Pokémon Silver Version (Game Boy Color) — Complete Campaign Walkthrough
Step-by-step coverage of the original Pokémon Silver Version for Game Boy Color, including the Johto story, all eight Johto Gyms, the Elite Four and Champion, and clearly marked optional postgame content. The later Goldenrod Radio Tower takeover is handled after the Lake of Rage and Mahogany Town storyline. After Pryce is defeated, Route 44 and the Ice Path are available in the original Generation II release, but the Radio Tower takeover must be completed before Clair will allow the Blackthorn Gym progression to continue.

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Pokémon Silver Version Game Boy Color
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Before you begin
You are playing Pokémon Silver Version on the original Game Boy Color cartridge (USA/Europe release).
This walkthrough assumes the original mechanics of Gold/Silver (Generation II), including the cartridge clock, day/night system, version-exclusive Pokémon, and classic HM requirements.
Follow each chapter in order for a typical first playthrough; optional sections explain what to do after the Hall of Fame.
The guide shows where to go, what to prepare, how to clear every Johto Gym, how to handle difficult boss fights and common failure states, how to obtain necessary HMs and key items, and how to finish the campaign at the Elite Four and Champion.
Optional chapters cover the roaming legendary beasts, Lugia, Ho-Oh, Kanto’s Gyms, and the requirements for reaching Mt. Silver. The Mt. Silver final battle itself is outside this guide’s stated completion scope.
Use the preparation checklist before you start and consult the chapter objectives during play to confirm progress.
Set yourself up for the run
Enable and respect the cartridge clock: Gold and Silver use an internal real-time clock.
Day/night affects wild Pokémon, evolutions such as Espeon and Umbreon, and some events; plan play sessions accordingly.
Bring Pokémon that can eventually cover Surf, Fly, Cut, Strength, and Whirlpool. Surf and Fly are useful for travel, while Cut, Strength, and Whirlpool are needed at specific points.
Have at least one Pokémon that can safely use Surf and learn Whirlpool when required.
Choose a starter—Chikorita, Cyndaquil, or Totodile—and complement it with early coverage such as Geodude or Onix for Rock/Ground utility, Mareep for Electric coverage where available, or a Water- or Flying-type for later travel and battle roles.
Prioritize a reliable physical attacker, useful type coverage, and at least one way to inflict or cure status conditions.
Stock Potions, Antidotes, Revives, Poké Balls, and later Great Balls or Ultra Balls before major boss encounters.
Save money for important supplies and optional Goldenrod purchases; the Game Corner is optional and not required for story progress.
Remember that some Pokémon are version-exclusive or require trading, especially for a complete Pokédex and trade evolutions.
Plan HM management carefully. HM moves cannot normally be forgotten during the adventure; use the Move Deleter later if you need to remove one.
Keep a separable core battle team when possible so field-move users do not leave the main team without needed coverage.
Arrange a link cable or compatible trading setup only if you intend to complete trade-dependent Pokédex entries or evolutions.

New Bark Town and the First Steps
Begin Pokémon Silver Version in New Bark Town, choose a level 5 starter from Professor Elm, collect the first supplies, cross Route 29, and reach Cherrygrove City. Stop after healing and saving in Cherrygrove. The Mr. Pokémon errand, Map Card, Poké Balls, Mystery Egg, Pokédex, and first rival battle belong to the next chapter.
Set the clock and leave your room
Start a new game and enter the current day and time when Professor Oak asks. The original Game Boy Color release uses the cartridge clock for the day-and-night cycle, weekday events, and time-based wild encounters. Choose a setting you can remember and keep it reasonably accurate; the choice changes some encounters and events but does not block the main story.
After naming your character, you begin upstairs in your house in New Bark Town. Go downstairs and speak with Mom. She activates the opening Pokégear setup and gives you the device. The Map Card is not available yet; it is awarded later by the guide in Cherrygrove City.
Leave through the front door and walk west to Professor Elm’s laboratory. The red-haired boy outside the laboratory window is the future rival. Approaching him makes him shove you aside, but he does not battle you here. Enter the laboratory and speak with Professor Elm.
- Enter a memorable day and time.
- Speak with Mom downstairs and receive the Pokégear.
- Leave the house through the front door.
- Enter Professor Elm’s laboratory.
Choose the starter carefully
Professor Elm asks you to deliver a message to Mr. Pokémon and lets you choose one level 5 partner: Chikorita, Cyndaquil, or Totodile. You may nickname it. In the original Gold and Silver games, the chosen starter holds a Berry, so check its held item before setting out.
Cyndaquil is generally the most forgiving choice for a first playthrough. Its Fire typing is valuable against Bug- and Grass-type opponents, including Bugsy later in the story. Falkner’s Flying-type Pokémon do not give Cyndaquil a type advantage, so add another Pokémon rather than expecting the starter to cover every early matchup.
Totodile is a sturdy option with useful early damage. Water-type attacks help against Fire-, Rock-, and Ground-type opponents, and Totodile can later learn Surf, making it a practical long-term team member. Add a Flying-, Grass-, or Electric-type partner for broader coverage.
Chikorita can complete the game, but the first gyms are less comfortable. Grass attacks are resisted by Falkner’s Flying Pokémon, and Bugsy’s Scyther is a difficult matchup. If you choose Chikorita, recruit another attacker with Flying, Fire, or reliable neutral damage instead of depending on Chikorita alone.
- Choose Chikorita, Cyndaquil, or Totodile at level 5.
- Decide whether to give the starter a nickname.
- Confirm that the starter is holding a Berry.
- Prepare to build a second attacker after Poké Balls become available.
Collect the first supplies and save
Leave the laboratory after receiving your starter. Elm’s aide gives you a Potion. In this release, a Potion restores 20 HP, so save it for a dangerous low-HP situation rather than spending it after every minor encounter. You can return to Elm’s laboratory and use the healing service there if you need to recover.
Speak with Mom again if you want her to save some of the money earned during the journey. This is optional and does not affect story progress. Keeping control of all your money is also valid, but early savings can help with later purchases.
Use the main menu’s Save command and wait for the save to finish. Save again after reaching Cherrygrove City and healing there. A confirmed in-game save is more reliable as a completion record than relying only on an emulator save state or a device suspend function.
- Receive the Potion from Elm’s aide.
- Optionally ask Mom to manage part of your money.
- Know that Elm’s laboratory can restore the party.
- Save from the main menu and confirm that the save completed.
Cross Route 29 without wasting resources
Leave New Bark Town through the western exit to enter Route 29. You do not have Poké Balls yet, so wild Pokémon can only provide experience during this first crossing. Battle enough to strengthen the starter, but run from encounters when its HP or PP is getting low.
Raise the starter into roughly the upper single digits before reaching Cherrygrove City. Level 7 to 10 is a comfortable target for this opening trip, but excessive grinding is unnecessary. Return to Elm’s laboratory if the starter becomes badly injured, or use the Potion when returning would be inconvenient.
Route 29 contains several tall-grass sections. The westbound route requires passing through grass, while the eastbound return has ledges that provide a quicker shortcut toward New Bark Town. Those ledges are one-way drops, so do not jump down before checking the area above them.
Collect the Potion in the northeastern portion of Route 29. Also check the Berry tree on the northwestern hill. The Route 29 Berry restores 10 HP when used and can help conserve the Potion. The northern gate leads toward the southern part of Route 46, but that detour is optional and does not advance the errand.
- Train the starter to a comfortable early level.
- Collect the Route 29 Potion.
- Check the Route 29 Berry tree.
- Run from wild Pokémon when HP or PP is low.
- Avoid dropping from a ledge before checking the upper side.
Plan the first team additions
Do not rush to fill all six party slots. Two or three Pokémon kept near the starter’s level are more useful than a full party of underleveled captures. Catch a second Pokémon for coverage or utility rather than trying to collect everything immediately.
During the morning or daytime on Route 29, Pidgey is a useful early Normal/Flying Pokémon for Flying coverage against many Bug- and Grass-type opponents. Sentret and Rattata are also available and can handle early neutral-damage fights. At night, Hoothoot replaces the daytime bird encounters and can provide Flying coverage plus status-oriented utility.
After Poké Balls become available, Bellsprout on Route 31 is a practical Grass-type choice for Water- and Rock-type opponents. On Route 32, Silver includes Wooper in the morning and at night. Wooper’s Water/Ground typing is useful against Fire, Rock, and Electric opponents, although it is not required during this chapter. Mareep is also available on Silver’s Route 32 and is the clearest early Electric-type recommendation if you want that coverage.
A balanced early party can be the starter, Pidgey or Hoothoot, and later Bellsprout, Wooper, or Mareep. Keep new captures close enough in level that they can survive trainer battles without forcing the starter to defeat every opponent.
- Wait for Poké Balls before attempting to capture Pokémon.
- Consider Pidgey during the morning or daytime.
- Consider Hoothoot at night.
- Consider Bellsprout on Route 31.
- Consider Wooper or Mareep on Route 32.
Reach and secure Cherrygrove City
Continue west across Route 29 and enter Cherrygrove City. The northern connection toward Route 46 is optional; follow the main route into town instead.
Once inside Cherrygrove City, heal at the Pokémon Center and save. This is the completion boundary for the chapter. The next section begins with the elderly guide’s city tour, which awards the Pokégear Map Card, followed by the northward journey through Route 30 to Mr. Pokémon’s house.
Do not mark the Pokédex or Poké Balls as obtained yet. During the next sequence, you will reach Mr. Pokémon’s house, receive the Mystery Egg, meet Professor Oak, obtain the Pokédex, return toward Cherrygrove, receive five Poké Balls from Elm’s aide, and face the rival. None of those events is required before ending this chapter at the healed Cherrygrove Pokémon Center.
- Reach Cherrygrove City from Route 29.
- Heal at the Pokémon Center.
- Save after healing.
- Stop before beginning the Map Card and Mr. Pokémon sequence.
- Reserve the Poké Balls, Mystery Egg, Pokédex, and first rival battle for the next chapter.
Before you move on
- The Pokégear is active after Mom’s opening setup.
- One of Chikorita, Cyndaquil, or Totodile is in the party at level 5 or higher.
- The starter’s held Berry has been checked.
- Professor Elm’s phone number is registered if the game has recorded it during the opening sequence.
- The Potion from Elm’s aide has been received.
- The Potion on Route 29 has been collected or deliberately left for later.
- The Berry tree on Route 29 has been checked or deliberately left for later.
- Cherrygrove City has been reached.
- The party has been healed at the Cherrygrove Pokémon Center.
- The game has been saved in Cherrygrove City.
- The Map Card, Poké Balls, Mystery Egg, Pokédex, and first rival battle remain for the next chapter.
Early Johto Routes — Building a Reliable Team
Starting in Cherrygrove City after the opening journey, complete the old man’s city tour, visit Mr. Pokémon’s house, receive the Mystery Egg and Pokédex, defeat the first rival battle, and return to Professor Elm’s laboratory. Elm’s aide then gives you Poké Balls, opening normal capture and team-building. From New Bark Town, travel back through the now-open western branch of Route 30 and Route 31 to reach Violet City. Build a compact team for Sprout Tower and Falkner without wasting limited early money or experience.
Cherrygrove City: complete the tour and prepare for Route 30
Begin in Cherrygrove City, where the previous chapter left you after the journey from New Bark Town. If you have not already done so, speak to the elderly Guide Gent on the eastern side of town. Follow him through the Pokémon Center, Poké Mart, Route 30 entrance, and the seaside area. When the tour ends outside his house, speak with him again to receive the Map Card for the Pokégear.
Visit the Pokémon Center and save your game. You can buy Potions and status-healing items if your money allows, but do not plan around buying Poké Balls yet. In the original Silver sequence, you receive five Poké Balls from Elm’s aide only after returning to New Bark Town following the rival battle. Keep enough money for Potions and avoid unnecessary purchases.
Head north from Cherrygrove City onto Route 30. At the first split, take the eastern branch toward Mr. Pokémon’s house. The western branch is blocked by a pair of Trainers at this point, so it is not yet the route to Violet City.
- Complete Guide Gent’s city tour.
- Receive the Map Card.
- Heal at the Pokémon Center and save.
- Buy only a modest number of Potions or status-healing items.
- Take the eastern Route 30 branch toward Mr. Pokémon’s house.
Route 30 and Mr. Pokémon’s house
Follow Route 30 north through the tall grass and trainer battles. The route contains two Berry sources: collect the Berry from the tree near the southern house, then speak to the man inside that house to receive another Berry. A hidden Potion is in the eastern branch near Mr. Pokémon’s house, and the tree west of his house holds a PSNCureBerry. These are optional pickups, but they are useful before the rival battle.
Enter the house in the northeast clearing and speak with Mr. Pokémon. He gives you the Mystery Egg. Professor Oak is visiting him and, after examining your starter, gives you the Pokédex. Speak to Mr. Pokémon again before leaving so he restores your party.
Professor Elm calls as soon as you step outside. Do not continue north toward Violet City yet. Turn around and return south through Route 30 to Cherrygrove City. Heal before crossing the eastern side of town, because the rival battle occurs there on the return trip.
- Visit Mr. Pokémon’s house.
- Receive the Mystery Egg.
- Receive Professor Oak’s Pokédex.
- Use Mr. Pokémon’s healing before leaving.
- Return through Route 30 toward Cherrygrove City.
Cherrygrove City: defeat the first rival
When you reach the eastern side of Cherrygrove City, the red-haired rival ambushes you. His Pokémon is level 5 and has a type advantage over your starter: Cyndaquil if you chose Chikorita, Totodile if you chose Cyndaquil, or Chikorita if you chose Totodile. The rival’s Pokémon has one damaging move and one move that lowers a stat, so the battle is decided mainly by your starter’s level, current HP, and move accuracy.
Use your strongest reliable attack and heal with a Potion if your HP falls into danger range. If you collected a Berry on Route 29 during the opening chapter and your starter still holds it, the Berry can activate automatically when HP becomes low. You do not need a newly caught Pokémon to defeat this battle, because the rival has only one Pokémon, but an additional team member can provide a safe switch if necessary.
After the battle, continue east along Route 29 to New Bark Town. You receive the rival’s cash reward and experience immediately after winning, so heal at home or in the laboratory before continuing.
- Heal before reaching the eastern side of Cherrygrove City.
- Defeat the rival’s level 5 starter.
- Use a Potion rather than risking a faint.
- Continue east through Route 29 to New Bark Town.
Professor Elm’s laboratory: deliver the Egg and receive Poké Balls
Return to Professor Elm’s laboratory. A police officer is investigating the stolen starter Pokémon, so give the rival a name when prompted. After the officer leaves, speak to Professor Elm and hand over the Mystery Egg. Elm acknowledges the Pokédex and tells you to pursue the Gym challenge, beginning with Violet City.
Before leaving the laboratory, speak with Elm’s aide. He gives you five Poké Balls. This is the point at which normal wild Pokémon capture becomes available. Visit your home if you want to speak with your mother about saving prize money; using this feature can protect part of your funds if the party later blacks out.
Heal before setting out again. You can now return west through Route 29 to Cherrygrove City and then north onto Route 30. The trainers who previously blocked Route 30’s western branch are no longer preventing passage, so you do not need to revisit Mr. Pokémon’s house.
- Give the rival a name when the police officer asks.
- Deliver the Mystery Egg to Professor Elm.
- Receive five Poké Balls from Elm’s aide.
- Optionally arrange for Mom to save part of your prize money.
- Heal before leaving New Bark Town.
Route 30: use the newly opened western branch
Travel west through Route 29 to Cherrygrove City, then go north on Route 30. At the earlier split, take the western branch that was blocked during the first visit. Fight the trainers along this path for experience and money, but return to Cherrygrove’s Pokémon Center if your party is badly injured rather than using every Potion.
Route 30’s wild Pokémon are low level. In Silver, Caterpie, Pidgey, Hoothoot, Rattata, and the version-specific Bug Pokémon provide early options depending on the time of day. Pidgey gives an early Flying-type attacker, Rattata offers immediate Normal-type damage, and Hoothoot can provide a useful Flying-type option at night. These catches are optional; add them only if they cover a weakness or give the party a role it lacks.
Do not try to force a six-Pokémon party immediately. Two or three trained Pokémon are easier to maintain than six underleveled ones, especially before the team has access to stronger moves and reliable healing income.
- Take the western Route 30 branch after delivering the Egg.
- Fight the newly accessible trainers for experience and money.
- Catch a Route 30 Pokémon only if it fills a needed role.
- Keep at least two dependable battlers active.
Route 31: choose useful early coverage and reach Violet City
Continue west and north through Route 31. The route contains several ledges, a pond, tall grass, and the eastern entrance to Dark Cave. Without Cut or Flash, follow the main southern path through the grass instead of trying to use the cuttable shortcuts or explore deeply in Dark Cave. Continue west after the pond to enter Violet City.
Bellsprout is available on Route 31 in Silver and is a useful Grass-type choice for players who need help against Water- and Rock-type Pokémon. It can also serve as a future Cut user. Geodude can be found in accessible early cave areas, including the Dark Cave entrance, and is a strong optional choice for Falkner because Rock-type attacks are super effective against Flying-types. Geodude is not a Surf user, so do not assign it the future Water-field role.
If your starter is not Totodile, plan to add a Water-type later. Route 32 becomes available after you receive the Mystery Egg from Professor Elm’s aide in Violet City. Wooper is available on Route 32 in original Silver at night, while Mareep is an excellent daytime Electric-type option. A Water-type is not required to defeat Falkner, so do not delay Violet City while trying to complete the team.
- Follow the main Route 31 path to Violet City.
- Catch Bellsprout if Grass coverage or a future Cut user is useful.
- Consider Geodude for Rock-type coverage against Falkner.
- Do not attempt a full Dark Cave exploration without Flash.
- Plan to check Route 32 for Mareep or nighttime Wooper after it opens.
Build the party for Sprout Tower and Falkner
A starter around level 12 to 14 and a second battler around level 10 to 13 give a comfortable foundation for the next chapter. Falkner’s original Silver team is a level 7 Pidgey and a level 9 Pidgeotto. Both know Mud-Slap, which can reduce accuracy, so relying on one underleveled Pokémon creates unnecessary risk.
