unsure whether the move will connect through Levitate; Magnemite’s ability in this battle is Magnet Pull, so Ground attacks work normally.
After defeating Silver, continue through the remaining shutters to reach the real Director. He gives you the Card Key. Collect the optional supplies in the Warehouse if your bag has room, then return to the Radio Tower. The Card Key opens the eastern shutter on Radio Tower 3F, allowing access to the remaining upper floors.
- Save before the Warehouse rival battle.
- Defeat Silver in the Underground Warehouse.
- Find the real Director.
- Receive the Card Key.
Finish the Radio Tower and defeat Archer
Return to Radio Tower 3F and use the Card Key on the eastern shutter. Continue upward through the newly opened rooms, defeating the remaining Grunts and Scientists. The route eventually reaches 4F and then the observation deck at the top.
Executive Archer is the final Rocket battle. In HeartGold he uses level 35 Houndour, level 35 Koffing and level 38 Houndoom. Fighting, Water, Rock and Ground attacks are effective against the Houndour and Houndoom; use Water or a strong special attack against Koffing because Levitate blocks Ground moves. Watch for Houndoom’s Fire attacks and do not send a Psychic-type against the Dark-type Hound Pokémon.
After Archer falls, Team Rocket leaves Goldenrod. The Director gives you the Rainbow Wing in HeartGold. This item is necessary for the later Ho-Oh event, but Ho-Oh is not yet available at this point. Return to the lower floors if you want TM11 Sunny Day from the Radio Tower employee, then heal before leaving Goldenrod.
- Use the Card Key on Radio Tower 3F.
- Reach the observation deck.
- Defeat Archer’s Houndour, Koffing and Houndoom.
- Receive the Rainbow Wing from the Director.
Travel from Mahogany Town through Route 44
Fly to Mahogany Town and leave through the eastern exit. The former Rage Candy Bar blockage is gone now that Team Rocket has been driven from Goldenrod. Route 44 is a short eastbound route with tall grass, ponds, trainers and several branching paths.
Bring a Pokémon that knows Surf if you want the route’s water items or optional encounters, but Surf is not needed simply to cross to Ice Path. Battle the trainers for experience, especially if your main team is below the mid-30s. Grass- and Electric-type attacks handle the Water Pokémon found among the route trainers, while Fire, Flying or Bug attacks help against Grass-types.
Heal before entering Ice Path if necessary. Route 44 does not contain a Pokémon Center, and Ice Path’s boulder puzzles can force you to retrace your steps after a mistake.
- Leave Mahogany Town through the eastern exit.
- Cross Route 44 and collect only the items you can safely reach.
- Heal before entering Ice Path.
Cross Ice Path and reach Blackthorn City
Ice Path is mandatory. The first icy room contains slippery floor sections: choose a direction and continue sliding until you hit a wall, rock or raised ground. Later rooms require Strength to push boulders into holes. Teach Strength to a compatible Pokémon before entering, or return to Goldenrod to obtain it if you have somehow removed it from your party.
Use the boulders to create stopping points and safe lanes across the ice. If you push a boulder into an unhelpful position, leave the room and re-enter to reset the puzzle. In the northern section, find HM07 Waterfall on the floor and collect it; you cannot use Waterfall outside battle until the Rising Badge is obtained, but carrying the HM is part of the late-Johto setup.
A Kimono Girl is trapped on the ice during the passage. Walk around the ice and push the nearby boulder so that she can leave. This is the final field encounter needed for the later Kimono Girl sequence. Continue through the southern exit to Blackthorn City.
- Bring Strength for the boulder puzzles.
- Reset a room by leaving and re-entering if a boulder is misplaced.
- Collect HM07 Waterfall.
- Free the Kimono Girl trapped in Ice Path.
- Exit into Blackthorn City.
Use Blackthorn’s services before challenging Clair
Heal at the Blackthorn Pokémon Center and visit the Poké Mart before entering the Gym. Blackthorn also contains the Move Deleter and Move Reminder. The Move Reminder restores a forgotten level-up move for one Heart Scale, so keep any Heart Scales you have collected rather than spending them casually.
The Blackthorn Gym uses movable platforms. Step on the arrows and rotating panels to reposition the platforms until they connect the bridges toward Clair. The teleporters provide a return route to the entrance, which lets you heal without permanently losing progress; expect to solve parts of the platform puzzle again when returning.
Prepare at least one Ice-type attack and one Dragon-type attack if possible. Ice attacks are especially valuable against Clair’s Dragonair, while a bulky Water-type with Ice coverage can contribute against both Dragonair and Gyarados. Avoid relying on a single Dragon-type attacker because Clair’s Dragonair can answer with Dragon-type damage. Save directly outside Clair’s room and bring Full Heals or a way to cure paralysis and confusion.
- Heal and restock in Blackthorn City.
- Reserve Heart Scales for important move recovery.
- Bring Ice- or Dragon-type coverage.
- Save before speaking to Clair.
Defeat Clair and complete the Dragon’s Den elder test
Clair uses two level 38 Dragonair, a level 38 Gyarados and a level 41 Kingdra. The Dragonair are vulnerable to Ice and Dragon attacks. Gyarados has a four-times weakness to Electric attacks, so an Electric-type move is the safest answer if its user can withstand the incoming damage. Kingdra has only one weakness in this generation, Dragon, so use a strong Dragon attack, wear it down with neutral damage and healing, or combine paralysis and defensive switching rather than expecting an easy one-hit knockout.
After the battle, Clair refuses to give you the Rising Badge. Leave the Gym and go north to Dragon’s Den behind it. You need Surf to cross the water and Whirlpool to pass the whirlpool blocking the Dragon Shrine. Enter the shrine and speak with the elder inside.
Answer the elder’s five questions with the responses that show care for Pokémon: Friend, Strategy, Strong, Love and Both. The precise menu wording can vary slightly in presentation, but choose the compassionate or cooperative option for the first four questions and Both for the final question. Passing the test causes Clair to arrive and award the Rising Badge. Clair then gives TM59 Dragon Pulse near the Dragon’s Den entrance.
The Rising Badge allows every traded Pokémon to obey you and permits Waterfall outside battle. If you leave a party slot open and passed the questions correctly, return to the elder after the badge event to receive the optional level 15 Dratini with ExtremeSpeed. The Dratini is not required for the League.
- Defeat Clair’s two Dragonair, Gyarados and Kingdra.
- Use Surf and Whirlpool to reach the Dragon Shrine.
- Answer Friend, Strategy, Strong, Love and Both.
- Receive the Rising Badge from Clair.
- Collect TM59 Dragon Pulse.
- Optionally return with an empty party slot for Dratini.
Complete the HeartGold Kimono Girl and Ho-Oh sequence
After receiving the Rising Badge, leave Dragon’s Den. Professor Elm calls and asks you to return to New Bark Town. Fly there, enter Elm’s laboratory and receive the Master Ball. Elm then directs you to the Ecruteak Dance Theater.
Heal and save before entering the Dance Theater. The five Kimono Girls battle consecutively, with no Pokémon Center between fights. Each uses one level 38 Eeveelution: Umbreon, Espeon, Flareon, Jolteon and Vaporeon. Bring a balanced party rather than one attacker: Fighting is useful against Umbreon, Dark or Ghost attacks help against Espeon, Water or Ground attacks handle Flareon, Ground attacks handle Jolteon, and Electric or Grass attacks handle Vaporeon. Their levels make a party in the high 30s a safer target than attempting the sequence with only one underleveled Pokémon.
After all five battles, receive the Clear Bell. A Kimono Girl reports Ho-Oh’s appearance, and the group moves to Bell Tower. Enter Bell Tower in Ecruteak City and show the Rainbow Wing at the entrance to gain access to the upper floors. The tower contains ladders, narrow bridges and teleporters; carry Escape Ropes and healing items, and save before climbing the final ladder.
At the Bell Tower summit, the Kimono Girls perform their dance and summon Ho-Oh. Save immediately before speaking to it. In the original North American HeartGold release, Ho-Oh is level 45 and knows Extrasensory, Fire Blast, Sunny Day and Sacred Fire. Bring Ultra Balls, status support and a Pokémon that can reduce its health safely without risking a critical knockout. If you defeat it or accidentally make it faint, it can be encountered again after the Pokémon League, but capturing it now completes the intended pre-League sequence.
After the Ho-Oh event, leave Bell Tower and return to New Bark Town. Surf east from New Bark Town toward Route 27 only after confirming that all eight Johto Badges, the Kimono Girl battles and the Ho-Oh event are complete.
- Return to Professor Elm after receiving the Rising Badge.
- Receive the Master Ball.
- Heal and save before the five Kimono Girl battles.
- Defeat Umbreon, Espeon, Flareon, Jolteon and Vaporeon.
- Receive the Clear Bell.
- Enter Bell Tower with the Rainbow Wing.
- Save before the level 45 Ho-Oh encounter.
- Complete the Ho-Oh event before attempting the League route.
Optional exploration: Union Cave and the Ruins of Alph
Union Cave and the Ruins of Alph are optional and do not replace the Radio Tower, Ice Path, Clair, Dragon’s Den or Ho-Oh requirements. If you skipped them earlier, revisit them only after the mandatory route is secure or when you need a particular item or encounter.
With Surf, Union Cave’s lower floors become accessible. Inspect the basement for missed items and optional encounters; the Friday Lapras encounter is a separate side objective and is not needed for League access. TM39 Rock Tomb and the cave’s other supplies are useful but optional.
The Ruins of Alph puzzle chambers can be revisited as Surf and Strength become available. The Kabuto, Aerodactyl, Ho-Oh and Omanyte images open optional Unown areas and item rooms. The deeper chambers are reached through connected cave passages, and the Omanyte route requires Strength. The chamber rewards do not unlock Clair, the Rising Badge, the Kimono Girls or Victory Road.
Blackthorn’s Move Reminder and Move Deleter are also optional services. Use Heart Scales to restore important level-up moves, particularly after replacing an HM. Do not delay the mandatory route to collect every Heart Scale, hidden item or Unown form.
- Treat Union Cave as optional revisiting.
- Use Surf for lower Union Cave areas and later Ruins of Alph chambers.
- Use Strength for the Omanyte-side Ruins of Alph route.
- Keep Heart Scales for important move recovery.
- Do not substitute optional ruins or cave exploration for the Rising Badge sequence.
Before you move on
- All eight Johto Badges are visible in the Trainer Card, including the Rising Badge.
- Goldenrod Radio Tower has been cleared and Archer has been defeated.
- The real Director has been rescued from the Underground Warehouse and the Card Key has been obtained.
- Route 44 and Ice Path have been crossed, with HM07 Waterfall collected.
- Clair has been defeated, the Dragon’s Den elder test has been passed and TM59 Dragon Pulse has been received.
- Professor Elm has awarded the Master Ball after the Rising Badge sequence.
- All five Kimono Girls have been defeated in the Ecruteak Dance Theater.
- The Clear Bell has been received.
- The Rainbow Wing is in the Key Items pocket and Bell Tower access has been granted.
- The Bell Tower Ho-Oh event has been completed; capture is recommended, but the required story check is reaching and resolving the summit event.
- The player can leave New Bark Town eastward and proceed toward Route 27, Tohjo Falls and Victory Road.
- Optional Union Cave, Ruins of Alph, Unown, Heart Scale and Dratini objectives have been clearly separated from the required League route.
References for this chapter
- Bulbapedia — Walkthrough: Pokémon HeartGold and SoulSilver, Part 12
- Bulbapedia — Walkthrough: Pokémon HeartGold and SoulSilver, Part 13
- Serebii — Pokémon HeartGold and SoulSilver Gym Leaders
- GameFAQs — Pokémon HeartGold Version Guide and Walkthrough
- Thonky — Ice Path and Blackthorn City, Pokémon HeartGold and SoulSilver Walkthrough
- Bulbapedia — Ecruteak City
- StrategyWiki — Pokémon HeartGold and SoulSilver: Dragon’s Den
- StrategyWiki — Pokémon HeartGold and SoulSilver: Bell Tower
Victory Road and the Johto Pokémon League — Building a Final Johto Team
Before starting this chapter, complete the full Chapter 08 endgame sequence. You must have cleared the Goldenrod Radio Tower takeover and Underground Warehouse, crossed Route 44 and Ice Path, defeated Clair in Blackthorn Gym, passed the Dragon’s Den elder test, received the Rising Badge, defeated all five Kimono Girls at the Ecruteak Dance Theater, and completed the HeartGold Bell Tower sequence involving Ho-Oh. The League route is not the immediate next step after Pryce. After these prerequisites are finished and Professor Elm has completed his post-badge call, travel from New Bark Town through Routes 27 and 26, Tohjo Falls and Victory Road. Defeat Silver near the Victory Road exit, then clear Will, Koga, Bruno, Karen and Champion Lance. The Johto campaign is complete when the party is registered in the Hall of Fame.
1. Confirm the endgame prerequisites and assemble your League party
Do not leave for the Pokémon League immediately after defeating Pryce. First finish the Goldenrod Radio Tower storyline, travel through Route 44 and Ice Path, defeat Clair, pass the Dragon’s Den elder test and claim the Rising Badge. In HeartGold, return to the Ecruteak Dance Theater afterward and defeat all five Kimono Girls. Their event sends you to Bell Tower, where you must complete the Ho-Oh sequence. You do not need to treat Ho-Oh as a required capture for this chapter, but you must resolve the event that allows the story to continue. Professor Elm’s call and the resulting progression confirm that the League route is available.
Build a party of six instead of relying on one highly overleveled Pokémon. A practical group includes a dependable Water-type, an Electric attacker or another answer to Gyarados, a Pokémon with Ice coverage, a Psychic- or Flying-type attacker for Bruno, a Fighting-type move for Karen, and at least one bulky switch-in. These jobs can overlap. For example, a Water-type can also carry Ice coverage, while a strong Ground-type can handle Magneton and provide a safe answer to Poison targets.
Aim for most of the party to be around levels 42–45, with the Pokémon intended to answer Lance’s Dragonite closer to the upper end of that range when possible. The League can be defeated at lower levels with type advantages and careful item use, but entering with several underleveled Pokémon makes status effects, critical hits and Lance’s level 50 Dragonite much harder to manage. Restore PP before leaving and carry Full Restores, Revives, Max Potions or Hyper Potions, and additional status cures.
- Goldenrod Radio Tower and Underground Warehouse are complete.
- Clair has been defeated, the Dragon’s Den test has been passed, and the Rising Badge is in your case.
- The five Kimono Girls and the HeartGold Bell Tower Ho-Oh event are complete.
- Most of the League party is around level 42–45.
- At least one healthy Pokémon has reliable Ice coverage for Lance’s Dragonite.
2. Travel from New Bark Town through Tohjo Falls and Routes 27 and 26
Begin in New Bark Town and surf east from the town’s eastern edge. You need Surf for the water route and Waterfall for Tohjo Falls; the Rising Badge allows Waterfall outside battle. Follow Route 27 into Tohjo Falls, climb the waterfall, cross the cave and descend the other side. Continue along Route 27 until it connects to Route 26, then follow Route 26 north toward the Pokémon League Reception Gate.
Use the healing house on Route 27 and the rest stop on Route 26 when necessary. Route 26 contains trainers and grass, so it is a useful final training area before Victory Road. Fight the remaining trainers if your party needs experience, but avoid entering Victory Road with weakened Pokémon or nearly empty PP. Carry a Pokémon with Strength for the boulder puzzles inside Victory Road. Rock Smash is not required for the main route, although it opens an optional item path.
The League Reception Gate checks your eight Johto Badges before allowing access to Victory Road. If the guard does not let you through, return to the Johto Gym list and confirm that the Rising Badge from Clair is present. Save before entering Victory Road if you want a clean retry point for the cave and Silver’s battle. The Indigo Plateau Pokémon Center is the best final preparation location, so do not waste your strongest healing items on avoidable wild encounters.
- Surf east from New Bark Town.
- Use Waterfall to cross Tohjo Falls.
- Reach Route 26 and the Pokémon League Reception Gate.
- Bring Strength for Victory Road.
- Heal before entering the cave.
