hide results

    FAQ/Walkthrough by Lando_Kashmir

    Version: 1.01 | Updated: 04/25/07 | Printable Version | Search Guide | Bookmark Guide

    POKEMON RED/BLUE/YELLOW
    FAQ/WALKTHRU			
    
    Copyright Lando_Kashmir 2005-2007
    Version 1.0
    Created: January 6, 2006
    Last updated: April 16, 2007
    
    UPDATE (4/25/07):
    I am no longer accepting emails about this guide.  Sorry!  If you can?t find
    the answer to your questions, please ask on one of the message boards or 
    look in one of the other FAQs.  
    
    - Lando_Kashmir
    
    				
    Table of Contents (with page numbers):
    	A. Introduction - 2
    	B. Walkthru (pages 4-106)
    		1. The Start of the Adventure - 4
    		2. Pewter City Badge - 6
    		3. Cerulean City Badge - 12
    		4. Vermilion City Badge - 20
    		5. Celadon City Badge - 34
    		6. Fuchsia City Badge - 51
    		7. Saffron City Badge - 67
    		8. Cinnabar Island Badge - 81
    		9. Viridian City Badge - 90
    		10. Pokemon League - 93
    		11. Beyond - 103
    	C. Lists, Charts, and Glitches (pages 106-144)
    		1. Type Compatibility Chart - 106
    		2. TM and HM Locations - 107
    		3. Pokemon Locations - 108
    		4. Pokemon Evolutions - 111
    		5. Move List - 112
    		6. Game Shark Codes - 125
    		7. Glitches - 135
    	D. Battle Strategy Guide (pages 144-305)
    		1. Competitive Battling Basics - 144
    		2. Individual Pokemon Stats and Strategy - 149
    		3. Building a Team - 298
    	E. Conclusion (page 305)
    		1. Legal Disclaimer - 305
    		2. Credits - 305
    		3. Contact Info - 305
    
    
    
    
    
    
    ################################################################
    A. Introduction
    	Hello and welcome to Red, Blue, and Yellow, Pokemon fans! 
    Red and Blue were the games that started it all, invented in
    Japan in 1995 and brought to America in 1998. Their incredible
    popularity brought about a giant slew of spinoffs, toys, games,
    and other items related to the series, most notably the Pokemon
    TCG, or Trading Card Game.  
    	If you're new to Pokemon, this is the essential place to
    start.  Playing Red and Blue provides a base understanding to 
    the rest of the series, and its great gameplay holds up even today. 
    The first half of this guide consists of the walkthrough where I
    launch you into the adventure immediately and all players should
    go through it first.  It consists of how to use Pokeballs, where
    to capture every Pokemon in the game and how to grow strong
    enough to beat the Elite Four.  Once they've completed the game
    and have a solid knowledge of the gameplay, then they should 
    move on to section two, the battle strategy guide, which shows 
    players the real soul of Pokemon and how to build a perfect team to 
    take on fellow players.  NOTE: This guide assumes you have the
    instruction booklet and know what the basic rules of Pokemon are.
    	One of the most important things to know in Pokemon are the
    different types, and which ones are physical and which ones are
    special.  The physical attack types use the Attack stat and the
    Defense stat for defending against physical attacks, and the
    special attack types use the Special stat for both offense and
    defense in Red/Blue/Yellow.  Here is the key for denoting which
    type is physical and special and each type's abbreviation:
    
    Nr: Normal-type (physical)
    Fi: Fire-type (special)
    Wa: Water-type (special)
    Gr: Grass-type (special)
    El: Electric-type (special)
    Ic: Ice-type (special)
    Fg: Fighting- type (physical)
    Po: Poison-type (physical)
    Gd: Ground-type (physical)
    Fl: Flying-type (physical)
    Ps: Psychic-type (special)
    Bu: Bug-type (physical)
    Rk: Rock-type (physical)
    Gh: Ghost-type (physical)
    Dr: Dragon-type (special)
    
    	In case you haven't noticed, Red, Blue, and Yellow are 
    Three separate games, but there aren't too many differences between
    them.  Red and Blue were originally created for the Game Boy, so
    their graphics are not as sharp or colorful as the Yellow
    version.  In Red and Blue, you begin with one of three starting
    Pokemon: Bulbasaur (Grass/Poison type), Squirtle (Water type),
    and Charmander (Fire type), whereas in Yellow you always begin
    with Pikachu (Electric type), a Pokemon that follows you around
    outside its Poke Ball.  Yellow also has several differences in
    the storyline that fans of the cartoon may appreciate.  The main
    difference between Red and Blue is the version-specific Pokemon,
    making you have to trade between the two versions to collect all
    151.  Here are the charts for version-specific Pokemon:
    	
    Red-version ONLY Pokemon:
    Ekans (Ps)
    Arbok (Ps, evolves from Ekans)
    Oddish (Gr/Ps)
    Gloom (Gr/Ps, evolves from Oddish)
    Vileplume (Gr/Ps, evolves from Gloom)
    Mankey (Fg)
    Primeape (Fg, evolves from Mankey)
    Growlithe (Fi)
    Arcanine (Fi, evolves from Growlithe)
    Scyther (Bu/Fl)
    Electabuzz (El)
    
    Blue-version ONLY Pokemon:
    Sandshrew (Gd)
    Sandslash (Gd, evolves from Sandshrew)
    Vulpix (Fi)
    Ninetales (Fi, evolves from Vulpix)
    Meowth (Nr)
    Persion (Nr, evolves from Meowth)
    Bellsprout (Gr/Po)
    Weepinbell (Gr/Po, evolves from Bellsprout)
    Victreebel (Gr/Po, evolves from Weepinbell)
    Magmar (Fi)
    Pinsir (Bu)
    
    	The Yellow version, however, requires trading from BOTH
    versions to get all 151.  Here are the Pokemon that Yellow does
    not contain that must be traded:
    
    Weedle (Bu/Po) -Trade from Red/Blue
    Kakuna (Bu/Po, evolves from Weedle) -Trade from Red/Blue
    Beedrill (Bu/Po, evolves from Kakuna) -Trade from Red/Blue
    Ekans (Po) -Trade from Red
    Arbok (Po, evolves from Ekans) -Trade from Red
    Raichu (El, evolves from Pikachu)- Trade from Red/Blue
    Meowth (Nr) -Trade from Blue
    Persian (Nr, evolves from Meowth) -Trade from Blue
    Koffing (Po) -Trade from Red/Blue
    Weezing (Po, evolves from Koffing) -Trade from Red/Blue
    Jynx (Ic/Ps) -Trade from Red/Blue
    Electabuzz (El) -Trade from Red
    Magmar (Fi) -Trade from Blue
    
    	And, of course, the one Pokemon that all versions have an
    equally tough time of getting is Mew, #151.  Mew is impossible 
    to get in the actual game, unless you use a working glitch
    (described later in the FAQ), use a Game Shark, update your RAM
    (2 bits), or let Nintendo update your RAM (32 bits) to get an
    "official" Mew.  The Pokedex, however, is considered complete
    when the first 150 Pokemon are captured anyway, so many people
    don't even try to get Mew.  
    	
    
    
    
    
    
    
    
    ################################################################
    B. Walkthru
    ________________________________________________________________
    	1. The Start of the Adventure
    	The beginning of the game introduces you to Professor Oak,
    one of the main authorities of Pokemon.  Choose your name and 
    the name of your Rival, and you will begin the game in your room. 
    Throughout the walkthrough I will refer to your Rival as Gary. 
    Check out the PC in the top-right corner, go to ITEMS, and get
    POTION.  This will be useful in just a few minutes.  Head
    downstairs and say goodbye to your mom, then go outside.  
    	This next section of the game is the first part where there
    is a difference in what happens between the Red/Blue and Yellow
    versions.  In this section I will divide it into two equal 
    parts:
    Red/Blue and Yellow.
    
    RED/BLUE: Walk north a bit to see the exit of the town and enter
    the grassy area.  Immediately Professor Oak appears and stops
    you, saying it's too dangerous for you to go out without a
    Pokemon for protection.  He takes you inside his lab, where your
    Rival, Gary awaits.  Oak gives you a choice of three level 5
    Pokemon to take with you to begin your journey.  Each one has 
    Its strengths and weaknesses, which I will detail below:
    
    Charmander: A Fire-type.  Charmander has a high Speed stat, but
    it will be difficult for beginners to progress early in the game
    because it does not do well against the first couple Gym 
    Leaders. Raising strong supporting Pokemon to help Charmander is vital if
    you choose him.
    Squirtle: A Water-type.  Squirtle is the more Defense-oriented 
    ofthe three starters, and is a good overall choice for beginners
    and experienced players alike.  You shouldn't have to raise a
    supporting Pokemon right away, which gives you more flexibility
    in choosing your team.
    Bulbasaur: A Grass/Poison type.  Bulbasaur has the highest
    Special Attack of the three, making it the best pure offensive
    type.  He is the best choice for beginners, because he can very
    easily plow through the first few gyms, giving you lots of time
    to make decisions for supporting Pokemon.
    	After you make your choice, Gary steps in to choose which
    Pokemon he wants.  No matter which one you choose, Gary will
    automatically choose the one that is naturally stronger than
    yours.  If you chose Charmander, he chooses Squirtle
    (Water>Fire); if you chose Squirtle, he chooses Bulbasaur
    (Grass>Water); and if you chose Bulbasaur, he chooses Charmander
    (Fire>Grass).  Make sure to save your game after he's done,
    because when you try to leave, Gary will challenge you with his
    new Pokemon!
    
    RIVAL Gary $175
    Squirtle, level 5-Tackle, Tail Whip (72 EXP.)
    OR Bulbasaur, level 5-Tackle, Growl (75 EXP.)
    OR Charmander, level 5-Scratch, Growl (69 EXP.)
    
    	This battle shouldn't be too challenging if you got POTION
    from the PC; if not, it could be frustrating!  Just keep using
    your Pokemon's base attack (Tackle or Scratch), and don't bother
    with the stat-reducing moves; once you're down to very low
    health, use POTION and you should be able to quickly despose of
    Gary's Pokemon.  If you didn't grab the item, though, you have 
    to hope that Gary wastes his time using the stat-reducing moves.  
    	Once you win, your starter should gain a level, you get 
    some cash (up to $3175 by now), and Gary leaves.  
    
    YELLOW: Walk north and you should see some grass, where the edge
    of the town is.  Walk into the grass a little bit and Professor
    Oak appears, warning you not to walk in tall grass without a
    Pokemon to protect you.  Just then, a wild Electric-type Pikachu
    attacks!  Oak uses his Poke Ball to capture it, then takes you 
    to his lab where Gary, your Rival, is waiting.  Oak motions to the
    Poke Ball on the table, offering it to you as your first 
    Pokemon. Right when you move to get it, though, Gary pushes you aside and
    claims it for his own (the Poke Ball contains an Eevee), so Oak
    instead gives you the Pikachu he caught earlier.  Make sure to
    save the game now, because Gary is about to test his new Pokemon
    on you!  Try to leave and Gary approaches you.
    
    RIVAL Gary $175
    Eevee, level 5-Tackle, Tail Whip (97 EXP.)
    
    	This battle should be pretty easy.  Your Pikachu knows
    Thunderbolt, so with repeated attacks from it, Eevee should go
    down fairly quickly.  In addition, Thunderbolt has a chance of
    paralyzing the opponent, which incredibly slows it down and has 
    a 25% chance of preventing the opponent from attacking for a turn.  
    And if Pikachu's HP goes down to dangerous levels, just use
    POTION from your PC you got earlier.
    	After your victory, Pikachu gains a level and you get some
    cash!  Gary leaves in a huff.
    
    PALLET TOWN Wild Pokemon:
    Water:
    Tentacool- Very Common (R,B,Y)
    Magikarp- Very Common (R,B,Y)
    
    	Now all three versions meet up in the same place again. 
    Leave the lab and go outside, then head north to exit Pallet 
    Town and enter Route 1.
    
    ROUTE 1 Wild Pokemon:
    Pidgey -Very Common (R,B,Y)
    Rattata -Very Common (R,B,Y)
    
    	As you can see, there are only two Pokemon across Route 1,
    Rattata and Pidgey, and they're at low levels (2-4).  Make your
    way north and talk to the Poke Mart employee who gives you a 
    free POTION.  Continue north, battling a couple wild Pokemon to raise
    your starter's level to 7.  Be sure to Run from the wild
    encounters, however, if your Pokemon sustains too much damage. 
    The boy gives you a tip on how to jump down the ledges you see 
    on this route.  Eventually you should reach Viridian City.
    	If you want, you can explore a little bit, talking to 
    people in houses such, but you can't advance north yet because a grumpy
    old man is blocking the road right now.  Locate the Poke Center
    near the entrance to the city.  These buildings heal all the
    Pokemon in your party for free, so go there whenever you need 
    to. Nearby should be the Poke Mart, your objective.  Enter it and 
    the store clerk calls you over to hand you OAK'S PARCEL.  Go back to
    Pallet Town by Route 1.
    	Enter Oak's lab to give him the parcel, and Gary struts 
    back in, saying Oak had called him for something.  Oak then explains
    to you both what he wants you to do.  He wants you to go on a
    journey throughout Kanto to capture all 150 Pokemon that exist
    and record them in the Pokedex he gives you.  After he gives 
    both of you the Pokedexes, Gary explains that he doesn't need your
    help and he will capture them all before you do.  Well, we can't
    let that happen, right?  Now your adventure begins; let's get to
    it!
    
    
    
    ________________________________________________________________
    	2. Boulder Badge
    	Pokedex in hand, journey back through Route 1 to Viridian
    City (your starter should be at level 8 by now).  Head straight
    for the Poke Mart after healing at the Poke Center.
    
    Viridian City Poke Mart:
    Poke Ball -$200
    Antidote -$100
    Parlyz Heal -$200
    Burn Heal -$250
    
    Viridian City Wild Pokemon:
    Water:
    Poliwag- Common (R,B,Y)
    Tentacool- Common (R,B,Y)
    Magikarp- Very Common (R,B,Y)
    
    	Now that you have the Pokedex you can capture Pokemon, so
    buy at least 10 Poke Balls ($2000) from the clerk.  I also
    suggest buying one or two Antidotes for the treck through
    Viridian Forest ahead.  Go to the north end of Viridian City to
    get a little demo on catching Pokemon using Poke Balls from the
    old man.  In Red and Blue, he successfully catches the wild
    Weedle, but in Yellow, he fails.  Basically, the concept is
    simple: Use your Pokemon's attacks to wittle away at the wild
    Pokemon's health, then throw Poke Balls at it to capture it.  It
    helps even more if you add a status ailment like Paralysis 
    (using Pikachu's Thunderbolt) or Sleep.  Go back down to Route 1 and
    test your training by capturing both a wild Rattata and Pidgey.
    	
    	After doing that, return to Viridian and go westward.  You
    should see a narrow path leading north as you go left; head up
    that path and press A next to the weird-looking tree to get a
    POTION.  Head back down and continue left to find Route 22. 
    There is another strange tree to the south next to the city 
    lake; after learning Cut, you can return here and Cut that tree down
    and talk to the man there to receive TM42:Dream Eater.
    
    Route 22 Wild Pokemon:
    Land:
    Rattata -Very Common (R,B,Y)
    Spearow -Common (R,B,Y)
    Nidoran(f) -Very Common (B,Y), Common (R)
    Nidoran(m) -Very Common (R,Y), Common (B)
    Mankey -Common (R,Y)
    Water:
    Poliwag- Common (R,B,Y)
    Goldeen- Very Common (R,B,Y)
    Magikarp- Very Common (R,B,Y)
    
    	As you can see, there are somewhat more diverse types of
    Pokemon in this route.  It is imperative that you eventually
    capture a Flying-type Pokemon, so you have one to use FLY later
    in the game.  If you're playing Yellow or you chose Charmander 
    at the beginning, you need a supporting Pokemon, and this is a good
    place to start.  Mankey is the best choice for immediate results
    because it learns Low Kick soon, but a Butterfree (evolved from 
    a Caterpie, found in Viridian Forest) may even be better.  Nidoran
    male or female is a very good choice for a team member as well 
    in the long run (as a TM hogger with good stats), but it won't 
    stand much of a chance against Brock, leader of Pewter Gym.  The 
    choice is yours: If you started out with Pikachu or Charmander, choose
    either Mankey or Butterfree for Brock, bringing along a Nidoran
    if you want.
    	Even if you started with Squirtle or Bulbasaur, it's a good
    idea to get a supporting Pokemon now, because Gary is about to
    have a rematch with you!  He'll challenge you if you try to go
    left above the patch of grass on Route 22.  Make sure your
    Pokemon are at least level 8 or 9 beforehand.
    
    RIVAL Gary $280
    RED/BLUE:
    Pidgey, level 9- Gust, Sand Attack (105 EXP.)
    Squirtle, level 8- Tackle, Tail Whip, Bubble (114 EXP.)
    OR Bulbasaur, level 8- Tackle, Growl, Leech Seed (117 EXP.)
    OR Charmander, level 8- Scratch, Growl (111 EXP.)
    
    	Looks like your Rival beefed up in a short time!  Remember
    that this is an optional battle, so feel free to skip it and 
    move onto Viridian Forest if you want, although you'll be missing out
    on lots of Experience Points.
    	Pidgey will probably be the more challenging of the two, 
    due to its Sand-Attack and higher level.  Wear it down with strong
    physical attacks from your starter, and switch out if its
    accuracy is reduced too much.  As for Gary's starter, Squirtle
    and Charmander haven't changed that much (Bubble is just a weak
    Water attack), but Bulbasaur has learned Leech Seed, a dangerous
    move that weakens your Pokemon while healing his at the same
    time.  Take it out as soon as possible with whichever Pokemon of
    yours has the more health left after Pidgey.  
    
    YELLOW:
    Spearow, level 9- Peck, Growl, Leer (111 EXP.)
    Eevee, level 8- Tackle, Tail Whip, Sand-Attack (157 EXP.)
    	
    	This battle should be easier in Yellow version.  Use
    Pikachu's Thundershock to easily take down Spearow, and wear out
    Eevee as much as you can with him and switch when his health or
    accuracy gets too low, then finish Eevee off.
    	
    	After beating Gary for the second time in a row, he again
    taunts you and runs off.  Good job!  Catch the Nidorans, 
    Spearow, and Mankey on this route to further your Pokedex along.  Don't
    bother going left from this route; it leads to the Pokemon 
    League which you have no way of accessing yet.  Return to Viridian 
    City. To the right of the old man who showed you how to use Poke 
    Balls, there should be a gym.  Unfortunately it's locked for now and no
    one knows where the leader is, but don't worry, he'll be back
    
    eventually!  
    	Go up from Viridian to Route 2.
    
    ROUTE 2 Wild Pokemon
    Caterpie -Common (R,B,Y)
    Pidgey -Very Common (R,B,Y)
    Rattata -Very Common (R,B,Y)
    Nidoran(f) -Common (Y)
    Nidoran(m) -Common (Y)
    
    	There isn't much to see on this route, especially if you've
    already been to Route 22.  Just continue on, through the 
    building and into Viridian Forest.
    
    VIRIDIAN FOREST Wild Pokemon
    Caterpie -Very Common (B,Y), Common (R)
    Metapod -Common (B,Y), Rare (R)
    Weedle -Very Common (R), Common (B)
    Kakuna -Common (R), Common (B)
    Pidgey -Common (Y)
    Pidgeotto -Rare (Y)
    Pikachu -Rare (R,B)
    
    	Viridian Forest, home of a bunch of new Bug-type Pokemon. 
    Be sure to catch all the available types of bugs, and in Yellow,
    you might even see a Pidgeotto!  The most important Pokemon to
    catch in these parts in Red/Blue, however, is Pikachu.  It may 
    be very tough to find one, but this is the only opportunity in the
    game to capture one until much later.  If you face a wild 
    Metapod and Kakuna and you've already caught one, be sure to 
    defeat it with your Pokemon because all they do is Harden, a defensive 
    move and they dish out good experience.  If they wear your Pokemon's
    PP down, just go back and refill at the Poke Center.
    	Now remember, if you chose Charmander or Pikachu as your
    starter, you need a supporting Pokemon in your upcoming battle
    against Brock!  If you didn't get a Mankey from Route 22, then
    capture a Caterpie right here and now.  Raise it to level 7 so 
    it evolves into a Metapod, then raise the Metapod to level 10 so it
    becomes a Butterfree and learns Confusion, an extremely useful
    move.  Beedrill (Weedle's final evolution) is also available, 
    but it does not learn Confusion, rendering it almost useless. 
    
    	This is the first part of the game where you will face
    normal trainers.  Remember, if you get poisoned, either use an
    Antidote or quickly head back to the Poke Center.  The trainers
    in Viridian Forest in the Red/Blue versions are actually quite
    different in the Yellow version, so I will have a separate
    walkthru of this area for both R/B and Y.
    
    RED/BLUE: Go left from the entrance, up the narrow path and to
    the left to find a Poke Ball.  Head back to the entrance and go
    right, then up the path past the trainer who doesn't challenge
    you.  Go up little bit more to start your first regular trainer
    battle!
    
    
    BUG CATCHER $60
    Weedle, level 6- Poison Sting, String Shot (66 EXP.)
    Caterpie, level 6- Tackle, String Shot (67 EXP.)
    
    	He wasn't too hard, right?  Continue up the path past a 
    long patch of grass to face a second trainer.
    
    BUG CATCHER $70
    Red version:
    Weedle, level 7- Poison Sting, String Shot (78 EXP.)
    Kakuna, level 7- Harden (106 EXP.)
    Weedle, level 7- Poison Sting, String Shot (78 EXP.)
    Blue version:
    Caterpie, level 7- Tackle, String Shot (79 EXP.)
    Metapod, level 7- Harden (108 EXP.)
    Caterpie, level 7- Tackle, String Shot (79 EXP.)
    
    	Go up the left side of the path above to get ANTIDOTE.  The
    next path splits, but they both end up in the same place.  
    
    Follow the path down along the very long grass patch, up another one,
    and down another one.  In the little cranny to the right you
    should find a POTION, and continuing left and up along the path
    pits you against the last trainer of the area.
    
    BUG CATCHER $90
    Red version:
    Weedle, level 9- Poison Sting, String Shot (99 EXP.)
    Blue version:
    Caterpie, level 9- Tackle, String Shot (100 EXP.)
    
    	This should be easy.  Now just follow the path up to escape
    Viridian Forest!
    
    
    YELLOW: Go left from the entrance, and you should almost
    immediately see a female trainer in the grass patch to the left. 
    Challenge her!
    
    LASS $90
    Nidoran(f), level 6- Growl, Tackle (75 EXP.)
    Nidoran(m), level 6- Leer, Tackle (76 EXP.)
    
    	After the easy battle, head up the path above you and turn
    left to pick up a Poke Ball.  Return to the entrance, then take
    the right path.  Go up past the trainer who doesn't challenge
    you, and head north to encounter a Bug Catcher.
    
    BUG CATCHER $70
    Caterpie, level 7- Tackle, String Shot (79 EXP.)
    Caterpie, level 7- Tackle, String Shot (79 EXP.)
    	
    	Continue up along the path to face another Bug Catcher.
    
    BUG CATCHER $60
    Metapod, level 6- Harden (91 EXP.)
    Caterpie, level 6- Tackle, String Shot (67 EXP.)
    Metapod, level 6- Harden (91 EXP.)
    
    	Go up the left side of the path to get ANTIDOTE.  The path
    above branches, but it ends up in the same place, so just follow
    it left and down.  You should see another Bug Catcher, and this
    is one that's not in Red/Blue at all.
    
    BUG CATCHER $80
    Caterpie, level 8- Tackle, String Shot (90 EXP.)
    Metapod, level 8- Tackle, String Shot, Harden (123 EXP.)
    
    	As you can see, this Bug Catcher was a little smarter than
    the others and evolved his Metapod so it retained its offensive
    moves; however, it still has crappy Attack.  After defeating 
    him, continue up and down the long patches of grass.  At the bottom 
    of the second grass-patch, you should see a little cranny to the
    right; pick up the POTION there.  Now go left and up to meet the
    final trainer of the area.
    
    BUG CATCHER $100
    Caterpie, level 10- Tackle, String Shot (112 EXP.)
    
    	After the quick fight, walk up the final patch of grass to
    find the exit.
    
    	Now that you're out of Viridian Forest, you find yourself 
    on the other side of Route 2.  This grass-patch contains the same
    Pokemon as were on the other side, so it's okay to just skip 
    over it.  Just a little farther north and you've found Pewter City!
    	This city is the home of the first gym leader you will
    challenge on your adventure: Brock, the master of Rock Pokemon. 
    Feel free to look around the city first, chatting with locals if
    you want, but there isn't that much else to do.  Check in at the
    Poke Mart; you probably need more Poke Balls by now, and 
    possibly some Potions for the gym.  
    	
    Pewter City Poke Mart:
    Poke Ball -$200
    Potion -$300
    Escape Rope -$550
    Antidote -$100
    Burn Heal -$250
    Awakening -$200
    Paralyz Heal -$200
    
    	Escape Rope is an item that exits you out of any cave and
    back to the nearest Poke Center.  It's useful if you feel like
    you're lost and your Pokemon are low on health, but it's pretty
    expensive.
    	Next to the Mart is a boy who will show you the Museum if
    you haven't been there yet.  It has some pretty cool stuff in it
    that may interest you like some lost fossils and space 
    artifacts, but it's optional.  It's only $50 so go ahead and 
    try it out.
    	If you try to leave Pewter City to the right you will be
    stopped, so let's head to the gym right now.  It's below the
    museum and slightly to the left.
    
    PEWTER CITY GYM 
    Style: Rock
    	Well here it is, your first gym!  If you've raised your
    Pokemon to at least level 12 and have 1 or 2 supporting Pokemon
    if you chose Pikachu or Charmander at the beginning, you're all
    set!  There's one lone trainer in your way before Brock.  You 
    can skip him by going around the back path, but you'll be missing
    experience, so go up and challenge him.
    
    JR. TRAINER(m) 
    Red/Blue: $220
    Diglett, level 11- Scratch (190 EXP.)
    Sandshrew, level 11- Scratch, Sand-Attack (219 EXP.)
    Yellow: $180
    Diglett, level 9- Scratch (156 EXP.)
    Sandshrew, level 9- Scratch (178 EXP.)
    
    	As you can see, this trainer uses Ground-types different
    from those you've seen before.  A Squirtle or Bulbasaur, using
    Bubble/Water Gun or Vine Whip, respectively, can quickly take
    them out, and Charmander should be able to put a big dent into
    them as well with Ember.  If you're in Yellow version, though,
    watch out!  Since Pikachu can't put a dent into Ground-types, 
    you have to use either your Butterfree or Mankey that you've
    hopefully trained well up to this time.
    	Now you should be ready to take on Brock!
    
    GYM LEADER Brock (uses Potion) TM34:Bide, Boulder Badge
    Red/Blue:  $1386
    Geodude, level 12- Tackle, Defense Curl (220 EXP.)
    Onix, level 14- Tackle, Screech, Bide (324 EXP.)
    Yellow: $1188
    Geodude, level 10- Tackle (183 EXP.)
    Onix, level 12- Tackle, Screech, Bind, Bide (277 EXP.)
    
    	Brock begins the battle by sending out his Geodude.  It's a
    Rock/Ground type, so Squirtle and Bulbasaur users can very 
    easily take it out with Bubble/Water Gun or Vine Whip.  Geodude is
    resistant to Fire, however, and completely immune to Electric, 
    so supports may be needed.  Use Mankey's Low Kick (super-effective
    to Rock) or Butterfree's Confusion to take it out.  Geodude
    itself in Red/Blue is defensive, using Defense Curl to toughen 
    up its Defense a few times before attacking, but in Yellow, it's a
    straight Tackle barrage.
    	After Geodude comes the giant Rock/Ground type Onix; it can
    be tough to deal with if you're new to Pokemon.  Again, Squirtle
    and Bulbasaur should be able to blow it away no problem, but
    support for the others is needed.  In Red/Blue, Onix uses Bide
    almost exclusively; it's a TM move that absorbs attacks for 2-3
    turns then unleashes twice the amount of damage it received in
    that period on the defending Pokemon.  So if Onix uses Bide,
    either use stat-lowering attacks or finish it off as fast as you
    can!  In Yellow, Onix adds Bind into the mix, an attack which
    traps your Pokemon for several turns so it can't move;
    fortunately, it has low Attack power.  Finally, beware of
    Screech, because it severely drops your Pokemon's Defense and
    leaves it open for a strong attack.	
    	Once you defeat Onix, you win!  In addition to the cash and
    Experience Points, you get TM34:Bide (you should know what it
    does now) and the Boulder Badge!  Congratulations on receiving
    your first badge!  Heal up at the Center and head left from
    Pewter City to begin the next leg of the adventure.
    
    
    
    _________________________________________________
    	3. Cascade Badge
    	Enter Route 3.  Prepare yourself for a slew of trainer
    battles!  These are tougher trainers than the ones found in
    Viridian Forest.  Challenge the lass to the immediate right
    first.
    
    LASS $135
    Pidgey, level 9- Gust, Sand-Attack (105 EXP.)
    Pidgey, level 9- Gust, Sand-Attack (105 EXP.)
    
    	Go a little north to fight a Bug Catcher you've seen 
    before.
    
    BUG CATCHER $100
    Caterpie, level 10- Tackle, String Shot (112 EXP.)
    Weedle, level 10- Poison Sting, String Shot (111 EXP.)
    Caterpie, level 10- Tackle, String Shot (112 EXP.)
    
    	Now go slightly left to fight a new type of trainer, a
    Youngster.
    
    YOUNGSTER $165
    Rattata, level 11- Tackle, Tail Whip, Quick Attack (133 EXP.)
    Ekans, level 11- Wrap, Leer, Poison Sting (145 EXP.)
    
    	Remember, use Antidote if you get poisoned by Ekans or
    switch out Pokemon.  Continue on to the right to fight another
    Lass and a Bug Catcher.
    
    LASS $150
    Rattata, level 10- Tackle, Tail Whip, Quick Attack (121 EXP.)
    Nidoran(m), level 10- Leer, Tackle, Horn Attack (127 EXP.)
    
    BUG CATCHER $90
    Weedle, level 9- Poison Sting, String Shot (99 EXP.)
    Kakuna, level 9- Harden (136 EXP.)
    Caterpie, level 9- Tackle, String Shot (102 EXP.)
    Metapod, level 9- Harden (138 EXP.)
    
    	Hop down the small rocks south to fight another Youngster.
    
    YOUNGSTER $210
    Spearow, level 14- Peck, Growl, Leer (174 EXP.)
    
    	Now hop down and back up around to the right to fight
    another Bug Catcher.
    
    BUG CATCHER $110
    Caterpie, level 11- Tackle, String Shot (124 EXP.)
    Metapod, level 11- Harden (169 EXP.)
    
    	Finally, hop down to the big patch of grass and challenge
    the Lass to the right.
    
    LASS $210
    Jigglypuff, level 14- Sing, Pound, Disable (228 EXP.)
    
    
    	Now here's a Pokemon you haven't seen before!  Don't worry,
    it doesn't have a lot of power, but its Sing attack puts you to
    sleep, which is annoying.  After defeating her, you've wrapped 
    up all the trainers on this route and you can start searching in 
    the grass for some new Pokemon.
    
    ROUTE 3 Wild Pokemon
    Pidgey- Very Common (R,B)
    Rattata- Common (Y)
    Spearow- Very Common (R,B,Y)
    Sandshrew- Rare (Y)
    Mankey- Common (Y)
    Jigglypuff- Rare (R,B)
    
    	The biggest draw obviously here is Jigglypuff, a Pokemon 
    you can't get anywhere else in Red/Blue.  It doesn't appear here in
    Yellow, but it does in a later route.  You may have to spend 
    some time looking for it, but it will be well worth the wait as a
    valuable addition to your Pokedex.  Jigglypuff learns lots of
    different TMs and HMs, but its biggest use should probably be
    Sing.  If you need to capture a new Pokemon, put Jiggly out and
    use Sing to put the wild Pokemon to sleep and make it easier to
    catch.  
    	Sandshrew ironically appears on this route in Yellow, but
    you can also capture it on the other side of Mt. Moon as well,
    where it is more common.
    	Moving on up the route, you should eventually reach a Poke
    Center right before the cave; take the opportunity to heal up
    before you enter the cave.  There's a man here who is willing to
    sell you a Magikarp for $500, but don't accept the offer unless
    you want to immediately start training one into a Gyarados for
    your team.  Magikarp will be very easy to catch later on, 
    though. After catching Jigglypuff, enter the cave next to the Center
    known as Mt. Moon and make sure you have some Poke Balls.  Mt.
    Moon is also a cave with diverse trainers that will challenge
    your team.  Be well-prepared!
    	
    MT. MOON (all floors) Wild Pokemon
    Zubat- Very Common (R,B,Y)
    Clefairy- Rare (R,B,Y)
    Paras- Common (R,B,Y)
    Geodude- Common (R,B,Y)
    	Mt. Moon is a cave with diverse trainers that will 
    challenge
    your team.  Be well-prepared!
    
    	All new Pokemon here!  Zubat, an annoying Poison/Flying-
    type, is constantly infesting the halls of Mt. Moon, so it 
    should be easy to capture one.  Pikachu can easily blast them away, but
    Bulbasaur/Ivysaur will have problems against them.  Geodude, the
    Rock/Ground type, can be difficult to catch (this is where Sing
    
    comes in handy), Paras, the Bug/Grass-type, is also common, and 
    a good pick-up for Charmander teams against the upcoming gym, and
    Clefairy is rare like Jigglypuff, so it may take some searching
    around to find one; and, like Jigglypuff, it's useful because it
    learns lots of TMs and HMs.  Mt. Moon is a moderately long
    tunnel, and you should retreat back to the Poke Center if your
    Pokemon become too injured. Walk north and challenge the Lass
    next to the sign.
    
    LASS
    Clefairy, level 14- Pound, Growl, Sing (204 EXP.)
    
    	This match is similar to the previous Lass; get past Sing
    and it's a piece of cake.  Walk to the left and challenge the
    trainer above you.
    
    BUG CATCHER $110
    Weedle, level 11- Poison Sting, String Shot (121 EXP.)
    Kakuna, level 11- Harden (166 EXP.)
    
    	Grab the POTION northwest of the trainer, then get TM12:
    Water Gun directly south of here.  Go back right and past the
    Lass, and to the northeast you should see a ladder.  Take it
    down, follow the path down and to the left and down another
    ladder.  You should see a trainer type you haven't seen before. 
    Challenge him!
    
    ROCKET $330
    Sandshrew, level 11- Scratch, Sand-Attack (219 EXP.)
    Rattata, level 11- Tackle, Tail Whip, Quick Attack (133 EXP.)
    Zubat, level 11- Leech Life, Screech, Supersonic (126 EXP.) 
    
    	This is your first encounter with a Team Rocket trainer;
    they're a little bit tougher than the average trainer. You will
    learn more about them later.  To the right on a raised platform
    is an HP UP; give it to your favorite Pokemon or the one with 
    the least HP.
    	Return back upstairs.  As you can see, the path branches up
    and down; you can go up right away, but you'll be missing out on
    a couple trainers and items, so go down.  
    
    SUPER NERD $275
    Magnemite, level 11- Tackle (208 EXP.)
    Voltorb, level 11- Tackle, Screech (241 EXP.)
    
    	Electric Pokemon you haven't seen before!  Use Special
    Attacks on Magnemite because it has superb Defense, and take 
    down Voltorb with whatever tactics you want.  Southwest of the Super
    Nerd is a POTION.  Now go around the big slab of rock and
    challenge the other trainer.
    
    BUG CATCHER $100
    Caterpie, level 10- Tackle, String Shot (112 EXP.)
    Metapod, level 10- Harden (153 EXP.)
    Caterpie, level 10- Tackle, String Shot (112 EXP.)
    
    	Southeast of the Bug Catcher is a Rare Candy!  These are
    items which automatically raise one of your Pokemon's levels by
    one, but the stat increase won't be as great as if you had
    leveled that Pokemon up by experience.  Use at your own risk, 
    but in-game, one or two Rare Candies for a Pokemon shouldn't hurt.
    	North of the Rare Candy is an Escape Rope.  Continue north
    until you see the northern wall.  Fight the trainer that you 
    see.
    
    LASS $165
    Oddish, level 11- Absorb (183 EXP.)
    Bellsprout, level 11- Vine Whip, Growth (198 EXP.)
    
    	Grass Pokemon here.  Oddish is similar to Zubat in its
    ability to suck health away, but Bellsprout is nothing special. 
    Keep going left, then go south and take the ladder down.  On the
    connecting floor, take the next ladder down, and fight another
    Rocket on the bottom floor.
    
    ROCKET $360
    Zubat, level 12- Leech Life, Screech, Supersonic (138 EXP.)
    Ekans, level 12- Wrap, Leer, Poison Sting (159 EXP.)
    
    	And take the item, above the Rocket, which is TM01: Mega
    Punch!  It's a good move to teach an Attack- strong Pokemon like
    Mankey early in the game.  Also, check out the weird rock to the
    right to get an ETHER, an item that replenishes the PP of one of
    your Pokemon's moves.
    	Return to the top floor and go west to challenge the next
    trainer.
    
    YOUNGSTER $150
    Rattata, level 10- Tackle, Tail Whip, Quick Attack (121 EXP.)
    Rattata, level 10- Tackle, Tail Whip, Quick Attack (121 EXP.)
    Zubat, level 10- Leech Life, Screech, Supersonic (115 EXP.)
    
    	This Youngster annoys you with Quick Attack and Leech Life;
    you may have to go back and visit the Center after this bout. 
    When you can, continue on and north to encounter a new trainer, 
    a Hiker.
    
    HIKER $350
    Geodude, level 10- Tackle (183 EXP.)
    Geodude, level 10- Tackle (183 EXP.)
    Onix, level 10- Tackle, Screech (231 EXP.)
    
    	As you can see, Hikers generally prefer Rock-types.  You
    should see a ladder, but don't go down yet!  Northwest of the
    ladder is a Moon Stone; be sure to grab it.  Moon Stones are 
    very important items that evolve only certain Pokemon.  Here are the
    list of Pokemon that evolve by Moon Stone:
    
    Nidorino (evolution of Nidoran(m))
    Nidorina (evolution of Nidoran(f))
    Clefairy
    Jigglypuff
    
    	There are also only four in the game, so if you want to
    complete your Pokedex, hang onto them!  Now take the ladder 
    down, and take the successive ladder down to the southeast from there.
    	Now on the bottom again, you should see yet another Rocket
    to challenge.
    
    ROCKET $480
    Red/Blue:
    Raticate, level 16- Tackle, Tail Whip, Quick Attack, Hyper Fang
    (397 EXP.)
    Yellow:
    Rattata, level 13- Tackle, Tail Whip, Quick Attack (157 EXP.)
    Zubat, level 13- Leech Life, Screech, Supersonic (150 EXP.)
    
    	Watch out for this Raticate's Hyper Fang!  It does a lot of
    damage.  After disposing of it, start going along the long
    outside perimeter right, down, left, then up.  Near the end,
    another Rocket approaches you.  In Yellow version this Rocket
    isn't there and is switched with the Rocket right before the
    trainer with the fossils.
    
    ROCKET $390
    Red/Blue:
    Rattata, level 13- Tackle, Tail Whip, Quick Attack (157 EXP.)
    Zubat, level 13- Leech Life, Screech, Supersonic (150 EXP.)
    
    	Almost there!  Go up a little bit and locate the narrow 
    path leading right.  Walk down it and press A at the dead end to get
    another Moon Stone!  Now go up and fight the trainer protecting
    two valuable fossils.
    
    SUPER NERD $300
    Grimer, level 12- Pound, Disable (231 EXP.)
    Voltorb, level 12- Tackle, Screech (264 EXP.)
    Koffing, level 12- Tackle, Smog (292 EXP.)
    
    	Don't left Super Nerd mess up your Pokemon with Disable and
    Smog!  After defeating him, you have a choice from one of two
    fossils.  Both of them contain a Pokemon that will hatch from 
    the fossil much later on in the game.  The right one contains a 
    Helix Fossil which creates an Omanyte and the left one contains a Dome
    Fossil which creates a Kabuto.  It's your choice.
    	If you're in Red/Blue, congratulations, all you have to do
    is follow the path ahead of the Super Nerd and down the two
    ladders to exit Mt. Moon!  If you're Yellow, however, if you try
    to escape, one more Rocket will ambush you (they may look
    familiar).  
    
    ROCKET $420
    Ekans, level 14- Wrap, Leer, Poison Sting (186 EXP.)
    Meowth, level 14- Scratch, Growl, Bite (207 EXP.)
    Koffing, level 14- Tackle, Smog (342 EXP.)
    
    	Yes, it's Jessie and James from the TV show!  Looks like
    they took the Super Nerd's fossil and now are out to steal 
    yours. Show them who they're dealing with!  This shouldn't be difficult
    unless your Pokemon are very low on energy, since their Pokemon
    don't know good moves yet.  After defeating them, you're free to
    head down the two ladders and exit Mt. Moon.
    	Outside of Mt. Moon is Route 4.  There isn't much here, so
    just head right, go up the small ledge and grab TM04: Whirlwind
    if you want (it's pretty useless) and hop down the ledge to 
    where the grass area is.  You probably need to head right to Cerulean
    City first and heal at the Poke Center before anything else, but
    when you're done, check out this patch of grass to look for new
    Pokemon.
    
    ROUTE 4 Wild Pokemon
    Land:
    Rattata- Very Common (R,B), Common (Y)
    Spearow- Very Common (R,B,Y)
    Ekans- Common (R)
    Sandshrew- Common (B,Y)
    Mankey- Very Common (Y)
    Water:
    
    Psyduck- Common (R,B)
    Krabby- Very Common (R,B,Y)
    Goldeen- Very Common (R,B,Y)
    Magikarp- Very Common (R,B,Y)
    
    	This is one of the only routes where you can catch a wild
    Ekans!  So if you're playing the Red version, be sure to grab
    that, and if you're playing Blue or Yellow, capture a Sandshrew
    and consider making it a part of your team!  It's a great 
    Ground-type that rivals Diglett in team strength.  It also learns Slash
    at level 17, so it can become very useful very quickly.  There
    shouldn't be any other Pokemon you need, so now head east to
    Cerulean City.
    
    CERULEAN CITY Wild Pokemon:
    Water:
    Psyduck- Common (R,B)
    Poliwag- Common (R,B,Y)
    Poliwhirl- Rare (R,B,Y)
    Krabby- Very Common (R,B,Y)
    Goldeen- Very Common (R,B,Y)
    Magikarp- Very Common (R,B,Y) 
    
    	After healing in the local Center, check out the city.  In
    the very southwest is a Bike Shop, but the bikes there cost
    $1,000,000!  Considering the fact that you'll never get that 
    kind of money, you'll have to hold off on buying a bike for now.  To
    the east of the Bike Shop is the local Poke Mart.
    
    Cerulean City Poke Mart:
    Poke Ball -$200
    Potion -$300
    Repel -$350
    Antidote -$100
    Burn Heal -$250
    Awakening -$200
    Parlyz Heal -$200
    
    	You may want to get a Repel or two, in case you need to 
    make a quick escape from a Route when all your Pokemon are almost
    fainted.  Directly left of the Poke Center is a house where a 
    man will offer to trade his Jynx for your Poliwhirl in the Red/Blue
    versions.  You don't have a Poliwhirl yet, but they're not very
    hard to get; make sure to get one as soon as you are able.  In
    the Yellow version, this house contains a girl that takes care 
    of orphaned Pokemon.  She gives you a Bulbasaur!  Bulbasaur is a
    great supporting Pokemon to use in your party, but you'll have 
    to train it up a bit first, since you get it at level 10.
    	Finally, there is a house in the northwest holding a man
    that tells you the secrets of all the badges.  It's pretty
    interesting information and you should hear him out if you're 
    new to the world of Pokemon.  Also, check out the small area behind
    his house.  Keep pressing A at random tiles and you'll find a
    RARE CANDY!  Now it's time to take on the Cerulean City gym.
    
    CERULEAN CITY GYM
    Style: Water
    
    CERULEAN CITY GYM Wild Pokemon:
    Water:
    Psyduck- Common (R,B)
    Krabby- Very Common (R,B)
    Goldeen- Very Common (R,B)
    Magikarp- Very Common (R,B)
    
    	You've made it to your second gym; this one has trainers
    using Water-types.  Look at your Pokemon's levels; they should 
    be at least level 20-22 by now, or else you could have trouble with
    the leader, Misty.  If they're underleveled, you may want to
    explore routes 24-25 north of Cerulean before challenging the
    gym. 
    	Ivysaur and Pikachu can easily take this gym by themselves,
    but any Charmander or Squirtle team has their work cut out for
    them!  There haven't been many opportunities to catch Grass
    Pokemon to fight Misty, so your supporting Pokemon will just 
    have to gut it out move-for-move with them.
    	Advance forward to fight the first trainer, a Swimmer.  You can
    avoid him by taking the long path, but no sense on wimping out 
    on the worst trainer of the gym...
    
    SWIMMER $80
    Horsea, level 16- Bubble (283 EXP.)
    Shellder, level 16- Tackle, Withdraw (331 EXP.)
    
    	Not much strategy here; Horsea uses a weak Bubble attack
    only and Shellder uses Withdraw to raise Defense then Tackle. 
    Walk up the path toward Misty and a second trainer should 
    advance to challenge you.
    
    JR. TRAINER(f) $380
    Goldeen, level 19- Peck, Tail Whip, Supersonic (451 EXP.)
    
    	Don't be afraid to battle Goldeen; it doesn't have any 
    Water attacks!  Be sure to switch out if it uses Supersonic though;
    confusion is a dangerous status ailment.  Once you've finished 
    it off, save your game and battle the Gym Leader.
    
    GYM LEADER Misty (uses X Defend) $2079, TM11:Bubblebeam, Cascade Badge
    Red/Blue: 
    Staryu, level 18- Tackle, Water Gun (408 EXP.)
    Starmie, level 21- Tackle, Water Gun, Bubblebeam (931 EXP.)
    Yellow:
    Staryu, level 18- Tackle, Water Gun (408 EXP.)
    Starmie, level 21- Tackle, Water Gun, Harden, Bubblebeam (931 EXP.)
    
    	Misty says she's an all-out Water attacker, but that's not
    quite true.  For one thing, she likes to use X Defend a lot to
    increase her Pokemon's Defense, and in Yellow, her Starmie 
    picked up Harden. 
    	She sends out Staryu first, the weaker of her two Pokemon. 
    You should be able to knock it out using any Pokemon you want
    except Charmeleon.  Starmie, however, is a behemoth at level 21. 
    It has terrific defenses and a very powerful Water attack called
    Bubblebeam.  Ivysaur has the easiest time against it because 
    it's resistant to Water and Grass attacks are super-effective against
    it.  In Yellow, weaken Starmie with a supporting Pokemon, then
    switch and let Pikachu finish it off with Thundershock.  If
    you're using a Wartortle, you could try to outlast Starmie by
    using Normal attacks and healing with Potion, but Charmeleon
    teams will have a very tough time and have to rely, yet again, 
    on supporting Pokemon.  If you have a Butterfree, put it to sleep
    then attack it as much as you can.  If not, you will have to 
    hope either your Mankey or Paras if you picked one up can wear it 
    out. This is probably the toughest gym battle for Charmander teams.
    	But after you defeat her, you get lots of experience, cash,
    the Cascade badge, and TM11: Bubblebeam.  If you have Wartortle,
    give that TM to it.  You now have two badges.  On to the next
    gym!
    
    
    
    _________________________________________________________________
    	4. Thunder Badge
    	The first thing you should do is head to the route north of
    Cerulean City.  Suddenly, Gary appears out of nowhere to
    challenge you!
    
    RIVAL Gary $595
    Red/Blue:
    Pidgeotto, level 18- Gust, Sand-Attack, Quick Attack (435 EXP.)
    Abra, level 15- Teleport (234 EXP.)
    Rattata, level 15- Tackle, Tail Whip, Quick Attack, Hyper Fang (183 EXP.)
    Squirtle, level 17- Tackle, Tail Whip, Bubble, Water Gun (238 EXP.)
    OR Bulbasaur, level 17- Tackle, Growl, Leech Seed, Vine Whip (241 EXP.)
    OR Charmander, level 17- Scratch, Growl, Ember, Leer (235 EXP.)
    Yellow:
    Spearow, level 18- Peck, Growl, Leer, Fury Attack (223 EXP.)
    Sandshrew, level 15- Scratch, Sand-Attack (298 EXP.)
    Rattata, level 15- Tackle, Tail Whip, Quick Attack, Hyper Fang (183 EXP.)
    Eevee, level 17- Tackle, Tail Whip, Sand-Attack (334 EXP.)
    
    	In Red and Blue, Gary has made some changes to his team.  
    He evolved his Pidgey into Pidgeotto, and it's the hardest Pokemon
    to defeat of his, but after Misty, it's a walk in the park.  
    Just remember to switch if your Pokemon are hazed out too much by
    Sand-Attack.  Abra is helpless because it only knows Teleport,
    Rattata is the same as always except with Hyper Fang, and Gary
    hasn't evolved his starter Pokemon yet.  The starters now all
    know an elemental move, so you may still want to use someone
    other than your starter against them.
    	In Yellow, Gary has added Sandshrew and Rattata.  Spearow
    can be flattened with Pikachu, use your Mankey/Butterfree/other
    against Sandshrew, Rattata is the same as R/B, and Eevee has 
    only learned Sand-Attack, making it pretty easy to defeat.
    	After making quick work of Gary, it's time to take on the
    Nugget Bridge north of Cerulean on Route 24.  Defeat all five of
    the trainers in a row to get a special prize!  Here are the
    trainers (you may need a couple Antidotes):
    
    BUG CATCHER $140
    Caterpie, level 14- Tackle, String Shot (159 EXP.)
    Weedle, level 14- Poison Sting, String Shot (156 EXP.)
    
    LASS $210
    Red/Blue:
    Pidgey, level 14- Gust, Sand-Attack, Quick Attack (165 EXP.)
    Nidoran(f), level 14- Growl, Tackle, Scratch, Poison Sting (177 EXP.)
    Yellow:
    Pidgey, level 14- Gust, Sand-Attack, Quick Attack (165 EXP.)
    Nidoran(f), level 14- Growl, Tackle, Scratch, Double Kick (177 EXP.)
    
    YOUNGSTER $210
    Rattata, level 14- Tackle, Tail Whip, Quick Attack (171 EXP.)
    Ekans, level 14- Wrap, Leer, Poison Sting (186 EXP.)
    Zubat, level 14- Leech Life, Screech, Supersonic (162 EXP.)
    
    LASS $240
    Red/Blue: 
    Pidgey, level 16- Gust, Sand-Attack, Quick Attack (187 EXP.)
    Nidoran(f), level 16- Growl, Tackle, Scratch, Poison Sting (201 EXP.)
    Yellow:
    Pidgey, level 16- Gust, Sand-Attack, Quick Attack (187 EXP.)
    Nidoran(f), level 16- Growl, Tackle, Scratch, Double Kick (201 EXP.)
    
    JR. TRAINER(m) $360
    Red/Blue:
    Mankey, level 18- Scratch, Leer, Karate Chop (285 EXP.)
    Yellow:
    Mankey, level 18- Scratch, Leer, Low Kick, Karate Chop (285 EXP.)
    
    	After defeating the five, talk to the man at the end to get
    a NUGGET.  Turns out this Nugget Bridge group is a small group 
    of Team Rocket's, and you have one more fight.
    
    ROCKET $450
    Ekans, level 15- Wrap, Leer, Poison Sting (198 EXP.)
    Zubat, level 15- Leech Life, Screech, Supersonic, Bite (172 EXP.)
    
    	He's just an underling, so he should be no problem.  Heal
    back up at the Cerulean Poke Center, and sell that Nugget at the
    Poke Mart for $5000!  
    	Now go on a little past Nugget Bridge and in the northwest
    plateau there should be something there.  Not only is here TM45:
    Thunder Wave, but in Yellow, there is a trainer who will give 
    you a Charmander!  South of here is another trainer and a patch of
    grass to look for Pokemon in.
    
    JR. TRAINER(m) $280
    Rattata, level 14- Tackle, Tail Whip, Quick Attack (171 EXP.)
    Ekans, level 14- Wrap, Leer, Poison Sting (186 EXP.)
    
    	Look in the grass here to find lots of interesting Pokemon!
    
    ROUTES 24 & 25 Wild Pokemon 
    Land:
    Caterpie- Common (R,B)
    Metapod- Very Common (R,B)
    Weedle- Common (R,B)
    Kakuna- Very Common (R,B)
    Pidgey- Very Common (R,B,Y)
    Pidgeotto- Rare (Y)
    Oddish- Very Common (R,Y)
    Bellsprout- Very Common (B,Y)
    Venonat- Common (Y)
    Abra- Common (R,B)
    Water:
    Psyduck- Common (R,B)
    Krabby- Very Common (R,B,Y)
    Goldeen- Very Common (R,B,Y)
    Magikarp- Very Common (R,B,Y)
    
    	The main Pokemon you want to get here are Oddish (Red
    version), Bellsprout (Blue version), both (Yellow version), Abra
    (Red/Blue versions), and Venonat (Yellow version).  Abra isn't
    here in Yellow on this route, but you will encounter it later 
    on. Abra is very difficult to catch because it always teleports away
    when you encounter it.  The best way is to put it to sleep with
    Butterfree or use the TM you just got on a compatible Pokemon to
    paralyze it, then throw Poke Balls at it.  Otherwise, you may
    have to just throw Poke Balls at it when you first find it and
    cross your fingers.  You should also seriously consider making
    Abra a part of your team.  Level it up by putting it first in
    battle and then switching to a stronger Pokemon until it gets to
    level 16 so it evolves, then it becomes a powerful Psychic
    Pokemon for your team.
    	Proceed east from Nugget Bride to Route 25, where you will
    do battle against the trainers here.  The patch of grass left of
    the first Hiker contains the same Pokemon from Route 24. 
    Challenge that Hiker first!
    
    HIKER $525
    Machop, level 15- Karate Chop (282 EXP.)
    Geodude, level 15- Tackle, Defense Curl (276 EXP.)
    
    	Machop is a Fighting-type similar to Mankey, and it's weak
    to Flying and Psychic-types.  Go a little east to challenge the
    Youngster.
    
    YOUNGSTER $225
    Rattata, level 15- Tackle, Tail Whip, Quick Attack (183 EXP.)
    Spearow, level 15- Peck, Growl, Leer, Fury Attack (186 EXP.)
    	
    	Directly south is another Hiker.
    
    HIKER $595
    Onix, level 17- Tackle, Screech, Bind (393 EXP.)
    
    	A little northeast of the Hiker, challenge another
    Youngster.
    
    YOUNGSTER $255
    Slowpoke, level 17- Confusion (360 EXP.)
    	
    	Slowpoke is an interesting Pokemon; it's part Water, part
    Psychic.  Challenge the trainer directly below this Youngster.
    
    LASS $225
    Red/Blue:
    Nidoran(m), level 15- Leer, Tackle, Horn Attack, Poison Sting (192 EXP.)
    Nidoran(f), level 15- Growl, Tackle, Scratch, Poison Sting (189 EXP.)
    Yellow:
    Nidoran(m), level 15- Leer, Tackle, Horn Attack, Double Kick (192 EXP.)
    Nidoran(f), level 15- Growl, Tackle, Scratch, Double Kick (192 EXP.)
    
    	...And directly east of the Lass is another Hiker!
    
    HIKER $455
    Geodude, level 13- Tackle, Defense Curl (238 EXP.)
    Geodude, level 13- Tackle, Defense Curl (238 EXP.)
    Machop, level 13- Karate Chop (244 EXP.)
    Geodude, level 13- Tackle, Defense Curl (238 EXP.)
    
    	Now there is an important item to the north, but in order 
    to get to it now, you have to get the trainer north to walk out of
    the way.  So if you're one square north of the Hiker you just
    fought, take one step east and north for the north trainer to
    challenge you and clear the way to the item.
    
    JR. TRAINER(m) $280
    Rattata, level 14- Tackle, Tail Whip, Quick Attack, Hyper Fang (171 EXP.)
    Ekans, level 14- Wrap, Leer, Poison Sting (186 EXP.)
    
    	Now walk north into the small grove to get TM19: Seismic
    Toss!  This is another useful item near the beginning of the
    adventure that always does a set damage to the opposing Pokemon. 
    Now head back out and east to fight the next trainer.
    
    YOUNGSTER $210
    Ekans, level 14- Wrap, Leer, Poison Sting (186 EXP.)
    Sandshrew, level 14- Scratch, Sand-Attack (279 EXP.)
    
    	Go east a little bit to fight the last trainer of this
    route.
    
    LASS $195
    Oddish, level 13- Absorb (216 EXP.)
    Pidgey, level 13- Gust, Sand-Attack, Quick Attack (153 EXP.)
    Oddish, level 13- Absorb (216 EXP.)
    