Geodude with Rock Throw is the simplest direct answer if you have trained one. Its Rock/Ground typing handles ordinary Normal- and Flying-type attacks well, although you should switch it away from unexpected Water- or Grass-type attacks elsewhere. If Geodude is unavailable, use your starter and a second dependable attacker, keep both healthy, and switch rather than repeatedly attacking after accuracy has been lowered.
Save in Violet City before entering Sprout Tower or the Gym. The Pokémon Center lets you restore HP and PP without consuming your limited item supply. Use trainer battles for most of the necessary experience, and stop fighting wild Pokémon once your core team can safely handle nearby opponents.
- Reach Violet City with at least two usable battlers.
- Aim for a starter around level 12 to 14.
- Train a backup Pokémon to roughly level 10 to 13.
- Prepare Rock-type damage if Geodude is on the team.
- Heal and save in Violet City before continuing.
Before you move on
- You began this chapter in Cherrygrove City rather than repeating the Route 29 opening.
- You completed Guide Gent’s tour and received the Map Card.
- You visited Mr. Pokémon’s house and received the Mystery Egg and Pokédex.
- You defeated the level 5 rival on the eastern side of Cherrygrove City.
- You returned to Professor Elm’s laboratory and delivered the Mystery Egg.
- You received five Poké Balls from Elm’s aide.
- You traveled through the newly opened western branch of Route 30.
- You followed Route 31 and reached Violet City.
- You have at least two trained battlers, preferably with one around level 12 to 14 and another around level 10 to 13.
- You have a plan for Falkner, such as Geodude with Rock Throw or two healthy, reliable attackers.
- You know that Route 32 opens after the Violet City Egg handoff and that Wooper is a nighttime encounter in original Silver.
- You healed and saved in Violet City, ready for Sprout Tower and Falkner.
References for this chapter
Violet City — Sprout Tower and Falkner
Clear Sprout Tower in northwestern Violet City, defeat Elder Li, collect HM05 Flash, and then prepare for Falkner’s Flying-type team. In the original Pokémon Silver Version, Silver appears at the top of the tower but does not battle you there. The important battle is against Elder Li. After Falkner is defeated, the Zephyr Badge allows Flash to be used outside battle and opens Route 32 toward Union Cave and Azalea Town.
Heal in Violet City and prepare a second battler
Visit the Pokémon Center before entering either Sprout Tower or the Gym. A practical early-game target is roughly level 9–12 for the Pokémon you plan to use, with at least two party members healthy enough to battle. You do not need a full six-Pokémon team, but relying on one weakened starter makes the tower and Falkner fight much less forgiving.
Geodude is a useful early capture if you found one on the accessible portion of Route 46, but do not assume it begins with a Rock-type attack. Its early value comes from its high Defense and Ground typing; train it until it has a dependable damaging move before treating it as Falkner’s main counter. Pidgey or Hoothoot can provide a neutral backup, while Cyndaquil and Totodile can handle the Gym through strong level-appropriate attacks. Chikorita benefits most from adding a partner such as Geodude or a Flying-type Pokémon.
Mareep is a good Electric-type option in Silver, but it is found on Route 32, which is not available until the Zephyr Badge removes the guard’s obstruction. Do not plan on using Mareep for the first Falkner attempt unless you are using a trade, special distribution, or an altered version.
- Heal at the Violet City Pokémon Center.
- Carry several Potions and, if affordable, one or two status-healing items.
- Bring at least two usable battlers.
- If using Geodude, confirm that it knows a reliable damaging move.
Enter Sprout Tower and conserve resources
Sprout Tower stands in the northern part of Violet City. Enter and climb through the floors by following the sages and using the ladders. The tower sages mainly use Bellsprout, with some Hoothoot appearances. Fire, Flying, and Psychic attacks are effective against Bellsprout, while a sturdy Pokémon can usually handle its early Vine Whip attacks.
The trainer levels are low, but the tower contains enough battles to drain a small team. Fight the sages that block the route upward, collect convenient visible items, and avoid unnecessary wild encounters if your important moves are already losing PP. The tower’s final battle is more demanding than the earlier sages because Elder Li uses two level 7 Bellsprout and a level 10 Hoothoot.
If your party is weakened, leave through the entrance and heal at the Pokémon Center before climbing again. An Escape Rope can also help you leave quickly if you have one, but it is not required. Preserve enough healing and move PP for Elder Li rather than treating every wild encounter as mandatory.
- Climb to the third floor by defeating the sages in your way.
- Keep damaging-move PP available for Elder Li.
- Heal before the final battle if the party has taken significant damage.
Handle Silver’s appearance and defeat Elder Li
At the top floor, Silver is speaking with the Elder. In Pokémon Silver Version, this is a story scene, not a rival battle. Silver leaves after criticizing the Elder, so do not waste time trying to initiate a fight with him. Speak to Elder Li afterward to begin the actual battle.
Elder Li uses Bellsprout at level 7, a second Bellsprout at level 7, and Hoothoot at level 10. A Fire- or Flying-type attack is efficient against the Bellsprout. The Hoothoot is the main threat because it is the highest-level Pokémon in the battle and can use Hypnosis and Peck. A Rock-type Pokémon can resist Peck, but remember that Hoothoot is not vulnerable to Ground attacks and that Geodude’s usefulness depends on its current moves.
If Hypnosis puts your lead to sleep, switch to a healthy teammate or use an Awakening. Do not allow one sleeping Pokémon to absorb repeated attacks while you wait for it to wake. After defeating Elder Li, he gives you HM05 Flash. You may keep Flash in the Bag until you decide which Pokémon should learn it; you are not required to teach it immediately.
- Speak to Silver’s scene at the top of the tower.
- Battle and defeat Elder Li.
- Receive HM05 Flash from Elder Li.
- Return to the Pokémon Center before entering the Gym.
Train for Falkner’s level range
For a reliable first attempt, bring your main battlers to approximately level 10–12. Falkner’s original Silver team is Pidgey at level 7 and Pidgeotto at level 9. The level 9 Pidgeotto is the battle’s main danger because it has better overall stats than Pidgey and can use Gust as well as Mud-Slap.
If you are losing repeatedly, train on the remaining trainers on Routes 29–31 and fight wild Pokémon near Violet City. Route 31 is convenient because it is close to town, allowing frequent healing. Do not grind only one Pokémon if possible: a second healthy battler gives you a way to recover from accuracy loss, a critical hit, or a poor matchup.
Mud-Slap deals Ground-type damage and lowers accuracy. It is especially troublesome for Pokémon that depend on one accurate attack, and it also punishes careless use of Rock-type counters. If your accuracy drops, switch to a healthy Pokémon instead of repeatedly risking misses with your strongest move.
- Aim for level 10–12 on the Pokémon intended for Falkner.
- Keep a second battler near full health.
- Train on Routes 29–31 if Pidgeotto is consistently surviving or sweeping your party.
- Bring Potions and, if needed, an Awakening.
Navigate the Gym and defeat Falkner
Enter the Violet Gym after healing. Follow the raised walkway and defeat the Gym trainers who stand between the entrance and Falkner. These battles provide useful experience, but you can leave and heal before challenging the leader if your party is damaged.
Electric and Rock attacks are effective against Falkner’s Flying-type Pokémon. A trained Geodude can be excellent once it has a suitable attack, but do not rely on Defense alone because Mud-Slap can lower accuracy and Falkner’s Pidgeotto can use Gust. Cyndaquil and Totodile can win with level advantage and consistent attacks. Chikorita should use a support Pokémon rather than attempting to overpower Pidgeotto with weak Grass attacks.
Defeat Pidgey first, then focus on Pidgeotto. Use a Potion during the battle when necessary; preserving the badge attempt is more valuable than saving every early-game item. If Mud-Slap causes several misses, switch to a healthy teammate, use a different reliable attack, or heal and wait for a better opportunity.
- Defeat Falkner’s level 7 Pidgey.
- Defeat Falkner’s level 9 Pidgeotto.
- Receive the Zephyr Badge and TM31 Mud-Slap.
- Confirm that Flash can now be used outside battle.
- Leave east through Route 32 toward Union Cave after healing.
Before you move on
- Silver’s Sprout Tower scene has occurred without a rival battle.
- Elder Li has been defeated and HM05 Flash is in the Bag.
- Falkner has been defeated and the Zephyr Badge is recorded in the case.
- TM31 Mud-Slap is in the Bag.
- Flash can be used outside battle.
- The eastern exit from Violet City now leads to Route 32 and the next story area.
- The party is healed and ready to continue toward Union Cave and Azalea Town.
Union Cave, Azalea Town and Bugsy
Travel south from Violet City through Route 32 and Union Cave, continue across Route 33 to Azalea Town, clear Team Rocket from Slowpoke Well with Kurt’s help, then defeat Bugsy to earn the Hive Badge. The safest preparation is a balanced team near Levels 13–16 with at least one dependable Rock-, Fire-, or Flying-type attack and enough healing items for the cave, well, and Gym.
Cross Route 32 and enter Union Cave
Leave Violet City through the southern gate and follow Route 32 south. Battle only as many trainers as your team can handle without exhausting its best moves. The Pokémon Center near the southern portion of the route is the last convenient healing point before Union Cave, so use it if several team members are below comfortable health or have lost important PP.
Enter Union Cave from the Route 32 side. For the immediate route to Azalea Town, use the main first-floor passage and continue toward the exit leading to Route 33. The cave’s side areas and lower sections contain extra items and encounters, but the deeper portions cannot be fully explored yet because they require Surf and Strength. Do not search for a second story route when the main passage already leads onward. Union Cave connects Route 32 and Route 33, with optional later exploration beyond the initial path.
- Heal at the Route 32 Pokémon Center if your party has taken repeated damage.
- Enter Union Cave from the Route 32 entrance and follow the main passage toward Route 33.
- Leave optional Surf- and Strength-dependent areas for a later visit.
Use the route to strengthen a second attacker
Union Cave is a useful place to add a durable second Pokémon before Bugsy. Geodude is especially practical because its Defense is strong against many physical attacks and its Rock-type moves are effective against Bug Pokémon. Onix can also help defensively, although its lower offensive power means it may need more support. Zubat is worth considering for a future Crobat is not possible in this original release without later trading and friendship mechanics, but it can still contribute once it knows a suitable damaging move. Do not assume that simply catching Zubat gives you an immediate Flying counter.
A Water-type starter or another Water Pokémon provides reliable neutral damage through the cave and Slowpoke Well. Keep at least two Pokémon near the same level rather than placing all experience on the starter. A party average around Levels 13–16 is a practical target for Bugsy, whose strongest Pokémon is Level 16.
- Consider catching Geodude or Onix for a sturdy physical matchup.
- Train a second attacker instead of relying entirely on the starter.
- Preserve some PP and carry Potions or return to a Pokémon Center before the next story area.
Reach Azalea Town and start Kurt’s event
Exit Union Cave onto Route 33 and continue west into Azalea Town. Heal at the Pokémon Center before investigating the town. The Slowpoke Well is on the eastern side, but a Team Rocket member initially blocks the entrance. The Azalea Gym is not available for normal progression until the Rocket operation has been stopped.
Go to Kurt’s house in the northwest part of town and speak with him. He explains that Team Rocket is taking Slowpoke Tails and immediately rushes to the well. Follow him back to the entrance. His confrontation removes the guard from the immediate path, allowing you to enter the well. This is required story progress, not an optional side activity, because defeating the Rocket members is what clears the way to Bugsy and later Ilex Forest access.
- Heal in Azalea Town before entering the well.
- Speak with Kurt in his northwest house.
- Return to the Slowpoke Well after Kurt leaves.
Clear Team Rocket from Slowpoke Well
Enter Slowpoke Well and proceed through the accessible B1F route. Kurt is injured near the entrance, so continue without him. The path is mostly linear: move north to the first Grunt, climb to the northeastern section for the female Grunt and the nearby Super Potion, then return to the lower passage and travel west and north toward the final Grunt. Four Grunts occupy the story route on B1F, and the last one uses a Level 14 Koffing.
Poison is the main danger in these battles. Ground- or Psychic-type attacks are useful when available, but ordinary neutral attacks are sufficient if your team is healthy. Use an Antidote or return to the Pokémon Center if poison leaves a Pokémon vulnerable to the next battle. After the final Grunt is defeated, the Rocket members flee and Kurt checks the rescued Slowpoke before taking you back to his house. He gives you a Lure Ball in the original Gold, Silver, and Crystal games. The lower floor of the well is optional at this stage and requires Surf and Strength, so do not confuse it with the required B1F rescue route.
- Defeat all four Rocket Grunts on the accessible B1F route.
- Collect the Super Potion if you can do so without risking a faint.
- Return with Kurt to his house and receive the Lure Ball.
Prepare for Bugsy’s team
Heal fully after the well event, then review your team before entering Azalea Gym. In Pokémon Silver’s original Generation II battle, Bugsy uses Metapod at Level 14, Kakuna at Level 14, and Scyther at Level 16. Metapod and Kakuna mainly use defensive or low-damage moves, but Scyther has Fury Cutter, Quick Attack, and Leer. Fury Cutter becomes more dangerous when it connects repeatedly, so do not give Scyther several uninterrupted turns.
A Fire-, Flying-, or Rock-type attack is the clearest answer. Geodude and Onix can absorb many physical hits, though critical hits and a growing Fury Cutter still make them vulnerable. Spearow or Pidgey can help if they have a reliable Flying move; a newly caught Zubat may not yet be ready. If you chose Chikorita or Totodile, adding a dedicated counter is safer than relying on Grass- or Water-type attacks alone. Bring Potions, and switch to a fresh Pokémon if Scyther has already weakened the current one or accumulated Fury Cutter power.
- Enter with several Pokémon around Levels 13–16.
- Bring a reliable Fire-, Flying-, or Rock-type attack if possible.
- Carry healing items and cure poison before the Gym battle.
Navigate the Gym and defeat Bugsy
Azalea Gym’s web platforms form a compact route between the entrance, trainers, and Bugsy. Follow the connected web paths toward the upper area, battling trainers for experience if your party is below the recommended range. If your team loses too much HP or PP, leave and heal rather than forcing the leader battle.
Lead with the safest answer to Bugsy’s first two Pokémon and avoid spending rare or limited-use moves unnecessarily. Once Scyther appears, use the counter with the best combination of durability and super-effective damage. If Fury Cutter begins dealing heavy damage, switch instead of leaving a weakened Pokémon in place. After all three Pokémon are defeated, Bugsy awards the Hive Badge and TM49, Fury Cutter. The Hive Badge permits the use of Cut outside battle and ensures that traded Pokémon up to Level 30 obey. After healing, leave west toward Ilex Forest; the rival battle at the forest entrance is the next required encounter on the main route.
- Defeat Metapod, Kakuna, and Scyther.
- Receive the Hive Badge and TM49, Fury Cutter.
- Confirm that Cut can now be used outside battle once HM01 is obtained.
- Heal and save before proceeding toward Ilex Forest.
Before you move on
- Team Rocket’s Slowpoke Well operation is cleared and the final B1F Grunt has been defeated.
- Kurt has returned to his house and awarded the Lure Ball.
- Bugsy has been defeated with Metapod, Kakuna, and Scyther removed from battle.
- The Hive Badge and TM49, Fury Cutter, are in your possession.
- The party is healed, the game is saved, and the western route to Ilex Forest is open.
Goldenrod City — Shops, Radio Card and Whitney
Goldenrod City is Johto’s main shopping and communications hub. During this visit, obtain the Radio Card, collect the Bicycle if needed, defeat Whitney for the Plain Badge, receive the SquirtBottle and clear the Sudowoodo blocking Route 36. The Goldenrod Radio Tower takeover is a later event. It begins only after the Lake of Rage and Mahogany Town Team Rocket storyline, after Pryce is defeated. Route 44 and the Ice Path become available after the seventh badge, but the Radio Tower takeover must be completed before Clair’s Blackthorn Gym progression can be finished.
Enter Goldenrod City and collect the useful city items
Heal at the Goldenrod Pokémon Center before exploring. The Department Store near the southern entrance sells Poké Balls, Potions, Super Potions, status remedies and battle items. Restock sensibly for Whitney and the routes ahead, but keep enough money for later supplies and useful TMs.
Visit the Bike Shop in the southeast part of the city if you do not already have the Bicycle. Speak with the owner and accept it. The Bicycle is optional for story progress, but it makes the long routes between Goldenrod, Ecruteak and later Johto locations much quicker.
Enter the Radio Tower and speak with the quiz host on the first floor. Answer all five questions correctly to receive the Radio Card for the Pokégear. The quiz covers the Town Map, Nidorina’s gender, Kurt’s Apricorns, Magikarp’s inability to learn TM moves and Professor Oak’s Pokémon Talk program. If you miss an answer, keep trying until the quiz is cleared.
The Goldenrod Underground, Game Corner and Department Store basement contain optional items and activities. Explore them if you want extra supplies or rewards, but none is needed for the Plain Badge, the SquirtBottle or access to Route 36.
- Heal at the Goldenrod Pokémon Center.
- Restock Poké Balls, healing items and status remedies.
- Collect the Bicycle if it is missing.
- Pass the Radio Tower quiz and receive the Radio Card.
Prepare for Whitney’s original Silver team
Whitney uses Clefairy at level 18 and Miltank at level 20 in the original Pokémon Silver Version. A party with several Pokémon around levels 18 to 21 is a practical target. Keep more than one capable attacker ready because Attract, Metronome, critical hits and Miltank’s Rollout can quickly punish a narrow team.
Fighting-type damage is the most direct answer to Whitney’s Normal-type Pokémon. The optional Goldenrod Department Store trade can provide Machop, but the trade is not required. Any team member with a dependable Fighting move is valuable.
Geodude and Onix can serve as defensive backups because their Rock and Ground typing resists Whitney’s Normal-type attacks. Do not leave them exposed to a growing Rollout chain: Rollout is Rock-type and becomes stronger with consecutive hits. Use these Pokémon to absorb a safe attack, interrupt the sequence or create a switching opportunity.