3. Cross Victory Road and defeat Silver near the exit
Victory Road has three floors connected by ladders, holes and stairways. On the first floor, move the boulders with Strength to open the central route. Continue through the cave rather than detouring for every item. On the upper floors, use the holes in the floor to reach the correct sections and climb the ladders toward the northern exit. Rock Smash only opens an optional path to TM79 Dark Pulse, so it is not necessary to finish the cave.
Silver appears shortly before the exit. His fixed Pokémon are Sneasel at level 36, Golbat at level 38, Magneton at level 37, Kadabra at level 37, Haunter at level 37 and the final evolution of the starter that has a type advantage over your chosen starter, at level 40. If you chose Chikorita, Silver uses Typhlosion. If you chose Cyndaquil, he uses Feraligatr. If you chose Totodile, he uses Meganium.
Lead with a Fighting move or another strong answer to Sneasel. Keep a Ground- or Fire-capable Pokémon ready for Magneton, and use Dark, Ghost or Bug attacks against Kadabra and Haunter. Golbat is vulnerable to Electric, Ice, Psychic and Rock attacks. Silver’s final starter is best handled with its type weakness rather than by trying to overpower it with a damaged neutral attacker. Save before approaching him.
If you lose, the game returns you to the last Pokémon Center rather than creating a Victory Road checkpoint. Heal at Indigo Plateau and repeat the cave route. You can also use this second attempt to skip optional item branches and conserve PP for the rival battle.
- Use Strength to clear the required boulder route.
- Prepare answers for Sneasel, Magneton, Kadabra, Haunter and Golbat.
- Confirm Silver’s final starter based on your own starter choice.
- Save before approaching Silver.
- Defeat Silver and reach the Indigo Plateau.
4. Make the final preparation at Indigo Plateau
The Indigo Plateau building contains a Pokémon Center and Poké Mart. Heal the party, restore PP, buy Full Restores and Revives, and adjust held items before entering the League rooms. Full Restores are especially useful because they restore HP and remove major status conditions and confusion in one action. Give held items to the Pokémon performing important jobs, but do not remove essential type coverage merely to equip a minor power boost.
The League battles occur in a fixed order: Will, Koga, Bruno, Karen and Champion Lance. Your party is not automatically restored between battles. After each victory, open the Bag and heal before entering the next room. If a key Pokémon is paralyzed, poisoned or confused, cure it before continuing rather than hoping the condition will not matter in the next matchup.
Save at the Indigo Plateau Pokémon Center after shopping and healing, before entering Will’s room. If the attempt fails, you return to that Pokémon Center. Change specific weaknesses on the next attempt: add a Ground move if Magneton caused trouble, preserve more Ice PP if Lance was the problem, or bring more Full Restores if status effects ended the run.
- Restore HP and PP at the Indigo Plateau Pokémon Center.
- Buy enough Full Restores, Revives and ordinary HP potions.
- Save before entering Will’s room.
- Remember that the party does not heal automatically between League battles.
5. Defeat Will and Koga
Will uses Xatu at level 40, Jynx and Exeggutor at level 41, Slowbro at level 41, and a second Xatu at level 42. Dark, Ghost and Bug attacks are useful against the Psychic portions of his team. Electric attacks are effective against Xatu and Slowbro. Fire, Bug, Ice or strong neutral attacks can handle Exeggutor, depending on your team. Do not leave a fragile Dark-type in against a move it cannot survive simply because it has a type advantage.
Koga uses Ariados at level 40, Venomoth at level 41, Forretress at level 43, Muk at level 42 and Crobat at level 44. Ground and Psychic attacks are useful against much of the team, but Forretress is Bug and Steel rather than Poison, so use Fire or another reliable super-effective attack against it. Crobat is vulnerable to Electric, Ice, Psychic and Rock attacks.
Muk can use Minimize and Toxic, while Forretress can create Toxic Spikes. Cure poison promptly and remember that Toxic Spikes may affect later switches. Do not spend every Psychic or Ground PP on Koga’s first Pokémon. Heal after the battle even if only one Pokémon took damage, because poison and depleted PP can make Bruno much more dangerous.
- Use Electric, Dark, Ghost or Bug coverage against Will.
- Bring Fire coverage or another answer to Forretress.
- Use Ground or Psychic attacks carefully against Koga’s Poison Pokémon.
- Cure poison before entering Bruno’s room.
6. Handle Bruno and Karen while preserving key counters
Bruno uses Hitmontop, Hitmonlee and Hitmonchan at level 42, Onix at level 43, and Machamp at level 46. Psychic- and Flying-type attacks are the main answers to his Fighting Pokémon. Use Water, Grass or Ground attacks against Onix. Be careful with Hitmontop’s Counter: avoid striking it with a weak physical attack when a special or super-effective move is available. Preserve at least one reliable Psychic or Flying attacker for Machamp.
Karen uses Umbreon and Vileplume at level 42, Gengar at level 45, Murkrow at level 44 and Houndoom at level 47. Fighting moves are useful against Umbreon and Houndoom. Water or Ground attacks are also strong against Houndoom. Vileplume can be handled with Fire, Ice, Flying or Psychic coverage. Electric, Ice and Rock attacks are useful against Murkrow.
Karen’s Gengar can use Destiny Bond. If Destiny Bond is active, do not finish it with a damaging move unless trading one of your Pokémon is acceptable. Switch, use a non-damaging action or wait for the effect to end. Umbreon may use Double Team and Confuse Ray, so use reliable moves, cure confusion and avoid wasting turns with inaccurate attacks. Heal before entering Lance’s room; do not carry poison, paralysis or confusion into the final battle.
- Use Psychic or Flying attacks against Bruno’s Fighting Pokémon.
- Use Water, Grass or Ground coverage against Bruno’s Onix.
- Keep a Fighting move available for Karen’s Umbreon and Houndoom.
- Watch for Destiny Bond before attacking Gengar.
- Heal completely before Lance.
7. Defeat Lance and confirm the Hall of Fame
Lance’s first HeartGold team is Gyarados at level 46, Dragonite at level 49, a second Dragonite at level 49, Aerodactyl at level 48, Charizard at level 48 and Dragonite at level 50. His Gyarados is Water and Flying, while all three Dragonite are Dragon and Flying. The two level-49 Dragonite can use Thunder Wave, and the level-50 Dragonite has a dangerous mixture that includes Outrage, Fire Blast and Hyper Beam. An Ice-type switch is useful but is not automatically safe.
Use an Electric attack against Gyarados when the attacking Pokémon can withstand its moves. Ice attacks are the strongest general answer to Dragonite, so preserve the Ice user and restore its HP when necessary. A bulky Water-type can help against Charizard and Aerodactyl, while Rock- or Water-type attacks are useful against those two Pokémon. Avoid sending a slow, weakened Pokémon into Aerodactyl, and cure paralysis before attempting to finish a Dragonite.
Lance has four Full Restores. A Pokémon that appears to be in finishing range may recover, so preserve enough PP for repeated attacks and do not spend every Revive during the earlier rooms. Revive Pokémon that still provide a needed answer, especially the Ice user, Electric user or strongest defensive switch-in.
When Lance is defeated, the game begins the ending sequence and registers your party in the Hall of Fame. Wait for the Hall of Fame registration rather than treating the victory message alone as the completion point. Once the registration occurs, this chapter’s Johto League objective is complete and the post-League Kanto sequence becomes available.
- Defeat Gyarados with Electric coverage or another dependable counter.
- Preserve Ice coverage for all three Dragonite.
- Account for Thunder Wave, Fire Blast, Outrage and Hyper Beam.
- Expect Lance to use Full Restores.
- See the party registered in the Hall of Fame.
Before you move on
- All eight Johto Badges, including the Rising Badge, are collected.
- Goldenrod Radio Tower, Route 44, Ice Path, Blackthorn City, Dragon’s Den, the Kimono Girls and the HeartGold Ho-Oh event are complete.
- Silver is defeated near the Victory Road exit.
- The Indigo Plateau Pokémon Center is used for final healing and saving.
- Will, Koga, Bruno, Karen and Lance are defeated in one League challenge.
- The party is registered in the Hall of Fame and the ending sequence begins.
References for this chapter
- Bulbapedia — Walkthrough: Pokémon HeartGold and SoulSilver, Part 15
- Bulbapedia — Indigo Plateau/Generation IV
- Serebii — Pokémon Heart Gold & Soul Silver Elite Four
- StrategyWiki — Pokémon HeartGold and SoulSilver Victory Road
- Bulbapedia — Silver (game character)
- Bulbapedia — Pokémon HeartGold and SoulSilver Versions
Kanto Return — Route Order, Trainers and Gym Access
After defeating the Johto Elite Four and Lance, travel from Olivine City to Vermilion City aboard the S.S. Aqua. Kanto’s Gym Leaders can be challenged in a flexible order, but several locations are gated by short story events. Repair the Power Plant, restore the Lavender Radio Tower, wake the Snorlax blocking Diglett’s Cave, return Misty to Cerulean Gym and speak with Blue on Cinnabar Island before attempting Viridian Gym. The Kanto section is complete when all eight Kanto Badges appear on the Trainer Card.
Receive the S.S. Ticket and sail to Vermilion City
After defeating Lance and viewing the Hall of Fame sequence, return to New Bark Town. Professor Elm will contact you and ask you to visit his laboratory. Speak with him there to receive the S.S. Ticket, then travel to Olivine City and enter the harbor building.
Show the ticket to the sailor to board the S.S. Aqua. During this first voyage, complete the ship’s passenger search: speak to the sailors and passengers as directed, locate the missing girl, and return her to the correct adult. Once the event is finished, the ship reaches Vermilion City. Heal immediately at the Pokémon Center before exploring Kanto.
The Magnet Train is not your initial route into Kanto. It is a later convenience connecting Goldenrod and Saffron. To unlock it, you must complete the Copycat’s lost-doll errand and repair the Kanto Power Plant.
- Defeat the Johto Elite Four and Lance.
- Receive the S.S. Ticket from Professor Elm.
- Complete the required S.S. Aqua passenger event.
- Arrive at Vermilion City.
Begin in Vermilion and open the central Kanto routes
Vermilion’s Gym is available immediately. Lt. Surge specializes in Electric Pokémon, so Ground-type attacks are the safest general answer. Do not lead with a Water- or Flying-type unless it can survive Electric attacks or has a clear tactical purpose. Save outside the Gym, heal the full party and bring healing items for paralysis and damage.
After Vermilion, travel north through Route 6 to Saffron City. You can inspect the Magnet Train station, Fighting Dojo and other buildings now, but the train itself is not yet usable. From Saffron, Route 5 leads toward Cerulean, Route 7 leads toward Celadon and Route 8 leads toward Lavender and Fuchsia’s eastern approaches.
Sabrina’s Psychic team is vulnerable to Dark-, Ghost- and Bug-type attacks. Erika’s Grass team is vulnerable to Fire, Ice, Flying, Bug and Poison attacks. You do not need to defeat these leaders in a fixed order, so choose the Gym that best matches the levels and moves already present on your team.
- Defeat Lt. Surge if your team is ready.
- Use Route 6 to reach Saffron City.
- Plan Sabrina and Erika around their type weaknesses.
- Do not rely on the Magnet Train yet.
Repair the Power Plant and start the Cerulean sequence
From Saffron, travel east through Route 8 and Lavender Town, then use Route 10 to reach the Kanto Power Plant. Speak with the plant manager to learn that the Machine Part has been stolen. The thief is connected to the Cerulean Gym, so travel to Cerulean City and enter the Gym.
The Team Rocket Grunt flees from the Gym. Chase him north across Nugget Bridge and continue toward Route 24. Battle him when he confronts you. He reveals that the Machine Part is hidden inside the Cerulean Gym. Return there, search the Gym’s water area and recover the part, then take it back to the Power Plant manager.
Repairing the plant does not automatically give you the Poké Flute channel. After the repair, visit the Lavender Radio Tower and speak with the director. He rewards you with the EXPN Card, which adds the Poké Flute channel to the Pokégear Radio. Tune to that channel while standing beside the Snorlax outside Diglett’s Cave on Route 11 to wake it and begin the western Kanto route.
The same Cerulean storyline also controls Misty’s availability. After the Rocket Grunt event, travel north to Route 25 and continue to the cape at the end of the route. Speak with Misty there. She returns to Cerulean Gym only after this encounter, allowing the Cascade Badge battle.
- Learn about the missing Machine Part at the Power Plant.
- Recover the part from Cerulean Gym after chasing the Rocket Grunt.
- Return the part to the Power Plant manager.
- Speak with the Lavender Radio Tower director and receive the EXPN Card.
- Wake the Snorlax with the Poké Flute channel.
- Find Misty at the end of Route 25.
Use the western loop for Erika, Janine and Brock
Celadon City is reached from Saffron through Route 7. Erika’s Gym uses Grass Pokémon, so Fire-, Ice-, Flying-, Bug- and Poison-type attacks are useful. Watch for status effects and recovery moves rather than assuming every target will fall in one hit. Celadon is also a good resupply point because it has a department store and a Pokémon Center.
Fuchsia City can be reached from Celadon by crossing Routes 16, 17 and 18, or from the eastern side through the connected Kanto routes. Janine uses Poison Pokémon, making Ground- and Psychic-type attacks effective. Carry Antidotes or Full Heals, and take care with the Gym’s hidden-wall layout so you do not repeatedly fight trainers after a failed attempt.
Once the EXPN Card is available, wake the Snorlax blocking Route 11 and enter Diglett’s Cave. The tunnel exits near Route 2, giving access to Pewter City through the western side of Kanto. Brock’s Rock-type team is vulnerable to Water, Grass, Fighting, Ground, Steel and Ice attacks. A well-trained Water-type is especially convenient because it can also help with Blaine, but keep a second answer available in case of status or critical-hit damage.
- Defeat Erika for the Rainbow Badge.
- Defeat Janine for the Soul Badge.
- Remove the Snorlax from Route 11.
- Cross Diglett’s Cave to reach the Pewter side of Kanto.
- Defeat Brock for the Boulder Badge.
Return to Cerulean and reach Blaine at Seafoam Islands
After meeting Misty at Route 25, return to Cerulean Gym and defeat her for the Cascade Badge. Her Water team is vulnerable to Electric- and Grass-type attacks. Keep fragile Fire-types away from the lead unless you are certain they can survive, and save before entering because the Gym battle is the point at which a bad matchup can waste a long trip.
Blaine no longer operates from the original Cinnabar Gym. Travel south from the mainland through Pallet Town and Route 21, then continue across the sea routes toward the Seafoam Islands. The Gym is located in the eastern Seafoam cave. Bring a Pokémon that knows Surf and prepare for wild encounters and trainers on the approach.
Blaine’s Fire team is weak to Water-, Ground- and Rock-type attacks. A strong Water-type is the most straightforward choice, but do not leave it exposed to status or an unexpectedly strong coverage move. Heal before entering the Gym and carry Full Heals or Burn Heals.
- Return Misty to Cerulean Gym.
- Defeat Misty and obtain the Cascade Badge.
- Reach the Seafoam Islands through the southern sea route.
- Defeat Blaine and obtain the Volcano Badge.
Unlock and defeat Blue in Viridian City
Blue is the final Kanto Gym Leader. He does not return to Viridian Gym until the other seven Kanto Gym Leaders have been defeated. Confirm that Thunder, Marsh, Cascade, Rainbow, Soul, Boulder and Volcano Badges are recorded before travelling to Cinnabar Island.
Speak with Blue on Cinnabar Island. He then returns to Viridian City. Follow him to Viridian Gym and navigate its spinning-floor layout. Save outside the Gym, restore the whole party and bring enough healing items for a varied, high-level team.
Blue does not specialize in one type, so prepare broad coverage rather than one dedicated counter. Keep answers to Water, Fire, Grass, Flying, Psychic and Fighting threats where possible. Intimidate, paralysis, defensive switching and priority attacks can reduce the risk of losing a key Pokémon to a fast critical hit.
- Earn the other seven Kanto Badges.
- Speak with Blue on Cinnabar Island.
- Return to Viridian City.
- Defeat Blue and receive the Earth Badge.