    	You've cleared all the trainers on this route now, so head 
    a little bit more east to get to your destination, Bill's cottage. 
    You should have heard Gary talk about him a little bit after you
    beat him; Bill is one of the chief authorities on Pokemon out
    there.  Unfortunately when you meet him at his cottage, he's in 
    a little trouble!  Looks like he messed up an experiment or too. 
    Just run the Teleport Ignition Separator when he tells you to,
    though, and he'll be back to normal (in Yellow, Pikachu goes
    crazy through the whole scene).  Talk to him afterwards and 
    he'll give you a free ticket to board the S.S.ANNE near Vermilion 
    City. 
    
    	Exit the cottage and cross the bridge south, then take the
    little shortcut back to Cerulean City.  When you get back, you
    should notice that the house previously being guarded by a 
    police officer is now unguarded so you can go through.  It turns out a
    Team Rocket member robbed this household of a precious item. 
    Take the back door out and challenge the Rocket to get that item
    back!
    
    ROCKET $510, TM28: Dig
    Machop, level 17- Karate Chop (319 EXP.)
    Drowzee, level 17- Pound, Hypnosis, Disable, Confusion (370 EXP.)
    
    	That Drowzee can be a bit of a pain.  Don't let your 
    Pokemon be hypnotized, or else, you have to switch.  After beating him,
    you get TM28: Dig!  This is a great Ground-type move that 
    not only deals a lot of damage in battle but has the ability to
    work like in Escape Rope when a Pokemon uses it.  Teach it to
    Sandshrew if you have one, or possibly Charmeleon.
    	Time to exit Cerulean!  From where you beat the Rocket, go
    down the path south.  To the east is another route, but it's
    blocked by a tree you can't get past yet.  Head all the way 
    south to Route 5.
    
    ROUTE 5 Wild Pokemon
    Pidgey- Very Common (R,B,Y)
    Pidgeotto- Common (Y)
    Rattata- Very Common (Y)
    Jigglypuff- Rare (Y)
    Oddish- Common (R)
    Bellsprout- Common (B)
    Meowth- Common (B)
    
    Mankey- Common- (R)
    Abra- Very Common (Y)
    
    	There are lots of version-exclusives here!  Oddish and
    Mankey in Red version, and Bellsprout and Meowth in Blue 
    version; stock up here if you haven't already.  Meowth is another Pokemon
    fit for battling in a competitive team.  And in Yellow, Abra and
    Jigglypuff are finally catchable Pokemon (although at very low
    levels)!
    	At the bottom of the central-section of this rout, there is
    a Daycare Man.  He can look after one of your Pokemon for 
    awhile, and it will raise its level over time.  The downsides are that
    you can only do one at a time, and although your Pokemon will
    level up, you can't select which moves it deletes, so you have 
    to be careful; also, they don't evolve in the Daycare Center.  The
    upsides are that it doesn't take that long to level up the 
    weaker Pokemon (like Abra) at lower levels, and it's relatively cheap:
    only $100 plus $100 more for every level your Pokemon gains. 
    Time in the Daycare Center is measured by the number of steps 
    you take; the lower-leveled and weaker the Pokemon, the less time it
    takes to level it up.  You may want to give it a try; the best
    way is to put Abra or Magikarp in (Pokemon that are tough to
    train manually), and take them out right before they evolve: 
    that means take out Abra at level 15 and Magikarp at level 20.  Then
    they will be one level away from their strong evolutions.
    	At the very bottom of Route 5 there is a large building
    connecting to Saffron City, but the guard won't let you pass. 
    Head through the Underground Pass to the east.  In the small
    building there is a small girl that's willing to trade: In Red,
    she'll trade you a Nidoran(f) for a Nidoran(m), in Blue, she'll
    trade you a Nidoran(m) for a Nidoran(f), and in Yellow she'll
    
    trade you a Machoke for a Cubone.  The Yellow version trade is
    really valuable because when you trade, Machoke will
    automatically evolve into a Machamp!  If you want a Fighting
    Pokemon on your team, come back here after you catch a Cubone.
    	Take the stairs down, and walk the long underground path
    that exits out to Route 6, north of Vermilion and south of
    Saffron.
    
    ROUTE 6 Wild Pokemon
    Land:
    Pidgey- Very Common (R,B,Y)
    Pidgeotto- Common (Y)
    Rattata- Very Common (Y)
    Jigglypuff- Rare (Y)
    Oddish- Common (R)
    Bellsprout- Common (B)
    Meowth- Common (B)
    Mankey- Common- (R)
    Abra- Very Common (Y)
    Water:
    Psyduck- Common (Y)
    Shellder- Common (R,B,Y)
    Krabby- Very Common (R,B,Y)
    Goldeen- Very Common (R,B,Y)
    Magikarp- Very Common (R,B,Y)
    
    	Same Pokemon on land here as were in Route 5.  Go west to
    challenge the first trainer on ths route.
    
    BUG CATCHER $160
    Weedle, level 16- Poison Sting, String Shot (177 EXP.)
    Caterpie, level 16- Tackle, String Shot (181 EXP.)
    Weedle, level 16- Poison Sting, String Shot (177 EXP.)
    
    	Take on the couple to the southeast.
    
    JR. TRAINER(m) 
    Red/Blue: $400
    Squirtle, level 20- Tackle, Tail Whip, Bubble, Water Gun (282 EXP.)
    Yellow: $320
    Weepinbell, level 16- Vine Whip, Growth, Wrap, Poisonpowder (517 EXP.)
    
    JR. TRAINER(f) 
    Red/Blue: $320
    Rattata, level 16- Tackle, Tail Whip, Quick Attack, Hyper Fang (195 EXP.)
    Pikachu, level 16- Thundershock, Growl, Thunder Wave, Quick Attack (280 EXP.)
    Yellow: $400
    Cubone, level 20- Growl, Bone Club, Tail Whip, Headbutt (372 EXP.)
    
    	Don't send your Pikachu out against that Cubone!  Go
    southeast of them to another Bug Catcher.  
    
    BUG CATCHER $200
    Red/Blue:
    Butterfree, level 20- Confusion, Poisonpowder, Stun Spore, Sleep Powder (685 
    EXP.)
    Yellow:
    Butterfree, level 20- Poisonpowder, Stun Spore, Sleep Powder, Supersonic (685 
    EXP.)
    
    	Be careful of status effects here!  Switch out if your lead
    Pokemon gets put to sleep or paralyzed.  Fortunately for Yellow
    players, this Bug Catcher's Butterfree doesn't know the 
    Confusion attack.
    	Go southwest to take on the last two trainers of this 
    route.
    
    JR. TRAINER(f) $320
    Pidgey, level 16- Gust, Sand-Attack, Quick Attack (187 EXP.)
    Pidgey, level 16- Gust, Sand-Attack, Quick Attack (187 EXP.)
    Pidgey, level 16- Gust, Sand-Attack, Quick Attack (187 EXP.)
    
    JR. TRAINER(m) $320
    Spearow, level 16- Peck, Growl, Leer, Fury Attack (198 EXP.)
    Raticate, level 16- Tackle, Tail Whip, Quick Attack, Hyper Fang (397 EXP.)
    
    	Head south to enter Vermilion City!  After healing at the
    Poke Center, look around town a bit as always.  Check out the
    Poke Mart first:
    
    Vermilion City Poke Mart:
    Poke Ball- $200
    Super Potion- $700
    Ice Heal- $250
    Awakening- $200
    Parlyz Heal- $200
    Repel- $350
    
    VERMILION CITY Wild Pokemon:
    Water: 
    Shellder- Common (R,B,Y)
    Krabby- Very Common (R,B,Y)
    Magikarp- Very Common (R,B,Y)
    
    	A new item available for purchase is Super Potion, which
    heals 50 HP instead of just 20.  In the northwest corner of the
    city, be sure to talk to the Fishing Guru inside there to get 
    OLD ROD!  Unfortunately, all it can catch are Magikarps, but now
    you'll have all the time you need to get one.  Head to the
    southern part of town.  In Red/Blue, the house slightly 
    northeast of the gym holds a trainer willing to trade a Spearow for a
    Farfetch'd!  Make this trade as soon as you can to further your
    Pokedex and get a rare Pokemon.  Also, check out the house
    northwest of the gym.  Talk to the man in the black suit, the
    Chairman.  Just listen to him blab on about his Rapidash for a
    bit, and in all versions, he'll give you BIKE VOUCHER so you can
    get a free bike at Cerulean!  Head back to that town whenever 
    you want to exchange the voucher for your bike; it really cuts down
    traveling time.  You can't challenge the Vermilion gym yet
    because it's closed off by a tree, so for now, head east from 
    the
    city.  
    	You have three options as to where to go from here.  To the
    far east is Route 11, full of wild Pokemon and trainers.  
    There's also the S.S.Anne, where you get HM01: Cut, and Diglett's Cave. 
    S.S.Anne is the only mandatory one, but if you want to complete
    your Pokedex, you had better go through all three areas.  This
    walkthrough assumes you're going through Route 11 first.
    	
    ROUTE 11 Wild Pokemon
    Land:
    Pidgey- Very Common (Y)
    Pidgeotto- Rare (Y)
    Rattata- Very Common (Y)
    Raticate- Rare (Y)
    Spearow- Very Common (R,B)
    Ekans- Common (R)
    Sandshrew- Common (B)
    Drowzee- Common (R,B,Y)
    Water:
    Shellder- Common (R,B,Y)
    Krabby- Very Common (R,B,Y)
    Goldeen- Very Common (R,B,Y)
    Magikarp- Very Common (R,B,Y)
    
    	Be sure to pick up a Drowzee.  Here are the trainers on 
    this route to battle and gain experience from:
    
    YOUNGSTER $315
    Ekans, level 21- Wrap, Leer, Poison Sting, Bite (279 EXP.)
    
    GAMBLER $1260
    Poliwag, level 18- Bubble, Hypnosis (297 EXP.)
    Horsea, level 18- Bubble (319 EXP.)     
    
    	Gamblers are a new type of trainer; they choose a random
    type of Pokemon to use and hope it'll be super-effective against
    your Pokemon.  They also give away a lot of cash, which is good. 
    Proceed to wipe the rest of the trainers' Pokemon off the face 
    of the earth.
    
    YOUNGSTER $285
    Sandshrew, level 19- Scratch, Sand-Attack, Slash (378 EXP.)
    Zubat, level 19- Leech Life, Screech, Supersonic, Bite (219 EXP.)
    
    
    YOUNGSTER $270
    Red/Blue:
    Nidoran(m), level 18- Leer, Tackle, Horn Attack, Poison Sting (231 EXP.)
    Nidorino, level 18- Leer, Tackle, Horn Attack, Poison Sting (454 EXP.)
    Yellow:
    Nidoran(m), level 18- Tackle, Horn Attack, Double Kick, Poison Sting (231 EXP.)
    Nidorino, level 18- Leer, Tackle, Horn Attack, Double Kick (454 EXP.)
    
    GAMBLER $1260
    Bellsprout, level 18- Growth, Wrap, Poisonpowder, Sleep Powder (324 EXP.)
    Oddish, level 18- Absorb, Poisonpowder, Stun Spore (300 EXP.)
    
    GAMBLER $1260
    Growlithe, level 18- Bite, Roar, Ember (351 EXP.)
    Vulpix, level 18- Ember, Tail Whip, Quick Attack (243 EXP.)
    
    ENGINEER $1050
    Magnemite, level 21- Tackle, Sonicboom (400 EXP.)
    
    ENGINEER $900
    Magnemite, level 18- Tackle (342 EXP.)
    
    Magnemite, level 18- Tackle (342 EXP.)
    Magneton, level 18- Tackle (621 EXP.)
    
    YOUNGSTER $255
    Rattata, level 17- Tackle, Tail Whip, Quick Attack, Hyper Fang (207 EXP.)
    Rattata, level 17- Tackle, Tail Whip, Quick Attack, Hyper Fang (207 EXP.)
    Raticate, level 17- Tackle, Tail Whip, Quick Attack, Hyper Fang (421 EXP.)
    
    GAMBLER $1260
    Voltorb, level 18- Tackle, Screech, Sonicboom (396 EXP.)
    Magnemite, level 18- Tackle (342 EXP.)
    
    	Now if you try to go east of Route 11 past the guard house,
    you'll find a giant Snorlax blocking the way.  In the guard
    house, go up the stairs to find a couple of people.  One of them
    is one of Professor Oak's aids; if you've collected 30 or more
    kinds of Pokemon in your Pokedex, he will give you an 
    ITEMFINDER. This item can be used to find hidden objects lying on the 
    ground. The other person is a trainer; In Red, he'll trade you a 
    Nidorina for a Nidorino, in Blue, Nidorino for Nidorina, and in Yellow,
    trade a Dugtrio to him to get a Lickitung, the only place you 
    can get one in that version!  Be sure to catch in extra Dugtrio for
    this purpose in case you plan to make one a part of your team.
    	You're finished with this route, so now head west to
    Diglett's Cave.  It shouldn't be very hard to find; it's just 
    the cave directly west of Route 11.  
    
    DIGLETT'S CAVE Wild Pokemon
    Diglett- Very Common (R,B,Y)
    Dugtrio- Rare (R,B,Y)
    
    	Diglett and Dugtrio are the only inhabitants of this small
    tunnel, so catch 'em!  Dugtrio, if you can find one, makes a
    great choice for a team because it learns Dig and Slash, and
    could fill that Ground-type spot to use against the next gym
    leader if you don't have a Sandshrew.  You can usually find them
    between levels 29 and 31 here.  Unfortunately they're very hard
    to catch, so buy plenty of Poke Balls beforehand!  Diglett's 
    Cave is also very good for training Pokemon at this stage of the 
    game, so if you have any that are lagging behind in levels, each
    Diglett gives off an average of 200 EXP.  
    	In order to access the secret areas beyond Diglett's Cave,
    you need Cut, so it's best just to leave now and head for the
    S.S.Anne.  The docking bay is directly east of Vermilion; just 
    go down the boardwalk and flash your ticket to board the ship!
    	The object of your journey in the S.S.Anne is to get HM01:
    Cut, but there are plenty of trainers restless to battle in 
    here, so don't miss out on the opportunity to gain lots of experience.  
    From the entrance of the ship, take the door directly south and
    slightly right.  Challenge the old man here to a battle.
    
    GENTLEMAN $1260
    Growlithe, level 18- Bite, Roar, Ember (351 EXP.)
    Growlithe, level 18- Bite, Roar, Ember (351 EXP.)
    
    	Growlithe is one of the first Fire-types you'll fight; just
    don't use a weak Grass-type against it and you'll do fine.  Exit
    this room and go right and down, then take the stairs.  Enter 
    the first door from the left and grab the MAX POTION.  The next room
    to the left contains two Sailors.
    
    
    SAILOR $510
    Horsea, level 17- Bubble (301 EXP.)
    Shellder, level 17- Tackle, Withdraw (352 EXP.)
    Tentacool, level 17- Acid, Supersonic, Wrap (382 EXP.)
    
    SAILOR $630
    Shellder, level 21- Tackle, Withdraw, Supersonic (436 EXP.)
    
    	Sailors generally use Water and Fighting-type Pokemon.  The
    room to the left of this one has another Sailor.
    
    SAILOR $510
    Horsea, level 17- Bubble (301 EXP.)
    Horsea, level 17- Bubble (301 EXP.)
    Horsea, level 17- Bubble (301 EXP.)
    
    	The item in this room is an ETHER.  Take the next door to
    the left to fight another Sailor.
    
    SAILOR $540
    Tentacool, level 18- Acid, Supersonic, Wrap, Poison Sting (405
     EXP.)
    Staryu, level 18- Tackle, Water Gun (408 EXP.)
    
    	Remember, Tentacool are part Poison as well as Water, so
    they're weak against Ground and Psychic-type attacks.  You can
    get TM44:Rest in this room!  Rest is a move that automatically
    completely heals your Pokemon but puts it to sleep for a few
    turns.  Put in on a good defensive Pokemon.  The last room to 
    the left holds two more trainers.
    
    FISHERMAN $595
    Tentacool, level 17- Acid, Supersonic, Wrap (382 EXP.)
    Staryu, level 17- Tackle, Water Gun (385 EXP.)
    Shellder, level 17- Tackle, Withdraw (352 EXP.)
    
    SAILOR $600
    Machop, level 20- Karate Chop, Low Kick (376 EXP.)
    
    	There's nothing more on this floor of the ship, so head 
    back right and up the staircase, then back below the entrance.  Take
    the door directly southeast of the entrance to fight another
    trainer.
    
    GENTLEMAN $1330
    Red/Blue:
    Nidoran(m), level 19- Leer, Tackle, Horn Attack, Poison Sting (243 EXP.)
    Nidoran(f), level 19- Growl, Tackle, Scratch, Poison Sting (240 EXP.)
    Yellow:
    Nidoran(m), level 19- Tackle, Horn Attack, Double kick, Poison Sting (243 EXP.)
    Nidoran(f), level 19- Tackle, Scratch, Double Kick, Poison Sting (240 EXP.)
    
    	The next two rooms to the left contain just tourists, but 
    in the third one there is a group that'll challenge you to a couple
    battles.
    
    LASS $270
    Red/Blue:
    Pidgey, level 18- Gust, Sand-Attack, Quick Attack (211 EXP.)
    Nidoran(f), level 18- Growl, Tackle, Scratch, Poison Sting (226 EXP.)
    Yellow:
    Pidgey, level 18- Gust, Sand-Attack, Quick Attack (211 EXP.)
    Nidoran(f), level 18- Tackle, Scratch, Double Kick, Poison Sting (226 EXP.)
    
    YOUNGSTER $315
    Red/Blue:
    Nidoran(m), level 21- Tackle, Horn Attack, Poison Sting, Focus Energy (270 EXP.)
    Yellow:
    Nidoran(m), level 21- Tackle, Horn Attack, Double Kick, Poison Sting (270 EXP.)
    
    	And be sure to grab the item in here, TM08: Body Slam!  
    It's a very useful physical attack many Pokemon can use that has a
    possibility of paralyzing the opponent when it hits.  The room
    left of here just has an investigator, so pass it on.  At the
    very left edge of the ship, first go down past the staircase to
    find the kitchen.  The only reason you want to be here is for an
    item.  Go to the right side of the room where the chefs are
    peeling potatoes, and press A facing the bottom trash can to 
    find a GREAT BALL!  Great Balls are like Poke Balls but are more
    consistent in capturing Pokemon.  If you haven't caught a 
    Dugtrio yet, this could really aid you well.
    	Head back out of the kitchen and go north to head
    downstairs.  Go down and take another flight of stairs, then 
    head all the way left out of this long room to reach the outside deck
    of the ship.  Talk to everyone here to challenge a couple of
    them. 
    
    SAILOR $510
    Machop, level 17- Karate Chop (319 EXP.)
    Tentacool, level 17- Acid, Supersonic, Wrap (382 EXP.)
    
    SAILOR $540
    Machop, level 18- Karate Chop (339 EXP.)
    Shellder, level 18- Tackle, Withdraw, Supersonic (373 EXP.)
    
    	That's all there is on this part of the ship, so head back
    and through the long room to the right.  In this hallway, enter
    the first room on the right and a man will show you a pic of a
    big fat Pokemon he saw.  The room to the right of this one holds
    two more trainers.
    
    FISHERMAN $595
    Goldeen, level 17- Peck, Tail Whip (403 EXP.)
    Tentacool, level 17- Acid, Supersonic, Wrap (382 EXP.)
    Goldeen, level 17- Peck, Tail Whip (403 EXP.)
    
    GENTLEMAN 
    Red/Blue: $1610
    Pikachu, level 23- Thundershock, Growl, Thunder Wave, Quick Attack (403 EXP.)
    Yellow: $1540
    Voltorb, level 22- Tackle, Screech, Sonicboom, Selfdestruct (484 EXP.)
    Magnemite, level 22- Tackle, Sonicboom (418 EXP.)
    
    	Watch out for the self-destructing Voltorb in Yellow!  Grab
    the MAX ETHER in this room.  The people in the next room won't
    challenge you, but the people in the room after them will!
    
    GENTLEMAN $1190
    Growlithe, level 17- Bite, Roar (331 EXP.)
    Ponyta, level 17- Ember (553 EXP.)
    
    LASS 
    Red/Blue: $270
    Rattata, level 18- Tackle, Tail Whip, Quick Attack, Hyper Fang (219 EXP.)
    Pikachu, level 18- Thundershock, Growl, Thunder Wave, Quick Attack (315 EXP.)
    Yellow: $300
    Jigglypuff, level 20- Sing, Pound, Disable, Defense Curl (325 EXP.)
    
    	The item in this room is another Rare Candy!  Use it if you
    wish to.  The last two rooms to the right just contain nice
    trainers, no challengers, so continue on past to the captain's
    ward.  Before you get to the stairs, however, out pops Gary! 
    Looks like he wants to redeem himself, so prepare for another
    duel.  He's caught 40 Pokemon already!  Are you keeping pace?
    
    RIVAL Gary $1300
    Red/Blue:
    Pidgeotto, level 19- Gust, Sand-Attack, Quick Attack (459 EXP.)
    Raticate, level 16- Tackle, Tail Whip, Quick Attack, Hyper Fang (397 EXP.)
    Kadabra, level 18- Teleport, Confusion (558 EXP.)
    Wartortle, level 20- Tackle, Tail Whip, Bubble, Water Gun (616 EXP.)
    OR Ivysaur, level 20- Tackle, Growl, Leech Seed, Vine Whip (625 EXP.)
    OR Charmeleon, level 20- Scratch, Growl, Ember, Leer (607 EXP.)
    Yellow:
    Spearow, level 19- Peck, Growl, Leer, Fury Attack (235 EXP.)
    Rattata, level 16- Tackle, Tail Whip, Quick Attack, Hyper Fang (195 EXP.)
    Sandshrew, level 18- Scratch, Sand-Attack, Slash (358 EXP.)
    Eevee, level 20- Tackle, Tail Whip, Sand-Attack, Growl (393 EXP.)
    
    	In Red/Blue, Gary has evolved the rest of his Pokemon, so
    his team may actually be pretty tough to defeat.  Pidgeotto 
    leads off again, using Sand-Attack to try to reduce your accuracy. 
    Raticate still knows Hyper Fang, and the starters all have the
    same moves as the previous battle.  The biggest advancement for
    Gary this time around is his Abra evolution; Kadabra knows
    Confusion, so make sure you don't use a Psychic-weak Pokemon
    against it.  Overall, though, this should be much easier than 
    the battle near Cerulean, because he has seriously underleveled his
    Pokemon at this point and you've gotten plenty more experience.
    	In Yellow, he's even easier.  He has the exact same Pokemon
    as before, so it appears that all he's been doing during the 
    time between this and the last battle is catching Pokemon. His
    Sandshrew is the only real threat with the Slash attack.  He'll
    start to build his team around his starter after this fight.
    	After taking Gary out again, go down the stairs he was
    blocking to find the captain's cabin.  It appears he's seasick,
    but all you have to do is "rub-rub" his back, and he's all
    healthy again.  As a reward for "curing" him, he gives you HM01:
    Cut!  This is the first HM you have received so far, so it's
    important to understand it.  HMs are like regular TMs, except 
    you can only use a TM once, they can be used outside battle for
    special purposes, and they can be deleted.  HMs, however, can be
    used as many times as you want and outside battles for special
    purposes, but they cannot be deleted.  If you teach a Pokemon an
    HM, it's stuck with that move forever.  Thus, since Cut is not a
    particularly strong move, it's best not to teach it to one of
    your fighting Pokemon, but instead a Grass-type you've caught
    along the way so far.  Keep a designated Pokemon like Oddish
    around in your party to keep Cut available.
    	There's nothing more to do on the ship, so make your way
    out.   The S.S.Anne departs Vermilion, and it won't come back
    during the game.  You're almost ready for Vermilion gym!  The
    last thing to do is to explore the area outside the other end of
    Diglett; now fully available since you have Cut.
    	So head back through Diglett's Cave and out the other side,
    where you will find yourself back on Route 2, on the side you
    couldn't get to before.  To the left is a tree you can use Cut 
    on to access Pewter City, but right now you want to go south.  
    Enter the house there to find a trainer in the back who will make a
    trade with you: In Red/Blue, give him Abra and he gives you Mr.
    Mime; in Yellow, give him Clefairy for Mr. Mime.  This is the
    only place in the game you can get a Mr. Mime, so give him an
    extra Abra if you've got one!  Abra are found on Routes 24-25 in
    Red/Blue, and Clefairy are found in Mt. Moon in Yellow.  Now 
    exit this house and use Cut on the tree below, then head farther 
    south to larger building.  In there is one of Professor Oak's aides 
    who will give you HM05: Flash if you've caught at least 10 kinds of
    Pokemon.  Flash isn't completely necessary to get through the
    game, but it's still helpful if it's your first or second time
    through the game.  Finally, exit the building south to find a
    couple of items: HP UP immediately south and a MOON STONE 
    farther down.  Remember, you need all the Moon Stones to complete your
    Pokedex!
    	At last, you are ready to challenge the Vermilion City gym! 
    Return through Route 2 and Diglett Cave, and use Cut on the tree
    blocking the gym to access it.
    
    VERMILION CITY GYM
    Style: Electric
    	The Vermilion City gym is home of Electric-type trainers,
    hence the absolute best type to use against this gym is Ground
    because they are completely immune to Electric.  Use Sandslash 
    or Dugtrio to sweep through this gym; if you didn't pick either of
    them up, then it will be more of a challenge.  Those who started
    with Bulbasaur again have the easiest time, because Grass is
    resistant against Electric.  If you chose Squirtle, 
    unfortunately you won't be able to use him much here!  This is 
    the first gym where Charmander starters don't get a disadvantage.
    	Before you challenge the gym leader, Lt. Surge, take care 
    of the other three trainers first.
    
    SAILOR 
    Red/Blue: $630
    Pikachu, level 21- Thundershock, Growl, Thunder Wave, Quick Attack (369 EXP.)
    Pikachu, level 21- Thundershock, Growl, Thunder Wave, Quick Attack (369 EXP.)
    Yellow: $720
    Magnemite, level 24- Tackle, Sonicboom (457 EXP.)
    
    	I hate to say this, Yellow fans, but Pikachu isn't one of
    the strongest Electric types.  It can paralyze you with Thunder
    Wave, but it doesn't have the power of the others.
    
    ROCKER $500
    Red/Blue:
    Voltorb, level 20- Tackle, Screech, Sonicboom (441 EXP.)
    Magnemite, level 20- Tackle (381 EXP.)
    Voltorb, level 20- Tackle, Screech, Sonicboom (441 EXP.)
    Yellow:
    Voltorb, level 20- Tackle Screech, Sonicboom (441 EXP.)
    Voltorb, level 20- Tackle Screech, Sonicboom (441 EXP.)
    Voltorb, level 20- Tackle Screech, Sonicboom (441 EXP.)
    	
    	Sonicboom is one of the most dangerous moves in the gym,
    because it always does 20 HP damage.  Don't allow one of your
    Pokemon to get caught up in too many of them.  
    
    GENTLEMAN
    Red/Blue: $1610
    Pikachu, level 23- Thundershock, Growl, Thunder Wave, Quick Attack (403 EXP.)
    Yellow: $1540
    Voltorb, level 22- Tackle, Screech, Sonicboom, Selfdestruct (484 EXP.)
    Magnemite, level 22- Tackle, Sonicboom (418 EXP.)
    
    	Now, Lt. Surge is protected by a door that won't open until
    you locate the two switches in the trash cans littered 
    throughout the gym.  You have to find them both in a row; i.e., if you find
    the first switch and then the next trash can you inspect doesn't
    have the second switch, they reset.  The second switch is always
    adjacent to the first.  To solve the puzzle, just keep looking
    around in the trash cans until you find one of the switches, 
    then save your game, and look in all the adjacent trash cans,
    resetting your game until you get it.  Once you hit both the
    switches in a row, the doors open and you can challenge the gym
    leader!
    
    GYM LEADER Lt. Surge (uses X Speed) TM24:Thunderbolt, Thunder Badge
    Red/Blue: $2376
    Voltorb, level 21- Tackle, Screech, Sonicboom (463 EXP.)
    Pikachu, level 18- Thundershock, Growl, Thunder Wave, Quick Attack (315 EXP.)
    Raichu, level 24- Thundershock, Growl, Thunderbolt (627 EXP.)
    Yellow: $2772
    Raichu, level 28- Growl, Mega Punch, Mega Kick, Thunderbolt (732 EXP.)
    
    	In Red/Blue, Lt. Surge's only hope of defending a Ground-
    assault is his lead-off Voltorb using Sonicboom.  His strategy,
    apart from that, is to weaken with Sonicboom, paralyze you with
    Pikachu, and make an offensive assault with Raichu.  Now if you
    have a Ground type, then Raichu is helpless; if you don't, he is
    still defeatable.  Thunderbolt is a powerful Electric move, and
    whatever you do, don't use Flying or Water-types against it!  
    Use strong physical attacks to take advantage of Raichu's low 
    Defense before it can knock out your Pokemon.  Unless your Pokemon are 
    4-5 levels above his, expect to go second in each round- his
    Pokemon are fast.
    	In Yellow, Raichu is Lt. Surge's only Pokemon!  This time 
    he has taught it Mega Punch and Mega Kick to use when his
    Thunderbolt won't do the job.  Attack it in the same way by 
    using powerful physical attacks to take it down fast; of course, using
    a Ground-type is an almost automatic victory even with Raichu's
    new attacks.  If you want an added challenge, try beating Lt.
    Surge's Raichu with just your Pikachu!
    
    	When the battle is ended and you have won, collect the
    Thunder Badge and TM24: Thunderbolt.  This is the best Electric
    move in the game, so if you plan on getting an Electric-type for
    your team eventually, hang on to it!  
    
    
    
    
    ________________________________________________________________
    	5. Rainbow Badge
    	You have now reached the point of Pokemon Red/Blue/Yellow
    where you need to seriously start thinking over the team you
    eventually are going to use in the Pokemon League.  You have
    three badges.  Look over the Pokemon encounters you've had in 
    the past and decide upon if you will make some changes to your team. 
    If you've been using a Raticate or a Butterfree as part of your
    battling team, seriously consider letting that Pokemon go and
    using one like Kadabra or Dugtrio instead.  You need to start
    thinking about how your team works together; you should have at
    least 3 or 4 Pokemon in your team right now, and they should all
    be different types, not sharing any weaknesses (e.g., if 2 of
    your 3 Pokemon have Psychic weakness, that's not good).  It's 
    not exactly wise to have 6 Pokemon as a team already; you want to
    save a couple spots for later Pokemon as well, and you need 
    spots open for HM-using Pokemon.  Remember, you're nearing the 
    midpoint of the game, and it's time to start thinking about the hardest
    challenges you'll face in the future!
    	While still in Vermilion in the Yellow version, talk to the
    Officer in the middle of the city.  Show her the Thunder Badge
    and she lets you have your own Squirtle!  It's only at level 10,
    though, so you'll have to train it hard to make it a part of 
    your team.  
    	It's now time to return to Cerulean.  Head north from
    Vermilion, going from Route 6, through the Underground Path, and
    Route 5 to reach the city.  Be sure to exchange your BIKE 
    VOUCHER for a Bicycle at the Bike Shop if you haven't yet!  It's not
    necessary to complete the game, but it seriously cuts down on
    traveling time.  And now that you have Cut, it's possible to
    unblock that tree to the east of Cerulean.  Head east from the
    tree to Route 9 and challenge the first trainer you see there!
    
    JR. TRAINER(f) $360
    Oddish, level 18- Absorb, Poisonpowder, Stun Spore (300 EXP.)
    Bellsprout, level 18- Growth, Wrap, Poisonpowder, Sleep Powder (324 EXP.)
    Oddish, level 18- Absorb, Poisonpowder, Stun Spore (300 EXP.)
    Bellsprout, level 18- Growth, Wrap, Poisonpowder, Sleep powder (324 EXP.)
    
    	Lots of Grass here.  Perhaps you should purchase an 
    ANTIDOTE before you go any further.  Hop down two ledges from here to
    collect TM30:Teleport.  This move works like an Escape Rope, but
    if you already have Dig, you don't need this TM because it
    doesn't do anything in battle.  Fight the nearby Hiker.
    
    HIKER $700
    Machop, level 20- Karate Chop, Low Kick (376 EXP.)
    Onix, level 20- Tackle, Screech, Bind, Rock Throw (462 EXP.)
    
    	Head right past the Hiker, up the ledge, then go all the 
    way to the lower-right portion of the route to fight another Hiker.
    
    HIKER $735
    Geodude, level 21- Tackle, Defense Curl, Rock Throw, Selfdestruct (387 EXP.)
    Onix, level 21- Tackle, Screech, Bind, Rock Throw (486 EXP.)
    
    	Go back to the left and up two successive ledges to
    challenge a different trainer next to a sign.  NOTE: In Yellow,
    you might recognize this trainer from the TV show!
    
    Red/Blue: 
    JR. TRAINER(m) $420
    Growlithe, level 21- Bite, Roar, Ember (409 EXP.)
    Charmander, level 21- Scratch, Growl, Ember, Leer (292 EXP.)
    Yellow:
    YOUNGSTER $360
    Sandshrew, level 24- Scratch, Sand-Attack, Slash, Fissure (477 EXP.)
    
    	North of him is a dedicated Bug Catcher.
    
    BUG CATCHER $190
    Beedrill, level 19- Fury Attack, Focus Energy (646 EXP.)
    Beedrill, level 19- Fury Attack, Focus Energy (646 EXP.)
    
    	To the left of the Bug Catcher is a big patch of grass to
    catch Pokemon in.
    
    ROUTE 9 Wild Pokemon
    Rattata- Very Common (R,B,Y)
    Raticate- Common (Y)
    Spearow- Very Common (R,B,Y)
    Fearow- Rare (Y)
    Nidoran(f)- Very Common (Y)
    Nidorina- Common (Y)
    Nidoran(m)- Very Common (Y)
    Nidorino- Common (Y)
    Ekans- Common (R)
    Sandshrew- Common(B)
    
    	Raticate, Fearow, Nidorina, and Nidorino could be Pokemon 
    of interest if you want to speed up your Pokedex collection in
    Yellow.  From the grass, head back east, down two ledges, then
    east and up a ledge to fight another trainer.
    
    BUG CATCHER $200
    Red/Blue:
    Caterpie, level 20- Tackle, String Shot (226 EXP.)
    Weedle, level 20- Poison Sting, String Shot (222 EXP.)
    Venonat, level 20- Tackle, Disable (321 EXP.)
    Yellow:
    Caterpie, level 20- Tackle, String Shot (226 EXP.)
    Weedle, level 20- Poison Sting, String Shot (222 EXP.)
    Venonat, level 20- Tackle, Disable, Confusion, Poisonpowder (321 EXP.)
    
    	Up a shade and to the left to the next trainer.
    
    JR. TRAINER(m) $380
    Rattata, level 19- Tackle, Tail Whip, Quick Attack, Hyper Fang (231 EXP.)
    Diglett, level 19- Scratch, Growl, Dig (328 EXP.)
    Ekans, level 19- Wrap, Leer, Poison Sting, Bite (252 EXP.)
    Sandshrew, level 19- Scratch, Sand-Attack, Slash (378 EXP.)
    
    	There's a tiny patch of grass northeast, but there aren't
    any new Pokemon.  Go back east and up the ledge above the Bug
    Catcher to challenge the Hiker.
    
    HIKER $700
    Geodude, level 20- Tackle, Defense Curl, Rock Throw (367 EXP.)
    Machop, level 20- Karate Chop, Low Kick (376 EXP.)
    Geodude, level 20- Tackle, Defense Curl, Rock Throw (367 EXP.)
    
    	Go east from him, and hop down the ledge for another fight.
    
    JR. TRAINER(f) $460
    Meowth, level 23- Scratch, Growl, Bite, Pay Day (339 EXP.)
    
    	Now you can head east from her to Route 10 to investigate
    the large grass patch to the right.
    
    ROUTE 10 Wild Pokemon
    Land:
    Rattata- Very Common (R,B,Y)
    Spearow- Very Common (R,B), Common (Y)
    Nidoran(f)- Very Common (Y)
    Nidoran(m)- Very Common (Y)
    Ekans- Common (R)
    Sandshrew- Common (B)
    Machop- Rare (Y)
    Magnemite- Common (Y)
    Voltorb- Common (R,B)
    Water:
    Poliwag- Very Common (R,B,Y)
    Poliwhirl- Common (R,B,Y)
    Slowpoke- Very Common (R,B)
    Magikarp- Very Common (R,B,Y)
    
    	The only real points of interest in these routs are the new
    Electric-types.  In Red/Blue, look hard for the Voltorb, and in
    Yellow, look hard for the Magnemite.  Don't worry; they are
    eventually available in all versions.  The water path to the
    north leads around to a different area, but you can't access it
    yet; be sure to come back here after you learn Surf!  Head south
    to the Poke Center and heal up to prepare for the long tunnel
    ahead.  Go around the trees west of the Center and fight the
    trainer right before the tunnel.
    	
    JR. TRAINER(f) $400
    Red/Blue: 
    Pikachu, level 20- Thundershock, Growl, Thunder Wave, Quick Attack (351 EXP.)
    Clefairy, level 20- Pound, Growl, Sing, Doubleslap (291 EXP.)
    Yellow:
    Jigglypuff, level 20- Sing, Pound, Disable, Defense Curl (325 EXP.)
    Clefairy, level 20- Pound, Growl, Sing, Doubleslap (291 EXP.)
    
    	Enter the cave opening north to begin your trek through the
    very long and treacherous Rock Tunnel.  Be prepared to fight a
    lot of Rock and Ground-type Pokemon.
    
    ROCK TUNNEL Wild Pokemon (all floors)
    Zubat- Very Common (R,B,Y)
    Machop- Common (R,B,Y)
    Geodude- Very Common (R,B,Y)
    Onix- Common (R,B), Common (Y, 2nd Basement and lower)
    
    	There are a couple new obvious Pokemon here, namely Onix 
    and Machop.  Be sure to pick them up and decide whether or not you
    want to add Machop to your party.  Rock Tunnel is also very 
    dark; it's possible to get through the tunnel without Flash but it's
    difficult, so you'd do best to bring along an Electric Pokemon 
    to use Flash so you can see.  If you're using Pikachu, this could 
    be a tough cave for him!  Best to use your supporting Pokemon to 
    get through this cave instead.  Go southeast from the entrance to
    find the first trainer here.
    
    POKeMANIAC $1150
    Red/Blue: 
    Cubone, level 23- Growl, Bone Club (427 EXP.)
    Slowpoke, level 23- Confusion, Disable, Headbutt (487 EXP.)
    Yellow:
    Cubone, level 23- Growl, Bone Club, Tail Whip, Headbutt (427 EXP.)
    Slowpoke, level 23- Confusion, Disable, Headbutt (487 EXP.)
    
    	This Pokemaniac uses a clever combination that cancels his
    two Pokemon's weaknesses out, but a Grass-type can easily handle
    them both.  Go east from the trainer, then north to take the
    ladder down.  In this large room, head southwest to find the 
    path and be challenged again.
    
    POKeMANIAC $1250
    Slowpoke, level 25- Confusion, Disable, Headbutt (529 EXP.)
    
    	Go left again and take the north path in the fork (the left
    path just leads to a dead end) and you'll be attacked by another
    trainer.
    
    JR. TRAINER(f) $440
    Oddish, level 22- Absorb, Poisonpowder, Stun Spore, Sleep Powder (367 EXP.)
    Bulbasaur, level 22- Growl, Leech Seed, Vine Whip, Poisonpowder (301 EXP.)
    
    	And northeast of her is another PokeManiac!
    
    POKeMANIAC $1100
    Red/Blue:
    Charmander, level 22- Growl, Ember, Leer, Rage (306 EXP.)
    Cubone, level 22- Growl, Bone Club (409 EXP.)
    Yellow:
    Charmander, level 22- Growl, Ember, Leer, Rage (306 EXP.)
    Cubone, level 22- Growl, Bone Club, Tail Whip, Headbutt (409 EXP.)
    
    	Continue northeast along the path until you get to another
    fork.  Go all the way north to challenge a trainer.
    
    HIKER $700
    Machop, level 20- Karate Chop, Low Kick (376 EXP.)
    Onix, level 20- Tackle, Screech, Bind, Rock Throw (462 EXP.)
    
    	Go around the slab of rock to the south to fight another
    Hiker.
    
    HIKER $875
    Geodude, level 25- Tackle, Defense Curl, Rock Throw, Selfdestruct (460 EXP.)
    
    	Hiker's Geodude likes to bomb itself, so perhaps you should
    save before challenging him in case one of your Pokemon gets
    knocked out.  Take the ladder northwest of here to go down to 
    the second basement.  Another giant slab of rock!  Challenge the two
    Hikers here.
    
    HIKER $665
    Geodude, level 19- Tackle, Defense Curl, Rock Throw (349 EXP.)
    Machop, level 19- Karate Chop (357 EXP.)
    Geodude, level 19- Tackle, Defense Curl, Rock Throw (349 EXP.)
    Geodude, level 19- Tackle, Defense Curl, Rock Throw (349 EXP.)
    
    HIKER $700
    Onix, level 20- Tackle, Screech, Bind, Rock Throw (462 EXP.)
    Onix, level 20- Tackle, Screech, Bind, Rock Throw (462 EXP.)
    Geodude, level 20- Tackle, Defense Curl, Rock Throw (367 EXP.)
    
    	Head east from here and challenge a third Hiker below the
    next ladder.
    
    HIKER $735
    Geodude, level 21- Tackle, Defense Curl, Rock Throw, Selfdestruct (387 EXP.)
    Graveler, level 21- Tackle, Defense Curl, Rock Throw, Selfdestruct (603 EXP.)
    
    	Take the next ladder down above the Hiker.  Go directly 
    left to challenge a trainer on this floor.
    
    JR. TRAINER(f) $420
    Jigglypuff, level 21- Sing, Pound, Disable, Defense Curl (342 EXP.)
    Pidgey, level 21- Gust, Sand-Attack, Quick Attack, Whirlwind (247 EXP.)
    Meowth, level 21- Scratch, Growl, Bite, Pay Day (310 EXP.)
    
    	Go straight left from her to challenge another Hiker.
    
    HIKER $735
    Geodude, level 21- Tackle, Defense Curl, Rock Throw, Selfdestruct (387 EXP.)
    Geodude, level 21- Tackle, Defense Curl, Rock Throw, Selfdestruct (387 EXP.)
    Graveler, level 21- Tackle, Defense Curl, Rock Throw, Selfdestruct (603 EXP.)
    
    	This is probably the toughest trainer so far, especially
    since your Pokemon are tired out by now.  Remember to save when
    you can and to use those leftover Potions you most likely have. 
    Go northwest from the Hiker to be challenged by a PokeManiac.
    
    POKeMANIAC $1000
    Slowpoke, level 20- Confusion, Disable (423 EXP.)
    Slowpoke, level 20- Confusion, Disable (423 EXP.)
    Slowpoke, level 20- Confusion, Disable (423 EXP.)
    
    	Take the ladder down above the PokeManiac.  Almost there! 
    Challenge the two female trainers you see here first.
    
    JR. TRAINER(f) $440
    Bellsprout, level 22- Wrap, Poisonpowder, Sleep Powder, Stun Spore (396 EXP.)
    Clefairy, level 22- Pound, Growl, Sing, Doubleslap (319 EXP.)
    
    JR. TRAINER(f) $380
    Pidgey, level 19- Gust, Sand-Attack, Quick Attack, Whirlwind (223 EXP.)
    Rattata, level 19- Tackle, Tail Whip, Quick Attack, Hyper Fang (231 EXP.)
    Rattata, level 19- Tackle, Tail Whip, Quick Attack, Hyper Fang (231 EXP.)
    Bellsprout, level 19- Growth, Wrap, Poisonpowder, Sleep powder (342 EXP.)
    
    	Follow the path straight left and challenge the final
    trainer in Rock Tunnel.
    
    JR. TRAINER(f) $400
    Meowth, level 20- Scratch, Growl, Bite, Pay Day (295 EXP.)
    Oddish, level 20- Absorb, Poisonpowder, Stun Spore, Sleep Powder (333 EXP.)
    Pidgey, level 20- Gust, Sand-Attack, Quick Attack, Whirlwind (235 EXP.)
    
    	Go left a tiny bit, then down past the sign to free 
    yourself from Rock Tunnel!  You're still not quite safe yet. 
    Now on the other side of Route 10, talk the girl right next 
    to the cave exit to challenge her. 
    
    JR. TRAINER(f) $420
    Pidgey, level 21- Gust, Sand-Attack, Quick Attack, Whirlwind (247 EXP.)
    Pidgeotto, level 21- Gust, Sand-Attack, Quick Attack, Whirlwind (508 EXP.)
    
    	Head to the right from her and you should see a strange
    bush; press A facing it to get a MAX ETHER.  Go back left past
    her to fight a Hiker.
    
    HIKER $735
    Geodude, level 21- Tackle, Defense Curl, Rock Throw, Selfdestruct (387 EXP.)
    Onix, level 21- Tackle, Screech, Bind, Rock Throw (486 EXP.)
    
    	...And hop down the ledge below to challenge one more.
    
    HIKER $665
    Onix, level 19- Tackle, Screech, Bind, Rock Throw (439 EXP.)
    Graveler, level 19- Tackle, Defense Curl, Rock Throw (544 EXP.)
    
    	Head east to challenge the last trainer before entering the
    town below.
    
    POKeMANIAC $1000
    Red/Blue:
    Cubone, level 20- Growl, Bone Club (372 EXP.)
    Slowpoke, level 20- Confusion, Disable (423 EXP.)
    Yellow:
    Cubone, level 20- Growl, Bone Club, Tail Whip, Headbutt (372 EXP.)
    Slowpoke, level 20- Confusion, Disable (423 EXP.)
    
    	Congratulations, you've made it to Lavender Town!  Before
    doing anything else, head straight to the Poke Center which I'm
    sure you need to use.
    	Lavender is a sad, sad town (it's the grave site of 
    deceased Pokemon).  If you go to the Pokemon Volunteer house in the
    middle, you'll find that Mr. Fuji, leader of the club, isn't
    there.  There is a Poke Mart in this town that finally sells
    Great Balls!
    
    Lavender Town Poke Mart:
    Great Ball- $600
    Super Potion- $700
    Revive- $1500
    Escape Rope- $550
    Super Repel- $500
    Antidote- $100
    Burn Heal- $250
    Ice Heal- $250
    Parlyz Heal- $250
    
    	Great Balls are more expensive than Poke Balls, but they
    catch Pokemon with much greater consistency.  The house directly
    south of the Volunteer House is the Name Rater.  This man will
    change the nickname of your Pokemon if you want to.  Traded
    Pokemon can't have their names changed if you're not the 
    Original Trainer of the Pokemon, however.
    	The main draw of Lavender Town is the Pokemon Tower, the
    place where all deceased Pokemon are laid to rest.  All the
    Pokemon in the tower are ghosts though, and they can't be
    revealed until you get the Silph Scope, so there's no point in
    scaling the tower yet.  The route that goes south of Lavender
    leads to Fuchsia, but you don't have the items to get through
    that route either; instead, head west from Lavender to Route 8.  
    	There's a trainer directly southwest from the entrance;
    challenge her first.
    
    LASS $330
    Clefairy, level 22- Pound, Growl, Sing, Doubleslap (319 EXP.)
    Clefairy, level 22- Pound, Growl, Sing, Doubleslap (319 EXP.)
    
    	And there's a trainer directly west of her.
    
    GAMBLER $1680
    Growlithe, level 24- Bite, Roar, Ember, Leer (468 EXP.)
    Vulpix, level 24- Ember, Tail Whip, Quick Attack, Roar (324 EXP.)
    
    	The Gamblers are back again!  There is a large patch of
    grass behind a cuttable tree to the left, but take care of the
    rest of the trainers around it first.  Challenge the Super Nerd
    northwest of the Gambler.
    
    SUPER NERD $550
    Grimer, level 22- Pound, Disable (423 EXP.)
    Muk, level 22- Pound, Disable (739 EXP.)
    Grimer, level 22- Pound, Disable (423 EXP.)
    	
    	To the left of the Super Nerd are a group of four trainers,
    all standing in a line.
    
    LASS $345
    Red/Blue:
    Nidoran(f), level 23- Tackle, Scratch, Poison Sting, Tail Whip (289 EXP.)
    Nidorina, level 23- Tackle, Scratch, Poison Sting, Tail Whip (576 EXP.)
    Yellow:
    Nidoran(f), level 23- Scratch, Double Kick, Poison Sting, Tail Whip (289 EXP.)
    Nidorina, level 23- Tackle, Scratch, Double Kick, Poison Sting (576 EXP.)
    
    SUPER NERD $650
    Koffing, level 26- Tackle, Smog (634 EXP.)
    
    LASS $360
    Meowth, level 24- Growl, Bite, Pay Day, Screech (354 EXP.)
    Meowth, level 24- Growl, Bite, Pay Day, Screech (354 EXP.)
    Meowth, level 24- Growl, Bite, Pay Day, Screech (354 EXP.)
    
    LASS $285
    Red/Blue: 
    Pidgey, level 19- Gust, Sand-Attack, Quick Attack, Whirlwind (223 EXP.)
    Rattata, level 19- Tackle, Tail Whip, Quick Attack, Hyper Fang (231 EXP.)
    Nidoran(m), level 19- Leer, Tackle, Horn Attack, Poison Sting (243 EXP.)
    Meowth, level 19- Scratch, Growl, Bite, Pay Day (280 EXP.)
    Pikachu, level 19- Thundershock, Growl, Thunder Wave, Quick Attack (333 EXP.)
    Yellow:
    Pidgey, level 19- Gust, Sand-Attack, Quick Attack, Whirlwind (223 EXP.)
    Rattata, level 19- Tackle, Tail Whip, Quick Attack, Hyper Fang (231 EXP.)
    Nidoran(f), level 19- Tackle, Scratch, Double Kick, Poison Sting (240 EXP.)
    Meowth, level 19- Scratch, Growl, Bite, Pay Day (280 EXP.)
    Nidoran(m), level 19- Tackle, Horn Attack, Double Kick, Poison Sting (243 EXP.)
    
    	Now cut through the tree to look in the grasses of Route 8.
    
    ROUTE 8 Wild Pokemon 
    Pidgey- Very Common (R,B,Y)
    Pidgeotto- Rare (Y)
    Rattata- Very Common (Y)
    Ekans- Common (R)
    Sandshrew- Common (B)
    Vulpix- Common (B)
    Jigglypuff- Common (Y)
    Meowth- Very Common (B)
    Mankey- Very Common (R)
    Growlithe- Common (R)
    Abra- Common (Y)
    Kadabra- Rare (Y)
    
    	In Red and Blue, this is the principal route of the 
    version-exclusive Pokemon!  Ekans, Vulpix (for the first time), 
    and Mankey in Red, and Sandshrew, Meowth, and Growlithe (for the
    first time) in Blue.  Catch your new version exclusive Fire
    Pokemon and you should be done here.  Vulpix and Growlithe can
    greatly aid you in the next gym battle, by the way.  In Yellow,
    Kadabra is catchable for the first time!  If you didn't bother 
    to train up an Abra from earlier, now is the perfect time to 
    capture its evolved form to make it one of your own. 
    	After that, continue west.  There's another guard house 
    like the one on Route 5 from before, the road's still closed. 
    Challenge the Gambler near the guard house.
    
    GAMBLER $1540
    Poliwag, level 22- Bubble, Hypnosis, Water Gun (363 EXP.)
    Poliwag, level 22- Bubble, Hypnosis, Water Gun (363 EXP.)
    Poliwhirl, level 22- Bubble, Hypnosis, Water Gun (616 EXP.)
    
    	And battle the trainer north of him.
    
    SUPER NERD $500
    Voltorb, level 20- Tackle, Screech, Sonicboom (441 EXP.)
    Koffing, level 20- Tackle, Smog (487 EXP.)
    Voltorb, level 20- Tackle, Screech, Sonicboom (441 EXP.)
    Magnemite, level 20- Tackle (381 EXP.)
    
    	North of the Super Nerd is another Underground Path, this
    one leading from Route 8 to Route 7, which is right next to
    Celadon City.
    
    ROUTE 7 Wild Pokemon
    Pidgey- Very Common (R,B,Y)
    Pidgeotto- Rare (Y)
    Rattata- Very Common (Y)
    Oddish- Common (R)
    Bellsprout- Common (B)
    Vulpix- Common (B)
    Jigglypuff- Common (Y)
    Meowth- Very Common (B)
    Mankey- Very Common (R)
    Growlithe- Common (R)
    Abra- Common (Y)
    Kadabra- Rare (Y)
    
    	The wild Pokemon here are pretty much the same as the
    previous route, just with Oddish and Bellsprout substituting for
    Ekans and Sandshrew.  Simply head up the ledge and to the left 
    to reach Celadon City!
    
    CELADON CITY Wild Pokemon:
    Water: 
    Poliwhirl- Common (R,B,Y)
    Slowpoke- Common (R,B)
    Goldeen- Very Common (R,B,Y)
    Magikarp- Very Common (R,B,Y)
    
    	Celadon is a really big city, home of many events and 
    things to do.  First thing you should probably do is check out the 
    Poke Center close to the entrance.  After that, exit the Center and 
    to the left, you should see a narrow path leading up between the
    Center and some trees.  Take that path up, behind the houses and
    to the left.  Go up another opening, and you should see a back
    entrance to a big building.  Enter, climb the three flights of
    stairs and enter the little room.  The Poke Ball on the table
    contains an Eevee!  Eevee can be evolved into one of 3 Pokemon 
    (a Water-type, Electric-type, or Fire-type), and it can fill in a
    missing type on your team. Plus, you get it at level 25, so you
    won't have to train it that much from the beginning!
    	Now return back out of the building and back to where the
    Center is.  Head straight left from here and you should see the
    Pokemon Mansion, the place you were before with the back
    entrance.  You can explore it if you want; there are no more
    items to get.  And left of the Mansion is a giant Poke Mart! 
    This is the biggest Mart of the game, and contains lots of items
    that should cater to your needs.  
    
    Celadon City Poke Mart:
    1F: SERVICE COUNTER
    
    2F: TRAINER'S MARKET
    1st Attendant:
    TM32:Double Team- $1000
    TM33:Reflect- $1000
    TM02:Razor Wind- $2000
    TM07:Horn Drill- $2000
    TM37:Egg Bomb- $2000
    TM01:Mega Punch- $3000
    TM05:Mega Kick- $3000
    TM09:Take Down- $3000
    TM17:Submission- $3000
    2nd Attendant:
    Great Ball- $600
    Super Potion- $700
    Revive- $1500
    Super Repel- $500
    Antidote- $100
    Burn Heal- $250
    Ice Heal- $250
    Awakening- $200
    Parlyz Heal- $200
    
    3F: TV GAME SHOP
    
    4F: WISEMAN GIFTS
    Poke Doll- $1000
    Fire Stone- $2100
    Thunder Stone- $2100
    Water Stone- $2100
    Leaf Stone- $2100
    
    5F: DRUG STORE
    1st Attendant:
    HP Up- $9800
    Protein- $9800
    Iron- $9800
    Carbos- $9800
    Calcium- $9800
    2nd Attendant:
    X Accuracy- $950
    Guard Spec.- $700
    Dire Hit- $650
    X Attack- $500
    X Defend- $550
    X Speed- $350
    X Special- $350
    
    ROOFTOP SQUARE
    Vending Machine:
    Fresh Water- $200
    Soda Pop- $300
    Lemonade- $350
    
    	Look through the second floor items first off; you should
    probably stock up on Great Balls and Super Potions if you 
    haven't already.  There are quite a few TMs being sold, but the moves
    themselves are not very useful and it's best not to waste your
    money on them for now.  There aren't any items being sold on the
    third floor, but talk to the man behind the counter to get
    TM18:Counter!  This is a move that supposedly reflects back the
    damage inflicted on the defending Pokemon back onto the 
    opponent, but there is a problem with this move that is defined in the
    Battle Strategy Guide.
    	The fourth floor contains all the important stones.  There
    are certain Pokemon that evolve only with these stones; these
    Pokemon are:
    
    Pikachu-> Raichu (Thunder Stone, Red/Blue versions ONLY)
    Vulpix-> Ninetales (Fire Stone)
    Gloom-> Vileplume (Leaf Stone)
    Growlithe-> Arcanine (Fire Stone)
    Poliwhirl-> Poliwrath (Water Stone)
    Weepinbell-> Victreebel (Leaf Stone)
    Shellder-> Cloyster (Water Stone)
    Exeggcute-> Exeggutor (Leaf Stone)
    Staryu-> Starmie (Water Stone)
    Eevee-> Vaporeon (Water Stone) OR Jolteon (Thunder Stone), OR Flareon (Fire 
    Stone)
    
    	And of course, the Moon Stone evolution Pokemon have 
    already been covered.  Remember, the only way to complete 
    your Pokedex is to purchase the stones they evolve with! You 
    can also purchase a Poke Doll here, but you won't need one
    until later.
    	The fifth floor's first attendant sells drugs, or stat-
    enhancers.  They are expensive, but are vital to giving your
    Pokemon the best possible stats.  These are discussed in detail
    in the Battle Strategy Guide.  There are also some battle-only
    stat increasers you can purchase from the second attendant, but
    since they take a full turn in battle to use, they're usually 
    not necessary.
    	Head up to the rooftop.  There is a thirsty girl here who
    will give you TMs if you give her drinks from the vending
    machines on this level.  Give her Fresh Water and she gives you
    TM13:Ice Beam, a very powerful Ice-type attack!  Give her Soda
    Pop and you get TM48:Rock Slide, which is a great Rock-type
    attack.  And finally, give her Lemonade and she gives you
    TM49:Tri Attack.  Be sure to pick up some of the drinks for
    yourself to; the Lemonade heals 80 HP per use and only costs 
    only $350, so it's a much better deal than the Super Potion.  You 
    also need to hold on to at least one drink for use later in the game
    to fulfill a special purpose.
    	Now that you've thoroughly explored the Poke Mart, head out
    and now walk (or bike) all the way to the lower-right corner of
    the city.  In one of these small houses there is a bar.  Talk to
    the man in glasses in the upper-left corner to get a free COIN
    CASE.  You need this for our next stop, the Game Corner.  It's
    directly right of the small lake in the middle of the city, and
    the Prize Exchange building is right next to it.
    