Gastly cannot damage Whitney with Ghost-type attacks because Normal-type Pokémon are immune to Ghost moves in this generation. Gastly can still contribute with Hypnosis before you switch to a Pokémon that can deal damage. Female Pokémon are less vulnerable to Attract from Whitney’s female team, while genderless Pokémon avoid the usual gender-based interaction. Save before entering the Gym and carry a few status-healing items.
- Bring at least one reliable Fighting-type attack.
- Prepare a second damage dealer.
- Use Geodude or Onix cautiously as defensive backups.
- Do not rely on Ghost-type damage.
- Carry healing and status-recovery items.
Navigate Goldenrod Gym and defeat Whitney
Goldenrod Gym’s trainers are arranged around the central Clefairy-shaped floor. Follow the open paths around the shape and battle the trainers blocking the route. These battles provide useful experience, but return to the Pokémon Center if your important moves have lost too much PP.
Lead with a Pokémon that can defeat Clefairy without several turns of weak attacks. Clefairy’s Metronome is unpredictable, so avoid allowing it repeated free turns while you use low-power moves or unnecessary setup.
When Miltank appears, use Fighting damage immediately if the matchup is safe. Prevent it from receiving several uninterrupted turns to build Rollout. If your main attacker cannot finish quickly, switch to a sturdier Pokémon, apply sleep or another reliable status condition, or use an accuracy-lowering move such as Mud-Slap or Sand-Attack if available. A missed Rollout ends its current consecutive-hit chain.
Miltank can use Milk Drink, so weak attacks may allow it to recover the damage you have dealt. Heal when necessary, but do not give it repeated free turns. If you lose, leave the Gym, restore your party and PP, change your lead or strategy, and try again with a fully prepared team.
- Defeat Clefairy before Metronome creates problems.
- Use Fighting damage against Miltank whenever practical.
- Break or prevent the Rollout sequence.
- Switch instead of sacrificing the whole party.
- Restore HP and PP before retrying.
Receive the Plain Badge and obtain the SquirtBottle
After Whitney is defeated, she initially refuses to hand over the badge because she is crying. Walk toward the Gym exit and speak with the nearby Gym trainer who explains the situation. Return to Whitney and speak with her again. She then gives you the Plain Badge and TM45, Attract.
The Plain Badge allows Strength to be used outside battle in the original Generation II games. TM45 is optional and is not required to continue through Route 36.
Leave the Gym and enter the Flower Shop in the northeastern part of Goldenrod. Speak with the woman inside after defeating Whitney to receive the SquirtBottle. This Key Item is needed to remove the strange tree blocking Route 36.
Heal, then leave Goldenrod through the northern gate. Travel through Route 35 and continue toward Route 36. Approach the moving tree and interact with it, then use the SquirtBottle. The tree is a wild Sudowoodo. Save before interacting with it if you want the option to catch it; otherwise, defeat it to clear the route. After the encounter, the path toward Ecruteak City is open.
- Speak with Whitney again after she begins crying.
- Receive the Plain Badge and TM45.
- Collect the SquirtBottle from the Goldenrod Flower Shop.
- Save before interacting with Sudowoodo if you want to catch it.
- Catch or defeat Sudowoodo and continue through Route 36.
Deferred objective: return after Pryce for the Radio Tower takeover
Do not treat the Goldenrod Radio Tower takeover as part of this first Goldenrod visit. Continue through the Lake of Rage and Mahogany Town Team Rocket storyline, then defeat Pryce. Professor Elm’s call afterward sends you back to Goldenrod because Team Rocket has seized the Radio Tower.
The takeover is not required merely to make Route 44 or the Ice Path accessible after the seventh Johto Badge. You may travel through those areas and reach Blackthorn City. However, complete the Radio Tower event before trying to finish Clair’s Gym progression and obtain the Rising Badge.
During the later return, climb the Radio Tower and battle the Rocket members on the accessible floors. The apparent Director on the fifth floor is Petrel in disguise. Defeat him to receive the Basement Key.
Enter the Goldenrod Underground and use the Basement Key on the locked door. Proceed through the Underground Warehouse. Silver battles you during this section. Follow the shutter-switch route to reach the real Director and rescue him; he gives you the Card Key.
Return to the Radio Tower and use the Card Key on the third-floor shutter. Continue through the newly accessible rooms, defeat the remaining Rocket members and executives, and end the takeover. Speak with the rescued Director afterward. In Pokémon Silver, he gives you the Silver Wing, which permits access to Lugia at the Whirl Islands.
The Silver Wing is not required before continuing to Ecruteak, Olivine or Cianwood, and it is not needed to begin the Route 44 or Ice Path journey. The Rainbow Wing is separate. In original Pokémon Silver, it is obtained later in Pewter City from the old man near the Route 3 exit after the appropriate Kanto progress.
- Leave the Radio Tower takeover for after the Lake of Rage, Mahogany Town and Pryce events.
- Return to Goldenrod after Professor Elm’s call.
- Defeat Petrel and take the Basement Key.
- Rescue the real Director in the Underground Warehouse.
- Use the Card Key on the Radio Tower’s third-floor shutter.
- Defeat the remaining Rocket forces.
- Receive the Silver Wing from the Director.
- Complete the takeover before finishing Clair’s Blackthorn Gym progression.
Before you move on
- The Plain Badge appears in the Pokégear badge case.
- Strength can be used outside battle.
- TM45 and the SquirtBottle are in the inventory.
- Sudowoodo has been caught or defeated.
- Route 36 is open toward Ecruteak City.
- The later Radio Tower takeover is marked for completion after Pryce and before Clair’s Gym progression.
- The Silver Wing has been received if the later Radio Tower event is complete.
References for this chapter
- Walkthrough: Pokémon Gold and Silver/Part 6 — Bulbapedia
- Pokémon Gold and Silver Versions - Bulbapedia
- Radio Director item rewards and Card Key progression
- Goldenrod Flower Shop — SquirtBottle prerequisite
- Plain Badge — A Golden City, Pokémon Silver Version walkthrough
- Pokémon Silver Version — original Game Boy Color guide and walkthrough
Ecruteak City, the Burned Tower, Morty and HM03 Surf
Finish the Burned Tower event in northwest Ecruteak City, defeat the rival, and release Raikou, Entei, and Suicune so they begin roaming Johto. Then defeat Morty at the Ecruteak Gym for the Fog Badge and TM30 Shadow Ball. After the Gym, enter the Ecruteak Dance Theater, defeat all five Kimono Girls, and speak with the man near the stage to receive HM03 Surf. Surf is required for the Route 40 and Route 41 crossing from Olivine City to Cianwood City, so obtain it before beginning that part of the journey.
Prepare in Ecruteak City
Heal at the Ecruteak City Pokémon Center before entering the Burned Tower. The rival battle occurs inside the tower, and you will also face wild Pokémon and tower trainers before reaching the basement event. Carry several Potions or Super Potions and, if available, items that cure sleep, confusion, and paralysis.
A party with several Pokémon around levels 20 to 25 is suitable for this section. Morty’s strongest Pokémon is level 25, and the rival’s starter reaches level 22. Keep more than one dependable attacker rather than relying on a single Pokémon that can be crippled by sleep, confusion, or Curse.
Bring at least one Pokémon with a useful Psychic, Dark, Ghost, or strong neutral attack. A Ground-type attacker is particularly useful against the rival’s Magnemite, but do not plan to use Ground attacks as your answer to Haunter.
- Heal at the Ecruteak City Pokémon Center.
- Restock recovery and status-healing items.
- Prepare several Pokémon in roughly the level 20–25 range.
- Keep a reliable answer to Ghost-, Poison-, Steel-, and starter-type threats.
Enter the Burned Tower and defeat the rival
The Burned Tower stands in the northwest part of Ecruteak City. In original Pokémon Silver, entering the tower leads to the rival battle on the first floor. His team is Haunter at level 20, Magnemite at level 18, Zubat at level 20, and one starter evolution at level 22. The final Pokémon is Croconaw if you chose Cyndaquil, Bayleef if you chose Totodile, or Quilava if you chose Chikorita.
Use a Dark, Ghost, Psychic, or dependable neutral attack against Haunter. Normal- and Fighting-type moves cannot damage it because of its Ghost typing, so do not leave a Normal-type on the field expecting moves such as Tackle or Headbutt to solve the matchup. A Pokémon with Bite is useful if you have one.
Ground attacks are effective against Magnemite. Fire attacks also work well, while Water or another reliable neutral move can finish the battle if necessary. Zubat is vulnerable to Electric, Ice, Rock, and Psychic attacks. For the rival’s starter, use Electric or Grass against Croconaw, Water or Rock against Quilava, and Fire, Flying, Bug, Poison, or Ice coverage against Bayleef.
Magnemite and Zubat may cause confusion with moves such as Supersonic. If the confused Pokémon is not needed for the current matchup, switch rather than repeatedly risking self-inflicted damage.
- Defeat the rival on the Burned Tower’s first floor.
- Use Dark, Ghost, Psychic, or reliable neutral damage against Haunter.
- Use Ground or another effective attack against Magnemite.
- Choose coverage for the rival’s selected starter.
- Switch or cure confusion before it costs a key battle.
Reach the basement and release the legendary beasts
After the rival battle, explore the tower and use the upper-floor holes and ladders to descend. Rock Smash can open optional sections, but it is not required to complete the release event. Continue downward until you reach the basement platform where the three legendary Pokémon are gathered.
Approach Raikou, Entei, and Suicune to trigger the scene in which they flee. They cannot be caught during this basement event. Afterward, each begins roaming Johto as a level 40 wild Pokémon. Leave the tower after the scene and heal before attempting the Gym.
The roaming-beast hunt is optional for immediate story progress. You can continue the main route without catching any of them now.
- Reach the Burned Tower basement.
- Approach the three legendary beasts and trigger their escape.
- Do not waste Poké Balls during the release scene.
- Return to the Pokémon Center after the event.
Navigate the original Silver Ecruteak Gym
Morty’s Gym is available in original Pokémon Silver without the Crystal-specific restriction that keeps him away until the Burned Tower event is complete. Completing the tower first is still the natural order because it finishes the local story and starts the roaming-beast sequence.
The Gym uses an invisible floor over a dark pit. Gym Trainers appear to stand in empty space, and the safe route generally follows the direction in which the Trainers are facing. Move carefully one tile at a time. If you step off the hidden path, you are returned to the entrance without taking battle damage.
You may battle the Gym Trainers for experience or take the shortest path if your party is already prepared. Heal before speaking to Morty and ensure that your chosen counter has enough PP for repeated Ghost- and Poison-type opponents.
- Use the invisible-floor layout from the original Game Boy Color release.
- Follow the Gym Trainers’ sightlines as path markers.
- Heal before approaching Morty.
- Check the PP of your main attacking moves.
Defeat Morty’s Ghost-type team
Morty uses Gastly at level 21, Haunter at level 21, Gengar at level 25, and Haunter at level 23. Every member is both Ghost- and Poison-type. Psychic attacks exploit the Poison typing, while Dark and Ghost attacks exploit the Ghost typing. Bite is a practical option if one of your Pokémon knows it.
The first Gastly can use Mean Look and Curse. The first Haunter can use Hypnosis, Curse, Mimic, and Night Shade. Morty’s Gengar carries Shadow Ball, Mean Look, Hypnosis, and Dream Eater. If Gengar puts your Pokémon to sleep, switch to a safer Pokémon or use an Awakening when practical. Do not allow Dream Eater to restore Gengar’s health over several turns.
A Normal-type can switch into Ghost attacks because Ghost moves do not affect it, but it cannot win by repeatedly using Normal- or Fighting-type moves. Change to a Psychic, Dark, or Ghost attacker when you need to deal damage. Ground attacks are not a reliable battle plan here; use the listed types or strong neutral moves instead.
Curse removes health at the end of each turn. If Curse is placed on a Pokémon and switching is safe, switch it out to remove the effect. If Mean Look prevents switching, heal as needed and finish the opponent quickly. Preserve your most dependable attacker for Gengar rather than exposing it early to Hypnosis or unnecessary status damage.
- Use Psychic, Dark, or Ghost attacks when available.
- Do not rely on Normal or Fighting attacks for damage.
- Treat Hypnosis, Mean Look, Curse, and Dream Eater as the main dangers.
- Use an Awakening or switch safely when sleep creates a losing matchup.
- Keep your best reliable attacker ready for level 25 Gengar.
Claim the Fog Badge and TM30
After defeating Morty, receive the Fog Badge and TM30 Shadow Ball. The Fog Badge allows Surf to be used outside battle, but you do not have HM03 yet. Do not treat the badge as the source of Surf; the HM comes from the Ecruteak Dance Theater after the next objective.
Save after the Gym victory and heal at the Pokémon Center. Chasing Raikou, Entei, or Suicune immediately is optional. For the main story, stay in Ecruteak and complete the Dance Theater before heading toward Olivine.
- Receive the Fog Badge.
- Receive TM30, Shadow Ball.
- Save after defeating Morty.
- Heal before entering the Dance Theater.
- Do not leave Ecruteak expecting Surf to be in the Bag yet.
Clear the Ecruteak Dance Theater and receive HM03 Surf
Enter the Ecruteak Dance Theater, the performance building in the city. Go to the stage and battle all five Kimono Girls. In original Pokémon Silver, their teams consist of five level 17 Eeveelutions: Flareon, Espeon, Umbreon, Vaporeon, and Jolteon.
Prepare for varied type matchups rather than bringing only one attacker. Water or Ground attacks help against Flareon, Bug or Dark attacks are useful against Espeon, Fighting or Bug attacks pressure Umbreon, Electric or Grass attacks handle Vaporeon, and Ground attacks are effective against Jolteon. Strong neutral attacks also work if your team is around the recommended level range.
After all five Kimono Girls have been defeated, speak with the man near the stage. He awards HM03 Surf. Open the Bag and teach Surf to a compatible Pokémon if you intend to use it immediately. A Water-type such as your starter or another dependable aquatic Pokémon is usually the most practical choice, but do not sacrifice an essential move without checking your planned team.
Surf is the field move needed to cross the water routes from Olivine City to Cianwood City. You will use it on Route 40 and Route 41 after reaching Olivine. The Cianwood trip is covered in the next chapter, so finish this chapter with HM03 secured and a compatible Pokémon ready to learn it.
- Enter the Ecruteak Dance Theater after defeating Morty.
- Defeat all five Kimono Girls.
- Prepare for Flareon, Espeon, Umbreon, Vaporeon, and Jolteon at level 17.
- Speak with the man near the stage after the five victories.
- Receive HM03 Surf.
- Teach Surf to a compatible Pokémon if ready.
- Confirm that Surf is available for the later Olivine-to-Cianwood crossing.
Before you move on
- The rival has been defeated inside the Burned Tower.
- The basement scene has occurred and Raikou, Entei, and Suicune have fled to roam Johto.
- Morty has been defeated in the original Ecruteak Gym.
- The Fog Badge is displayed on the Trainer Card.
- TM30, Shadow Ball, is in the Bag.
- All five Ecruteak Dance Theater Kimono Girls have been defeated.
- The man near the stage has awarded HM03 Surf.
- HM03 Surf is in the Bag and can be taught to a compatible Pokémon.
- The party is prepared to Surf from Olivine City across Routes 40 and 41 to Cianwood City.
- The game has been saved after obtaining Surf.
Olivine City and the Lighthouse — Rescue and Access
Investigate the sick Ampharos in Olivine Lighthouse, speak with Jasmine, cross Routes 40 and 41 by Surf to Cianwood City, and obtain the SecretPotion from the pharmacy. Stop after receiving the medicine. The next chapter begins in Cianwood with Chuck’s Gym; the return to Olivine and the use of the SecretPotion on Ampharos belong there.
Reach the top of Olivine Lighthouse
After arriving in Olivine City, heal at the Pokémon Center and enter the lighthouse on the southeastern side of town. The Olivine Gym is unavailable because Jasmine is caring for the sick Ampharos that powers the lighthouse.
Climb through the lighthouse and battle the trainers that block the stairways. The upper floors contain openings through which you can drop to lower floors, so the route back out is shorter than the route up. You do not need to collect every item or defeat every trainer before continuing, but the battles provide useful experience for the upcoming Cianwood and Olivine Gym sequence.
Continue upward until you reach Jasmine beside Ampharos, whom she calls Amphy. Speak with Jasmine and agree to travel to Cianwood City for medicine. This conversation activates the SecretPotion event. If you have not spoken with Jasmine, the pharmacist will not give you the medicine when you reach Cianwood.
- Heal before entering the lighthouse.
- Reach the upper floor and speak with Jasmine beside Ampharos.
- Accept the request to obtain medicine in Cianwood City.
Prepare for the ocean crossing
Leave the lighthouse and return to Olivine’s Pokémon Center before starting the trip. You must already have Surf available on a Pokémon in your party. In the normal story route, Surf is obtained in Ecruteak City before this chapter; the lighthouse event does not grant Surf or open a separate shortcut to Cianwood.
Restock healing items and consider carrying an Antidote or other status recovery. Routes 40 and 41 contain frequent wild Tentacool encounters and several Swimmer battles. Repels are optional, but they can reduce interruptions while you are trying to follow the route.
Save in Olivine if you want a reliable recovery point before the crossing. Keep enough PP for Surf and your main attacks, since the trip includes both wild encounters and optional trainers.
- Have a party Pokémon that knows Surf.
- Heal in Olivine before leaving.
- Carry enough healing and status-recovery items for the crossing.
- Save before entering Route 40 if desired.
Surf south through Route 40
Exit Olivine from the western side and enter Route 40. Step onto the water and Surf south. There is no land route around this section; Cianwood is reached by following the ocean route.
Move past or battle the Swimmers according to your team’s condition. Electric-type attacks are useful against many Water-type opponents, while a Pokémon with strong neutral damage is safer when you do not know an opponent’s moves. Wild Tentacool can inflict Poison, so check party status after battles and cure poison before it causes repeated damage during the journey.