Leveling, catching replacements and recovering from failure
Kanto Gym Leaders generally use Pokémon around the level-50 range, with Blue being the final and most demanding exception. A balanced party in the low-to-mid 50s is a practical starting point for the early and middle Kanto Gyms; raise weaker members before challenging Blaine and Blue. Fight the available trainers on Routes 6, 9, 10, 12, 13, 15, 16, 17 and 18, and use Surf routes or nearby wild Pokémon when a team member needs safe experience.
HeartGold does not provide the VS. Seeker from the original Kanto games, so do not plan on repeatedly rematching ordinary route trainers with that item. Instead, clear unused trainers as you travel, use the Pokégear for available rematch calls, and revisit routes after your team has gained access to stronger moves or field options.
If a Gym attempt fails, return to the nearest Pokémon Center, restore PP, replace a poor matchup and adjust held items before trying again. Diglett’s Cave and the western routes can provide Ground-oriented options. The Cerulean and Route 25 area offers additional Water encounters, while the southern sea routes and Seafoam area expand the pool of Water-, Ice- and Rock-related options. Keep a pre-Gym save and avoid spending all healing items before the leader battle.
- Raise weaker party members instead of relying on one overlevelled Pokémon.
- Carry Hyper Potions, Full Heals, Revives and relevant status cures.
- Use available Pokégear rematches rather than expecting a VS. Seeker.
- Save outside each Gym.
- Verify all eight Kanto Badges on the Trainer Card.
Before you move on
- The S.S. Aqua has delivered you to Vermilion City.
- The Kanto Power Plant is repaired.
- The EXPN Card and Poké Flute radio channel are available.
- The Snorlax blocking Diglett’s Cave has been removed.
- Misty, Erika, Janine, Brock, Blaine and Lt. Surge have been defeated, along with Sabrina.
- Blue has returned to Viridian Gym and awarded the Earth Badge.
- All eight Kanto Badges are visible on the Trainer Card.
References for this chapter
- Pokémon HeartGold and SoulSilver Versions — The Pokémon Company
- Pokémon HeartGold and SoulSilver/Vermillion City — StrategyWiki
- Pokémon HeartGold and SoulSilver/Fast Ship S.S. Aqua — StrategyWiki
- Pokémon HeartGold & SoulSilver Walkthrough — Psypokes
- Kanto HeartGold and SoulSilver Coverage — PokéBeach
- Seafoam Islands — Bulbapedia
Kanto Gym-by-Gym Breakdown — Specific Boss Tactics
After the Johto Pokémon League, Kanto’s Gyms can generally be challenged in several practical orders. Misty requires the Kanto Power Plant and Team Rocket thief sequence, Brock requires the Snorlax blocking Diglett’s Cave to be removed, and Blue remains unavailable until the other seven Kanto badges are complete. The following route handles each leader with dependable type coverage, recovery points and the correct HeartGold/SoulSilver prerequisites.
Prepare the Kanto circuit
Travel to Kanto after entering the Hall of Fame and establish a supply point at the nearest Pokémon Center before starting the Gym circuit. Keep a balanced party with dependable Water, Electric, Ground, Ice, Psychic, Fighting and Fire or Flying coverage. Kanto’s leaders are substantially stronger than the early Johto leaders: their teams range from the high 40s into the 60s, with Blue’s Pidgeot reaching Level 60. A party clustered around the high 40s can begin the circuit, but raising the whole team rather than relying on one overleveled Pokémon makes the later battles much safer.
The most useful early Kanto preparations are restoring the Kanto Power Plant, obtaining the Pokégear radio expansion that plays the Poké Flute channel, and removing the Snorlax blocking Diglett’s Cave. The Power Plant sequence is required for Misty’s return and also restores the Magnet Train. The Snorlax route opens the western side of Kanto and gives access to Pewter City. Save outside every Gym Leader’s room, heal after route travel, and carry Full Heals, Revives and stronger healing items before the higher-level battles.
- Keep a Ground-type or Ground move for Lt. Surge, a Water- or Grass-type answer for Brock, and Ice or Electric coverage for Blue’s Flying threats.
- Carry status cures because Sleep, Poison, Paralysis and confusion can turn favorable matchups into losses.
- Save immediately before each Leader battle so a failed attempt does not require repeating a Gym puzzle or route.
Vermilion City — Lt. Surge and the Thunder Badge
Lt. Surge specializes in Electric Pokémon. Ground attacks are the safest answer because Ground-type Pokémon are immune to ordinary Electric attacks and Ground moves are super effective. Graveler, Dugtrio, Sandslash, Donphan or another sturdy Ground-type can handle this matchup, while a Pokémon with Earthquake provides a strong alternative if your team lacks a dedicated Ground species. Do not make a Water- or Flying-type your only answer; Electric attacks and paralysis can quickly remove their advantage.
The Vermilion Gym uses the familiar trash-can switch puzzle. Search the bins until you find the first switch, then check an adjacent bin for the second. An incorrect second choice resets the puzzle, so save before searching if you want to avoid repeating it. Once the barrier is open, save again outside Lt. Surge’s room. Lead with a Ground-type when possible, but watch for attacks that can damage it neutrally and avoid leaving a weakened counter in against a faster opponent.
- Badge gained: Thunder Badge.
- Useful recovery areas: the Vermilion Pokémon Center, Routes 6 and 11, and nearby trainers that remain available for experience.
- If the Ground-type is knocked out, switch to a neutral attacker rather than sacrificing a Water- or Flying-type into repeated Electric attacks.
Saffron City — Sabrina and the Marsh Badge
Sabrina uses Psychic Pokémon. Dark, Ghost and Bug attacks are the preferred offensive answers, while a fast physical attacker can work even without a same-type move. Bite, Crunch, Shadow Ball and strong Bug attacks are especially useful. Keep Poison- and Fighting-types out of direct Psychic matchups unless they have a specific defensive reason to enter, because Psychic attacks are super effective against both types.
The Saffron Gym is a warp-tile maze. The tiles connect the small rooms in a fixed pattern, so move methodically and note which tile returns you to each room. Fight the Gym Trainers if you need experience, then heal before stepping onto the final route to Sabrina. Save outside her room. If one of her Pokémon begins using status or boosting moves, switch to a Dark-type or use a quick disabling move instead of allowing a frail attacker to remain exposed.
- Badge gained: Marsh Badge.
- Useful recovery areas: Saffron’s Pokémon Center and the routes surrounding Saffron, including Routes 5, 6, 7 and 8.
- Avoid using a slow Psychic-weak Pokémon as your lead unless it can survive the opening attack and retaliate immediately.
Celadon City — Erika and the Rainbow Badge
Erika specializes in Grass Pokémon. Fire, Flying, Ice, Bug and Poison attacks are strong choices. A Fire-type using Flamethrower or a reliable Flying-type attacker can handle much of the battle, but retain a second answer because Erika’s Pokémon can use draining or status moves. Water-, Ground- and Rock-types should not be your primary attackers here because Grass attacks exploit them.
The Celadon Gym entrance is blocked by a tree, so use Cut outside the Gym before entering. The hedge passages form a short maze; follow the open lanes and fight trainers for experience if your party is below the local level. Save outside Erika’s room. Bring Full Heals or similar cures because Sleep, Paralysis and Leech Seed can extend the battle and steadily wear down a counter that should otherwise win by type advantage.
- Badge gained: Rainbow Badge.
- Useful recovery areas: Celadon’s Pokémon Center and Routes 16, 17 and 18.
- If your Fire or Flying counter is weakened, heal before retrying rather than relying on a low-health sweep.
Cerulean City — Misty and the Cascade Badge
Misty cannot be challenged immediately after arriving in Kanto. First visit the Kanto Power Plant and speak with the manager to learn that the Machine Part has been stolen. Enter the Cerulean Gym, where the Team Rocket grunt escapes. Chase him north across Route 24 and battle him near the Nugget Bridge area. Return to the Cerulean Gym to recover the hidden Machine Part, then take it back to the Power Plant. After the power is restored, go to Route 25 and speak to Misty at Cerulean Cape; she then returns to her Gym.
Misty’s Water team is vulnerable to Electric and Grass attacks. Electric coverage is particularly useful against her Golduck and Starmie, while Grass attacks can handle suitable targets but should not be used blindly against Pokémon with Ice coverage or unfavorable secondary typing. Quagsire is immune to Electric attacks, so use Grass or a strong neutral move against it. Lapras is bulky, so avoid depending on a fragile one-hit knockout and keep a second attacker ready.
The Cerulean Gym has a pool and can be traversed around the edge if you do not want to Surf through it. Save outside Misty’s room after returning from Route 25. If you lose, heal in Cerulean and retrain on Routes 24 and 25 or the nearby Kanto routes before repeating the battle.
- Power Plant Machine Part returned and the generator is operating.
- Misty has been found at Cerulean Cape and has returned to the Gym.
- Badge gained: Cascade Badge.
- Recovery area: Cerulean Pokémon Center, with Routes 24 and 25 available for additional training.
Fuchsia City — Janine and the Soul Badge
Janine specializes in Poison Pokémon. Ground and Psychic attacks are the most dependable counters. A fast Psychic-type can remove many of her Pokémon before they inflict status, while a sturdy Ground-type can use Earthquake or another strong Ground move. Bring Antidotes or Full Heals, since Poison damage and accuracy disruption can make a long battle expensive. Use direct damage as the main plan rather than relying entirely on accuracy reduction.
The Fuchsia Gym uses invisible walls, and several apparent Gym Leaders are actually disguised trainers. Move through the open lanes between the trainers until you locate the real Janine. Save outside her room once the route is clear. If the battle goes badly, return to Fuchsia’s Pokémon Center and train on Routes 12 through 15, where repeated trainer battles and wild encounters provide a safe recovery route.
- Badge gained: Soul Badge.
- Useful counters: a fast Psychic attacker, a Ground-type with a strong Ground move, or a bulky neutral attacker with status protection.
- Keep a replacement for your main counter in reserve in case Poison damage or a critical hit ends the first attempt.
Pewter City — Brock and the Boulder Badge
Brock’s Rock team is weak to Water, Grass, Ground, Fighting and Steel attacks. Water with Surf is the simplest answer, while Grass moves are excellent against his Rock/Ground Pokémon. Do not rely on Fire- or Flying-types unless they are unusually bulky, because Rock attacks can defeat them quickly. Brock’s slower Pokémon give you time to switch safely or heal, but his stronger physical attacks still punish fragile counters.
To reach Pewter, tune the Pokégear radio to the Poké Flute channel and interact with the Snorlax blocking the entrance to Diglett’s Cave. After Snorlax is removed, pass through Diglett’s Cave and emerge on Route 2. Continue through the Viridian Forest area to Pewter City. The Pewter Gym has no major puzzle; you can fight or walk around its two trainers before reaching Brock. Save outside the Leader’s room.
If you lose, heal in Pewter and train in Diglett’s Cave, Viridian Forest, Route 2 or Route 3. A Water-type from the earlier journey is usually sufficient, but make sure it is healthy before beginning the battle.
- Snorlax removed from the Diglett’s Cave entrance.
- Badge gained: Boulder Badge.
- Recovery areas: Pewter Pokémon Center, Diglett’s Cave and Viridian Forest.
Seafoam Islands — Blaine and the Volcano Badge
Blaine’s relocated Gym is in the eastern Seafoam Islands chamber, not on Cinnabar Island. Travel from Cinnabar to the Seafoam Islands and enter the upper chamber of the eastern island. The lower cave route continues through the islands, but the upper route leads to the makeshift Gym. The Gym uses rocks and trainer positions to create chokepoints; defeat the trainers blocking the passages until the path to Blaine is open.
Blaine specializes in Fire Pokémon. Water, Ground and Rock moves are the safest answers, with Surf providing consistent damage. Keep Grass, Ice and Bug Pokémon away from the front unless they have a specific defensive advantage. A bulky Water-type can absorb Fire attacks and retaliate, while Ground or Rock moves are useful alternatives when Water coverage is unavailable. Save before entering Blaine’s room because the Seafoam route can consume PP and healing items.
If you lose, return to Cinnabar’s Pokémon Center, restore the party and retrace the Surf route. Do not assume that a low-health Water-type can finish the battle after the cave journey; heal before entering the Gym.
- Badge gained: Volcano Badge.
- Blaine’s Gym was reached in the eastern Seafoam Islands chamber.
- Recovery area: Cinnabar Island Pokémon Center before returning to Seafoam.
Viridian City — Blue and the Earth Badge
Blue is the final Kanto Gym Leader. He uses a mixed team rather than a single specialty, so prepare several answers instead of one dedicated counter. Ice or Electric coverage helps against his Flying threats, Water or Grass coverage helps against Ground and Rock targets, Fighting coverage helps against Normal or Dark targets, and a strong neutral attacker is valuable when a matchup is uncertain. Preserve your fastest healthy Pokémon for the end of the battle rather than spending it early against a favorable but nonessential matchup.
Blue is not initially in Viridian Gym. After the other seven Kanto badges have been earned, fly to Cinnabar Island and speak with him there. He then returns to Viridian Gym. The Gym contains spinner and directional floor panels. Follow the marked route carefully, fighting optional trainers if you need experience, and save immediately before Blue.
Blue’s highest-level Pokémon is Pidgeot, so keep an Ice- or Electric-capable Pokémon healthy for that threat. Do not commit your only Ground-type to an early matchup if it is also needed for a later Rock or Fire target. Status moves can help, but avoid wasting turns when Blue’s mixed coverage can switch the matchup against you.
- All seven other Kanto badges obtained before speaking with Blue on Cinnabar Island.
- Badge gained: Earth Badge.
- Recovery areas: Viridian Pokémon Center, Routes 21 through 23, Route 28, Mt. Moon and other higher-level Kanto areas.
Confirm the Kanto completion flag
The Kanto portion is complete when the Trainer Card displays all eight Kanto badges: Thunder from Lt. Surge, Marsh from Sabrina, Rainbow from Erika, Cascade from Misty, Soul from Janine, Boulder from Brock, Volcano from Blaine and Earth from Blue. Blue’s defeat and the Earth Badge are the final required Gym milestones; there is no separate Kanto League ceremony.
Save after receiving the Earth Badge. This preserves the completed badge state and leaves the game ready for the Mt. Silver objective. If the Trainer Card is missing any one of the eight Kanto badges, return to the corresponding Gym rather than proceeding under the assumption that the circuit is complete.
- Trainer Card displays all eight Kanto badges.
- Misty’s Cascade Badge and Blue’s Earth Badge are both present; these are the two commonly missed late prerequisites.
- Blue has been defeated and the Viridian Gym is cleared.
- A post-Kanto save exists before beginning Mt. Silver preparation.
Before you move on
- The Trainer Card displays Thunder, Marsh, Rainbow, Cascade, Soul, Boulder, Volcano and Earth badges.
- The Power Plant is operating, Misty has been defeated, Blaine has been defeated in the relocated Seafoam Gym, and Blue has been defeated in Viridian Gym.
- The Earth Badge has been awarded and the game has been saved afterward.
- The player is now eligible to proceed toward Mt. Silver preparation rather than continuing to search for an additional Kanto Gym event.
References for this chapter
- Serebii — Pokémon HeartGold and SoulSilver Gym Leaders
- Bulbapedia — Pokémon HeartGold and SoulSilver Walkthrough, Part 20: Cerulean City and Power Plant
- Bulbapedia — Pokémon HeartGold and SoulSilver Walkthrough, Part 27: Cinnabar Island and Seafoam Islands
- Walkthrough: Pokémon HeartGold and SoulSilver/Part 28 — Bulbapedia
- Bulbapedia — Pokémon HeartGold and SoulSilver Walkthrough
Mt. Silver and the Red Showdown — Preparation and the Final Battle
After entering the Hall of Fame, earning all eight Kanto Badges, and speaking with Professor Oak in Pallet Town, you receive HM08 Rock Climb and permission to enter Mt. Silver. The mountain requires several field moves and contains high-level wild Pokémon, optional item branches, and a summit battle against Red. Red uses a level 88 Pikachu, a level 80 Lapras, a level 82 Snorlax, and level 84 Venusaur, Charizard, and Blastoise. Prepare for a long climb, preserve healing resources, save before the summit battle, and use varied coverage rather than relying on one counter.