    Game Corner Prize Exchange (Red/Blue versions):
    1st Window:
    Abra- 120 coins
    Clefairy- 750 coins
    Nidorino(Blue), Nidorina(Red)- 1200 coins
    2nd Window:
    Pinsir(Blue), Scyther(Red)- 2500 coins
    Dratini- 4600 coins
    Porygon- 6500 coins(Blue), 9999 coins(Red)
    3rd Window:
    TM23:Dragon Rage- 3300 coins
    TM15:Hyper Beam- 5500 coins
    TM50:Substitute- 7700 coins
    
    Game Corner Prize Exchange (Yellow version):
    1st Window:
    Abra- 230 coins
    Vulpix- 1000 coins
    Wigglytuff- 2680 coins
    2nd Window:
    Scyther- 6500 coins
    Pinsir- 6500 coins
    Porygon- 9999 coins
    3rd Window:
    TM23:Dragon Rage- 3300 coins
    TM15:Hyper Beam- 5500 coins
    TM50:Substitute- 7700 coins
    
    	The Game Corner is where you spend your money to buy coins
    to play the slot machines, and to hopefully gain enough coins to
    get a good prize in the Prize Exchange.  You need a Coin Case to
    play at all, though, and then you can buy 50 coins for $1000. 
    Before you buy any, though, check around the floor of the Game
    Corner and talk to a few gamblers to get a few hundred coins to
    start you out with.  Playing the slot machines is pretty easy;
    just put 1, 2, or 3 coins into the slot and roll.  The more 
    coins you put in, the better chances you have of winning.  Be sure to
    save your game beforehand so you can try again if you have bad
    luck.  You may also notice that the slots in the Yellow version
    look quite different!
    	There are some nice prizes in the Prize Exchange, but the
    one you should be aiming for is Porygon since you can get all 
    the other Pokemon outside of the Game Corner.  And since you 
    probably won't get 9,999 coins (6,500 in Blue) by playing the slots, 
    you may have to just fork over the $200,000 to buy that many!  Don't
    worry; there's no hurry.  Whether or not you want to try to get
    one of the somewhat-powerful TMs available is up to you.
    	You may have noticed a few Team Rocket members lurking
    around Celado., The reason for this is that they're trying to
    make business by buying shipments of Pokemon and selling them 
    off at the Game Corner (you find this out in the house next to the
    bar).  We can't let this go on any further, can we?  Talk to the
    Rocket member looking at the sign near the coin counter.  He'll
    challenge you to a fight!
    
    ROCKET $600
    Raticate, level 20- Tackle, Tail Whip, Quick Attack, Hyper Fang (496 EXP.)
    Zubat, level 20- Leech Life, Screech, Supersonic, Bite (231 EXP.)
    
    	If you have trouble with him, you're hopeless to beat Team
    Rocket.  After he leaves, press A next to the poster on the wall
    to find a hidden switch!  Press it to reveal Team Rocket's 
    secret hideout.  Go right from the poster to go down the opened
    stairway.
    	Battle the first Rocket southeast of the steps.
    
    ROCKET $630
    Drowzee, level 21- Pound, Hypnosis, Disable, Confusion (459 EXP.)
    Machop, level 21- Karate Chop, Low Kick (396 EXP.)
    
    	There's a gate to the south, so go left instead to fight
    another Rocket down the hallway.
    
    ROCKET $630
    Raticate, level 21- Tackle, Tail Whip, Quick Attack, Hyper Fang (522 EXP.)
    Raticate, level 21- Tackle, Tail Whip, Quick Attack, Hyper Fang (522 EXP.)
    
    	The item south of this Rocket behind the table is an ESCAPE
    ROPE.  You can't do anything more on this floor at the moment, 
    so go back to the staircases and take the one down.  Go down and
    fight the Rocket to the left.
    
    ROCKET $510
    Zubat, level 17- Leech Life, Screech, Supersonic, Bite (196 EXP.)
    Koffing, level 17- Tackle, Smog (414 EXP.)
    Grimer, level 17- Pound, Disable (327 EXP.)
    Zubat, level 17- Leech Life, Screech, Supersonic, Bite (196 EXP.)
    Raticate, level 17- Tackle, Tail Whip, Quick Attack, Hyper Fang (421 EXP.)
    
    	To the left of this Rocket is a floor-sliding puzzle, one 
    of the many traps the Rockets like to use.  There are two arrows
    leading left.  Take the bottom one to go completely to the left. 
    When you stop, grab the item in the small niche to the south;
    it's the final Moon Stone!  Go back to where you stopped, and
    snake your way along the top wall to the end to get a NUGGET. 
    Again, head back to where you stopped, go down a tad, then take
    the arrow right.  Grab TM07:Horn Drill there if you want.  Go
    right and down, take the left going-down arrow, and right two
    spaces to step onto a right arrow that takes you a little
    southeast.  Take the left arrow to go a little southwest.  If 
    you want to get another item, take the southern arrow left and it'll
    take you to behind a wall.  Go to the bottom-left corner and 
    take the farthest-right arrow up, then grab the SUPER POTION.  Return
    to where the two arrows were facing left, and take the top one. 
    Take the right arrow right below it to exit the maze.  
    	There is an elevator to the right which gives access to the
    bottom floor (your destination), but you need a key to activate
    it.  Take the stairway going up to another floor.  Challenge the
    Rocket directly to your left.
    
    ROCKET $570
    Rattata, level 19- Tackle, Tail Whip, Quick Attack, Hyper Fang (231 EXP.)
    Raticate, level 19- Tackle, Tail Whip, Quick Attack, Hyper Fang (471 EXP.)
    Raticate, level 19- Tackle, Tail Whip, Quick Attack, Hyper Fang (471 EXP.)
    Rattata, level 19- Tackle, Tail Whip, Quick Attack, Hyper Fang (231 EXP.)
    
    	And take on the Rocket north of him.
    
    ROCKET $600
    Grimer, level 20- Pound, Disable (385 EXP.)
    Koffing, level 20- Tackle, Smog (487 EXP.)
    Koffing, level 20- Tackle, Smog (487 EXP.)
    
    	Go left of this Rocket to get a HYPER POTION!  This is a
    great item that heals up to 200 HP in battle.  Now return back
    downstairs, and back to the floor with the maze.  To the left of
    the staircase is a little shortcut you can take with arrows
    pointing up.  This leads back to the beginning of the maze and a
    Rocket you've already defeated.  Go down the staircase that you
    haven't been down yet.  On this floor, challenge the Rocket to
    the south.
    
    ROCKET $630
    Machop, level 21- Karate Chop, Low Kick (396 EXP.)
    Machop, level 21- Karate Chop, Low Kick (396 EXP.)
    
    	Take the winding path below this Rocket to get TM10:Double-
    Edge.  Now go back left of the staircase, where you will find
    another maze.  Enter the small narrow path to the south and take
    the first arrow down, so you can get a RARE CANDY in the little
    niche.  Take the nearby arrow up, then go up and around the wall
    to the left.  At the arrows facing left and right, take the left
    one, then down to where there are four successive arrows facing
    right.  Take the one second from bottom.  This leads you 
    directly into the path of a waiting Rocket.
    
    ROCKET $600
    Rattata, level 20- Tackle, Tail Whip, Quick Attack, Hyper Fang (243 EXP.)
    Raticate, level 20- Tackle, Tail Whip, Quick Attack, Hyper Fang (496 EXP.)
    Drowzee, level 20- Pound, Hypnosis, Disable, Confusion (436 EXP.)
    
    	Go south from this Rocket and right around the wall to
    another staircase leading down.  Go to the little room to the
    left to get an HP UP.  Head north along the hall, and fight the
    lone Rocket in the room to the left.
    
    ROCKET $630
    Koffing, level 21- Tackle, Smog (513 EXP.)
    Zubat, level 21- Screech, Supersonic, Bite, Confuse Ray (243 EXP.)
    
    	Talk to the Rocket after you defeat him and he drops the
    crucial LIFT KEY (in Yellow, it drops automatically)!  The item
    on the other side of the table is TM02:Razor Wind.  Now you need
    to backtrack back to the elevator you couldn't activate before. 
    To do this, first head back up the stairs you just took, take 
    the arrows to the left up, go up another flight of stairs, and
    navigate the maze again on this floor.  Refer to the part 
    earlier in the guide if you need help.  When you reach the elevator
    (there's an opening in the wall that makes it easy to see where
    it is), you can now select the floor you wish to go to.  Select
    the B4F.  This next part is a little different between Red/Blue
    and Yellow.
    
    RED/BLUE: There are two Rocket guards to the north; you need to
    defeat them both the unlock the door.  Take preparations; these
    guards are a little tougher then the Grunts you've faced so far.
    
    ROCKET $690
    Ekans, level 23- Wrap, Leer, Poison Sting, Bite (304 EXP.)
    Sandshrew, level 23- Scratch, Sand-Attack, Slash (457 EXP.)
    Arbok, level 23- Wrap, Leer, Poison Sting, Bite (724 EXP.)
    
    ROCKET $690
    Sandshrew, level 23- Scratch, Sand-Attack, Slash (457 EXP.)
    Ekans, level 23- Wrap, Leer, Poison Sting, Bite (304 EXP.)
    Sandslash, level 23- Scratch, Sand-Attack, Slash (802 EXP.)
    
    	And with that, the door opens and you come face-to-face 
    with the boss of Team Rocket for the first time, Giovanni!  He is the
    most powerful Rocket out there, so take caution!
    
    GIOVANNI $2871 (uses Guard Spec.)
    Onix, level 25- Screech, Bind, Rock Throw, Rage (577 EXP.)
    Rhyhorn, level 24- Horn Attack (693 EXP.)
    Kangaskhan, level 29- Comet Punch, Rage, Bite (1087 EXP.)
    
    	Giovanni's Onix and Rhyhorn should be simple enough to take
    out; they're both Rock/Ground types, so they're incredibly weak
    to Water and Grass-type attacks.  Kangaskhan looks scary at 
    level 29, but its attacks are not the strongest; just use your most
    powerful attacks against it to take it down.  As a final note,
    Giovanni likes to use Guard Spec., which negates all stat-
    reducing moves used against him.  After you defeat him, he
    disappears and leaves behind SILPH SCOPE.  This is the item that
    reveals the ghosts in Pokemon Tower in Lavender Town.
    
    YELLOW: As soon as you walk toward the open door where Giovanni
    is, Jessie and James come to interrupt your plans!  Let's show
    them your power.
    
    ROCKET $750
    Koffing, level 25- Tackle, Smog (610 EXP.)
    Meowth, level 25- Growl, Bite, Pay Day, Screech (369 EXP.)
    Ekans, level 25- Leer, Poison Sting, Bite, Glare (331 EXP.)
    
    	Jessie and James will try to mess up your Pokemon, pretty
    much.  Smog poisons your Pokemon sometimes, Pay Day steals 
    money, and Glare paralyzes.  Still, if you attack them head-on before
    they can inflict their status conditions on you, you should tear
    them apart.
    
    GIOVANNI $2871 (uses Guard Spec.)
    Onix, level 25- Screech, Bind, Rock Throw, Rage (577 EXP.)
    Rhyhorn, level 24- Horn Attack (693 EXP.)
    Persian, level 29- Growl, Bite, Pay Day, Screech (919 EXP.)
    
    	Giovanni is pretty much the same here as in Red/Blue, 
    except he uses Persian, the evolved form of Meowth, instead of
    Kangaskhan.  Persian is a fast cat that can be deadly.  If you
    have any Fighting-type moves, use it against Persian.  Pick up
    the SILPH SCOPE after beating Giovanni.
    
    	All you have to do now is exit.  Head south out of this 
    room and go left, where there is an item on a table.  This item is
    IRON, which increases one of your Pokemon's Defense.  Head back
    to the elevator and to the BF1.  Looks like there's one more
    Rocket to beat before you're out of here.
    
    ROCKET $660
    Grimer, level 22- Pound, Disable (423 EXP.)
    Koffing, level 22- Tackle, Smog (537 EXP.)
    
    	And with that, the door above opens and you can take the
    staircase up out of the secret hideout.  Head back to the Poke
    Center for a little bit, then gear yourself up for the Celadon
    City Gym!  To get to the gym, you need to go to the bottom 
    right-hand corner of the city, where you can see an odd tree you can
    use Cut on.  Do so, head all the way left, then up the ledge to
    where the gym is.
    
    CELADON CITY GYM
    Style: Grass
    	Grass is the name of the game of this gym, and so 
    obviously, Fire types are the Pokemon of choice here.  But unless 
    you chose Charmander as your starter, you'll have needed to train up 
    either a Vulpix, Growlithe, or Flareon to have the best advantage. 
    Ground-types are second-best because they are super-effective
    against Poison-types (most Grass-types have a secondary Poison-
    type), but Grass is super-effective against them in turn.  If 
    you don't have either, guard yourself well against status effects
    and, whatever you do, don't use a Water-type!  Finally, watch
    closely for any move combos the trainers might use and do your
    best to counter them.  
    
    	There are more trainers guarding the leader, Erika, here
    than in previous gyms but it's still best to defeat them all to
    gain the most experience.  Walk up the middle of the gym to
    battle the first two trainers here.
    
    LASS $345
    Bellsprout, level 23- Wrap, Poisonpowder, Sleep Powder, Stun Spore (414 EXP.)
    Weepinbell, level 23- Wrap, Poisonpowder, Sleep Powder, Stun Spore (744 EXP.)
    
    BEAUTY $1470
    Oddish, level 21- Absorb, Poisonpowder, Stun Spore, Sleep Powder (351 EXP.)
    Bellsprout, level 21- Wrap, Poisonpowder, Sleep Powder, Stun Spore (378 EXP.)
    Oddish, level 21- Absorb, Poisonpowder, Stun Spore, Sleep Powder (351 EXP.)
    Bellsprout, level 21- Wrap, Poisonpowder, Sleep Powder, Stun Spore (378 EXP.)
    
    	The Lass uses a status-attack + Wrap combo that could drive
    you crazy if you don't knock out her Pokemon right away.  There
    are two more trainers outside the center square; challenge them
    next.  
    
    JR. TRAINER(f) $480
    Bulbasaur, level 24- Growl, Leech Seed, Vine Whip, Poisonpowder (328 EXP.)
    Ivysaur, level 24- Growl, Leech Seed, Vine Whip, Poisonpowder (724 EXP.)
    
    BEAUTY $1680
    Bellsprout, level 24- Wrap, Poisonpowder, Sleep Powder, Stun Spore (432 EXP.)
    Bellsprout, level 24- Wrap, Poisonpowder, Sleep Powder, Stun Spore (432 EXP.)
    
    	Bulbasaur/Ivysaur are slightly more dangerous because of
    Vine Whip (a strong Grass-type attack) and the Leech Seed +
    Poisonpowder combo.  You're almost to Erika!  Battle the three
    trainers surrounding her first.
    
    LASS $345
    Oddish, level 23- Absorb, Poisonpowder, Stun Spore, Sleep Powder (384 EXP.)
    Gloom, level 23- Absorb, Poisonpowder, Stun Spore, Sleep Powder (649 EXP.)
    
    BEAUTY $1820
    Exeggcute, level 26- Barrage, Hypnosis, Reflect (546 EXP.)
    
    COOLTRAINER(f) $840
    Weepinbell, level 24- Wrap, Poisonpowder, Sleep Powder, Stun Spore (775 EXP.)
    Gloom, level 24- Absorb, Poisonpowder, Stun Spore, Sleep Powder (678 EXP.)
    Ivysaur, level 24- Growl, Leech Seed, Vine Whip, Poisonpowder (724 EXP.)
    
    	As you can see, CoolTrainers are tougher than your average
    trainer!  She should be a test of your abilities; if you can 
    beat her no problem, then go ahead and challenge Erika.  If not, your
    Pokemon are underleveled and you need to go back and train on 
    the previous routes some more.  When you're ready, talk to Erika to
    begin your fourth gym leader battle!
    
    GYM LEADER Erika (uses Super Potion) TM21:Mega Drain, Rainbow Badge 
    Red/Blue: $2871
    Victreebel, level 29- Wrap, Poisonpowder, Sleep Powder, Razor Leaf (1186 EXP.)
    Tangela, level 24- Constrict, Bind, (853 EXP.)
    Vileplume, level 29- Poisonpowder, Mega Drain, Sleep Powder, Petal Dance (1143 
    EXP.)
    Yellow: $3168
    Tangela, level 30- Constrict, Bind, Vine Whip, Mega Drain (1066 EXP.)
    Weepinbell, level 32- Sleep Powder, Stun Spore, Acid, Razor Leaf (1035 EXP.)
    Gloom, level 32- Acid, Stun Spore, Sleep Powder, Petal Dance (904 EXP.)
    
    	After taking down all the previous trainers in this gym, 
    you should have an idea of what to expect here, although it still 
    may be the hardest gym leader battle so far.  In Red/Blue,
    Victreebel, the evolution of Weepinbell, is the first Pokemon. 
    Erika's general preference is to put your Pokemon to sleep and
    then pound you with attacks; in Victreebel's case, it's Razor
    Leaf.  To beat her Pokemon, you need to either use Fire-types,
    Ice Beam (gotten from the Game Corner), Flying-types, or Ground-
    types; you can also use a Grass-type against her to guard 
    against status effects and beat her down with physical attacks. 
    Tangela is not a problem since it only knows a couple weak attacks. 
    Vileplume knows the strongest Grass attack in Petal Dance, but
    after she uses it, Vileplume becomes Confused and vulnerable to
    attack.  
    	In Yellow, Erika is a little bit better-prepared with her
    Grass-types.  Tangela is at level 30 and a straight Grass-type,
    so you can't use Psychic or Ground to your advantage, and it
    knows Mega Drain, a powerful attack that steals your HP (like a
    more dangerous Leech Life from Zubat).  Weepinbell and Gloom use
    Acid as their staple attack (it's Poison-type), and try to
    Paralyze or put to sleep your poor Pokemon.  The same tactics
    apply here as in Red/Blue: You should have at least one Pokemon
    at this stage in the game that can have somewhat of an advantage
    against them, and that includes Flying, Ground, Psychic, Fire, 
    or Ice attacks.  
    	You are now more closer to reaching your goal than ever! 
    Beating Erika gives you the TM21:Mega Drain (a good Grass-type
    attack but not as useful as Razor Leaf), lots of money, and the
    fourth badge.  
    
    
    
    
    
    ________________________________________________________________
    	6. Soul Badge
    	Now you have a choice as to where you want to go next on
    your journey.  You can either head straight to Fuchsia and get
    the badge by the Cycling Road or Routes 12-15, or get the badge
    at Saffron first (although you need to beat Team Rocket at both
    the Pokemon Tower before you do either).  In this walkthrough, 
    we will first take out Team Rocket at the Pokemon Tower in Lavender
    Town, then get the Fuchsia badge, then deal with Saffron.
    	Hi-tail back through the underground path east to Lavender,
    and enter Pokemon Tower.  There appear to be a lot of sad people
    here!  Head up the steps to the right.  Who's that up there? 
    It's your old pal!  Be prepared; he's made quite a few changes
    since we've last met.
    
    RIVAL Gary
    Red/Blue: $1625
    Pidgeotto, level 25- Gust, Sand-Attack, Quick Attack, Whirlwind (604 EXP.)
    Growlithe, level 23- Bite, Roar, Ember, Leer (447 EXP.)
    Exeggcute, level 22- Barrage, Hypnosis (465 EXP.)
    Kadabra, level 20- Teleport, Confusion, Disable (621 EXP.)
    Wartortle, level 25- Tail Whip, Bubble, Water Gun, Bite (769 EXP.)
    OR
    Pidgeotto, level 25- Gust, Sand-Attack, Quick Attack, Whirlwind (604 EXP.)
    Gyarados, level 23- Thrash, Tackle, Bite (1054 EXP.)
    Growlithe, level 22- Bite, Roar, Ember (429 EXP.)
    Kadabra, level 20- Teleport, Confusion, Disable (621 EXP.)
    Ivysaur, level 25- Growl, Leech Seed, Vine Whip, Poisonpowder (754 EXP.)
    OR
    Pidgeotto, level 25- Gust, Sand-Attack, Quick Attack, Whirlwind (604 EXP.)
    Exeggcute, level 23- Barrage, Hypnosis (483 EXP.)
    Gyarados, level 22- Thrash, Tackle, Bite (1008 EXP.)
    Kadabra, level 20- Teleport, Confusion, Disable (621 EXP.)
    Charmeleon, level 25- Growl, Ember, Leer, Rage (760 EXP.)
    Yellow: $1625
    Fearow, level 25- Growl, Leer, Fury Attack, Mirror Move (867 EXP.)
    Vulpix, level 23- Ember, Tail Whip, Quick Attack, Roar (308 EXP.)
    Magnemite, level 22- Tackle, Sonicboom (419 EXP.)
    Sandshrew, level 20- Scratch, Sand-Attack, Slash (397 EXP.)
    Eevee, level 25- Growl, Tail Whip, Sand-Attack, Quick Attack (492 EXP.)
    OR
    Fearow, level 25- Growl, Leer, Fury Attack, Mirror Move (867 EXP.)
    Magnemite, level 23- Tackle, Sonicboom (438 EXP.)
    Shellder, level 22- Tackle, Withdraw, Supersonic, Clamp (466 EXP.)
    Sandshrew, level 20- Scratch, Sand-Attack, Slash (397 EXP.)
    Eevee, level 25- Growl, Tail Whip, Sand-Attack, Quick Attack (492 EXP.)
    OR
    Fearow, level 25- Growl, Leer, Fury Attack, Mirror Move (867 EXP.)
    Shellder, level 23- Tackle, Withdraw, Supersonic, Clamp (477 EXP.)
    Vulpix, level 22- Ember, Tail Whip, Quick Attack, Roar (297 EXP.)
    Sandshrew, level 20- Scratch, Sand-Attack, Slash (397 EXP.)
    Eevee, level 25- Growl, Tail Whip, Sand-Attack, Quick Attack (492 EXP.)
    
    	As you can see, Gary has now established the types he would
    like to use on his team.  In Red/Blue, he uses the main types:
    Flying, Water, Fire, Grass, and Psychic.  In Yellow, he uses
    Flying, Fire, Water, Ground, and Normal types (although his 
    Eevee is yet to evolve.  In Red/Blue, what his team is depends on what
    Pokemon you chose from the start, and in Yellow, what team he
    uses depends on whether or not you beat him in the first two
    matches against him.  Gary should not be challenging right now,
    since his levels are far below that of Erika's.  This team is
    basically a foreshadowing of things to come from him. After you
    beat him, make your way left up to the next step to begin your
    climb up the tower.
    
    POKeMON TOWER Wild Pokemon
    Gastly- Very Common (R,B,Y)
    Haunter- Common (R,B,Y)
    Cubone- Rare (R,B)
    
    	Gastly are everywhere in the Pokemon Tower, but Haunter 
    (the evolution of Gastly) and Cubone are hard to find.  To unlock the
    identity of the ghosts in here at all, you need the SILPH SCOPE
    from Celadon which you should have already gotten.  You will be
    fighting mostly Ghost-types here, so you need to know that 
    Ghosts are immune to Normal and Fighting-type attacks.  All this means
    is that you need to make sure you use other types of attacks, 
    and you should be fine.  These Ghosts, because they are part Poison
    as well, are weak to Ground and Psychic-type attacks.
    	After going up the first stairwell and getting the hint 
    from the Channeler about the Silph Scope, head up in this room. 
    Challenge the Channeler near the item ball.
    
    CHANNELER $690
    Gastly, level 23- Lick, Confuse Ray, Night Shade (468 EXP.)
    
    	This tower is infested by these possessed Channelers.  The
    item ball contains an ESCAPE ROPE; grab it, then return and go
    south to fight the Channeler directly to the right.
    
    CHANNELER $660
    Gastly, level 22- Lick, Confuse Ray, Night Shade (447 EXP.)
    
    	And challenge the one directly north of her.
    
    CHANNELER $720
    Gastly, level 24- Lick, Confused Ray, Night Shade (487 EXP.)
    
    	Go around the gravestones to the right and take the next
    staircase up.  There's a Channeler directly to the left.
    
    CHANNELER $690
    Gastly, level 23- Lick, Confuse Ray, Night Shade (468 EXP.)
    Gastly, level 23- Lick, Confuse Ray, Night Shade (468 EXP.)
    
    	The two item balls in clear view from here contain ELIXER
    and AWAKENING.  Fight the Channeler that was south of the last
    one.
    
    CHANNELER $660
    Gastly, level 22- Lick, Confuse Ray, Night Shade (447 EXP.)
    
    	Grab the useful HP UP in the niche to the south.  Northwest
    of here is the last Channeler on this floor.
    
    CHANNELER $720
    Gastly, level 24- Lick, Confuse Ray, Night Shade (487 EXP.)
    
    	...And take the staircase up to the left of her!  Go east
    and fight the Channeler to the north.
    
    CHANNELER $660
    Gastly, level 22- Lick, Confuse Ray, Night Shade (447 EXP.)
    
    	Challenge the Channeler southeast of her.
    
    CHANNELER $690
    Haunter, level 23- Lick, Confuse Ray, Night Shade (621 EXP.)
    
    	Talk to the Channeler left of her.  She won't challenge 
    you, but instead, she shows you the four-square space she sealed with
    white magic!  Step into it to heal your Pokemon if you need to,
    then challenge the Channeler to the left.
    
    CHANNELER $720
    Gastly, level 24- Lick, Confuse Ray, Night Shade (487 EXP.)
    
    	Grab the NUGGET south of her, and take on the last 
    Channeler to the south.
    
    CHANNELER $660
    Haunter, level 22- Lick, Confuse Ray, Night Shade (594 EXP.)
    
    	Now you can go northeast of here to take the next staircase
    up.  Take on the Channeler to the left.
    
    CHANNELER $660
    Gastly, level 22- Lick, Confuse Ray, Night Shade (447 EXP.)
    Gastly, level 22- Lick, Confuse Ray, Night Shade (447 EXP.)
    Gastly, level 22- Lick, Confuse Ray, Night Shade (447 EXP.)
    
    	There is an X ACCURACY right to the south of her.  Go all
    the way north to fight the next Channeler.
    
    CHANNELER $720
    Gastly, level 24- Lick, Confuse Ray, Night Shade (487 EXP.)
    
    	Head around the gravestones to the left and fight this
    Channeler. It's the last one!
    
    CHANNELER $720
    Gastly, level 24- Lick, Confuse Ray, Night Shade (487 EXP.)
    
    	Grab the RARE CANDY blocking the path to the southwest.  
    Now locate the staircase to the southeast.  There is the ghost-form
    of the murdered Marowak (Cubone's mother) the townspeople were
    talking about here; and if you don't have the Silph Scope, it
    doesn't let you pass.  If you do have it, however, you reveal 
    its true form.  The Marowak is at level 30 and unfortunately you
    can't catch it, so you have to knock it out to lay its soul to
    rest.  Remember that it's a Ground-type and that Water and 
    Grass-type attacks are best to use against it.
    	Go up the staircase to enter the final hall.  You've found
    Team Rocket!  In Red/Blue, take all three of the Grunts out
    quickly.
    
    Red/Blue:
    ROCKET $750
    Zubat, level 25- Screech, Supersonic, Bite, Confuse Ray (288 EXP.)
    Zubat, level 25- Screech, Supersonic, Bite, Confuse Ray (288 EXP.)
    Golbat, level 25- Screech, Supersonic, Bite, Confuse Ray (915 EXP.)
    
    ROCKET $780 
    Koffing, level 26- Tackle, Smog (634 EXP.)
    Drowzee, level 26- Hypnosis, Disable, Confusion, Headbutt (567 EXP.)
    
    ROCKET $690
    Zubat, level 23- Screech, Supersonic, Bite, Confuse Ray (265 EXP.)
    Rattata, level 23- Tail Whip, Quick Attack, Hyper Fang, Focus Energy (280 EXP.)
    Raticate, level 23- Tackle, Tail Whip, Quick Attack, Hyper Fang (571 EXP.)
    Zubat, level 23- Screech, Supersonic, Bite, Confuse Ray (265 EXP.)
    
    	In Yellow, however, you'll be attacked by Jessie and James
    again!  They've finally evolved their Ekans and Koffing, but 
    once again, they just don't have strong enough attacks to pose a
    serious threat to you.
    
    Yellow:
    ROCKET $810
    Meowth, level 27- Growl, Bite, Pay Day, Screech (399 EXP.)
    Arbok, level 27- Leer, Poison Sting, Bite, Glare (850 EXP.)
    Weezing, level 27- Tackle, Smog (1000 EXP.)
    
    	After taking care of the last of the Rockets, you'll see 
    Mr. Fuji up there.  It appears that he came here of his own free 
    will to pray for Marowak.  He takes you to his house, nevertheless,
    and talk to him afterwards to get the POKeFLUTE!  This is an
    important item that not only acts as a permanent AWAKENING, but
    is also necessary for further advancement in your adventure.  
    	Your job at Lavender Town is finished, so it's time to
    decide how you want to get to Fuchsia.  Would you rather take 
    the Cycling Road west of Celadon City (the faster route) or Routes
    12-15 south of Lavender (the longer route but gives you more
    experience)?  It's your choice; if you feel up for it, you can 
    do both!
    
    THE CYCLING ROAD (Routes 16-18): 
    	Head back to Celadon City, and go west to Route 16.  You
    should see a small tree in the narrow route; use Cut on it to
    reveal a secret passage!  There's a little patch of grass here.
    
    ROUTE 16 Wild Pokemon
    Rattata- Very Common (R,B,Y)
    Raticate- Common (R,B,Y)
    Spearow- Very Common (R,B,Y)
    Fearow- Common (R,B,Y)
    Ponyta- Common (Y)
    Doduo- Common (R,B,Y)
    Dodrio- Rare (Y)
    
    ROUTES 17-18 Wild Pokemon:
    Land:
    Rattata- Very Common (R,B,Y)
    Raticate- Common (R,B,Y)
    Spearow- Very Common (R,B,Y)
    Fearow- Common (R,B,Y)
    Ponyta- Common (Y)
    Doduo- Common (R,B,Y)
    Dodrio- Rare (Y)
    Water:
    Tentacool- Very Common (R,B,Y)
    Krabby- Very Common (R,B,Y)
    Goldeen- Very Common (R,B,Y)
    Magikarp- Very Common (R,B,Y)
    
    	The main Pokemon here should be a Doduo; be sure to catch
    it, and possibly Dodrio and Ponyta in the Yellow version.  The
    wild Pokemon stand the same for Routes 16-18, which include all
    of Cycling Road. Now west from the patch of grass is the north
    part of the guard house; you can enter here!  Go to the other
    side and enter the cottage.  The girl there gives you HM02:Fly! 
    This is a very useful HM you can teach to all Flying-types to
    take you to a town that you've already been to instantly.  It's
    the ultimate way to skip around the globe.  
    	Return to the patch of grass and down to Cut the tree 
    again, and to the left you'll find a giant Pokemon blocking the way. 
    This Pokemon is a level 30 Snorlax, and the only way to move it
    out of the way is first by using your Poke Flute you got from 
    Mr. Fuji to wake it up, then battle it.  There are only two Snorlax
    in Kanto, so you need to make sure you capture at least one of
    them.  To do this, you will probably need a lot of Great Balls
    and luck.  It doesn't help a lot to give it a status ailment
    because it uses Rest to cure everything, but you can use that to
    your advantage.  The best way to capture a Snorlax is by 
    damaging it until it uses Rest, then hurriedly put some damage on 
    it and throw some balls at it while it's still asleep.  Snorlax 
    requires time and patience to capture; as long as you've saved 
    beforehand, however, you'll eventually get him.
    	After you've either captured or KO'd it, Snorlax is no
    longer blocking your way and you can head onto the Cycling Road.
    Note that you must have a Bicycle to traverse this route;
    otherwise, either get one by using the Bike Voucher obtained in
    Vermilion or go to Fuchsia via Routes 12-15 south of Lavender. 
    At the top of the slope is a whole gang of Bikers that uses all
    Poison and Fighting-types; you may want to bring an Antidote or
    two.  Challenge them all!
    
    BIKER $580
    Grimer, level 29- Pound, Disable (558 EXP.)
    Koffing, level 29- Tackle, Smog (708 EXP.)
    
    CUE BALL $700
    Red/Blue:
    Machop, level 28- Karate Chop, Low Kick, Leer (528 EXP.)
    Mankey, level 28- Leer, Karate Chop, Fury Swipes, Focus Energy (444 EXP.)
    Machop, level 28- Karate Chop, Low Kick, Leer (528 EXP.)
    Yellow:
    Machop, level 28- Karate Chop, Low Kick, Leer (528 EXP.)
    Mankey, level 28- Low Kick, Karate Chop, Fury Swipes, Focus Energy (444 EXP.)
    Machop, level 28- Karate Chop, Low Kick, Leer (528 EXP.)
    
    CUE BALL $725
    Red/Blue:
    Mankey, level 29- Leer, Karate Chop, Fury Swipes, Focus Energy (459 EXP.)
    Machop, level 29- Karate Chop, Low Kick, Leer (546 EXP.)
    Yellow:
    Mankey, level 29- Low Kick, Karate Chop, Fury Swipes, Focus Energy (459 EXP.)
    Machop, level 29- Karate Chop, Low Kick, Leer (546 EXP.)
    
    BIKER $520
    Grimer, level 26- Pound, Disable (501 EXP.)
    Grimer, level 26- Pound, Disable (501 EXP.)
    Grimer, level 26- Pound, Disable (501 EXP.)
    Grimer, level 26- Pound, Disable (501 EXP.)
    
    BIKER $660
    Weezing, level 33- Tackle, Smog, Sludge (1222 EXP.)
    
    CUE BALL $825
    Machop, level 33- Karate Chop, Low Kick, Leer, Focus Energy (621 EXP.)
    
    	Having taken care of them, start down the downslope, and
    check out the patch of grass to the right where Doduo should be 
    a little bit more common.  There are also a couple more Bikers.
    
    CUE BALL $725
    Machop, level 29- Karate Chop, Low Kick, Leer (546 EXP.)
    Machoke, level 29- Karate Chop, Low Kick, Leer (906 EXP.)
    
    CUE BALL $725
    Red/Blue:
    Mankey, level 29- Leer, Karate Chop, Fury Swipes, Focus Energy (459 EXP.)
    Primeape, level 29- Leer, Karate Chop, Fury Swipes, Focus Energy (925 EXP.)
    Yellow: 
    Mankey, level 29- Low Kick, Karate Chop, Fury Swipes, Focus Energy (459 EXP.)
    Primeape, level 29- Karate Chop, Fury Swipes, Focus Energy, Rage (925 EXP.)
    
    	And there's one more Biker to the left of them.
    
    BIKER $560
    Weezing, level 28- Tackle, Smog (1038 EXP.)
    Koffing, level 28- Tackle, Smog (684 EXP.)
    Weezing, level 28- Tackle, Smog (1038 EXP.)
    
    	The path splits to the left and right now.  Here are the
    trainers you'll face on the left (the center path has none)
    
    BIKER $660
    Muk, level 33- Pound, Disable, Poison Gas (1110 EXP.)
    
    
    CUE BALL $650
    Red/Blue:
    Mankey, level 26- Scratch, Leer, Karate Chop, Fury Swipes (411 EXP.)
    Mankey, level 26- Scratch, Leer, Karate Chop, Fury Swipes (411 EXP.)
    Machoke, level 26- Karate Chop, Low Kick, Leer (813 EXP.)
    Machop, level 26- Scratch, Leer, Karate Chop, Fury Swipes (489
     EXP.)
    Yellow:
    Mankey, level 26- Leer, Low Kick, Karate Chop, Fury Swipes (411 EXP.)
    Mankey, level 26- Leer, Low Kick, Karate Chop, Fury Swipes (411 EXP.)
    Machoke, level 26- Karate Chop, Low Kick, Leer (813 EXP.)
    Machop, level 26- Leer, Low Kick, Karate Chop, Fury Swipes (489 EXP.)
    
    BIKER $580
    Weezing, level 29- Tackle, Smog (1074 EXP.)
    Muk, level 29- Pound, Disable (975 EXP.)
    
    	And here are the trainers on the right path:
    
    BIKER $580
    Voltorb, level 29- Screech, Sonicboom, Selfdestruct, Light Screen (639 EXP.)
    Voltorb, level 29- Screech, Sonicboom, Selfdestruct, Light Screen (639 EXP.)
    
    CUE BALL $825
    Machoke, level 33- Karate Chop, Low Kick, Leer (1032 EXP.)
    
    CUE BALL $725
    Red/Blue:
    Primeape, level 29- Leer, Karate Chop, Fury Swipes, Focus Energy (925 EXP.)
    Machoke, level 29- Karate Chop, Low Kick, Leer (906 EXP.)
    Yellow:
    Primeape, level 29- Karate Chop, Fury Swipes, Focus Energy, Rage (925 EXP.)
    Machoke, level 29- Karate Chop, Low Kick, Leer (906 EXP.)
    
    	And both the paths converge onto the center where you'll
    face one final trainer.
    
    BIKER $500
    Koffing, level 25- (610 EXP.)
    Weezing, level 25- (925 EXP.)
    Koffing, level 25- (610 EXP.)
    Koffing, level 25- (610 EXP.)
    Weezing, level 25- (925 EXP.)
    
    	The slope finally comes to an end below this trainer.  Head
    east to the guard house and hop off your bike.  If you're in
    Red/Blue, be sure to head up the stairs and talk the man there. 
    He'll offer you to trade your Slowbro for a Lickitung!  This is
    the only place you can get a Lickitung, so don't hesitate to
    trade if you're filling up your Pokedex (just don't use it as
    part of your team).  In Yellow, though, it's just a Tangela for
    Parasect trade, and Parasects are comparatively easy to come by. 
    In any case, exit east out of this house.  There is one final
    patch of grass to the south with a few more trainers, but the
    wild Pokemon are still the same.  These trainers all use Flying-
    types.
    
    BIRD KEEPER $725
    Spearow, level 29- Leer, Fury Attack, Mirror Move, Drill Peck (360 EXP.)
    Fearow, level 29- Growl, Leer, Fury Attack, Mirror Move (1006 EXP.)
    
    BIRD KEEPER $650
    Spearow, level 26- Growl, Leer, Fury Attack, Mirror Move (322 EXP.)
    Spearow, level 26- Growl, Leer, Fury Attack, Mirror Move (322 EXP.)
    Fearow, level 26- Growl, Leer, Fury Attack, Mirror Move (901 EXP.)
    Spearow, level 26- Growl, Leer, Fury Attack, Mirror Move (322 EXP.)
    
    BIRD KEEPER $850
    Dodrio, level 34- Peck, Growl, Fury Attack, Drill Peck (1150 EXP.)
    
    	Directly east from here is Fuchsia City!
    
    THE WALKING ROAD (Routes 12-15):
    	What follows is a true test of a Pokemon trainer's stamina. 
    If you can make it through all the trainers on these four routes
    in one go, consider yourself well off!  However, just to be 
    safe, have a Pokemon on your team that knows Fly (even if it isn't one
    of you fighters) so you can Fly back to Lavender when your team
    is hurting.  Head south on the docks to the guard house, and get
    TM39:Swift from the girl upstairs.  Exit the building south to
    begin your trek.
    
    ROUTE 12 Wild Pokemon
    Land:
    Pidgey- Very Common (R,B,Y)
    Pidgeotto- Rare (Y)
    Oddish- Very Common (R,Y)
    Gloom- Common (R,Y)
    Venonat- Common (R,B,Y)
    Venomoth- Rare (Y)
    Bellsprout- Very Common (B,Y)
    Weepinbell- Common (B,Y)
    Farfetch'd- Common (Y)
    Water: 
    Tentacool- Very Common (R,B,Y)
    Slowpoke- Common (Y)
    Krabby- Very Common (R,B,Y)
    Goldeen- Very Common (R,B,Y)
    Magikarp- Very Common (R,B,Y)
    
    ROUTE 13 Wild Pokemon:
    Land:
    Pidgey- Very Common (R,B,Y)
    Pidgeotto- Rare (Y)
    Oddish- Very Common (R,Y)
    Gloom- Common (R,Y)
    Venonat- Common (R,B,Y)
    Venomoth- Rare (Y)
    Bellsprout- Very Common (B,Y)
    Weepinbell- Common (B,Y)
    Farfetch'd- Common (Y)
    Ditto- Rare (R,B,Y)
    Water: 
    Tentacool- Very Common (R,B,Y)
    Slowpoke- Common (Y)
    Krabby- Very Common (R,B,Y)
    Goldeen- Very Common (R,B,Y)
    Magikarp- Very Common (R,B,Y)
    
    ROUTES 14-15 Wild Pokemon:
    Pidgey- Very Common (R,B,Y)
    Pidgeotto- Rare (R,B,Y)
    Oddish- Very Common (R,Y)
    Gloom- Common (R,Y)
    Venonat- Common (R,B,Y)
    Venomoth- Rare (Y)
    Bellsprout- Very Common (B,Y)
    Weepinbell- Common (B,Y)
    Ditto- Common (R,B,Y)
    
    	Head down south around the bend on the docks to meet the
    first Fisherman.
    
    FISHERMAN $770
    Goldeen, level 22- Peck, Tail Whip, Supersonic (522 EXP.)
    Poliwag, level 22- Bubble, Hypnosis, Water Gun (363 EXP.)
    Goldeen, level 22- Peck, Tail Whip, Supersonic (522 EXP.)
    
    	The item on the block in the middle of the water is 
    TM16:Pay Day, but obviously you can't get there until you can Surf first. 
    Head west to another trainer.
    
    FISHERMAN $840
    Tentacool, level 24- Supersonic, Wrap, Poison Sting, Water Gun (540 EXP.)
    Goldeen, level 24- Peck, Tail Whip, Supersonic, Horn Attack (570 EXP.)
    
    	And southeast to another Fisherman below him.
    
    FISHERMAN $945
    Goldeen, level 27- Peck, Tail Whip, Supersonic, Horn Attack (642 EXP.)
    
    	Continue south to yet another Fisherman.
    
    FISHERMAN $735
    Poliwag, level 21- Bubble, Hypnosis, Water Gun (346 EXP.)
    Shellder, level 21- Tackle, Withdraw, Supersonic (436 EXP.)
    Goldeen, level 21- Peck, Tail Whip, Supersonic (499 EXP.)
    Horsea, level 21- Bubble, Smokescreen (373 EXP.)
    
    	Now when you continue south you come across the other
    Snorlax.  If you didn't catch the other one, make sure to catch
    this one or you will never see it again!  Use your Pokeflute on
    the Snorlax to wake it up, and see the Cycling Road section for
    strategies on how to capture it.
    	With that taken care of, you now have free access to Route
    11 from here, and more importantly, the routes below.  Head 
    south to where the house is and battle the trainer here.  The enemy
    levels will start to rise.
    
    ROCKER $725
    Voltorb, level 29- Screech, Sonicboom, Selfdestruct, Light Screen (639 EXP.)
    Electrode, level 29- Screech, Sonicboom, Selfdestruct, Light Screen (931 EXP.)
    
    	Go into that house and speak to the Fishing Guru to get the
    SUPER ROD, the strongest rod in the game!  Now you can catch ANY
    Pokemon that appears in the Wild Pokemon: Water list, so feel
    free to take the time and catch up on your Pokedex.  When you're
    ready to move on, go south from the Fishing Guru's house and you
    should notice a small square of woods on your left.  Cut it down
    to fight a Fisherman and gain an IRON.
    
    FISHERMAN $840
    Magikarp, level 24- Splash, Tackle (102 EXP.)
    Magikarp, level 24- Splash, Tackle (102 EXP.)
    
    	Battle the trainer southeast of the crop of bushes.
    
    JR. TRAINER(m) $580
    Red/Blue:
    Nidoran(m), level 29- Horn Attack, Poison Sting, Focus Energy, Fury Attack (372 
    EXP.)
    Nidorino, level 29- Tackle, Horn Attack, Poison Sting, Focus Energy (732 EXP.)
    Yellow:
    Nidoran(m), level 29- Tackle, Horn Attack, Poison Sting, Focus Energy (372 EXP.)
    Nidorino, level 29- Tackle, Horn Attack, Poison Sting, Focus Energy (732 EXP.)
    
    	Heading south of him, you should notice another cuttable
    tree to your left, this one leading to a big patch of grass.  In
    Red and Blue you won't find any new Pokemon here, but in Yellow,
    this is your chance to catch a Farfetch'd and Venomoth and add
    them to your collection. 
    	Keep going south to enter Route 13 and you'll encounter a
    female trainer.
    
    JR. TRAINER(f) $560
    Goldeen, level 28- Peck, Tail Whip, Supersonic, Horn Attack (666 EXP.)
    Poliwag, level 28- Bubble, Hypnosis, Water Gun, Doubleslap (462 EXP.)
    Horsea, level 28- Bubble, Smokescreen, Leer (498 EXP.)
    
    	Directly south from her is a couple.  
    
    BIRD KEEPER $725
    Pidgey, level 29- Sand-Attack, Quick Attack, Whirlwind, Wing Attack (340 EXP.)
    Pidgeotto, level 29- Gust, Sand-Attack, Quick Attack, Whirlwind (702 EXP.)
    
    JR. TRAINER(f) $480
    Pidgey, level 24- Gust, Sand-Attack, Quick Attack, Whirlwind (282 EXP.)
    Meowth, level 24- Growl, Bite, Pay Day, Screech (354 EXP.)
    Rattata, level 24- Tail Whip, Quick Attack, Hyper Fang, Focus Energy (292 EXP.)
    Pidgey, level 24- Gust, Sand-Attack, Quick Attack, Whirlwind (282 EXP.)
    Meowth, level 24- Growl, Bite, Pay Day, Screech (354 EXP.)
    
    	Going west, you have now reached an area named Silence
    Bridge.  Head west from the Silence Bridge sign and press A in
    the space to the right of the sign behind the barrier to find a
    CALCIUM.  The following is the list of trainers on Silence
    Bridge.  If you want, there is a cuttable tree on the northeast
    part of here, in which you can search for the new Pokemon Ditto
    if you'd like.
    
    BEAUTY $1890
    Rattata, level 27- Tail Whip, Quick Attack, Hyper Fang, Focus Energy (328 EXP.)
    Vulpix, level 27- Ember, Tail Whip, Quick Attack, Roar (364 EXP.)
    Rattata, level 27- Tail Whip, Quick Attack, Hyper Fang, Focus Energy (328 EXP.)
    
    BEAUTY $2030
    Clefairy, level 29- Growl, Sing, Doubleslap, Minimize (421 EXP.)
    Meowth, level 29- Growl, Bite, Pay Day, Screech (427 EXP.)
    
    JR. TRAINER(f) $600
    Poliwag, level 30- Bubble, Hypnosis, Water Gun, Doubleslap (495 EXP.)
    Poliwag, level 30- Bubble, Hypnosis, Water Gun, Doubleslap (495 EXP.)
    
    JR. TRAINER(f) $540
    Pidgey, level 27- Gust, Sand-Attack, Quick Attack, Whirlwind (318 EXP.)
    Meowth, level 27- Growl, Bite, Pay Day, Screech (399 EXP.)
    Pidgey, level 27- Gust, Sand-Attack, Quick Attack, Whirlwind (318 EXP.)
    Pidgeotto, level 27- Gust, Sand-Attack, Quick Attack, Whirlwind (652 EXP.)
    
    BIRD KEEPER $650
    Pidgey, level 26- Gust, Sand-Attack, Quick Attack, Whirlwind (306 EXP.)
    Pidgeotto, level 26- Gust, Sand-Attack, Quick Attack, Whirlwind (628 EXP.)
    Spearow, level 26- Growl, Leer, Fury Attack, Mirror Move (322 EXP.)
    Fearow, level 26- Growl, Leer, Fury Attack, Mirror Move (901 EXP.)
    
    	To the left of this Bird Keeper you can find a PP UP in the
    space in the barriers.
    
    BIRD KEEPER $625
    Spearow, level 25- Growl, Leer, Fury Attack, Mirror Move (310 EXP.)
    Pidgey, level 25- Gust, Sand-Attack, Quick Attack, Whirlwind (294 EXP.)
    Pidgey, level 25- Gust, Sand-Attack, Quick Attack, Whirlwind (294 EXP.)
    Spearow, level 25- Growl, Leer, Fury Attack, Mirror Move (310 EXP.)
    Spearow, level 25- Growl, Leer, Fury Attack, Mirror Move (310 EXP.)
    
    BIKER $560
    Koffing, level 28- Tackle, Smog (684 EXP.)
    Koffing, level 28- Tackle, Smog (684 EXP.)
    Koffing, level 28- Tackle, Smog (684 EXP.)
    
    BIRD KEEPER $700
    Pidgey, level 28- Sand-Attack, Quick Attack, Whirlwind, Wing Attack (330 EXP.)
    Doduo, level 28- Peck, Growl, Fury Attack (576 EXP.)
    Pidgeotto, level 28- Gust, Sand-Attack, Quick Attack, Whirlwind (678 EXP.)
    
    BIRD KEEPER $650
    Pidgey, level 26- Gust, Sand-Attack, Quick Attack, Whirlwind (306 EXP.)
    Spearow, level 26- Growl, Leer, Fury Attack, Mirror Move (322 EXP.)
    Pidgey, level 26- Gust, Sand-Attack, Quick Attack, Whirlwind (306 EXP.)
    Fearow, level 26- Growl, Leer, Fury Attack, Mirror Move (901 EXP.)
    
    
    BIRD KEEPER $725
    Pidgeotto, level 29- Gust, Sand-Attack, Quick Attack, Whirlwind (702 EXP.)
    Fearow, level 29- Growl, Leer, Fury Attack, Mirror Move (1006 EXP.)
    
    	That last Bird Keeper stands at the exit of Silence Bridge. 
    Right below him, however, is another one!
    
    BIRD KEEPER $700
    Spearow, level 28- Growl, Leer, Fury Attack, Mirror Move (348 EXP.)
    Doduo, level 28- Peck, Growl, Fury Attack (576 EXP.)
    Fearow, level 28- Growl, Leer, Fury Attack, Mirror Move (972 EXP.)
    
    	You have now entered the Route 14-15 stretch, which leads
    eventually to Fuchsia City.  Keep on moving south where you'll
    spot two more trainers.
    
    BIKER $580
    Koffing, level 29- Tackle, Smog (708 EXP.)
    Muk, level 29- Pound, Disable (975 EXP.)
    
    BIRD KEEPER $825
    Farfetch'd, level 33- Leer, Fury Attack, Swords Dance, Agility (664 EXP.)
    
    	Now if you cut the tree to the left to explore the patch of
    grass there, you'll have to face two more Bikers first.
    
    BIKER $580
    Koffing, level 29- Tackle, Smog (708 EXP.)
    Grimer, level 29- Pound, Disable (558 EXP.)
    
    BIKER $560
    Grimer, level 28- Pound, Disable (540 EXP.)
    Grimer, level 28- Pound, Disable (540 EXP.)
    Koffing, level 28- Tackle, Smog (684 EXP.)
    
    	You don't even have to visit that patch, since you can find
    the same exact Pokemon along the small patches of the west 
    Route. Try hard to snag one of the elusive Ditto, as well as the 
    evolved form of your version-exclusive Grass-type; they're more common
    here than anywhere else. 
    	Now if you want, you can cut the tree to the left that's
    below the north patch of grass, and you can skip most of the
    trainers along these two routes (except one):
    
    JR. TRAINER(f) $660
    Clefairy, level 33- Sing, Doubleslap, Minimize, Metronome (480 EXP.)
    
    	This way you can take a shortcut to Fuchsia and get
    TM20:Rage.  However, the smart thing to do is to battle all of
    the trainers to gain the maximum experience points for your
    Pokemon.  Thus, if you feel up for it, try to defeat all the
    remaining trainers.  Here is the list of the remaining trainers
    spanning the straight road of Routes 14-15:
    
    BIKER $520
    Koffing, level 26- Tackle, Smog (634 EXP.)
    Koffing, level 26- Tackle, Smog (634 EXP.)
    Grimer, level 26- Pound, Disable (501 EXP.)
    Koffing, level 26- Tackle, Smog (634 EXP.)
    
    BIRD KEEPER $725
    Spearow, level 29- Leer, Fury Attack, Mirror Move, Drill Peck (360 EXP.)
    Fearow, level 29- Growl, Leer, Fury Attack, Mirror Move (1006 EXP.)
    
    JR. TRAINER(f) $580
    Pidgey, level 29- Sand-Attack, Quick Attack, Whirlwind, Wing Attack (340 EXP.)
    Pidgeotto, level 29- Gust, Sand-Attack, Quick Attack, Whirlwind (702 EXP.)
    
    BEAUTY $2030
    Pidgeotto, level 29- Gust, Sand-Attack, Quick Attack, Whirlwind (702 EXP.)
    Wigglytuff, level 29- Pound, Growl, Sing, Doubleslap (676 EXP.)
    
    BIKER $500
    Koffing, level 25- Tackle, Smog (610 EXP.)
    Koffing, level 25- Tackle, Smog (610 EXP.)
    Weezing, level 25- Tackle, Smog (925 EXP.)
    Koffing, level 25- Tackle, Smog (610 EXP.)
    Grimer, level 25- Pound, Disable (481 EXP.)
    
    BIKER $560
    Koffing, level 28- Tackle, Smog (684 EXP.)
    Grimer, level 28- Pound, Disable (540 EXP.)
    Weezing, level 28- Tackle, Smog (1038 EXP.)
    
    BEAUTY $2030
    Bulbasaur, level 29- Leech Seed, Vine Whip, Poisonpowder, Razor Leaf (397 EXP.)
    Ivysaur, level 29- Growl, Leech Seed, Vine Whip, Poisonpowder (876 EXP.)
    
    JR. TRAINER(f) $560
    Gloom, level 28- Poisonpowder, Stun Spore, Sleep Powder, Acid (792 EXP.)
    Oddish, level 28- Poisonpowder, Stun Spore, Sleep Powder, Acid (468 EXP.)
    Oddish, level 28- Poisonpowder, Stun Spore, Sleep Powder, Acid (468 EXP.)
    
    BIRD KEEPER $700
    Dodrio, level 28- Peck, Growl, Fury Attack (948 EXP.)
    Doduo, level 28- Peck, Growl, Fury Attack (576 EXP.)
    Doduo, level 28- Peck, Growl, Fury Attack (576 EXP.)
    
    BIRD KEEPER $650
    Pidgeotto, level 26- Gust, Sand-Attack, Quick Attack, Whirlwind (628 EXP.)
    Farfetch'd, level 26- Sand-Attack, Leer, Fury Attack, Swords Dance (523 EXP.)
    Doduo, level 26- Peck, Growl, Fury Attack (534 EXP.)
    Pidgey, level 26- Gust, Sand-Attack, Quick Attack, Whirlwind (306 EXP.)
    
    JR. TRAINER(f) $580
    Red/Blue:
    Bellsprout, level 29- Poisonpowder, Sleep Powder, Stun Spore, Acid (522 EXP.)
    Oddish, level 29- Poisonpowder, Stun Spore, Sleep Powder, Acid (484 EXP.)
    Tangela, level 29- Constrict, Bind, Absorb (1030 EXP.)
    Yellow:
    Bellsprout, level 29- Poisonpowder, Sleep Powder, Stun Spore, Acid (522 EXP.)
    Oddish, level 29- Poisonpowder, Stun Spore, Sleep Powder, Acid (484 EXP.)
    Tangela, level 29- Constrict, Bind, Absorb, Vine Whip (1030 EXP.)
    
    	After the last trainer, just head west past the guard house
    and, congratulations, you've reached Fuchsia City at last!  Head
    straight for the Poke Center and heal up those injuries.  The
    Poke Mart is located in the northwest section of the city; 
    you'll need to cut down a tree to get to it.
    