Continue south until the route changes to Route 41. If your party is badly weakened, use the available land sections to manage your team, but do not leave the route without a Surf user. The goal is the western city across the sea, not the Whirl Islands entrances visible farther along the route.
- Enter Route 40 from Olivine’s west side.
- Surf south until you reach Route 41.
- Monitor HP, PP, and poison during the crossing.
Cross Route 41 and arrive at Cianwood
On Route 41, Surf west toward Cianwood City. The route is a broad water area with islands and whirlpool barriers. Follow the open-water passages around the barriers; you do not need Whirlpool to reach Cianwood.
Do not attempt to pass through the whirlpools or enter the Whirl Islands during this trip. In the original Silver Version, those barriers remain impassable until you obtain HM06 Whirlpool later in the Team Rocket storyline. The blocked island entrances are optional content and are not part of Jasmine’s medicine errand.
Use the islands and shorelines as visual landmarks while moving west. When you reach Cianwood, enter the Pokémon Center and heal. The next objective is the pharmacy, not the Whirl Islands.
- Surf west through the open passages of Route 41.
- Leave the whirlpool barriers alone.
- Reach Cianwood City and heal at the Pokémon Center.
Obtain the SecretPotion from the pharmacy
The Cianwood City Pharmacy is on the southern side of town. Enter and speak with the shopkeeper. Because you spoke with Jasmine at the top of Olivine Lighthouse, the pharmacist gives you the SecretPotion.
The SecretPotion is a key item for Ampharos; it is not a normal Potion and cannot be used to restore the HP of a party Pokémon. Once you receive it, the immediate objective of this chapter is complete.
The pharmacy sells traditional medicine and recovery supplies after giving you the SecretPotion. Restock if necessary, but do not treat the pharmacy visit as a substitute for healing at the Pokémon Center. Cianwood’s Gym, Chuck, HM02 Fly, and the return journey are handled in the next chapter.
- Visit the pharmacy on Cianwood’s south side.
- Receive the SecretPotion after speaking with Jasmine first.
- Confirm that the medicine is in your Key Items.
- Heal and prepare for the next chapter’s Cianwood Gym sequence.
Keep the later Whirl Islands objective separate
The Whirl Islands are part of a later optional Silver-specific objective. To enter them, you need Surf and HM06 Whirlpool. HM06 is obtained after helping Lance defeat Team Rocket in Mahogany Town, so the whirlpool barriers on Route 41 cannot be crossed yet.
Lugia also requires the Silver Wing in the original Pokémon Silver Version. After the Goldenrod Radio Tower takeover is cleared later in the story, the Radio Tower director gives the Silver Wing. It is not obtained from Jasmine, the Cianwood Pharmacy, Chuck, or the lighthouse.
When you eventually pursue Lugia, bring Surf, Whirlpool, and Flash for the dark cave sections, and save before approaching the encounter. Status effects such as sleep or paralysis make capture attempts more manageable, while Great Balls, Ultra Balls, or the Master Ball are available according to your preferred risk level. None of these later preparations is required to obtain the SecretPotion now.
- Remember that Cianwood can be reached with Surf alone.
- Obtain HM06 Whirlpool later before entering the Whirl Islands.
- Obtain the Silver Wing from the Goldenrod Radio Tower director in Silver.
- Bring Flash as well as Surf and Whirlpool for the eventual Lugia trip.
Before you move on
- You have spoken with Jasmine beside Ampharos at the top of Olivine Lighthouse.
- You have crossed Routes 40 and 41 and reached Cianwood City.
- The Cianwood pharmacy has given you the SecretPotion.
- The SecretPotion is recorded among your Key Items.
- The next chapter can begin with Chuck’s Cianwood Gym rather than repeating the lighthouse investigation or pharmacy trip.
- You understand that Whirlpool and the Silver Wing are later requirements for the optional Lugia objective.
References for this chapter
- Walkthrough: Pokémon Gold and Silver/Part 10 — original Game Boy Color walkthrough
- Storm Badge - A Lighthouse and An Ocean Crossing — Pokémon Silver Version Walkthrough & Guide
- Pokémon Gold and Silver Versions - Bulbapedia
- Pokémon Gold and Silver/Whirl Islands — Silver Wing and Whirlpool requirements
Cianwood City Gym, HM02 Fly and the SecretPotion return
Begin with SecretPotion already in your inventory and your party in Cianwood City. Defeat Chuck in the original Game Boy Color Cianwood Gym, receive the Storm Badge and TM01 DynamicPunch, then collect HM02 Fly from Chuck’s wife. Return to Olivine, use SecretPotion on Ampharos, and defeat Jasmine for the Mineral Badge and TM23 Iron Tail. This completes the sixth Johto Gym and ends the chapter with your party healed and saved for the later Mahogany Town storyline. The Amulet Coin is an unrelated optional item available during the later Goldenrod Team Rocket events.
Confirm your starting position and prepare for Cianwood Gym
You should already have SecretPotion from the Cianwood Pharmacy and should still be in or near Cianwood City. Do not repeat the earlier Glitter Lighthouse investigation, the Surf journey across Routes 40 and 41, or the pharmacy visit. The immediate objective is Chuck’s Gym.
Before entering, make sure one Pokémon knows HM04 Strength. In the original Pokémon Silver, Strength is obtained from the sailor inside Olivine Café, west of the Olivine Pokémon Center. Whitney’s Plain Badge allows Strength to be used outside battle, so this prerequisite should already be complete. Teach Strength to a Pokémon that can carry the field move without sacrificing an important attack on your main battler.
Heal at the Cianwood Pokémon Center, save, and bring several healing items. Chuck’s Pokémon are level 27 and level 30, so a team in the high twenties is a sensible target. A lower-level team can still win with good type coverage, but do not depend on one fragile Pokémon. Psychic-, Flying-, Electric-, and Grass-type attacks are especially useful here.
- Start the chapter with SecretPotion already in the inventory.
- Have a party member that knows Strength.
- Heal and save at the Cianwood Pokémon Center.
- Prepare answers for level 27 Primeape and level 30 Poliwrath.
Navigate the original Cianwood Gym
The original Silver Gym has three Gym Trainers before the boulder obstacle. Defeat them, then reach the three boulders blocking the central route. Use Strength and push the left and right boulders upward. Push the center boulder to either side so that the passage opens toward Chuck.
Examine the spaces around each boulder before pushing. Do not push one into a position that seals the route against a wall. If the arrangement becomes unusable, leave the Gym and re-enter to reset the boulders. The original Gold and Silver layout does not use the waterfall mechanism or stair arrangement found in HeartGold and SoulSilver.
After opening the passage, defeat the remaining Gym Trainer before Chuck. Return to the Pokémon Center if your team has lost substantial health or accumulated status conditions. Save before speaking to Chuck so you can retry the battle without repeating the Gym.
- Defeat the three Trainers before the boulders.
- Use Strength to move the three boulders.
- Open the central route without trapping a boulder.
- Defeat the Trainer beyond the boulders.
- Heal and save before challenging Chuck.
Defeat Chuck’s original Silver team
Chuck leads with Primeape at level 27. Its moves are Leer, Rage, Karate Chop, and Fury Swipes. Psychic- and Flying-type attacks are strong choices. A Ghost-type avoids Primeape’s Fighting-type attacks, although you should still watch for its non-Fighting moves. If Primeape uses Leer, avoid giving it several turns to build damage against a physically vulnerable Pokémon.
Chuck’s level 30 Poliwrath is the more dangerous opponent. It knows Hypnosis, Mind Reader, Surf, and DynamicPunch. Hypnosis may put your active Pokémon to sleep. Mind Reader makes the following attack connect, allowing DynamicPunch to land despite its normal accuracy problems. DynamicPunch also causes confusion when it hits.
Use Psychic- or Flying-type attacks if your Pokémon can survive Poliwrath’s Surf. Electric- and Grass-type moves are also super effective because Poliwrath is both Water- and Fighting-type. A Ghost-type is useful against Primeape but is not a complete Poliwrath answer: Surf hits Ghost-types normally, and Hypnosis can still disable them. Carry Awakening, Full Heal, or another status remedy. Switch out a sleeping or badly confused Pokémon if leaving it in would risk losing your main counter.
- Use Psychic or Flying coverage against Primeape when possible.
- Use Electric or Grass coverage against Poliwrath.
- Remember that Poliwrath’s Surf affects Ghost-types normally.
- Bring items that cure sleep and confusion.
- Keep your best Poliwrath counter healthy for the second half of the battle.
Collect the Storm Badge, TM01 and HM02 Fly
Lead with a reliable Primeape counter and save your strongest Poliwrath answer for Chuck’s second Pokémon. Attack promptly rather than spending several turns setting up. If Poliwrath uses Hypnosis, cure sleep when necessary instead of allowing it to combine sleep with Mind Reader and DynamicPunch.
Defeating Chuck awards the Storm Badge and TM01 DynamicPunch. The Storm Badge raises the obedience limit for traded Pokémon to level 70 and permits Fly to be used outside battle. Chuck does not give you HM02.
Leave the Gym and speak with the woman standing outside. She is Chuck’s wife and gives you HM02 Fly after you earn the badge. Fly is optional as an attack but extremely useful for the return to Olivine. Teach it to a Flying-type Pokémon you are willing to keep available for travel.
- Defeat Primeape and Poliwrath.
- Receive the Storm Badge.
- Receive TM01 DynamicPunch.
- Speak with Chuck’s wife outside the Gym.
- Receive HM02 Fly.
Return to Olivine and use SecretPotion on Ampharos
Use Fly to return to Olivine City if you taught the move. If you did not, travel back over Routes 41 and 40 with Surf. The earlier ocean-crossing directions do not need to be repeated; the required destination is the top of Olivine Lighthouse.
Climb to the top of the Lighthouse and speak with Jasmine beside the sick Ampharos. When the event asks whether you want to use SecretPotion, choose Yes. The medicine is used through the conversation with Jasmine rather than as a normal battle item. Ampharos recovers, and Jasmine leaves the Lighthouse for the Olivine Gym.
Heal your party before entering the Gym. Jasmine will not battle until the Ampharos event is complete, so this conversation is the required trigger for the sixth Gym challenge.
- Return to Olivine after obtaining HM02 Fly.
- Reach Jasmine and Ampharos at the top of the Lighthouse.
- Use SecretPotion through the event prompt.
- Confirm that Jasmine has left for the Olivine Gym.
- Heal before entering the Gym.
Defeat Jasmine for the Mineral Badge
The original Olivine Gym has no Gym Trainers. Speak with Jasmine to begin the battle. Her first two Pokémon are level 30 Magnemite. Each knows Thunderbolt, Supersonic, Sonicboom, and Thunder Wave. Her final Pokémon is a level 35 Steelix with Screech, Sunny Day, Rock Throw, and Iron Tail.
Fire- and Ground-type attacks are the most direct answers. A strong Fire-type can handle both Magnemite and Steelix, but remember that Magnemite is also Electric-type and can use Thunderbolt, Supersonic, and Thunder Wave. Ground-type moves are effective against Magnemite and Steelix, although Steelix’s high Defense can make physical attacks less reliable if your attacker is weak.
Water-type attacks are useful against Steelix, but do not rely on a Water-type for the entire battle because the Magnemite are immune to Ground but vulnerable to Fire and Fighting, while Electric attacks threaten Water-types. If Jasmine’s Magnemite inflict paralysis or confusion, cure the condition or switch to a healthy attacker rather than allowing repeated status turns to decide the battle.
Defeating Jasmine awards the Mineral Badge and TM23 Iron Tail. The Mineral Badge raises your Pokémon’s Defense and completes the sixth Johto badge. It is not necessary to use Iron Tail immediately; keep the TM until you know which Pokémon benefits from it.
- Defeat both level 30 Magnemite.
- Defeat level 35 Steelix.
- Use Fire, Ground, or suitable Water coverage strategically.
- Receive the Mineral Badge.
- Receive TM23 Iron Tail.
Heal, save and hand off to the Mahogany storyline
After Jasmine’s battle, visit the Olivine Pokémon Center and restore the entire party. Save after healing so the completed Gym progress is recorded. Your Trainer Card should now show six Johto Badges: Zephyr, Hive, Plain, Fog, Storm, and Mineral.
The next required storyline destination is Mahogany Town. The later route proceeds through Ecruteak and Route 42 toward Mahogany, where the Lake of Rage and Team Rocket events lead into Pryce’s Gym and the deferred Goldenrod Radio Tower takeover. Do not treat the Amulet Coin as part of this Cianwood or Olivine sequence.
- Heal the complete party in Olivine.
- Save after receiving the Mineral Badge.
- Verify that six Johto Badges are displayed.
- Prepare to travel toward Mahogany Town through Ecruteak and Route 42.
Optional: collect the Amulet Coin later
The Amulet Coin is unrelated to SecretPotion, Chuck, HM02 Fly, the Storm Badge, and Jasmine’s Gym battle. In the original Silver, it is found in the Goldenrod Department Store basement, in the northeast room reached through the Goldenrod Tunnel warehouse during the later Team Rocket takeover.
Wait until the Goldenrod Radio Tower and Underground events have opened the warehouse route. The basement contains a changing crate arrangement, so the item may require navigating the switches and returning through the warehouse route. A Pokémon holding the Amulet Coin doubles prize money from Trainer battles when that Pokémon participates. It is useful for purchasing healing items and Poké Balls, but it is optional and has no effect on the SecretPotion event.
- Treat the Amulet Coin as optional.
- Wait until the later Goldenrod Team Rocket events open the warehouse route.
- Reach the northeast room of the Goldenrod Department Store basement.
- Give the item to a Pokémon that regularly participates in Trainer battles if desired.
Before you move on
- SecretPotion was already in the inventory at the start of the chapter and has been used on Ampharos.
- Ampharos has recovered and Jasmine has moved to the Olivine Gym.
- Chuck has been defeated and the Storm Badge is displayed on the Trainer Card.
- TM01 DynamicPunch is in the Bag.
- HM02 Fly has been received from Chuck’s wife.
- Jasmine has been defeated with her original Silver team.
- The Mineral Badge is displayed on the Trainer Card.
- TM23 Iron Tail is in the Bag.
- The party has been healed and the game has been saved after Jasmine’s battle.
- The Trainer Card shows six Johto Badges: Zephyr, Hive, Plain, Fog, Storm, and Mineral.
- The next required objective is the Mahogany Town and Lake of Rage storyline.
- The optional Amulet Coin is in the inventory only if the later Goldenrod basement item was collected.
Mahogany Town and Pryce
After completing the Olivine Lighthouse event and defeating Jasmine, travel through Ecruteak City and Route 42 to Mahogany Town. Investigate the Red Gyarados at the Lake of Rage, enter Team Rocket’s hidden Mahogany Hideout with Lance, disable the transmitter, and receive HM06 Whirlpool from Lance. Then defeat Pryce for the Glacier Badge and TM16 Icy Wind. Professor Elm’s call afterward sends you to the Goldenrod Radio Tower. Complete that takeover before finishing Clair’s Gym storyline, although Route 44, the Ice Path, and Blackthorn City are available after Pryce’s seventh Johto badge in the original Pokémon Silver Version.
Travel from Olivine City to Mahogany Town
Begin this chapter after using the SecretPotion on Ampharos and defeating Jasmine in Olivine City. If Ecruteak City is registered as a Fly destination, Fly there; otherwise follow the established roads back to Ecruteak. Leave through Ecruteak’s eastern gate and follow Route 42 east to Mahogany Town.
Mt. Mortar lies along Route 42, but entering it is optional and is not part of the required route. Heal at the Mahogany Pokémon Center and stock Potions or stronger recovery items, status-curing items, Poké Balls, and a few escape options if your party is not comfortable in caves.
The Mahogany Gym is unavailable while Team Rocket controls the town’s operation. Your immediate objectives are the Lake of Rage investigation and the hidden headquarters beneath the suspicious shop. A party with several Pokémon around the upper twenties is suitable for the trainers ahead; do not depend on one damaged lead Pokémon for every battle.
- Start after Jasmine has been defeated and Ampharos has been healed.
- Reach Ecruteak City and follow Route 42 to Mahogany Town.
- Heal and restock before entering Route 43.
- Leave Mt. Mortar optional unless you specifically want its items or encounters.
Investigate the Lake of Rage
Leave Mahogany Town through the northern gate and follow Route 43 to the Lake of Rage. Continue north to the lake, then use Surf to reach the Red Gyarados. The Red Gyarados is a fixed level 30 shiny encounter in the original Silver release.
Save before interacting with it if you want to capture it. Reduce its HP carefully and use sleep or paralysis before throwing Great Balls or other appropriate Poké Balls. Avoid an attack that might knock it out with a critical hit. You can also defeat it, but catching it is useful and preserves the unique encounter.
After the battle, obtain the Red Scale. It can later be exchanged with Mr. Pokémon on Route 30 for the Exp. Share, but that detour is optional and does not advance this chapter. Speak with Lance near the lake after the encounter. He explains that Team Rocket’s radio signal is forcing Magikarp to evolve and asks you to return to Mahogany Town.
Enter the suspicious shop near the Pokémon Center. Lance reveals the hidden staircase to Team Rocket’s Mahogany Hideout.
- Reach the Lake of Rage through Route 43.
- Save before the level 30 Red Gyarados encounter if you want to capture it.
- Catch or defeat the Red Gyarados.
- Obtain the Red Scale.
- Speak with Lance beside the lake.
Clear Team Rocket’s Mahogany Hideout
Follow Lance through the hidden entrance. The first floor contains Persian statues that trigger Rocket battles. Defeat the nearby Grunts, then use the computer switch to disable the statue alarms before exploring further. On the next floor, Lance can restore your party, so use that healing opportunity before continuing.
On the password floor, defeat the two required Grunts and speak to them afterward. They provide the passwords Slowpoketail and Raticatetail. Return to the locked office door and enter both passwords. Silver appears during this section but does not battle you here.
Defeat the Rocket Executive inside the office. Afterward, speak with the Murkrow near the desk. It reveals the separate password Hail Giovanni. Return to the locked door leading toward the transmitter room and use that password.