Unlock Mt. Silver and obtain the required field access
Confirm that you have defeated the Johto Pokémon League, earned all eight Kanto Gym Badges, and registered all sixteen Badges. Travel to Pallet Town and speak with Professor Oak in his laboratory. Oak gives you HM08 Rock Climb and authorizes access to Mt. Silver only after the sixteen-Badge requirement is met.
Teach Rock Climb to a Pokémon that can carry it without compromising an essential battle moveset. To reach every necessary section of the mountain, bring practical access to Surf, Waterfall, Rock Smash, and Rock Climb. These moves may be distributed across several Pokémon, but the party must be able to perform all four field actions.
From Pallet Town, return to Viridian City and travel west through Route 22 to the Victory Road gatehouse. Show the required Badge progress to the guard on the west side. Continue through Route 28 to the Mt. Silver entrance. The Pokémon Center outside Mt. Silver is the main recovery point and should be your preparation base.
- All sixteen Gym Badges are registered.
- Professor Oak has given HM08 Rock Climb.
- The party can use Surf, Waterfall, Rock Smash, and Rock Climb.
- The Mt. Silver Pokémon Center is the current healing point.
Build a balanced party for Red’s roster
Red’s HeartGold team consists of Pikachu at level 88, Lapras at level 80, Snorlax at level 82, and Venusaur, Charizard, and Blastoise at level 84. A team does not need to match every level exactly, but a balanced party in the upper 60s or higher is much more dependable than a group with one powerful Pokémon and several liabilities. The closer your team is to Red’s levels, the less you must rely on critical hits, favorable damage rolls, and repeated item use.
Bring a durable Ground-type or a strong Ground attack for Pikachu. Keep a backup plan available because losing the only Ground answer early can make the rest of the battle much harder. Electric- or Grass-type attacks are useful against Lapras and Blastoise, while Charizard can be pressured with Rock, Water, or Electric attacks. Venusaur is vulnerable to strong Ice, Flying, or Psychic attacks. Fighting-type attacks are valuable against Snorlax, although its bulk means that one weak hit may not be enough.
Coverage is more useful than six narrowly specialized counters. Aim for a reliable Pikachu answer, dependable damage against both Water types, a way to pressure Snorlax, and at least one fast Pokémon or priority move for finishing weakened targets. Include Pokémon that can survive a neutral hit rather than choosing only fragile attackers.
- A durable Pikachu answer is available.
- The team has Electric or Grass coverage for Lapras and Blastoise.
- The team has Fighting coverage or another reliable Snorlax plan.
- At least one fast Pokémon or priority move remains available.
- The party is reasonably balanced instead of depending on one extreme outlier.
Stock supplies and save before the climb
Buy Full Restores, Max Potions or Hyper Potions, and Revives before entering Mt. Silver. Full Restores handle both HP and status problems, while Revives can restore a critical counter after an unexpected knockout. Carry enough supplies for the mountain trainers and Red; fighting every trainer and exploring every item branch can consume resources before the summit.
Restore the PP of your important attacks before leaving the Pokémon Center. Coverage such as Ground, Electric, Grass, Ice, Rock, Water, Psychic, and Fighting attacks can run low during the ascent if you use them for every encounter. Repels are optional, but they reduce interruptions from the mountain’s strong wild Pokémon and help preserve HP and PP.
Save manually at the Mt. Silver Pokémon Center before starting the climb. When you reach the summit area, heal as much as possible with your carried items and save again before approaching Red. Keep this pre-Red save until the victory event is confirmed. There is no normal in-cave save checkpoint, so do not assume a defeat will return you to the mountain summit.
- Healing items, Revives, and status recovery are in the Bag.
- Important battle moves have full PP.
- The party is healed before entering Mt. Silver.
- A separate manual save exists before Red’s encounter.
Climb Mt. Silver without wasting resources
Mt. Silver is a connected series of cave floors and exterior mountainside sections rather than one straight tunnel. In the lower interior, use Surf and Waterfall where the route crosses water. Use Rock Climb on marked walls leading to higher sections. Rock Smash opens some paths and optional item branches, but not every breakable rock must be cleared to reach Red.
When a cave path appears to end, inspect the nearby ladders, exits, exterior slopes, and climbable walls. Several sections require leaving the cave, following the mountainside, and entering another cave at a higher elevation. The shortest practical route is more important than collecting every item. Optional items can be skipped when they would cost too much HP or PP.
Repels are most useful immediately after healing at the entrance. If a key counter is badly weakened before the summit, return to the Mt. Silver Pokémon Center instead of consuming the majority of your healing items. The climb can be repeated safely, and reaching Red with a healthy team is more valuable than collecting every mountain item.
- The upper mountain has been reached with Rock Climb.
- The party still has sufficient HP and PP for the final approach.
- Optional item detours have been skipped when necessary.
- The healing supply has not been exhausted before the summit.
Account for the summit weather
The summit normally has snow and can produce hail during the battle. Hail damages Pokémon that are not protected by a suitable ability or typing, so it can turn a close exchange into a knockout. Lapras is an Ice type and is not damaged by hail, while most of the rest of Red’s team can take weather damage.
The summit weather can instead display diamond dust on certain in-game days, and the usual hail damage does not necessarily occur then. Do not make the entire strategy depend on weather damage. Treat hail as additional pressure when it is active, not as a guaranteed source of knockouts.
Before approaching Red, choose a lead with a safe opening plan. A Ground-type lead can threaten Pikachu, but switching immediately may be better if that Pokémon is needed later or cannot safely withstand Pikachu’s attacks. Keep the summit save after arranging the lead and intended party order.
- The party is prepared for possible hail damage.
- The lead Pokémon has a safe first-turn plan.
- The team is not dependent on weather damage.
- The summit save has been completed.
Defeat Red through controlled matchups
Against Pikachu, use a Ground-type or strong Ground attack when the matchup is safe. Do not assume that one Ground attack will always knock it out. Preserve the Ground answer if Red still has several Pokémon capable of punishing it, and use a second safe switch or healing item rather than sacrificing the entire party to force damage.
Use Electric or Grass coverage against Lapras and Blastoise, while remembering that both are bulky enough to survive weak or poorly matched attacks. Charizard is vulnerable to Rock, Water, and Electric attacks. Venusaur can be pressured with strong Ice, Flying, or Psychic attacks. Against Snorlax, Fighting attacks are usually the most direct option, but repeated damage, paralysis, Intimidate, defensive boosts, or carefully timed switches may be needed if your attacker cannot score a quick knockout.
Use Full Restores before a Pokémon reaches a dangerous range rather than waiting for it to faint. If a vital counter is knocked out, first remove or weaken the immediate threat, then use a Revive during a safe turn. Avoid spending every healing item on one matchup. Preserve a fast Pokémon or priority move for the final exchanges because a weakened Red Pokémon can still defeat a slower damaged team member.
- Pikachu is handled without losing every Ground answer.
- Lapras and Blastoise each have a workable contingency plan.
- Snorlax cannot freely outlast the whole party.
- Charizard and Venusaur can be pressured with known super-effective coverage.
- A fast or priority-based finisher remains for the final exchanges.
Recover after a failed attempt
If Red defeats the entire party, you return to the last Pokémon Center used, normally the Mt. Silver Pokémon Center if you followed the recommended preparation. You do not respawn at an in-cave save checkpoint. Reload the pre-Red manual save if you want to restore consumed items and return to the exact party arrangement used before the battle.
Use the loss to identify the specific weakness. If Pikachu removed the Ground answer, add a backup Ground move or a sturdier counter. If Lapras or Blastoise survived too long, improve Electric or Grass damage and preserve that attacker for the correct matchup. If Snorlax stalled the party, add Fighting coverage, status control, or a stronger physical attacker. If hail caused several close knockouts, improve HP totals, switch earlier, or use Full Restores before the damage range becomes dangerous.
You do not need to repeat the Gym Leaders after reaching Red. Heal, adjust moves or party members, replenish supplies, and climb again. After Red has been defeated, he disappears from the summit. He becomes available for another battle after you enter the Hall of Fame again, which requires another complete Pokémon League victory.
- The defeated party has been healed at the Mt. Silver Pokémon Center.
- The next attempt directly addresses the matchup that caused the loss.
- The pre-Red save is retained until victory is confirmed.
- You understand that another Red battle requires entering the Hall of Fame again.
Before you move on
- Red is defeated at the summit of Mt. Silver.
- The post-battle credits sequence begins.
- The Legend Ribbon is awarded to every Pokémon currently in the player’s party. Put every intended ribbon recipient in the party before initiating the battle.
- Red is absent from the summit after defeat and becomes available again after the player re-enters the Hall of Fame.
- The save file retains the sixteen Gym Badges, the Hall of Fame record, and the completed Red event.
References for this chapter
- Pokémon Trainer Red — Serebii.net
- Bulbapedia — Mt. Silver Cave
- Walkthrough: Pokémon HeartGold and SoulSilver/Part 28 — Bulbapedia
- Bulbapedia — Pokémon HeartGold and SoulSilver Walkthrough, Part 29: Mt. Silver
- Pokémon HeartGold and SoulSilver/Mt. Silver — StrategyWiki
- Pokémon Heart Gold FAQ/Walkthrough — Neoseeker
Postgame: Pokéwalker, National Dex and Move Re-learning
After entering the Hall of Fame, collect the S.S. Ticket from Professor Elm and meet Professor Oak at Olivine Harbor to receive the National Pokédex. The Pokéwalker can then be used whenever its setup prerequisites are met, although it remains optional and sends only one Pokémon from the game on a stroll at a time. It provides experience, Watts, wild encounters, and items. In Blackthorn City, the Move Reminder uses Heart Scales to restore eligible level-up moves, making it useful for repairing movesets after the main story or after Pokéwalker training.
1. Unlock the National Pokédex after the Johto League
Defeat Will, Koga, Bruno, Karen, and Lance, then allow the Hall of Fame sequence and credits to finish. When control returns in New Bark Town, go downstairs and speak with your mother. Professor Elm’s assistant will contact you, and Elm will give you the S.S. Ticket at his laboratory.
Take the S.S. Ticket to Olivine City and enter the harbor building on the south side of town. Professor Oak is waiting inside. Speak with him before boarding the S.S. Aqua. Because you have entered the Hall of Fame, he upgrades your Pokédex to National Mode. You do not need to catch every Johto species first.
The National Pokédex records Pokémon outside the original Johto listings and supports broader postgame tracking. It does not, by itself, make every species obtainable in HeartGold: some Pokémon require SoulSilver, another Generation IV game, a trade, a transfer, or an event distribution. Treat the National upgrade as the start of postgame collection rather than proof that the entire Pokédex can be completed from one cartridge.
- The Johto Hall of Fame sequence has been completed.
- Professor Elm has given you the S.S. Ticket.
- Professor Oak has upgraded the Pokédex inside Olivine Harbor.
- The Pokédex can be changed to National Mode.
2. Meet the Pokéwalker’s first-use requirements
The Pokéwalker is not available from the opening minutes of a new save. First obtain the Pokédex, return the Mystery Egg to Professor Elm, and catch or otherwise obtain an additional Pokémon so that at least one Pokémon can be placed in a PC box. Deposit that Pokémon before attempting the first connection.
Save the game, return to the title screen, and choose CONNECT TO POKéWALKER from the main menu. On the first connection, choose Save, then go for a Stroll. Select a Pokémon from a PC box, confirm it, and choose an available course. When the game asks for the infrared transfer, place the Pokéwalker and the game card approximately two inches apart with their infrared ends facing each other. Press the large center button on the Pokéwalker when prompted.
After the first successful transfer, the accessory is linked to that HeartGold save. The normal connection menu will then provide Go for a Stroll, Return from a Stroll, and Receive a Gift. A Pokéwalker can be linked to one game save at a time; resetting it for another save erases the data currently stored on the accessory.
- The Pokédex has been obtained.
- The Mystery Egg has been returned to Professor Elm.
- At least one Pokémon is in a PC box.
- The game has been saved before the first connection.
- The selected course and transferred Pokémon appear on the Pokéwalker.
3. Walk, earn Watts, and use the Pokéwalker activities
The Pokémon on a stroll gains experience as steps are recorded. The basic rate is one experience point per step, but a Pokémon stops gaining further experience after it has accumulated enough for one level during that stroll. Return it to HeartGold and send it out again if you want to begin another experience cycle.
The Pokéwalker does not evolve Pokémon or teach level-up moves while they are on the accessory. If a Pokémon reaches an evolution level during a stroll, it will still need to level up through normal game activity before evolving. If it passes a level at which it would normally learn a move, that move is not automatically taught during the stroll; use the Move Reminder later if the move is eligible.
Walking also builds Watts. The device awards one Watt for each 20 recorded steps. Spend Watts on the Poké Radar to attempt wild Pokémon encounters and on the Dowsing Machine, also called the Item Finder, to search for items. These activities are chance-based, and the course determines which Pokémon and items can appear. Some courses require step totals, accumulated Watts, story progress, the National Pokédex, or a distribution event, so check a course’s requirement before targeting a particular species.
When you want to collect the results, choose CONNECT TO POKéWALKER from the HeartGold title screen and select Return from a Stroll. This returns the strolling Pokémon and transfers the Watts, caught Pokémon, items, and recorded results. Receive a Gift transfers collected gifts, caught Pokémon, items, and Watts while leaving the strolling Pokémon on the accessory. Use Receive a Gift when you want to collect those results without ending the current stroll.
- The Poké Radar is used for wild encounters.
- The Dowsing Machine is used for item searches.
- Watts are transferred regularly instead of being left only on the accessory.
- Return from a Stroll is used when the Pokémon itself must come home.
- Receive a Gift is used when the Pokémon should remain on the Pokéwalker.
4. Recover from a failed connection or lost accessory
For an ordinary infrared failure, return to the title screen and select CONNECT TO POKéWALKER again. Replace a weak CR2032 battery if necessary, keep the accessory and game card close together, and face their infrared windows toward one another. The DS must be waiting at the Pokéwalker connection screen when you press the accessory’s center button.
If the Pokéwalker battery dies, the Pokémon itself is protected, but unsent step progress and Watts may be lost. Collect the results regularly rather than leaving a long stroll on an aging battery. A Pokémon that is still registered to a missing or broken Pokéwalker can be returned without the original accessory.
To force the Pokémon back to the linked HeartGold save, open the game’s CONNECT TO POKéWALKER screen and hold Up on the directional pad, Select, and R simultaneously. This emergency recovery returns the strolling Pokémon to the PC box in the state preserved by the game. It resets the accessory’s stored data, so do not expect unsent Watts, items, caught Pokémon, or step progress from that stroll to be recovered. If the missing Pokéwalker is later found, reset it before trying to link it again; otherwise its old data can conflict with the save.
- The battery and infrared alignment have been checked.
- Normal Return from a Stroll has been attempted before emergency recovery.
- Up, Select, and R are held on the Pokéwalker connection screen when the accessory is unavailable.
- The loss of unsent stroll data is accepted before using recovery.
5. Relearn forgotten moves in Blackthorn City
The Move Reminder is in the house west of the Blackthorn City Pokémon Mart. Speak with him while the Pokémon you want to repair is in your party. He charges one Heart Scale for each move and can restore eligible moves from that Pokémon species’ level-up list in HeartGold.
The service is useful after Pokéwalker training because a Pokémon that gained a level on the accessory does not learn the level-up move associated with that level. It can also restore a move that was replaced earlier. It does not automatically teach Technical Machine moves, Egg Moves, or most move-tutor moves; verify that the desired move belongs to the Pokémon’s HeartGold level-up list before spending a Heart Scale.
Heart Scales can be found through item searches and other exploration methods, including Rock Smash and Pokéwalker Dowsing Machine searches on suitable courses. Carry more than one if you are rebuilding several Pokémon. Before confirming a replacement, review the current moves because the selected move occupies a move slot and the replacement is not reversible without another relearning transaction.
- The Pokémon is in the party before visiting the Move Reminder.
- The Move Reminder’s house west of the Blackthorn Pokémon Mart has been located.