    Fuchsia City Poke Mart:
    Ultra Ball -$1200
    Great Ball -$600
    Super Potion -$700
    Revive -$1500
    Full Heal -$600
    Super Repel -$500
    
    FUCHSIA CITY Wild Pokemon
    Water:
    Psyduck- Common (R,B)
    Krabby- Very Common (R,B,Y)
    Goldeen- Very Common (R,B,Y)
    Seaking- Common (R,B,Y)
    Magikarp- Very Common (R,B,Y)
    Gyarados- Rare (Y)
    
    	Also, on the beaches in the Yellow version, you may notice 
    a house to your left that contains the only other Pikachu in the
    game.  This is the Surfing Pikachu game, and it's only available
    to play after getting a Surfing Pikachu in Pokemon Stadium.  See
    the Pokemon Stadium Strategy Guide for details.  Gyarados is
    available for catching in the Yellow version here.
    	You should be fully prepared after your long hike from
    Celadon for the Fuchsia City Gym.  Make that your first
    destination.
    
    FUCHSIA CITY GYM
    Style: Poison
    	Entering the fifth gym in your adventure, you should notice
    that there are semi-invisible walls in the room.  You can't walk
    through them, and the only way to get to the Gym Leader, Koga, 
    is to walk around the outside perimeter of the room, starting at 
    the bottom-right hand corner of the room.  
    	The trainers here are more difficult than any other ones
    you've faced so far in the game.  Some of them use Psychic
    Pokemon which can destroy your Fighting-types, and the others 
    use Poison and Ground-types.  If you've trained up a Kadabra or
    Drowzee to this point, you're in great condition, and Ground
    attacks are great against Poison as well.  Versus Psychic, you
    just have to take advantage of their bad Defense and pound them
    with physical attacks.  To start off, battle the trainer directly
    northwest of the left statue.
    
    JUGGLER $1190
    Drowzee, level 34- Confusion, Headbutt, Poison Gas, Psychic (742 EXP.)
    Kadabra, level 34- Confusion, Disable, Psybeam, Recover (1056 EXP.)
    
    	Jugglers like to withdraw their Pokemon for a different one
    sometimes, but most of the time that just helps you.  Next,
    battle the Juggler on the other side of the room.
    
    JUGGLER $1330
    Hypno, level 38- Confusion, Headbutt, Poison Gas, Psychic (1342 EXP.)
    
    	Go north of this Juggler to face yet another one.
    
    JUGGLER $1085
    Drowzee, level 31- Disable, Confusion, Headbutt, Poison Gas (676 EXP.)
    Drowzee, level 31- Disable, Confusion, Headbutt, Poison Gas (676 EXP.)
    Kadabra, level 31- Confusion, Disable, Psybeam, Recover (963 EXP.)
    Drowzee, level 31- Disable, Confusion, Headbutt, Poison Gas (676 EXP.)
    
    	Go now to the northeast corner where there is another
    trainer obviously in your way.  Don't be afraid of his evolved
    Pokemon!
    
    TAMER $1320
    Arbok, level 33- Leer, Poison Sting, Bite, Glare (1039 EXP.)
    Sandslash, level 33- Scratch, Sand-Attack, Slash, Poison Sting (1152 EXP.)
    Arbok, level 33- Leer, Poison Sting, Bite, Glare (1039 EXP.)
    
    	Now from the northeast corner, go all the way to the left. 
    Dip down a couple spaces, then take on the trainer to the right.
    
    TAMER $1360
    Sandslash, level 34- Scratch, Sand-Attack, Slash, Poison Sting (1186 EXP.)
    Arbok, level 34- Leer, Poison Sting, Bite, Glare (1071 EXP.)
    
    	Go one left of this trainer, then down a couple more to
    fight the last trainer before Koga.
    
    JUGGLER $1190
    Drowzee, level 34- Confusion, Headbutt, Poison Gas, Psychic (742 EXP.)
    Hypno, level 34- Disable, Confusion, Headbutt, Poison Gas (1201 EXP.)
    
    	You should now have access to the center of the gym, where
    Koga is.  Save your game, make sure you're prepared with a 
    couple Full Heals, and challenge him!
    
    GYM LEADER Koga (uses X Attack) TM06:Toxic, Soul Badge
    Red/Blue: $4257
    Koffing, level 37- Tackle, Smog, Sludge, Smokescreen (903 EXP.)
    Muk, level 39- Disable, Poison Gas, Minimize, Sludge (1311 EXP.)
    Koffing, level 37- Tackle, Smog, Sludge, Smokescreen (903 EXP.)
    Weezing, level 43- Smog, Sludge, Toxic, Selfdestruct (1593 EXP.)
    Yellow: $4950
    Venonat, level 44- Tackle, Toxic, Sleep Powder, Psychic (706 EXP.)
    Venonat, level 46- Supersonic, Toxic, Psybeam, Psychic (738 EXP.)
    Venonat, level 48- Double-Edge, Toxic, Sleep Powder, Psychic (771 EXP.)
    Venomoth, level 50- Double Team, Toxic, Leech Life, Psychic (1477 EXP.)
    
    	In Red/Blue, Koga follows a very simple strategy: Quickly
    poison the opponent, then wittle down its health with other
    attacks.  With his Koffings, Koga can use Smokecreen in addition
    to lower your accuracy, and with Muk he can raise its own 
    evasion with Minimize.  Koga also likes to use a lot of X Attacks to
    power up his Pokemon's Poison attacks before attacking.  Due to
    all this setup that his Pokemon need to be effective though, you
    can win pretty decisively if you're quick.  Dig is a useful
    Ground-type move you should have available that's super-
    effective against all his Pokemon, and any good Psychic-type can rip
    through Koga's team.  All you have to worry about are his first
    three Pokemon; Koga likes to selfdestruct his Weezing, which
    basically gives you a free win as long as you have at least one
    other active Pokemon.
    	In Yellow, Koga has taken a liking to the Venonat family. 
    All of his Pokemon know Toxic, the deadly move that poisons your
    Pokemon for more damage every passing turn.  It's easy to not 
    let it be a factor, though; it takes too long for the poison to
    become really damaging, and you can just switch out your 
    poisoned Pokemon.  Besides that, this shouldn't be too hard; despite the
    high levels, Koga's Pokemon don't have the greatest stats.  They
    are all of the Bug/Poison type, which means you can have a 
    severe advantage over him with any Flying-type, Fire-type, Rock-type,
    Ground-type, or Psychic-type!  You should have at least one or
    two of those types in your party to deal with Koga's team.
    	After the victory, you are rewarded with the Soul Badge and
    nearly $5000 to boot!  You also get TM06:Toxic.  If you're
    training up a stalling Pokemon, it's a good idea to hang on to
    it.  Otherwise, it's not too useful for your adventure.  Next
    stop: Safari Zone!
    
    
    
    
    ________________________________________________________________
    	7. Marsh Badge
    	Since we're still in the area, it's a good idea to start
    exploring the Safari Zone now.  Head north from the gym and cut
    down a couple trees blocking your way to get to the entry house. 
    Pay the man the cheap fee of $500 and enter the park. Make sure
    to have an empty box in your PC!
    
    SAFARI ZONE Wild Pokemon:
    ENTRANCE
    Land:
    Nidoran(f)- Very Common (B,Y)
    Nidorina- Common (R,B)
    Nidoran(m)- Very Common (R,Y)
    Nidorino- Common (R,B,Y)
    Paras- Very Common (Y)
    Parasect- Common (R,B,Y)
    Venonat- Common (R,B)
    Exeggcute- Very Common (R,B,Y)
    Rhyhorn- Common (R,B,Y)
    Tangela- Rare (Y)
    Chansey- Rare (R,B,Y)
    Scyther- Rare (R)
    Pinsir- Rare (B)
    Water: 
    Psyduck- Common (R,B)
    Slowpoke- Common (R,B)
    Krabby- Very Common (R,B,Y)
    Magikarp- Very Common (R,B,Y)
    Dratini- Common (R,B,Y)
    Dragonair- Rare (R,B,Y)
    
    
    ZONE 1
    Land:
    Nidoran(f)- Very Common (B,Y)
    Nidorina- Common (R,B,Y)
    Nidoran(m)- Very Common (R,Y)
    Nidorino- Common (R,B)
    Paras- Very Common (R,B)
    Parasect- Common (R,B)
    Doduo- Common (R,B)
    Cubone- Common (Y)
    Marowak- Rare (Y)
    Exeggcute- Very Common (R,B,Y)
    Rhyhorn- Common (R,B)
    Kangaskhan- Rare (R,B)
    Scyther- Rare (R,Y)
    Pinsir- Rare (B)
    Tauros- Rare (Y)
    Chansey- Rare (Y)
    Water:
    Psyduck- Common (R,B)
    Slowpoke- Common (R,B)
    Krabby- Very Common (R,B,Y)
    Magikarp- Very Common (R,B,Y)
    Dratini- Common (R,B,Y)
    Dragonair- Rare (R,B,Y)
    
    ZONE 2
    Nidoran(f)- Very Common (B,Y)
    Nidorina- Common (R,B,Y)
    Nidoran(m)- Very Common (R,Y)
    Nidorino- Common (R,B)
    Paras- Very Common (R,B)
    Venomoth- Rare (R,B)
    Cubone- Common (Y)
    Exeggcute- Very Common (R,B,Y)
    Rhyhorn- Common (R,B,Y)
    Kangaskhan- Rare (Y)
    Scyther- Rare (Y)
    Pinsir- Rare (Y)
    Chansey- Rare (R,B)
    Tauros- Rare (R,B)
    Water:
    Psyduck- Common (R,B)
    Slowpoke- Common (R,B)
    Krabby- Very Common (R,B,Y)
    Magikarp- Very Common (R,B,Y)
    Dratini- Common (R,B,Y)
    Dragonair- Rare (R,B,Y)
    
    ZONE 3
    Nidoran(f)- Very Common (B,Y)
    Nidorina- Common (R,B)
    Nidoran(m)- Very Common (R,Y)
    Nidorino- Common (R,B,Y)
    Venonat- Common (R,B)
    Venomoth- Rare (R,B)
    Doduo- Common (R,B)
    Cubone- Common (Y)
    Marowak- Rare (Y)
    Exeggcute- Very Common (R,B,Y)
    Tangela- Common (Y)
    Kangaskhan- Rare (R,B)
    Pinsir- Rare (Y)
    Tauros- Rare (R,B,Y)
    Water:
    Psyduck- Common (R,B)
    Slowpoke- Common (R,B)
    Krabby- Very Common (R,B,Y)
    Magikarp- Very Common (R,B,Y)
    Dratini- Common (R,B,Y)
    Dragonair- Rare (R,B,Y)
    
    	There are a couple important objectives we must complete in
    the Safari Zone, but first, let's explore the park inside and
    out.  There are many, many exclusive Pokemon here that can't be
    found anywhere else.  However, there is a limit to how much you
    can explore in one trip!   Once you've taken 500 steps, the PA
    calls and forces you to come back.  You can make the trip last a
    lot longer, though, if you stand in place in a grass space and
    turn around but don't make any steps.  You'll still encounter
    wild Pokemon in this way.  The best way to capture Pokemon in 
    the Safari Zone is to just toss the Safari Balls; throwing bait or
    rocks really doesn't help much, and just wastes time.  Don't go
    into the houses unless you want to explore; they still take away
    your step count, and there aren't any Pokemon there!
    	Let's start in the entrance area.  You can find plenty of
    Exeggcute, some Rhyhorns and some Parasects.  There are the more
    rare types scattered about here but they are very hard to find. 
    Most importantly, take some time with your Super Rod (found on
    Route 12) in the watery area here to fish up some interesting
    Pokemon.  You may end up finding Dratini, the lone Dragon-type
    Pokemon in the game!  It would be very ambitious to try to raise
    a Dratini at this point, but do what you wish.  There are no
    items in this area except the NUGGET in the middle of the lake,
    so when you are ready, head northeast to Zone 1, or the Center
    Area.
    	Head up the steps to the right and pick up the CARBOS to 
    the north.  In the main square area, there is TM37:Egg Bomb on a
    little bridge in the water, and a MAX POTION in the northwest
    corner of the main square.  Don't forget to grab the FULL 
    RESTORE right next to the rest house in the northeast of the zone!  
    As for Pokemon, you should start looking for your rare version-
    exclusive Bug Pokemon here: In Red, it's Scyther, and in Blue,
    it's Pinsir (in Yellow you can get both, and you can also buy
    them in all versions in the Celadon Game Corner). You can catch 
    a Kangaskhan here also in Red/Blue.  In Yellow, this is your 
    chance to get a Cubone!  Search hard for one; and possibly you'll 
    find a Marowak if you're really lucky!  You can also find Chansey 
    and Tauros in Yellow in this area, so you may want to spend a while
    in here.  Afterwards, head northwest from the rest house and
    take the route west to Zone 2.
    	Go west from the entrance of the zone and take the
    zigzagging route where you can see a couple ponds of water.  In
    the grass, look for Venomoth, Chansey, and Tauros in Red/Blue,
    and Kangaskhan, Cubone, Scyther, and Pinsire in Yellow.  You
    should be on the right side of the ponds.  Go up and around the
    north row of trees; there's TM40:Skull Bash and a PROTEIN along
    the way.  Follow the path to the northwest corner of the area,
    then work your way down, now on the left side of the ponds.  
    	You are now in Zone 3!  Right below you are the very
    important GOLD TEETH, and you'll find out why you need them 
    soon. Head west, grab TM32:Double Team if you want, and enter the
    secret house!  The man inside will give you HM03:Surf!  Teach it
    to one of your Pokemon right away; now that you have the Soul
    Badge, you can surf on water!   Test it out (if you have a Water
    Pokemon in your party) by swimming south over the lake and
    exploring the Zone 3 grasses.  Yellow owners can search for
    Tangela, Marowak, Pinsir, and Tauros here, and Red/Blue owners
    can search for Venomoth, Kangaskhan, and Tauros.  Additionally,
    there is a MAX POTION and a MAX REVIVE placed around the rock
    face.  You now have the items you came here to get, so exit when
    you're ready to get back to Fuchsia.
    	Go down to the southeast part of Fuchsia, where there are a
    couple square houses.  The left one is the important one.  Give
    the Golden Teeth to the Warden inside, and he'll give you
    HM04:Strength, which lets you move boulders when taught to a
    Pokemon!  Test it out in this house by moving aside that boulder
    to get a RARE CANDY.
    
    	Now that you have Surf, we can go on a special 
    sidequest to get a legendary Pokemon.  Our objective is to get to the 
    Power Plant, which is near the entrance to Rock Tunnel.  To start off,
    however, make sure you're well-supplied. You need to purchase 
    
    20-30 
    Great Balls (almost as good as Ultra Balls, and a lot cheaper), and have
    at least one Pokemon that knows a status attack like Thunder Wave or Hypnosis.  
    Fly to Cerulean City, then head east to Route 9 all the way to the patch 
    of grass north of the Poke Center.  Now go north of the patch to the river
    that runs around.  Follow the river, using Surf, going all the way
    south and then getting back onto land.  There's a trainer to the
    west.
    
    POKeMANIAC $1500
    Rhyhorn, level 30- Horn Attack, Stomp (867 EXP.)
    Lickitung, level 30- Supersonic, Stomp, Disable, Defense Curl (816 EXP.)
    	
    	The building right ahead is the Power Plant!  Enter at your
    own risk.
    
    POWER PLANT Wild Pokemon
    Pikachu- Common (R,B)
    Raichu- Rare (R,B)
    Magnemite- Common (R,B,Y)
    Magneton- Very Common (R,B,Y)
    Grimer- Very Common (Y)
    Muk- Rare (Y)
    Voltorb- Common (R,B,Y)
    Electrode- Rare (R,B,Y)
    Electabuzz- Common (R)
    
    	Take a look at the Pokemon here and you may see a couple 
    you need.  Magneton are here a plenty, so take at least one.  For 
    Red owners, this is the only place Electabuzz can be found!  There
    also wild Pikachu and Raichu in Red/Blue if you didn't catch one
    way back in Viridian Forest.  The real reason we're here, 
    though, is found at the end of the Power Plant path.
    	Heading north from the entrance, take the CARBOS to your
    right.  Take the u-turn down, and to your right you'll notice
    something that looks like an item ball.  However, it's actually 
    a high-level Voltorb!  Those are scattered throughout the Power
    Plant, and you must be cautious.  The path directly east from
    that Voltorb leads to a dead end with a Voltorb and Electrode
    hiding as Poke Balls, but if you press A next to the wall west 
    of the Electrode you'll get a MAX ELIXER.  Return back to the 
    middle path leading south, and go all the way south.  In the room 
    east there is a Voltorb to the right and TM33:Reflect to the left. 
    Now take the path right you haven't been in yet.  Both the item
    balls here are Voltorbs.  When you see a crack in the wall going
    south, grab the west item ball to get TM25:Thunder!  The ball to
    the east is another Voltorb.  Head east until you hit the east
    wall, then follow it up.  Where the path opens to a little room
    to the north, you can find both a useful HP UP and a RARE CANDY. 
    Back on the main corridor, follow it up and down around the 
    wall, and the item ball to the south contains an Electrode.  Go up 
    the obvious path and press A next to the right crack in the wall for
    a PP UP.  Now dip to the left and down and you've reached 
    Zapdos!  Save your game right now and get prepared to capture it.
    	Zapdos is the first of three legendary birds in
    Red/Blue/Yellow, and each one of them can only be encountered
    once; so if you fail to capture it now, you won't have another
    chance again!  As for how to snag it, the legendary birds are
    very fast and quick, so unless you immobilize them with
    paralysis, freeze, or sleep, they will be very difficult to
    catch.  Also, you have to use Great Balls or Ultra Balls here;
    there is no way to catch them with ordinary Poke Balls.  So to
    begin the battle, inflict your status condition to stop them 
    from damaging your Pokemon so easily, and wittle down its HP
    gradually.  Once you've gotten it down to the red, or critical
    zone, and it's still under the effects of the status, then you
    can begin throwing Great/Ultra Balls at it.  It can still take
    some time and patience, and if you run out of balls you should
    restart the game and try again.  Once you've caught it, can
    become a very valuable remember of your team at level 50,
    especially if you don't already have an Electric-type.
    
    	Now it's time to get back to the main quest.  Your 
    objective now is to gain access to Saffron City; if you've noticed the
    guards blocking the entrances on all four sides of the city, it
    would appear you can't get in.  This is easily fixed; Fly over 
    to the Celadon City Department Store, and buy one of the
    refreshments on the rooftop square.  While you're there, Surf
    across the pond in the middle of the city and talk to the man to
    get TM41:Softboiled.  Give the refreshment to one of the guards,
    and he'll happily accept the drink and let you in.  He'll also
    share it with the other guards so you don't have to do it again.
    	Saffron is a giant city with many things to do within, but
    you'll notice that it's being temporarily held up by Team 
    Rocket.  Many of the houses are blocked up, and your exploration is
    limited for the time being.  Before you go to stop Team Rocket,
    however, there are a couple of things you can do.  First, go to
    Mr. Psychic's house at the southeast corner of the city to get
    TM29:Psychic!  This is a very useful and powerful attack you
    should teach to a special-type Pokemon.  Next, if you go up a
    couple row of houses, you can enter the Poke Mart from the right
    side of the very large building.
    
    Saffron City Poke Mart:
    Great Ball -$600
    Hyper Potion -$1500
    Max Repel -$700
    Escape Rope -$550
    Full Heal -$600
    Revive -$1500
    
    	Finally, if you go to the northeast part of the city, you
    should notice that there are two gyms!  One is blocked, one
    isn't.  Enter the one that isn't.
    	This is the karate dojo, and isn't an actual gym per se. 
    You don't get a badge for defeating the master, but you do win 
    an important prize.  Challenge the four students first; you
    shouldn't have too much trouble with the Fighting-types they 
    use.  Psychic and Flying-types work best against them, just in case 
    you need to know.
    
    BLACKBELT $775
    Red/Blue:
    Machop, level 31- Karate Chop, Low Kick, Leer (583 EXP.)
    Mankey, level 31- Leer, Karate Chop, Fury Swipes, Focus Energy (490 EXP.)
    Primeape, level 31- Leer, Karate Chop, Fury Swipes, Focus Energy (988 EXP.)
    Yellow:
    Machop, level 31- Karate Chop, Low Kick, Leer (583 EXP.)
    Mankey, level 31- Low Kick, Karate Chop, Fury Swipes, Focus Energy (490 EXP.)
    Primeape, level 31- Karate Chop, Fury Swipes, Focus Energy, Rage (988 EXP.)
    
    BLACKBELT $800
    Machop, level 32- Karate Chop, Low Kick, Leer, Focus Energy (603 EXP.)
    Machoke, level 32- Karate Chop, Low Kick, Leer (1000 EXP.)
    	
    BLACKBELT $900
    Red/Blue:
    Primeape, level 36- Leer, Karate Chop, Fury Swipes, Focus Energy (1149 EXP.)
    Yellow:
    Primeape, level 36- Karate Chop, Fury Swipes, Focus Energy, Rage (1149 EXP.)
    
    BLACKBELT $775
    Red/Blue:
    Mankey, level 31- Leer, Karate Chop, Fury Swipes, Focus Energy (490 EXP.)
    Mankey, level 31- Leer, Karate Chop, Fury Swipes, Focus Energy (490 EXP.)
    Primeape, level 31- Leer, Karate Chop, Fury Swipes, Focus Energy (988 EXP.)
    Yellow:
    
    Mankey, level 31- Low Kick, Karate Chop, Fury Swipes, Focus Energy (490 EXP.)
    Mankey, level 31- Low Kick, Karate Chop, Fury Swipes, Focus Energy (490 EXP.)
    Primeape, level 31- Karate Chop, Fury Swipes, Focus Energy, Rage (988 EXP.)
    
    	After they're taken care of, talk to the master BlackBelt 
    to challenge him.
    
    BLACKBELT $925
    Hitmonlee, level 37- Double Kick, Meditate, Rolling Kick (1101 EXP.)
    Hitmonchan, level 37- Comet Punch, Agility, Fire Punch (1110 EXP.)
    
    	After defeating him, take you pick prize Pokemon: The
    Hitmonlee on the left, or the Hitmonchan on the right.  You can
    only get one, and the only way you can get the other one is by
    trading with a friend.  If you want to use one on your team,
    choose Hitmonlee.  Hitmonchan is a terrible fighter, so it won't
    do you any good.  Now you're free to take on Team Rocket!  Head
    to the giant Silph Co. building near the middle of the city and
    enter.  If there's a Rocket blocking your way then you haven't
    beaten the Rockets at the Lavender Town Pokemon Tower yet.  Get
    to it!
    	Silph Co. is swarming with Rockets.  Before you do anything
    else, head to the 5th floor.  Go southwest and down the small
    corridor.  You should see a Rocket next to a square thing.  These
    squares are teleporters that transport you to another floor of
    the building.  It's best to avoid them as much as possible to
    avoid getting lost.  You absolutely have to fight this Rocket, so 
    just do it now.
    
    ROCKET $990
    Arbok, level 33- Leer, Poison Sting, Bite, Glare (1039 EXP.)
    
    
    	Step into the teleporter, then step into it again after you
    land.  You can now go into the tiny corridor leading to the
    right; this leads to the CARD KEY!  Now you have free access to
    all the rooms in the building.  You could simply go straight to
    the 3rd floor now and unlock the door which leads to the boss,
    but we're going to explore the building starting from the 2nd
    floor and going up.  In the second floor, there's a Rocket below
    the stairs.  Fight and defeat him.
    
    ROCKET $750
    Golbat, level 25- Leech Life, Supersonic, Bite, Confuse Ray (915 EXP.)
    Zubat, level 25- Screech, Supersonic, Bite, Confuse Ray (288 EXP.)
    Zubat, level 25- Screech, Supersonic, Bite, Confuse Ray (288 EXP.)
    Raticate, level 25- Tackle, Tail Whip, Quick Attack, Hyper Fang (621 EXP.)
    Zubat, level 25- Screech, Supersonic, Bite, Confuse Ray (288 EXP.)
    
    	Southwest of this Rocket is another one in between the
    tables.
    
    ROCKET $870
    Red/Blue:
    Cubone, level 29- Growl, Bone Club, Leer (540 EXP.)
    Zubat, level 29- Supersonic, Bite, Confuse Ray, Wing Attack (334 EXP.)
    Yellow:
    Cubone, level 29- Bone Club, Tail Whip, Headbutt, Leer (540 EXP.)
    Zubat, level 29- Supersonic, Bite, Confuse Ray, Wing Attack (334 EXP.)
    
    	There's a scientist in the room east of this Rocket.
    
    SCIENTIST $1400
    Magnemite, level 28- Tackle, Sonicboom, Thundershock (534 EXP.)
    Voltorb, level 28- Tackle, Screech, Sonicboom, Selfdestruct (618 EXP.)
    Magneton, level 28- Tackle, Sonicboom, Thundershock (966 EXP.)
    
    	There are two rooms in the west you can open up with the
    Card Key; the bottom one leads to a Scientist...
    
    SCIENTIST $1300
    Grimer, level 26- Pound, Disable (501 EXP.)
    Weezing, level 26- Tackle, Smog (963 EXP.)
    Koffing, level 26- Tackle, Smog (634 EXP.)
    Weezing, level 26- Tackle, Smog (963 EXP.)
    
    	...and the top one leads to a girl who gives you
    TM36:Selfdestruct.  Take the steps up to the 3rd floor, and 
    fight the Rocket down the middle corridor.
    
    ROCKET $840
    Raticate, level 28- Tail Whip, Quick Attack, Hyper Fang, Focus Energy (696 EXP.)
    Hypno, level 28- Hypnosis, Disable, Confusion, Headbutt (990 EXP.)
    Raticate, level 28- Tail Whip, Quick Attack, Hyper Fang, Focus Energy (696 EXP.)
    
    	Unlock the two doors on your left and fight the Scientist.
    
    SCIENTIST $1450
    Electrode, level 29- Screech, Sonicboom, Selfdestruct, Light Screen (931 EXP.)
    Weezing, level 29- Tackle, Smog (1074 EXP.)
    
    	Grab the HYPER POTION in the northeast corner of this room. 
    Now you could take the teleporter here which leads to the path 
    to the boss, but we're on a mission to clear this building of all
    the Rockets, so head up to the 4th floor.  Go straight south and
    fight this Rocket.
    
    ROCKET $840
    Red/Blue:
    Ekans, level 28- Leer, Poison Sting, Bite, Glare (372 EXP.)
    Zubat, level 28- Supersonic, Bite, Confuse Ray, Wing Attack (324 EXP.)
    Cubone, level 28- Growl, Bone Club, Leer (522 EXP.)
    Yellow:
    Ekans, level 28- Leer, Poison Sting, Bite, Glare (372 EXP.)
    Zubat, level 28- Supersonic, Bite, Confuse Ray, Wing Attack (324 EXP.)
    Cubone, level 28- Bone Club, Tail Whip, Headbutt, Leer (522 EXP.)
    
    	Go down the tiny passage in the middle of the room and left
    to another Rocket.
    
    ROCKET $870
    Machop, level 29- Karate Chop, Low Kick, Leer (546 EXP.)
    Drowzee, level 29- Disable, Confusion, Headbutt, Poison Gas (633 EXP.)
    
    	Open up the door directly north of this Rocket to face
    another Scientist.
    
    SCIENTIST $1650
    Electrode, level 33- Screech, Sonicboom, Selfdestruct, Light Screen (1060 EXP.)
    
    	Open up the remaining in this door to find a few items: an
    ESCAPE ROPE on the right, a MAX REVIVE in the middle, and a FULL
    HEAL on the left.  Head up the stairs to get back to the 5th
    floor, and fight the Rocket on the right blocking the tight
    corridor.
    
    ROCKET $990
    Hypno, level 33- Disable, Confusion, Headbutt, Poison Gas (1165 EXP.)
    
    	Go into the large room with the big table and fight the
    trainer here.
    
    JUGGLER $1015
    Kadabra, level 29- Teleport, Confusion, Disable, Psybeam (900 EXP.)
    Mr. Mime, level 29- Confusion, Barrier, Light Screen (844 EXP.)
    
    	Feel free to read the Pokemon Reports on the table if you'd
    like.  Open the door to the left to free one of the Silph
    employees, then to the left side of the floor to fight the
    Scientist here.
    
    SCIENTIST $1300
    Magneton, level 26- Tackle, Sonicboom, Thundershock (897 EXP.)
    Koffing, level 26- Tackle, Smog (634 EXP.)
    Weezing, level 26- Tackle, Smog (963 EXP.)
    Magnemite, level 26- Tackle, Sonicboom, Thundershock (495 EXP.)
    
    	Unlock the door to the left for a PROTEIN.  Now that this
    floor is cleared, continue up to the 6th.  Fight the Rocket
    guarding the north entrance to the main room.
    
    ROCKET $870
    Machop, level 29- Karate Chop, Low Kick, Leer (546 EXP.)
    Machoke, level 29- Karate Chop, Low Kick, Leer (906 EXP.)
    
    	Talk to the people if you want, then fight the Rocket
    guarding the south entrance.
    
    ROCKET $840
    Zubat, level 28- Supersonic, Bite, Confuse Ray, Wing Attack (324 EXP.)
    Zubat, level 28- Supersonic, Bite, Confuse Ray, Wing Attack (324 EXP.)
    Golbat, level 28- Leech Life, Supersonic, Bite, Confuse Ray (1026 EXP.)
    
    	Go to the left of this Rocket, and open up the door for
    another item room.  Grab the HP UP and the X ACCURACY.  Fight 
    the Scientist to the north.
    
    SCIENTIST $1250
    Voltorb, level 25- Tackle, Screech, Sonicboom, Selfdestruct (550 EXP.)
    Koffing, level 25- Tackle, Smog (610 EXP.)
    Magneton, level 25- Tackle, Sonicboom, Thundershock (862 EXP.)
    Magnemite, level 25- Tackle, Sonicboom, Thundershock (475 EXP.)
    Koffing, level 25- Tackle, Smog (610 EXP.)
    
    	Now head up to the 7th floor.  Challenge the Rocket in 
    plain view to a duel.
    
    ROCKET $870
    Red/Blue:
    Cubone, level 29- Growl, Bone Club, Leer (540 EXP.)
    Cubone, level 29- Growl, Bone Club, Leer (540 EXP.)
    Yellow:
    Cubone, level 29- Bone Club, Tail Whip, Headbutt, Leer (540 EXP.)
    Cubone, level 29- Bone Club, Tail Whip, Headbutt, Leer (540 EXP.)
    
    	Unlock that door to find TM03:Swords Dance in the southeast
    corner of this room, and unlock the next door to fight this
    Rocket.
    
    ROCKET $870
    Sandshrew, level 29- Scratch, Sand-Attack, Slash, Poison Sting (577 EXP.)
    Sandslash, level 29- Scratch, Sand-Attack, Slash, Poison Sting (1012 EXP.)
    
    	Now if you go down the tiny corridor in the middle of the
    room and go around, you'll find a CALCIUM and a Scientist.  
    
    SCIENTIST $1450
    Electrode, level 29- Screech, Sonicboom, Selfdestruct, Light Screen (931 EXP.)
    Muk, level 29- Pound, Disable (975 EXP.)
    
    	Go back around and fight the Rocket in the room to the left
    of the elevator. 
    
    ROCKET $780
    Raticate, level 26- Tackle, Tail Whip, Quick Attack, Hyper Fang (645 EXP.)
    Arbok, level 26- Wrap, Leer, Poison Sting, Bite (819 EXP.)
    Koffing, level 26- Tackle, Smog (634 EXP.)
    Golbat, level 26- Leech Life, Supersonic, Bite, Confuse Ray (952 EXP.)
    
    	Open up the door to the south and talk to the Silph
    employees if you want, then head up to the 8th floor.  We're
    getting there!  Attack the Rocket east of the stairs here.
    
    ROCKET $780
    Raticate, level 26- Tackle, Tail Whip, Quick Attack, Hyper Fang (645 EXP.)
    Zubat, level 26- Screech, Supersonic, Bite, Confuse Ray (300 EXP.)
    Golbat, level 26- Leech Life, Supersonic, Bite, Confuse Ray (952 EXP.)
    Rattata, level 26- Tail Whip, Quick Attack, Hyper Fang, Focus Energy (316 EXP.)
    
    	Head down the middle corridor to the next Rocket.
    
    ROCKET $840
    Weezing, level 28- Tackle, Smog (1038 EXP.)
    Golbat, level 28- Leech Life, Supersonic, Bite, Confuse Ray (1026 EXP.)
    Koffing, level 28- Tackle, Smog (684 EXP.)
    
    	Go up the room to the left of this Rocket to another
    Scientist.
    
    SCIENTIST $1450
    Grimer, level 29- Pound, Disable (558 EXP.)
    Electrode, level 29- Screech, Sonicboom, Selfdestruct, Light Screen (931 EXP.)
    
    	Unlocking the door to the left just leads to another Silph
    employee.  Head up to the 9th floor now, and unlock the two 
    doors to the south to face a Scientist.
    
    SCIENTIST $1400
    Voltorb, level 28- Tackle, Screech, Sonicboom, Selfdestruct (618 EXP.)
    Koffing, level 28- Tackle, Smog (684 EXP.)
    Magneton, level 28- Tackle, Sonicboom, Thundershock (966 EXP.)
    
    	After stealing his cash, go around to the other side of the
    room and fight the Rocket at the bottom of the middle corridor.
    
    ROCKET $840
    Golbat, level 28- Leech Life, Supersonic, Bite, Confuse Ray (1026 EXP.)
    Drowzee, level 28- Hypnosis, Disable, Confusion, Headbutt (612 EXP.)
    Hypno, level 28- Hypnosis, Disable, Confusion, Headbutt (990 EXP.)
    
    	Unlock the door to the left to find a nurse who will let 
    you rest and completely heal, which I'm sure you'll need by now if
    you haven't visited a Poke Center yet!  Go north from the beds,
    unlock the door and fight the next Rocket.
    
    ROCKET $840
    Drowzee, level 28- Hypnosis, Disable, Confusion, Headbutt (612 EXP.)
    Grimer, level 28- Pound, Disable (540 EXP.)
    Machop, level 28- Karate Chop, Low Kick, Leer (528 EXP.)
    
    	Go back to the stairs and up to the 10th floor.  Fight the
    Scientist right in your face.
    
    SCIENTIST $1450
    Magnemite, level 29- Tackle, Sonicboom, Thundershock, Supersonic (552 EXP.)
    Koffing, level 29- Tackle, Smog (708 EXP.)
    
    	Unlocking the door to the south leads to a female employee. 
    Go the southwest part of the floor and fight the Rocket there.
    
    ROCKET $990
    Machoke, level 33- Karate Chop, Low Kick, Leer (1032 EXP.)
    
    	Collect the items: CARBOS, RARE CANDY, and TM26:Earthquake! 
    Teach it to any compatible physical Pokemon you have; it's a
    great Ground-type attack.  Go up to the 11th and final floor! 
    You can see the Silph Co. President, but there's no way to get 
    to him from here.  Fight the Rocket to the southeast.  
    
    
    ROCKET $750
    Rattata, level 25- Tail Whip, Quick Attack, Hyper Fang, Focus Energy (304 EXP.)
    Rattata, level 25- Tail Whip, Quick Attack, Hyper Fang, Focus Energy (304 EXP.)
    Zubat, level 25- Screech, Supersonic, Bite, Confuse Ray (288 EXP.)
    Rattata, level 25- Tail Whip, Quick Attack, Hyper Fang, Focus Energy (304 EXP.)
    Ekans, level 25- Leer, Poison Sting, Bite, Glare (331 EXP.)
    
    	You're finally ready to rescue the President!  Make sure
    your Pokemon are in good condition, go down to the 3rd floor,
    then head left a little bit from where the Rocket in the center
    corridor is.  Take the teleporter near the table.  Wait, who's
    that?  It's Gary!
    
    RIVAL Gary $2600
    Red/Blue:  
    Pidgeot, level 37- Sand-Attack, Quick Attack, Whirlwind, Wing Attack (1363 EXP.)
    Growlithe, level 38- Roar, Ember, Leer, Take Down (764 EXP.)
    Exeggcute, level 35- Hypnosis, Reflect, Leech Seed, Stun Spore (630 EXP.)
    Alakazam, level 35- Confusion, Disable, Psybeam, Recover (1395 EXP.)
    Blastoise, level 40- Bubble, Water Gun, Bite, Withdraw (1830 EXP.)
    OR
    Pidgeot, level 37- Sand-Attack, Quick Attack, Whirlwind, Wing Attack (1363 EXP.)
    Gyarados, level 38- Tackle, Bite, Dragon Rage, Leer (1741 EXP.)
    Growlithe, level 35- Roar, Ember, Leer, Take Down (682 EXP.)
    Alakazam, level 35- Confusion, Disable, Psybeam, Recover (1395 EXP.)
    Venusaur, level 40- Leech Seed, Vine Whip, Poisonpowder, Razor Leaf (1782 EXP.)
    OR
    Pidgeot, level 37- Sand-Attack, Quick Attack, Whirlwind, Wing Attack (1363 EXP.)
    Exeggcute, level 38- Reflect, Leech Seed, Stun Spore, Poisonpowder (684 EXP.)
    Gyarados, level 35- Tackle, Bite, Dragon Rage, Leer (1675 EXP.)
    Alakazam, level 35- Confusion, Disable, Psybeam, Recover (1395 EXP.)
    Charizard, level 40- Ember, Leer, Rage, Slash (1806 EXP.)
    Yellow: 
    Sandslash, level 38- Sand-Attack, Slash, Poison Sting, Swift (1326 EXP.)
    Magneton, level 35- Tackle, Sonicboom, Thundershock, Supersonic (1142 EXP.)
    Ninetales, level 37- Ember, Tail Whip, Quick Attack, Roar (1373 EXP.)
    Kadabra, level 35- Confusion, Disable, Psybeam, Recover (1087 EXP.)
    Vaporeon, level 40- Water Gun, Quick Attack, Bite, Aurora Beam (1735 EXP.)
    OR
    Sandslash, level 38- Sand-Attack, Slash, Poison Sting, Swift (1326 EXP.)
    Ninetales, level 35- Ember, Tail Whip, Quick Attack, Roar (1335 EXP.)
    Cloyster, level 37- Withdraw, Supersonic, Clamp, Aurora Beam (1609 EXP.)
    Kadabra, level 35- Confusion, Disable, Psybeam, Recover (1087 EXP.)
    Jolteon, level 40- Thundershock, Quick Attack, Double Kick, Pin Missile (1687 
    EXP.)
    OR
    Sandslash, level 38- Sand-Attack, Slash, Poison Sting, Swift (1326 EXP.)
    Cloyster, level 35- Withdraw, Supersonic, Clamp, Aurora Beam (1571 EXP.)
    Magneton, level 37- Tackle, Sonicboom, Thundershock, Supersonic (1198 EXP.)
    Kadabra, level 35- Confusion, Disable, Psybeam, Recover (1087 EXP.)
    Flareon, level 40- Ember, Quick Attack, Bite, Fire Spin (1711 EXP.)
    
    	Gary has sufficiently upgraded his team from the last time
    you saw him.  Not only does he have most of his Pokemon fully
    evolved, but at high and dangerous levels, especially if your
    Pokemon are tired right now.  In Red/Blue, Gary leads off with
    his traditional bird- Pidgeot.  Take it down with Electric, Ice,
    or any strong attack and hope that it doesn't use Sand-Attack. 
    For the three different possible Pokemon he could have,
    Growlithe, Exeggcute, or Gyarados, Gyarados is the only real
    threat.  Alakazam can easily be taken down with a powerful
    physical attack like Body Slam or Earthquake, and you should 
    have by now at least one Pokemon that's super-effective against 
    Gary's starter: Use Fire, Ice, Ground, Flying, or Psychic attacks on
    Venusaur; Water, Electric, or Rock attacks on Charizard, and
    Grass or Electric attacks on Blastoise.  In Yellow, Gary leads
    off with Sandslash, a similar Pokemon to Pidgeot in that it will
    try to lower your Pokemon's accuracy.  Gary's three different
    Pokemon teams all have the same three types- Water, Electric, 
    and Fire.  Use Water, Rock or Ground attacks against the Fire-type;
    Grass or Electric against the Water-type and Ground attacks
    against the Electric-type.  Use strengths against weaknesses for
    this battle, as you should be used to by now, and you'll come 
    out on top.
    	After defeating Gary, talk to the other man in the room and
    he gives you a Lapras!  It's at level 15, so it would take some
    time to level it up for battling usage, but if you're willing to
    try, it can make for a great addition to your team.  Step into
    the next teleporter.  This part is a little different between
    Red/Blue and Yellow; in Red/Blue there is a lone Rocket guarding
    the boss room:
    
    ROCKET $960
    Cubone, level 32- Growl, Bone Club, Leer, Focus Energy (595 EXP.)
    Drowzee, level 32- Confusion, Headbutt, Poison Gas, Psychic (699 EXP.)
    Marowak, level 32- Growl, Bone Club, Leer, Focus Energy (849 EXP.)
    
    	And Yellow has the final fight with Jessie and James.  
    
    ROCKET $930
    Weezing, level 31- Tackle, Smog (1149 EXP.)
    Arbok, level 31- Leer, Poison Sting, Bite, Glare (976 EXP.)
    Meowth, level 31- Growl, Bite, Pay Day, Screech (457 EXP.)
    
    	It looks like they'll always be pathetic.  Head south and
    unlock the final door to the President's room.  It's Giovanni
    again, the leader of Team Rocket, behind it all!  Let's teach 
    him another lesson, shall we?
    
    GIOVANNI $4059 (uses Guard Spec.) 
    Red/Blue:
    Nidorino, level 37- Horn Attack, Poison Sting, Focus Energy, Fury Attack (934 
    EXP.)
    Kangaskhan, level 35- Comet Punch, Rage, Bite, Tail Whip (1312 EXP.)
    Rhyhorn, level 37- Horn Attack, Stomp, Tail Whip (1069 EXP.)
    Nidoqueen, level 41- Tackle, Scratch, Poison Sting, Body Slam (1704 EXP.)
    Yellow:
    Nidorino, level 37- Double Kick, Poison Sting, Focus Energy, Fury Attack (934 
    EXP.)
    Persian, level 35- Growl, Bite, Pay Day, Screech (1110 EXP.)
    Rhyhorn, level 37- Horn Attack, Stomp, Tail Whip (1069 EXP.)
    Nidoqueen, level 41- Tackle, Scratch, Double Kick, Body Slam (1704 EXP.)
    
    	Giovanni is not as difficult as Gary to defeat; mostly
    because his team is not as well-balanced and his Pokemon don't
    know very strong moves.  There's no real status effects to worry
    about, and you can count on Giovanni wasting at least one turn
    putting Guard Spec. on one of his Pokemon.  His Nidoqueen may
    look intimidating, but it's a Poison-Ground type, meaning it has
    weaknesses to Psychic, Ground, Water and Ice attacks.  
    	With Giovanni defeated, Team Rocket disappears, and Silph
    Co. is completely safe once again!  Head north to talk to the
    President, and he gives you the MASTER BALL in return for saving
    his company.  This is probably the most useful item in the 
    entire game, because it allows you to capture any Pokemon without  
    fail.  And you can only use it once.  Hang on to it, or store it in 
    your PC so you don't accidentally dispose of it!  Use Dig to return 
    to Saffron and heal up at the Poke Center.  Team Rocket no longer
    lurks around the city, so feel free to do a little bit more
    exploring before taking on the Saffron City Gym.  In the very
    northwest part of the city is a house where a girl who lives on
    the second floor will give you TM31:Mimic if you give her a Poke
    Doll (found at Celadon City Department Store).  
    
    SAFFRON CITY GYM
    Style: Psychic
    	This is an interesting gym made up of nine different rooms,
    which, with the exceptions of the entrance room and the Gym
    Leader Sabrina's room, have four teleporters each.  This means
    you must find your way through the maze of teleporters to reach
    Sabrina in the middle of the gym.  As far as the trainers go,
    they're about the same levels as the Fuchsia City Gym, so you
    should have more of an advantage this time.  They will use 
    mostly Psychic-type Pokemon, which have no weaknesses (other than Bug,
    which is an almost-completely useless type), so you have to play
    by stats to win.  Most Psychic types have low Defense.  Whatever
    you do, don't try battling with Fighting or Poison-types in 
    here; you'll get pummeled!  Here is the list of trainers in the gym
    according to the rooms they're in:
    
    Southeast corner:
    PSYCHIC $330
    Slowpoke, level 33- Disable, Headbutt, Growl, Water Gun (699 EXP.)
    Slowpoke, level 33- Disable, Headbutt, Growl, Water Gun (699 EXP.)
    Slowbro, level 33- Disable, Headbutt, Growl, Water Gun (1159 EXP.)
    
    Southwest corner:
    CHANNELER $990
    Gastly, level 33- Lick, Confuse Ray, Night Shade, Hypnosis (670 EXP.)
    Gastly, level 33- Lick, Confuse Ray, Night Shade, Hypnosis (670 EXP.)
    Haunter, level 33- Lick, Confuse Ray, Night Shade, Hypnosis (891 EXP.)
    
    Northeast corner:
    PSYCHIC $310
    Kadabra, level 31- Confusion, Disable, Psybeam, Recover (963 EXP.)
    Slowpoke, level 31- Confusion, Disable, Headbutt, Growl (657 EXP.)
    Mr. Mime, level 31- Confusion, Barrier, Light Screen, Doubleslap (903 EXP.)
    Kadabra, level 31- Confusion, Disable, Psybeam, Recover (963 EXP.)
    
    Northwest corner:
    PSYCHIC $380
    Slowbro, level 38- Headbutt, Growl, Water Gun, Withdraw (1335 EXP.)
    
    Middle north:
    CHANNELER $1020
    Gastly, level 34- Lick, Confuse Ray, Night Shade, Hypnosis (691 EXP.)
    Haunter, level 34- Lick, Confuse Ray, Night Shade, Hypnosis (918 EXP.)
    
    Middle west:
    CHANNELER $1140
    Haunter, level 38- Confuse Ray, Night Shade, Hypnosis, Dream Eater (1026 EXP.)
    
    Middle east:
    PSYCHIC $340
    Mr. Mime, level 34- Confusion, Barrier, Light Screen, Doubleslap (990 EXP.)
    Kadabra, level 34- Confusion, Disable, Psybeam, Recover (1056 EXP.)
    
    	Now to get to Sabrina the fastest way, first take the first
    teleporter, then take the northwest teleporter, then the
    southwest teleporter, and then the southwest teleporter again. 
    Save your game and get ready for the fight versus Sabrina, the
    Psychic master!
    
    GYM LEADER Sabrina (uses X Defend) TM46:Psywave, Marsh Badge
    Red/Blue: $4257
    Kadabra, level 38- Disable, Psybeam, Recover, Psychic (1180 EXP.)
    Mr. Mime, level 37- Confusion, Barrier, Light Screen, Doubleslap (1077 EXP.)
    Venomoth, level 38- Poisonpowder, Leech Life, Stun Spore, Psybeam (1123 EXP.)
    Alakazam, level 43- Psywave, Recover, Psychic, Reflect (1713 EXP.)
    Yellow: $4950
    Abra, level 50- Teleport (781 EXP.)
    Kadabra, level 50- Psywave, Kinesis, Recover, Psychic (1552 EXP.)
    Alakazam, level 50- Psywave, Recover, Psychic, Reflect (1992 EXP.)
    
    	In Red/Blue, Sabrina sends out Kadabra first, a mild 
    threat.  Though you do have to be cautious (a critical-hit Psychic 
    hurts), you can take down Kadabra pretty quickly and easily.  What
    you have to remember with Psychic-type Pokemon is that they
    always have high Special stats, which means you should always
    avoid attacking them with a special attack since they can resist
    it well.  Mr. Mime can build its defenses well, but can't do 
    much in terms of damage unless it confuses your Pokemon.  Venomoth 
    can be a pain unless you take it out right away because it can stun
    your Pokemon.  Alakazam is what Sabrina's team is based around,
    and if it uses Reflect before you have a chance to attack it, it
    could be very difficult to take out.  Switch out if your lead
    Pokemon is injured before fighting it, and use your best 
    physical attacks to take it down.  Psywave is a Normal-type attack that
    either does little or a moderate amount of damage, but it's not
    nearly as threatening as Alakazam's Psychic attack.
    	In Yellow, Sabrina has the Abra-Kadabra-Alakazam evolution
    cycle, and all at level 50.  Since Abra can't attack, you can
    take it out any way you want; the Kadabra likes to use Kinesis 
    to lower your accuracy before fighting her Alakazam.  The same 
    rules apply here: Attack with good physical attacks such as Body Slam
    or Earthquake to make short work of her Pokemon and not give 
    them a chance to kill your Pokemon with Psychic.  Kadabra and 
    Alakazam know Recover, but since it only heals half their full HP, it
    should still give you enough time to finish them off.  Again,
    Psywave is not a threatening attack, so don't worry about it.
    	Defeat Sabrina to gain more cash, the almost-completely-
    useless TM46:Psywave and the sixth badge!  Only two more to get
    for Pokemon League eligibility.  Return to Fuchsia City; it's
    time to do some Surfin.'
    
    
    
    
    ________________________________________________________________
    	8. Volcano Badge
    	If you go south from the Fuchsia Poke Center, you get to a
    beach area.  This is the beginning of a long water-journey to 
    get to the Seafoam Islands, our next destination.  First, however,
    let's battle the couple of trainers on the shoreline.  
    
    SWIMMER $150
    Tentacool, level 30- Wrap, Poison Sting, Water Gun, Constrict (675 EXP.)
    Shellder, level 30- Withdraw, Supersonic, Clamp, Aurora Beam (622 EXP.)
    
    SWIMMER $145
    Goldeen, level 29- Peck, Tail Whip, Supersonic, Horn Attack (688 EXP.)
    Horsea, level 29- Bubble, Smokescreen, Leer (514 EXP.)
    Staryu, level 29- Tackle, Water Gun, Harden, Rapid Spin (658 EXP.)
    
    	Now let's take a dip in the water and search for some new
    Pokemon. Make sure you've stocked up well on Poke Balls and 
    Great Balls.
    
    ROUTE 19 Wild Pokemon:
    Water:
    Tentacool- Very Common (R,B,Y)
    Tentacruel- Rare (R,B,Y)
    Horsea- Common (R,B,Y)
    Goldeen- Very Common (R,B,Y)
    Staryu- Common (R,B,Y)
    Magikarp- Very Common (R,B,Y)
    
    	There's some new important Water Pokemon here you should 
    try to catch: Tentacool if you haven't (there's plenty of them),
    Tentacruel, the evolved form of Tentacool, Horsea, and Staryu. 
    Tentacool is the only one that can be found Surfing but you can
    encounter the other ones while fishing on the shore of the
    Seafoam Islands or Fuchsia City as well.  
    	Basically, Route 19 follows a path that leads south and 
    then directly west, which is pretty straightforward.  There are
    trainers all over the route, and as you might have guessed, they
    all use Water Pokemon.  Here is the list of trainers you may
    encounter on this route:
    
    SWIMMER $150
    Horsea, level 30- Bubble, Smokescreen, Leer, Water Gun (532 EXP.)
    Horsea, level 30- Bubble, Smokescreen, Leer, Water Gun (532 EXP.)
    
    SWIMMER $150
    Poliwag, level 30- Bubble, Hypnosis, Water Gun, Doubleslap (495 EXP.)
    Poliwhirl, level 30- Bubble, Hypnosis, Water Gun, Doubleslap (841 EXP.)
    
    SWIMMER $145
    Goldeen, level 29- Peck, Tail Whip, Supersonic, Horn Attack (688 EXP.)
    Shellder, level 29- Tackle, Withdraw, Supersonic, Clamp (601 EXP.)
    Seaking, level 29- Peck, Tail Whip, Supersonic, Horn Attack (1056 EXP.)
    
    SWIMMER $135
    Horsea, level 27- Bubble, Smokescreen, Leer (480 EXP.)
    Tentacool, level 27- Wrap, Poison Sting, Water Gun, Constrict (607 EXP.)
    Tentacool, level 27- Wrap, Poison Sting, Water Gun, Constrict (607 EXP.)
    Goldeen, level 27- Peck, Tail Whip, Supersonic, Horn Attack (642 EXP.)
    
    SWIMMER $135
    Tentacool, level 27- Wrap, Poison Sting, Water Gun, Constrict (607 EXP.)
    Tentacool, level 27- Wrap, Poison Sting, Water Gun, Constrict (607 EXP.)
    Staryu, level 27- Tackle, Water Gun, Harden, Rapid Spin (612 EXP.)
    Horsea, level 27- Bubble, Smokescreen, Leer (480 EXP.)
    Tentacruel, level 27- Wrap, Poison Sting, Water Gun, Constrict (1185 EXP.)
    
    BEAUTY $2100
    Goldeen, level 30- Tail Whip, Supersonic, Horn Attack, Fury Attack (712 EXP.)
    Seaking, level 30- Tail Whip, Supersonic, Horn Attack, Fury Attack (1092 EXP.)
    
    BEAUTY $2030
    Staryu, level 29- Tackle, Water Gun, Harden, Rapid Spin (658 EXP.)
    Staryu, level 29- Tackle, Water Gun, Harden, Rapid Spin (658 EXP.)
    Staryu, level 29- Tackle, Water Gun, Harden, Rapid Spin (658 EXP.)
    
    BEAUTY $1890
    Poliwag, level 27- Bubble, Hypnosis, Water Gun, Doubleslap (445 EXP.)
    Goldeen, level 27- Peck, Tail Whip, Supersonic, Horn Attack (642 EXP.)
    Seaking, level 27- Peck, Tail Whip, Supersonic, Horn Attack (982 EXP.)
    Goldeen, level 27- Peck, Tail Whip, Supersonic, Horn Attack (642 EXP.)
    Poliwag, level 27- Bubble, Hypnosis, Water Gun, Doubleslap (445 EXP.)
    
    SWIMMER $140
    Horsea, level 28- Bubble, Smokescreen, Leer (498 EXP.)
    Horsea, level 28- Bubble, Smokescreen, Leer (498 EXP.)
    Seadra, level 28- Bubble, Smokescreen, Leer (930 EXP.)
    Horsea, level 28- Bubble, Smokescreen, Leer (498 EXP.)
    
    SWIMMER $155
    Shellder, level 31- Withdraw, Supersonic, Clamp, Aurora Beam (643 EXP.)
    Cloyster, level 31- Withdraw, Supersonic, Clamp, Aurora Beam (1348 EXP.)
    
    BEAUTY $2100
    Seadra, level 30- Bubble, Smokescreen, Leer, Water Gun (996 EXP.)
    Horsea, level 30- Bubble, Smokescreen, Leer, Water Gun (532 EXP.)
    Seadra, level 30- Bubble, Smokescreen, Leer, Water Gun (996 EXP.)
    
    	Once you land on the island, there's one more trainer to 
    the southwest of the cave entrance.
    
    BEAUTY $2450
    Seaking, level 35- Tail Whip, Supersonic, Horn Attack, Fury Attack (1275 EXP.)
    
    	Enter the cave.  This is Seafoam Islands; home of many new
    Pokemon, including the second of three legendary birds.  You
    won't find any trainers here, but the cave itself is a maze with
    tricky boulder-pushing puzzles you'll need Strength for.  It's
    very helpful, if you get lost, to bring along a Pokemon that
    knows Dig, so you can quickly exit out of the cave back to a 
    Poke Center, or to have an Escape Rope with you.
    