Two Rocket members confront you near the transmitter controls. Lance handles one opponent while you fight the other; this is not a double battle in the original Game Boy Color release. Afterward, proceed to the generator room, where six Electrode power the radio transmitter.
- Enter the hideout through the Mahogany shop.
- Use the statue-area computer switch to reduce unnecessary battles.
- Obtain Slowpoketail and Raticatetail.
- Open the office door and defeat the Rocket Executive.
- Speak with Murkrow to learn Hail Giovanni.
- Reach the transmitter room.
Disable the transmitter and receive HM06 Whirlpool
The transmitter is powered by six Electrode. You battle the three on your side while Lance handles the other three. You may catch or defeat your three Electrode, but watch for Selfdestruct and avoid sending a fragile Pokémon against one that is already low on HP.
Once the transmitter is disabled, Lance rewards you with HM06 Whirlpool. This is the source of Whirlpool in this chapter; Pryce does not award the HM. Teach it to a compatible Pokémon if you want it prepared for later water routes, but the move cannot be used outside battle until you have Pryce’s Glacier Badge.
Leave the hideout and heal. With Team Rocket removed from Mahogany Town, the Gym is now open.
- Defeat or catch the three Electrode assigned to you.
- Receive HM06 Whirlpool from Lance.
- Heal before entering the Gym.
- Remember that outdoor Whirlpool use requires Pryce’s Glacier Badge.
Prepare for Pryce
Pryce’s original Silver team is Seel at level 27, Dewgong at level 29, and Piloswine at level 31. A balanced party in roughly the upper twenties to low thirties is a practical target. Train more than one dependable Pokémon so a critical hit, Rest, or Speed reduction does not end the attempt.
Electric attacks work well against Seel and Dewgong. Grass attacks are also useful against the Water-type pair, although Dewgong’s Ice typing makes Fire and other coverage choices worth considering. Piloswine is Ground/Ice, so Electric attacks have no effect. Use Water, Fighting, Fire, Grass, Steel, or Rock attacks against it.
Dewgong may use Rest, and Icy Wind can reduce Speed. Carry healing items and status recovery. A Water-type is convenient because it can use Surf later, but it is not mandatory for this Gym.
- Raise several Pokémon to the upper twenties or higher.
- Prepare Electric or Grass coverage for Seel and Dewgong.
- Prepare non-Electric coverage for Piloswine.
- Carry healing items and account for Rest and Icy Wind.
Solve the Gym puzzle and defeat Pryce
Mahogany Gym uses one slippery ice-floor puzzle in the original Game Boy Color game. When you step onto the ice, you slide until you reach a wall, pillar, trainer, or normal floor. Use the fixed obstacles to redirect each slide toward the central route. If you end in a bad position, step back onto normal floor and begin that section again rather than trying to force a diagonal route.
Fight Gym trainers for experience if needed, then heal before challenging Pryce. Use Electric or Grass coverage against Seel and Dewgong, switching to your Piloswine counter when necessary.
After victory, Pryce awards the Glacier Badge and TM16 Icy Wind. The Glacier Badge, not the act of receiving HM06 itself, enables Whirlpool outside battle. Leave the Gym and answer Professor Elm’s call about the Goldenrod Radio Tower takeover.
- Complete the original single-room sliding puzzle.
- Defeat Seel, Dewgong, and Piloswine.
- Receive the Glacier Badge and TM16 Icy Wind from Pryce.
- Confirm that Whirlpool can now be used outside battle.
- Answer Professor Elm’s call.
Complete Goldenrod Radio Tower before finishing Clair’s storyline
After Pryce, Route 44 and the Ice Path are open because you now hold seven Johto badges. You may travel east to Blackthorn City first, but the cleaner order is to Fly directly to Goldenrod City and resolve the Radio Tower takeover immediately. Reaching Blackthorn does not let you finish Clair’s Gym progression while Team Rocket still controls the tower.
In Goldenrod Radio Tower, climb to the upper floor and defeat the impostor Director. He gives you the Basement Key. Enter the Goldenrod Underground through the appropriate entrance, use the key on the locked door, and proceed into the Underground Warehouse.
Silver battles you in the warehouse, so heal before entering if necessary. After defeating him, work through the shutter maze and rescue the real Director. He gives you the Card Key. Return to Radio Tower, use the Card Key on the locked third-floor shutter, continue upward, defeat the remaining Rocket members and Executive, and end the takeover.
Speak with the rescued Director after Team Rocket has been expelled. In Pokémon Silver he gives you the Silver Wing. This item is required for Silver’s Lugia event but is not required for Route 44, the Ice Path, Blackthorn City, the remaining Johto badges, or the Pokémon League.
Once the tower is cleared, heal and continue from Mahogany through Route 44 and the Ice Path, or resume in Blackthorn if you already traveled there. The next chapter covers Blackthorn City, Clair, the Dragon’s Den trial, and the Rising Badge.
- Complete the Radio Tower takeover immediately or plan to return before finishing Clair’s storyline.
- Defeat the impostor Director and obtain the Basement Key.
- Enter the Goldenrod Underground Warehouse.
- Defeat Silver in the warehouse.
- Rescue the real Director and receive the Card Key.
- Use the Card Key on the Radio Tower shutter.
- Expel Team Rocket from the tower.
- Receive the Silver Wing in Pokémon Silver.
- Proceed to Blackthorn City and the Ice Path after the takeover is complete.
Before you move on
- The Red Gyarados was caught or defeated and the Red Scale was obtained.
- Team Rocket’s Mahogany Hideout was cleared.
- The transmitter was disabled and Lance awarded HM06 Whirlpool.
- Pryce was defeated and awarded the Glacier Badge and TM16 Icy Wind.
- Whirlpool works outside battle after receiving the Glacier Badge.
- Professor Elm called about the Goldenrod Radio Tower.
- Route 44 and the Ice Path are accessible after the seventh badge.
- The impostor Director was defeated and the Basement Key was obtained.
- Silver was defeated in the Goldenrod Underground Warehouse.
- The real Director was rescued and gave you the Card Key.
- The Card Key opened the Radio Tower shutter.
- Team Rocket was expelled from the Radio Tower.
- The Radio Director gave you the Silver Wing.
- The next objective is Blackthorn City, the Ice Path if needed, and Clair’s Gym.
References for this chapter
- Walkthrough: Pokémon Gold and Silver, Part 12, original Game Boy Color iteration
- Gold/Silver/Crystal Walkthrough: Mahogany Town
- Mahogany Town walkthrough, Pokémon Gold, Silver, and Crystal
- Goldenrod Tunnel, original Gold, Silver, and Crystal details
- Radio Director item rewards and Card Key progression
- Pokémon Gold and Silver Radio Tower guide
Blackthorn City and Clair — Dragon-type challenge
After defeating Pryce and earning the seventh Johto Badge, leave Mahogany Town through Route 44 and cross the original Game Boy Color Ice Path to reach Blackthorn City. The eastern route can be attempted at this point, but Clair’s Gym progression requires the Goldenrod Radio Tower takeover to be complete. Collect HM07 Waterfall in Ice Path, defeat Clair’s original Silver team, retrieve the Dragon Fang from Dragon’s Den, and receive the Rising Badge and TM24 DragonBreath. The chapter ends with all eight Johto Badges and usable outdoor Waterfall access.
Begin from Mahogany Town after Pryce
Once Pryce has awarded the Glacier Badge, heal in Mahogany Town and prepare to travel east. Route 44 lies directly east of town. You may begin this journey before returning to Goldenrod, so do not treat Team Rocket’s defeat as the condition that opens the road to Ice Path.
You must complete the Goldenrod Radio Tower takeover before Clair’s Gym challenge can proceed. If you have not yet rescued the real Director, obtained the Card Key, and expelled Team Rocket from the tower, do that before trying to challenge Clair. The route and the Gym progression are separate checkpoints: begin the eastern journey after Pryce, but finish the Radio Tower event before the Blackthorn Gym battle.
Bring a Pokémon that knows Strength, Surf, and Whirlpool access through your party or PC. Strength is needed for the original Ice Path boulder section and the Blackthorn Gym puzzle. Surf and Whirlpool are needed after Clair’s battle in Dragon’s Den. Restore move PP and carry Paralyze Heals, Full Heals, or other status recovery because Clair’s Pokémon can use Thunder Wave and DragonBreath.
- Defeat Pryce and obtain the Glacier Badge.
- Start east from Mahogany Town through Route 44.
- Complete the Goldenrod Radio Tower takeover before challenging Clair.
- Have access to Strength, Surf, and Whirlpool.
- Heal and restore PP before entering Ice Path.
Cross Route 44 and enter the original Ice Path
Follow Route 44 east from Mahogany Town. The route contains trainers, grass, ponds, and optional item branches. Battle the trainers if your team needs experience, or avoid some of them if you are already near the recommended level range for Blackthorn. Continue east until you reach the Ice Path entrance.
Use a map or the fixed landmarks in the cave rather than relying on HeartGold or SoulSilver directions. The original Silver Ice Path has its own layout and sliding-floor puzzles; it is not the expanded remake dungeon and it does not use Crystal’s redesigned appearance and arrangements.
On an ice tile, you continue sliding until you hit a wall, rock, or other stopping point. Plan each slide from the surrounding walls and rocks. If an encounter or an incorrect move leaves you in an awkward position, stop and identify the nearest fixed landmark before moving again. The early ice section leads onward through ordinary cave floors, ladders, ledges, and additional sliding areas.
- Follow Route 44 east from Mahogany Town.
- Enter the original Silver Ice Path.
- Use the Game Boy Color layout, not a Crystal or remake map.
- Treat walls and rocks as stopping points on ice.
Collect HM07 Waterfall and clear the boulder section
Search the Ice Path side areas as you advance. HM07 Waterfall is found inside the cave. In original Gold and Silver, collecting it is not required merely to leave Ice Path, but it is required for the later route to the Pokémon League and should be collected now. The Rising Badge is needed before Waterfall can be used outside battle.
You will reach a room containing four movable boulders and four holes. Use Strength to push one boulder into each hole. Plan the order of your pushes so that no boulder is trapped against a wall or in a corner. If the room becomes unsolvable, leave the room and re-enter to reset the boulder positions, then try again.
After the four holes are filled, use the opened paths and ladders to continue through the lower part of the cave. Optional items include useful supplies such as healing items and held items, but none of them is required for Clair. Follow the exit route and emerge in Blackthorn City.
- Pick up HM07 Waterfall.
- Use Strength to place all four boulders into holes.
- Reset the room by leaving and re-entering if a boulder is trapped.
- Exit Ice Path and enter Blackthorn City.
Prepare for Blackthorn Gym
Heal at the Blackthorn Pokémon Center and confirm that the Goldenrod Radio Tower event is complete. If an official-looking Gym attendant still prevents the challenge, return to Goldenrod and finish the Radio Tower sequence before trying again.
A party averaging about levels 35 to 40 is a practical target because Clair’s team ranges from level 37 to level 40. You do not need to grind every Pokémon to the same level, but avoid relying on one attacker. Bring an Ice attacker for the three Dragonair and a second durable attacker for Kingdra.
In Generation II, Dragon-type Pokémon resist Fire, Water, Grass, and Electric attacks. The three Dragonair are pure Dragon type and are weak to Ice. Clair’s Kingdra is Water and Dragon type; in this generation it has no four-times weakness, and Ice and Electric attacks are neutral. Dragon-type attacks are super effective against it, but strong neutral attacks and status support are realistic alternatives if you lack a Dragon move.
Do not assume that one Ice specialist will carry the whole battle. Thunder Wave can paralyze it, and one Dragonair carries Ice Beam while another carries Thunderbolt. Keep a second attacker healthy, bring status recovery, and save before entering the Gym Leader battle.
- Heal in Blackthorn City.
- Confirm the Goldenrod Radio Tower takeover is complete.
- Aim for a party around levels 35 to 40.
- Bring Ice coverage and a second reliable attacker.
- Carry paralysis cures or Full Heals.
- Save before speaking to Clair.
Solve the Gym puzzle and defeat Clair
Enter Blackthorn Gym and climb to the upper floor. The original Generation II Gym uses a Strength puzzle: push the boulders into the correct positions so they form routes across the lava on the lower floor. Push carefully because a poor placement can block the route. If necessary, leave and re-enter the Gym to reset the puzzle.
Clair uses three level 37 Dragonair followed by a level 40 Kingdra. The Dragonair have DragonBreath, Slam, and Thunder Wave, with additional coverage distributed among Surf, Thunderbolt, and Ice Beam. Kingdra uses Smokescreen, Surf, Hyper Beam, and DragonBreath.
Use Ice attacks against the Dragonair whenever the matchup is safe. Avoid leaving a Water- or Flying-type exposed to the Dragonair carrying Thunderbolt, and do not leave a Grass-type in front of the Dragonair carrying Ice Beam. Against Kingdra, use your strongest dependable attacks rather than expecting Ice or Electric to score super-effective damage. A Dragon move is super effective, but it is not necessary if your team has sufficient level, power, and healing support.
If Clair wins, return to the Pokémon Center, restore PP, cure paralysis, and change your lead order. The Gym trainers and Route 44 provide extra experience, but repeatedly challenging Clair without improving your coverage or supplies is less effective than preparing a second answer to Kingdra.
- Complete the original Strength bridge puzzle.
- Defeat three level 37 Dragonair.
- Defeat Clair’s level 40 Kingdra.
- Use Ice against Dragonair when safe.
- Preserve a second attacker for Kingdra.
- Restore PP and status before retrying after a loss.
Enter Dragon’s Den and retrieve the Dragon Fang
Clair does not hand over the Rising Badge immediately after the battle. Leave the Gym, heal, and go to the cave entrance behind it. The Dragon’s Den entrance becomes available after Clair is defeated.
Enter with Surf and Whirlpool available. In the original Silver version, follow the water route through the cave, then use Whirlpool at the obstacle blocking the route toward the eastern land area. Continue around the water and land at the eastern side. The required item is the Dragon Fang, found in an item ball on the far eastern land section.
Do not follow Crystal’s Dragon Shrine quiz or HeartGold and SoulSilver’s expanded shrine instructions. Those are different releases. In original Gold and Silver, collecting the Dragon Fang is the trial Clair requires.
When the Dragon Fang is collected, Clair appears in Dragon’s Den and awards the Rising Badge and TM24 DragonBreath. The badge allows HM07 Waterfall to be used outside battle. Waterfall is now available for the route toward Tohjo Falls and the Pokémon League.
- Defeat Clair before entering Dragon’s Den.
- Reach the cave behind Blackthorn Gym.
- Use Surf and Whirlpool to reach the eastern item area.
- Collect the Dragon Fang.
- Receive the Rising Badge and TM24 DragonBreath from Clair in Dragon’s Den.
- Confirm that HM07 Waterfall works outside battle.
Confirm completion and leave Blackthorn
Heal after Clair’s Dragon’s Den scene and check the Trainer Card. It should now show all eight Johto Badges. Confirm that HM07 Waterfall and TM24 DragonBreath are in the Bag, and keep access to Surf, Whirlpool, Strength, and Waterfall available for the next chapters.
The next route begins from New Bark Town and leads across Route 27, Tohjo Falls, Route 26, and the Pokémon League reception gate. Do not repeat the Ice Path, Blackthorn Gym, or Dragon’s Den walkthrough after this point. Before leaving, restock healing items and restore the party so the League route can begin with a prepared team.
- The Trainer Card shows all eight Johto Badges.
- The Dragon Fang trial is complete.
- Clair has awarded the Rising Badge in Dragon’s Den.
- TM24 DragonBreath is in the Bag.
- HM07 Waterfall is in the Bag and usable outside battle.
- The party is healed and prepared for the League route.
Before you move on
- Route 44 and the original Silver Ice Path have been crossed.
- HM07 Waterfall has been collected.
- Clair’s three level 37 Dragonair and level 40 Kingdra have been defeated.
- The Dragon Fang has been collected in Dragon’s Den.
- Clair has awarded the Rising Badge and TM24 DragonBreath.
- The Trainer Card displays all eight Johto Badges.
- Waterfall can be used outside battle.
- The party is healed and ready for the Route 27 and Pokémon League approach.
References for this chapter
- Rising Badge - Route 44 and Ice Path - Pokemon Silver Version Walkthrough & Guide
- Pokémon Gold and Silver Versions - Bulbapedia
- Ice Path - Bulbapedia
- Pokémon Gold and Silver/Ice Path — StrategyWiki
- Pokémon Gold & Silver - Gym Leaders
- Clair - Bulbapedia
- Dragon's Den - Bulbapedia
- Blackthorn City Gym — Bulbapedia
Collecting Key HMs and the Route to Victory Road
Begin after Clair has awarded the Rising Badge and TM24 DragonBreath. Confirm the field moves needed for the final overland route, return to New Bark Town, cross Route 27 and Tohjo Falls, pass through Route 26, and reach the Pokémon League reception gate. Stop at the Victory Road entrance. Victory Road itself, Rival Silver, Route 23, and final League preparation belong to the next chapter.
Confirm the post-Clair requirements before leaving Blackthorn
You should already have all eight Johto Badges, including the Rising Badge, and HM07 Waterfall should be in your Bag from the Ice Path. The Rising Badge allows Waterfall to be used outside battle. This chapter does not repeat the Dragon’s Den trial, Dragon Fang objective, or Clair battle.
Check your party before starting the trip. At least one Pokémon must know Surf, and at least one compatible Pokémon must know Waterfall. Whirlpool is not required for the direct route from New Bark Town to the Pokémon League reception gate, although keeping HM06 available is useful for optional water areas.
Restore HP and PP in Blackthorn City before beginning the journey. The route ahead has trainers but no Pokémon Center between New Bark Town and the Pokémon League reception area.
- Clair has awarded the Rising Badge.
- All eight Johto Badges are displayed in the Badge Case.
- HM07 Waterfall is in the Bag and usable outside battle.
- A current party member can use Surf.
- A current party member can use Waterfall.