- At least one Heart Scale is available for each planned move.
- The desired move is an eligible level-up move in HeartGold.
Before you move on
- Professor Oak has upgraded the Pokédex to National Mode inside Olivine Harbor after the Hall of Fame event.
- A Pokémon can be sent from a PC box to a selected Pokéwalker course and later returned to HeartGold.
- At least one set of Watts, an item, or a Pokéwalker encounter has been transferred back to the linked save.
- The Blackthorn City Move Reminder has restored an eligible forgotten level-up move using a Heart Scale.
- If the accessory is unavailable, the Up plus Select plus R recovery command can return the stored Pokémon to the linked HeartGold save.
References for this chapter
- Nintendo Support — How to Sync the Pokéwalker
- Nintendo — Pokémon HeartGold Version Instruction Booklet
- Nintendo — Pokéwalker Operations Manual
- Bulbapedia — Pokémon HeartGold and SoulSilver Walkthrough, Part 17: S.S. Aqua and National Pokédex
- Serebii — Pokémon HeartGold and SoulSilver Pokéwalker
- Serebii.net — Pokémon HeartGold and SoulSilver Pokéwalker Courses
- Bulbapedia — Pokéwalker
- Bulbapedia — Move Reminder
Battle Frontier — Access, Facilities and Strategies
The Battle Frontier in Pokémon HeartGold Version becomes available after you enter the Hall of Fame by defeating the Johto Elite Four and Lance. It is reached from Route 40 through Frontier Access, north of Olivine City, and contains five Generation IV facilities: Battle Tower, Battle Factory, Battle Arcade, Battle Castle and Battle Hall. The National Pokédex is not required for entry. Its main uses are consecutive-battle challenges, Frontier Brain battles, commemorative prints and Battle Points.
Unlock and reach the Battle Frontier
Complete the Johto Pokémon League and finish the Hall of Fame sequence. After you regain control, travel to Olivine City and leave through the western gate onto Route 40. Surf is not required for the entrance route. On Route 40, move north through the entrance to Frontier Access, then continue north from Frontier Access to enter the Battle Frontier.
The Battle Frontier is available as soon as you have entered the Hall of Fame. You do not need to complete the National Pokédex first, and you do not need to defeat Red. The National Pokédex is still useful later because it expands the species available for breeding and team construction, but it is not an entry condition.
Enter the central entrance hall before choosing a facility. On your first visit, the attendants upgrade the Vs. Recorder with the Frontier Record. The Frontier Record stores information about your Frontier progress, including Battle Points and commemorative-print progress. Use the entrance hall as your main preparation point: heal at the nearby Pokémon Center in Frontier Access, adjust your party at a PC, buy supplies, and save before beginning a serious streak.
- Enter the Hall of Fame by defeating the Elite Four and Lance.
- Reach Route 40 from Olivine City.
- Go north into Frontier Access, then north again into the Battle Frontier.
- Visit the entrance hall and confirm that the Vs. Recorder has received the Frontier Record.
- Do not wait for the National Pokédex or Red to become available.
Understand streaks, prints and Frontier Brain battles
The Battle Tower, Battle Factory, Battle Arcade and Battle Castle generally use seven-battle rounds. A standard Single Battle streak reaches its first Frontier Brain battle at 21 wins and its stronger rematch at 49 wins. These thresholds apply to the facility’s standard Single Battle progression; other battle formats and the Battle Hall use their own rules.
Battle Hall is different. You enter with one Pokémon for Singles, or two Pokémon of the same species for Doubles, and the selected Pokémon must be at least level 30. Each round contains 10 battles rather than seven. Before each battle, choose the opposing Pokémon type. Each type has its own rank, and repeatedly defeating that type raises its rank and makes later opponents stronger. Argenta appears at 50 consecutive wins for the first print battle and again at 170 consecutive wins for the second.
The first Frontier Brain victory in a facility awards its silver commemorative print. The stronger Frontier Brain victory awards the gold commemorative print. These are the Generation IV Frontier rewards in HeartGold; they are not Emerald-style Symbols. A lost battle ends the current streak, but previously earned BP and prints remain recorded. Leaving after a completed round is the safe way to stop a run, although the Battle Hall also allows you to suspend or retire between its battles and return to the type-selection area.
Save before entering a planned streak, especially when attempting a Frontier Brain run. Do not treat a loss as a permanent story setback: heal, review the cause, change the team or moveset, and begin that facility’s streak again from the start.
- Use 21 and 49 wins as the standard Single Battle Brain thresholds outside the Battle Hall.
- Use 50 and 170 wins for the Battle Hall Brain battles.
- Track silver and gold commemorative prints separately for each facility.
- Remember that losing resets the current streak, not your BP or already-earned prints.
Battle Tower and Battle Factory strategy
The Battle Tower is the most familiar facility. You bring your own eligible team and fight consecutive Singles, Doubles or Multi Battles. For Singles, use three Pokémon with complementary resistances, reliable damage and a plan for opposing setup, status and fast attackers. A dependable lead, a defensive switch-in and a late-fight cleaner are more reliable than building the entire team around one fragile sweeper. Prefer accurate attacks over low-accuracy moves when a long streak is the goal, and carry answers to paralysis, sleep and confusion.
The Battle Factory uses rental Pokémon instead of your own party. At the start of a challenge, inspect the offered rentals as complete sets: ability, held item, move coverage, stat distribution and weaknesses all matter. Select a group that can answer common types and does not share one crippling weakness. After victories, you may exchange one rental for an opponent’s Pokémon. Judge the replacement by its full moveset and role rather than by species name alone. A powerful species with poor moves or an unsuitable nature can be worse than a modest rental with recovery and coverage.
The Factory rewards immediate evaluation rather than long-term breeding. The Tower rewards preparation: train a dedicated team, test it in shorter streaks, and only then attempt the 21-win and 49-win targets. Neither facility is ordinary experience training, so do not enter expecting story-level Pokémon to perform consistently against optimized Frontier sets.
- Tower: bring a tested three-Pokémon Singles team or a purpose-built Doubles or Multi team.
- Factory: inspect every rental’s ability, item, speed, coverage and weaknesses.
- Use accurate attacks and status protection where possible.
- Do not judge Factory replacements by species alone.
Battle Arcade, Battle Castle and Battle Hall rules
The Battle Arcade uses a roulette or board event before battles. Its result can impose status, alter weather, modify stats or otherwise change the battle conditions. Build a team that can still function when the result is unfavorable. Flexible leads, strong neutral attacks, status protection and more than one win condition are safer than a team that needs a single setup turn every battle.
The Battle Castle does not automatically heal your party after each battle. You earn Castle Points and spend them on services such as healing HP or PP, checking information about opponents, changing levels or obtaining battle advantages. Treat Castle Points as a limited resource. Preserve enough for recovery after difficult fights, and do not spend heavily on optional information or held-item upgrades before you know that your party can survive the streak. The Castle’s challenge is partly battle strategy and partly resource management.
The Battle Hall uses one Pokémon at a time in Singles. Select a type before each fight, then use broad coverage, high Speed, a strong priority move or enough defensive strength to defeat the selected opponent before it can exploit your weaknesses. Because each type develops independently through ranks, do not repeatedly raise a type that your chosen Pokémon handles poorly. For a long Hall attempt, keep safer types for the later portion and avoid relying on a single attack that can be invalidated by immunity, Focus Sash, resistance or a surprise priority move.
Do not transfer Emerald’s seven-facility structure into HeartGold. HeartGold has five facilities and uses commemorative prints. The Arcade, Castle and Hall also have rules that are specific to the Generation IV implementation.
- Arcade: prepare for negative roulette outcomes rather than assuming the board will help.
- Castle: reserve Castle Points for healing and essential services.
- Hall: choose a level 30 or higher Pokémon with broad coverage and reliable Speed or priority.
- Use the HeartGold five-facility rules, not Emerald’s Frontier rules.
Earn BP, rebuild after failure and work toward prints
Battle Points are earned through Frontier challenges and can be spent at the Frontier’s Exchange Service Corner. Prioritize rewards that solve a demonstrated team weakness, such as a useful held item, a training item or a needed TM. Do not spend all BP immediately on several unrelated purchases. Keep a reserve if you are still testing teams or planning a Battle Castle streak.
If a streak ends, return to Frontier Access, heal and record what happened. Identify whether the failure came from insufficient Speed, a shared weakness, lack of recovery, status exposure, an inaccurate move, a critical-hit risk or poor Castle Point management. Fix that specific problem before attempting the same facility again. A level increase alone will not repair a team that cannot answer a common threat.
For retraining, use the Battle Frontier’s shorter challenges to test revised teams, then use the Elite Four rematches and other high-level postgame trainers for ordinary experience. The Battle Factory is also a useful way to practice evaluating movesets and type matchups without first breeding a complete team. Keep a separate story party if possible so that a Frontier experiment does not leave your normal travel team without essential moves or HMs.
The practical completion target for this chapter is access to all five facilities and a functioning plan for BP earning. Full Frontier completion is optional but measurable: earn the silver or gold commemorative print from each facility. The Battle Hall requires the separate 50-win and 170-win goals, so do not assume that a 49-win streak in the other facilities completes the Hall.
- Keep BP available for rewards that address actual team problems.
- After a loss, identify the specific failure before rebuilding.
- Use short practice streaks before attempting 21, 49, 50 or 170 wins.
- For full Frontier completion, record a silver or gold print from each of the five facilities.
Before you move on
- The Battle Frontier is reachable after the Hall of Fame from Route 40 through Frontier Access.
- All five facilities are open: Battle Tower, Battle Factory, Battle Arcade, Battle Castle and Battle Hall.
- The Vs. Recorder displays the Frontier Record after the first visit.
- The standard Singles facilities use Frontier Brain targets at 21 and 49 wins.
- The Battle Hall uses Frontier Brain targets at 50 and 170 wins.
- Battle Points can be earned and exchanged at the Frontier’s Exchange Service Corner.
- A silver or gold commemorative print is recorded after defeating the corresponding Frontier Brain.
- Optional full completion is confirmed by earning a commemorative print from each of the five facilities.
References for this chapter
- Pokémon HeartGold Version instruction manual — Battle Frontier and Pokéwalker sections
- Bulbapedia — Battle Frontier in Generation IV
- Bulbapedia — Pokémon HeartGold and SoulSilver Walkthrough, Part 32: Battle Frontier
- Serebii — Pokémon HeartGold and SoulSilver Battle Frontier
- Serebii — Pokémon HeartGold and SoulSilver Battle Castle
- Serebii — Pokémon HeartGold and SoulSilver Battle Hall
- Serebii Pokéarth — Johto Battle Frontier
Side Activities: Pokéathlon, Berry Farming and Move Tutors
HeartGold’s side systems unlock at different points. The Pokéathlon becomes available after Whitney is defeated and provides repeatable competitions, Athlete Points, Aprijuice, and optional prizes. Berry Pots arrive after the Sudowoodo event on Route 36 and let you grow Berries anywhere. Ilex Forest and Blackthorn City provide free move services during the main adventure, while the three Battle Frontier tutors require postgame access and Battle Points.
Unlock the Pokéathlon Dome after Whitney
Defeat Whitney in the Goldenrod City Gym, then travel north from Goldenrod along Route 35. Enter the large gate used for the National Park area and take the western path to the Pokéathlon Dome. In HeartGold and SoulSilver, the Dome is west of Route 35 and remains unavailable until Whitney has been defeated. On your first visit, an introductory event leads you into the facility and presents the competition system.
The Dome has five course types: Speed, Power, Skill, Stamina, and Jump. Each course contains three events and emphasizes a different combination of the five Pokéathlon performance statistics. Speed uses Hurdle Dash, Pennant Capture, and Relay Run; Power uses Block Smash, Circle Push, and Goal Roll; Skill uses Snow Throw, Goal Roll, and Pennant Capture; Stamina uses Ring Drop, Relay Run, and Block Smash; Jump uses Lamp Jump, Disc Catch, and Hurdle Dash.
Choose three Pokémon whose displayed performance statistics match the course. This is separate from normal battle statistics, so a Pokémon that is excellent in battle is not automatically the best choice for every event. You can enter the competitions during the main story after the Dome opens; the Pokémon League is not required.
- Defeat Whitney.
- Reach the Pokéathlon Dome through Route 35.
- Register three Pokémon and select a course that matches their performance ratings.
Earn Athlete Points and use the Dome rewards
Complete a course to earn Athlete Points. Winning provides a bonus, and the total can be spent at the Athlete Shop inside the Dome. The shop’s stock changes by day, and some items have a daily purchase limit, so check the current selection before spending points. If you are seeking a particular evolution item, plan visits around the day on which it appears rather than assuming every stone or item is always available.
Evolution stones are among the most useful prizes for a normal playthrough because several are less convenient to obtain through ordinary exploration. Vitamins, Rare Candies, and selected training or battle items can also support a late-game team. These prizes are optional: Pokéathlon participation is not required for the Johto League, the Kanto Gyms, Red, or Battle Frontier access.
The Aprijuice stand outside the Dome provides an Apriblender and lets you make drinks from Apricorns. Aprijuice temporarily improves a Pokémon’s Pokéathlon performance statistics. Its effect is for the athletic events, not for ordinary Pokémon battles, and it is unnecessary if you only want to complete the story. The Dome also tracks event records and awards optional milestone rewards for repeated activity.
- Check the Athlete Shop’s current stock before buying.
- Use points first on an evolution or training item that fills an immediate need.
- Use Aprijuice when a course requires stronger performance statistics.
Receive Berry Pots from Floria
Progress through the central Johto story until you defeat the Sudowoodo blocking Route 36. After the path is open, find Floria near the flower area on Route 36 and speak with her. She gives you the Berry Pots, which are a Key Item containing four portable planting spaces. This is the primary Berry-growing system in the Nintendo DS version; do not route your farming plan around the fixed Berry-tree layout from the original Gold and Silver release.
Open the Key Items pocket and select the Berry Pots to inspect the four slots. Plant a Berry in an empty slot, apply water when the soil becomes dry, and return after the plant finishes its growth cycle. Harvesting removes the plant, so replant immediately if you want a continuous supply. Because the pots travel with you, check them whenever you pass through a town, visit a Pokémon Center, or finish another activity.
The Flower Shop in Goldenrod City sells Mulch after the Berry Pots have been obtained. Mulch can alter growth speed, moisture loss, or harvest yield depending on the type used. Use it when you are deliberately farming a particular supply; for casual story play, regular watering and replanting are sufficient.
- Clear the Route 36 Sudowoodo event.
- Speak with Floria and confirm that Berry Pots were received.
- Plant, water, harvest, and replant at least one Berry.
Build a practical Berry farming loop
Use the four pots according to the supplies your team actually consumes. A simple arrangement is one slot for healing Berries, one for a status-curing Berry, one for an item you use in difficult battles, and one flexible slot for a Berry needed for breeding, training, or a specific matchup. Oran, Sitrus, Pecha, Cheri, Chesto, Rawst, Aspear, and Persim Berries are useful examples, but use whichever supplies you can obtain reliably.
Collect overworld Berry gifts and pickups when they are already on your route, but do not assume every Berry location from Gold and Silver behaves identically in HeartGold. HeartGold uses Apricorn trees extensively, while portable Berry Pots handle the repeatable farming loop. Once your first stock is established, the pots are the dependable way to maintain supplies.
For Battle Frontier preparation, grow status-curing Berries and keep them held only when the item supports the intended strategy. A Lum Berry can protect a Pokémon from one major status problem, while a type-resisting Berry may help survive one super-effective attack. These are optional tactics rather than requirements for entering the Frontier.
The Pokémon Scratch-Off Corner in the Battle Frontier is another repeatable source of small Berry prizes. It costs Battle Points to play and can award groups of certain EV-reducing or type-resisting Berries, as well as other prizes. Treat this as a bonus resource after you have earned BP; Berry Pots remain the more predictable long-term method.
- Keep four active Berry Pots when possible.
- Reserve at least one slot for a status-curing Berry before difficult battles.
- Use Battle Frontier Scratch-Off only after establishing a reliable BP supply.