    SEAFOAM ISLANDS Wild Pokemon:
    Land:
    Zubat- Very Common (R,B,Y)
    Golbat- Common (R,B,Y)
    Psyduck- Common (R,B)
    Golduck- Rare (R,B)
    Slowpoke- Common (R,B,Y)
    Slowbro- Rare (R,B,Y)
    Seel- Very Common (R,B,Y)
    Dewgong- Common (R,B,Y)
    Shellder- Very Common (R,B,Y)
    Krabby- Very Common (R,B,Y)
    Kingler- Common (R,B,Y)
    Water:
    Tentacool- Very Common (R,B,Y)
    Tentacruel- Rare (R,B,Y)
    Krabby- Very Common (R,B,Y)
    Kingler- Common (R,B,Y)
    Horsea- Common (R,B,Y)
    Seadra- Rare (R,B,Y)
    Goldeen- Very Common (R,B,Y)
    Seaking- Common (R,B,Y)
    Staryu- Very Common (R,B,Y)
    Magikarp- Very Common (R,B,Y)
    
    	The Seafoam Islands are home of a great variety of Water-
    type Pokemon, so take the time here to collect as many as you
    can.  Golduck, Seel, Dewgong, Kingler, Horsea, and Seadra are 
    the particularly interesting finds here.  To start off from the
    entrance, go to the right where you can see a boulder.  Simply
    use Strength, push the boulder into the nearby hole, and fall in
    after it.  Do this twice more to the same boulder, and on the
    third time you'll fall into a running river.  This current is
    strong and you won't be able to stop it until you've pushed two
    boulders into the river to stop the current. There are two river
    currents in the Seafoam Islands; this current blocks the rout
    that leads to the exit and the other blocks the rout that leads
    to Articuno. 
    	Fish around for some Pokemon in the water where you land,
    and there's an ULTRA BALL hidden in the single square of land to
    the southeast.  Surf up to where you climb back onto land, then
    go left and south on the land mass and climb the ladder you see. 
    On this next floor, if you want you can take the ladder to the
    south up and press A next to the strange rock to the right to 
    get a NUGGET.  Return to the other floor and go around the land mass
    to a boulder puzzle.  Press A next to the first lonely strange
    rock to get a MAX ELIXER.  There are four boulders and two 
    holes; your objective is to get two boulders out of the way so you can
    push the other two into their respective holes.  Push the 
    boulder to the far east all the way up, then push the one next to it 
    one south, one west and stop. Go around the hole and push the other
    boulder all the way to the left.  Now you can easily push both
    the boulders into their respective holes.  Jump down one of the
    holes and you'll find that this current is blocked!  Surf up to
    the small island and you'll notice a stand-alone bird Pokemon. 
    This is Articuno, the second of the three legendary birds!  Save
    your game right now and let's capture it!
    	Articuno is probably the most valuable of the legendary
    birds because it's an Ice/Flying-type, and Ice attacks are very
    valuable in the battles to come.  It's also extremely difficult
    to catch, like Zapdos.  Begin the battle by Paralyzing it, or
    waiting until its health is low enough so you can put it to
    sleep.  Articuno itself resists Ice attacks, so you can't Freeze
    it.  Wittle down its health and be sure not to kill it if it's 
    in the red, then start throwing Great Balls.  This may in fact 
    be a good time to use your Master Ball if you wish; some people
    prefer to wait but Articuno's freezing attacks will greatly aid
    you in capturing later strong Pokemon.
    	After capturing it, all you have to do now is find a way
    out.  Now you have to go all the way back to the top of Seafoam
    by taking the ladders back up to get to that other boulder.  
    Head back to land to the south and take the first ladder up, take 
    this next ladder to the south up, go northeast from this ladder and
    take the next one up, then go southwest and around to take the
    ladder up on the little land mass.  From this ladder go east and
    you'll spot the last boulder next to its hole.  Just like you 
    did with the first one, push it in the holes and keep jumping in
    after it until it's you've landed in the water.  Since this
    current is now blocked, you can now go on the land mass to your
    right.  Simply go up the ladders and exit the island!
    	
    ROUTE 20 Wild Pokemon:
    Water:
    Tentacool- Very Common (R,B,Y)
    Tentacruel- Rare (R,B,Y)
    Horsea- Common (R,B,Y)
    Goldeen- Very Common (R,B,Y)
    Staryu- Common (R,B,Y)
    Magikarp- Very Common (R,B,Y)
    
    	You are now on Route 20, and Cinnabar Island, home of the
    seventh gym, is to our left.  The water path is obvious, but as
    usual, there are trainers about!  Here is the list of trainers
    you'll encounter on this sea rout:
    
    JR. TRAINER(f) $600
    Tentacool, level 30- Wrap, Poison Sting, Water Gun, Constrict (675 EXP.)
    Horsea, level 30- Bubble, Smokescreen, Leer, Water Gun (532 EXP.)
    Seel, level 30- Headbutt, Growl (642 EXP.)
    
    SWIMMER $175
    Staryu, level 35- Water Gun, Harden, Rapid Spin, Swift (795 EXP.)
    
    BIRD KEEPER $750
    Fearow, level 30- Growl, Leer, Fury Attack, Mirror Move (1041 EXP.)
    Fearow, level 30- Growl, Leer, Fury Attack, Mirror Move (1041 EXP.)
    Pidgeotto, level 30- Gust, Sand-Attack, Quick Attack, Whirlwind (726 EXP.)
    
    BEAUTY $2100
    Shellder, level 30- Withdraw, Supersonic, Clamp, Aurora Beam (622 EXP.)
    Shellder, level 30- Withdraw, Supersonic, Clamp, Aurora Beam 
    (622 EXP.)
    Cloyster, level 30- Withdraw, Supersonic, Clamp, Aurora Beam (1305 EXP.)
    
    JR. TRAINER(f) $620
    Goldeen, level 31- Tail Whip, Supersonic, Horn Attack, Fury Attack (736 EXP.)
    Seaking, level 31- Tail Whip, Supersonic, Horn Attack, Fury Attack (1128 EXP.)
    
    BEAUTY $2170
    Poliwag, level 31- Hypnosis, Water Gun, Doubleslap, Body Slam (511 EXP.)
    Seaking, level 31- Tail Whip, Supersonic, Horn Attack, Fury Attack (1128 EXP.)
    
    	When you reach Cinnabar Island, take a rest at the Poke
    Center and explore good selections at the next-door Poke Mart.
    
    Cinnabar Island Poke Mart:
    Ultra Ball- $1200
    Great Ball- $600
    Hyper Potion- $1500
    Max Repel- $700
    Escape Rope- $550
    Full Heal- $600
    Revive- $1500
    
    CINNABAR ISLAND Wild Pokemon:
    Water:
    Slowpoke- Common (R,B,Y)
    Shellder- Common (R,B,Y)
    Krabby- Very Common (R,B,Y)
    Horsea- Common (R,B,Y)
    Goldeen- Very Common (R,B,Y)
    Staryu- Common (R,B,Y)
    Magikarp- Very Common (R,B,Y)
    
    	Now to the left of the Poke Center is the Pokemon Lab where
    ancient and rare Pokemon are studied exclusively.  There are
    several rooms to your right.  In Red/Blue, the woman offers to
    trade her Tangela for a Venonat, and the man his Electrode for
    your Raichu.  In Yellow, the woman will offer to trade her
    Dewgong for a Growlithe and the man offers his Rhydon for your
    Golduck.  Both the Tangela and Rhydon offers are good trades.  
    In the second room, the scientist in the northeast corner gives you
    TM35:Metronome, which is a fun attack to try out on one of your
    Pokemon not on your battling team.  In the third room, the
    scientist at the table offers to trade his Seel for your Ponyta
    in Red/Blue and his Muk for your Kangaskhan in Yellow.  Ignore
    him.  The other scientist in the room is the real reason we are
    at this lab!  Do you remember the Helix and Dome Fossils from 
    Mt. Moon?  Take whichever one you chose and give it to this doctor. 
    Leave the lab and return back to him, and he'll give you a
    prehistoric Pokemon unobtainable anywhere else!  If you give him
    the Helix Fossil you get Omanyte, and if you give him the Dome
    Fossil you get Kabuto.
    	There is also one more prehistoric Pokemon you can get the
    good doctor to make for you, but to get the item you need to 
    take a trip back to Pewter City.  Use a bird to Fly over there, and
    head to the north where the Museum is.  If you go to the very
    northeast of the city, you'll spot a gap in the ledge.  Walk up
    the gap, use Cut on the tree blocking your way, and head left to
    a secret research building.  Talk to the scientist next to the
    plaque to receive OLD AMBER.  Now if you Fly back to the lab in
    Cinnabar, the scientist there will transform the Old Amber into
    an Aerodactyl!  	
              Now back to business.  If you go to the Cinnabar Gym, 
    the doors are locked, and you don't have a key.  The key we are 
    searching for is in the Pokemon Mansion, which is the large building
    to the left of the gym. Enter it.
    
    POKeMON MANSION Wild Pokemon:
    Rattata- Very Common (Y)
    Raticate- Common (Y)
    Vulpix- Very Common (B,Y)
    Growlithe- Common (R,Y)
    Ponyta- Common (R,B)
    Grimer- Very Common (R,B,Y)
    Muk- Common (R,B,Y)
    Koffing- Common (R,B)
    Weezing- Rare (R,B)
    Magmar- Common (B)
    Ditto- Rare (Y)
    
    	The Seafoam Islands were home of all the Water-types; now
    you get your full taste of Fire and Poison-types in the Pokemon
    Mansion.  Be sure to catch Grimer, Muk, Koffing and Weezing in
    Red/Blue, and to get all the available new Fire-types.  The Blue
    version is especially plentiful here, what with Vulpix and 
    Magmar exclusive to it.  There are also little paper notes scattered
    around the Mansion containing information on two very important
    Pokemon and are interesting to read about.
    	Let's look around in the first big room.  Going northeast
    past the first stairs leads to an ESCAPE ROPE.  Now go to the
    small room to the left.  In here is a statue; these statues are
    all over Pokemon Mansion and open and close the sliding doors
    you'll see.  They are not confusing to work with, since each
    statue only changes the doors in the floor you're in.  It's
    simple: If you come across a closed door, just go back to the
    statue on the floor you're on and flip the switch.  Since 
    there's nothing of importance on this floor, however, just go up the
    stairs to the 2nd floor.
    	Directly south of these stairs is a Burglar.  Talk to him 
    to get him to fight you.
    
    BURGLAR $3060
    Charmander, level 34- Ember, Leer, Rage, Slash (472 EXP.)
    Charmeleon, level 34- Ember, Leer, Rage, Slash (1033 EXP.)
    
    	Take the stairs right next to the other stairs up to get to
    a secret room and another Burglar.
    
    BURGLAR $3420
    Ninetales, level 38- Ember, Tail Whip, Quick Attack, Roar (1449 EXP.)
    
    	There are two tiny paths in this room.  Press A next to the
    dead end of the top one to get a MAX REVIVE, and the item in the
    south path is a MAX POTION.  Return to the other floor.  Head to
    the very east part of the room and grab the CALCIUM in the
    eastern corner.  Flipping the switch doesn't give access to any
    rooms with extra items (except a paper note), so when you're
    ready, head up the stairs that's in the room directly north of
    the other two staircases.
    	Head all the way east from these stairs to get IRON in the
    eastern room.  Return and flip the statue switch, then go 
    through the south door this time.  Challenge the Scientist here.
    
    SCIENTIST $1650
    Magnemite, level 33- Tackle, Sonicboom, Thundershock, Supersonic (628 EXP.)
    Magneton, level 33- Tackle, Sonicboom, Thundershock, Supersonic (1138 EXP.)
    Voltorb, level 33- Screech, Sonicboom, Selfdestruct, Light Screen (727 EXP.)
    
    	The staircase past the Scientist just leads to an empty
    room, so don't go there.  There are two ledges next to the
    Scientist; you want to go down the left-hand one.  There's a
    Scientist right near where you land.
    
    SCIENTIST $1450
    Electrode, level 29- Screech, Sonicboom, Selfdestruct, Light Screen (931 EXP.)
    Weezing, level 29- Tackle, Smog (1074 EXP.)
    
    	Take the CARBOS in between the row of plants and take the
    stairs you see down.  Head up from the stairs and enter the room
    on your left; fight the Burglar in here.
    
    BURGLAR $3060
    Growlithe, level 34- Roar, Ember, Leer, Take Down (663 EXP.)
    Ponyta, level 34- Ember, Tail Whip, Stomp (1107 EXP.)
    
    	Be sure to get the item next to the statue here; it's the
    very powerful TM14:Blizzard!  Teach it to a compatible Pokemon 
    if you can, but don't overwrite Ice Beam in favor of it.  Flip the
    statue switch and head out the left side of the room.  Get the
    FULL RESTORE on the left wall and go back to the right side of
    the room, then up through the now-open door.  There's one more
    Scientist to the north.
    
    SCIENTIST $1700
    Magnemite, level 34- Tackle, Sonicboom, Thundershock, Supersonic (648 EXP.)
    Electrode, level 34- Screech, Sonicboom, Selfdestruct, Light Screen (1092 EXP.)
    
    	The next switch is in the room to north; flip it and then
    grab the RARE CANDY in the room to the left of it.  Head left,
    get TM22:Solarbeam on the table if you want, and go south to
    finally get the SECRET KEY!  This will unlock the Cinnabar 
    Island Gym doors.  To exit, either use Dig or Escape Rope for the easy
    way out, or head back to the statue in the room with the 
    Blizzard TM, flip that switch then head back upstairs and north to the
    exit.  Take a stop by the Poke Center if you need to, then enter
    the gym!
    
    CINNABAR ISLAND GYM
    Style: Fire
    	The Cinnabar Island Gym follows a different format from the
    others; you will advance one room at a time, and in each room 
    you are given a quiz question from the control panel.  They're 
    mostly pretty simple, but there are a couple trick questions.  If you
    answer correctly, the door opens and you don't have to fight the
    trainer.  If you answer incorrectly, you have to battle.  Of
    course, it's best to just battle the trainers anyway to gain
    experience, but that's up to you.
    	All the trainers and the Gym Leader, Blaine, use Fire-type
    Pokemon.  This means if you have a well-established Water-type,
    Ground-type, or Rock-type (or any Pokemon that knows a good
    attack of that type), that Pokemon can easily sweep the gym. 
    Besides that, all you need to know is that Fire-types generally
    have strong Attack stats, so don't send in any Grass or Ice 
    types against them.  Even if you do get Burned, it doesn't damage you
    outside of battle, so don't be too worried if it happens.  For
    this Gym guide, I will supply each room with the correct quiz
    answer and the trainer inside.
    
    Q1: YES
    
    BURGLAR $3240
    Growlithe, level 36- Roar, Ember, Leer, Take Down (702 EXP.)
    Vulpix, level 36- Quick Attack, Roar, Confuse Ray, Flamethrower (486 EXP.)
    Ninetales, level 36- Ember, Tail Whip, Quick Attack, Roar (1372 EXP.)
    
    	There's an extra trainer here in the next room.  You can
    either ignore him or battle him.
    
    SUPER NERD $900
    Vulpix, level 36- Quick Attack, Roar, Confuse Ray, Flamethrower (486 EXP.)
    Vulpix, level 36- Quick Attack, Roar, Confuse Ray, Flamethrower (486 EXP.)
    Ninetales, level 36- Ember, Tail Whip, Quick Attack, Roar (1372 EXP.)
    
    Q2: NO
    
    SUPER NERD $850
    Ponyta, level 34- Ember, Tail Whip, Stomp (1107 EXP.)
    Charmander, level 34- Ember, Leer, Rage, Slash (472 EXP.)
    Vulpix, level 34- Tail Whip, Quick Attack, Roar, Confuse Ray (459 EXP.)
    Growlithe, level 34- Roar, Ember, Leer, Take Down (663 EXP.)
    
    Q3: NO
    
    BURGLAR $3690
    Ponyta, level 41- Tail Whip, Stomp, Growl, Fire Spin (1335 EXP.)
    
    Q4: NO
    
    SUPER NERD $1025
    Rapidash, level 41- Tail Whip, Stomp, Growl, Fire Spin (1686 EXP.)
    
    Q5: YES
    
    BURGLAR $3330
    Vulpix, level 37- Quick Attack, Roar, Confuse Ray, Flamethrower (499 EXP.)
    Growlithe, level 37- Roar, Ember, Leer, Take Down (721 EXP.)
    
    Q6: NO
    
    SUPER NERD $925
    Growlithe, level 37- Roar, Ember, Leer, Take Down (721 EXP.)
    Vulpix, level 37- Quick Attack, Roar, Confuse Ray, Flamethrower (499 EXP.)
    
    	After the sixth room, you've reached Blaine!
    
    GYM LEADER Blaine $4653 (uses Super Potion) TM38:Fire Blast, Volcano Badge
    Red/Blue: $4653
    Growlithe, level 42- Ember, Leer, Take Down, Agility (819 EXP.)
    Ponyta, level 40- Tail Whip, Stomp, Growl, Fire Spin (1302 EXP.)
    Rapidash, level 42- Tail Whip, Stomp, Growl, Fire Spin (1728 EXP.)
    Arcanine, level 47- Roar, Ember, Take Down, Fire Blast (2145 EXP.)
    Yellow: $5346
    Ninetales, level 48- Tail Whip, Quick Attack, Confuse Ray, Flamethrower (1830 
    EXP.)
    Rapidash, level 50- Stomp, Growl, Fire Spin, Take Down (2056 EXP.)
    Arcanine, level 54- Take Down, Reflect, Flamethrower, Fire Blast (2464 EXP.)
    
    	In Red/Blue, Blaine sends out two pretty weak Fire-types,
    Growlithe and Ponyta, which should be easily disposed of with 
    any Pokemon in your party.  Rapidash is a powerful Pokemon, but Fire
    Spin is not a very powerful Fire attack- don't be too 
    aggressive; Blaine doesn't have any real weapons until he sends out 
    his Arcanine.  One Fire Blast from Arcanine can easily wipe out any
    non-Water-type you're using, so save your best Pokemon to use
    against it.  Surf, Earthquake, and Rock Slide are great moves
    that should be used to take it out.  If you're lucky, Arcanine
    may try to Roar you to death, and that does nothing.
    	In Yellow the going is considerably tougher with Blaine's
    three evolved Fire-types, but only if you don't have a Pokemon
    super-effective against Fire.  Ninetales is a much greater 
    threat than Rapidash due to its powerful Flamethrower and annoying
    Confuse Ray, so if one of your Pokemon gets confused, you may
    have to switch out.  Again, Arcanine has a very strong Fire
    Blast, but it's completely useless against Water-types. 
    Remember, even if you think you have a winning battle going, be
    cautious: Blaine's Pokemon have strong Attack stats, so Take 
    Down can do considerable damage to any of your Pokemon.
    	Defeating Blaine gives you the Volcano Badge, and you have
    just one more to get before you can enter the Pokemon League!  
    If you have a Charizard or Arcanine of your own, you can teach it
    Fire Blast if you want, but Flamethrower works just as well.
    
    
    
    
    
    
    ________________________________________________________________
    	9. Earth Badge
    	We only have one badge to go, but we've explored just about
    all of Kanto!  If you remember all the way back in Viridian 
    City, the gym was locked.  However, with your victory over Blaine, the
    leader of that gym has returned and it's no longer locked!  
    Let's stop by Pallet Town though first, shall we?  Start Surfing on 
    the rout north of Cinnabar.
    
    ROUTE 21 Wild Pokemon:
    Land:
    Pidgey- Very Common (R,B,Y)
    Pidgeotto- Common (R,B,Y)
    Rattata- Very Common (R,B,Y)
    Raticate- Common (R,B,Y)
    Tangela- Common (R,B)
    Water:
    Tentacool- Very Common (R,B,Y)
    Tentacruel- Rare (R,B,Y)
    Horsea- Common (R,B,Y)
    Goldeen- Very Common (R,B,Y)
    Staryu- Common (R,B,Y)
    Magikarp- Very Common (R,B,Y)
    
    	Like Route 20, Route 21 is very straightforward; it leads
    straight up towards your hometown.  Near the top, right below
    Pallet, is a patch of grass on a little island that's the only
    spot in the game where Tangela is catchable in the wild in
    Red/Blue.  As usual, here are the trainers littering this route
    (there are a few Fisherman on a couple fishing piers):
    
    SWIMMER $165
    Staryu, level 33- Water Gun, Harden, Rapid Spin, Swift (748 EXP.)
    Wartortle, level 33- Bubble, Water Gun, Bite, Withdraw (1011 EXP.)
    	
    SWIMMER $160
    Poliwhirl, level 32- Bubble, Hypnosis, Water Gun, Doubleslap (897 EXP.)
    
    Tentacool, level 32- Wrap, Poison Sting, Water Gun, Constrict (720 EXP.)
    Seadra, level 32- Bubble, Smokescreen, Leer, Water Gun (1062 EXP.)
    
    SWIMMER $185
    Starmie, level 37- Tackle, Water Gun, Harden, Rapid Spin (1641 EXP.)
    
    FISHERMAN $1155
    Seaking, level 33- Tail Whip, Supersonic, Horn Attack, Fury Attack (1201 EXP.)
    Goldeen, level 33- Tail Whip, Supersonic, Horn Attack, Fury Attack (784 EXP.)
    
    FISHERMAN $1085
    Shellder, level 31- Withdraw, Supersonic, Clamp, Aurora Beam (643 EXP.)
    Cloyster, level 31- Withdraw, Supersonic, Clamp, Aurora Beam (1348 EXP.)
    
    SWIMMER $165
    Seadra, level 33- Bubble, Smokescreen, Leer, Water Gun (1095 EXP.)
    Tentacruel, level 33- Wrap, Poison Sting, Water Gun, Constrict (1449 EXP.)
    
    CUE BALL $775
    Tentacool, level 31- Wrap, Poison Sting, Water Gun, Constrict (697 EXP.)
    Tentacool, level 31- Wrap, Poison Sting, Water Gun, Constrict (697 EXP.)
    Tentacruel, level 31- Wrap, Poison Sting, Water Gun, Constrict (1360 EXP.)
    
    FISHERMAN $945
    Magikarp, level 27- Splash, Tackle (115 EXP.)
    
    Magikarp, level 27- Splash, Tackle (115 EXP.)
    Magikarp, level 27- Splash, Tackle (115 EXP.)
    Magikarp, level 27- Splash, Tackle (115 EXP.)
    Magikarp, level 27- Splash, Tackle (115 EXP.)
    Magikarp, level 27- Splash, Tackle (115 EXP.)
    
    FISHERMAN $980
    Seaking, level 28- Peck, Tail Whip, Supersonic, Horn Attack (1020 EXP.)
    Goldeen, level 28- Peck, Tail Whip, Supersonic, Horn Attack (666 EXP.)
    Seaking, level 28- Peck, Tail Whip, Supersonic, Horn Attack (1020 EXP.)
    Seaking, level 28- Peck, Tail Whip, Supersonic, Horn Attack (1020 EXP.)
    
    	When you make landfall, walk around and visit your mom, 
    have Professor Oak evaluate your Pokedex progress if you want (you
    should have a sizeable collection by this time), then either Fly
    or ride your bike north to Viridian.  Enter the now-unlocked 
    gym.
    
    VIRIDIAN CITY GYM
    	Style: Ground
    	The technical style of the gym may be Ground, but in
    reality, this gym is very unpredictable; you'll face many
    different types going against the trainers here, mostly 
    including Poison, Ground, and Fighting-types.  Your team should 
    consist of at least four or five different types of Pokemon by now, 
    and at levels 45-50 at the very least.  This gym is a good test of how
    you've balanced your party; if you can defeat every trainer
    including the leader in one go, you're doing well. 
    	The gym has familiar-looking sliding floors you've seen 
    from the Team Rocket hideouts.  No one around knows who the Gym 
    Leader is; can you guess?  Take one of the sliding floors left at the
    start and battle the first trainer here.
    
    TAMER $1560
    Arbok, level 39- Poison Sting, Bite, Glare, Screech (1228 EXP.)
    Tauros, level 39- Tackle, Stomp, Tail Whip, Leer (1762 EXP.)
    
    	Take the sliding floor to the left of him up and challenge
    the next trainer.  
    
    BLACKBELT $1075 
    Machoke, level 43- Karate Chop, Low Kick, Leer, Focus Energy (1344 EXP.)
    
    
    	Go around the skinny wall to your right to battle the next
    trainer.
    
    TAMER $1365
    Red/Blue: 
    Nidorino, level 39- Horn Attack, Poison Sting, Focus Energy, Fury Attack (985 
    EXP.)
    Nidoking, level 39- Tackle, Horn Attack, Poison Sting, Thrash (1629 EXP.)
    Yellow:
    Nidorino, level 39- Double Kick, Poison Sting, Focus Energy, Fury Attack (985 
    EXP.)
    Nidoking, level 39- Horn Attack, Double Kick, Poison Sting, Thrash (1629 EXP.)
    
    	Now if you head down and go right you'll come to the main
    middle section of the gym.  There are three trainers in a row
    here, facing back and forth. 
    
    TAMER $1365
    Sandslash, level 39- Sand-Attack, Slash, Poison Sting, Swift (1362 EXP.)
    Dugtrio, level 39- Growl, Dig, Sand-Attack, Slash (1278 EXP.)
    
    BLACKBELT $1000
    Machop, level 40- Low Kick, Leer, Focus Energy, Seismic Toss (753 EXP.)
    Machoke, level 40- Karate Chop, Low Kick, Leer, Focus Energy
     (1251 EXP.)
    
    TAMER $1720
    Rhyhorn, level 43- Horn Attack, Stomp, Tail Whip, Fury Attack (1243 EXP.)
    
    	The item ball to the right (directly above the down arrow)
    is a REVIVE.  Challenge the trainer in the little corridor to 
    the north of it.
    
    COOLTRAINER(m) $1505
    Rhyhorn, level 43- Horn Attack, Stomp, Tail Whip, Fury Attack (1243 EXP.)
    
    	Head left of him and fight the Blackbelt against the north
    wall.
    
    BLACKBELT $950
    Machoke, level 38- Karate Chop, Low Kick, Leer, Focus Energy (1188 EXP.)
    Machop, level 38- Karate Chop, Low Kick, Leer, Focus Energy (715 EXP.)
    Machoke, level 38- Karate Chop, Low Kick, Leer, Focus Energy (1188 EXP.)
    
    	Now that the Blackbelt is out of the way, you can head
    across the far north corridor.  Go back to the entrance and,
    hugging the east wall, go up to the northeast corner of the gym. 
    Simply follow the corridor to the left and you've found the
    leader of the Viridian City Gym!  Don't be too surprised when 
    you discover who it is:
    
    GYM LEADER Giovanni (uses Guard Spec.) TM27:Fissure, Earth Badge
    Red/Blue: $4950
    Rhyhorn, level 45- Stomp, Tail Whip, Fury Attack, Horn Drill (1300 EXP.)
    Dugtrio, level 42- Growl, Dig, Sand-Attack, Slash (1377 EXP.)
    Nidoqueen, level 44- Scratch, Poison Sting, Tail Whip, Body Slam (1828 EXP.)
    Nidoking, level 45- Tackle, Horn Attack, Poison Sting, Thrash (1879 EXP.)
    Rhydon, level 50- Stomp, Tail Whip, Fissure, Horn Drill (2185 EXP.)
    Yellow: $5445
    Dugtrio, level 50- Dig, Sand-Attack, Fissure, Earthquake (1638 EXP.)
    Persian, level 53- Double Team, Screech, Fury Swipes, Slash (1680 EXP.)
    Nidoqueen, level 53- Double Kick, Tail Whip, Thunder, Earthquake (2202 EXP.)
    Nidoking, level 55- Leer, Double Kick, Thunder, Earthquake (2298 EXP.)
    Rhydon, level 55- Fury Attack, Rock Slide, Horn Drill, Earthquake (2403 EXP.)
    
    	Yes, Giovanni from Team Rocket has returned to his gym, and
    now you are facing him for the third and final time.  In
    Red/Blue, it won't be too difficult to put to rest Team Rocket's
    leader, given that Giovanni tends to like to waste turns with
    moves like Tail Whip and Growl, and using Guard Spec.  His
    Rhyhorn and Rhydon also use Horn Drill, a one-hit KO move, but 
    it only ever has a chance of working if 1: He attacks first or 2:
    You're using a Normal or Fighting-type.  Even then it only works
    30% of the time!  This and the fact that all of Giovanni's
    Pokemon are Ground, Rock/Ground or Poison/Ground, makes the
    battle a lot easier.  Water, Grass, and Ice-types all have a
    major advantage.  
    	In Yellow, Giovanni threatens to pound your units into the
    earth with Earthquake, so Flying-types (Articuno works best) are
    a big necessity unless you can attack their weaknesses before
    they hit you.  Dugtrio only knows Ground-type moves, so he's
    helpless against a Flying-type.  Persian can be annoying if you
    let it use Double Team enough; use a Rock Pokemon if you have
    one, or a Fighting type to quickly knock it out.  Nidoqueen and
    Nidoking are the trickiest of Giovanni's minions, because not
    only do they know Earthquake, but also Thunder to take out your
    Flying-types.  Fortunately, they are weak to many different
    types, including Ground, Psychic, Water, and Ice.  Using Flying-
    types is still a good option, because Thunder is not the most
    accurate attack.  Rhydon has super-powerful Attack stats, and
    it's not wise to use Flying-types against it (because Rock Slide
    will quickly take them out).  Thankfully, it has a huge weakness
    to Water, Grass, and Ice-types, and can be taken out with one 
    hit
     easily by a strong attack from one of those types.  The key to
    remember is to try to take out Giovanni's Pokemon as quickly as
    possible, or else let his Pokemon pound on you with their strong
    attacks.  Attack his weaknesses mercilessly and don't let up to
    take care of the Team Rocket Boss for good!
    	Talk to Giovanni after the battle and he'll explain how 
    Team Rocket is finished, and he is now gone forever- and with that, 
    he teleports away, never to be seen again.  That's not important to
    you, however; you've got all eight badges!   Next stop: Pokemon
    League.
    
    
    
    
    
    ________________________________________________________________
    	10. Pokemon League
    	Head left from Viridian City to Route 22, where if you
    remember, you battled Gary very early in the game.  Surprise,
    surprise!  He shows his face again!  Prepare for yet another
    heated battle against your dreaded Rival.
    
    RIVAL Gary $3445
    Red/Blue:
    Pidgeot, level 47- Quick Attack, Whirlwind, Wing Attack, Agility (1731 EXP.)
    Rhyhorn, level 45- Stomp, Tail Whip, Fury Attack, Horn Drill (1300 EXP.)
    Growlithe, level 45- Ember, Leer, Take Down, Agility (871 EXP.)
    Exeggcute, level 47- Leech Seed, Stun Spore, Poisonpowder, Solarbeam (984 EXP.)
    Alakazam, level 50- Psybeam, Recover, Psychic, Reflect (1992 EXP.)
    Blastoise, level 53- Bite, Withdraw, Skull Bash, Hydro Pump (2409 EXP.)
    OR
    Pidgeot, level 47- Quick Attack, Whirlwind, Wing Attack, Agility (1731 EXP.)
    Rhyhorn, level 45- Stomp, Tail Whip, Fury Attack, Horn Drill (1300 EXP.)
    Gyarados, level 45- Bite, Dragon Rage, Leer, Hydro Pump (2062 EXP.)
    Growlithe, level 47- Ember, Leer, Take Down, Agility (916 EXP.)
    Alakazam, level 50- Psybeam, Recover, Psychic, Reflect (1992 EXP.)
    Venusaur, level 53- Vine Whip, Poisonpowder, Razor Leaf, Growth (2361 EXP.)
    OR
    Pidgeot, level 47- Quick Attack, Whirlwind, Wing Attack, Agility (1731 EXP.)
    Rhyhorn, level 45- Stomp, Tail Whip, Fury Attack, Horn Drill (1300 EXP.)
    Exeggcute, level 45- Leech Seed, Stun Spore, Poisonpowder, Solarbeam (945 EXP.)
    Gyarados, level 47- Bite, Dragon Rage, Leer, Hydro Pump (2109 EXP.)
    Alakazam, level 50- Psybeam, Recover, Psychic, Reflect (1992 EXP.)
    Charizard, level 53- Leer, Rage, Slash, Flamethrower (2385 EXP.)
    Yellow:
    Sandslash, level 47- Slash, Poison Sting, Swift, Fury Swipes (1641 EXP.)
    Exeggcute, level 45- Leech Seed, Stun Spore, Poisonpowder, Solarbeam (945 EXP.)
    Magneton, level 45- Sonicboom, Thundershock, Supersonic, Thunder Wave (1342 
    EXP.)
    Ninetales, level 47- Ember, Tail Whip, Quick Attack, Roar (1753 EXP.)
    Kadabra, level 50- Psybeam, Recover, Psychic, Reflect (1552 EXP.)
    Vaporeon, level 53- Aurora Beam, Haze, Acid Armor, Hydro Pump (2284 EXP.)
    OR
    Sandslash, level 47- Slash, Poison Sting, Swift, Fury Swipes (1641 EXP.)
    Exeggcute, level 45- Leech Seed, Stun Spore, Poisonpowder, Solarbeam (945 EXP.)
    Ninetales, level 45- Ember, Tail Whip, Quick Attack, Roar (1716 EXP.)
    Cloyster, level 47- Withdraw, Supersonic, Clamp, Aurora Beam (2044 EXP.)
    Kadabra, level 50- Psybeam, Recover, Psychic, Reflect (1552 EXP.)
    Jolteon, level 53- Pin Missile, Thunder Wave, Agility, Thunder (2236 EXP.)
    OR
    Sandslash, level 47- Slash, Poison Sting, Swift, Fury Swipes (1641 EXP.)
    Exeggcute, level 45- Leech Seed, Stun Spore, Poisonpowder, Solarbeam (945 EXP.)
    Cloyster, level 45- Withdraw, Supersonic, Clamp, Aurora Beam (1996 EXP.)
    Magneton, level 47- Thundershock, Supersonic, Thunder Wave, Swift (1398 EXP.)
    Kadabra, level 50- Psybeam, Recover, Psychic, Reflect (1552 EXP.)
    Flareon, level 53- Fire Spin, Smog, Leer, Flamethrower (2260 EXP.)
    
    	Gary's amazing versatility is a wonder to behold.  Almost
    every major type represented in his team, Gary can be tough to
    handle if your Pokemon are not well-rounded as well.  The only
    major difference between versions is his lead-off Pokemon: In
    Red/Blue, it's his Pidgeot, and in Yellow it's his Sandslash. 
    Both are actually easier to handle this time around because
    they've forgotten Sand-Attack.  After that you'll face a barrage
    of different types of Pokemon you need to individually analyze
    and exploit the weaknesses of.  In Red/Blue, it's Rock/Ground,
    Water, Grass, Fire, and Psychic-types, and in Yellow, it's 
    Grass, Water, Fire, Electric, and Psychic-types.  Use Water/Grass/Ice
    versus Rock, Electric/Grass versus Water, Fire/Ice versus Grass,
    Water/Ground/Rock versus Fire, Ground versus Electric, and 
    Normal attacks versus Psychic.
    	Gary is an excellent meter for yourself so you can judge 
    how prepared you are for the Pokemon League.  If you have a party of
    4-6 balanced Normal and Special-type Pokemon around level 50 at
    least, you're doing well.  If not, then keep going anyway,
    because the upcoming Victory Road offers a perfect chance to
    train up with the strong Wild Pokemon.
    	After the duel, you can now proceed west to the Pokemon
    League front gates!  What follows is walking through several
    areas, at eight stops giving the police officer your Badge, and
    then proceeding onward.  After the Rainbow Badge guard, you are
    made to cross the water where you can fish for powerful Pokemon,
    and near the exit are grasses full of other rare Pokemon and
    capturing opportunities.  Remember, with the Super Rod, you'll
    find more evolved Pokemon.
    
    ROUTE 23 Wild Pokemon:
    Land:
    Spearow- Very Common (R,B,Y)
    Fearow- Common (R,B,Y)
    Ekans- Very Common (R)
    Arbok- Common (R)
    Sandshrew- Very Common (B,Y)
    Sandslash- Common (B,Y)
    Nidoran(f)- Common (Y)
    Nidorina- Very Common (Y)
    Nidoran(m)- Common (Y)
    Nidorino- Very Common (Y)
    Mankey- Very Common (Y)
    Primeape- Rare (Y)
    Ditto- Very Common (R,B,Y)
    Water:
    Poliwag- Very Common (R,B,Y)
    Poliwhirl- Common (R,B,Y)
    Slowpoke- Common (R,B,Y)
    Slowbro- Rare (R,B,Y)
    Krabby- Very Common (R,B,Y)
    Kingler- Common (R,B,Y)
    Horsea- Common (R,B,Y)
    Seadra- Rare (R,B,Y)
    Goldeen- Common (R,B,Y)
    Seaking- Rare (R,B,Y)
    Magikarp- Very Common (R,B,Y)
    
    	The final guard stands right next to Victory Road entrance. 
    Give him the Earth Badge and he'll let you through.  Get 
    prepared for the toughest stretch of the game; make sure you've stocked 
    up on healing and restoration items!
    
    VICTORY ROAD Wild Pokemon:
    Zubat- Very Common (R,B,Y)
    Golbat- Common (R,B,Y)
    Venomoth- Common (R,B)
    Machop- Very Common (R,B,Y)
    Machoke- Common (R,B,Y)
    Geodude- Very Common (R,B,Y)
    Graveler- Common (R,B,Y)
    Onix- Common (R,B,Y)
    Marowak- Rare (R,B)
    
    	As you can see, Graveler and Machoke are two must-catches 
    in this area, as well as one more legendary Pokemon we'll discover
    later.  To begin with, you need to push that boulder you see all
    the way to the right onto a switch, which will unblock one of 
    the passageways.  Push the boulder one down, all the way right, two
    up, all the way right, two up, one right and one down.  Now go
    back to the left and walk on the now unblocked land mass to the
    right.  At the intersection, go to the right and follow the
    passageway up; there are a couple cool items here.  The one on
    the right is TM43:Sky Attack and the one on the left is a RARE
    CANDY.  You'll have to exit and re-enter the cave to get both
    items.  Head back to the intersection, go left and battle the
    trainer.  Be wary: There are strong trainers here!
    
    COOLTRAINER(f) $1540
    Persian, level 44- Bite, Pay Day, Screech, Fury Swipes (1395 EXP.)
    Ninetales, level 44- Ember, Tail Whip, Quick Attack, Roar (1677 EXP.)
    
    	Go past this trainer and up the passage to encounter 
    another one.
    
    COOLTRAINER(m) $1470 
    Ivysaur, level 42- Vine Whip, Poisonpowder, Razor Leaf, Growth (1269 EXP.)
    Wartortle, level 42- Water Gun, Bite, Withdraw, Skull Bash (1287 EXP.)
    Charmeleon, level 42- Leer, Rage, Slash, Flamethrower (1278 EXP.)
    Charizard, level 42- Ember, Leer, Rage, Slash (1881 EXP.)
    
    	Go up the ladder next to him to the 2nd floor.  Go south 
    and push this boulder one down, one left, one down, and left onto 
    the switch.  Head up onto the land mass and fight the trainer here.
    
    BLACKBELT $1075
    Machoke, level 43- Karate Chop, Low Kick, Leer, Focus Energy (1344 EXP.)
    Machop, level 43- Low Kick, Leer, Focus Energy, Seismic Toss (810 EXP.)
    Machoke, level 43- Karate Chop, Low Kick, Leer, Focus Energy (1344 EXP.)
    
    	Continue walking along the land mass to another trainer on
    your right.
    
    JUGGLER $1435
    Drowzee, level 41- Headbutt, Poison Gas, Psychic, Meditate (895 EXP.)
    Hypno, level 41- Confusion, Headbutt, Poison Gas, Psychic (1449 EXP.)
    Kadabra, level 41- Disable, Psybeam, Recover, Psychic (1273 EXP.)
    Kadabra, level 41- Disable, Psybeam, Recover, Psychic (1273 EXP.)
    
    	Exit the land mass south and walk right, then up along the
    right wall, left and battle the trainer in the middle of this
    small space.
    
    TAMER $1760
    Persian, level 44- Bite, Pay Day, Screech, Fury Swipes (1395 EXP.)
    Golduck, level 44- Scratch, Tail Whip, Disable, Confusion (1639 EXP.)
    
    	Take the FULL HEAL next to him then if you want you can go
    up and around the rock face to battle another trainer...
    
    JUGGLER $1680
    Mr. Mime, level 48- Light Screen, Doubleslap, Meditate, Substitute (1398 EXP.)
    
    	...and take TM17:Submission next to him.  Head back around
    the rock face and up the ladder in plain sight to the 3rd floor. 
    Battle the trainer northeast of this ladder.
    
    COOLTRAINER(m) $1505
    Exeggutor, level 43- Barrage, Hypnosis, Stomp (1953 EXP.)
    Cloyster, level 43- Withdraw, Supersonic, Clamp, Aurora Beam (1870 EXP.)
    Arcanine, level 43- Ember, Leer, Take Down, Agility (1962 EXP.)
    
    	The item next to him is a useful MAX REVIVE.  Ignoring the
    boulder, go all the way to the left north of the land mass. Take
    the ladder down in this little room to get to a secret area! 
    Battle the trainer here.
    
    POKeMANIAC $2000
    Charmeleon, level 40- Ember, Leer, Rage, Slash (1216 EXP.)
    Lapras, level 40- Mist, Body Slam, Confuse Ray, Ice Beam (1876 EXP.)
    Lickitung, level 40- Disable, Defense Curl, Slam, Screech (1087 EXP.)
    
    	To the right on the north wall is a GUARD SPEC., and more
    importantly, south of that is the third and final legendary bird
    Moltres!  Unlike the other two birds, it's not particularly
    helpful in the Pokemon League, but you should still capture it
    and add it to your collection.  It's just as hard to capture as
    Zapdos and Articuno, however, so make sure you brought some 
    Great Balls!  See the above strategies on how to get it.  Now return 
    to the other floor and head all the way back to the right where the
    boulder is.  Push the boulder two up and left to the wall, then
    stop and pick up TM47:Explosion to the south.  Push the boulder
    one down, four left, three down and one right onto the switch. 
    Again, return all the way to the right and now you can traverse
    the unblocked land mass to the left.  Fight the female trainer 
    in the way.  
    
    COOLTRAINER(f) $1505
    Parasect, level 43- Stun Spore, Leech Life, Spore, Slash (1179 EXP.)
    Dewgong, level 43- Headbutt, Growl, Aurora Beam (1621 EXP.)
    Chansey, level 43- Doubleslap, Sing, Growl, Minimize (2349 EXP.)
    
    	Follow the winding path southwest, then exit the land mass
    south and fight the couple of trainers to the east (if you still
    have the energy).  
    
    COOLTRAINER(m) $1505
    Kingler, level 43- Vicegrip, Guillotine, Stomp, Crabhammer (1897 EXP.)
    Tentacruel, level 43- Water Gun, Constrict, Barrier, Screech (1888 EXP.)
    Blastoise, level 43- Water Gun, Bite, Withdraw, Skull Bash (1935 EXP.)
     
    COOLTRAINER(f) $1505
    Bellsprout, level 43- Stun Spore, Acid, Razor Leaf, Slam (774 EXP.)
    Weepinbell, level 43- Sleep Powder, Stun Spore, Acid, Razor Leaf (1390 EXP.)
    Victreebel, level 43- Vine Whip, Growth, Wrap, Poisonpowder (1759 EXP.)
    
    	Head all the way east past them, hugging the south wall,
    until you come next to a boulder next to a hole.  Just as you 
    did at Seafoam, push in the boulder and fall in after it, then push
    it all the way left right onto the switch.  There's TM05:Mega
    Kick above the switch, by the way.  Now the land mass is
    unblocked and the exit is clear!  Take the newly accessible
    ladder up in this room, take the ladder in the next room down,
    and you've finally escaped Victory Road.  
    	Go around the structure and to the north, and you'll find 
    an area full of little statues.  This is Indigo Plateau.  Make your
    way up through them and into the building.
    
    Indigo Plateau Poke Mart:
    Ultra Ball- $1200
    Great Ball- $600
    Full Restore- $3000
    Max Potion- $2500
    Full Heal- $600
    Revive- $1500
    Max Repel- $700
    
    	This is it; you've finally reached the greatest challenge 
    in the Pokemon world: The Elite Four.  Your goal to become Champion
    of Kanto is to defeat the Elite Four in order, one by one; but 
    if you lose, you have to start all over again (unless you save
    before each battle!).  You also cannot heal your Pokemon (except
    by items) in between battles.  Each of the Elite Four use a main
    single type of Pokemon, but they are mostly rather obscure types
    you probably haven't seen much of as of yet.  First things 
    first: Check out the Poke Mart on the left side of the building; it 
    has the best selection of healing items in Kanto.  After that, you
    should be well-enough prepared by now.  If you examined your
    Pokemon thoroughly after your last bout with Gary, you should
    have found the weaknesses in your team that needed to be
    corrected.
    	If you're having huge problems with the Elite Four and you
    just can't beat them all no matter how hard you try, you have
    some issues with your team you need to straighten out.  If your
    team of Pokemon is lower than around level 50, then you haven't
    been doing enough battling and you need to train more in Victory
    Road.  Your team also may not be well balanced- Electric,
    Psychic, Ground, and Ice-types are the best Pokemon types to use
    versus the Elite Four.  You can fill in the Electric and Ice
    slots easily with Zapdos and Articuno; for Psychic, the best
    thing to do is to raise up a Kadabra/Alakazam, and you can level
    up a Dugtrio from Diglett's Cave.  A high-leveled team with 
    those Pokemon can rip through the Elite Four in a hurry.  If you've
    saved any PP Ups, Elixers or Max Elixers from the past journeys by 
    placing them in your PC, now is a good time to put them back in your 
    inventory. When you're prepared, enter the chamber to begin your 
    battle against the first member of the Elite Four: Lorelei.
    
    ELITE Lorelei (uses Super Potion) $5544
    Red/Blue: 
    Dewgong, level 54- Growl, Aurora Beam, Rest, Take Down (2035 EXP.)
    Cloyster, level 53- Supersonic, Clamp, Aurora Beam, Spike Cannon (2305 EXP.)
    Slowbro, level 54- Growl, Water Gun, Withdraw, Amnesia (1897 EXP.)
    Jynx, level 56- Doubleslap, Ice Punch, Body Slam, Thrash (1644 EXP.)
    Lapras, level 56- Body Slam, Confuse Ray, Blizzard, Hydro Pump (2628 EXP.)
    Yellow:
    Dewgong, level 54- Bubblebeam, Aurora Beam, Rest, Take Down (2035 EXP.)
    Cloyster, level 53- Supersonic, Clamp, Ice Beam, Spike Cannon (2305 EXP.)
    Slowbro, level 54- Surf, Withdraw, Amnesia, Psychic (1897 EXP.)
    Jynx, level 56- Lovely Kiss, Doubleslap, Ice Punch, Thrash (1644 EXP.)
    Lapras, level 56- Body Slam, Confuse Ray, Blizzard, Hydro Pump (2628 EXP.)
    
    	Lorelei, as you can see, is the Ice Master of the Elite
    Four.  All of her Pokemon are part Ice-however, they also all
    (except Jynx) share a Water type.  This means Electric types
    really shine against her party, and they are your best option to
    use against her.  Any team without an Electric-type will really
    have a tough time ahead, especially due to the Freezing powers 
    of her Cloyster, Jynx, and Lapras.  If your Pokemon is frozen, it
    can't move- it can't do anything.  So if you don't have any Full
    Restores or Full Heals with you and a Pokemon gets frozen, 
    you'll pretty much have to restart.
    	In all of the Elite Four matches, they use the same Pokemon
    in all three versions but their movesets are upgraded in Yellow
    to make the battles more difficult.  Dewgong, her leadoff
    Pokemon, isn't a major threat.  It uses Rest to annoy you and
    refill its health, but you should take that opportunity to pound
    it into oblivion while it's sleeping.  The Cloyster can be 
    easier or more difficult, depending on if you have an Electric-type 
    with you.  Its Special is very low, so almost any Electric-type 
    attack will KO it in one hit.  Don't try to take it down with normal
    attacks; its Defense is too high for that.  Also in Yellow,
    Cloyster has an added threat of Freezing your Pokemon.  In
    Red/Blue, the Slowbro won't do much, but in Yellow it's a 
    Special monster.  Its Amnesia raises its Special stat very high,
    making it not only difficult to take out with Special attacks but 
    also makes its Surf and Psychic attacks very powerful.  Speed is
    necessary versus Slowbro here.  Jynx is Lorelei's most fragile
    Pokemon, and you can take it out with almost any of your 
    Pokemon, but you should still be cautious of its freezing Ice Punch.  
    If it puts you to sleep, play the Poke Flute to wake your Pokemon
    up.  Lapras is a beast, with both Blizzard and Hydro Pump
    attacks.  If a Pokemon gets nailed by Blizzard in most cases it
    faints, so using Pokemon resistant to those attacks and 
    Electric- types is again necessary.  Don't be afraid to sacrifice a 
    Pokemon as long as you brought along some Revives.  Whatever you do,
    don't use Grass, Ground, Flying, or Dragon types!  Those units
    will be very much more susceptible to freezing.
    	One down, three more to go.  Enter the door that opens to
    find yourself in a boulder-filled room with the second Elite 
    Four member, Bruno.  Save and start Battle 2.
    
    ELITE Bruno (uses X Defend) $5742
    Red/Blue: 
    Onix, level 53- Rock Throw, Rage, Slam, Harden (1225 EXP.)
    Hitmonchan, level 55- Ice Punch, Thunderpunch, Mega Punch, Counter (1650 EXP.)
    Hitmonlee, level 55- Jump Kick, Focus Energy, Hi Jump Kick, Mega Kick (1638 
    EXP.)
    Onix, level 56- Rock Throw, Rage, Slam, Harden (1296 EXP.)
    Machamp, level 58- Leer, Focus Energy, Fissure, Submission (2398 EXP.)
    Yellow:
    Onix, level 53- Screech, Dig, Slam, Rock Slide (1225 EXP.)
    Hitmonchan, level 55- Fire Punch, Ice Punch, Thunderpunch, Double Team (1650 
    EXP.)
    Hitmonlee, level 55- Double Kick, Double Team, Hi Jump Kick, Mega Kick (1638 
    EXP.)
    Onix, level 56- Screech, Earthquake, Slam, Rock Slide (1296 EXP.)
    Machamp, level 58- Karate Chop, Leer, Strength, Submission (2398 EXP.)
    
    	Bruno, the Fighting Master, follows a pretty simple
    strategy: Beef up his own Pokemon with X Defend and other
    defensive moves, lower yours, and then finally attack.  Unless
    you let him build up his strength that much, Bruno should be
    easier to defeat than Lorelei.  
    	Bruno uses two Onix and three Fighting-types in his party. 
    Both of the Onix, particularly in Red/Blue, are very simple to
    defeat with any Water, Grass, or Ice attack, or even most super-
    effective physical attacks due to its low HP.  In Yellow, don't
    let his Onix use Screech without knocking it out right
    afterwards; an Earthquake or Rock Slide really hurts when that
    happens!  Hitmonchan and Hitmonlee are two sub-par Fighting-
    types; Hitmonchan has a good variety but hardly any attack 
    power, and Hitmonlee has low Defense.  Machamp can be very dangerous
    with Submission if your Pokemon have lowered Defense, but
    fortunately it's too slow for Fissure to be effective.  Any
    Flying-type on your team with Fly can easily decimate Bruno's
    Fighting-types and render most of his attacks pretty 
    ineffective; and a Psychic-type such as Kadabra or Hypno works just as 
    well if not better.  Just prevent him from using one of his startlingly
    powerful attacks on one of your weaker Pokemon, and you should 
    be fine.
    	You're now halfway through the Elite Four.  Enter through
    the door past Bruno into a grave-filled room.  Can you guess the
    specialty of Agatha, the third Elite Four member?
    
    ELITE Agatha (uses Super Potion) $5940
    Red/Blue:
    Gengar, level 56- Confuse Ray, Night Shade, Hypnosis, Dream Eater (2280 EXP.)
    Golbat, level 56- Supersonic, Confuse Ray, Wing Attack, Haze (2052 EXP.)
    Haunter, level 55- Confuse Ray, Night Shade, Hypnosis, Dream Eater (1485 EXP.)
    Arbok, level 58- Bite, Glare, Screech, Acid (1827 EXP.)
    Gengar, level 60- Confuse Ray, Night Shade, Toxic, Dream Eater (2442 EXP.)
    Yellow:
    Gengar, level 56- Lick, Confuse Ray, Mega Drain, Substitute (2280 EXP.)
    Golbat, level 56- Leech Life, Supersonic, Toxic, Wing Attack (2052 EXP.)
    Haunter, level 55- Lick, Confuse Ray, Hypnosis, Dream Eater 1485 EXP.)
    Arbok, level 58- Wrap, Glare, Screech, Acid (1827 EXP.)
    Gengar, level 60- Confuse Ray, Psychic, Hypnosis, Dream Eater (2442 EXP.)
    
    	The Ghost Master of the Elite Four uses very different
    methods of fainting your Pokemon than the others.  Instead of
    inflicting direct damage, most of the time she'll prefer to 
    first confuse your Pokemon with Confuse Ray, then either put them 
    to sleep and attack with Dream Eater (most common), paralyze with
    Lick, or poison with Toxic.  To battle her effectively you need
    to realize the importance of switching your lead Pokemon when it
    gets confused; you can't afford to take the risk of damaging
    yourself most of the time.  If a Pokemon gets poisoned don't
    worry about it, but if it gets paralyzed make sure to cure it
    with Full Heal or Full Restore.  Using the Poke Flute to awaken 
    a sleeping Pokemon can also be a lifesaver.
    	Agatha uses three Ghost types- remember, you can't damage
    them with any Normal or Fighting-type attacks, but besides that,
    anything is fair game.  Because all of Agatha's Pokemon are part
    Poison-type, a Psychic-type can sweep this team quickly, but
    besides that you may need some help.  Attack the ghosts with
    physical attacks more often because they have low Defense;
    Earthquake and Dig are particularly dangerous.  The Golbat acts
    similarly to the Ghosts but is easier to take out; use any Ice,
    Electric, Rock, or Psychic attack to take it out.  The Arbok is
    hardly a threat except for the possibility of it messing up your
    Pokemon with Screech, Glare and Wrap.  Again, speed is your best
    friend.  Lastly, don't forget in Yellow about that second
    Gengar's Psychic attack!
    	After the battle your Pokemon may or may not be severely
    damaged by now; heal any injuries you've sustained from the last
    few battles, make sure your PP gauges are in decent condition,
    and enter the next room.  Walk down the corridor to battle the
    final Elite Four member: Dragon Master Lance!
    
    ELITE Lance (uses Hyper Potion) $6138
    Red/Blue:
    Gyarados, level 58- Dragon Rage, Leer, Hydro Pump, Hyper Beam (2659 EXP.)
    Dragonair, level 56- Agility, Slam, Dragon Rage, Hyper Beam (1728 EXP.)
    Dragonair, level 56- Agility, Slam, Dragon Rage, Hyper Beam (1728 EXP.)
    Aerodactyl, level 60- Supersonic, Bite, Take Down, Hyper Beam (2596 EXP.)
    Dragonite, level 62- Agility, Slam, Barrier, Hyper Beam (2895 EXP.)
    Yellow:
    Gyarados, level 58- Dragon Rage, Leer, Hydro Pump, Hyper Beam (2659 EXP.)
    Dragonair, level 56- Thunder Wave, Slam, Thunderbolt, Hyper Beam (1728 EXP.)
    Dragonair, level 56- Wrap, Bubblebeam, Ice Beam, Hyper Beam (1728 EXP.)
    Aerodactyl, level 60- Wing Attack, Swift, Fly, Hyper Beam (2596 EXP.)
    Dragonite, level 62- Blizzard, Thunder, Fire Blast, Hyper Beam (2895 EXP.)
    
    
    
    	Dragons are certainly a type you haven't seen much of at
    all- these mythical beasts have many type resistances, but one
    big weakness: Ice!  If you have a surviving Pokemon in your team
    with Ice Beam or Blizzard, you've pretty much got this battle
    under your belt.  If not, you've got a tough battle ahead.  All
    of Lance's Pokemon naturally know Hyper Beam- the strongest
    attack in the Pokemon world outside of Selfdestruct and
    Explosion; however, it takes them a complete turn to recharge 
    the attack, giving you two chances to strike back if you survive the
    strike.  Lance also uses Hyper Potion to refill his Pokemon's
    health; a way around this is to use a less damaging move first,
    then attack with a powerful one to knock it out.
    	Gyarados, the leadoff Pokemon, isn't weak to Ice, but
    severely weak to Electric.  If you don't have any Electric
    attacks, use your most powerful special attack.  The two
    Dragonites have thankfully weak Hyper Beams and are easy to take
    down in Red/Blue, but they mix it up a little bit in Yellow. 
    Make sure to remember that the first Dragonite knows Thunderbolt
    and the second Dragonite knows Bubblebeam and Ice Beam so you
    don't get caught in a bad match and accidentally lose a Pokemon. 
    Lance's Aerodactyl is lightning-fast and will most often get the
    first strike, but fortunately it doesn't know Earthquake or Rock
    Slide so it can't do a whole lot of damage.  It is also severely
    weak to Ice, and has weaknesses to Water and Electric also.  The
    Dragonite has an insanely powerful Hyper Beam that can knock out
    almost any of your units, and is the biggest threat on Lance's
    team unless you can use an Ice attack to quickly dispose of it. 
    In Yellow, Dragonite knows the three most powerful elemental
    attacks, so all you can do is go blitzkrieg against it to knock
    it out in the fastest possible way.  Overall, high-Defense
    Pokemon are your friends in this battle, because they should be
    able to withstand Lance's Hyper Beams with ease and knock them
    out while they're recharging.
    	You've finally defeated the Elite Four and become Champion! 
    Or so it seems.  What's that?  Oh no, Lance tells you that
    someone else defeated him and became Champion before you did and
    you have to beat him before you can claim the title yourself! 
    Who is this person?  Enter the next room to see..  (Save your
    game beforehand!)
    