Audit the important HMs and field moves
HM03 Surf is obtained in Ecruteak City’s Dance Theater after defeating the Kimono Girls. It is required to leave New Bark Town by the eastern water route. HM07 Waterfall is found in the Ice Path and is required to cross Tohjo Falls.
HM04 Strength comes from the sailor in the house near the Olivine City Pokémon Center. Strength is useful for optional exploration and item branches, but it is not required to cross original Pokémon Gold and Silver’s Victory Road. Do not import the boulder requirements from HeartGold or SoulSilver.
HM06 Whirlpool is received from Lance during the Team Rocket hideout sequence in Mahogany Town. It is not needed for the main route in this chapter. HM02 Fly, obtained from Chuck’s wife in Cianwood City after Chuck is defeated, is also optional for this journey. HM05 Flash comes from the head monk in Sprout Tower and is unnecessary for the route ahead.
Keep Surf on a Pokémon that you intend to use in battle if possible. Waterfall is less important as a battle move in Generation II, so it can be placed on a compatible utility Pokémon if that avoids weakening a main battler’s moveset. If you need to remove an HM later, visit the Move Deleter in Blackthorn City; Pokémon Centers cannot delete HM moves.
- Surf is available and assigned to a usable party member.
- Waterfall is available and assigned to a usable party member.
- Strength is treated as optional for original Victory Road.
- Whirlpool is available if optional water areas will be explored.
- The main team retains useful battle moves despite HM assignments.
Check the Pokégear and handle Elm’s post-badge call
The Johto Map Card is obtained from the guide in Cherrygrove City during the early-game tour. The Pokégear map is a navigation aid and displays the relevant region when that map information is available. It is not a required trigger for crossing Route 27, Tohjo Falls, Route 26, or the Pokémon League gate, so do not delay the journey searching for a separate map-related NPC.
After receiving the Rising Badge, Professor Elm calls and asks you to return to his laboratory in New Bark Town. Visit him before leaving if you want to collect the Master Ball reward. This visit is strongly recommended, but it is not required for the badge inspection at the Pokémon League gate.
Use the New Bark Town Pokémon Center before departure. Buy strong healing items, Revives, Full Heals or other status-recovery items, and additional Poké Balls if you intend to catch Pokémon on the routes. Restore every important move’s PP and save before Surfing east.
- The Johto Map Card was obtained from the Cherrygrove City guide.
- The Pokégear map is available for navigation if desired.
- Elm’s post-Rising-Badge call has been handled or deliberately postponed.
- The party is fully healed and PP is restored.
- Healing items, Revives, status recovery, and Poké Balls are packed.
- The game has been saved in New Bark Town.
Travel from New Bark Town through Route 27 and Tohjo Falls
Leave New Bark Town from the eastern shoreline and use Surf. Follow Route 27 east across the water. When you reach land, continue along the route toward the western entrance of Tohjo Falls. The route’s optional water branches are not needed for the main crossing.
Enter Tohjo Falls and Surf left across the first pool. The cave is short, but the waterfall blocks the direct route. If you want the optional Moon Stone, check the side alcove before continuing. Otherwise, move to the waterfall and use Waterfall to climb it, then follow the passage to the eastern exit.
After leaving the falls, continue east on the second section of Route 27. The southern Whirlpool branch contains optional exploration and TM22 SolarBeam, but it is not part of the route to the League gate. Skip it if you want to conserve time, HP, and PP.
- New Bark Town has been left by Surfing east.
- Route 27 has been followed to the Tohjo Falls entrance.
- Tohjo Falls has been entered from its western side.
- Waterfall has been used to climb the cave’s cascade.
- The eastern side of Tohjo Falls has been reached.
- The optional Route 27 Whirlpool branch has been skipped or completed deliberately.
Cross Route 26 and use the recovery house
Continue east from Route 27 until you reach Route 26. This area contains a long sequence of trainers and several optional branches. Battle trainers that block the main road, but do not spend all of your strongest move PP on unnecessary wild encounters. Keep reliable answers to Water-, Ice-, Electric-, Fighting-, and Psychic-type threats available for the League preparation in the next chapter.
On Route 26, locate the house with the woman who heals your entire party. Use this recovery point after clearing the route’s trainers or whenever your team has taken significant damage. It provides a free full heal, but it is not a Pokémon Center and does not provide a PC, item shop, or regular service counter.
Follow the main road north and then toward the Pokémon League reception gate. Route 26 has optional items and side paths, including the house that can provide TM37 Sandstorm when its condition is met, but none of these rewards is required for passage.
- Route 26 has been reached from eastern Route 27.
- The Route 26 healing house has been located.
- The full-party recovery has been used before the badge gate if needed.
- The main road toward the Pokémon League reception gate has been identified.
- The party still has adequate PP and recovery items.
Pass the eight-badge inspection and stop at Victory Road
Enter the reception gate at the northern end of Route 26. The guards inspect your Badge Case and require all eight Johto Badges. The Rising Badge is the final badge needed for this check. If the guards do not allow passage, review the Badge Case for the missing badge rather than searching for another route; the gate has no bypass.
Once admitted, walk through the reception building and continue until the entrance to Victory Road is directly ahead. Do not enter the cave if you are following this chapter’s boundary. The next chapter handles the original Victory Road ladder and ledge route, the optional TM26 Earthquake pickup, Rival Silver, Route 23, and Indigo Plateau preparation.
Before ending the chapter, restore the party if necessary, inspect held items, confirm that Surf and Waterfall remain available, and save. Strength is not required for original Gold and Silver Victory Road, but the cave and rival battle still justify entering with a balanced, healed team.
- The reception guards have verified all eight Johto Badges.
- The Pokémon League reception gate has been passed.
- The Victory Road entrance has been reached.
- Surf and Waterfall remain available.
- The party has adequate HP, PP, held items, and recovery supplies.
- The game has been saved before entering Victory Road.
Before you move on
- The chapter began with the Rising Badge and TM24 DragonBreath already obtained.
- Surf and Waterfall are available for the final overland approach.
- The player returned to New Bark Town, healed, restored PP, stocked supplies, and saved.
- The player Surfed east from New Bark Town, crossed Route 27, used Waterfall in Tohjo Falls, and exited on the eastern side.
- The player crossed Route 26 and used its recovery house when necessary.
- The player passed the Pokémon League reception gate with all eight Johto Badges.
- The player stopped at the Victory Road entrance without beginning the cave route.
- The Pokégear map is available as a navigation aid if desired, without treating a Route 27 map event as required progress.
- The party is healed or has a clear recovery plan, recovery items are packed, field-move access has been checked, and the game is saved for chapter 12.
Victory Road, Silver and Final League Preparation
Starting at the Pokémon League Reception Gate’s Victory Road entrance, cross the original Pokémon Silver cave, collect the optional TM26 Earthquake, defeat Silver near the northern exit, and continue through Route 23 to Indigo Plateau. This is the original Game Boy Color route: Strength is not required inside Victory Road, and its layout does not use the boulder puzzles from HeartGold, SoulSilver, or later games.
Enter Victory Road and prepare for the cave
This chapter begins at the southern Victory Road entrance after the Pokémon League Reception Gate. The gate checks your eight Johto Badges, so all eight must be registered before you can pass through. The preceding approach through Route 27, Tohjo Falls, Route 26, and the reception building is not repeated here.
Heal before entering and keep a balanced party in the active team. Wild Pokémon in the cave are generally in the low-to-mid 30s, and Silver waits near the northern exit. An Escape Rope or Dig can return you to the entrance if you need to heal, but neither is required for the route.
Original Pokémon Silver has no Strength puzzle in Victory Road. You do not need to push boulders, and no field HM is required inside the cave. Do not use directions written for HeartGold, SoulSilver, or Generation I Victory Road.
- All eight Johto Badges are registered at the Reception Gate.
- The party is healed before entering.
- Strength is not being treated as a Victory Road requirement.
- The team has answers to Silver’s Dark, Poison, Electric, Ghost, Psychic, and starter Pokémon.
Cross the first floor and collect the opening items
From the entrance, walk onto the rocky ridge and follow it toward the northeast. Take the Full Heal at the eastern dead end and the Max Revive at the western dead end. A second Full Heal is hidden on the lone rock in the southwest portion of the floor; check the rock if you want every item.
Return to the main ridge and travel west to the northwest ladder. This ladder advances to the next section. The ledges around the ridge are the important landmarks: some drops return you toward the entrance, while the route forward is reached by using the ladders around the raised paths.
- The eastern Full Heal and western Max Revive have been collected if desired.
- The hidden southwest Full Heal has been checked if desired.
- The northwest ladder has been used to advance.
Reach the upper section and the Full Restore
On the next floor, move east across the raised ridge and take the optional X Special from the southern ledge. Continue east, turn north, and climb the ladder.
On the upper section, follow the ridge southwest, jump the southern ledge, and use the ladder in the southeast to descend. On the lower section, take the Full Restore on the eastern side. Then jump the ledge to the south and climb the western ladder to return upward.
The Full Restore is optional, but it is useful before Silver. If you are skipping items, the essential sequence is still to descend through the southeast ladder, return through the western ladder, and continue around the upper ridge.
- The X Special has been collected only if wanted.
- The southeast ladder has been used to reach the Full Restore.
- The western ladder has been used to return to the upper section.
Take TM26 Earthquake through the western hole
From the upper section, follow the ridge counter-clockwise and travel all the way to the western wall. Drop through the hole there. The lower area contains TM26 Earthquake, with a hidden Max Potion on the nearby lone rock.
TM26 is optional, but Earthquake is a powerful Ground move before the Pokémon League. Generation II TM use is permanent in the original game, so check compatibility and the Pokémon’s complete moveset before replacing an attack.
After taking TM26, jump the ledge to the east and climb the nearby ladder. You will return to the upper section. Move north around the ridge toward the exit. Use the Full Restore or another healing item before Silver if wild encounters have reduced your team’s HP or PP.
- The western hole has been used to reach the optional TM26 area.
- TM26 Earthquake has been collected if wanted.
- The hidden Max Potion has been checked if needed.
- No existing move has been replaced without checking the full moveset.
Defeat Silver near the northern exit
Silver challenges you just before the northern exit. In Pokémon Silver, his team is Sneasel at level 34, Golbat at level 36, Magneton at level 34, Haunter at level 35, Kadabra at level 35, and the fully evolved form of the starter that has type advantage over your choice at level 38. His battle order is Sneasel, Golbat, Magneton, Haunter, Kadabra, then the starter.
Sneasel is Dark/Ice in the original games. Fighting is especially useful, while Fire, Bug, Rock, and Steel attacks also work well. Do not treat Flying as super effective against Sneasel. Golbat can be targeted with Electric, Rock, Ice, or Psychic attacks. Against Magneton, Ground attacks are especially effective; Fire attacks are another option, but watch for Thunder Wave.
Haunter is vulnerable to Dark, Ghost, Ground, and Psychic attacks. Normal Pokémon are immune to its Ghost attacks, but Haunter can inflict confusion or use Curse. Kadabra has poor physical Defense, making a strong physical Dark, Bug, or Ghost attack effective. Silver’s final Pokémon depends on your starter: use Water or Ground against Typhlosion, Electric or Grass against Feraligatr, and Fire, Flying, Bug, or Ice against Meganium.
Save before approaching the battle trigger. If Silver scores a critical hit or causes several status problems, reloading is safer than leaving the cave and repeating the entire route.
- Sneasel is handled with Fighting, Fire, Bug, Rock, or Steel coverage.
- Golbat has an Electric, Rock, Ice, or Psychic answer.
- Magneton has a Ground or Fire answer.
- Haunter’s status moves and Ghost attacks are anticipated.
- Kadabra can be pressured with a strong physical Dark, Bug, or Ghost attack.
- The final counter matches Silver’s starter evolution.
Exit to Route 23 and reach Indigo Plateau
After defeating Silver, continue north through the exit to Route 23. This chapter does not repeat the earlier Route 27, Tohjo Falls, Route 26, or Reception Gate walkthrough. Follow Route 23 north until you enter the Indigo Plateau building.
Use the Pokémon Center inside Indigo Plateau before entering the League rooms. The Mart is also available there, so restore the party, replace important supplies, and replenish the PP of the moves your team depends on. Save after healing and before entering Will’s room.
The League is a continuous sequence of Will, Koga, Bruno, Karen, and Champion Lance. You can use items between battles, but you should not plan on returning normally to the Pokémon Center once the challenge has started. The detailed matchup plans for all five battles are covered in chapter 16.
- Silver has been defeated near Victory Road’s northern exit.
- Route 23 has been reached.
- The Indigo Plateau Pokémon Center has been used.
- The bag contains enough HP recovery, status recovery, and revival items.
- The game is saved after healing and before entering Will’s room.
Set the League preparation target
A party with several Pokémon around level 40 to 45 can succeed with favorable matchups and careful item use, but this gives little margin against critical hits, confusion, status conditions, or Lance’s level 50 Dragonite. For a safer first attempt, bring the main battlers into the mid-to-upper 40s, with the strongest members approaching level 48 to 50.
Distribute coverage rather than placing every important move on one Pokémon. Before entering the League, confirm that the team has a dependable Water move, Ground or Psychic coverage, answers to Fighting and Dark Pokémon, and Ice coverage for Lance’s Dragonite. Electric coverage is particularly useful for Lance’s Gyarados, while Water, Electric, Ice, and Rock options help against Aerodactyl.
Generation II uses the original physical/special split by move type and has no abilities. Check whether each planned attack uses the user’s Attack or Special stat before deciding which Pokémon should carry it. Restore limited-PP moves with Ethers or Elixirs if your League strategy depends on one specific Ice, Electric, Ground, or Psychic attack.
- Most active League battlers are at least around level 40.
- The safer target is the mid-to-upper 40s for the main team.
- Ice coverage is available for Lance’s Dragonite.
- Electric coverage is available for Gyarados.
- The party has answers to Psychic, Poison, Fighting, Dark, Flying, Steel, and Dragon threats.
- Chapter 16’s detailed five-battle strategy can be followed from this prepared save.
Before you move on
- You entered the original Game Boy Color Victory Road after passing the eight-badge Reception Gate.
- You crossed the cave using its ladders, ridges, ledges, and western hole without a Strength boulder puzzle.
- You collected TM26 Earthquake if pursuing the optional item.
- You defeated Silver’s level 34 to 38 team near the northern exit.
- You reached Route 23 and entered the Indigo Plateau building.
- The party is healed and the bag contains HP, status-recovery, and revival items.
- The main League battlers are prepared around level 40 or higher, preferably in the mid-to-upper 40s.
- The game is saved at the Indigo Plateau Pokémon Center before entering Will’s room.
Optional: Whirl Islands, Silver Wing and Lugia access
In the original Pokémon Silver Version for Game Boy Color, Lugia is an optional one-time Level 40 encounter in the Whirl Islands. The quest becomes available after Team Rocket is expelled from the Goldenrod Radio Tower and the rescued Director gives you the Silver Wing. You may do this before earning the Rising Badge, although the journey is easier once you have a strong party and the field moves Surf and Whirlpool. Enter the northeastern Whirl Island on Route 41. Its cave route leads to B2F and the inner chamber where Lugia waits. Unlike later HeartGold and SoulSilver, this original release does not use the Kimono Girls, Tidal Bell, or a Hall of Fame rematch condition.
Complete the Radio Tower takeover and receive the Silver Wing
Finish the Team Rocket event in Goldenrod City. The takeover begins after the Lake of Rage and Mahogany Town storyline, when Professor Elm calls and tells you that Team Rocket has occupied the Radio Tower. Enter the Goldenrod basement, defeat the disguised Rocket impostor, and obtain the Card Key from the real Radio Tower Director. Return to the Radio Tower, use the Card Key to open the blocked upper-floor door, and defeat the Rocket executives there.
After the final executive is defeated and Team Rocket leaves Goldenrod, speak to the rescued Director again inside the Radio Tower. In Pokémon Silver, he gives you the Silver Wing. Confirm that the item is in your Bag’s Key Items pocket. In the original Generation II games, Lugia checks for the Silver Wing in the Bag; storing it in the PC is not enough. You do not need the eighth Johto Badge for this step.
- Team Rocket has been removed from Goldenrod Radio Tower.
- The Card Key was obtained and used in the tower.
- The rescued Director gave you the Silver Wing.
- The Silver Wing is currently in the Bag, not only in the PC.
Bring the route items and prepare the party
Surf and Whirlpool are the important field moves for reaching Lugia’s chamber. Surf carries you across Route 41 and across the water inside the cave. Whirlpool clears the whirlpool blocking the northeastern island entrance. In original Gold and Silver, the waterfall leading to Lugia can be descended without having HM07 Waterfall assigned to a party member, so do not postpone the quest solely because Waterfall has not yet been obtained. HM07 is found in the Ice Path and is still worthwhile for later Johto travel.
Flash is optional but strongly recommended because the Whirl Islands caves are dark in the Game Boy Color release. Repels reduce wild encounters, while an Escape Rope gives you a quick exit after the battle. Heal at a Pokémon Center before leaving and carry healing items for the cave and encounter. A balanced party around the upper 30s or better is a practical target; Lugia is Level 40, but its Aeroblast and Recover make an unprepared low-level team unreliable.
- Surf is available outside battle.
- Whirlpool is available outside battle.
- The Silver Wing is in the Bag.
- Flash, Repels, and an Escape Rope are available if desired.
- The party has a dependable status user and controlled-damage attacker.
Reach the northeastern Whirl Island
Fly to Cianwood City and heal. Walk east to the shoreline and use Surf to enter Route 41. Continue east and then north among the four Whirl Islands until you reach the northeastern island. Approach its whirlpool and use Whirlpool, then enter the cave. The island positions can be confusing, so use the northeastern entrance specifically; the other entrances connect to item areas and longer routes rather than the direct Lugia path.
Inside the northeastern entrance, jump over the first ledge. Continue east and jump over the northern of the next two ledges. Take the ladder in the northeastern corner. On B1F, follow the rocky ridge southwest and descend the next ladder. This places you on B2F, where the direct route continues toward Lugia.
- You are surfing on Route 41.
- You entered through the northeastern Whirl Island.