Use the Ilex Forest Headbutt tutor
The Headbutt tutor is in Ilex Forest and teaches Headbutt for free. The service can be used repeatedly on compatible Pokémon, so you do not need to conserve a one-time item or TM. Teach Headbutt to a Pokémon that can spare a moveslot if you want to search Headbutt trees for wild Pokémon or use the move as a physical attack.
Headbutt is not required to finish the story. It is most useful when you are deliberately searching for tree encounters, including species that are not found in ordinary grass. If you later need the moveslot for a battle move, remove Headbutt at the Move Deleter in Blackthorn City.
- Reach Ilex Forest during or after the Azalea storyline.
- Speak with the Headbutt tutor.
- Teach Headbutt only to a compatible Pokémon that can spare the moveslot.
Use the Blackthorn City move house
After reaching Blackthorn City, enter the house west of the Pokémon Center and Poké Mart area. This house contains the Move Deleter and the Move Reminder. The Move Deleter removes any known move, including HM moves, without charge. Use him when an HM is preventing a Pokémon from learning a better battle move.
The Move Reminder restores a compatible move from the Pokémon’s level-up move list in exchange for a Heart Scale. This is useful after evolving a Pokémon late, replacing an old move, or recovering a move that was skipped. Heart Scales can be found through exploration and other in-game methods, so carry several if you expect to rebuild multiple movesets.
The same Blackthorn house contains the elemental starter tutor. A fully evolved first-partner Pokémon with sufficient friendship can learn Frenzy Plant, Blast Burn, or Hydro Cannon according to its type. These attacks are powerful but have low PP and force the user to recharge after attacking, so they are optional rather than automatically superior to a reliable standard move.
Blackthorn also has the Draco Meteor tutor. A compatible Dragon-type Pokémon with sufficiently high friendship can learn Draco Meteor there. This is a separate service from the starter tutor and is not available to arbitrary Pokémon.
- Visit the Blackthorn move house after reaching the city.
- Carry Heart Scales before using the Move Reminder.
- Check friendship, evolution stage, and type before seeking the starter or Draco Meteor tutor.
Reach the Frontier Access tutors after the Hall of Fame
After entering the Hall of Fame, return to Route 40 and enter the Frontier Access through the gate on the beach. The Frontier Access area leads north to the Battle Frontier. The southwest house in Frontier Access contains three Move Tutors, each offering a different list of compatible moves in exchange for Battle Points.
These tutors are postgame services. You cannot use them during the main Johto campaign, and the moves are not paid for with money or Heart Scales. Earn BP by competing in the Battle Frontier facilities, then compare the available moves with your team’s actual weaknesses before spending. The lists include options such as the elemental punches, Earth Power, Signal Beam, Superpower, Outrage, Zen Headbutt, Aqua Tail, and other coverage or support moves, subject to compatibility.
Physical attackers often benefit from the elemental punches, Superpower, or Zen Headbutt, while special attackers may prefer moves such as Earth Power or Signal Beam when available. Check the move’s category and accuracy before paying, and remember that a tutor move may be useful for one facility but poor for another. There is no requirement to buy every tutor move for the chapter’s completion.
- Enter the Hall of Fame.
- Reach Frontier Access from Route 40.
- Earn BP and visit the southwest tutor house.
- Buy only compatible moves that solve a defined team problem.
Set a concrete side-activity target
For a practical completion target, unlock the Pokéathlon and win at least one course, obtain the Berry Pots and successfully maintain a four-slot planting routine, visit the Ilex Forest Headbutt tutor, and use the Blackthorn Move Reminder or Move Deleter when needed. After entering the Hall of Fame, visit Frontier Access and confirm that the three BP tutors are available.
None of these activities is required for the Hall of Fame, the Kanto Badge set, the Red battle, or access to the Battle Frontier itself. They are support systems for evolution items, repeatable healing and status supplies, move restoration, field-move management, and optional Battle Frontier preparation.
- At least one Pokéathlon course has been completed.
- Berry Pots are active and have produced a harvested Berry.
- The Ilex Forest Headbutt tutor has been visited.
- The Blackthorn move house has been identified.
- After the Hall of Fame, Frontier Access and its BP tutors are reachable.
Before you move on
- Whitney has been defeated and the Pokéathlon Dome west of Route 35 can be entered.
- Three Pokémon can be registered for a Pokéathlon course and Athlete Points can be exchanged at the Athlete Shop.
- Floria has supplied the four-slot Berry Pots after the Route 36 Sudowoodo event.
- At least one Berry has been grown, harvested, and replanted.
- The Ilex Forest Headbutt tutor has been used or confirmed as available.
- The Blackthorn City house contains the Move Deleter, Move Reminder, starter ultimate-move tutor, and Draco Meteor tutor.
- After entering the Hall of Fame, Frontier Access can be reached from Route 40 and its three BP tutors can be visited.
References for this chapter
- Serebii — Pokémon HeartGold and SoulSilver Pokéathlon
- Bulbapedia — Pokémon HeartGold and SoulSilver Walkthrough, Part 7
- Serebii — Pokémon HeartGold and SoulSilver Berry Pots
- Serebii — Pokémon HeartGold and SoulSilver Move Tutors
- Bulbapedia — Blackthorn City
- Bulbapedia — Battle Frontier in Generation IV
- Bulbapedia — Pokémon HeartGold and SoulSilver Walkthrough, Part 32: Battle Frontier
Completionist Pokédex and Late-Game Trading Requirements
HeartGold supplies many species directly, but one original USA cartridge cannot normally provide every Generation IV species, trade evolution, fossil family, Generation III transfer, version-exclusive legendary, or historical event Pokémon. Complete HeartGold’s native encounters first, then organize local trades, tradebacks, compatible-game transfers, Pal Park migrations, and a separate event list. The most important version-specific correction is that HeartGold provides Kyogre, while SoulSilver provides Groudon.
Unlock National Mode and create a reliable tracking system
Complete the Johto Pokémon League and enter the Hall of Fame. After the credits, return to New Bark Town and speak with Professor Elm to receive the S.S. Ticket. Travel to Olivine City, enter the harbor building, and speak with Professor Oak before boarding the S.S. Aqua. Oak upgrades the Pokédex to National Mode there.
Do not go to Pallet Town looking for the National Pokédex upgrade. Pallet Town is used later for the Kanto starter and Jade Orb events, and Professor Oak gives HM08 Rock Climb after all sixteen Badges. National Mode is obtained at Olivine Harbor immediately after the Hall of Fame sequence.
Use the Pokédex caught entries as the main record. Keep separate lists for HeartGold-native encounters, SoulSilver trades, Diamond/Pearl/Platinum requirements, fossils, trade evolutions, Generation III migration, and historical event Pokémon. Seeing a species is useful for identifying a gap, but it does not complete the caught record.
- Enter the Hall of Fame.
- Receive the S.S. Ticket from Professor Elm.
- Speak with Professor Oak inside the Olivine Harbor building.
- Confirm that the Pokédex displays National Mode.
- Keep Pallet Town reserved for later postgame events.
Complete HeartGold encounters before requesting trades
Catch and evolve the families that HeartGold can provide before exchanging anything. Important HeartGold-side families include Mankey and Primeape, Growlithe and Arcanine, Spinarak and Ariados, Gligar and Gliscor, Mantine and Mantyke, Phanpy and Donphan, Sableye, and Baltoy and Claydol. Their methods are not all ordinary route encounters, so check radio programs, swarms, the Safari Zone, Rock Smash areas, and postgame conditions before deciding that a trade is necessary.
HeartGold’s version-exclusive Hoenn legendary is Kyogre. After Red has been defeated, the National Pokédex is active, and the required Kanto starter and Blue Orb conditions are satisfied, Kyogre appears at the Embedded Tower on Route 47. SoulSilver provides Groudon instead. Therefore, remove Groudon from the list of HeartGold-native species and place it on the SoulSilver trade request list.
Latias is the normal Eon Pokémon associated with HeartGold, while SoulSilver normally provides Latios. Keep legendary entries separate from ordinary version exclusives because some require specific story flags, orbs, locations, or a Pokémon transferred from the other paired game.
- Finish HeartGold’s radio, swarm, Safari Zone, Rock Smash, and legendary checks.
- Catch Kyogre in HeartGold if completing the native postgame legendary route.
- Record Latias as the normal HeartGold Eon Pokémon.
- Protect one permanent specimen of every completed family in the PC.
Handle the Kyogre, Groudon, and Rayquaza progression correctly
A HeartGold cartridge cannot obtain both Hoenn super-ancient Pokémon by itself. HeartGold’s Embedded Tower encounter is Kyogre; SoulSilver’s is Groudon. To complete the combined progression, trade for a Groudon that was caught at the Embedded Tower in SoulSilver, not a Groudon migrated from Ruby, Sapphire, Emerald, or another unrelated location.
After both the HeartGold-caught Kyogre and SoulSilver-caught Groudon are available, show them to Professor Oak in Pallet Town. Oak gives the Jade Orb. Take the Jade Orb to the Embedded Tower on Route 47, where Rayquaza appears. The game checks the origin of the two legendary Pokémon for this event, so a transferred Groudon or Kyogre does not substitute for the required Embedded Tower captures.
If you only want both Pokédex entries, a normal local trade is sufficient. If you want Rayquaza, agree with the owner of the SoulSilver cartridge on whether the Groudon is a permanent trade or a temporary tradeback, then return the Pokémon after Oak has accepted it and the Jade Orb has been obtained.
- Catch HeartGold’s Kyogre at the Embedded Tower.
- Obtain a Groudon caught at SoulSilver’s Embedded Tower.
- Show both qualifying Pokémon to Professor Oak in Pallet Town.
- Receive the Jade Orb.
- Return to the Embedded Tower and capture or defeat Rayquaza as planned.
Use fossils as item-dependent collection targets
Do not treat Omanyte, Kabuto, Aerodactyl, Lileep, or Anorith as ordinary grass encounters. In HeartGold and SoulSilver, fossils are items and are revived at the Pewter Museum of Science as level 20 Pokémon. Rock Smash can produce fossil items in the appropriate locations and versions.
The Skull Fossil and Armor Fossil families are not normally supplied by HeartGold or SoulSilver and require Diamond, Pearl, or Platinum support, either by trading the fossil item or by trading the revived Cranidos, Rampardos, Shieldon, or Bastiodon. Keep these separate from the Helix, Dome, Old Amber, Root, and Claw Fossil targets that can be handled through HeartGold/SoulSilver fossil methods.
When you find a fossil, record the item rather than assuming the species is already complete. Take it to the Pewter Museum, wait for the revival procedure to finish, and check the Pokédex after receiving the Pokémon. If you need both fossil families from a limited source, arrange a duplicate fossil or a controlled trade instead of surrendering your only item.
- Check Rock Smash locations before requesting a fossil trade.
- Revive fossils at the Pewter Museum of Science.
- Arrange Diamond/Pearl/Platinum support for Skull and Armor Fossils.
- Confirm the revived Pokémon appears as caught in the Pokédex.
Trade for SoulSilver and Sinnoh-game gaps
Common SoulSilver targets for a HeartGold player include Vulpix and Ninetales, Meowth and Persian, Ledyba and Ledian, Teddiursa and Ursaring, Delibird, Skarmory, Mawile, Gulpin and Swalot, and Groudon. Build the final request list from the actual encounter tables because radio, swarm, Safari Zone, fossil, and legendary conditions can change whether a species is genuinely unavailable on your cartridge.
HeartGold can trade locally with SoulSilver, Diamond, Pearl, and Platinum. Diamond, Pearl, and Platinum are also needed for Sinnoh-only encounters and for location-based evolutions that HeartGold does not contain. Eevee must be leveled near the Moss Rock in Eterna Forest for Leafeon or near the Ice Rock on Route 217 for Glaceon. Raise or evolve Eevee in Diamond, Pearl, or Platinum, then trade the completed form back.
A borrowed final evolution fills that species entry but does not complete every earlier stage. Breed or evolve additional stages where possible, and check each Pokédex entry before ending the trade session.
- Trade for verified SoulSilver exclusives.
- Use Diamond, Pearl, or Platinum for Sinnoh-only species and locations.
- Obtain Leafeon and Glaceon through Sinnoh evolution locations.
- Check every received species in the Pokédex before returning borrowed Pokémon.
Complete trade evolutions with planned tradebacks
The standard trade evolutions are Kadabra to Alakazam, Machoke to Machamp, Graveler to Golem, and Haunter to Gengar. Item-assisted examples include Onix with Metal Coat to Steelix, Scyther with Metal Coat to Scizor, Seadra with Dragon Scale to Kingdra, Poliwhirl with King’s Rock to Politoed, Slowpoke with King’s Rock to Slowking, Clamperl with DeepSeaTooth to Huntail, Clamperl with DeepSeaScale to Gorebyss, Electabuzz with Electirizer to Electivire, Magmar with Magmarizer to Magmortar, Rhydon with Protector to Rhyperior, and Dusclops with Reaper Cloth to Dusknoir.
Porygon requires two separate trades. First trade Porygon while it holds an Up-Grade to create Porygon2. After it returns, give Porygon2 a Dubious Disc and trade it again to create Porygon-Z. Prepare both items before entering the Union Room and write down the order so the second item is not attached to the wrong Pokémon.
Before each exchange, record the Pokémon’s nickname, Original Trainer, level, held item, and destination. Remove unrelated held items. Agree on the return sequence before the trade begins, and verify the evolution animation, the transferred item, and the Pokémon’s return to your party or PC.
- Collect every required evolution item first.
- Use a trusted local trade partner.
- Complete the first Porygon trade before equipping the Dubious Disc.
- Verify every evolution and return trade.
- Never send an irreplaceable legendary, event Pokémon, shiny, or ribbon holder without a confirmed return plan.
Use local wireless communication and Pal Park appropriately
For ordinary trades, use the Union Room on the second floor of a Pokémon Center with compatible Nintendo DS-family hardware. The original manual confirms local communication among HeartGold, SoulSilver, Diamond, Pearl, and Platinum. Local trading is the safest method for version exclusives and tradebacks.
Nintendo Wi-Fi Connection for Nintendo DS software ended on May 20, 2014, so HeartGold’s original official GTS and online trading functions are no longer an available official service. Do not make the completion plan depend on the original GTS. Unofficial replacement services may exist, but they are separate from the USA cartridge release and can change or disappear.
After National Mode is active and Fuchsia City has been visited, Pal Park becomes available for migration from Ruby, Sapphire, Emerald, FireRed, and LeafGreen through the Game Boy Advance slot of a compatible Nintendo DS or DS Lite. Migration is permanent and transfers exactly six Pokémon at a time. Pokémon knowing moves that were HMs in their origin game cannot be selected, so remove those moves before starting. Nintendo DSi and later DS models without a Game Boy Advance slot cannot perform the original direct migration process.
- Prefer local Union Room trades.
- Do not rely on the discontinued official GTS.
- Use a compatible DS or DS Lite for Pal Park.
- Remove origin-game HM moves before migration.
- Understand that Pal Park transfer is permanent and one-way.
Protect the collection and audit the remaining gaps
Create PC boxes named Trade Candidates, Tradebacks, HeartGold Exclusives, Event Pokémon, Migration, Fossils, and Battle Frontier Projects. Keep unique legendaries, event Pokémon, shinies, ribbon holders, and sentimental partners outside the ordinary trade boxes.
Breed duplicates after securing one permanent specimen. For non-breedable species, use a controlled tradeback or obtain a duplicate from another compatible game. Save before a local trade session, but do not assume resetting will safely undo a completed wireless exchange.
When the collection is nearly complete, label every remaining species as a HeartGold encounter, SoulSilver trade, Sinnoh-game requirement, fossil target, Generation III migration, historical event, or unavailable original online-service target. Mythical Pokémon such as Mew, Celebi, Jirachi, and Deoxys belong in the event category and should not be described as ordinary route encounters.
A practical completion check is not an invented universal count. It is a documented Pokédex audit showing that all obtainable native, paired-version, trade-evolution, fossil, Sinnoh, and planned migration targets are caught, while deliberate event or hardware-dependent gaps are clearly identified.
- Separate permanent specimens from trade material.