    CHAMPION Gary (uses Full Restore) $6435
    Red/Blue:
    Pidgeot, level 61- Whirlwind, Wing Attack, Sky Attack, Mirror Move (2247 EXP.)
    Alakazam, level 59- Psybeam, Recover, Psychic, Reflect (2350 EXP.)
    Rhydon, level 61- Tail Whip, Fury Attack, Horn Drill, Leer (2665 EXP.)
    Arcanine, level 61- Roar, Ember, Leer, Take Down (2842 EXP.)
    Exeggutor, level 63- Barrage, Hypnosis, Stomp (2805 EXP.)
    Blastoise, level 65- Bite, Withdraw, Blizzard, Hydro Pump (2944 EXP.)
    OR
    Pidgeot, level 61- Whirlwind, Wing Attack, Sky Attack, Mirror Move (2247 EXP.)
    Alakazam, level 59- Psybeam, Recover, Psychic, Reflect (2350 EXP.)
    Rhydon, level 61- Tail Whip, Fury Attack, Horn Drill, Leer (2665 EXP.)
    Gyarados, level 61- Dragon Rage, Leer, Hydro Pump, Hyper Beam (2796 EXP.)
    Arcanine, level 63- Roar, Ember, Leer, Take Down (2875 EXP.)
    Venusaur, level 65- Razor Leaf, Growth, Mega Drain, Solarbeam (2896 EXP.)
    OR
    Pidgeot, level 61- Whirlwind, Wing Attack, Sky Attack, Mirror Move (2247 EXP.)
    Alakazam, level 59- Psybeam, Recover, Psychic, Reflect (2350 EXP.)
    Rhydon, level 61- Tail Whip, Fury Attack, Horn Drill, Leer (2665 EXP.)
    Exeggutor, level 61- Barrage, Hypnosis, Stomp (2770 EXP.)
    Gyarados, level 63- Dragon Rage, Leer, Hydro Pump, Hyper Beam (2826 EXP.)
    Charizard, level 65- Rage, Slash, Fire Blast, Fire Spin (2920 EXP.)
    Yellow:
    Sandslash, level 61- Slash, Poison Sting, Earthquake, Fury Swipes (2130 EXP.)
    Alakazam, level 59- Kinesis, Psybeam, Recover, Pyschic (2350 EXP.)
    Exeggutor, level 61- Barrage, Hypnosis, Stomp, Leech Seed (2770 EXP.)
    Ninetales, level 61- Tail Whip, Quick Attack, Confuse Ray, Fire Spin (2369 EXP.)
    Magneton, level 63- Thunderbolt, Thunder Wave, Swift, Screech (2052 EXP.)
    Vaporeon, level 65- Quick Attack, Aurora Beam, Haze, Hydro Pump (2791 EXP.)
    OR
    Sandslash, level 61- Slash, Poison Sting, Earthquake, Fury Swipes (2130 EXP.)
    Alakazam, level 59- Kinesis, Psybeam, Recover, Pyschic (2350 EXP.)
    Exeggutor, level 61- Barrage, Hypnosis, Stomp, Leech Seed (2770 EXP.)
    Cloyster, level 61- Clamp, Aurora Beam, Ice Beam, Spike Cannon (2653 EXP.)
    Ninetales, level 63- Tail Whip, Quick Attack, Confuse Ray, Fire Spin (2403 EXP.)
    Jolteon, level 65- Quick Attack, Pin Missile, Thunder Wave, Thunder (2743 EXP.)
    OR
    Sandslash, level 61- Slash, Poison Sting, Earthquake, Fury Swipes (2130 EXP.)
    Alakazam, level 59- Kinesis, Psybeam, Recover, Pyschic (2350 EXP.)
    Exeggutor, level 61- Barrage, Hypnosis, Stomp, Leech Seed (2770 EXP.)
    Magneton, level 61- Thunderbolt, Thunder Wave, Swift, Screech (2011 EXP.)
    Cloyster, level 63- Clamp, Aurora Beam, Ice Beam, Spike Cannon (2698 EXP.)
    Flareon, level 65- Quick Attack, Fire Spin, Smog, Flamethrower (2767 EXP.)
    
    	Gary, the one who has been your Rival the entire game, is
    primed for one final showdown between yours and his Pokemon.  
    Who will win?  You, if you've trained your Pokemon properly.  In
    Red/Blue, Gary leads off with his trademark Pidgeot, which
    thankfully still doesn't have Sand-Attack.  Use any of your
    Electric or Ice attacks to take it down, or any physical Pokemon
    in general.  Alakazam can be very deadly if it uses Reflect to
    bolster its Defense; its Psychic attack is extremely strong. 
    Send out your fastest physical Pokemon and use your best 
    physical attack: Earthquake, Drill Peck, Body Slam, etc.  Don't be 
    afraid to sacrifice one of you Pokemon if you have to.  Rhydon is much
    easier to handle; it doesn't attack except for Fury Attack, and
    can be fainted using any Water, Grass, or Ice attack.  After
    Gary's first three Pokemon, his team changes depending on his
    starter and your knowledge of types comes into play.  Use Fire,
    Ice or Flying attacks against Exeggutor and Venusaur; Electric
    and Grass attacks against his Gyarados and Blastoise; and Water,
    Rock or Ground against his Arcanine and Charizard.  Of them all,
    the Pokemon with the most serious threats are Blastoise
    (Blizzard, Hydro Pump), Gyarados (Hydro Pump, Hyper Beam), and
    Charizard (Fire Blast).  Don't play conservatively, don't hold
    anything back, come at Gary with full force and you should come
    out the winner.
    	In Yellow, it's his Sandslash leading off again, and it has
    a nasty Earthquake attack waiting to knock out one of your 
    weaker Pokemon.  Knock it out with a good Water, Ice, or Grass attack. 
    The Alakazam here isn't as strong as in the Red/Blue versions,
    because it has no Reflect.  Easily take it out with your best
    physical attacks.  Exeggutor doesn't know any powerful attacks,
    but it can still wear down your Pokemon with Hypnosis and Leech
    Seed.  Wake up your Pokemon with the Poke Flute if it gets on
    your nerves.  Again the last three Pokemon vary depending on
    Gary's starter; however, you will always face Water, Fire, and
    Electric types.  Use Electric and Grass attacks against Cloyster
    and Vaporeon, Water, Rock or Ground attacks against Ninetales 
    and Flareon, and Ground attacks against Magneton and Jolteon.  Watch
    out for Cloyster's Ice Beam if you're attacking it with a Grass
    type.  Vaporeon, Jolteon and Flareon all have lousy Defense, so
    keep that in mind if you're having trouble.  As stated before, use 
    all your strength against Gary, because this is truly the final
    battle. 
    	When you defeat him, you become Pokemon League Champion! 
    Professor Oak walks in and leads you to the final chamber, where
    all the Pokemon in your party are inducted into the Hall of 
    Fame. You get to have your Pokedex rated by Oak, and your Trainer 
    stats are displayed.  The credits roll past, and the words "THE END"
    appear on the screen.  Don't let that fool you.  This game is 
    far from over.  
    
    
    
    
    
    
    ________________________________________________________________
    	11. Beyond
    	Defeating the Elite Four, first of all, gives you access to
    the Unknown Dungeon hidden around Cerulean City.  In it are wild
    Pokemon much stronger than you've seen before, as well as the
    ultimate Pokemon in the game: Mewtwo.  This makes it not only an
    excellent place to train, but also a place where you can capture
    many evolved Pokemon.  Bring as many Great Balls as you can hold
    whenever you venture into the Unknown Dungeon, as well as your
    best Pokemon.
    	To access it, head over to Cerulean City, up Nugget Bridge,
    and then to the left.  Surf down this river to the south and
    you'll find a cave.  Earlier this would have been blocked by a
    trainer, but you have nothing holding you back now.
    
    UNKNOWN DUNGEON Wild Pokemon:
    Land:
    Arbok- Very Common (R)
    Raichu- Common (R,B)
    Sandslash- Very Common (B,Y)
    Wigglytuff- Rare (R,B)
    Golbat- Very Common (R,B,Y)
    Gloom- Common (Y)
    Parasect- Very Common (R,B,Y)
    Venomoth- Common (R,B,Y)
    Weepinbell- Common (Y)
    Kadabra- Very Common (R,B)
    Graveler- Common (Y)
    Magneton- Common (R,B,Y)
    Dodrio- Common (R,B)
    Hypno- Common (R,B)
    Electrode- Common (R,B,Y)
    Marowak- Common (R,B)
    Lickitung- Common (Y)
    Rhyhorn- Very Common (Y)
    Rhydon- Common (R,B,Y)
    Chansey- Rare (R,B,Y)
    Ditto- Very Common (R,B,Y)
    Water:
    Poliwag- Very Common (R,B,Y)
    Poliwhirl- Common (R,B,Y)
    Slowpoke- Very Common (R,B,Y)
    Slowbro- Common (R,B,Y)
    Krabby- Very Common (R,B,Y)
    Kingler- Common (R,B,Y)
    Horsea- Very Common (R,B,Y)
    Seadra- Common (R,B,Y)
    Goldeen- Very Common (R,B,Y)
    Seaking- Common (R,B,Y)
    Magikarp- Very Common (R,B,Y)
    
    	The Unknown Dungeon has a completely different layout
    between Red/Blue and Yellow, so I will divide this section of 
    the walkthru into two parts.  In all versions, be sure to explore 
    all new areas thoroughly for new Pokemon, and fish around in the
    water for plenty of evolved Water-types.
    
    RED/BLUE: Go up the path and ignore the first ladder, then Surf
    around and take the ladder to the north.  On this floor there are
    a bunch of winding paths, but all you can do here is go south 
    and grab the PP UP on the right.  Take the same ladder back down to
    the first floor.  Surf to the left (the item on the single dry
    space is a MAX ELIXER).  The path splits off again with a water
    path to the southwest and a land mass to the north.  There's a
    NUGGET on the land mass and a ladder which leads to the 2nd
    floor; follow the path, get the FULL RESTORE and keep going to
    reach the next ladder.  If you took the water path at the
    intersection, it leads to another FULL RESTORE but ends up at 
    the same spot, so it's a sort of shortcut.  Where the two paths meet
    up, head south, left against the wall and up the ladder.  Again
    in the 2nd floor, follow the path right, down, left picking up 
    an ULTRA BALL, then up finally to get to the ladder.  Take it down,
    then take the following ladder down to get to the bottom floor. 
    Wild Pokemon levels grow seriously high here.  From here, go all
    the way right to get a MAX REVIVE.  Now go back and take the
    obvious winding path to another platform above some water.  Take
    the ULTRA BALL on it and zig-zag through the water and land to
    get to Mewtwo's platform in the southeast corner!
    
    YELLOW: Begin by Surfing to the left from the entrance.  Where a
    path branches off north, you can get a MAX ELIXER.  Surf all the
    way left then take the ladder up to the 2nd floor maze.  Follow
    the northeast path to get an ULTRA BALL, then go down the
    southeast path until it branches off north and south.  Take the
    north path for a MAX REVIVE, and both paths meet up at the same
    place.  Head up and take the ladder down.  Surf southeast for a
    RARE CANDY, then go back and get the ULTRA BALL on the platform. 
    Head south and around to take the next ladder up.  Where the 
    path splits, take the north path for a FULL RESTORE, and the other
    path goes down and then up against the east wall to the next
    ladder.  Go southeast for a MAX REVIVE, then follow the path all
    the way left to get to the 2nd floor maze yet again.  Go left;
    there's a RARE CANDY to the south and the next ladder to the
    north.  Take the next ladder down to get to the bottom floor. 
    Follow the winding path until it splits; get the MAX ELIXER to
    
    the east and then go down the other path.  Where it meets a
    river, you can get both a MAX REVIVE and an ULTRA BALL on the
    platform to the left, and if you Surf to the right you'll get to
    another winding path.  In the northeast corner is another ULTRA
    BALL and in the southeast corner is Mewtwo's platform.
    
    	Mewtwo is the strongest Pokemon in the game; a deadly
    Psychic-type with insane stats and very difficult to catch. 
    Indeed, if you've saved your Master Ball for this moment, use it
    now because you most likely won't have a better need for it.  If
    you used it on a legendary bird like Articuno, though, do not
    despair; it is not impossible to catch using conventional
    methods.  The best way is by sending out your Articuno (or your
    strongest Water/Ice-type Pokemon), use Ice Beam or Blizzard, and
    hope it freezes him.  If Mewtwo is frozen, he can't move a
    muscle, so he'll be easy to catch now with Great Balls.  If you
    can't freeze him, you can try for paralysis or sleep, but it'll
    be much harder.  Also be sure to lower his health as much as you
    can before you start throwing balls, so your chances are best.  
    Remember, as long as you've saved beforehand, you can keep 
    trying as much as you want.
    	After you catch him, the most powerful Pokemon of all is in
    your hands!  Have some fun testing him out against the Elite 
    Four if you want.
    
    	You now have explored every area of Kanto.  The Elite Four
    is always open to your challenge so you can continue battling
    them earning cash and experience as often as you like.  Your 
    main quest now, of course, becomes capturing all 150 Pokemon and
    building a competitive battling team!  To enter the world of
    competitive battling (which uncovers the true depth and beauty 
    of the Pokemon game) see section D.  You should have a substantial
    collection by now if you've been slowly capturing them 
    throughout the game, according to the Wild Pokemon charts.  Need some 
    help getting those you missed?  See section C for complete charts on
    both locations of every catchable Pokemon and evolution
    requirements.
    	Now if you're playing only one version, it's obviously
    impossible to obtain all 150 Pokemon for your Pokedex, due to
    version-exclusives, one-time-only event Pokemon
    (Bulbasaur/Charmander/Squirtle, Hitmonlee/Hitmonchan,
    Vaporeon/Jolteon/Flareon, and Omanyte/Kabuto), plus four Pokemon
    that only evolve by trading.  This makes for a possibility of 
    125 obtainable Pokemon in Red and Blue and 129 obtainable Pokemon in
    Yellow.  Of course, to complete your collection, you will need 
    to hook up with as many friends as you can and start some trades!
    
    
    
    
    
    
    
    
    ################################################################
    C. Charts, Lists, and Glitches
    ________________________________________________________________
    	1. Type Compatibility Chart
    
    Key: + = 2x damage, - = 1/2 damage, X = no effect ... = normal
       Nr:Fi:Wa:Gr:El:Ic:Fg:Po:Gd:Fl:Ps:Bu:Rk:Gh:Dr:
    Nr:.....................................-.....X
    Fi:...-...-..+.....+....................-.....- 
    Wa:...+...-..-.....-........+...........+.....-
    Gr:...-...+..-...........-..+..-.....-..+.....- 
    El:.......+..-..-...........X..+..............- 
    Ic:...-...-..+.....-........+..+..............+
    Fg:.+..............+.....-.....-..-.....+..X...  
    Po:..........+...........-..-........+..-..-...
    Gd:...+......-..+........+.....X.....-..+......  
    Fl:..........+..-....+...............+..-...... 
    Ps:..................+...+........-............ 
    Bu:...-......+.......-...-.....-..+........-...
    Rk:...+............+.-......-..+.....+.........  
    Gh:.X.............................+........+...
    Dr:...........................................+
    
    
    
                                  
    ________________________________________________________________
    	2. TM/HM Locations
    	
    TM01:Mega Punch- Mt. Moon, Celadon Dept. Store ($3000)
    TM02:Razor Wind- Team Rocket Hideout, Celadon Dept. Store ($2000)
    TM03:Swords Dance- Silph Co.
    TM04:Whirlwind- Route 4
    TM05:Mega Kick- Celadon Dept. Store ($3000)
    TM06:Toxic- Fuchsia Gym
    TM07:Horn Drill- Team Rocket Hideout, Celadon Dept. Store ($2000)
    TM08:Body Slam- S.S.Anne
    TM09:Take Down- Silph Co., Celadon Dept. Store ($3000)
    TM10:Double-Edge- Team Rocket Hideout
    TM11:Bubblebeam- Cerulean Gym
    TM12:Water Gun- Mt. Moon
    TM13:Ice Beam- Celadon Dept. Store Rooftop Square
    TM14:Blizzard- Pokemon Mansion
    TM15:Hyper Beam- Celadon Game Corner (5500 coins)
    TM16:Pay Day- Route 12
    TM17:Submission- Celadon Dept. Store ($3000)
    TM18:Counter- Celadon Dept. Store 3rd Floor
    TM19:Seismic Toss- Route 25
    TM20:Rage- Route 15
    TM21:Mega Drain- Celadon Gym
    TM22:Solarbeam- Pokemon Mansion
    TM23:Dragon Rage- Celadon Game Corner (3300 coins)
    TM24:Thunderbolt- Vermilion Gym
    TM25:Thunder- Power Plant
    TM26:Earthquake- Silph Co.
    TM27:Fissure- Viridian Gym
    TM28:Dig- Cerulean City
    TM29:Psychic- Saffron City
    TM30:Teleport- Route 9
    TM31:Mimic- Saffron City
    TM32:Double Team- Safari Zone, Celadon Dept. Store ($1000)
    TM33:Reflect- Power Plant, Celadon Dept. Store ($1000)
    TM34:Bide- Pewter Gym
    TM35:Metronome- Cinnabar Lab
    TM36:Selfdestruct- Silph Co.
    TM37:Egg Bomb- Safari Zone, Celadon Dept. Store ($2000)
    TM38:Fire Blast- Cinnabar Gym
    TM39:Swift- Route 12
    TM40:Skull Bash- Safari Zone
    TM41:Softboiled- Celadon City
    TM42:Dream Eater- Viridian City
    TM43:Sky Attack- Victory Road
    TM44:Rest- S.S.Anne
    TM45:Thunder Wave- Route 24
    TM46:Psywave- Saffron Gym
    TM47:Explosion- Victory Road
    TM48:Rock Slide- Celadon Dept. Store Rooftop Square
    TM49:Tri Attack- Celadon Dept. Store Rooftop Square
    TM50:Substitute- Celadon Game Corner (7700 coins)
    HM01:Cut- S.S.Anne
    HM02:Fly- Route 12
    HM03:Surf- Safari Zone
    HM04:Strength- Fuchsia City
    HM05:Flash- Route 2
    
    
    
    
    
    _________________________________________________________________
    	3. Pokemon Locations 
    
    Bulbasaur- (Red/Blue: Prof. Oak in Pallet Town; Yellow: Cerulean City house)
    Charmander- (Red/Blue: Prof. Oak in Pallet Town; Yellow: Route 24 trainer)
    Squirtle- (Red/Blue: Prof. Oak in Pallet Town; Yellow: Vermilion City police 
    	officer)
    Caterpie- (Red/Blue: Viridian Forest, Routes 2, 24, and 25; Yellow: Viridian 
    	Forest)
    Metapod- (Red/Blue: Viridian Forest, Routes 2, 24, and 25; Yellow: Viridian 
    	Forest)
    Weedle- (Red/Blue: Viridian Forest, Routes 2, 24, and 25)
    Kakuna- (Red/Blue: Viridian Forest, Routes 2, 24, and 25)
    Pidgey- (Red/Blue: Routes 1, 2, 3, 5, 6, 7, 8, 12, 13, 14, 15, 24, and 25; 
    	Yellow: Routes 1, 2, 3, 5, 6, 7, 8, 11, 12, 13, 14, 15, 24, and 25)
    Pidgeotto- (Red/Blue: Routes 12, 13, 14, 15, and 21; Yellow: Viridian Forest, 
    	Routes 5, 6, 7, 8, 11, 12, 13, 14, 15, 21, 24, and 25)
    Rattata- (Red/Blue: Routes 1, 2, 4, 9, 10, 16, 17, 18, 21, and 22; Yellow: 
    	Pokemon Mansion, Routes 1, 2, 3, 4, 7, 8, 9, 10, 11, 16, 17, 18, 21, and 
    	22)
    Raticate- (Red/Blue: Routes 16, 17, 18, and 21; Yellow: Pokemon Mansion, Routes 
    	9, 11, 16, 17, 18, and 21)
    Spearow- (Red/Blue: Routes 3, 4, 9, 10, 11, 16, 17, 18, 22, and 23; Yellow: 
    	Routes 3, 4, 9, 10, 16, 17, 18, 22, and 23)
    Fearow- (Red/Blue: Routes 16, 17, 18, and 23; Yellow: 9, 16, 17, 18, and 23)
    Ekans- (Red: Routes 4, 8, 9, 11, and 23)
    Arbok- (Red: Unknown Dungeon, Route 23)
    Pikachu- (Red/Blue: Viridian Forest and Power Plant; Yellow: Prof. Oak in 
    Pallet Town)
    Raichu- (Red/Blue: Power Plant and Unknown Dungeon)
    Sandshrew- (Blue/Yellow: Routes 4, 8, 9, 11, and 23)
    Sandslash- (Blue/Yellow: Unknown Dungeon, Route 23)
    Nidoran(f)- (Red/Blue: Safari Zone, Route 22; Yellow: Safari Zone, Routes 2, 9, 
    	10, 22, and 23)
    Nidorina- (Red: Safari Zone, Coin Exchange; Blue: Safari Zone; Yellow: Safari 
    	Zone, Route 23)
    Nidoran(m)- (Red/Blue: Safari Zone, Route 22; Yellow: Safari Zone, Routes 2, 9, 
    	10, 22, and 23)
    Nidorino- (Red: Safari Zone; Blue: Safari Zone, Coin Exchange; Yellow: Safari 
    	Zone, Route 23)
    Clefairy- (Red/Blue: Mt. Moon, Coin Exchange; Yellow: Mt. Moon)
    Vulpix- (Blue: Pokemon Mansion, Routes 7 and 8; Yellow: Coin Exchange, Pokemon 
    	Mansion, Routes 7 and 8)
    Jigglypuff- (Red/Blue: Route 3; Yellow: Routes 5, 6, 7, and 8)
    Wigglytuff- (Red/Blue: Unknown Dungeon; Yellow: Coin Exchange)
    Zubat- (Red/Blue/Yellow: Mt. Moon, Rock Tunnel, Seafoam Islands, and Victory 
    	Road)
    Golbat- (Red/Blue/Yellow: Seafoam Islands, Victory Road, and Unknown Dungeon)
    Oddish- (Red: Routes 5, 6, 7, 12, 13, 14, 15, 24, and 25; Yellow: Routes 12, 
    13, 14, 15, 24, and 25)
    Gloom- (Red: Routes 12, 13, 14, and 15; Yellow: Unknown Dungeon,
     Routes 12, 13, 	14, and 15)
    Paras- (Red/Blue/Yellow: Mt. Moon and Safari Zone)
    Parasect- (Red/Blue/Yellow: Safari Zone and Unknown Dungeon)
    Venonat- (Red/Blue: Safari Zone, Routes 12, 13, 14, and 15; Yellow: Routes 12, 
    	13, 14, 15, 24, and 25)
    Venomoth- (Red/Blue: Safari Zone, Victory Road and Unknown Dungeon; Yellow: 
    	Unknown Dungeon, Routes 12, 13, 14, and 15)
    Diglett- (Red/Blue/Yellow: Diglett's Cave)
    Dugtrio- (Red/Blue/Yellow: Diglett's Cave)
    Meowth- (Blue: Routes 5, 6, 7, and 8)
    Psyduck- (Red/Blue: Cerulean City, Cerulean City Gym, Safari Zone, Fuchsia 
    City, Seafoam Islands, Routes 4, 19, 24, and 25; Yellow: Route 6)
    Golduck- (Red/Blue/Yellow: Seafoam Islands)
    Mankey- (Red: Routes 5, 6, 7, and 8; Yellow: Routes 3, 4, 22, and 23)
    Primeape- (Yellow: Route 23)
    Growlithe- (Red: Pokemon Mansion, Routes 7 and 8; Yellow: Pokemon Mansion)
    Poliwag- (Red/Blue/Yellow: Viridian City, Cerulean City, Celadon City, Unknown 
    	Dungeon, Routes 10, 22, and 23)
    Poliwhirl- (Red/Blue/Yellow: Cerulean City, Celadon City, Unknown Dungeon, 
    	Routes 10 and 23)
    Abra- (Red/Blue: Coin Exchange, Routes 24 and 25; Yellow: Coin Exchange, 
    Routes 5, 6, 7, and 8) 
    Kadabra- (Red/Blue: Unknown Dungeon; Yellow: Routes 7 and 8)
    Machop- (Red/Blue: Rock Tunnel and Victory Road; Rock Tunnel, Victory Road, 
    	Route 10)
    Bellsprout- (Blue: Routes 5, 6, 7, 12, 13, 14, 15, 24, and 25; Yellow: Routes 
    	12, 13, 14, 15, 24, and 25)
    Weepinbell- (Blue: Routes 12, 13, 14, and 15; Yellow: Unknown Dungeon, Routes 
    	12, 13, 14, and 15)
    Tentacool- (Red/Blue/Yellow: Pallet Town, Vermilion City, Seafoam Islands, 
    	Routes 12, 13, 17, 19, 20, and 21)
    Tentacruel- (Red/Blue/Yellow: Seafoam Islands, Routes 19, 20, and 21)
    Geodude- (Red/Blue/Yellow: Mt. Moon, Rock Tunnel, and Victory Road)
    Graveler- (Red/Blue: Victory Road; Yellow: Victory Road and Unknown Dungeon)
    Ponyta- (Red/Blue: Pokemon Mansion; Yellow: Routes 16, 17, and 18)
    Slowpoke- (Red/Blue: Celadon City, Safari Zone, Seafoam Islands, Cinnabar 
    	Island, Unknown Dungeon, Routes 10 and 23; Yellow: Celadon City, Safari 
    	Zone, Seafoam Islands, Cinnabar Island, Unknown Dungeon, Routes 10, 12, 
    	13, and 23)
    Slowbro- (Red/Blue/Yellow: Seafoam Islands, Unknown Dungeon, Route 23)
    Magnemite- (Red/Blue: Power Plant; Yellow: Power Plant, Route 10)
    Magneton- (Red/Blue/Yellow: Power Plant and Unknown Dungeon)
    Farfetch'd- (Red/Blue: Vermilion City trade; Yellow: Routes 12 and 13)
    Doduo- (Red/Blue: Safari Zone, Routes 16, 17, and 18; Yellow: Routes 16, 17, 
    and 18)
    Dodrio- (Red/Blue: Unknown Dungeon; Yellow: Routes 16, 17, and 18)
    Seel- (Red/Blue/Yellow: Seafoam Islands)
    Dewgong- (Red/Blue/Yellow: Seafoam Islands)
    Grimer- (Red/Blue: Pokemon Mansion; Yellow: Power Plant and Pokemon Mansion)
    Muk- (Red/Blue: Pokemon Mansion; Yellow: Power Plant and Pokemon Mansion)
    Shellder- (Red/Blue/Yellow: Vermilion City, Seafoam Islands, Cinnabar Island, 
    	Routes 6 and 11)
    Gastly- (Red/Blue/Yellow: Pokemon Tower)
    Haunter- (Red/Blue/Yellow: Pokemon Tower)
    Onix- (Red/Blue/Yellow: Rock Tunnel and Victory Road)
    Drowzee- (Red/Blue/Yellow: Route 11)
    Hypno- (Red/Blue: Unknown Dungeon)
    Krabby- (Red/Blue: Cerulean City, Cerulean City Gym, Vermilion City, Safari 
    	Zone, Fuchsia City, Seafoam Islands, Cinnabar Island, Unknown Dungeon, 
    	Routes 4, 6, 11, 12, 13, 17, 18, 24, and 25; Yellow: Cerulean City, 
    	Vermilion City, Safari Zone, Fuchsia City, Seafoam Islands, Cinnabar 
    	Island, Unknown Dungeon, Routes 4, 6, 11, 12, 13, 17, 23, 24, and 25)
    Kingler- (Red/Blue/Yellow: Seafoam Islands, Unknown Dungeon, Route 23)
    Voltorb- (Red/Blue: Power Plant, Route 10; Yellow: Power Plant)
    Electrode- (Red/Blue/Yellow: Power Plant and Unknown Dungeon)
    Exeggcute- (Red/Blue/Yellow: Safari Zone)
    Cubone- (Red/Blue: Pokemon Tower; Yellow: Safari Zone)
    Marowak- (Red/Blue: Victory Road and Unknown Dungeon; Yellow: Safari Zone)
    Hitmonlee- (Red/Blue/Yellow: Saffron City karate dojo)
    Hitmonchan- (Red/Blue/Yellow: Saffron City karate dojo)
    Lickitung- (Red/Blue: Route 18 trade; Yellow: Unknown Dungeon)
    Koffing- (Red/Blue: Pokemon Mansion)
    Weezing- (Red/Blue: Pokemon Mansion)
    Rhyhorn- (Red/Blue: Safari Zone; Yellow: Safari Zone and Unknown Dungeon)
    Rhydon- (Red/Blue/Yellow: Unknown Dungeon)
    Chansey- (Red/Blue/Yellow: Safari Zone and Unknown Dungeon)
    Tangela- (Red/Blue: Route 21; Yellow: Safari Zone)
    Kangaskhan- (Red/Blue/Yellow: Safari Zone)
    Horsea- (Red/Blue/Yellow: Seafoam Islands, Cinnabar Island, Unknown Dungeon, 
    	Routes 19, 20, 21, and 23)
    Seadra- (Red/Blue/Yellow: Seafoam Islands, Unknown Dungeon, Route 23)
    Goldeen- (Red/Blue: Cerulean City, Cerulean City Gym, Celadon City, Fuchsia 
    	City, Seafoam Islands, Cinnabar Island, Unknown Dungeon, Routes 4, 6, 11, 
    	12, 13, 17, 18, 19, 20, 21, 22, 23, 24, and 25; Yellow: Cerulean City, 
    	Celadon City, Fuchsia City, Seafoam Islands, Cinnabar Island, Unknown 
    	Dungeon, Routes 4, 6, 11, 12, 13, 17, 18, 19, 20, 21, 22, 23, 24, and 25)
    Seaking- (Red/Blue/Yellow: Fuchsia City, Seafoam Islands, Unknown Dungeon, 
    Route 23)
    Staryu- (Red/Blue/Yellow: Seafoam Islands, Cinnabar Island, Routes 19, 20, and 
    	21)
    Mr. Mime- (Red/Blue/Yellow: Route 2 trade)
    Scyther- (Red/Yellow: Coin Exchange, Safari Zone)
    Jynx- (Red/Blue: Cerulean City trade)
    Electabuzz- (Red: Power Plant)
    Magmar- (Blue: Pokemon Mansion)
    Pinsir- (Blue/Yellow: Coin Exchange, Safari Zone)
    Tauros- (Red/Blue/Yellow: Safari Zone)
    Magikarp- (Red/Blue: Pallet Town, Viridian City, Cerulean City, Cerulean City 
    	Gym, Vermilion City, Celadon City, Safari Zone, Fuchsia City, Seafoam 
    	Islands, Cinnabar Island, Unknown Dungeon, Routes 4, 6, 10, 11, 12, 13, 
    	17, 18, 19, 20, 21, 22, 23, 24, and 25; Yellow: Pallet Town, Viridian 
    	City, Cerulean City, Vermilion City, Celadon City, Safari Zone, Fuchsia 
    	City, Seafoam Islands, Cinnabar Island, Unknown Dungeon, Routes 4, 6, 10, 
    	11, 12, 13, 17, 18, 19, 20, 21, 22, 23, 24, and 25
    Gyarados- (Yellow: Fuchsia City)
    Lapras- (Red/Blue/Yellow: Saffron City man)
    Ditto- (Red/Blue: Unknown Dungeon, Routes 13, 14, 15, and 23; Yellow: Pokemon 
    	Mansion, Unknown Dungeon, Routes 13, 14, 15, and 23)
    Eevee- (Red/Blue/Yellow: Celadon City mansion)
    Porygon- (Red/Blue/Yellow: Coin Exchange)
    Omanyte- (Red/Blue/Yellow: Cinnabar Island lab)
    Kabuto- (Red/Blue/Yellow: Cinnabar Island lab)
    Aerodactyl- (Red/Blue/Yellow: Cinnabar Island lab)
    Snorlax- (Red/Blue/Yellow: Routes 12 and 16)
    Articuno- (Red/Blue/Yellow: Seafoam Islands)
    Zapdos- (Red/Blue/Yellow: Power Plant)
    Moltres- (Red/Blue/Yellow: Victory Road)
    Dratini- (Red/Blue: Coin Exchange, Safari Zone; Yellow: Safari Zone)
    Dragonair- (Red/Blue/Yellow: Safari Zone)
    Mewtwo- (Red/Blue/Yellow: Unknown Dungeon)
    Mew- (Red/Blue/Yellow: Mew Glitch <see part 7 of this section>)
    
    
    
    ______________________________________________
    	4. Pokemon Evolutions
    
    Bulbasaur-> Ivysaur at level 16-> Venusaur at level 32
    Charmander-> Charmeleon at level 16-> Charizard at level 36
    Squirtle-> Wartortle at level 16-> Blastoise at level 36
    Caterpie-> Metapod at level 7-> Butterfree at level 10
    Weedle-> Kakuna at level 7-> Beedrill at level 10
    Pidgey-> Pidgeotto at level 18-> Pidgeot at level 36
    Rattata-> Raticate at level 20
    
    Spearow-> Fearow at level 20
    Ekans-> Arbok at level 22
    Pikachu-> Raichu w/Thunder Stone
    Sandshrew-> Sandslash at level 22
    Nidoran(f)-> Nidorina at level 16-> Nidoqueen w/Moon Stone
    Nidoran(m)-> Nidorino at level 16-> Nidoking w/Moon Stone
    Clefairy-> Clefable w/Moon Stone
    Vulpix-> Ninetales w/Fire Stone
    Jigglypuff-> Wigglytuff w/Moon Stone
    Zubat-> Golbat at level 22
    Oddish-> Gloom at level 21-> Vileplume w/Leaf Stone
    Paras-> Parasect at level 24
    Venonat-> Venomoth at level 31
    Diglett-> Dugtrio at level 26
    Meowth-> Persian at level 28
    Psyduck-> Golduck at level 33
    Mankey-> Primeape at level 28
    Growlithe-> Arcanine w/Fire Stone
    Poliwag-> Poliwhirl at level 25-> Poliwrath w/Water Stone
    Abra-> Kadabra at level 16-> Alakazam w/Trade
    Machop-> Machoke at level 28-> Machamp w/Trade
    Bellsprout-> Weepinbell at level 21-> Vileplume w/Leaf Stone
    Tentacool-> Tentacruel at level 30
    Geodude-> Graveler at level 25-> Golem w/Trade
    Ponyta-> Rapidash at level 40
    Slowpoke-> Slowbro at level 37
    Magnemite-> Magneton at level 30
    Farfetch'd: none
    Doduo-> Dodrio at level 31
    Seel-> Dewgong at level 34
    Grimer-> Muk at level 38
    Shellder-> Cloyster w/Water Stone
    Gastly-> Haunter at level 25-> Gengar w/Trade
    Onix: none
    Drowzee-> Hypno at level 26
    Krabby-> Kingler at level 28
    Voltorb-> Electrode at level 30
    Exeggcute-> Exeggutor w/Leaf Stone
    Cubone-> Marowak at level 28
    Hitmonlee: none
    Hitmonchan: none
    Lickitung: none
    Koffing-> Weezing at level 35
    Rhyhorn-> Rhydon at level 42
    Chansey: none
    Tangela: none
    Kangaskhan: none
    Horsea-> Seadra at level 32 
    Goldeen-> Seaking at level 33
    Staryu-> Starmie w/Water Stone
    Mr. Mime: none
    Scyther: none
    Jynx: none
    Electabuzz: none
    Magmar: none
    Pinsir: none
    Tauros: none
    Magikarp-> Gyarados at level 20
    Lapras: none
    Ditto: none 
    Eevee-> Vaporeon w/Water Stone OR Jolteon w/Thunder Stone OR
    Flareon w/Fire Stone
    Porygon: none
    Omanyte-> Omastar at level 40
    Kabuto-> Kabutops at level 40
    Aerodactyl: none
    Snorlax: none
    Articuno: none
    Zapdos: none
    Moltres: none
    Dratini-> Dragonair at level 30-> Dragonite at level 55
    Mewtwo: none
    
    
    
    
    
    _______________________________________________________________
    	5. Move List
    
    Key:
    Type: Which one of the 15 attack types it is
    Power: Base strength of the attack
    Accuracy: Percentage attack is likely to hit (see 99.6 rule)
    PP: Base PP/Maximum PP
    Description: What the attack does
    Special: If the move serves a special outside-of-battle purpose,
    its use is described here.
    
    Absorb
    Type: Grass; Power: 20; Accuracy: 99.6%; PP: 20/32
    Description: User recovers half of damage inflicted on opponent
    by this attack.
    
    Acid
    Type: Poison; Power: 40; Accuracy: 99.6%; PP: 20/32
    Description: 9.8% chance of lowering opponent's Defense modifier by 1.
    
    Acid Armor
    Type: Poison; Power: 0; Accuracy: 100%; PP: 40/61
    Description: Raises user's Defense modifier by 2.
    
    Agility
    Type: Psychic; Power: 0; Accuracy: 100%; PP: 30/48
    Description: Raises user's Speed modifier by 2.
    
    Amnesia
    Type: Psychic; Power: 0; Accuracy: 100%; PP: 20/32
    Description: Raises user's Special modifier by 2.
    
    Aurora Beam
    Type: Ice; Power: 65; Accuracy: 99.6%; PP: 20/32
    Description: 9.8% chance of lowering opponent's Attack modifier by 1.
    
    Barrage
    Type: Normal; Power: 15; Accuracy: 84.4%; PP: 20/32
    Description: Attacks opponent 2-5 times in succession.
    
    Barrier
    Type: Psychic; Power: 0; Accuracy: 100%; PP: 30/48
    Description: Raises user's Defense modifier by 2.
    
    Bide
    Type: Normal; Power: 0; Accuracy: 99.6%; PP: 10/16
    Description: User cannot attack for 2-3 turns; after this time,
    user returns double the damage it received during that period
    onto the opponent. 
    
    Bind
    Type: Normal; Power: 15; Accuracy: 74.6%; PP: 10/16
    Description: Attacks opponent consecutively over 2-5 turns;
    opponent may not attack during this time unless switched.
    
    Bite
    Type: Normal; Power: 60; Accuracy: 99.6%; PP: 25/40
    Description: 29.7% chance of causing opponent to Flinch.
    
    Blizzard
    Type: Ice; Power: 120; Accuracy: 89.5%; PP: 5/8
    Description: 9.8% chance of Freezing the opponent. 
    
    Body Slam
    Type: Normal; Power: 85; Accuracy: 99.6%; PP: 15/24
    Description: 29.7% chance of Paralyzing the opponent.
    
    Bone Club
    Type: Ground; Power: 65; Accuracy: 84.4%; PP: 20/32
    Description: 9.8% chance of causing opponent to Flinch.
    
    Bonemerang
    Type: Ground; Power: 50; Accuracy: 89.8%; PP: 10/16
    Description: Attacks opponent 2 times in succession.
    
    Bubble
    Type: Water; Power: 20; Accuracy: 99.6%; PP: 30/48
    Description: 9.8% chance of lowering opponent's Speed modifier by 1.
    
    Bubblebeam
    Type: Water; Power: 60; Accuracy: 99.6%; PP: 20/32
    Description: 9.8% chance of lowering opponent's Speed modifier by 1.
    
    Clamp
    Type: Water; Power: 35; Accuracy: 74.6%; PP: 10/16
    Description: Attacks opponent consecutively over 2-5 turns;
    opponent may not attack during this time unless switched.
    
    Comet Punch
    Type: Normal; Power: 18; Accuracy: 84.4%; PP: 15/24
    Description: Attacks opponent 2-5 times in succession.
    
    Confuse Ray
    Type: Ghost; Power: 0; Accuracy: 99.6%; PP: 10/16
    Description: Confuses the opponent.
    
    Confusion
    Type: Psychic; Power: 50; Accuracy: 99.6%; PP: 25/40
    Description: 9.8% chance of Confusing the opponent.
    
    Constrict
    Type: Normal; Power: 10; Accuracy: 99.6%; PP: 35/56
    Description: 9.8% chance of lowering opponent's Speed modifier by 1.
    
    Conversion
    Type: Normal; Power:0; Accuracy: 100%; PP: 30/48
    Description: User's type changes to one of its non-Conversion
    attack move types at random.
    
    Counter
    Type: Fighting; Power: 0; Accuracy: 99.6%; PP: 20/32
    Description: Attacks second; inflicts twice as much damage as
    opponent's attack if hit with a Normal or Fighting-type attack.
    
    Crabhammer
    Type: Water; Power: 90; Accuracy: 84.4%; PP: 10/16
    Description: Critical Hit possibility multiplied by 8.
    
    Cut
    Type: Normal; Power: 50; Accuracy: 94.5%; PP: 30/48
    Description: Normal attack.
    Special: Cuts down thin trees. 
    
    Defense Curl
    Type: Normal; Power: 0; Accuracy: 100%; PP: 40/61
    Description: Raises user's Defense modifier by 1.
    
    Dig
    Type: Ground; Power: 100; Accuracy: 99.6%; PP: 10/16
    Description: User digs underground first turn, and attacks the
    following turn.
    Special: Escape from a cave/other area and return to the last
    Poke Center you visited.
    
    Disable
    Type: Normal; Power: 0; Accuracy: 54.7%; PP: 20/32
    Description: Randomly selects one of opponent's attacks and
    disables it for 2-5 turns.
    
    Dizzy Punch
    Type: Normal; Power: 70; Accuracy: 99.6%; PP: 20/32
    Description: 19.9% chance of Confusing the opponent.
    
    
    Double-Edge
    Type: Normal; Power: 100; Accuracy: 99.6%; PP: 10/16
    Description: Hurts user for one quarter of damage inflicted on
    opponent.
    
    Double Kick
    Type: Fighting; Power: 30; Accuracy: 99.6%; PP: 30/48
    Description: Attacks 2 times in succession.
    
    Doubleslap
    Type: Normal; Power: 15; Accuracy: 84.4%; PP: 10/16
    Description: Attacks 2-5 times in succession.
    
    Double Team
    Type: Normal; Power: 0; Accuracy: 100%; PP: 15/24
    Description: Raises user's Evade modifier by 1.
    
    Dragon Rage
    Type: Dragon; Power: 0; Accuracy: 99.6%; PP: 10/16
    Description: Always does exactly 40HP damage.
    
    Dream Eater
    Type: Psychic; Power: 100; Accuracy: 99.6%; PP: 15/24
    Description: Attack fails unless opponent is Asleep; user
    recovers all of damage inflicted on opponent by this attack
    
    Drill Peck
    Type: Flying; Power: 80; Accuracy: 99.6%; PP: 20/32
    Description: Normal attack.
    
    Earthquake
    Type: Ground; Power: 100; Accuracy: 99.6%; PP: 10/16
    Description: Normal attack.
    
    Egg Bomb
    Type: Normal; Power: 100; Accuracy: 74.6%; PP: 10/16
    Description: Normal attack.
    
    Ember
    Type: Fire; Power: 40; Accuracy: 99.6%; PP: 25/40
    Description: 9.8% chance of Burning the opponent.
    
    Explosion
    Type: Normal; Power: 170; Accuracy: 99.6 PP: 5/8
    Description: User faints; opponent's Defense is cut in half
    during the attack.
    
    Fire Blast
    Type: Fire; Power: 120; Accuracy: 84.4%; PP: 5/8
    Description: 9.8% chance of Burning the opponent.
    
    Fire Punch
    Type: Fire; Power: 75; Accuracy: 99.6%; PP: 15/24
    Description: 9.8% chance of Burning the opponent.
    
    Fire Spin
    Type: Fire; Power: 15; Accuracy: 69.5%; PP: 15/24
    Description: Attacks opponent consecutively over 2-5 turns;
    opponent may not attack during this time unless switched.
    
    Fissure
    Type: Ground; Power: 0; Accuracy: 29.3%; PP: 5/8
    Description: Attack fails unless attacking first and opponent is
    Normal or Fighting-type; opponent faints if attack hits.
    
    Flamethrower
    Type: Fire; Power: 95; Accuracy: 99.6%; PP: 15/24
    Description: 9.8% chance of Burning the opponent.
    
    Flash
    Type: Normal; Power: 0; Accuracy: 69.5%; PP: 20/32
    Description: Lowers opponent's Accuracy modifier by 1.
    Special: Lights up dark caves.
    
    Fly
    Type: Flying; Power: 70; Accuracy: 94.5%; PP: 15/24
    Description: User flies overhead first turn, and attacks the
    following turn.
    Special: Fly to any town you have previously visited.
    
    Focus Energy
    Type: Normal; Power: 0; Accuracy: 100%; PP: 30/48
    Description: User's critical odds are reduced to 0 when 
    attacking
    second (glitch). 
    
    Fury Attack
    Type: Normal; Power: 15; Accuracy: 84.4%; PP: 20/32
    Description: Attacks 2-5 times in succession.
    
    Fury Swipes
    Type: Normal; Power: 15; Accuracy: 84.4%; PP: 15/24
    Description: Attacks 2-5 times in succession.
    
    Glare
    Type: Normal; Power: 0; Accuracy: 74.6%; PP: 30/48
    Description: Paralyzes the opponent.
    
    Growl
    Type: Normal; Power: 0; Accuracy: 99.6%; PP: 40/61
    Description: Lowers opponent's Attack modifier by 1.
    
    Growth
    Type: Normal; Power: 0; Accuracy: 100%; PP: 40/61
    Description: Raises user's Special modifier by 1.
    
    Guillotine
    Type: Normal; Power: 0; Accuracy: 29.3%; PP: 5/8
    Description: Attack fails unless attacking first and opponent is
    Normal or Fighting-type; opponent faints if attack hits.
    
    Gust
    Type: Normal; Power: 40; Accuracy: 99.6%; PP: 35/56
    Description: Normal attack.
    
    Harden
    Type: Normal; Power: 0; Accuracy: 100%; PP: 40/61
    Description: Raises user's Defense modifier by 1.
    
    Haze
    Type: Ice; Power: 0; Accuracy: 99.6%; PP: 30/48
    Description: All stat modifiers of both Pokemon are reduced to 
    0; opponent recovers from any status condition inflicted upon it.
    
    Headbutt
    Type: Normal; Power: 70; Accuracy: 99.6%; PP: 15/24
    Description: 29.7% chance of causing opponent to Flinch.
    
    Hi Jump Kick
    Type: Fighting; Power: 85; Accuracy: 89.5%; PP: 20/32
    Description: If attack misses, user sustains 1HP damage.
    
    Horn Attack
    Type: Normal; Power: 65; Accuracy: 99.6%; PP: 35/56
    Description: Normal attack.
    
    Horn Drill
    Type: Normal; Power: 0; Accuracy: 29.3%; PP: 5/8
    Description: Attack fails unless attacking first and opponent is
    Normal or Fighting-type; opponent faints if attack hits.
    
    Hydro Pump
    Type: Water; Power: 120; Accuracy: 79.3%; PP: 5/8
    Description: Normal attack.
    
    Hyper Beam
    Type: Normal; Power: 150; Accuracy: 89.5%; PP: 5/8
    Description: User must lose a turn to recharge after attacking
    unless opponent is knocked out by this attack.
    
    Hyper Fang
    Type: Normal; Power: 80; Accuracy: 89.5%; PP: 15/24
    Description: 9.8% chance of causing opponent to Flinch.
    
    Hypnosis
    Type: Psychic; Power: 0; Accuracy: 59.8%; PP: 20/32
    Description: Opponent becomes Asleep.
    
    Ice Beam
    Type: Ice; Power: 95; Accuracy: 99.6%; PP: 15/24
    Description: 9.8% chance of Freezing the opponent.
    
    Ice Punch
    Type: Ice; Power: 75; Accuracy: 99.6%; PP: 15/24
    Description: 9.8% chance of Freezing the opponent.
    
    Jump Kick
    Type: Fighting; Power: 70; Accuracy: 94.5%; PP: 25/40
    Description: If attack misses, user sustains one eighth of the
    damage it would have inflicted on the opponent.
    
    Karate Chop
    Type: Normal; Power: 50; Accuracy: 99.6%; PP: 25/40
    Description: Critical Hit possibility multiplied by 8.
    
    Kinesis
    Type: Psychic; Power: 0; Accuracy: 79.3%; PP: 15/24
    Description: Lowers opponent's Accuracy modifier by 1.
    
    Leech Life
    Type: Bug; Power: 20; Accuracy: 99.6%; PP: 15/24
    Description: User recovers half of damage inflicted on opponent
    by this attack.
    
    Leech Seed
    Type: Grass; Power: 0; Accuracy: 89.5%; PP: 10/16
    Description: At the end of every turn, the attack damages the
    opponent by 12.5% of its maximum HP and that amount is added to
    the user's HP; effect ends when opponent switches or is knocked
    out.
    
    Leer
    Type: Normal; Power: 0; Accuracy: 99.6%; PP: 30/48
    Description: Lowers the opponent's Defense modifier by 1.
    
    Lick
    Type: Ghost; Power: 20; Accuracy: 99.6%; PP: 30/48
    Description: 29.7% chance of Paralyzing the opponent.
    
    Light Screen
    Type: Psychic; Power: 0; Accuracy: 100%; PP: 30/48
    Description: User's Special stat is doubled until switched or
    knocked out.
    
    Lovely Kiss
    Type: Normal; Power: 0; Accuracy: 74.6%; PP: 15/24
    Description: Opponent becomes Asleep.
    
    Low Kick
    Type: Fighting; Power: 50; Accuracy: 89.5%; PP: 20/32
    Description: 29.7% chance of causing opponent to Flinch.
    
    Meditate
    Type: Psychic; Power: 0; Accuracy: 100%; PP: 40/61
    Description: Raises user's Attack modifier by 1.
    
    Mega Drain
    Type: Grass; Power: 40; Accuracy: 99.6%; PP: 10/16
    Description: User recovers half of damage inflicted on opponent
    by this attack.
    
    Mega Kick
    Type: Normal; Power: 120; Accuracy: 74.6%; PP: 5/8
    Description: Normal attack.
    
    Mega Punch
    Type: Normal; Power: 80; Accuracy: 84.4%; PP: 20/32
    Description: Normal attack.
    
    Metronome
    Type: Normal; Power: 0; Accuracy: 100%; PP: 10/16
    Description: User does a random attack.
    
    Mimic
    Type: Normal; Power: 0; Accuracy: 100%; PP: 10/16
    Description: User replaces Mimic with one of the opponent's
    attacks at random until switched or knocked out.
    
    Minimize
    Type: Normal; Power: 0; Accuracy: 100%; PP: 20/32
    Description: Raises user's Evade modifier by 1.  
    
    Mirror Move
    Type: Flying; Power: 0; Accuracy: 100%; PP: 20/32
    Description: User attacks with the last move used by the
    opponent.
    
    Mist
    Type: Ice; Power: 0; Accuracy: 100%; PP: 30/48
    Description: Opponent cannot reduce user's stats; effect ends
    when user is switched or knocked out.
    
    Night Shade
    Type: Ghost; Power: 0; Accuracy: 99.6%; PP: 15/24
    Description: Always does the exact amount of HP damage as the
    user's level.  
    
    
    Pay Day
    Type: Normal; Power: 40; Accuracy: 99.6%; PP: 20/32
    Description: After the battle, receive extra money equal to 2
    times the user's level each time this attack is used.
    
    Peck
    Type: Flying; Power: 35; Accuracy: 99.6%; PP: 35/56
    Description: Normal attack.
    
    Petal Dance 
    Type: Grass; Power: 90; Accuracy: 99.6%; PP: 20/32
    Description: Attacks 2-3 times in consecutive turns; after the
    attack, user becomes Confused.
    
    Pin Missile
    Type: Bug; Power: 14; Accuracy: 84.4%; PP: 20/32
    Description: Attacks 2-5 times in succession.
    
    Poison Gas
    Type: Poison; Power: 0; Accuracy: 54.7%; PP: 40/61
    Description: Poisons the opponent.
    
    Poisonpowder
    Type: Poison; Power: 0; Accuracy: 74.6%; PP: 35/56
    Description: Poisons the opponent.
    
    Poison Sting
    Type: Poison; Power: 15; Accuracy: 99.6%; PP: 35/56
    Description: 29.7% chance of Poisoning the opponent.
    
    Pound
    Type: Normal; Power: 40; Accuracy: 99.6%; PP: 35/56
    Description: Normal attack.
    
    Psybeam
    Type: Psychic; Power: 65; Accuracy: 99.6%; PP: 20/32
    Description: 9.8% chance of Confusing the opponent.
    
    Psychic
    Type: Psychic; Power: 90; Accuracy: 99.6%; PP: 10/16
    Description: 29.7% chance of lowering opponent's Special 
    modifier by 1.
    
    Psywave
    Type: Normal; Power: 0; Accuracy: 79.3%; PP: 15/24
    Description: Randomly inflicts HP damage on the opponent from 1
    to 1.5 times user's level.
    
    Quick Attack
    Type: Normal; Power: 40; Accuracy: 99.6%; PP: 30/48
    Description: Always attacks first.
    
    Rage
    Type: Normal; Power: 20; Accuracy: 99.6%; PP: 20/32
    Description: User goes on a Rage until it is knocked out; when
    opponent inflicts damage, user's Attack modifier increases by 1.
    
    Razor Leaf
    Type: Grass; Power: 55; Accuracy: 94.5%; PP: 25/40
    Description: Critical Hit possibility multiplied by 8.
    
    Razor Wind
    Type: Normal; Power: 80; Accuracy: 74.6%; PP: 15/24
    Description: User charges up first turn, and attacks the
    following turn.
    
    Recover
    Type: Normal; Power: 0; Accuracy: 100%; PP: 20/32
    Description: Recovers 50% of maximum HP.
    
    Reflect
    Type: Psychic; Power: 0; Accuracy: 100%; PP: 30/48
    Description: User's Defense stat is doubled until switched or
    knocked out.
    
    Rest
    Type: Psychic; Power: 0; Accuracy: 100%; PP: 10/16
    Description: User recovers all HP and becomes Asleep for 2 
    turns, overwriting all other status effects.
    
    Roar
    Type: Normal; Power: 0; Accuracy: 99.6%; PP: 20/32
    Description: Makes wild Pokemon flee; has no effect in Trainer
    battles.
    
    Rock Slide
    Type: Rock; Power: 75; Accuracy: 89.5%; PP: 10/16
    Description: 29.7% chance of causing opponent to Flinch.
    
    Rock Throw
    Type: Rock; Power: 50; Accuracy: 89.5%; PP: 15/24
    Description: Normal attack.
    
    Rolling Kick
    Type: Fighting; Power: 60; Accuracy: 84.4%; PP: 15/24
    Description: 29.7% chance of causing opponent to Flinch.
    
    Sand-Attack
    Type: Ground; Power: 0; Accuracy: 99.6%; PP: 15/24
    Description: Lowers opponent's Accuracy modifier by 1.
    
    
    Scratch
    Type: Normal; Power: 40; Accuracy: 99.6%; PP: 30/48
    Description: Normal attack.
    
    Screech 
    Type: Normal; Power: 0; Accuracy: 84.4%; PP: 40/61
    Description: Lowers opponent's Defense modifier by 2.
    
    Seismic Toss
    Type: Fighting; Power: 0; Accuracy: 99.6%; PP: 20/32
    Description: Always does the exact amount of HP damage as the
    user's level.  
    
    Selfdestruct
    Type: Normal; Power: 130; Accuracy: 99.6%; PP: 5/8
    Description: User faints; opponent's Defense is cut in half
    during the attack.
    
    Sharpen
    Type: Normal; Power: 0; Accuracy: 100%; PP: 30/48
    Description: Raises user's Attack modifier by 1.
    
    
    
    
    Sing
    Type: Normal; Power: 0; Accuracy: 54.7%; PP: 15/24
    Description: Opponent becomes Asleep.
    
    Skull Bash
    Type: Normal; Power: 100; Accuracy: 99.6%; PP: 15/24
    Description: User lowers head first turn, and attacks the
    following turn.
    
    Sky Attack
    Type: Flying; Power: 140; Accuracy: 94.5%; PP: 5/8
    Description: User charges up first turn, and attacks the
    following turn.
    
    Slam
    Type: Normal; Power: 80; Accuracy: 74.6%; PP: 20/32
    Description: Normal attack.
    
    Slash
    Type: Normal; Power: 70; Accuracy: 99.6%; PP: 20/32
    Description: Critical Hit possibility multiplied by 8.
    
    Sleep Powder
    Type: Grass; Power: 0; Accuracy: 74.6%; PP: 15/24
    Description: Opponent becomes Asleep.
    
    Sludge
    Type: Poison; Power: 65; Accuracy: 99.6%; PP: 20/32
    Description: 29.7% chance of Poisoning the opponent.
    
    Smog
    Type: Poison; Power: 20; Accuracy: 69.5%; PP: 20/32
    Description: 39.8% chance of Poisoning the opponent.
    
    Smokescreen
    Type: Poison; Power: 0; Accuracy: 99.6%; PP: 20/32
    Description: Lowers opponent's Accuracy modifier by 1.
    
    Softboiled
    Type: Normal; Power: 0; Accuracy: 100%; PP: 10/16
    Description: Recovers 50% of total HP.
    Special: Distributes one fifth of user's HP to all Pokemon in
    your party.
    
    Solarbeam
    Type: Grass; Power: 120; Accuracy: 99.6%; PP: 10/16
    Description: User charges up first turn, and attacks the
    following turn.
    
    Sonicboom
    Type: Normal; Power: 0; Accuracy: 89.5%; PP: 20/32
    Description: Always does exactly 20HP damage.
    
    Spike Cannon
    Type: Normal; Power: 20; Accuracy: 99.6%; PP: 15/24
    Description: Attacks 2-5 times in succession.
    
