| Locations - In-Depth Details |
| Gold |
New Bark Town, Olivine City, Union Cave, Route 26, Route 27, Pallet Town, Vermilion City | Details |
| Silver |
New Bark Town, Olivine City, Union Cave, Route 26, Route 27, Pallet Town, Vermilion City | Details |
| Crystal |
New Bark Town, Olivine City, Union Cave, Route 26, Route 27, Pallet Town, Vermilion City | Details |
| Generation II Level Up |
|
| — |
Bubble |
 |
20 |
100 |
30 |
10 |
| A WATER-type attack. Has a one-in-ten chance of reducing the target's SPEED. |
| — |
Thunder Wave |
 |
-- |
100 |
20 |
-- |
| A special move that causes paralysis. The victim has a onein-four chance of immobility. |
| — |
Supersonic |
 |
-- |
55 |
20 |
-- |
| A special NORMAL-type move. Supersonic sound waves are used to confuse the target. |
| 5 |
Supersonic |
 |
-- |
55 |
20 |
-- |
| A special NORMAL-type move. Supersonic sound waves are used to confuse the target. |
| 13 |
Flail |
 |
?? |
100 |
15 |
-- |
| An attack that increases in power if the user's HP is low. It could turn the tide in battle. |
| 17 |
Water Gun |
 |
40 |
100 |
25 |
-- |
| A WATER-type attack. Stronger than BUBBLE. Many WATER-type Pokémon learn this move. |
| 25 |
Spark |
 |
65 |
100 |
20 |
30 |
| An ELECTRIC-type attack. Has a one-in-three chance of paralyzing the target. |
| 33 |
Confuse Ray |
 |
-- |
100 |
10 |
-- |
| A sinister flash of light makes the target confused. A special GHOST-type move. |
| 45 |
Take Down |
 |
90 |
85 |
20 |
-- |
| A charging attack. One quarter of the damage it inflicts comes back to hurt the attacker. |
| 53 |
Hydro Pump |
 |
120 |
80 |
5 |
-- |
| The strongest WATER-type attack. While it is powerful, it may miss the target. |
| TM & HM Attacks |
|
| TM03 |
Curse
|
 |
-- |
-- |
10 |
-- |
| Raises ATTACK and DEFENSE at the expense of SPEED. It works differently for the GHOST type. |
| TM06 |
Toxic
|
 |
-- |
85 |
10 |
-- |
| A move that badly poisons the target. The amount of poison damage increases every turn. |
| TM07 |
Zap Cannon
|
 |
100 |
50 |
5 |
100 |
| An ELECTRIC-type attack. Inaccurate but is guaranteed to cause paralysis if it hits. |
| TM10 |
Hidden Power
|
 |
?? |
100 |
15 |
-- |
| A peculiar move that changes type and power depending on the Pokémon using it. |
| TM13 |
Snore
|
 |
40 |
100 |
15 |
30 |
| Has a one-in-three chance of making the target flinch. Can be used only by a sleeping Pokémon. |
| TM15 |
Hyper Beam
|
 |
150 |
90 |
5 |
-- |
| An extremely powerful attack. The attacker becomes so tired, it has to rest the next turn. |
| TM17 |
Protect
|
 |
-- |
100 |
10 |
-- |
| Completely foils an opponent's attack. If used consecutively, its success rate decreases. |
| TM18 |
Rain Dance
|
 |
-- |
90 |
5 |
-- |
| Summons rain for five turns. While it is raining, the power of WATER-type moves increases. |
| TM20 |
Endure
|
 |
-- |
100 |
10 |
-- |
| Always leaves the user with at least one HP. Success rate decreases if used repeatedly. |
| TM21 |
Frustration
|
 |
?? |
100 |
20 |
-- |
| A NORMAL-type attack. The more the user dislikes its trainer, the more powerful the move. |
| TM25 |
Thunder
|
 |
120 |
70 |
10 |
30 |
| Strongest of all ELECTRIC-type attacks. Has a one-in-ten shot at paralyzing the target. |
| TM27 |
Return
|
 |
?? |
100 |
20 |
-- |
| A NORMAL-type attack. The tamer the user, the more powerful the move. |
| TM32 |
Double Team
|
 |
-- |
100 |
15 |
-- |
| Creates illusionary copies of the user. They disorient the enemy, reducing its accuracy. |
| TM34 |
Swagger
|
 |
-- |
90 |
15 |
100 |
| A move that infuriates and confuses the opponent, but it increases the target's ATTACK. |
| TM35 |
Sleep Talk
|
 |
-- |
100 |
10 |
-- |
| Randomly chooses one of the user's moves. Can be used only by a sleeping Pokémon. |
| TM44 |
Rest
|
 |
-- |
100 |
10 |
-- |
| The user takes a nap to fully restore its HP and recover from any status abnormalities. |
| TM45 |
Attract
|
 |
-- |
100 |
15 |
-- |
| Infatuates targets, making it hard for them to attack foes of the opposite gender. |
| HM03 |
Surf
|
 |
95 |
100 |
15 |
-- |
| A WATER-type attack. This move is strong and highly accurate. |
| HM05 |
Flash
|
 |
-- |
70 |
20 |
-- |
| Blinds the target with a bright flash of light, reducing the opponent's accuracy. |
| HM06 |
Whirlpool
|
 |
15 |
70 |
15 |
-- |
| Lasts two to five turns. Foe becomes trapped in a vortex, making it impossible to switch. |
| HM07 |
Waterfall
|
 |
80 |
100 |
15 |
-- |
| A WATER-type attack. Hits with a blow packing the power of fish traveling up waterfalls. |