- Breed duplicates whenever possible.
- Inspect the party, PC, held items, and Pokédex after every exchange.
- Maintain a written list of event, migration, fossil, and service-dependent gaps.
- Do not claim complete National Pokédex status while unidentified obtainable entries remain.
Before you move on
- The Johto League is complete and the S.S. Ticket has been received from Professor Elm.
- Professor Oak has upgraded the Pokédex at Olivine Harbor.
- HeartGold’s native, radio, swarm, Safari Zone, Rock Smash, fossil, and legendary methods have been checked.
- Kyogre has been recorded as the HeartGold Embedded Tower legendary.
- SoulSilver exclusives, including Groudon, have been obtained through compatible local trades where required.
- If Rayquaza is planned, the HeartGold-caught Kyogre and SoulSilver-caught Groudon have both been shown to Professor Oak and the Jade Orb has been obtained.
- Sinnoh-only species and location-based evolutions have been handled through Diamond, Pearl, or Platinum where necessary.
- All planned trade evolutions are complete, including both Porygon trade stages.
- Fossils have been revived at the Pewter Museum or obtained through compatible-game support.
- Any Generation III migration was completed through Pal Park with the permanent-transfer restriction understood.
- The remaining missing-species list contains only deliberate event, historical-distribution, hardware-dependent, or unavailable-service gaps.
- Trade candidates, unique Pokémon, event Pokémon, migration Pokémon, fossils, and Battle Frontier projects are stored separately.
References for this chapter
- Serebii — Pokémon Heart Gold & Soul Silver Version Exclusives
- Serebii — Pokémon Heart Gold & Soul Silver Legendary Pokémon
- Bulbapedia — Pokémon HeartGold and SoulSilver Walkthrough, Part 17: S.S. Aqua and National Pokédex
- Bulbapedia — Embedded Tower
- Bulbapedia — Fossils
- Bulbapedia — Pal Park Migration
- Nintendo — Pokémon HeartGold Version Instruction Booklet
- Nintendo — Termination of Nintendo Wi-Fi Connection Service for Nintendo DS, DSi and Wii Software
Advanced Tactics: Managing RNG, Status and the Game’s Difficulty Spikes
HeartGold’s sharpest difficulty spikes are manageable when the team has several independent answers instead of relying on one attacker or one lucky status effect. Build around reliable damage, safe switching, status control, and at least one emergency finisher. Whitney requires a direct plan for Miltank’s Rollout, Attract, and Milk Drink. Red requires preparation for hail, a Light Ball-boosted Pikachu, and six high-level Pokémon with broad coverage. Battle Frontier success depends on consistency rather than story-mode brute force.
1. Build a party that can survive bad turns
Do not make the entire battle plan depend on one Pokémon surviving every critical hit, flinch, miss, or status effect. A practical party should include a dependable physical attacker, a special attacker, a bulky switch-in, and a way to recover from status. A Ground-type Pokémon gives you an answer to Electric attacks, while a bulky Water-type can often switch into Fire-, Rock-, and Ground-type attacks. Intimidate users such as Gyarados can reduce the danger from physical attackers when brought in safely, but Intimidate is a positioning tool rather than a complete counter.
Assign held items according to the role of each Pokémon. Leftovers supports a bulky Pokémon that expects to remain in play for several turns. Lum Berry can prevent one disabling status from ruining a lead or counter, while Chesto Berry works well with Rest. Carry Full Heals, Full Restores, Revives, and status-curing berries before major fights. In a trainer battle, healing is performed during your turn, so plan a switch or item use before a Pokémon is left in knockout range.
- Keep at least two answers to the opponent’s main attacking threat.
- Include a status recovery plan using items, Rest, switching, or an ability such as Natural Cure.
- Give bulky Pokémon recovery support when a long battle is expected.
- Carry a fast attacker or priority move for emergency finishing damage.
2. Control Whitney’s Miltank instead of allowing Rollout to grow
Whitney’s HeartGold and SoulSilver team is Clefairy at level 17 and Miltank at level 19. Miltank knows Rollout, Attract, Stomp, and Milk Drink, holds a Lum Berry, and has Scrappy. Scrappy means Ghost-type Pokémon do not receive their normal immunity to Miltank’s Normal-type attacks, so do not treat Gastly or Haunter as automatic answers.
The cleanest plan is a Fighting-type attack. The traded Machop from Goldenrod Department Store is a particularly accessible counter, and Heracross is another strong option if you have obtained one. Geodude and Onix can help because Rock Pokémon resist Normal-type attacks, but they must still survive Rollout and should not be treated as guaranteed solutions. A physically bulky Pokémon can buy time, but Miltank’s Milk Drink means weak attacks may lose the damage race.
Rollout becomes stronger when it connects repeatedly. Switching out breaks the current Rollout sequence, so do not leave a badly damaged Pokémon in place merely because it has already taken several hits. Thunder Wave can slow Miltank and give a slower counter more chances to act first. Sand-Attack can lower the chance of a crucial hit, but it is support rather than a guarantee. Against Attract, use a female or genderless Pokémon when practical; Whitney’s Miltank is female, so male Pokémon are the ones vulnerable to its Attract. Switching also removes the infatuation only if the replacement is not affected.
- Save before entering Whitney’s battle.
- Bring a Fighting-type move or a sturdy Normal-resistant Pokémon.
- Use Thunder Wave, Sand-Attack, or switching to disrupt the fight, not as your only win condition.
- Avoid relying on a Ghost-type immunity because Miltank has Scrappy.
- Use a female or genderless counter if Attract is causing repeated immobilization.
3. Use status and accuracy tools for a defined purpose
Thunder Wave is most useful when it supports a slower attacker, makes a dangerous opponent easier to revenge-finish, or creates safe turns for switching. Sleep can provide a setup window, while Toxic is best against bulky targets that cannot remove it quickly. Burn reduces the physical damage of most attackers, but it is a poor plan against Fire types and can be ineffective against Pokémon whose ability benefits from being burned. Status damage should support a reliable damage plan rather than replace one.
Accuracy-lowering moves such as Sand-Attack are useful when the opposing attacker is too strong to trade with directly. Combine them with Protect, Substitute, or a bulky switch only when the battle gives you time to do so. The opponent can still connect, and accuracy changes do not make the result certain. Keep at least one reliable, high-accuracy attack for the finishing phase. Priority moves such as Quick Attack, Aqua Jet, Bullet Punch, and Ice Shard are valuable when the target is already weakened, but priority does not compensate for poor bulk or a severe type disadvantage.
- Paralyze fast threats before attempting a slow offensive sweep.
- Use Toxic or burn only when you can keep the target in play safely.
- Keep one dependable attack instead of filling every move slot with low-accuracy options.
- Reserve priority attacks for finishing range or emergency revenge knockouts.
4. Choose offense or attrition according to the matchup
Use an aggressive plan in a Gym battle when a super-effective attack can defeat the opposing Pokémon in one or two turns. Boosting moves such as Dragon Dance, Swords Dance, or Calm Mind are worthwhile only after the opponent is unable to threaten the user immediately. Set up after forcing a switch, inflicting sleep or paralysis, or entering against a resisted move. Check the opponent’s likely replacement before spending another turn boosting.
Use a defensive plan when the opponent has a large level advantage, several coverage moves, or a powerful opening attack. A bulky Pokémon with Leftovers can combine Protect, status, recovery, and safe switches to wear down a threat. This is especially useful against Red, whose team ranges from level 80 to level 88 and whose battle begins under hail. Hail damages non-Ice Pokémon at the end of turns, so fragile Pokémon lose health even when they avoid direct attacks. Do not build the entire plan around stalling; make sure the team can eventually deliver the knockout.
- Attack immediately when a super-effective knockout is realistic.
- Set up only after checking the opponent’s strongest response.
- Use Leftovers and recovery for long fights, not for a team built entirely around quick knockouts.
- Remember that hail adds damage every turn during the Red battle.
5. Apply the plan to Red’s verified HeartGold and SoulSilver team
Red opens with Pikachu at level 88. It holds a Light Ball and knows Volt Tackle, Iron Tail, Quick Attack, and Thunderbolt. A Ground-type lead is usually the safest starting answer because it is immune to Pikachu’s Electric attacks and can threaten it with a strong Ground move. Iron Tail and Quick Attack still deal physical damage, so use a Ground type with adequate Defense rather than assuming the matchup is risk-free.
Red’s Lapras is level 80 and knows Blizzard, Brine, Psychic, and Body Slam. Hail makes Blizzard perfectly accurate. Physical Electric-, Fighting-, Rock-, or Grass-type attacks can pressure it, but Fighting Pokémon must respect Psychic and Grass Pokémon must respect Blizzard. Snorlax is level 82 and carries Shadow Ball, Crunch, Blizzard, and Giga Impact. Fighting-type attacks are the most useful offensive answer; Ghost types are especially poor choices because Snorlax’s Normal typing makes it immune to Ghost attacks.
Venusaur and Charizard are level 84. Venusaur uses Sludge Bomb, Giga Drain, Sleep Powder, and Frenzy Plant, so a Fire-type or another Pokémon that can safely exploit its weaknesses should handle it while respecting Sleep Powder. Charizard uses Flare Blitz, Air Slash, Blast Burn, and Dragon Pulse. Rock attacks are especially effective, while Water and Electric attacks are also useful. Blastoise uses Focus Blast, Hydro Cannon, Blizzard, and Flash Cannon. Physical Electric- or Grass-type attacks are strong options, but Blizzard makes a fragile Grass-type dangerous to use without preparation.
Red can use Full Restores during the battle. Do not spend every healing item early. Preserve enough healing to remove sleep, burn, or paralysis and to restore a key counter after it has taken heavy damage. If the first attempt fails, identify whether Pikachu, Lapras, Snorlax, or one of the starters caused the collapse, then change that matchup instead of merely adding levels to the whole party.
- Bring a Ground-type answer for Pikachu.
- Prepare a physical attacker for Lapras or Snorlax.
- Carry Fire or Ice coverage for Venusaur.
- Carry Rock, Water, or Electric coverage for Charizard.
- Carry physical Electric or Grass coverage for Blastoise.
- Keep status cures and Full Restores for the turns when they prevent a knockout.
6. Rebuild team synergy after a failed attempt
Return to a Pokémon Center after a loss, restore all PP, heal the party, and inspect the exact opposing Pokémon that ended the run. Replace redundant moves first. A team that has several weak attacks of the same type usually gains more from one reliable coverage move than from another minor variation of the same attack. Useful additions may include Thunder Wave for speed control, Toxic or Leech Seed for attrition, Protect for scouting and Leftovers turns, Rest for recovery, or a strong Ground, Fighting, Ice, Fire, Electric, Rock, or Grass attack selected for the actual threat that stopped you.
Use the Move Reminder in Blackthorn City when an important earlier level-up move was forgotten. Do not spend Battle Points on a tutor move until the Pokémon’s role is clear. Raise an underleveled backup rather than overtraining one ace, especially before attempting Red or the Battle Frontier. In the Frontier, story-mode tactics such as using inaccurate attacks, relying on healing after every battle, or depending on one setup sweep are less reliable because consecutive battles do not provide normal Pokémon Center recovery.
- Write down which opposing Pokémon caused the failure.
- Restore PP, healing items, held items, and status cures before retrying.
- Replace at least one ineffective or redundant move.
- Train a backup counter instead of relying on one overleveled ace.
- Check the lead matchup and the team’s answer to the opponent’s strongest coverage.
Before you move on
- Whitney’s Miltank can be answered with a Fighting-type attack or sturdy Normal-resistant Pokémon, while Attract, Rollout, Milk Drink, Scrappy, and the Lum Berry have been considered.
- The team has a Ground-type response to Red’s Pikachu and separate plans for Lapras, Snorlax, Venusaur, Charizard, and Blastoise.
- The party has reliable damage, status recovery, a practical switching plan, and an emergency finisher.
- Held items, PP, healing items, status cures, and the lead matchup have been checked before retrying a difficult battle.
- After a failed run, the player can identify the failed matchup and change the relevant Pokémon, move, item, or training plan instead of relying on luck alone.
References for this chapter
- Pokémon HeartGold and SoulSilver Versions — The Pokémon Company
- Walkthrough: Pokémon HeartGold and SoulSilver/Part 6 — Goldenrod Gym
- Bulbapedia — Pokémon HeartGold and SoulSilver Walkthrough, Part 29: Mt. Silver
- Pokémon HeartGold and SoulSilver/Mt. Silver — StrategyWiki
- Bulbapedia — Pokémon HeartGold and SoulSilver Walkthrough, Part 32: Battle Frontier
Final Checklist, Save Practices and What Counts as 'Beating' HeartGold
For Pokémon HeartGold Version on the original USA Nintendo DS release, use five core milestones to define completion: register the Johto League Hall of Fame, obtain the National Pokédex, earn all eight Kanto Gym Badges, defeat Red at Mt. Silver, and verify access to the Battle Frontier. These milestones happen in stages. The Hall of Fame opens the postgame and permits Battle Frontier access. The National Pokédex is obtained during the first post-League trip to Olivine Harbor. All sixteen badges are required before Professor Oak grants Mt. Silver access and HM08 Rock Climb. Pokéwalker ownership and a successful round trip remain optional accessory goals, not requirements for beating the game.
Confirm the Johto League ending
Defeat Will, Koga, Bruno, Karen, and Lance in one continuous Pokémon League challenge. After Lance falls, allow the Hall of Fame registration, party display, save process, and credits sequence to finish. Do not turn off the Nintendo DS while the game is saving or while the ending sequence is still running. The completed Hall of Fame registration is the definitive proof that the Johto campaign has been cleared.
When normal play resumes in New Bark Town, make a deliberate save. HeartGold uses one ordinary active in-game save rather than multiple selectable save slots, so this becomes your working post-League state. The Hall of Fame records can later be viewed through a Pokémon Center PC, but the completed registration sequence is the important milestone.
The Battle Frontier is available after entering the Hall of Fame. You do not need to defeat Red before visiting it, and you do not need to earn a Silver or Gold Print for the core completion standard.
- Will, Koga, Bruno, Karen, and Lance have all been defeated.
- The Hall of Fame registration has completed.
- The credits and return-to-game sequence have finished.
- A post-League save has been made.
- The Hall of Fame record can be viewed from a Pokémon Center PC.
Obtain the National Pokédex
After the Hall of Fame sequence, leave home in New Bark Town and speak with Professor Elm at his lab. Elm gives you the S.S. Ticket. Travel to Olivine City and enter the harbor building at the south side of town. When you first attempt to board the S.S. Aqua, Professor Oak appears and upgrades the Pokédex to National Mode.
The National Pokédex upgrade is a required completion check for this guide, but it is not the same as completing every National Pokédex entry. The upgrade changes the Pokédex to National Mode and supports broader postgame species and activity checks. A filled National Pokédex is a separate completionist project involving captures, evolutions, trades, version differences, transfers, and event distributions.
If Oak does not appear, confirm that the Johto League ending has finished, Elm has given you the S.S. Ticket, and you are attempting the first post-League S.S. Aqua departure from Olivine Harbor. Do not use Professor Oak’s later conversations in Pallet Town as proof of this upgrade; the relevant National Pokédex event occurs at Olivine Harbor.
- Professor Elm has given the S.S. Ticket after the League victory.
- You have reached the Olivine Harbor building.
- Professor Oak has upgraded the Pokédex to National Mode.
- The Pokédex displays National data before you begin the broader postgame checklist.
Preserve the major recovery points
Before beginning the Elite Four, save at the Pokémon League entrance after stocking healing items and PP recovery. If your cartridge and legally supported save-management setup allow external preservation, keep a separate pre-League backup. This protects the team and inventory state if you later want to retry the League without changing your post-League file.
After obtaining the National Pokédex and completing the Kanto campaign, preserve another recovery point before the final Mt. Silver approach. Before entering the mountain’s summit area, save with the intended Red team, held items, field-move users, and healing supplies ready. The ordinary save menu does not create selectable restore points, so an external backup is the only way to preserve several independent states.