    Splash
    Type: Normal; Power: 0; Accuracy: 100%; PP: 40/61
    Description: No effect.
    
    Spore
    Type: Grass; Power: 0; Accuracy: 99.6%; PP: 15/24
    Description: Opponent becomes Asleep.
    
    Stomp
    Type: Normal; Power: 65; Accuracy: 99.6%; PP: 20/32
    Description: 29.7% chance of causing opponent to Flinch.
    
    Strength
    Type: Normal; Power: 80; Accuracy: 99.6%; PP: 15/24
    Description: Normal attack.
    Special: Moves boulders around.
    
    String Shot
    
    
    Type: Bug; Power: 0; Accuracy: 94.5%; PP: 40/61
    Description: Lowers opponent's Speed modifier by 1.
    
    Struggle
    Type: Normal; Power: 50; Accuracy: 99.6%; PP: -
    Description: Used when Pokemon is out of PP for all of its
    attacks; hurts user for one quarter of damage inflicted on
    opponent.
    
    Stun Spore
    Type: Grass; Power: 0; Accuracy: 74.6%; PP: 30/48
    Description: Paralyzes the opponent.
    
    Submission
    Type: Fighting; Power: 80; Accuracy: 79.3%; PP: 25/40
    Description: Hurts user for one quarter of damage inflicted on
    opponent.
    
    Substitute
    Type: Normal; Power: 0; Accuracy: 100%; PP: 10/16
    Description: User takes away 25% of its health and creates a
    Substitute; the Substitute remains until broken by the opponent.
    
    Super Fang
    Type: Normal; Power: 0; Accuracy: 89.5%; PP: 10/16
    Description: Always reduces opponent's HP to half its current
    status.
    
    Supersonic
    Type: Normal; Power: 0; Accuracy: 54.7%; PP: 20/32
    Description: Confuses the opponent.
    
    Surf
    Type: Water; Power: 95; Accuracy: 99.6%; PP: 15/24
    Description: Normal attack.
    Special: User can Surf on the water.
    
    Swift
    Type: Normal; Power: 60; Accuracy: 99.6%; PP: 20/32
    Description: Attack hits Pokemon charging for Dig or Fly and
    ignores Evade or Accuracy modifiers.
    
    Swords Dance
    
    Type: Normal; Power: 0; Accuracy: 100%; PP: 30/48
    Description: Raises user's Attack modifier by 2.
    
    Tackle
    Type: Normal; Power: 35; Accuracy: 94.5%; PP: 35/56
    Description: Normal attack.
    
    Tail Whip
    Type: Normal; Power: 0; Accuracy: 99.6%; PP: 40/61
    Description: Lowers opponent's Defense modifier by 1.
    
    
    Take Down
    Type: Normal; Power: 90; Accuracy: 84.4%; PP: 20/32
    Description: Hurts user for one quarter of damage inflicted on
    opponent.
    
    Teleport
    Type: Psychic; Power: 0; Accuracy: 100%; PP: 20/32
    Description: Has no effect in Trainer battles.
    Special: Escape from a cave/other area and return to the last
    Poke Center you visited.
    
    Thrash
    Type: Normal; Power: 90; Accuracy: 99.6%; PP: 20/32
    Description: Attacks 2-3 times in consecutive turns; after the
    attack, user becomes Confused.
    
    Thunder
    Type: Electric; Power: 120; Accuracy: 69.5%; PP: 10/16
    Description: 9.8% chance of Paralyzing the opponent.
    
    Thunderbolt
    Type: Electric; Power: 95; Accuracy: 99.6%; PP: 15/24
    Description: 9.8% chance of Paralyzing the opponent.
    
    Thunderpunch
    Type: Electric; Power: 75; Accuracy: 99.6%; PP: 15/24
    Description: 9.8% chance of Paralyzing the opponent.
    
    Thundershock
    Type: Electric; Power: 40; Accuracy: 99.6%; PP: 30/48
    Description: 9.8% chance of Paralyzing the opponent.
    
    Thunder Wave
    Type: Electric; Power: 0; Accuracy: 99.6%; PP: 20/32
    Description: Paralyzes the opponent.
    
    Toxic
    Type: Poison; Power: 0; Accuracy: 84.4%; PP: 10/16
    Description: Poisons the opponent; damage inflicted at the end 
    of every turn increases by 6.25% each time until opponent switches
    or is knocked out.
    
    Transform
    Type: Normal; Power: 0; Accuracy: 100%; PP: 10/16
    Description: User copies opponent's species, all stats except 
    HP, and all attacks until switched or knocked out; attacks are
    limited to 5 PP each for user. 
    
    Tri Attack
    Type: Normal; Power: 80; Accuracy: 99.6%; PP: 10/16
    Description: Normal attack.
    
    Twineedle
    Type: Bug; Power: 25; Accuracy: 99.6%; PP: 20/32
    Description: Attacks 2 times in succession; 19.9% chance of
    Poisoning the opponent.
    
    Vicegrip
    Type: Normal; Power: 55; Accuracy: 99.6%; PP: 30/48
    Description: Normal attack.
    
    Vine Whip
    Type: Grass; Power: 35; Accuracy: 99.6%; PP: 10/16
    Description: Normal attack.
    
    Waterfall
    Type: Water; Power: 80; Accuracy: 99.6%; PP: 15/24
    Description: Normal attack.
    
    Water Gun
    Type: Water; Power: 40; Accuracy: 99.6%; PP: 25/40
    Description: Normal attack.
    
    Whirlwind
    Type: Normal; Power: 0; Accuracy: 99.6%; PP: 20/32
    Description: Makes wild Pokemon flee; has no effect in Trainer
    battles.
    
    Wing Attack
    Type: Flying; Power: 35; Accuracy: 99.6%; PP: 35/56
    Description: Normal attack.
    
    Withdraw
    Type: Water; Power: 0; Accuracy: 100%; PP: 40/61
    Description: Raises user's Defense modifier by 1.
    
    Wrap
    Type: Normal; Power: 15; Accuracy: 84.4%; PP: 15/24
    Description: Attacks opponent consecutively over 2-5 turns;
    opponent may not attack during this time unless switched.
    
    
    
    
    ________________________________________
    	6. Game Shark Codes
    
    Move modifier: 
    01xx73D1- First attack slot
    01xx74D1- Second attack slot
    01xx75D1- Third attack slot
    01xx76D1- Fourth attack slot
    Key for xx:
    00- empty slot
    01- Pound
    02- Karate Chop
    03- Doubleslap
    04- Comet Punch
    05- Mega Punch
    06- Pay Day
    07- Fire Punch
    08- Ice Punch
    09- Thunderpunch
    0A- Scratch
    0B- Vice Grip
    0C- Guillotine
    0D- Razor Wind
    0E- Swords Dance
    0F- Cut
    10- Gust
    11- Wing Attack
    12- Whirlwind
    13- Fly
    14- Bind
    15- Slam
    16- Vine Whip
    17- Stomp
    18- Double Kick
    19- Mega Kick
    1A- Jump Kick
    1B- Rolling Kick
    1C- Sand-Attack
    1D- Headbutt
    1E- Horn Attack
    1F- Fury Attack
    20- Horn Drill
    21- Tackle
    22- Body Slam
    23- Wrap
    24- Take Down
    25- Thrash
    26- Double-Edge
    27- Tail Whip
    28- Poison Sting
    29- Twineedle
    2A- Pin Missile
    2B- Leer
    2C- Bite
    2D- Growl
    2E- Roar
    2F- Sing
    30- Supersonic
    31- Sonicboom
    32- Disable
    33- Acid
    34- Ember
    35- Flamethrower
    36- Mist
    37- Water Gun
    38- Hydro Pump
    39- Surf
    3A- Ice Beam
    3B- Blizzard
    3C- Psybeam
    3D- Bubblebeam
    3E- Aurora Beam
    3F- Hyper Beam
    40- Peck
    41- Drill peck
    42- Submission
    43- Low Kick
    44- Counter
    45- Seismic Toss
    46- Strength
    47- Absorb
    48- Mega Drain
    49- Leech Seed
    4A- Growth
    4B- Razor Leaf
    4C- Solarbeam
    4D- Poisonpowder
    4E- Stun Spore
    4F- Sleep Powder
    50- Petal Dance
    51- String Shot
    52- Dragon Rage
    53- Fire Spin
    54- Thundershock
    55- Thunderbolt
    56- Thunder Wave
    57- Thunder
    58- Rock Throw
    59- Earthquake
    5A- Fissure
    5B- Dig
    5C- Toxic
    5D- Confusion
    5E- Psychic
    5F- Hypnosis
    60- Meditate
    61- Agility
    62- Quick Attack
    63- Rage
    64- Teleport
    65- Night Shade
    66- Mimic
    67- Screech
    68- Double Team
    69- Recover
    6A- Harden
    6B- Minimize
    6C- Smokescreen
    6D- Confuse Ray
    6E- Withdraw
    6F- Defense Curl
    
    70- Barrier
    71- Light Screen
    72- Haze
    73- Reflect
    74- Focus Energy
    75- Bide
    76- Metronome
    77- Mirror Move
    78- Selfdestruct
    79- Egg Bomb
    7A- Lick
    7B- Smog
    7C- Sludge
    7D- Bone Club
    7E- Fire Blast
    7F- Waterfall
    80- Clamp
    81- Swift
    82- Skull Bash
    83- Spike Cannon
    84- Constrict
    85- Amnesia
    86- Kinesis
    87- Softboiled
    88- Hi Jump Kick
    89- Glare
    8A- Dream Eater
    8B- Poison Gas
    8C- Barrage
    8D- Leech Life
    8E- Lovely Kiss
    8F- Sky Attack
    90- Transform
    91- Bubble
    92- Dizzy Punch
    93- Spore
    94- Flash
    95- Psywave
    96- Splash
    97- Acid Armor
    98- Crabhammer
    99- Explosion
    9A- Fury Swipes
    9B- Bonemerang
    9C- Rest
    9D- Rock Slide
    9E- Hyper Fang
    9F- Sharpen
    A0- Conversion
    A1- Tri Attack
    A2- Super Fang
    A3- Slash
    A4- Substitute
    A5- Struggle
    
    Wild Pokemon level modifier: 
    01xxBFCF
    
    Wild Pokemon species modifier:
    01xxD8CF
    
    Key for xx:
    01- Rhydon
    02- Kangaskhan
    03- Nidoran(m)
    04- Clefairy
    05- Spearow
    06- Voltorb
    07- Nidoking
    08- Slowbro
    09- Ivysaur
    0A- Exeggutor
    0B- Lickitung
    0C- Exeggcute
    0D- Grimer
    0E- Gengar
    0F- Nidoran(f)
    10- Nidoqueen
    11- Cubone
    12- Rhyhorn
    13- Lapras
    14- Arcanine
    15- Mew
    16- Gyarados
    17- Shellder
    18- Tentacool
    19- Gastly
    1A- Scyther
    1B- Staryu
    1C- Blastoise
    1D- Pinsir
    1E- Tangela
    21- Growlithe
    22- Onix
    23- Fearow
    24- Pidgey
    25- Slowpoke
    26- Kadabra
    27- Graveler
    28- Chansey
    29- Machoke
    2A- Mr. Mime
    2B- Hitmonlee
    2C- Hitmonchan
    2D- Arbok
    2E- Parasect
    2F- Psyduck
    30- Drowzee
    31- Golem
    33- Magmar
    34- Mankey
    35- Electabuzz
    36- Magneton
    37- Koffing
    3A- Seel
    3B- Diglett
    3C- Tauros
    40- Farfetch'd
    41- Venonat
    42- Dragonite
    46- Doduo
    47- Poliwag
    48- Jynx
    49- Moltres
    4A- Articuno
    4B- Zapdos
    4C- Ditto
    4D- Meowth
    4E- Krabby
    52- Vulpix
    53- Ninetales
    54- Pikachu
    55- Raichu
    58- Dratini
    59- Dragonair
    5A- Kabuto
    5B- Kabutops
    5C- Horsea
    5D- Seadra
    60- Sandshrew
    61- Sandslash
    62- Omanyte
    63- Omastar
    64- Jigglypuff
    65- Wigglytuff
    66- Eevee
    67- Flareon
    68- Jolteon
    69- Vaporeon
    6A- Machop
    6B- Zubat
    6C- Ekans
    6D- Paras
    6E- Poliwhirl
    6F- Poliwrath
    70- Weedle
    71- Kakuna
    72- Beedrill
    74- Dodrio
    75- Primeape
    76- Dugtrio
    77- Venomoth
    78- Dewgong
    7B- Caterpie
    7C- Metapod
    7D- Butterfree
    7E- Machamp
    80- Golduck
    81- Hypno
    82- Golbat
    83- Mewtwo
    84- Snorlax
    85- Magikarp
    88- Muk
    8A- Kingler
    8B- Cloyster
    8D- Electrode
    8E- Clefable
    8F- Weezing
    90- Persian
    91- Marowak
    93- Haunter
    94- Abra
    95- Alakazam
    96- Pidgeotto
    97- Pidgeot
    98- Starmie
    99- Bulbasaur
    9A- Venusaur
    9B- Tentacruel
    9D- Goldeen
    9E- Seaking
    A3- Ponyta
    A4- Rapidash
    A5- Rattata
    A6- Raticate
    A7- Nidorino
    A8- Nidorina
    A9- Geodude
    AA- Porygon
    AB- Aerodactyl
    AD- Magnemite
    B0- Charmander
    B1- Squirtle
    B2- Charmeleon
    B3- Wartortle
    B4- Charizard
    B9- Oddish
    BA- Gloom
    BB- Vileplume
    BC- Bellsprout
    BD- Weepinbell
    BE- Victreebel
    
    Item quantity modifier:
    01xx1FD3- first item slot
    01xx21D3- second item slot
    01xx23D3- third item slot
    ...
    01xx2BD3- seventh item slot
    
    Item type modifier:
    01xx1ED3- first item slot
    01xx20D3- second item slot
    01xx22D3- third item slot
    ...
    01xx2AD3- seventh item slot
    
    Key for xx:
    01- Master Ball
    02- Ultra Ball
    03- Great Ball
    04- Poke Ball
    05- Town Map
    06- Bicycle
    07- ?????
    08- Safari Ball
    09- Pokedex
    0A- Moon Stone
    0B- Antidote
    0C- Burn Heal
    0D- Ice Heal
    0E- Awakening
    0F- Paralyz Heal
    10- Full Restore
    11- Max Potion
    12- Hyper Potion
    13- Super Potion
    14- Potion
    15- Boulder Badge
    16- Cascade Badge
    17- Thunder Badge
    18- Rainbow Badge
    19- Soul Badge
    1A- Marsh Badge
    1B- Volcano Badge
    1C- Earth Badge
    1D- Escape Rope
    1E- Repel
    1F- Old Amber
    20- Fire Stone
    21- Thunder Stone
    22- Water Stone
    23- HP Up
    24- Protein
    25- Iron
    26- Carbos
    27- Calcium
    28- Rare Candy
    29- Dome Fossil
    2A- Helix Fossil
    2B- Secret Key
    2C- ?????
    2D- Bike Voucher
    2E- X Accuracy
    2F- Leaf Stone
    30- Card Key
    31- Nugget
    32- PP Up
    33- Poke Doll
    34- Full Heal
    35- Revive
    36- Max Revive
    37- Guard Spec.
    38- Super Repel
    39- Max Repel
    3A- Dire Hit
    3B- Coin
    3C- Fresh Water
    3D- Soda Pop
    3E- Lemonade
    3F- S.S. Ticket
    40- Gold Teeth
    41- X Attack
    42- X Defend
    43- X Speed
    44- X Special
    45- Coin Case
    46- Oak's Parcel
    47- Item Finder
    48- Silph Scope
    49- Poke Flute
    4A- Lift Key
    4B- Exp. All
    4C- Old Rod
    4D- Good Rod
    4E- Super Rod
    4F- PP UP
    50- Ether
    51- Max Ether
    52- Elixer
    53- Max Elixer
    C4- HM01:Cut
    C5- HM02:Fly
    C6- HM03:Surf
    C7- HM04:Strength
    C8- HM05:Flash
    C9- TM01:Mega Punch
    CA- TM02:Razor Wind
    CB- TM03:Swords Dance
    CC- TM04:Whirlwind
    CD- TM05:Mega Kick
    CE- TM06:Toxic
    CF- TM07:Horn Drill
    D0- TM08:Body Slam
    D1- TM09:Take Down
    D2- TM10:Double-Edge
    D3- TM11:Bubblebeam
    D4- TM12:Water Gun
    D5- TM13:Ice Beam
    D6- TM14:Blizzard
    D7- TM15:Hyper Beam
    D8- TM16:Pay Day
    D9- TM17:Submission
    
    DA- TM18:Counter
    DB- TM19:Seismic Toss
    DC- TM20:Rage
    DD- TM21:Mega Drain
    DE- TM22:Solarbeam
    DF- TM23:Dragon Rage
    E0- TM24:Thunderbolt
    E1- TM25:Thunder
    E2- TM26:Earthquake
    E3- TM27:Fissure
    E4- TM28:Dig
    E5- TM29:Psychic
    E6- TM30:Teleport
    E7- TM31:Mimic
    E8- TM32:Double Team
    E9- TM33:Reflect
    EA- TM34:Bide
    EB- TM35:Metronome
    EC- TM36:Selfdestruct
    ED- TM37:Egg Bomb
    EE- TM38:Fire Blast
    EF- TM39:Swift
    F0- TM40:Skull Bash
    F1- TM41:Softboiled
    F2- TM42:Dream Eater
    F3- TM43:Sky Attack
    F4- TM44:Rest
    F5- TM45:Thunder Wave
    F6- TM46:Psywave
    F7- TM47:Explosion
    F8- TM48:Rock Slide
    F9- TM49:Tri Attack
    FA- TM50:Substitute
    FF- empty slot
    
    Name change modifier:
    01xx58D1- first letter
    01xx59D1- second letter
    01xx5AD1- third letter
    ...
    01xx62D1- eleventh letter
    
    Key for xx:
    80- A
    81- B
    82- C
    ...
    99- Z
    9A- (
    9B- )
    9C- :
    9D- ;
    9E- [
    9F- ]
    A0- a
    A1- b
    A2- c
    ...
    B9- z
    
    Trainer ID Number Modifier:
    01xx77D1- First number
    01xxA3D1- Second number
    01xxCFD1- Third number
    01xxFBD1- Fourth number
    01xx27D2- Fifth number
    01xx53D2- Sixth number
    
    Max stat experience modifiers:
    01FF7CD1- HP
    01FF7ED1- Attack
    01FF80D1- Defense
    01FF82D1- Speed
    01FF84D1- Special
    01FF86D1- Attack, Defense and 1st half HP DVs 
    01FF87D1- Speed, Special, and 2nd half HP DVs
    01FF88D1- Max PP Up (1st attack)
    01FF89D1- Max PP Up (2nd attack)
    01FF8AD1- Max PP Up (3rd attack)
    01FF8BD1- Max PP Up (4th attack)
    
    Trainers do not block Balls:
    010157D0 (Don't activate until battle menu opens)
    
    Walk through walls:
    010138CD
    
    Infinite Energy:
    01FF16D0
    
    Infinite Money:
    019947D3
    
    No random battles:
    01033CD1
    
    Change version (Red to Blue or Blue to Red):
    B123D7CF
    
    
    
    
    
    ________________________________________________________________
    	7. Glitches
    	This section explores the many different odd glitches in
    Red, Blue, and Yellow, and should only be looked at after you've
    beaten the story.  They range from simply malfunctioning moves 
    to a legitimate way to capture two Mews.  Read on to discover the
    
     
    secrets of RBY programming.  
    
    
    
    GLITCHED ATTACKS
    Here's a few moves you should really try to avoid in strictly 
    RBY gameplay:
    
    Counter
    Despite the misleading descriptions, Counter only works if the
    opponent uses a Normal or Fighting-type attack.  Even though 
    it's supposed to let you return back for double damage all the
    physical attack types, in reality it's only those two types. 
    This makes Counter extremely hard to use effectively.
    
    Focus Energy
    It was supposed to increase your Pokemon's critical hit chances,
    but the real in-game Focus Energy does nothing of the sort. 
    Typically, critical hits happen more often with faster Pokemon;
    if you're much faster than the opponent, moves where the 
    Critical Hit Rate is multiplied by 8 will almost always do a critical 
    hit, and there is still possibility for criticals when the user of 
    the attack is slower than the opponent.  When a Pokemon uses Focus
    Energy, however, it not only makes no changes to the critical 
    hit rate when the user is faster than the opponent, it removes any
    chance of the user performing a critical hit when the opponent 
    is faster!  This glitch is corrected in Pokemon Stadium, but in 
    pure RBY, avoid at all costs.
    
    Haze
    You actually don't have to completely avoid this move, but it
    does have a hidden feature that deprives some of its usefulness. 
    As for eliminating all stat modifiers used so far in battle, it
    does that just fine.  However, if the opponent has a status
    ailment like Freeze or Paralysis, that gets eliminated too!  
    Haze is still a recommended move for battling against Double Team or
    Minimize users, but just keep in mind its hidden curse, and 
    don't try to remove your own status ailments by using Haze; it only
    heals the opponent.  
    
    Substitute
    Substitute really has no use in Game Boy RBY because all it does
    is create a carbon copy of the user using 25% of its energy,
    without providing any protection to the user itself.  It doesn't
    protect the user from any status ailments or stat reducers, and
    basically all it does is waste a turn.  Like Focus Energy,
    however, Substitute finally gains those important abilities in
    Pokemon Stadium.
    
    
    
    Toxic
    The way Toxic works when you Poison the opponent is it starts
    taking a little bit of its health away; and that amount doubles
    every turn, as long as the opponent stays put.  However, if the
    opponent switches and then comes back in later in the fight, the
    Toxic effect has stopped!  It's still Poisoned, but it only 
    takes a little bit of damage every turn now instead of increasing. 
    This makes whatever possibilities Toxic may have had as a useful
    move non-existent.
    
    Fissure, Guillotine, and Horn Drill
    These one-hit KO moves have a few hidden maladies that make them
    almost unusable except in rare cases.  Similar to Counter, the
    OHKOs only work against Normal and Fighting-type Pokemon.  They
    will always miss against any other type.  Additionally, the 
    OHKOs will always miss when the user attacks second.  Factor these
    tidbits of information into the fact that even when you are
    faster and the opponent is a Normal or Fighting-type, it still
    only hits 29.3% of the time, it's best to leave these attacks
    alone.
    
    
    THE MISSINGNO. GLITCH
    Of all glitches in Red/Blue/Yellow, this is perhaps the most
    well-known.  Nevertheless, many people still don't know the full
    capabilities of this glitch; this section will explain basically
    what happens and how to control it.
    
    	It's easy to activate the glitch itself.  First, go to
    Viridian City and talk to the old man directly south of Route 2,
    the guy who talks about his coffee.  When he asks you if you're
    in a hurry, say no, and he'll catch a Weedle.  From there, Fly 
    to Cinnabar Island and go the east coast.  This coast is part land
    and part water.  Surf up and down along this coast, and you'll
    run into some strange things!  These include Missingno., 'M., 
    and very high-leveled (over 100) random Pokemon.  Exactly what you
    encounter and at what levels depends upon your trainer's name. 
    Here's how it works:
    
    	The 3rd, 5th, and 7th letters of your name denote what 
    Pokemon you'll find on the Cinnabar patch, and the 2nd, 4th, and 6th
    letters of your name specify what levels they'll be at.  If you
    remember, when choosing your name, there are also various 
    symbols you can choose from.  Do not choose one of the symbols for the
    3rd, 5th, and 7th letters, or else you encounter a glitched 
    trainer on the Cinnabar coast that can erase your cartridge!  Symbols 
    are fine for the other three letters, however.  This is the key for
    what Pokemon appear according to the name letters (these include
    both uppercase and lowercase):
    
    A- Golduck
    B- Hypno
    C- Golbat
    D- Mewtwo
    E- Snorlax
    F- Magikarp
    G- Missingno.
    H- Missingno.
    I- Muk
    
    
    J- Missingno.
    K- Kingler
    L- Cloyster
    M- Missingno.
    N- Electrode
    O- Clefable
    P- Weezing
    Q- Persian
    R- Marowak
    S- Missingno.
    T- Haunter
    U- Abra
    V- Alakazam
    W- Pidgeotto
    X- Pidgeot
    Y- Starmie
    Z- Bulbasaur
    a- Missingno.
    b- Missingno.
    c- Missingno.
    d- Ponyta
    e- Rapidash
    f- Rattata
    g- Raticate
    h- Nidorino
    i- Nidorina
    j- Geodude
    k- Porygon
    l- Aerodactyl
    m- Missingno.
    n- Magnemite
    o- Missingno.
    p- Missingno.
    q- Charmander
    r- Squirtle
    s- Charmeleon
    t- Wartortle
    u- Charizard
    v- Missingno.
    w- Missingno.
    x- Missingno.
    y- Missingno.
    z- Oddish
    
    	And this is the key for the levels they will appear at:
    
    A- 128
    B- 129
    C- 130
    ...
    a- 160
    b- 161
    c- 162
    
    ...
    space- 127
    (- 154
    )- 155
    :- 156
    ;- 157
    [- 158
    ]- 159
    e- 186
    '- 224
    PK- 225
    MN- 226
    - 227
    ?- 230
    !- 231
    (m)- 239
    money sign- 240
    times sign- 241
    .- 232/243
    /- 243
    ,- 244
    (f)- 243
    1- 247
    2- 248
    3- 249
    ...
    
    	The more letters in your name, the more you control what
    Pokemon appear on the Cinnabar coast.  In addition, you will 
    also encounter wild Pokemon of the same species and level of the last
    place you were had that had wild Pokemon.  If you didn't 
    activate the glitch, those are the only Pokemon that appear on the coast.
    	When you encounter Missingno. or 'M in battle, your screen
    freezes for a second, then it appears as a blocky glitched
    object.  If you run away from it, check your items list.  If the
    sixth item on your list is a quantity object (Rare Candy, Hyper
    Potion, Master Ball), you'll find it has a glitched number next
    to it.  You now have over 100 of that object!  You can try
    capturing a Missingno., but don't try capturing an 'M; it will
    seriously mess up your cartridge.  After leveling up Missingno.
    it evolves into a Kangaskhan.  If you run into a Pokemon over
    level 100 and capture it (yes it is possible), if you battle 
    with it to gain any experience points, it reverts back to level 100
    and stays there.
    	The Missingno. glitch has many uses.  You can get over 100
    Master Balls to make your collecting quest extremely easy (though
    not much fun), get hundreds of Rare Candies to level up your 
    team to 100 really quickly, and capture exciting Pokemon like Mewtwo
    and the three starters at extremely high levels.  If you don't have a 
    Game Shark, of course, you have to start over to switch the Pokemon 
    that appear around, but if you do, check out the Game Shark Codes 
    part of this section.  
    
    
    
    THE S.S.ANNE TRUCK 
    There have been many rumors about a movable truck that appears
    when you Surf around the S.S.Anne before it leaves, and that you
    get Mew or another hidden Pokemon from moving it.  There is a
    truck, but it has absolutely no special features or hidden
    Pokemon.  There are a couple of ways to see it; use one of the
    following methods:
    
    1. Before the S.S.Anne leaves
    The object is to get HM03:Surf before you board the S.S.Anne.  
    To do this, you have to hook up with someone else or use a 
    different Game Boy to trade a Pokemon that knows Cut over to your  
    version.  Then you don't have to get on the ship, and you can progress
    through the game until you get Surf and beat Koga.  Then go back
    to the S.S.Anne harbor.  The ship should still be there as long
    as you haven't talked to the captain, and you can explore around
    the ship.
    
    2. After the S.S.Anne leaves
    You can still see the truck after the S.S.Anne leaves by using a
    glitch, but you still have to have Surf.  Head over to the
    harbor, where the sailor that stops you from entering the ship
    is.  Stand on the tile one space northwest of him.  Start 
    walking to the right and immediately press Start to bring up your menu. 
    Save, reset your game, and use Surf.  Even though you're facing
    right when you use Surf, you will automatically sail down on top
    of the sailor and right past him to the ship!
    	The ship will be exactly the same as it was before, but you
    can Surf to the right to take a look at the truck.  You can't
    move it or do anything to it, but it is there!
    
    
    THE MEW GLITCH
    There is a completely legitimate, non-Shark way to get Mew- two
    Mews, in fact- and it has nothing to do with the S.S.Anne truck. 
    However, you must not have beaten the Cerulean City Gym or gone
    up Nugget Bridge yet.  Here is how to do it:
    
    	Head up Nugget Bridge.  There is a trainer to the left in
    the patch of grass you have to avoid for now.  You have to catch
    an Abra for its Teleport ability now; in Red/Blue you can find 
    it in the Route 24 or 25 right here, but in Yellow you have to go
    see Bill first (avoiding the Youngster with the Slowpoke), then
    head down to Route 5 and catch one there.  After you capture it,
    save your game, make sure you have some Poke Balls, and go over
    to where the trainer in the grass to the left of Nugget Bridge 
    is but do not challenge him yet.
    	Stand directly to the north of the trainer so he's out of
    your vision range.  Walk south, then before the ! appears over
    his head, press start to get to the menu.  Use Teleport to get
    back to the Cerulean Poke Center, and if you've done it 
    correctly your buttons should not work right now.  Without talking to
    anyone, enter the Cerulean Gym and battle the Swimmer.  After 
    you defeat him, go back to the Nugget Bridge and start walking up 
    it.  Your menu will come up by itself this time!  Press B to exit and
    
    
    you'll automatically enter a battle with a level 7 Mew.  Catch 
    it and save your game.  
    	To get a second Mew, make your way through Route 25,
    avoiding all the battles you can until you get to the Youngster
    facing up and the trainer in the grass to the left.  Walk to the
    trainer in the grass, again bringing up the menu before the !
    appears, and Teleport back to the Cerulean Poke Center.  Again,
    your buttons will not work now.  Head back to the Youngster. 
    Stand directly north of him so he's out of your vision range,
    then go down and he should walk up to you.  After the battle,
    Teleport to Cerulean again, and head back up Nugget Bridge.  The
    menu should pop up again, and you can get another Mew!
    
    
    THE DITTO GLITCH
    This is another very useful glitch that allows the capturing of
    any Pokemon, even Mew, without a Game Shark.  It uses the same
    Teleport trick as the aforementioned Mew glitch, but is a little
    more flexible.  
    
    	To begin with, you need to decide which Pokemon you want to
    get using this glitch.  What Pokemon you will fight depends upon
    the Special stat of your Pokemon (or the Special stat + 256):
    1- Rhydon
    2- Kangaskhan
    3- Nidoran(m)
    4- Clefairy
    5- Spearow
    6- Voltorb
    7- Nidoking
    8- Slowbro
    9- Ivysaur
    10- Exeggutor
    11- Lickitung
    12- Exeggcute
    13- Grimer
    14- Gengar
    15- Nidoran(f)
    16- Nidoqueen
    17- Cubone
    18- Rhyhorn
    19- Lapras
    20- Arcanine
    21- Mew
    22- Gyarados
    23- Shellder
    24- Tentacool
    25- Gastly 
    26- Scyther
    27- Blastoise
    29- Pinsir
    30- Tangela
    33- Growlithe
    34- Onix
    35- Fearow
    36- Pidgey
    37- Slowpoke
    38- Kadabra
    39- Graveler
    40- Chansey
    41- Machoke
    42- Mr. Mime
    43- Hitmonlee
    44- Hitmonchan
    45- Arbok
    46- Parasect
    47- Psyduck
    48- Drowzee
    49- Golem
    51- Magmar
    52- Mankey
    53- Electabuzz
    
    
    54- Magneton
    55- Koffing
    56- Seel
    59- Diglett
    60- Tauros
    64- Farfetch'd
    65- Venonat
    66- Dragonite
    70- Doduo
    71- Poliwag
    72- Jynx
    73- Moltres
    74- Articuno
    75- Zapdos
    76- Ditto
    77- Meowth
    78- Krabby
    82- Vulpix
    83- Ninetales
    84- Pikachu
    85- Raichu
    88- Dratini
    89- Dragonair
    90- Kabuto
    91- Kabutops
    92- Horsea
    93- Seadra
    96- Sandshrew
    97- Sandslash
    98- Omanyte
    99- Omastar
    100- Jigglypuff
    101- Wigglytuff
    102- Eevee
    103- Flareon
    104- Jolteon
    105- Vaporeon
    106- Machop
    107- Zubat
    108- Ekans
    109- Paras
    110- Poliwhirl
    111- Poliwrath
    112- Weedle
    113- Kakuna
    114- Beedrill
    116- Dodrio
    117- Primeape 
    118- Dugtrio
    119- Venomoth
    120- Dewgong
    123- Caterpie
    124- Metapod
    125- Butterfree
    126- Machamp
    128- Golduck
    129- Hypno
    130- Golbat
    131- Mewtwo
    132- Snorlax
    133- Magikarp
    136- Muk
    138- Kingler
    139- Cloyster
    141- Electrode
    142- Clefable
    143- Weezing
    144- Persian
    145- Marowak
    147- Haunter
    148- Abra
    149- Alakazam
    150- Pidgeotto
    151- Pidgeot
    152- Starmie
    153- Bulbasaur
    154- Venusaur
    155- Tentacruel
    157- Goldeen
    158- Seaking
    163- Ponyta
    164- Rapidash
    165- Rattata
    166- Raticate
    167- Nidorino
    168- Nidorina
    169- Geodude
    170- Porygon
    171- Aerodactyl
    173- Magnemite
    176- Charmander
    177- Squirtle
    178- Charmeleon
    179- Wartortle
    180- Charizard
    185- Oddish
    186- Gloom
    187- Vileplume
    188- Bellsprout
    189- Weepinbell
    190- Victreebel
    
    	So, for instance, if you wanted to catch a Vaporeon you
    would have to have a Pokemon with a Special of either 105 or 
    361.  Here is how to perform the glitch itself:
    
    	As you did with the Mew Glitch above, perform the Teleport
    trick on a trainer that comes into your view as you walk towards
    them, before the ! appears.  Teleport to Fuchsia City oranywhere
    near wild Dittos are at, and battle one.  Put the Pokemon with
    the Special stat you want to use in front so the Ditto Transforms
    into that Pokemon.  After it does so, run or knock it out.
                Now go back to one of the points that starts the
    glitch; the Nugget Bridge is the most obvious one.  You should
    encounter the Pokemon that Ditto trasformed into.
    
    
    GLITCH CITY
    This is a fun glitch, but it doesn't have any practical 
    purposes.  It's pretty easy to activate:
    
    	First, head to the Safari Zone.  Pay the $500 to enter the
    park, and after you enter, leave.  When the man asks you if
    you're leaving early, choose No, and you'll go back in the park. 
    Do the same thing over again.  After the second time you re-
    enter, save you game.  Restart your file, then leave the park. 
    This time the man shouldn't say anything.  Walk down and he'll
    ask you if you want to join the hunt.  Choose No and then exit
    the house to the south. 
    	After you exit, Fly to Cinnabar Island and Surf up and down
    the east Cinnabar coast.  After 500 steps (the same amount of
    steps you have in the Safari Zone), the PA will call you and
    you'll be transported back to the top of the Safari entrance
    house!  Exit to the south again, and you will be in Glitch City. 
    You will see a lot of random tile spaces, and any number of odd
    weird things could happen as you walk around.  Be sure not to
    save while in Glitch City or it could mess up your file.  To
    exit, simply reset or Fly to another city.
    	If, instead of going to Cinnabar Island you went to a
    different city, the PA will still call you after you walk 500
    steps, but you won't enter Glitch City.  A random strange effect
    may occur (music stops, appear in someone's house), but that's
    it.
    
    
    THE BOX TRICK
    When you deposit a Pokemon in one of the PC boxes and then
    withdraw it, the game recalculates that Pokemon's stats, adding
    stat experience and DVs to the previous total.  This trick is
    required for using the Game Shark stat experience codes, and is
    explained in fuller detail in section D.
    
    
    STONLESS EVOLUTION
    If you have a Pokemon with a stone evolution, and you don't
    have/want a stone, you can still evolve with this trick. It all
    depends on who you have. First, put the Pokemon who you want to
    evolve without a stone on the first slot on your belt. Then, put
    these Pokemon on the 2nd slot depending on their hex value:
    HEX PKMN Stone
    0A...Exeggutor..Moon
    20...Missingno..Fire
    21...Growlithe..Thunder
    22...Onix.......Water
    2F...Psyduck....Leaf
    After you do this, make the Pokemon on the first slot gain a
    level, and it should evolve.       
    
    
    
    
    
    
    ################################################################
    
         
    D. Battle Strategy Guide
    ________________________________________________________________
    	1. Competitive Battling Basics
    	Okay, so you've beaten Red/Blue/Yellow, collected a good
    amount of the Pokemon, and are wondering what else there is to 
    do in this game.  Well, you're about to find out: Welcome to the
    world of competitive battling!
    	The first part of this section will list a lot of the 
    basics that every Pokemon battler should know.  Make sure to read
    through all of these if you're still a new trainer.
    
    - Special over physical
    	In Red/Blue/Yellow, you should notice that there are only
    five stats: HP, Attack, Defense, Speed, and Special, with no
    differentiation between Special Attack and Special Defense. 
    Instead, the Special stat is weighed in for both that Pokemon's
    offense and defense, giving it an advantage over a Pokemon with
    high stats in just normal Attack and/or Defense.  Thus, special 
    
    
    normally predominates over physical in the RBY world.  The list
    of physical Pokemon that can stand up well to special Pokemon 
    are few, but they are out there.
    
    - Which types to consider and which not to:
    	Psychic is the dominant type of Red/Blue/Yellow.  It has
    only one type weakness, which is Bug- and that happens to be the
    least-used type.  Most Psychic-type Pokemon have a strong 
    Special stat to work off of, and there are several very useful dual-
    type Psychic Pokemon who can use their other type to their advantage. 
    Always consider which Psychic type(s) you'll use on your team
    before any other, since they will most likely become the 
    backbone of your team.  
    	After Psychic, choosing an Electric and Ice type is next
    important.  No Pokemon can resist both Electric and Ice, so it's
    obvious why they should be part of any team.  Ground is the only
    type that can stop Electric, which gives the Electric-types 
    great consistency with both their attacks and Paralysis enforcement. 
    There are no mono-Ice types, but most of the few that are out
    there are good choices.  If you don't use an Ice-type, at least
    be sure to include an Ice-type attack or two on your team.  The
    Freezing ability of Ice attacks surpasses all other status
    afflictions.
    	As for the other Special types, most of them have limited
    use.  Many Grass types have a secondary Poison type, giving them
    Psychic, Ground, Fire, Flying, and Ice weaknesses.  Fire types
    are very limited in their offensive use because they are only
    effective against Grass (and Ice, but it's paired with Water 
    most of the time), and Grass-types aren't used very often anyway.  
    All the mono Water-types are outdone by the dual types, especially
    when Psychic or Ice is that secondary type.  Most teams also
    include a Normal-type to fill in a missing space in their team. 
    There are both good offensive and defensive Normal types to
    choose from.  
    	For the physical side of the spectrum, things are even more
    limited.  Fighting and Poison-types are almost completely
    discarded because of the Psychic weakness, and both the sole
    Ghost and Dragon-types of RBY have drastic problems that keep
    them from being used too often.  Nevertheless, a Ground-type of
    some sort is almost required in a team for the sole reason of
    staving off Electric types.  Unfortunately they have weaknesses
    to two of the most common attack types (Water and Ice) so bring
    them out only when necessary.
    	To see specifically which Pokemon are good options, study
    the Individual Pokemon Analysis of this section later on.
    
    - The roles of each team member
    	There are three general roles each Pokemon on a team
    fulfills: Sweeper, Annoyer, and Tank.  The Sweeper is primarily
    an attacker.  There may be a move slot devoted to a one or two
    turn preparation move, but not unless the user has good 
    defensive stats.  A Sweeper can be special or physical; but in RBY, 
    it's special most of the time (see above for why).  Occasionally you
    might see a Mixed Sweeper; that is, a sweeper with both special
    and physical attacks, but generally it's better to focus on
    aspect or the other.  Most teams have two or three Special
    Sweepers and one Physical Sweeper.  
    	Annoyers aren't seen as often in RBY as in succeeding 
    games, mostly because Grass and Poison-types aren't used much.  Their
    goal is to inflict status impairments on the opponent like
    paralysis or sleep and disrupt their ability to attack.  Tanks
    are defensive Pokemon, normally with high HP and defensive 
    stats.  Tanks usually take a long time to build their defenses up while
    their opponent wastes PP, and then they attack their opponent's
    weaknesses.  Every good team should have at least one or two
    Tanks to round out the defensive side of the team, and an 
    Annoyer for status inflictions like sleep or paralysis or for utility
    purposes like Haze.
    	
    - Moves to use and moves to not use (offense):
    	First of all you should know what STAB is.  It stands for
    Same-Type-Attack-Boost, which means that when a Pokemon uses an
    attack that is the same type as one of its own (i.e., a
    Water/Ice-type using Surf or a Ground-type using Earthquake) it
    gets a 1.5x attack boost.  Most Pokemon should have one of their
    attacks have a STAB bonus.
    	These are the attacking moves you'll be seeing used most
    often:
    
    Psychic
    Thunderbolt
    Ice Beam
    Blizzard
    Surf
    Razor Leaf
    Flamethrower
    Fire Blast
    Earthquake
    Rock Slide
    Body Slam
    Drill Peck
    
    	These moves are, for the most part, very consistent and 
    deal respectable damage.  Typically a balanced team contains most, if
    not all, of these moves.  Where beginners tend to falter is in
    choosing super-powerful but lower-accuracy attacks (Thunder,
    Blizzard, Hydro Pump, Solarbeam, Fire Blast) over less-powerful
    but more consistent attacks (Thunderbolt, Ice Beam, Surf, Razor
    Leaf, Flamethrower).  While Blizzard and Fire Blast are not bad
    choices because of decent accuracy, Thunder, Hydro Pump, and
    especially Solarbeam aren't worth taking the risk of trying. 
    	Many beginners tend to choose Dig or Fly over Earthquake 
    and Drill Peck.  The fact is, using Dig or Fly completely gives away
    what your next move will be.  This gives your opponent a chance
    to switch out and bring in something resistant (or immune) to
    your attack.  Always choose the single-turn Earthquake and Drill
    Peck over the other two.  Additionally sometimes beginners 
    choose multi-turn attacks like Fire Spin and Clamp.  Again, there is no
    way of stopping the opponent from switching and ruining your
    attack.
    	This is a little bit more obvious, but never ever put more
    than one attacking move of the same type on a single Pokemon. 
    Doing this makes your Pokemon lose diversity, which means less 
    of your moves will be effective against the opponent. 
    	And now for status inflictions: Ice Beam and Blizzard are
    great attacks because they allow a small possibility of the
    opponent to be Frozen and completely helpless.  Aside from that,
    some trainers like to use their Electric Pokemon to quickly
    Thunder Wave and give themselves a Speed advantage (not a bad
    strategy).  Sleep is seen a lot less often, because only Grass
    users can perform reasonably reliable sleep attacks.  And don't
    ever think about using Poison!  Taking away a tiny percentage of
    the opponent's health every turn is nothing in comparison with
    normal, powerful attacks.  Even Toxic is useless, because if the
    opponent switches, the effects of Toxic are lost and the damage
    rate doesn't increase any more.
    	
    - Moves to use and moves to not use (defense):
    	Defensive moves generally consist of raising your Pokemon's
    own stats so that it becomes more powerful for the duration of
    the battle.  Don't be afraid to spend a turn building defense! 
    Many beginners tend to rush and only use attacking moves from 
    the start to the end, and that usually doesn't work out too well. 
    Now of course, for Pokemon that have low defensive stats but 
    high attacking stats in the first place, maybe they can't afford to
    spend a turn to up their stats lest get crushed by the opponent. 
    Most Pokemon, however, can take their time.  And don't forget
    that no stat can be increased beyond 999 at any time.  
    	Amnesia is RBY's best defensive move, because it strongly
    raises up the user's Special, which amounts for both offense and
    defense.  Generally, if a high-Special Pokemon can get Amnesia,
    it should hang on to that move for dear life.  Barrier is
    typically a better move than Light Screen or Reflect because you
    can use Barrier multiple times to up the Defense stat even more. 
    Double Team and Minimize are a common moves with Annoyers and
    Tanks, and raising a unit's Evasion modifier very high is a 
    cheap way to make your opponent very frustrated.  Substitute is a 
    handy move that prevents the user from being inflicted with a
    status condition until the substitute is knocked out; useful if
    you can't access Haze.  Just don't use it in handheld battles or
    else it won't work properly (see section C.)
    	For the few physical attackers out there, Swords Dance is
    the move they should consider.  Screech, even though it severely
    lowers the opponent's Defense, only affects the one Pokemon and
    you have to use it over and over for each opponent.  Swords 
    Dance raises the user's Attack instead of affecting the opponent.
    	As for healing moves, Recover is a valuable choice for 
    those few Pokemon that do get it.  Rest, however, only works on 
    Pokemon that you know can survive a few hits while Asleep.  Comboing
    Minimize and Double Team with Rest is a great strategy for Tanks
    that can hold out long enough to get their Evasion modifiers way
    up.  Remember, however, if the opponent shows up with Haze, all
    those modifiers could be erased!
    
    - Base Stats, DVs, and EVs:
    	In order to survive in the advanced Pokemon world, there 
    are a few terms you need to be familiar with that have to do with
    raising Pokemon.  Let's begin with Base Stats.  Every Pokemon
    species has a number between 0 and 256 that determines each 
    stat: HP, Attack, Defense, Speed, and Special.  These numbers are
    unchanging; every Zubat has base 45 Attack, every Lapras, has
    base 85 Special, every Chansey has base 250 HP, etc.  If you sum
    up several Pokemon's Base Stats, then you can get a general idea
    of how powerful each species is.  This is the reason that, no
    matter how lovingly you care for a weak Pokemon like Farfetch'd,
    it'll never have stats to compare with the average strong 
    Pokemon like Tauros.  The Base Stats are listed as the first number in
    the Stats for every Pokemon in the section below.
    	DVs are determinant values, a random number between 0 and 
    15 assigned to each stat when you first catch a Pokemon.  The 
    higher the number, the stronger the stat is.  The best possible DVs
    that a Pokemon can have are 15 for every stat, and only then is
    it possible for that Pokemon to have maximum stats (the second
    number in the Stats in the section below).  A Pokemon with a DV
    of 11 in Attack will be naturally stronger than another Pokemon
    of the same species with a DV of 5.  The average is about 7 or 8
    for each stat.  DVs cannot be changed once they are determined. 
    Every level of DV represents 2 points in a stat.  Thus a Pokemon
    with 10 DVs in every stat and is completely EV trained (see
    below) will have stats 10 less than the maximum possible stats
    for its species at level 100.  A fully EV-trained Pokemon with a
    DV of 0 in the Speed stat will have 30 fewer stats than the
    maximum Speed stat at level 100.  These can also be seen referred to 
    as IVs, or independent values.
    	Finally, the EVs, or experience values.  This is the most
    important part of raising a Pokemon; even a Pokemon which has
    poor DVs can end up with some pretty impressive stats if well 
    EV-trained.  Every Pokemon gains stats by simply leveling up, but 
    in addition to that, the Pokemon gains additional stat points
    through EVs.  Each Pokemon is assigned five experience banks- 
    one to every stat.  Whenever your Pokemon defeats a wild or trained
    Pokemon in battle, the Base Stats of the defeated Pokemon are
    deposited into each corresponding experience bank.  These stat
    experience points gained are completely different from the 
    normal experience points you see your Pokemon gain on-screen.  Each
    experience bank has a maximum of 63,002 points; about 1,000 for
    each stat.  This means that, for example, for every 1,000 Base
    Defense stats of defeated Pokemon, there is one extra EV Defense
    stat gained.  Once those 63,002 points are used up and the 63 EV
    stats are earned, the experience bank for that stat is full. 
    Ideally, you want your Pokemon to fill up each experience bank
    for maximum stats.  Fortunately these banks can be increased 
    even when the Pokemon is at level 100; you must use the Box Trick
    described in Section C to see visible results, however.  You can
    speed up the EV training process considerably by using stat
    increasers such as Protein, Iron, and Calcium.  If a Pokemon's
    experience bank has 25,599 or fewer points when you use a stat
    increaser, it automatically adds 2,560-a lot of points for 
    little work.  If it's over that amount, however, it won't do anything. 
    This is why it's best to begin your training of a new level 2
    Pokemon by feeding it stat increasers until it can't hold any
    more-it's expensive, but it gets about 40% of the EV training
    done right away.  EVs can also be referred to as stat 
    experience, or stat points. 
     				
    - GSC's connection to RBY:       
    	When RBY originally came out, battlers were restricted to
    only using the moves found on the original cartridges.  When 
    Gold and Silver came along and time travel between generations became
    possible, however, suddenly a wealth of new moves became
    available to RBY gamers.  The reason this happened is because 
    the original 151 Pokemon gained new moves in GSC that were 
    previously unattainable.  Crystal is noted for contributing the three new
    TMs Thunderbolt, Ice Beam, and Flamethrower.  Now of course,
    moves that didn't exist in RBY can't be sent from GSC.  But, for
    example, Alakazam can learn Thunderpunch and Ice Punch in GSC 
    but not RBY.  Since those moves appear in RBY, that Alakazam can be
    traded through the time machine and those moves can be used in
    RBY battles.  The move repertoire of every Pokemon in RBY is
    increased by the connection to GSC.
    	
    
    
    
    
    ________________________________________________________________
    	2. Individual Pokemon Stats and Strategy
    	Now that you have a basic understanding of what's expected
    in a competitive team, study this section carefully.  Every stat
    and piece of information of all 151 Pokemon is presented here,
    along with strategies and suggested movesets for each of the 81
    final evolutions (which are the only Pokemon you should consider
    battling with).  In RBY-only battles, only the naturally learned
    moves and the ones available by TMs or HMs are allowed; however,
    most retro battling allows for the use of tradeback moves from
    Gold/Silver/Crystal and the Surfing Pikachu/Amnesia Psyduck from
    Stadium.  See section C for the complete list of Pokemon and
    their locations.
    	Since Pokemon evolved by stones do not learn any more
    natural moves in most cases, the Learned Moves sections of those
    Pokemon will include only their default moves and learned moves
    specific to that evolution (if any).
    