- You cleared the entrance whirlpool with Whirlpool.
- You used the northern ledge at the fork inside the entrance.
- You descended from B1F to B2F.
Follow B2F to Lugia’s chamber
On B2F, collect the Max Revive to the west if you want the optional item. Then use Surf on the water and ride southeast toward the waterfall. In this original game, the character can go down this waterfall as part of the cave route even without HM07 Waterfall assigned. At the bottom, move west and enter the cave opening. This is the B2F inner chamber where Lugia appears when the Silver Wing is in the Bag.
If the chamber is empty, do not search the other islands first. Check the three likely causes: the Radio Tower event is incomplete, the Silver Wing is stored in the PC instead of the Bag, or you entered through a different island. The original game’s route is tied to the northeastern entrance.
- You reached B2F and crossed the water.
- You rode down the waterfall toward the southeast.
- You entered the cave opening west of the waterfall.
- The Silver Wing is still in the Bag.
- You are in the B2F inner chamber.
Save and capture Level 40 Lugia
Save immediately before interacting with Lugia. In Pokémon Silver, the encounter is Level 40 and Lugia knows Aeroblast, Safeguard, Gust, and Recover. Aeroblast is the greatest immediate danger, while Recover can undo careful damage. Safeguard temporarily blocks new status conditions, so try to inflict sleep or paralysis before Safeguard is active, or wait until its effect ends.
Open with a sleep move such as Hypnosis, Sleep Powder, or Sing when available. Paralysis is a useful backup. Lower Lugia’s HP with controlled attacks and switch to weaker moves when the HP bar approaches the red zone. Avoid poison and burn: lingering damage can knock Lugia out during a long capture attempt. Avoid using a strong critical-hit-prone attack once its HP is low.
Throw Ultra Balls while Lugia is asleep or paralyzed and its HP is very low. Great Balls are acceptable backups. If Lugia uses Recover, weaken it again carefully rather than attacking with your strongest move. The Master Ball guarantees the capture, but saving it for a roaming legendary is often more valuable. If Lugia faints or you flee, it is permanently unavailable in that save, so reload the pre-battle save instead of continuing.
- The game is saved immediately before the encounter.
- Lugia’s HP is low without being reduced to zero.
- Sleep or paralysis is applied when possible.
- Poison and burn are avoided.
- Ultra Balls or Great Balls are being used.
- The pre-battle save remains available until the capture is confirmed.
Confirm the result and leave the islands
Once Lugia is caught, verify that it is recorded as caught in the Pokédex. If your party is full, check the active PC box because the game may have sent Lugia there automatically. Only after confirming the capture should you save the game. This necessarily replaces the pre-battle save on a normal cartridge, so do not save after a failed encounter unless you are certain you want to keep that outcome.
Use the Escape Rope to leave quickly, or take the ladder south of the inner chamber and follow the tunnels back toward the middle B1F opening. Return to a Pokémon Center before continuing the main story. The Silver Wing remains in the Key Items pocket, and Lugia is now available for later team use, trading, or Pokédex completion.
- The Pokédex records Lugia as caught.
- Lugia is confirmed in the party or PC.
- The game is saved after confirming the capture.
- The Silver Wing remains in the Bag.
- The player has left the Whirl Islands safely.
Before you move on
- Team Rocket has been defeated in Goldenrod Radio Tower and the Director awarded the Silver Wing.
- The Silver Wing is in the Bag.
- Surf and Whirlpool are available and assigned to compatible party members.
- The northeastern Whirl Island entrance was used on Route 41.
- The player reached B2F and entered the inner chamber.
- Lugia was encountered at Level 40 and captured.
- The Pokédex and party or PC confirm the capture.
- The game was saved after the successful capture.
Post-badge optional: Tin Tower, Rainbow Wing and Ho-Oh access
In the original Pokémon Silver Version for Game Boy Color, Ho-Oh is an optional postgame encounter at level 70. First enter the Hall of Fame, then visit Pewter City in Kanto and receive the Rainbow Wing from the old man near the Route 3 exit. Return to Ecruteak City, climb the Tin Tower, save immediately before the summit encounter, and capture Ho-Oh with status support and careful damage control.
1. Complete the League and unlock the Ho-Oh sequence
Defeat the Elite Four and Champion Lance, then allow the Hall of Fame sequence to finish and save when the game returns you to normal play. In Pokémon Silver, this post-League state is required before the Pewter City old man will give you the Rainbow Wing.
Do not confuse the two feathers. The Goldenrod Radio Tower director gives Silver players the Silver Wing during the main story, which enables the level 40 Lugia encounter in the Whirl Islands. The Rainbow Wing is the separate postgame item used for Ho-Oh at Tin Tower. You do not need to catch Raikou, Entei or Suicune for this event; that requirement belongs to Crystal’s different Tin Tower sequence.
- The Hall of Fame has been registered.
- The Goldenrod Radio Tower event has already supplied the Silver Wing.
- Raikou, Entei and Suicune are not required for this Silver Version encounter.
2. Receive the Rainbow Wing in Pewter City
Travel through Kanto to Pewter City. Locate the old man near the southeastern side of town, close to the exit leading toward Route 3 and Mt. Moon. Speak with him after the Hall of Fame has been registered, and he will give you the Rainbow Wing in Pokémon Silver.
Open the Bag and confirm that the Rainbow Wing is present in the Key Items pocket. The game allows the item to be stored in the PC and will still remove the blocking sage from Tin Tower, but Ho-Oh itself will not appear at the summit unless the Rainbow Wing is in your Bag. Withdraw it before leaving for Ecruteak.
- The Rainbow Wing is visible in the Bag.
- The item has not been left in the PC.
- Your party or current PC box has room for Ho-Oh.
3. Return to Ecruteak City and enter Tin Tower
Fly to Ecruteak City and enter the Tin Tower building on the northern side of town. If the Rainbow Wing event has been completed, the sage who previously blocked the stairs will no longer prevent you from climbing. Generation II calls this location Tin Tower; do not follow Bell Tower instructions from HeartGold or SoulSilver.
Heal before entering and bring a Pokémon that can inflict sleep or paralysis. Also carry Escape Ropes or a Pokémon with Dig if you want to leave quickly after the capture, although neither is required to reach Ho-Oh. The tower contains wild Pokémon and trainer battles, so do not begin the climb with a weakened capture team.
- The Rainbow Wing is in the Bag.
- The party is healed and includes a status user.
- You have enough Poké Balls and healing items for a prolonged battle.
4. Cross the lower tower floors
Climb from 1F through the lower floors, using the stairs and one-way ramps to work upward. The ramp sections on floors 3F through 6F can send you past the point where you intended to stop, so inspect the landing direction before stepping onto each ramp. If you miss an item or take the wrong branch, continue around the floor rather than trying to force a return through a one-way section.
The lower floors contain useful recovery items, but collecting every item is optional. Prioritize reaching the upper floors with your main team healthy and with the status move’s PP intact. Wild encounters are not dangerous compared with Ho-Oh, so use Repels if you want to conserve PP and avoid unnecessary battles.
- You have reached 6F without exhausting the capture team’s status PP.
- You have healed if several trainer battles reduced your party’s HP.
- Optional items have not caused unnecessary backtracking.
5. Solve the upper-floor teleporter route
The final section uses red warp panels and additional one-way paths. Begin on 7F by taking the route toward the lower part of the floor and then following the connected warp panels. The three upper floors are easier to solve by treating each panel as a deliberate route choice: if a panel returns you to a familiar room, retrace the previous decision instead of wandering across every available path.
The route eventually places you on the upper floor near the stairs leading to the rooftop approach. Several items, including recovery supplies, are optional and can be collected on later visits only if Ho-Oh has been caught. Before taking the final approach, confirm that the Rainbow Wing is still in the Bag, restore the party, and save the game.
- You are at the final approach rather than inside an optional item branch.
- The Rainbow Wing is in the Bag at the time of approach.
- The game is saved immediately before initiating the encounter.
6. Prepare for the level 70 Ho-Oh battle
In original Pokémon Silver, Ho-Oh appears at level 70 as a Fire- and Flying-type Pokémon. Its encounter moves are Recover, Fire Blast, Sunny Day and Swift. This is different from the level 40 Ho-Oh encounter in Gold and from the level 60 Crystal encounter. It also differs from later games, so do not prepare for Sacred Fire or assume that Safeguard is active.
Lead with a durable Pokémon that can survive Fire Blast and Swift. A Water-, Rock- or Electric-type attack can damage Ho-Oh effectively, but use weaker attacks once its HP is low. Rock-type attacks are especially dangerous because of Ho-Oh’s weakness, so avoid using a powerful critical-hit-prone move when Ho-Oh is close to capture range.
Use sleep when possible, or paralysis if sleep is unavailable. Ho-Oh has Recover, so watch its HP after it heals and apply status again if necessary. Sunny Day strengthens Fire Blast, making a Fire-resistant switch useful while the weather is active. Keep the status user healthy with healing items rather than attacking continuously.
- A sleep or paralysis move has sufficient PP.
- You have Ultra Balls and a supply of Great Balls or other backup balls.
- The lead Pokémon can survive Fire Blast long enough to establish status.
- The game has been saved before the battle begins.
7. Capture Ho-Oh and confirm completion
Lower Ho-Oh into the red portion of its HP bar without knocking it out. Throw Ultra Balls while it is asleep or paralyzed. The Master Ball is guaranteed, but using it on Ho-Oh prevents its use on a roaming legendary, so reserve it unless you prefer certainty over conserving the ball.
If Ho-Oh defeats the status user, switch to a sturdy Pokémon and continue with low-risk damage and healing. If you accidentally defeat Ho-Oh or flee from the battle, the encounter is permanently unavailable in that save file. Reset to the save made before approaching the summit if you need another attempt.
After the capture, check the party or PC to confirm that Ho-Oh was received and verify its level and moves. Save again immediately. The Pokédex should now list Ho-Oh as caught, and the Rainbow Wing route is complete.
- Ho-Oh is registered as caught in the Pokédex.
- Ho-Oh is present in the party or PC.
- The game has been saved after the capture.
Before you move on
- The Hall of Fame has been registered.
- The Rainbow Wing was received from the old man in Pewter City and is in the Bag.
- Tin Tower was climbed to the summit in Ecruteak City.
- The level 70 Ho-Oh encounter was completed successfully.
- Ho-Oh is registered as caught, present in the party or PC, and the game was saved afterward.
Postgame Roaming Beasts and Kanto
After the Burned Tower event in the original Pokémon Silver Version for Game Boy Color, Raikou, Entei, and Suicune roam through Johto as level 40 wild Pokémon. You may pursue them immediately or postpone the hunt until after the Johto League. Kanto is not available as soon as the Hall of Fame sequence ends: first visit Professor Elm in New Bark Town, receive the S.S. Ticket, travel to Olivine Harbor, and complete the first S.S. Aqua voyage to Vermilion City. From there, the eight Kanto Gyms and their prerequisite events become an optional extended campaign. All sixteen Badges, followed by Professor Oak's permission in Pallet Town, unlock access to Mt. Silver.
Release and locate the three roaming beasts
If you have not already triggered the event, return to Ecruteak City and enter the Burned Tower. Descend to the basement and approach the three statues. The cutscene causes Raikou, Entei, and Suicune to flee, activating all three roaming encounters in original Pokémon Silver. Do not substitute Pokémon Crystal's later fixed Suicune sequence; Suicune roams in Silver alongside Raikou and Entei.
After a beast has been encountered at least once, open the Pokédex and select its area information to see its current route. The beasts change routes when you move between map areas, including towns, buildings, and connecting routes. Each starts at level 40. Their locations are not controlled by the Pokégear map, and changing PC boxes does not manipulate their positions.
- Trigger the Burned Tower basement event.
- Encounter each beast at least once if you want all three locations displayed in the Pokédex.
- Use the Pokédex area display to track routes.
Use controlled route changes while hunting
A practical hunting loop begins near Ecruteak City because several connected Johto routes are close together. Check the Pokédex, enter a nearby route with grass, and check again after changing areas. If the desired beast is elsewhere, return through Ecruteak or another connecting town and try again. The purpose is to make deliberate map changes rather than wander through every Johto route at random.
Repels can reduce ordinary encounters, but their effectiveness depends on the wild Pokémon levels on the route and the level of your lead Pokémon. Bring several Repels, healing items, and Great Balls or Ultra Balls. A lead Pokémon around the roaming beast's level can help avoid lower-level encounters, but it will not block every ordinary wild Pokémon on every route.
- Choose a small group of connected routes near Ecruteak.
- Check the Pokédex after each deliberate route change.
- Carry Repels and supplies without assuming a Repel makes the route encounter-free.
Trap, weaken, and capture a beast
A roaming beast can flee before you have time to weaken it, so lead with a fast Pokémon that knows Mean Look or another move that prevents escape. Use the move immediately if the beast does not flee first. A Haunter or Gengar is a practical option because the Gastly line can provide Mean Look and sleep support, but neither Pokémon is mandatory. If you lack a reliable trapping move, use a fast sleep move when possible and throw a ball or deal controlled damage before the beast escapes.
Damage dealt to a roaming beast remains after it flees, so repeated encounters can gradually reduce its HP. Temporary battle conditions do not remain after it escapes, so expect to reapply sleep or another condition at the next encounter. Avoid poison and burn once the beast is weak because lingering damage can knock it out between encounters. Use moderate attacks, watch for critical hits, and leave enough HP for a safe capture attempt.
- Lead with Mean Look or another reliable escape-prevention move when possible.
- Use sleep or another temporary status condition to improve capture chances.
- Lower HP carefully and avoid damage-over-time effects when the target is near defeat.
Recover from an escape or accidental knockout
If Raikou, Entei, or Suicune escapes, open the Pokédex again and continue the controlled route loop. The encounter is still available, and the damage already dealt remains. The status condition is reset when the beast flees, so prepare to apply it again. Save before a serious capture attempt, especially after locating a weakened beast on a favorable route.
If you accidentally knock out one of the roaming beasts, it normally will not return in that save file during ordinary original-game play. Reset immediately only if your previous save preserves the encounter. The Master Ball will catch one without a normal pursuit, but it is optional; trapping, status, and repeated use of Great Balls or Ultra Balls can work without spending it. After a successful capture, check the party or PC before leaving the area.
- Recheck the Pokédex after every escape.
- Reset after an accidental knockout if the last save preserves the beast.
- Confirm each capture in the party or PC.
Receive the S.S. Ticket after the Johto League
Complete the Elite Four and Champion first. After the Hall of Fame sequence ends and normal control returns in New Bark Town, visit Professor Elm's laboratory. Speak with Elm to receive the S.S. Ticket. The ticket is mandatory for the first trip to Kanto; reaching the Hall of Fame alone does not immediately place you in Vermilion City or grant access to the Kanto Gyms.
With the ticket in your Key Items, travel to Olivine City. Enter the harbor building on the south side of town and speak to the Sailor at the entrance. Present the S.S. Ticket and board the S.S. Aqua. If the ticket is not in your inventory, return to Elm's lab before trying to board.
- Defeat the Elite Four and Champion.
- Visit Professor Elm in New Bark Town after the Hall of Fame sequence.
- Receive the S.S. Ticket.
- Board the S.S. Aqua from Olivine Harbor.
Resolve the first S.S. Aqua voyage and arrive in Vermilion City
Soon after boarding, a Gentleman explains that his granddaughter is missing. Search the ship rather than waiting for it to dock. Follow the ship's corridors and lower-deck rooms, and speak to the sailor whose work is being disrupted by a sleeping co-worker. Defeat the sailor in battle so he leaves his cabin and resumes his duties.
Continue searching the lower part of the ship until you find the missing girl. She is in the captain's cabin. Speak to her and follow the hide-and-seek exchanges until she agrees to return to her grandfather. Go back to the Gentleman and speak with him after the reunion. The S.S. Aqua then completes its voyage and docks in Vermilion City.
Heal at Vermilion's Pokémon Center and restock before beginning the Kanto campaign. Later S.S. Aqua sailings operate on the original game's day-based schedule, but the first arrival requires the ticket and the missing-granddaughter event.
- Find the Gentleman who reports the missing granddaughter.
- Resolve the sleeping sailor problem so the ship's search can proceed.
- Find the girl in the captain's cabin.
- Return her to her grandfather.
- Confirm arrival in Vermilion City.
Complete the Kanto Gym campaign and its prerequisites
Begin with Lt. Surge in Vermilion City if you want a straightforward route. Clear the Gym's switch puzzle and use Ground-type attacks against his Electric team. From Vermilion, travel north through Route 6 to Saffron City for Sabrina, then continue west to Celadon City for Erika. Psychic- and Dark-type coverage helps against Sabrina, while Fire-, Flying-, or Ice-type attacks are useful against Erika.
Travel south to Fuchsia City and challenge Janine. Ground- and Psychic-type attacks are effective against her Poison team, but carry status recovery because Poison Pokémon may use disabling effects. Afterward, proceed toward the Kanto Power Plant through Route 9 and the Rock Tunnel area. Speak to the Power Plant manager to learn that the Machine Part is missing.
Return to Cerulean City and enter the Gym. In original Gold and Silver, the stolen Machine Part is hidden in the water in the middle of the Gym after you have visited the Power Plant. Search the pool, take the Machine Part, and return it to the Power Plant manager. The manager restores the electricity and rewards you with TM07 Zap Cannon.
After the Machine Part event, travel north from Cerulean City toward Route 24 and Route 25. Find Misty at Cerulean Cape after her date, speak to her, and then return to the Cerulean Gym for the Cascade Badge. Travel to Pewter City and defeat Brock with Water-, Grass-, or Fighting-type coverage. Then go to Cinnabar Island, speak to Blue near the Pokémon Center, and travel east to the Seafoam Islands to challenge Blaine, whose Gym is located there in this edition. Finally return to Viridian City and defeat Blue for the Earth Badge. His mixed team requires broad coverage rather than one narrow counter.
- Defeat Lt. Surge, Sabrina, Erika, and Janine.
- Visit the Power Plant and learn about the missing Machine Part.