After defeating Red and allowing the victory and credits sequence to finish, save again. This post-Red state should be the working file for Battle Frontier streaks, breeding, trades, move-tutor planning, Pokédex hunts, and optional Pokéwalker work. If no external backup method is available, the practical minimum is to save before the Elite Four, before the final Mt. Silver approach, and after Red.
- A pre-Elite Four recovery point is preserved when possible.
- A pre-Red recovery point is preserved when possible.
- A post-Red save is made after the ending sequence finishes.
- Important Pokémon and items are not left only in a temporary party arrangement.
Verify all eight Kanto Badges
After returning to Kanto, defeat Brock, Misty, Lt. Surge, Erika, Janine, Sabrina, Blaine, and Blue. Most Kanto Gyms can be completed in a flexible order once their local prerequisites are resolved. Some Leaders are absent until a route, city, or NPC event is completed, so an empty Gym does not mean that a badge has been permanently missed.
A badge counts only after the Gym Leader battle ends and the badge-receipt message completes. Gym Trainers, puzzle completion, and prerequisite events do not count by themselves. Open the Trainer Card and verify that eight Kanto badges are visible in addition to the eight Johto badges.
Use this exact list when checking the icons: Brock gives the Boulder Badge, Misty gives the Cascade Badge, Lt. Surge gives the Thunder Badge, Erika gives the Rainbow Badge, Janine gives the Soul Badge, Sabrina gives the Marsh Badge, Blaine gives the Volcano Badge, and Blue gives the Earth Badge. Sixteen total badges are required before the Mt. Silver access condition is satisfied.
- Boulder Badge from Brock is recorded.
- Cascade Badge from Misty is recorded.
- Thunder Badge from Lt. Surge is recorded.
- Rainbow Badge from Erika is recorded.
- Soul Badge from Janine is recorded.
- Marsh Badge from Sabrina is recorded.
- Volcano Badge from Blaine is recorded.
- Earth Badge from Blue is recorded.
- All sixteen Johto and Kanto badges are visible on the Trainer Card.
Reach Mt. Silver and defeat Red
After all sixteen badges are recorded, visit Professor Oak in his laboratory in Pallet Town. Oak gives you HM08 Rock Climb and grants permission to enter Mt. Silver. Teach Rock Climb to a Pokémon that can use it outside battle, then travel west from Viridian City through Route 22 and continue along Route 28 to the Mt. Silver entrance.
Heal at the Pokémon Center outside Mt. Silver before entering. The mountain contains steep routes, Rock Climb sections, wild Pokémon, and long stretches where an unprepared party can lose supplies. Bring Repels if desired, restore move PP, and carry a substantial supply of healing items. Flash is also useful because the first interior area is dark. Before confronting Red at the summit, save with the final team ready.
Red’s team has extremely high levels and broad type coverage. Build answers for Pikachu, Lapras, Snorlax, Venusaur, Charizard, and Blastoise instead of relying on one Pokémon to sweep the entire party. Ground attacks are useful against Pikachu, Electric or strong neutral attacks help against Lapras and Blastoise, Ice or strong special coverage can pressure Venusaur and Charizard, and Fighting-type attacks are valuable against Snorlax. Bring Full Restores or comparable healing items, Revives, and enough PP for a long battle. Red carries Full Restores, so plan for recovery from his side as well.
If you lose, access to Mt. Silver is not removed. Heal, revise the team or moves, retrain where necessary, and return to the summit. After Red is defeated, every Pokémon in your party that participated receives the Legend Ribbon, and the credits play again. Red becomes available for another battle after you defeat the Elite Four again.
- Professor Oak has granted Mt. Silver access.
- HM08 Rock Climb is available.
- All sixteen badges are recorded before the final approach.
- Red has been defeated at the Mt. Silver summit.
- The post-Red credits sequence has finished.
- The Legend Ribbon has been awarded to participating party Pokémon.
- A new save has been made after the victory.
Validate Battle Frontier access
After entering the Hall of Fame, go to Route 40 and enter the gate on the beach. This leads to Frontier Access. Continue north from Frontier Access to enter the Battle Frontier. HeartGold uses the Generation IV Battle Frontier with five facilities: the Battle Tower, Battle Hall, Battle Factory, Battle Arcade, and Battle Castle.
On your first visit, speak with the attendants in the entrance hall. The Frontier staff provides the relevant facility explanations and upgrades the Vs. Recorder with the Frontier Record. Confirming that the entrance hall, facility counters, and challenge menus function is enough for this guide’s access milestone.
You do not need to win a streak, defeat a Frontier Brain, or earn a Print for the core completion standard. Each facility has a Silver Print for its first Frontier Brain victory and a Gold Print for its later victory, for ten Prints across the five facilities. Battle Frontier battles do not award ordinary experience or money, so prepare specialist teams separately from the main story party.
- The Hall of Fame has been entered.
- Frontier Access can be reached from the Route 40 gate.
- The Battle Frontier can be entered from Frontier Access.
- The five Generation IV facility entrances are present.
- At least one facility’s reception or challenge menu can be used.
- The ten Frontier Prints are treated as optional goals rather than access requirements.
Optional accessory check: complete a Pokéwalker round trip
The Pokéwalker is optional. It is not required for the Hall of Fame, National Pokédex, sixteen badges, Red, or Battle Frontier completion. Use this section only if you have the original compatible accessory and a working HeartGold or SoulSilver Game Card.
Before the first connection, obtain the Pokédex, return the Mystery Egg to Professor Elm, and place at least one Pokémon in a PC Box. The HeartGold manual also requires at least five open spaces in the PC Boxes before the Pokéwalker can connect. From the HeartGold title menu, choose Connect to Pokéwalker, select Save, then choose Go for a Stroll. Select a Pokémon from the PC Box and choose a route.
When prompted, place the Pokéwalker and DS Game Card about two inches apart with their infrared areas facing each other. Press the Pokéwalker’s large center button to begin the transfer and keep the devices steady until the saving and synchronization process finishes. After walking, choose Return from a Stroll to return the Pokémon and accumulated route results to the registered HeartGold save. Receive a Gift transfers caught Pokémon, Watts, and items while leaving the strolling Pokémon on the accessory.
The optional round-trip check succeeds when a Pokémon sent from the HeartGold save returns to that same save and the transferred results appear in the PC, Bag, or relevant records. Ownership of the accessory, its startup screen, or a successful one-way transfer is not enough. If synchronization fails, check the battery, infrared alignment, five-space PC requirement, and that the accessory is paired with the intended Game Card. Do not reset the Pokéwalker until you have confirmed that the Pokémon and desired results have returned.
- The Pokédex and Mystery Egg return prerequisites have been met.
- At least five PC Box spaces are open.
- A Pokémon has been sent from HeartGold to the Pokéwalker.
- The selected route and stroll data transfer successfully.
- The Pokémon has returned to the same HeartGold save.
- Any desired Watts, items, or caught Pokémon appear in the game.
- This remains an optional accessory milestone, not a core completion requirement.
Before you move on
- The Johto League Hall of Fame registration has completed and a post-League save exists.
- Professor Oak has upgraded the Pokédex to National Mode at Olivine Harbor.
- All eight Kanto Gym Badges are visible on the Trainer Card, for sixteen badges total.
- Professor Oak has granted Mt. Silver access with HM08 Rock Climb.
- Red has been defeated at the Mt. Silver summit and the post-Red credits sequence has finished.
- A Legend Ribbon has been awarded to the Pokémon that participated in the Red battle.
- A new post-Red save exists.
- Frontier Access and the Battle Frontier facilities can be entered from Route 40.
- Pokéwalker synchronization and a successful round trip have been completed only if the original accessory is available; this is optional.
- Optional long-term goals are tracked separately: complete the National Pokédex entries, earn all ten Frontier Prints, collect desired Pokéwalker encounters and items, and obtain desired move-tutor coverage.
References for this chapter
- Nintendo Support — How to Sync the Pokéwalker
- Nintendo — Pokémon HeartGold Version Instruction Booklet
- Nintendo — Pokéwalker Operations Manual
- Bulbapedia — Pokémon HeartGold and SoulSilver Walkthrough, Part 17: S.S. Aqua and National Pokédex
- Bulbapedia — Pokémon HeartGold and SoulSilver Walkthrough, Part 29: Mt. Silver
- Bulbapedia — Pokémon HeartGold and SoulSilver Walkthrough, Part 32: Battle Frontier
- Bulbapedia — Mt. Silver Cave
- Bulbapedia — Pokémon HeartGold and SoulSilver
- Serebii — Pokémon HeartGold and SoulSilver Pokéwalker
Finishing up
You have beaten the Indigo Plateau: defeated Will, Koga, Bruno, Karen and Champion Lance and seen your team enter the Hall of Fame.
You have subsequently traveled through Kanto, defeated all eight Kanto Gym Leaders and obtained all Kanto Badges.
You have reached Mt. Silver and defeated Red at the summit, receiving the Red-battle completion result and finishing the post-battle credits sequence.
You can access the Battle Frontier and have upgraded to the National Pokédex. Pokéwalker synchronization and a successful round trip are optional accessory checks, not prerequisites for the guide’s core completion.
Choose your next gameScreenshots & video
Game imagery for reference. Follow the written chapters above for the route and strategies.
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.
- Pokémon HeartGold Version instruction manual — Battle Frontier and Pokéwalker sections
- Nintendo — Pokéwalker Operations Manual
- Walkthrough: Pokémon HeartGold and SoulSilver/Part 1 — Bulbapedia
- Bulbapedia — Pokémon HeartGold and SoulSilver
- Nintendo Support — How to Sync the Pokéwalker
- Nintendo — Pokémon HeartGold Version Instruction Booklet
- Pokémon HeartGold and SoulSilver Versions — The Pokémon Company
- Serebii — Pokémon HeartGold and SoulSilver Gym Leaders
- Getting the Zephyr Badge from Falkner — Thonky
- Pokémon HeartGold and SoulSilver — Route 31 — StrategyWiki
- Pokémon HeartGold and SoulSilver — Route 32 — StrategyWiki
- Johto Route 32 — Bulbapedia
- Union Cave — Bulbapedia
- Bulbapedia — Walkthrough: Pokémon HeartGold and SoulSilver/Part 5
- GameFAQs — Pokémon HeartGold Version Walkthrough by MidnightTear
- Bulbapedia — Pokémon HeartGold and SoulSilver
- Bulbapedia — Walkthrough: Pokémon Gold and Silver/Part 5
- Serebii Pokédex Trainer Data — Whitney’s Miltank
- Serebii.net — Pokémon HeartGold and SoulSilver In-Game Trades
- Bulbapedia — Goldenrod Gym
- Walkthrough: Pokémon HeartGold and SoulSilver/Part 6 — Goldenrod Gym
- StrategyWiki — Pokémon HeartGold and SoulSilver: Goldenrod City
- Bulbapedia — Ecruteak City
- Bulbapedia — Ecruteak Gym
- Bulbapedia — Burned Tower
- Serebii — Pokéarth Johto: Burned Tower
- Bulbapedia — Pokémon HeartGold and SoulSilver Walkthrough, Part 8
- Pokémon HeartGold and SoulSilver Walkthrough — Ecruteak City
- Walkthrough: Pokémon HeartGold and SoulSilver/Part 10
- Walkthrough: Pokémon HeartGold and SoulSilver/Part 9
- Cianwood City Gym — Bulbapedia
- GameFAQs — Pokémon HeartGold Version Guide and Walkthrough
- Pokémon HeartGold and SoulSilver Full Walkthrough — Psypokes
- Pokémon HeartGold and SoulSilver Walkthrough, Part 11 — Bulbapedia
- Pokémon Heart Gold and Soul Silver — Team Rocket — Serebii.net
- Pryce — Bulbapedia
- Pokémon HeartGold Version Guide and Walkthrough — YoyoYoshi — GameFAQs
- Pokémon HeartGold Version Guide and Walkthrough — shinno11 — GameFAQs
- Bulbapedia — Walkthrough: Pokémon HeartGold and SoulSilver, Part 12
- Bulbapedia — Walkthrough: Pokémon HeartGold and SoulSilver, Part 13
- Thonky — Ice Path and Blackthorn City, Pokémon HeartGold and SoulSilver Walkthrough
- Bulbapedia — Ecruteak City
- StrategyWiki — Pokémon HeartGold and SoulSilver: Dragon’s Den
- StrategyWiki — Pokémon HeartGold and SoulSilver: Bell Tower
- Bulbapedia — Walkthrough: Pokémon HeartGold and SoulSilver, Part 15
- Bulbapedia — Indigo Plateau/Generation IV
- Serebii — Pokémon Heart Gold & Soul Silver Elite Four
- StrategyWiki — Pokémon HeartGold and SoulSilver Victory Road
- Bulbapedia — Silver (game character)
- Bulbapedia — Pokémon HeartGold and SoulSilver Versions
- Pokémon HeartGold and SoulSilver/Vermillion City — StrategyWiki
- Pokémon HeartGold and SoulSilver/Fast Ship S.S. Aqua — StrategyWiki
- Pokémon HeartGold & SoulSilver Walkthrough — Psypokes
- Kanto HeartGold and SoulSilver Coverage — PokéBeach
- Seafoam Islands — Bulbapedia
- Bulbapedia — Pokémon HeartGold and SoulSilver Walkthrough, Part 20: Cerulean City and Power Plant
- Bulbapedia — Pokémon HeartGold and SoulSilver Walkthrough, Part 27: Cinnabar Island and Seafoam Islands
- Walkthrough: Pokémon HeartGold and SoulSilver/Part 28 — Bulbapedia
- Bulbapedia — Pokémon HeartGold and SoulSilver Walkthrough
- Pokémon Trainer Red — Serebii.net
- Bulbapedia — Mt. Silver Cave
- Bulbapedia — Pokémon HeartGold and SoulSilver Walkthrough, Part 29: Mt. Silver
- Pokémon HeartGold and SoulSilver/Mt. Silver — StrategyWiki
- Pokémon Heart Gold FAQ/Walkthrough — Neoseeker
- Bulbapedia — Pokémon HeartGold and SoulSilver Walkthrough, Part 17: S.S. Aqua and National Pokédex
- Serebii — Pokémon HeartGold and SoulSilver Pokéwalker
- Serebii.net — Pokémon HeartGold and SoulSilver Pokéwalker Courses
- Bulbapedia — Pokéwalker
- Bulbapedia — Move Reminder
- Bulbapedia — Battle Frontier in Generation IV
- Bulbapedia — Pokémon HeartGold and SoulSilver Walkthrough, Part 32: Battle Frontier
- Serebii — Pokémon HeartGold and SoulSilver Battle Frontier
- Serebii — Pokémon HeartGold and SoulSilver Battle Castle
- Serebii — Pokémon HeartGold and SoulSilver Battle Hall
- Serebii Pokéarth — Johto Battle Frontier
- Serebii — Pokémon HeartGold and SoulSilver Pokéathlon
- Bulbapedia — Pokémon HeartGold and SoulSilver Walkthrough, Part 7
- Serebii — Pokémon HeartGold and SoulSilver Berry Pots
- Serebii — Pokémon HeartGold and SoulSilver Move Tutors
- Bulbapedia — Blackthorn City
- Serebii — Pokémon Heart Gold & Soul Silver Version Exclusives
- Serebii — Pokémon Heart Gold & Soul Silver Legendary Pokémon
- Bulbapedia — Embedded Tower
- Bulbapedia — Fossils
- Bulbapedia — Pal Park Migration
- Nintendo — Termination of Nintendo Wi-Fi Connection Service for Nintendo DS, DSi and Wii Software
About the game & collecting notes
- Platform
- Nintendo DS
Step-by-step campaign walkthrough for Pokémon HeartGold Version on the original USA Nintendo DS release. Covers starter selection, all eight Johto Gyms including Clair, Team Rocket’s required Johto operations, the Goldenrod Radio Tower takeover, Route 44, Ice Path, Blackthorn City, Dragon’s Den, the Kimono Girls and HeartGold Ho-Oh sequence, the Indigo Plateau Elite Four and Champion, all eight Kanto Gyms, Mt. Silver and Red, National Pokédex timing, Battle Frontier access, and optional Pokéwalker, Pokéathlon, trading, Pokédex and move-management activities.
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