- Recover the Machine Part from the water in Cerulean Gym.
- Return it to the Power Plant manager.
- Find Misty at Cerulean Cape and defeat her in Cerulean Gym.
- Defeat Brock, Blaine, and Blue.
Confirm the extended completion and unlock Mt. Silver
The Kanto objective is complete when the Trainer Card shows all eight Kanto Badges in addition to the eight Johto Badges. The roaming-beast objective is complete only when Raikou, Entei, and Suicune are registered as caught in the Pokédex, not merely seen.
After all sixteen Badges are obtained, visit Professor Oak in Pallet Town. Oak grants permission to enter Mt. Silver. From Viridian City, travel west through Route 22 and the Pokémon League crossroads, then continue along Route 28 to the Pokémon Center outside Mt. Silver. Reaching the Pokémon Center proves that access has been granted; defeating the optional Mt. Silver superboss is a separate goal.
Save after receiving the S.S. Ticket, after arriving in Vermilion City, after each successful roaming-beast capture, and after the final Kanto Gym. If pursuing the extended campaign, save again after Professor Oak opens Mt. Silver.
- Trainer Card shows all sixteen Badges.
- Raikou, Entei, and Suicune are caught if pursuing the roaming objective.
- Professor Oak has granted Mt. Silver access.
- The save file is preserved after the final Kanto Gym and completed captures.
Before you move on
- The Hall of Fame has been reached and Professor Elm has been visited afterward.
- The S.S. Ticket is in the Key Items pocket or has already been used to board the S.S. Aqua.
- The S.S. Aqua granddaughter event is complete and the player has arrived in Vermilion City.
- Raikou, Entei, and Suicune are caught and recorded in the Pokédex if pursuing the roaming objective.
- The Trainer Card displays all eight Johto Badges and all eight Kanto Badges if pursuing extended completion.
- The Machine Part and Power Plant events are complete, Misty has returned to Cerulean Gym, and Blue has been defeated in Viridian Gym.
- Professor Oak has opened the route to Mt. Silver.
- A save file remains after the final Kanto Gym, successful roaming-beast captures, and any later Mt. Silver progress.
References for this chapter
- Pokémon Gold and Silver Versions — postgame, S.S. Ticket, S.S. Aqua, and Kanto overview
- Walkthrough: Pokémon Gold and Silver, Part 16 — S.S. Ticket, Olivine Harbor, and S.S. Aqua
- Roaming Pokémon — Generation II roaming mechanics
- Cerulean Gym — Generation II Machine Part and Misty progression
- Mt. Silver — Badge requirement and original-game access
- Pokémon Silver Version — Guide and Walkthrough
Defeat the Elite Four and Champion — Hall of Fame (campaign ending)
Complete the Johto campaign by defeating Will, Koga, Bruno, Karen, and Champion Lance at Indigo Plateau. The five battles must be fought consecutively, so prepare your party, restore PP, and buy supplies before entering the first battle. The original Game Boy Color Pokémon Silver Version uses the Generation II teams and mechanics described here, not the altered rosters from HeartGold, SoulSilver, or Pokémon Crystal.
Prepare at Indigo Plateau before entering
After clearing Victory Road, enter the Indigo Plateau building and use the Pokémon Center on the left side of the entrance hall. The same building contains a Poké Mart. Buy Full Restores or a mixture of Max Potions and Full Heals, several Revives, and enough healing items to recover after difficult battles. Ultra Balls are not needed for the League itself, so spend your money on battle supplies first.
A practical target is a main team in the low-to-mid 40s, with your best counters for Lance trained as high as your available experience allows. The opponents begin at level 40, while Lance’s final Dragonite is level 50. You do not need every Pokémon at level 50, but avoid bringing an important team member far below the rest of the party.
Restore PP on the attacks you will use repeatedly, especially Ice, Electric, Water, Ground, Fire, Flying, and Psychic moves. Put key items in your Bag before entering. Save in the entrance hall after healing and shopping. Once you start Will’s battle, you cannot return to the Pokémon Center or Poké Mart until the challenge ends.
- Heal all six party slots that you intend to use.
- Restore PP on essential attacks.
- Carry Revives, Full Restores or Max Potions, and status cures.
- Save before speaking to Will.
Defeat Will with Electric, Fire, Bug, Dark, or Ghost coverage
Will’s original Silver Version party is Xatu at level 40, Jynx at level 41, Exeggutor at level 41, Slowbro at level 41, and a second Xatu at level 42. Electric attacks are useful against both Xatu and Slowbro. Fire or Bug attacks are effective against Jynx and Exeggutor, while Dark and Ghost attacks can pressure the Psychic-type members.
Do not treat Will’s entire team as one identical matchup. Jynx can put Pokémon to sleep with Lovely Kiss, Exeggutor can use Reflect and Leech Seed, Slowbro can raise its Special Defense with Amnesia, and the Xatu can use Confuse Ray and Future Sight. If a Pokémon becomes confused or falls asleep, switch or cure it rather than repeatedly losing turns.
A sturdy Electric-type Pokémon can handle much of this room, but keep a Fire or Bug user available for Exeggutor and Jynx. Use a healing item before leaving the room if your main counter is badly weakened; preserving a few items is less important than keeping the correct attackers healthy.
- Use Electric attacks against Xatu and Slowbro when practical.
- Use Fire or Bug attacks against Jynx and Exeggutor.
- Cure sleep or confusion before it causes repeated wasted turns.
- Keep at least one healthy attacker for the second Xatu.
Defeat Koga and account for Forretress and Muk
Koga’s original Silver Version party is Ariados at level 40, Venomoth at level 41, Forretress at level 43, Muk at level 42, and Crobat at level 44. This is not the later remake roster, so prepare for Muk rather than assuming Koga has only four Pokémon.
Ground and Psychic attacks are effective against Koga’s Poison-based Pokémon, but Forretress is Bug and Steel and is especially vulnerable to Fire. Use a strong Fire move on Forretress instead of allowing a weak attacker to spend many turns against its high physical Defense. Crobat is vulnerable to Electric, Ice, Rock, and Psychic attacks, although a slow Pokémon should not be left in front of it if it cannot survive repeated hits.
Koga’s team can use disruptive moves such as Double Team, Protect, Minimize, and status attacks. If Muk begins using defensive or poisonous tactics, continue with reliable damage rather than trying to set up an elaborate plan. Full Heals and Full Restores remove poison and other status conditions; use them before a status-afflicted Pokémon becomes unable to contribute.
- Reserve a Fire move for Forretress.
- Use Ground or Psychic attacks against Ariados, Venomoth, and Muk where safe.
- Use Electric, Ice, Rock, or Psychic coverage against Crobat.
- Do not begin the next battle with your main counter badly poisoned or weakened.
Defeat Bruno with Flying or Psychic attacks
Bruno uses Hitmontop, Hitmonlee, and Hitmonchan at level 42, followed by Onix at level 43 and Machamp at level 46. His Fighting Pokémon are vulnerable to Flying and Psychic attacks. Keep a reliable answer available for Machamp, which can deal heavy physical damage and should not be allowed to trade repeated blows with a weakened attacker.
Bruno has only one Onix in the original Silver Version lineup. Defeat it with Water, Grass, or another effective attack. Do not waste your strongest Psychic or Flying attacker on unnecessary healing turns against Onix if a Water or Grass user can remove it safely.
Hitmontop can use Dig and Pursuit, Hitmonlee carries Hi Jump Kick, and Hitmonchan has elemental punches. A Flying-type Pokémon is useful, but switch out if an opponent’s coverage move threatens it. Heal before Machamp if necessary rather than hoping to finish the battle with a damaged counter.
- Use Flying or Psychic attacks on the Fighting Pokémon.
- Use Water or Grass attacks against Onix.
- Keep one healthy answer for Machamp.
- Watch for Hitmonchan’s elemental punches.
Defeat Karen and preserve Lance counters
Karen’s party is Umbreon at level 42, Vileplume at level 42, Gengar at level 45, Murkrow at level 44, and Houndoom at level 47. Fighting attacks are useful against Umbreon, but Umbreon may prolong the battle with Sand-Attack, Confuse Ray, and Mean Look. Use a strong Fighting move or dependable neutral damage and cure confusion when it threatens to waste several turns.
Vileplume is vulnerable to Fire, Ice, Psychic, and Flying attacks, but its Stun Spore and Moonlight can make the battle last longer. Gengar is Poison and Ghost, so Normal and Fighting attacks do not affect it. Ground and Psychic attacks are effective options in Generation II, while Dark and Ghost attacks can also work if your user can withstand Gengar’s status and Curse tactics.
Murkrow is vulnerable to Electric, Ice, and Rock attacks. Houndoom is Dark and Fire, so Water, Ground, Rock, and Fighting attacks are preferable. Try to finish Karen with a healthy Water, Ground, Fighting, or Ice-capable Pokémon, because those tools are valuable in the Champion battle. After Karen falls, use your final opportunity to restore HP, cure status, and check PP before speaking to Lance.
- Use Fighting or sturdy neutral damage against Umbreon.
- Do not use Normal or Fighting attacks on Gengar.
- Use Fire, Psychic, Ice, or Flying coverage against Vileplume.
- Preserve Water, Ground, Electric, and Ice coverage for Lance.
Defeat Champion Lance and trigger the Hall of Fame
Lance’s original Silver Version team is Gyarados at level 44, Dragonite at level 47, a second Dragonite at level 47, Aerodactyl at level 46, Charizard at level 46, and a final Dragonite at level 50. The battle order matters: Aerodactyl appears before Charizard, and the three Dragonite are not all consecutive because the other two Pokémon interrupt them.
Lead with Electric coverage if your chosen lead can safely defeat Gyarados. Electric attacks are also useful against Charizard and Aerodactyl, although Water, Rock, or Ice attacks can serve as alternatives depending on your team. Use Ice attacks against the Dragonite trio. Ice Punch, Ice Beam, and Blizzard are practical choices; a weak Ice move may require healing and repeated attacks rather than a one-hit knockout.
If your Ice user cannot defeat every Dragonite alone, weaken the first two with Ice attacks, then switch carefully and use status such as sleep or paralysis to create safe turns. Keep the final Dragonite from facing a completely depleted team. Do not use all your Full Restores early in the battle if the party can survive with ordinary healing, but cure paralysis, confusion, or sleep when the condition prevents your counter from acting.
When Lance is defeated, allow the Hall of Fame registration sequence to complete. The game records the successful party during the post-battle sequence before returning you to normal play.
- Use Electric coverage against Gyarados when safe.
- Use Ice attacks against all three Dragonite.
- Handle Aerodactyl before Charizard in Lance’s actual battle order.
- Allow the Hall of Fame sequence to finish without switching off.
Confirm completion and save after the League
Your Johto campaign completion is confirmed when the Hall of Fame screen displays the party that defeated the Elite Four and Champion. Let the credits and return sequence finish. Once you regain normal control, open the menu and save the game again. This gives you a current post-League save for continuing into Kanto.
The original Game Boy Color release does not provide a dedicated calendar-date timestamp on the save file. Its clock and play-time information are different from a modern platform achievement record. If you need external proof, record the real-world date separately or preserve a photograph or emulator record, but neither is required by the game.
After saving, verify that the party is still present and that the eight Johto badges remain recorded. Kanto, its Gym Leaders, and the extended postgame are available after the League clear, but they are separate from the Johto campaign completion described in this chapter.
- The Hall of Fame screen records the winning party.
- The credits and return sequence finish.
- The eight Johto badges remain visible in the Trainer Card.
- The game is saved again after normal control returns.
Before you move on
- The Hall of Fame screen has displayed the winning party.
- The credits and return sequence have completed.
- All eight Johto badges remain recorded on the Trainer Card.
- A post-League save has been made after returning to normal play.
- Kanto and its postgame content are now accessible if extended completion is desired.
Finishing up
Obtain all eight Johto Gym badges and use them to access the Indigo Plateau challenge.
Defeat the Elite Four and Champion Lance to register the winning party in the Hall of Fame; this is the main Johto campaign ending.
Save after returning to normal control following the Hall of Fame sequence. A balanced team around the low-to-mid 40s can complete the original Silver League with suitable coverage and supplies; higher levels are optional, not required.
Optional extended goals: clear all eight Kanto Gyms, catch Raikou, Entei, and Suicune, catch Lugia or Ho-Oh, and reach Mt. Silver. These are separate from the Johto campaign ending.
If pursuing Mt. Silver, earn all sixteen badges and obtain Professor Oak's authorization before attempting the Mt. Silver route.
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 Silver Version English Manual
- Walkthrough: Pokémon Gold and Silver/Part 1
- Johto Route 29 — Bulbapedia
- Pokémon Gold and Silver — Route 29 — StrategyWiki
- Pokéarth — Johto — Route 32 — Generation II
- Pokémon Gold and Silver — Cherrygrove City — StrategyWiki
- Appendix: Gold and Silver walkthrough, Section 2 — Bulbapedia
- Walkthrough: Pokémon Crystal, Part 3 — Bulbapedia, original Gold and Silver route data
- Johto Route 30 — Bulbapedia
- Johto Route 31 — Bulbapedia
- Johto Route 32 — Bulbapedia
- Falkner — Bulbapedia
- Wooper — Bulbapedia
- Walkthrough: Pokémon Gold and Silver/Part 3 — original Game Boy Color iteration
- Sprout Tower — Bulbapedia
- Pokémon Gold and Silver/Sprout Tower — StrategyWiki
- Pokémon Gold & Silver - Gym Leaders
- Sprout Tower — Pokéarth Johto Generation II, Serebii
- Walkthrough: Pokémon Gold and Silver/Part 4
- Walkthrough: Pokémon Gold and Silver/Part 5
- Union Cave — Bulbapedia
- Slowpoke Well — Bulbapedia
- Bugsy — Bulbapedia
- Pokémon Silver Version — Guide and Walkthrough
- Walkthrough: Pokémon Gold and Silver/Part 6 — Bulbapedia
- Pokémon Gold and Silver Versions - Bulbapedia
- Radio Director item rewards and Card Key progression
- Goldenrod Flower Shop — SquirtBottle prerequisite
- Plain Badge — A Golden City, Pokémon Silver Version walkthrough
- Pokémon Silver Version — original Game Boy Color guide and walkthrough
- Ecruteak City — Pokémon Gold and Silver Strategy Guide
- Ecruteak Dance Theater — Pokémon Gold Version Walkthrough & Guide
- Pokémon Gold & Silver — TMs & HMs
- Gold/Silver/Crystal HM chart and Pokémon compatibility
- Burned Tower — Bulbapedia
- Ecruteak Gym — Bulbapedia
- Walkthrough: Pokémon Gold and Silver/Part 10 — original Game Boy Color walkthrough
- Storm Badge - A Lighthouse and An Ocean Crossing — Pokémon Silver Version Walkthrough & Guide
- Pokémon Gold and Silver/Whirl Islands — Silver Wing and Whirlpool requirements
- Cianwood City Gym — Bulbapedia
- Cianwood City Walkthrough — The Ultimate Pokémon Center
- Goldenrod Tunnel — Bulbapedia
- Rising Badge - The Rocket Radio Ruckus — GameFAQs
- Walkthrough: Pokémon Gold and Silver, Part 12, original Game Boy Color iteration
- Gold/Silver/Crystal Walkthrough: Mahogany Town
- Mahogany Town walkthrough, Pokémon Gold, Silver, and Crystal
- Goldenrod Tunnel, original Gold, Silver, and Crystal details
- Pokémon Gold and Silver Radio Tower guide
- Rising Badge - Route 44 and Ice Path - Pokemon Silver Version Walkthrough & Guide
- Ice Path - Bulbapedia
- Pokémon Gold and Silver/Ice Path — StrategyWiki
- Clair - Bulbapedia
- Dragon's Den - Bulbapedia
- Blackthorn City Gym — Bulbapedia
- Kanto Route 27
- Tohjo Falls
- Gold/Silver/Crystal Walkthrough: Tohjo Falls, Routes 26 and 27, and Victory Road
- Pokémon Gold and Silver Route 26-27
- Gold and Silver TMs and HMs
- Road to the Pokemon League! - Pokemon Silver Version Walkthrough & Guide
- Walkthrough: Pokémon Gold and Silver/Part 14
- Pokémon Gold and Silver/Victory Road
- GSC TM Location Guide
- Walkthrough: Pokémon Gold and Silver/Part 29 — Bulbapedia
- Whirl Islands — Bulbapedia
- Silver Wing — Bulbapedia
- Pokémon Silver Version — Guide and Walkthrough
- Lugia Generation 2 move learnset — Pokémon Database
- Rainbow Feather — Bulbapedia
- Tin Tower — Bulbapedia
- Ho-Oh — Bulbapedia
- Pokémon Gold and Silver/Tin Tower — StrategyWiki
- Ho-oh Generation 2 Move Learnset — Pokémon Database
- Pokémon Silver Version Guide and Walkthrough — GameFAQs
- Pokémon Gold and Silver Versions — postgame, S.S. Ticket, S.S. Aqua, and Kanto overview
- Walkthrough: Pokémon Gold and Silver, Part 16 — S.S. Ticket, Olivine Harbor, and S.S. Aqua
- Roaming Pokémon — Generation II roaming mechanics
- Cerulean Gym — Generation II Machine Part and Misty progression
- Mt. Silver — Badge requirement and original-game access
- Indigo Plateau/Generation II
- Pokémon Gold & Silver - Elite Four
- Pokéarth - Kanto - Indigo Plateau - Generation II
- Walkthrough: Pokémon Gold and Silver/Part 15
About the game & collecting notes
- Platform
- Game Boy Color
Step-by-step coverage of the original Pokémon Silver Version for Game Boy Color, including the Johto story, all eight Johto Gyms, the Elite Four and Champion, and clearly marked optional postgame content. The later Goldenrod Radio Tower takeover is handled after the Lake of Rage and Mahogany Town storyline. After Pryce is defeated, Route 44 and the Ice Path are available in the original Generation II release, but the Radio Tower takeover must be completed before Clair will allow the Blackthorn Gym progression to continue.
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