    KEY:
    Pokedex number and name of Pokemon
    Pokemon type
    Evolution (if any)
    Rate of Growth (slow, fading, moderate, or fast)
    Pokedex Information
    Base Stats/Max Stats
    Moves learned by experience
    Moves learned by TMs/HMs
    Moves learned from Gold/Silver/Crystal Tradeback
    Moves learned from Pokemon Stadium
    Strategy (final evolutions)
    
    #001: Bulbasaur
    Type: Grass/Poison
    Evolution: Bulbasaur -> Ivysaur at level 16
    Rate of Growth: Fading
    Pokedex Info:
    Height- 2' 4"; Weight- 15 lbs; A strange seed was planted on its
    back at birth.  The plant sprouts and grows with this Pokemon.
    Stats: 
    HP- 45/293; At- 49/196; Df- 49/196; Sd- 45/188; Sc- 65/228
    -Learned Moves- 
    Tackle- default
    Growl- default
    Leech Seed- level 7
    Vine Whip- level 13
    Poisonpowder- level 20
    Razor Leaf- level 27
    Growth- level 34
    Sleep Powder- level 41
    Solarbeam- level 48
    -Available TMs/HMs- 
    TM03:Swords Dance
    TM06:Toxic
    TM08:Body Slam
    TM09:Double-Edge
    TM20:Rage
    TM21:Mega Drain
    TM22:Solarbeam
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM44:Rest
    TM50:Substitute
    HM01:Cut
    -GSC Moves- 
    Defense Curl
    Flash
    Headbutt
    Light Screen
    Petal Dance
    Razor Wind
    Roar
    Rock Throw
    -Stadium-
    none
    
    #002: Ivysaur
    Type: Grass/Poison
    Evolution: Ivysaur -> Venusaur at level 32
    Rate of Growth: Fading
    Pokedex Info: 
    Height- 3' 3"; Weight: 29 lbs.; When the bulb on its back grows
    large, it appears to lose the ability to stand on its hind legs.
    Stats:
    HP- 60/323; At- 62/222; Df- 63/224; Sd- 60/218; Sc- 80/258
    -Learned Moves- 
    Tackle- default
    Growl- default
    Leech Seed- level 7
    Vine Whip- level 13
    Poisonpowder- level 22
    Razor Leaf- level 30
    Growth- level 38
    Sleep Powder- level 46
    Solarbeam- level 54
    -Available TMs/HMs- 
    TM03:Swords Dance
    TM06:Toxic
    TM08:Body Slam
    TM09:Double-Edge
    TM20:Rage
    TM21:Mega Drain
    TM22:Solarbeam
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM44:Rest
    TM50:Substitute
    HM01:Cut
    -GSC Moves- 
    Defense Curl
    Flash
    Headbutt
    Light Screen
    Petal Dance
    Razor Wind
    Roar
    Rock Throw
    -Stadium-
    none
    
    #003: Venusaur
    Type: Grass/Poison
    Evolution: Final
    Rate of Growth: Fading
    Pokedex Info: 
    Height- 6' 7"; Weight- 221 lbs.; The plant blooms when it is
    absorbing solar energy.  It stays on the move to seek sunlight.
    Stats:
    HP- 80/363; At: 82/262; Df: 83/264; Sd: 80/258; Sc: 100/298
    -Learned Moves- 
    Tackle- default
    Growl- default
    Leech Seed- level 7
    Vine Whip- level 13
    Poisonpowder- level 22
    Razor Leaf- level 30
    Growth- level 43
    Sleep Powder- level 55
    Solarbeam- level 65
    -Available TMs/HMs- 
    TM03:Swords Dance
    TM06:Toxic
    TM08:Body Slam
    TM09:Double-Edge
    TM15:Hyper Beam
    TM20:Rage
    TM21:Mega Drain
    TM22:Solarbeam
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM44:Rest
    TM50:Substitute
    HM01:Cut
    -GSC Moves-
    Defense Curl
    Flash
    Headbutt
    Light Screen
    Petal Dance
    Razor Wind
    Roar
    Rock Throw
    -Stadium-
    none
    Strategy: Of all the Pokemon that are Psychic-weak, Venusaur is
    one of the best.  You get your choice of which status 
    inflictions to use with either Sleep Powder or Body Slam (chance for
    Paralysis + damage).  Leech Seed is a viable option to as a
    filler, but use Swords Dance instead if you're preparing for 
    Body Slam.  Venusuar doesn't have a lot of versatility as far as
    attacking goes, but Annoyers aren't meant to have versatility;
    they are meant to have good status attacks, which Venusaur does. 
    Razor Leaf does decent damage, and is always a better option 
    than the two-turn Solarbeam.
    	Overall you may consider Venusaur's five major weaknesses a
    little too much, but it's one of the best options as an Annoyer. 
    In Stadium battles, Annoyers and Tanks tend to use Substitute to
    help out the stalling effect.  Use it sparingly if you wish; but
    always be cautious, especially around Psychic-types.  
    -Recommended Movesets- 
    Venusaur (Annoyer):
    Razor Leaf 
    Sleep Powder
    Substitute
    Leech Seed
    Venusaur (Physical Sweeper):
    Razor Leaf
    Sleep Powder
    Body Slam
    Swords Dance
    
    #004: Charmander
    Type: Fire
    Evolution: Charmander -> Charmeleon at level 16
    Rate of Growth: Fading
    Pokedex Info:
    Height- 2' 0"; Weight- 19 lbs.; Obviously prefers hot places. 
    When it rains, steam is said to spout from the tip of its tail.
    Stats:
    HP- 39/281; At- 52/202; Df- 43/184; Sd- 65/228; Sc- 50/198
    -Learned Moves-
    Scratch- default
    Growl- default
    Ember- level 9
    Leer- level 15
    Rage- level 22
    Slash- level 30
    Flamethrower- level 38
    Fire Spin- level 46
    -Available TMs/HMs- 
    TM01:Mega Punch
    TM03:Swords Dance
    TM05:Mega Kick
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM17:Submission
    TM18:Counter
    
    TM19:Seismic Toss
    TM20:Rage
    TM23:Dragon Rage
    TM28:Dig
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM38:Fire Blast
    TM39:Swift
    TM40:Skull Bash
    TM44:Rest
    TM50:Substitute
    HM01:Cut
    HM04:Strength
    -GSC Moves-
    Bite
    Defense Curl
    Fire Punch
    Headbutt
    Roar
    Rock Slide
    -Stadium-
    none
    
    #005: Charmeleon
    Type: Fire
    Evolution: Charmeleon -> Charizard at level 36
    Rate of Growth: Fading
    Pokedex Info: 
    Height- 3' 7"; Weight: 42 lbs.; When it swings its burning tail,
    it elevates the temperature to unbearably high levels.
    Stats:
    HP- 58/319; At- 64/226; Df- 58/214; Sd: 80/258; Sc: 65/228
    -Learned Moves-
    Scratch- default
    Growl- default
    Ember- level 9
    Leer- level 15
    Rage- level 24
    Slash- level 33
    Flamethrower- level 42
    Fire Spin- level 51
    -Available TMs/HMs- 
    TM01:Mega Punch
    TM03:Swords Dance
    TM05:Mega Kick
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM17:Submission
    TM18:Counter
    TM19:Seismic Toss
    TM20:Rage
    TM23:Dragon Rage
    TM28:Dig
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM38:Fire Blast
    TM39:Swift
    TM40:Skull Bash
    TM44:Rest
    TM50:Substitute
    HM01:Cut
    HM04:Strength
    -GSC Moves-
    Bite
    Defense Curl
    Fire Punch
    Headbutt
    Roar
    Rock Slide
    -Stadium-
    none
    
    #006: Charizard
    Type: Fire/Flying
    
    Evolution: Final
    Rate of Growth: Fading
    Pokedex Info:
    Height- 5'7"; Weight- 200 lbs.; Spits fire that is hot enough to
    melt boulders.  Known to cause forest fires unintentionally.
    Stats:
    HP- 78/359; At- 84/266; Df- 78/254; Sd- 100/298; Sc- 85/268
    -Learned Moves-
    Scratch- default
    Growl- default
    Ember- level 9
    Leer- level 15
    Rage- level 24
    Slash- level 36
    Flamethrower- level 46
    Fire Spin- level 55
    -Available TMs/HMs- 
    TM01:Mega Punch
    TM03:Swords Dance
    TM05:Mega Kick
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM15:Hyper Beam
    TM17:Submission
    TM18:Counter
    TM19:Seismic Toss
    TM20:Rage
    TM23:Dragon Rage
    TM26:Earthquake
    TM27:Fissure
    TM28:Dig
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM38:Fire Blast
    TM39:Swift
    TM40:Skull Bash
    TM44:Rest
    TM50:Substitute
    HM01:Cut
    HM02:Fly (Y)
    HM04:Strength
    -GSC Moves-
    Bite
    Defense Curl
    Fire Punch
    Headbutt
    Roar
    Rock Slide
    Wing Attack
    -Stadium-
    none
    Strategy: As explained in part 1 of this section, Fire types in
    
     general 
    have a limited role in RBY.  Charizard attempts to make
    up for it with a decent variety of moves, which it does have. 
    Earthquake and Rock Slide are both present, though it still
    doesn't do much good against a Ground/Rock type because they can 
    
    take 
    down Charizard faster.  It's one of the few Fire-types to
    get good physical attacks, so it could possibly take the role of
    Physical Sweeper.
    	You could try Swords Dance to power up Charizard's attack
    for a physical sweep, but its low staying power makes this a
    pretty sour option.  Kamikaze physical attacks with a Fire Blast
    or Flamethrower attack here and there is the best way to make
    this Pokemon useful.
    -Recommended Moveset- 
    Charizard (Physical Sweeper):
    Fire Blast/Flamethrower
    Earthquake
    Rock Slide
    Slash
    
    #007: Squirtle
    Type: Water
    Evolution: Squirtle -> Wartortle at level 16
    Rate of Growth: Fading
    Pokedex Info: 
    Height- 1' 8"; Weight- 20 lbs.; After birth, its back swells nad
    hardens into a shell.  Powerfully sprays foam from its mouth.
    Stats:
    HP- 44/291; At- 48/194; Df- 65/228; Sd- 43/184; Sc- 50/198
    -Learned Moves- 
    Tackle- default
    Tail Whip- default
    Bubble- level 8
    Water Gun- level 15
    Bite- level 22
    Withdraw- level 28
    Skull Bash- level 35
    Hydro Pump- level 42
    -Available TMs/HMs- 
    TM01:Mega Punch
    TM05:Mega Kick
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM11:Bubblebeam
    TM12:Water Gun
    TM13:Ice Beam
    TM14:Blizzard
    TM17:Submission
    TM18:Counter
    TM19:Seismic Toss
    TM20:Rage
    TM28:Dig
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM40:Skull Bash
    TM44:Rest
    TM50:Substitute
    HM03:Surf
    HM04:Strength 
    -GSC Moves-
    Confusion
    Defense Curl
    Haze
    Headbutt
    Ice Punch
    Mist
    Roar
    Waterfall
    -Stadium-
    none
    
    #008: Wartortle
    Type: Water
    Evolution: Wartortle -> Blastoise at level 36
    Rate of Growth: Fading
    Pokedex Info:
    Height- 3' 3"; Weight- 50 lbs.; Often hides in water to stalk
    unwary prey.  For swimming fast, it moves its ears to maintain
    balance.
    Stats:
    HP- 59/321; At- 63/224; Df- 80/258; Sd- 58/214; Sc- 65/228
    -Learned Moves- 
    Tackle- default
    Tail Whip- default
    Bubble- level 8
    Water Gun- level 15
    Bite- level 24
    Withdraw- level 31
    Skull Bash- level 39
    Hydro Pump- level 47
    -Available TMs/HMs- 
    TM01:Mega Punch
    TM05:Mega Kick
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM11:Bubblebeam
    TM12:Water Gun
    TM13:Ice Beam
    TM14:Blizzard
    TM17:Submission
    TM18:Counter
    TM19:Seismic Toss
    TM20:Rage
    TM28:Dig
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    
    TM40:Skull Bash
    TM44:Rest
    TM50:Substitute
    HM03:Surf
    HM04:Strength 
    -GSC Moves-
    Confusion
    Defense Curl
    Haze
    Headbutt
    Ice Punch
    Mist
    Roar
    Waterfall
    -Stadium-
    none
    
    #009: Blastoise
    Type: Water
    Evolution: Final
    Rate of Growth: Fading
    Pokedex Info: 
    Height- 5' 3"; Weight- 189 lbs.; A brutal Pokemon with
    pressurized water jets on its shell.  They are used for high
    speed tackles.  
    Stats:
    HP- 79/361; At- 83/264; Df- 100/298; Sd- 78/254; Sc- 85/268
    -Learned Moves- 
    Tackle- default
    Tail Whip- default
    Bubble- level 8
    Water Gun- level 15
    Bite- level 24
    Withdraw- level 31
    Skull Bash- level 42
    Hydro Pump- level 52
    -Available TMs/HMs- 
    TM01:Mega Punch
    TM05:Mega Kick
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM11:Bubblebeam
    TM12:Water Gun
    TM13:Ice Beam
    TM14:Blizzard
    TM15:Hyper Beam 
    TM17:Submission
    TM18:Counter
    TM19:Seismic Toss
    TM20:Rage
    TM26:Earthquake
    TM27:Fissure
    TM28:Dig
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM40:Skull Bash
    TM44:Rest
    TM50:Substitute
    HM03:Surf
    HM04:Strength 
    -GSC Moves-
    Confusion
    Defense Curl
    Haze
    Headbutt
    Ice Punch
    Mist
    Roar
    Waterfall
    -Stadium-
    none
    Strategy: There are many, many Water types to choose from, and
    unfortunately most of the mono Water types are inferior to the
    dual types.  Blastoise is no exception.  The Special isn't 
    enough to ward off enemies with Surf and Ice Beam, and Earthquake runs
    off a low Attack stat too.  This produces a good lesson: Just
    because a Pokemon can learn moves that are strong against both
    its weak types (Grass and Electric in this case) doesn't mean it
    will necessarily do a lot against them.
    -Recommended Moveset-
    Blastoise (Special Sweeper):
    Surf
    Ice Beam/Blizzard
    Substitute
    Earthquake
    
    #010: Caterpie
    
    Type: Bug
    Evolution: Caterpie -> Metapod at level 7
    Rate of Growth: Moderate
    Pokedex Info:
    Height- 1' 0"; Weight: 6 lbs.; Its short feet are tipped with
    suction pads that enable it to tirelessly climb slopes and walls.
    Stats:
    HP- 45/293; At- 30/158; Df- 35/168; Sd- 45/188; Sc- 20/138
    -Learned Moves-
    Tackle- default
    String Shot- default
    -Available TMs/HMs-
    none
    -GSC Moves-
    none
    -Stadium-
    none
    
    #011: Metapod
    Type: Bug
    Evolution: Metapod -> Butterfree at level 10
    Rate of Growth: Moderate
    Pokedex Info:
    Height- 2' 4"; Weight: 22 lbs.; This Pokemon is vulnerable to
    attack while its shell is soft, exposing its weak and tender body.
    Stats:
    HP- 50/303; At- 20/138; Df- 55/208; Sd- 30/158; Sc- 25/148
    -Learned Moves-
    Tackle- default (evolved from Caterpie)
    String Shot- default (evolved from Caterpie)
    Harden- default
    -Available TMs/HMs-
    none
    -GSC Moves-
    none
    -Stadium-
    none
    
    #012: Butterfree
    Type: Bug/Flying
    Evolution: Final
    Rate of Growth: Moderate
    Pokedex Info:
    Height- 3' 7"; Weight- 71 lbs.; In battle, it flaps its wings at
    high speed to release highly toxic dust into the air.
    Stats:
    HP- 60/323; At- 45/188; Df- 50/198; Sd- 70/238; Sc- 80/258
    -Learned Moves-
    Tackle- default (evolved from Caterpie)
    String Shot- default (evolved from Caterpie)
    Harden- default (evolved from Caterpie or Metapod)
    Confusion- level 12 (R/B), level 10 (Y)
    Poisonpowder- level 15 (R/B), level 13 (Y)
    Stun Spore- level 16 (R/B), level 14 (Y)
    Sleep Powder- level 17 (R/B), level 15 (Y)
    Supersonic- level 21 (R/B), level 18 (Y)
    Whirlwind- level 26 (R/B), level 23 (Y)
    Gust- level 28 (Y)
    Psybeam- level 32 (R/B), level 34 (Y)
    -Available TMs/HMs-
    TM02:Razor Wind
    TM04:Whirlwind
    TM06:Toxic
    TM09:Take Down
    TM10:Double-Edge
    TM15:Hyper Beam
    TM20:Rage
    TM21:Mega Drain
    TM22:Solarbeam
    TM29:Psychic
    TM30:Teleport
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM39:Swift
    TM44:Rest
    TM46:Psywave
    TM50:Substitute
    HM05:Flash (Y)
    -GSC Moves-
    Gust
    -Stadium-
    none
    Strategy: You can't expect a Bug-type that evolves into its 
    final form at level 10 to be very useful in competitive battling, and
    it isn't.  Butterfree is built to be an Annoyer, but with 
    Defense maxing out at 198 and not much Speed worth mentioning, it'll
    almost never stay around long enough. The best you can do is to
    hope you can survive a turn to use Sleep Powder, then spam 
    Double Team. Even then, with Psychic and Solarbeam, Butterfree is one 
    of the worst Annoyer choices.  Leave it alone and check out the few
    worthy Grass types instead.
    -Recommended Moveset-
    Butterfree (Annoyer):
    Psychic
    Sleep Powder
    Double Team
    Solarbeam
    
    #013: Weedle
    Type: Bug/Poison
    Evolution: Weedle -> Kakuna at level 7
    Rate of Growth: Moderate
    Pokedex Info:
    Height- 1' 0"; Weight: 7 lbs.; Often found in forests, eating
    leaves.  It has a sharp venomous stinger on its head.
    Stats:
    HP- 45/293; At- 35/168; Df- 30/158; Sd- 50/198; Sc- 20/138
    -Learned Moves-
    Poison Sting- default
    String Shot- default
    -Available TMs/HMs-
    none
    -GSC Moves-
    none
    -Stadium-
    none
    
    #014: Kakuna
    Type: Bug/Poison
    Evolution: Kakuna -> Beedrill at level 10
    Rate of Growth: Moderate
    Pokedex Info: 
    Height- 2' 0"; Weight: 22 lbs.; Almost incapable of moving, this
    Pokemon can only harden its shell to protect itself from predators.
    Stats:
    HP- 45/293; At- 25/148; Df- 50/198; Sd- 35/168; Sc- 25/148
    -Learned Moves-
    Poison Sting- default (evolved from Weedle)
    String Shot- default (evolved from Weedle)
    Harden- default
    -Available TMs/HMs-
    none
    -GSC Moves-
    none
    -Stadium-
    none
    
    #015: Beedrill
    Type: Bug/Poison
    Evolution: Final
    Rate of Growth: Moderate
    Pokedex Info:
    Height- 3' 3"; Weight- 65 lbs.; Flies at high speed and attacks
    using its large venomous stingers on its forelegs and tail.
    Stats:
    HP- 65/333; At- 80/258; Df- 40/178; Sd- 75/248; Sc- 45/188
    -Learned Moves-
    Poison Sting- default (evolved from Weedle)
    String Shot- default (evolved from Weedle)
    Harden- default (evolved from Weedle or Kakuna)
    Fury Attack- level 12
    Focus Energy- level 16
    Twineedle- level 20
    Rage- level 25
    Pin Missile- level 30
    Agility- level 35
    -Available TMs/HMs-
    TM03:Swords Dance
    TM06:Toxic
    TM09:Take Down
    TM10:Double-Edge
    TM15:Hyper Beam
    TM20:Rage
    TM21:Mega Drain
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM39:Swift
    TM40:Skull Bash
    TM44:Rest
    TM50:Substitute
    HM01:Cut
    -GSC Moves-
    none
    -Stadium-
    none
    Strategy: Looking at the offensive side of Beedrill, you could
    say that the unique Swords Dance + Twineedle combo could provide
    a much-needed deterrent for Psychic-types.  But with defenses
    even more fragile than Butterfree, the chances of your opponent
    letting you power up enough for an attack are slim to none. 
    Beedrill also doesn't have any status attacks to speak of 
    either, so it can't make any distractions.  Beedrill is about as 
    as you
     get with Bug-types, but still pretty much unusable.
    -Recommended Moveset-
    Beedrill (Physical Sweeper):
    Twineedle
    Hyper Beam
    Swords Dance
    Reflect
    
    #016: Pidgey
    Type: Normal/Flying
    Evolution: Pidgey -> Pidgeotto at level 18
    Rate of Growth: Fading
    Pokedex Info:
    Height- 1' 0"; Weight- 4 lbs.; A common sight in forests and
    woods.  It flaps its wings at ground level to kick up blinding sand.
    Stats:
    HP- 40/283; At- 45/188; Df- 40/178; Sd- 56/210; Sc- 35/168
    -Learned Moves-
    Gust- default
    Sand-Attack- level 5
    Quick Attack- level 12
    Whirlwind- level 19
    Wing Attack- level 28
    Agility- level 36
    Mirror Move- level 44
    -Available TMs/HMs-
    TM02:Razor Wind
    TM04:Whirlwind
    TM06:Toxic
    TM09:Take Down
    TM10:Double-Edge
    TM20:Rage
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM39:Swift
    TM43:Sky Attack
    TM44:Rest
    TM50:Substitute
    HM02:Fly
    -GSC Moves-
    Tackle
    -Stadium-
    none
    
    #017: Pidgeotto
    Type: Normal/Flying
    Evolution: Pidgeotto -> Pidgeot at level 36
    Rate of Growth: Fading
    Pokedex Info: 
    Height- 3' 7"; Weight- 66 lbs.; Very protective of its sprawling
    territorial area, this Pokemon will fiercely peck at any intruder.
    Stats:
    HP- 63/329; At- 60/218; Df- 55/208; Sd- 71/240; Sc- 50/198
    -Learned Moves-
    Gust- default
    Sand-Attack- level 5
    Quick Attack- level 12
    Whirlwind- level 21
    Wing Attack- level 31
    Agility- level 40
    Mirror Move- level 49
    -Available TMs/HMs-
    TM02:Razor Wind
    TM04:Whirlwind
    TM06:Toxic
    TM09:Take Down
    TM10:Double-Edge
    TM20:Rage
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM39:Swift
    TM43:Sky Attack
    TM44:Rest
    TM50:Substitute
    HM02:Fly
    -GSC Moves-
    Tackle
    -Stadium-
    none
    
    #018: Pidgeot
    Type: Normal/Flying
    Evolution: Final
    
    Rate of Growth: Fading
    Pokedex Info:
    Height- 4' 11"; Weight- 87 lbs.; When hunting, it skims the
    surface of water at high speed to pick off unwary prey such as Magikarp.
    Stats:
    HP- 83/369; At- 80/258; Df- 75/248; Sd- 91/280; Sc- 70/238
    -Learned Moves-
    Gust- default
    Sand-Attack- level 5
    Quick Attack- level 12
    Whirlwind- level 19
    Wing Attack- level 28
    Agility- level 44
    Mirror Move- level 54
    -Available TMs/HMs-
    TM02:Razor Wind
    TM04:Whirlwind
    TM06:Toxic
    TM09:Take Down
    TM10:Double-Edge
    TM15:Hyper Beam
    TM20:Rage
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM39:Swift
    TM43:Sky Attack
    TM44:Rest
    TM50:Substitute
    HM02:Fly
    -GSC Moves-
    Tackle
    -Stadium-
    none
    Strategy: Because Pidgeot is a Normal/Flying-type, it has to
    compete against the other Normal/Flying types, and the
    comparisons aren't good for it.  Pidgeot does have decent
    defensive stats, but it doesn't learn any moves to take 
    advantage of them; and almost all of its possible attacks have very 
    limited use.  Mirror Move won't do much unless you happen to survive an
    attack and then that attack is super-effective against the
    opponent; it doesn't know Drill Peck, the one useful Flying
    attack; Sand Attack only lowers Accuracy of individual 
    opponents; and the rest of its moves have obvious drawbacks.  Ignore 
    Pidgeot and read on for better choices in the Normal/Flying category.
    -Recommended Moveset-
    Pidgeot (Physical Sweeper/Tank):
    Double-Edge
    Double Team
    Reflect
    Mirror Move
    
    #019: Rattata
    Type: Normal
    Evolution: Rattata -> Raticate at level 20
    Rate of Growth: Moderate
    Pokedex Info: 
    Height- 1' 0"; Weight- 8 lbs.; Bites anything when it attacks. 
    Small and very quick, it is a common sight in many places.
    Stats:
    HP- 30/263; At- 56/210; Df- 35/168; Sd- 72/242; Sc- 25/148
    -Learned Moves-
    Tackle- default
    Tail Whip- default
    Quick Attack- level 7
    Hyper Fang- level 14
    Focus Energy- level 23
    Super Fang- level 34
    -Available TMs/HMs-
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM11:Bubblebeam
    TM12:Water Gun
    TM13:Ice Beam
    TM14:Blizzard
    TM20:Rage
    TM24:Thunderbolt
    TM25:Thunder
    TM28:Dig
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM39:Swift
    TM40:Skull Bash
    TM44:Rest
    TM50:Substitute
    HM01:Cut
    HM04:Strength
    -GSC Moves-
    Bite
    Counter
    Defense Curl
    Fury Swipes
    Headbutt
    Roar
    Screech
    -Stadium-
    none
    
    #020: Raticate
    Type: Normal
    Evolution: Final
    Rate of Growth: Moderate
    Pokedex Info:
    Height- 2' 4"; Weight- 41 lbs.; It uses its whiskers to maintain
    balance.  It apparently slows down if they are cut off.
    Stats:
    HP- 55/313; At- 81/260; Df- 60/218; Sd- 97/292; Sc- 50/198
    -Learned Moves-
    Tackle- default
    Tail Whip- default
    Quick Attack- level 7
    Hyper Fang- level 14
    Focus Energy- level 27
    Super Fang- level 41
    -Available TMs/HMs-
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM11:Bubblebeam
    TM12:Water Gun
    TM13:Ice Beam
    TM14:Blizzard
    TM15:Hyper Beam
    TM20:Rage
    TM24:Thunderbolt
    TM25:Thunder
    TM28:Dig
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM39:Swift
    TM40:Skull Bash
    TM44:Rest
    TM50:Substitute
    HM01:Cut
    HM04:Strength
    -GSC Moves-
    Bite
    Counter
    Defense Curl
    Fury Swipes
    Headbutt
    Roar
    Screech
    -Stadium-
    none
    Strategy: Raticate has a couple interesting and unique methods 
    of attacking, which you may or may not want to try out.  First of
    all, Super Fang cuts the opponent's HP in half, without fail-
    which makes for a great leadoff attack; after that, however,
    Raticate has the problem of how to finish its opponent off. 
    Raticate doesn't learn Earthquake or Rock Slide to help its
    physical endeavors and is stuck with Normal attacks.  Keep a
    Blizzard around for emergency situations, but don't rely on its
    Special attacks- 198 Special is hardly enough to do damage
    anyway.
    	Second, Raticate knows the weak-but-somewhat-useful Quick
    Attack.  Many times the opponent will just barely be alive, but
    still have enough power to knock out your Raticate.  Quick 
    Attack can help you finish off the opponent in a pinch.  Like Pidgeot's
    Mirror Move, there aren't a lot of situations where it'll come 
    in handy, but you may as well take the best it has to offer.
    -Recommended Moveset-
    Raticate (Physical Sweeper):
    Super Fang
    Double-Edge
    Blizzard
    Quick Attack
    
    #021: Spearow
    Type: Normal/Flying
    Evolution: Spearow -> Fearow at level 20
    Rate of Growth: Moderate
    Pokedex Info:
    Height- 1' 0"; Weight- 4 lbs.; Eats bugs in grassy areas.  It 
    has to flap its short wings at high speed to stay airborne.
    Stats:
    HP- 40/283; At- 60/218; Df- 30/158; Sd- 70/238; Sc- 31/160
    -Learned Moves- 
    Peck- default
    Growl- default
    Leer- level 9
    Fury Attack- level 15
    Mirror Move- level 22
    Drill Peck- level 29
    Agility- level 36
    -Available TMs/HMs-
    TM02:Razor Wind
    TM04:Whirlwind
    TM06:Toxic
    TM09:Take Down
    TM10:Double-Edge
    TM20:Rage
    TM31:Mimic
    TM32:Double Team
    TM34:Bide
    TM43:Sky Attack
    TM44:Rest
    TM50:Substitute
    HM02:Fly
    -GSC Moves-
    Quick Attack
    Tri Attack
    -Stadium-
    none
    
    #022: Fearow
    Type: Normal/Flying
    Evolution: Final
    
    Rate of Growth: Moderate
    Pokedex Info:
    Height- 3' 11"; Weight- 84 lbs.; With its huge and magnificent
    wings, it can keep aloft without ever having to land for rest.
    Stats: 
    HP- 65/333; At- 90/278; Df- 65/228; Sd- 100/298; Sc- 61/220
    -Learned Moves- 
    Peck- default
    Growl- default
    Leer- level 9
    Fury Attack- level 15
    Mirror Move- level 25
    Drill Peck- level 34
    Agility- level 43
    -Available TMs/HMs-
    TM02:Razor Wind
    TM04:Whirlwind
    TM06:Toxic
    TM09:Take Down
    TM10:Double-Edge
    TM15:Hyper Beam
    TM20:Rage
    TM31:Mimic
    TM32:Double Team
    TM34:Bide
    TM43:Sky Attack
    TM44:Rest
    TM50:Substitute
    HM02:Fly
    -GSC Moves-
    Quick Attack
    Tri Attack
    -Stadium-
    none
    Strategy: Unlike Pidgeot, Fearow does get the one good Flying
    attack (Drill Peck) and has good Physical Sweeper stats. 
    However, Dodrio outdoes it in Attack, Defense, and Special 
    stats, and is every bit as good as Fearow in every other way.  Thus,
    there is no real point to using Fearow unless you want to give
    the opponent an unnecessary advantage.
    -Recommended Moveset-
    Dodrio (Physical Sweeper)
    Drill Peck
    Double-Edge
    Double Team
    Substitute
    
    #023: Ekans
    Type: Poison
    Evolution: Ekans -> Arbok at level 22
    Rate of Growth: Moderate
    Pokedex Info:
    Height- 6' 7"; Weight- 15 lbs.; Moves silently and stealthily. 
    Eats the eggs of birds, such as Pidgey and Spearow, whole.
    Stats:
    HP- 35/273; At- 60/218; Df- 44/186; Sd- 55/208; Sc- 40/178
    -Learned Moves-
    Wrap- default
    Leer- default
    Poison Sting- level 10
    Bite- level 17
    Glare- level 24
    
    Screech- level 31
    Acid- level 38
    -Available TMs/HMs-
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM20:Rage
    TM21:Mega Drain
    TM26:Earthquake
    TM27:Fissure
    TM28:Dig
    TM31:Mimic
    TM32:Double Team
    TM34:Bide
    TM40:Skull Bash
    TM44:Rest
    
    TM48:Rock Slide
    TM50:Substitute
    HM04:Strength
    -GSC Moves-
    Haze
    Headbutt
    Slam
    -Stadium-
    none
    
    #024: Arbok
    Type: Poison
    Evolution: Final
    Rate of Growth: Moderate
    Pokedex Info:
    Height- 11' 6"; Weight- 143 lbs.; It is rumored that the
    ferocious warning markings on its belly differ from area to area.
    Stats:
    HP- 60/323; At- 85/268; Df- 69/236; Sd- 80/258; Sc- 65/228
    -Learned Moves-
    Wrap- default
    Leer- default
    Poison Sting- level 10
    Bite- level 17
    Glare- level 27
    Screech- level 36
    Acid- level 47
    -Available TMs/HMs-
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM15:Hyper Beam
    TM20:Rage
    TM21:Mega Drain
    TM26:Earthquake
    TM27:Fissure
    TM28:Dig
    TM31:Mimic
    TM32:Double Team
    TM34:Bide
    TM40:Skull Bash
    TM44:Rest
    TM48:Rock Slide
    TM50:Substitute
    HM04:Strength
    -GSC Moves-
    Haze
    Headbutt
    Slam
    -Stadium-
    none
    Strategy: As you should know by now, Poison-types should not be
    considered at all unless they are paired with another type that
    has a chance of doing something and the rest of your team is 
    very well balanced.  Arbok is mono Poison, so there's no getting
    around its huge Psychic or Ground weaknesses.  Even with the
    game's best physical attacks, there are always better Pokemon to
    choose from that aren't weak to RBY's dominant type.
    -Recommended Moveset-
    Arbok (Physical Sweeper):
    Earthquake
    Rock Slide
    Body Slam
    Double Team
    
    #025: Pikachu
    Type: Electric
    Evolution: Pikachu -> Raichu w/Thunder Stone
    Rate of Growth: Moderate
    Pokedex Info:
    Height- 1' 4"; Weight- 13 lbs.; When several of these Pokemon
    gather, their electricity could build and cause lightning storms.
    Stats:
    HP- 35/273; At- 55/208; Df- 30/158; Sd- 90/278; Sc- 50/198
    -Learned Moves-
    Thundershock- default
    Growl- default
    Tail Whip- level 6 (Y)
    Thunder Wave- level 9 (R/B), level 8 (Y)
    Quick Attack- level 16 (R/B), level 11 (Y)
    Double Team- level 15 (Y)
    Slam- level 20 (Y)
    Swift- level 26 (R/B)
    Thunderbolt- level 26 (Y)
    Agility- level 33 
    Thunder- level 43 (R/B), level 41 (Y)
    Light Screen- level 50 (Y)
    -Available TMs/HMs-
    TM01:Mega Punch
    TM05:Mega Kick
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM16:Pay Day
    TM17:Submission
    TM19:Seismic Toss
    TM20:Rage
    TM24:Thunderbolt
    TM25:Thunder
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM39:Swift
    TM40:Skull Bash
    TM44:Rest
    TM45:Thunder Wave
    TM50:Substitute
    HM05:Flash
    -GSC Moves-
    Defense Curl
    Dizzy Punch
    Doubleslap
    Headbutt
    Petal Dance
    Sing
    Thunderpunch
    -Stadium-
    Surf
    
    #026: Raichu
    Type: Electric
    Evolution: Final
    Rate of Growth: Moderate
    Pokedex Info:
    Height- 2' 7"; Weight- 66 lbs.; Its long tail serves as a ground
    to protect itself from its own high voltage power.
    Stats:
    HP- 60/323; At- 90/278; Df- 55/208; Sd- 100/298; Sc- 90/278
    -Learned Moves- 
    Thundershock- default
    Growl- default
    Thunder Wave- default (wild Raichu)
    -Available TMs/HMs-
    TM01:Mega Punch
    TM05:Mega Kick
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM15:Hyper Beam
    TM16:Pay Day
    TM17:Submission
    TM19:Seismic Toss
    TM20:Rage
    TM24:Thunderbolt
    TM25:Thunder
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM39:Swift
    TM40:Skull Bash
    TM44:Rest
    TM45:Thunder Wave
    TM50:Substitute
    HM05:Flash
    -GSC Moves-
    Defense Curl
    Dizzy Punch
    Doubleslap
    Headbutt
    Petal Dance
    Sing
    Thunderpunch
    -Stadium-
    Surf
    Strategy: What makes Raichu a possible alternative from the 
    other Electric types is its Surf ability, obtained through the Surfing
    Pikachu Stadium event.  This gives Raichu a great counter to
    Ground-types.  Unfortunately, its poor Defense makes it an iffy
    choice; Raichu won't last as long out in the field of battle as
    Zapdos or Electabuzz.  Still, it's worth a try.
    	Electric types are known for their consistent paralyzing
    abilities.  Thunder Wave should almost always occupy a slot for
    your Electric-types; it gives them an immediate advantage over
    their opponents.  Thunderbolt should always be a given as an
    attack.
    -Recommended Moveset-
    Raichu (Special Sweeper):
    Thunderbolt
    Surf
    Seismic Toss
    Thunder Wave
    
    #027: Sandshrew
    Type: Ground
    Evolution: Sandshrew -> Sandslash at level 22
    Rate of Growth: Moderate
    Pokedex Info:
    Height- 2' 0"; Weight- 26 lbs.; Burrows deep underground in arid
    locations far from water.  It only emerges to hunt for food.
    Stats:
    HP- 50/303; At- 75/248; Df- 85/268; Sd- 40/178; Sc- 30/158
    -Learned Moves-
    Scratch- default
    Sand-Attack- level 10
    Slash- level 17
    Poison Sting- level level 24
    Swift- level 31
    Fury Swipes- level 38
    -Available TMs/HMs-
    TM03:Swords Dance
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM17:Submission
    TM19:Seismic Toss
    TM20:Rage
    TM26:Earthquake
    TM27:Fissure
    TM28:Dig
    TM31:Mimic
    TM32:Double Team
    TM34:Bide
    TM39:Swift
    TM40:Skull Bash
    TM44:Rest
    TM48:Rock Slide
    TM50:Substitute
    HM01:Cut
    HM04:Strength
    -GSC Moves-
    Counter
    Defense Curl
    Headbutt
    -Stadium-
    none
    
    #028: Sandslash
    Type: Ground
    Evolution: Final
    Rate of Growth: Moderate
    Pokedex Info:
    Height- 3' 3"; Weight- 65 lbs.; Curls up into a spiny ball when
    threatened.  It can roll while curled up to attack or escape.
    Stats:
    HP- 75/353; At- 100/298; Df- 110/318; Sd- 65/228; Sc- 55/208
    -Learned Moves-
    Scratch- default
    Sand-Attack- level 10
    Slash- level 17
    Poison Sting- level level 27
    Swift- level 36
    Fury Swipes- level 47
    -Available TMs/HMs-
    TM03:Swords Dance
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM15:Hyper Beam
    TM17:Submission
    TM19:Seismic Toss
    TM20:Rage
    TM26:Earthquake
    TM27:Fissure
    TM28:Dig
    TM31:Mimic
    TM32:Double Team
    TM34:Bide
    TM39:Swift
    TM40:Skull Bash
    TM44:Rest
    TM48:Rock Slide
    TM50:Substitute
    HM01:Cut
    HM04:Strength
    -GSC Moves-
    Counter
    Defense Curl
    Headbutt
    -Stadium-
    none
    Strategy: Sandslash is a good, dependable mono Ground-type.  Its
    Speed is above-average for Pokemon in its type category, it
    doesn't have the quadruple weaknesses of Rock-types, and solid
    Attack and Defense stats.  It's easy to go all out on the
    offensive with Earthquake + Rock Slide (with Swords Dance to 
    beef up the Attack even more), and you could also add in Swift as a
    filler to stop Double Team users.
    	Sandslash, with its great Defense, makes a good physical
    sponge when facing a Physical Sweeper.  Granted, you won't be
    facing off against too many of them, but when it when it 
    happens, keep Sandslash for backup.  Rhydon can get the defensive 
    job done as well, but it has quadruple weaknesses.
    -Recommended Moveset-
    Sandslash (Physical Sweeper):
    Earthquake 
    Rock Slide
    Swift/Double Team
    Swords Dance
    
    #029: Nidoran(f)
    Type: Poison
    Evolution: Nidoran (f) -> Nidorina at level 16
    Rate of Growth: Fading
    Pokedex Info:
    Height- 1' 4"; Weight- 15 lbs.; Although small, its venomous
    barbs render this Pokemon dangerous.  The female has smaller horns.
    Stats: HP- 55/313; At- 47/192; Df- 52/202; Sd- 41/180; Sc- 40/178
    -Learned Moves-
    Growl- default
    Tackle- default
    Scratch- level 8
    Poison Sting- level 14 (R/B), level 17 (Y)
    Tail Whip- level 21 (R/B), level 23 (Y)
    Bite- level 29 (R/B), level 30 (Y)
    Fury Swipes- level 36 (R/B), level 38 (Y)
    Double Kick- level 43 (R/B), level 12 (Y)
    -Available TMs/HMs-
    TM05:Mega Kick
    TM06:Toxic
    TM07:Horn Drill
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM11:Bubblebeam
    TM12:Water Gun
    TM13:Ice Beam
    TM14:Blizzard
    TM20:Rage
    TM24:Thunderbolt
    TM25:Thunder
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM40:Skull Bash
    TM44:Rest
    TM50:Substitute
    -GSC Moves-
    Defense Curl
    Disable
    Flamethrower
    Focus Energy
    Headbutt
    Lovely Kiss
    Roar
    Supersonic
    -Stadium-
    none
    
    #030: Nidorina
    Type: Poison
    Evolution: Nidorina -> Nidoqueen w/Moon Stone
    Rate of Growth: Fading
    Pokedex Info:
    Height- 2' 7"; Weight- 44 lbs.; The female's horns develop
    slowly.  Prefers physical attacks such as clawing and biting.
    Stats:
    HP- 70/343; At- 62/222; Df- 67/232; Sd- 56/210; Sc- 55/208
    -Learned Moves-
    Growl- default
    Tackle- default
    Scratch- level 8
    Poison Sting- level 14 (R/B), level 19 (Y)
    Tail Whip- level 23 (R/B), level 27 (Y)
    Bite- level 32 (R/B), level 36 (Y)
    
    Fury Swipes- level 41 (R/B), level 46 (Y)
    Double Kick- level 50 (R/B), level 12 (Y)
    -Available TMs/HMs-
    TM05:Mega Kick
    TM06:Toxic
    TM07:Horn Drill
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM11:Bubblebeam
    TM12:Water Gun
    TM13:Ice Beam
    TM14:Blizzard
    TM20:Rage
    TM24:Thunderbolt
    TM25:Thunder
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM40:Skull Bash
    TM44:Rest
    TM50:Substitute
    -GSC Moves-
    Defense Curl
    Disable
    Flamethrower
    Focus Energy
    Headbutt
    Lovely Kiss
    Roar
    Supersonic
    -Stadium-
    none
    
    #031: Nidoqueen
    Type: Poison/Ground
    Evolution: Final
    Rate of Growth: Fading
    Pokedex Info:
    Height- 4' 3"; Weight- 132 lbs.; Its hard scales provide strong
    protection.  It uses its hefty bulk to execute powerful moves.
    Stats:
    HP- 90/383; At- 82/262; Df- 87/272; Sd- 76/250; Sc- 75/248
    -Learned Moves-
    Growl- default
    Tackle- default
    Body Slam- level 23
    -Available TMs/HMs-
    TM01:Mega Punch
    TM05:Mega Kick
    TM06:Toxic
    TM07:Horn Drill
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM11:Bubblebeam
    TM12:Water Gun
    TM13:Ice Beam
    TM14:Blizzard
    TM15:Hyper Beam
    TM16:Pay Day
    TM17:Submission
    TM18:Counter
    TM19:Seismic Toss
    TM20:Rage
    TM24:Thunderbolt
    TM25:Thunder
    TM26:Earthquake
    TM27:Fissure
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM38:Fire Blast
    TM40:Skull Bash
    TM44:Rest
    TM48:Rock Slide
    TM50:Substitute
    HM03:Surf
    HM04:Strength
    -GSC Moves-
    Defense Curl
    Disable
    Fire Punch
    Flamethrower
    Focus Energy
    Headbutt
    Ice Punch
    Lovely Kiss
    Roar
    Supersonic
    Thunderpunch
    -Stadium-
    none
    Strategy: Even with the huge variety of attacks Nidoqueen has at
    its disposal, it fails to be a competitive attacker because of
    two key faults.  First of all, it has weaknesses to Water, Ice,
    Psychic, and Ground, but immunity to Electric.  That's 4 out of 
    5 of the most-used attack types it's weak against.  Second, its
    Special and Attack stats just aren't enough to formulate a good
    attacking Pokemon, and there's no real way to increase them in
    battle.  Hence Nidoqueen is not a good choice, but this doesn't
    mean you shouldn't skip Nidoking; see below for why.
    -Recommended Moveset-
    Nidoqueen (Mixed Sweeper):
    Blizzard
    Thunderbolt
    Earthquake 
    Rock Slide
    
    #032: Nidoran(m)
    Type: Poison
    Evolution: Nidoran(m) -> Nidorino at level 16
    Rate of Growth: Fading
    Pokedex Info
    Height- 1' 8"; Weight- 20 lbs.; Stiffens its ears to sense
    danger.  The larger its horns, the more powerful its secreted venom.
    Stats:
    HP- 46/295; At- 57/212; Df- 40/178; Sd- 50/198; Sc- 40/178
    -Learned Moves-
    Leer- default
    Tackle- default
    Horn Attack- level 8
    Poison Sting- level 14 (R/B), level 17 (Y)
    Focus Energy- level 21 (R/B), level 23 (Y)
    Fury Attack- level 29 (R/B), level 30 (Y)
    Horn Drill- level 36 (R/B), level 38 (Y)
    Double Kick- level 43 (Y/B), level 12 (Y)
    -Available TMs/HMs-
    TM05:Mega Kick
    TM06:Toxic
    TM07:Horn Drill
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM11:Bubblebeam
    TM12:Water Gun
    TM13:Ice Beam
    TM14:Blizzard
    TM20:Rage
    TM24:Thunderbolt
    TM25:Thunder
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM40:Skull Bash
    TM44:Rest
    TM50:Substitute
    -GSC Moves-
    Amnesia
    Confusion
    Defense Curl
    Disable
    Flamethrower
    Headbutt
    Lovely Kiss		
    Roar
    Supersonic
    -Stadium-
    none
    
    #033: Nidorino
    Type: Poison
    Evolution: Nidorino -> Nidoking w/Moon Stone
    Rate of Growth: Fading
    Pokedex Info:
    Height- 2' 11"; Weight- 43 lbs.; An aggressive Pokemon that is
    quick to attack.  The horn on its head secretes a powerful venom.
    Stats:
    HP- 61/325; At- 72/242; Df- 57/212; Sd- 65/228; Sc- 55/208
    -Learned Moves-
    Leer- default
    Tackle- default
    Horn Attack- level 8
    Poison Sting- level 14 (R/B), level 19 (Y)
    Focus Energy- level 23 (R/B), level 27 (Y)
    Fury Attack- level 32 (R/B), level 36 (Y)
    Horn Drill- level 41 (R/B), level 46 (Y)
    Double Kick- level 50 (R/B), level 12 (Y)
    -Available TMs/HMs-
    TM05:Mega Kick
    TM06:Toxic
    TM07:Horn Drill
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM11:Bubblebeam
    TM12:Water Gun
    TM13:Ice Beam
    TM14:Blizzard
    TM20:Rage
    TM24:Thunderbolt
    TM25:Thunder
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM40:Skull Bash
    TM44:Rest
    TM50:Substitute
    -GSC Moves-
    Amnesia
    Confusion
    Defense Curl
    Disable
    Flamethrower
    Headbutt
    Lovely Kiss		
    Roar
    Supersonic
    -Stadium-
    none
    
    
    
    
    #034: Nidoking
    Type: Poison/Ground
    Evolution: Final
    Rate of Growth: Fading
    Pokedex Info: 
    Height- 4' 7"; Weight- 137 lbs.; It uses its powerful tail in
    battle to smash, constrict, then break the prey's bones.
    Stats:
    HP- 81/365; At- 92/282; Df- 77/252; Sd- 85/268; Sc- 75/248
    -Learned Moves-
    Tackle- default
    Horn Attack- default
    Thrash- level 23
    -Available TMs/HMs-
    TM01:Mega Punch
    TM05:Mega Kick
    TM06:Toxic
    TM07:Horn Drill
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM11:Bubblebeam
    TM12:Water Gun
    TM13:Ice Beam
    TM14:Blizzard
    TM15:Hyper Beam
    TM16:Pay Day
    TM17:Submission
    TM18:Counter
    TM19:Seismic Toss
    TM20:Rage
    TM24:Thunderbolt
    TM25:Thunder
    TM26:Earthquake
    TM27:Fissure
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM38:Fire Blast
    TM40:Skull Bash
    TM44:Rest
    TM48:Rock Slide
    TM50:Substitute
    HM03:Surf
    HM04:Strength
    -GSC Moves-
    Amnesia
    Confusion
    Defense Curl
    Disable
    Fire Punch
    Flamethrower
    Headbutt
    Ice Punch
    Lovely Kiss		
    Roar
    Supersonic
    Thunderpunch	
    -Stadium-
    none
    Strategy: Despite having the same cascade of bad weaknesses that
    Nidoqueen has, Nidoking is a respectable fighter.  While
    Nidoqueen had excelling stats in the comparatively useless HP 
    and Defense categories, Nidoking excels in the much more useful
    Attack and Speed categories and it gets both Amnesia and Focus
    Energy to power them up.  Again, there will be many situations
    where Nidoking will be at a disadvantage, but at least it has 
    the power to attempt to overcome it.
    	If you take the physical side, put on Focus Energy and
    attack with Earthquake + Rock Slide.  If you take the special
    side (which is recommended), use Amnesia, Ice Beam or Blizzard,
    and Thunderbolt.  Fill in the last slot with an attack of the
    opposite spectrum to even things out.
    -Recommended Movesets- 
    Nidoking (Special Sweeper):
    Ice Beam/Blizzard
    Thunderbolt
    Amnesia
    Earthquake
    Nidoking (Physical Sweeper):
    Earthquake 
    Rock Slide
    Focus Energy 
    Blizzard
    
    #035: Clefairy
    Type: Normal
    Evolution: Clefairy -> Clefable w/Moon Stone
    Rate of Growth: Fast
    Pokedex Info: 
    Height- 2' 0"; Weight- 17 lbs.; Its magical and cute appeal has
    many admirers.  It is rare and found only in certain areas.
    Stats:
    HP- 70/343; At- 45/188; Df- 48/194; Sd- 35/168; Sc- 65/228
    -Learned Moves-
    Pound- default
    Growl- default
    Sing- level 13
    Doubleslap- level 18
    Minimize- level 24
    Metronome- level 31
    Defense Curl- level 39
    Light Screen- level 48
    -Available TMs/HMs-
    TM01:Mega Punch
    TM05:Mega Kick
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM11:Bubblebeam
    TM12:Water Gun
    TM13:Ice Beam
    TM14:Blizzard
    TM17:Submission
    TM18:Counter
    TM19:Seismic Toss
    TM20:Rage
    TM22:Solarbeam
    TM24:Thunderbolt
    TM25:Thunder
    TM29:Psychic
    TM30:Teleport
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM35:Metronome
    TM38:Fire Blast
    TM40:Skull Bash
    TM44:Rest
    TM45:Thunder Wave
    TM46:Psywave
    TM49:Tri Attack
    TM50:Substitute
    HM04:Strength 
    HM05:Flash
    -GSC Moves-
    Amnesia
    Dizzy Punch
    Dream Eater
    Fire Punch
    Flamethrower
    Headbutt
    Ice Punch
    Petal Dance
    Splash
    Thunderpunch
    -Stadium-
    none
    
    #036: Clefable
    Type: Normal
    Evolution: Final
    Rate of Growth: Fast
    Pokedex Info:
    Height- 4' 3"; Weight- 88 lbs.; A timid Pokemon that is rarely
    seen.  It will run and hide the moment it senses people.
    Stats:
    HP- 90/383; At- 70/238; Df- 73/244; Sd- 60/218; Sc- 90/278
    -Learned Moves-
    Pound- default
    Growl- default
    -Available TMs/HMs-
    TM01:Mega Punch
    TM05:Mega Kick
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM11:Bubblebeam
    TM12:Water Gun
    TM13:Ice Beam
    TM14:Blizzard
    TM15:Hyper Beam
    TM17:Submission
    TM18:Counter
    TM19:Seismic Toss
    TM20:Rage
    TM22:Solarbeam
    TM24:Thunderbolt
    TM25:Thunder
    TM29:Psychic
    TM30:Teleport
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM35:Metronome
    TM38:Fire Blast
    TM40:Skull Bash
    TM44:Rest
    TM45:Thunder Wave
    TM46:Psywave
    TM49:Tri Attack
    TM50:Substitute
    HM04:Strength 
    HM05:Flash
    -GSC Moves-
    Amnesia
    Dizzy Punch
    Dream Eater
    Fire Punch
    Flamethrower
    Headbutt
    Ice Punch
    Petal Dance
    Splash
    Thunderpunch
    -Stadium-
    none
    Strategy: Clefable is a Normal-type with great special 
    potential: It can use Boltbeam (Thunderbolt +Ice Beam) and Psychic, 
    with Amnesia backing it.  And unlike Wigglytuff, it can actually 
    throw around some serious damage with those moves.  With the high HP
    and overall defensive stats, Clefable can double as a Tank!
    	Unfortunately, Chansey is much better at surviving special
    attacks, while Clefable could be dead in about half the time.  
    If you know you'll be playing an opponent with more physical
    Pokemon, however, and you need a good all-around Special 
    Sweeper, Clefable is possibly a better option than Chansey or
    Alakazam.
    
    -Recommended Movesets-
    Clefable (Special Sweeper):
    Psychic
    Thunderbolt 
    Ice Beam/Blizzard
    Amnesia
    Clefable (Tank):
    Thunderbolt/Ice Beam
    Amnesia
    Minimize
    Thunder Wave
    
    #037: Vulpix
    Type: Fire
    Evolution: Vulpix -> Ninetales w/Fire Stone
    Rate of Growth: Moderate
    Pokedex Info:
    Height- 2' 0"; Weight- 22 lbs.; At the time of the birth, it has
    just one tail.  The tail splits from its tip as it grows older.
    Stats:
    HP- 38/279; At- 41/180; Df- 40/178; Sd- 65/228; Sc- 65/228
    -Learned Moves-
    Ember- default
    Tail Whip- default
    Quick Attack- level 16
    Roar- level 21
    Confuse Ray- level 28
    Flamethrower- level 35
    Fire Spin- level 42
    -Available TMs/HMs-
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM20:Rage
    TM28:Dig
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM38:Fire Blast
    TM39:Swift
    TM40:Skull Bash
    TM44:Rest
    TM50:Substitute
    -GSC Moves-
    Disable
    Headbutt
    Hypnosis
    -Stadium-
    none
    
    #038: Ninetales
    Type: Fire
    Evolution: Final
    Rate of Growth: Moderate
    Pokedex Info:
    Height- 3' 7"; Weight- 44 lbs.; Very smart and very vengeful. 
    Grabbing one of its many tails could result in a 1,000 year curse.
    Stats:
    HP- 73/349; At- 76/250; Df- 75/248; Sd- 100/298; Sc- 100/298
    -Learned Moves-
    Ember- default
    Tail Whip- default
    -Available TMs/HMs-
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM15:Hyper Beam
    TM20:Rage
    TM28:Dig
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM38:Fire Blast
    TM39:Swift
    TM40:Skull Bash
    TM44:Rest
    TM50:Substitute
    -GSC Moves-
    Disable
    Headbutt
    Hypnosis
    -Stadium-
    none
    Strategy: Many Fire types would be better if they could add in a
    couple more powerful physical attacks like Earthquake and Rock
    Slide, but Charizard is the only one so far to do so.  Ninetales
    is fast and delivers a powerful Fire Blast; besides that,
    however, it can only try to put overlapping status afflictions 
    on the opponent with Confuse Ray, Body Slam and possibly Headbutt. 
    As such it is designated as an Annoyer Fire-type, which has
    limited use.
    -Recommended Moveset-
    Ninetales (Annoyer):
    Fire Blast
    Confuse Ray
    Body Slam
    Headbutt
    
    #039: Jigglypuff
    Type: Normal
    Evolution: Jigglypuff -> Wigglytuff w/Moon Stone
    Rate of Growth: Fast
    Pokedex Info: 
    Height- 1' 8"; Weight- 12 lbs.; When its huge eyes light up, it
    sings a mysteriously soothing melody that lulls its enemies to sleep.
    Stats:
    HP- 115/433; At- 45/188; Df- 20/138; Sd- 20/138; Sc- 25/148
    -Learned Moves-
    Sing- default
    Pound- level 9
    Disable- level 14
    Defense Curl- level 19
    Doubleslap- level 24
    
    Rest- level 29
    Body Slam- level 34
    Double-Edge- level 39
    -Available TMs/HMs-
    TM01:Mega Punch
    TM05:Mega Kick
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM11:Bubblebeam
    TM12:Water Gun
    TM13:Ice Beam
    TM14:Blizzard
    TM17:Submission
    
    TM18:Counter
    TM19:Seismic Toss
    TM20:Rage
    TM22:Solarbeam
    TM24:Thunderbolt
    TM25:Thunder
    TM29:Psychic
    TM30:Teleport
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM35:Metronome
    TM38:Fire Blast
    TM40:Skull Bash
    TM44:Rest
    TM45:Thunder Wave
    
    TM46:Psywave
    TM49:Tri Attack
    TM50:Substitute
    HM04:Strength 
    HM05:Flash
    -GSC Moves-
    Dream Eater
    Dizzy Punch
    Fire Punch
    Flamethrower
    Headbutt
    Ice Punch
    Thunderpunch
    -Stadium-
    none
    
    #040: Wigglytuff
    Type: Normal
    Evolution: Final
    Rate of Growth: Fast
    Pokedex Info:
    Height- 3' 3"; Weight- 26 lbs.; The body is soft and rubbery. 
    When angered, it will suck in air and inflate itself to an enormous size.
    Stats:
    HP- 140/483; At- 70/238; Df- 45/188; Sd- 45/188; Sc- 50/198
    -Learned Moves-
    Sing- default
    -Available TMs/HMs-
    TM01:Mega Punch
    TM05:Mega Kick
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM11:Bubblebeam
    TM12:Water Gun
    TM13:Ice Beam
    TM14:Blizzard
    TM15:Hyper Beam
    TM17:Submission
    TM18:Counter
    TM19:Seismic Toss
    TM20:Rage
    TM22:Solarbeam
    TM24:Thunderbolt
    TM25:Thunder
    TM29:Psychic
    TM30:Teleport
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM35:Metronome
    TM38:Fire Blast
    TM40:Skull Bash
    TM44:Rest
    TM45:Thunder Wave
    TM46:Psywave
    TM49:Tri Attack
    TM50:Substitute
    HM04:Strength 
    HM05:Flash
    -GSC Moves-
    Dream Eater
    Dizzy Punch
    Fire Punch
    Flamethrower
    Headbutt
    Ice Punch
    Thunderpunch
    -Stadium-
    none
    Strategy: Wigglytuff has the same outstanding versatility of
    Clefable and Chansey, but can't use them as well as either of 
    the two.  Wigglytuff is not as good as Clefable as a Tank because of
    no Amnesia; and its poor attacking stats make for less capable
    offense.  If you do decide to use one, be creative and put on
    random moves you think will surprise the opponent.  Otherwise go
    with one of the better Normal-types.
    -Recommended Moveset-
    Wigglytuff (Mixed Sweeper):
    Double-Edge
    Thunderbolt
    Ice Beam/Blizzard
    Double Team
    
    #041: Zubat
    Type: Poison/Flying
    Evolution: Zubat -> Golbat at level 22
    Rate of Growth: Moderate
    Pokedex Info:
    Height- 2' 7"; Weight- 17 lbs.; Forms colonies in perpetually
    dark places.  Uses ultrasonic waves to identify and approach targets.
    Stats:
    HP- 40/283; At- 45/188; Df- 35/158; Sd- 55/208; Sc- 40/178
    -Learned Moves-
    Leech Life- default
    Screech- default
    Supersonic- level 10
    Bite- level 15
    Confuse Ray- level 21
    Wing Attack- level 28
    Haze- level 36
    -Available TMs/HMs-
    TM02:Razor Wind
    TM04:Whirlwind
    TM06:Toxic
    TM09:Take Down
    TM10:Double-Edge
    TM20:Rage
    TM21:Mega Drain
    TM22:Solarbeam
    TM31:Mimic
    TM32:Double Team
    TM34:Bide
    TM39:Swift
    TM44:Rest
    TM50:Substitute
    -GSC Moves-
    Gust
    Quick Attack
    -Stadium-
    none
    
    #042: Golbat
    Type: Poison/Flying
    Evolution: Final
    Rate of Growth: Moderate
    Pokedex Info:
    Height- 5' 3"; Weight- 121 lbs.; Once it strikes, it will not
    stop draining energy from its victim even if it gets too heavy to fly.
    Stats:
    HP- 75/353; At- 80/258; Df- 70/238; Sd- 90/278; Sc- 75/248
    -Learned Moves-
    Leech Life- default
    Screech- default
    Supersonic- level 10
    Bite- level 15
    Confuse Ray- level 21
    Wing Attack- level 32
    Haze- level 43
    -Available TMs/HMs-
    TM02:Razor Wind
    TM04:Whirlwind
    TM06:Toxic
    TM09:Take Down
    TM10:Double-Edge
    TM15:Hyper Beam
    TM20:Rage
    TM21:Mega Drain
    TM22:Solarbeam
    TM31:Mimic
    TM32:Double Team
    TM34:Bide
    TM39:Swift
    TM44:Rest
    TM50:Substitute
    -GSC Moves-
    Gust
    Quick Attack
    -Stadium-
    none
    Strategy: Golbat is a result of a bad mix of stats and types.  
    It does have Haze and Confuse Ray; but Haze cancels out confusion
    and Golbat doesn't have the defense nor the HP to be a Tank. 
    Plus it's weak to the game's three most often-used types:
    Psychic, Electric, and Ice.  The best you can do is to hope you
    can confuse and DT (Double Team) enough to keep the enemy on its
    toes for a while.
    -Recommended Moveset-
    Golbat (Annoyer):
    Double-Edge
    Confuse Ray
    Double Team
    Mega Drain
    
    #042: Oddish
    Type: Grass/Poison
    Evolution: Oddish -> Gloom at level 21
    Rate of Growth: Fading
    Pokedex Info:
    Height- 1' 8"; Weight- 12 lbs.; During the day, it keeps its 
    face buried in the ground.  At night, it wanders around sowing its seeds.
    Stats- HP- 45/293; At- 50/198; Df- 55/208; Sd- 30/158; Sc- 75/248
    -Learned Moves-
    Absorb- default
    Poisonpowder- level 15
    Stun Spore- level 17
    Sleep Powder- level 19
    Acid- level 24
    Petal Dance- level 33
    Solarbeam- level 46
    -Available TMs/HMs-
    TM03:Swords Dance
    TM06:Toxic
    TM09:Take Down
    TM10:Double-Edge
    TM20:Rage
    TM21:Mega Drain
    TM22:Solarbeam
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM44:Rest
    TM50:Substitute
    HM01:Cut
    -GSC Moves-
    Leech Seed
    Razor Leaf
    -Stadium-
    none
    
    #044: Gloom
    Type: Grass/Poison
    Evolution: Gloom -> Vileplume w/Leaf Stone
    Rate of Growth: Fading
    Pokedex Info:
    Height- 2' 7"; Weight- 19 lbs.; The fluid that oozes from its
    mouth isn't drool.  It is a nectar that is used to attract prey.
    Stats:
    HP- 60/323; At- 65/228; Df- 70/238; Sd- 40/178; Sc- 85/268
    -Learned Moves- 
    Absorb- default
    Poisonpowder- level 15
    Stun Spore- level 17
    Sleep Powder- level 19
    Acid- level 28
    Petal Dance- level 38
    Solarbeam- level 52
    -Available TMs/HMs-
    TM03:Swords Dance
    TM06:Toxic
    TM09:Take Down
    TM10:Double-Edge
    TM20:Rage
    TM21:Mega Drain
    TM22:Solarbeam
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM44:Rest
    TM50:Substitute
    HM01:Cut
    -GSC Moves-
    Leech Seed
    Razor Leaf
    -Stadium-
    none
    
    #045: Vileplume
    Type: Grass/Poison
    Evolution: Final
    Rate of Growth: Fading
    Pokedex Info:
    Height- 3' 11"; Weight- 41 lbs.; The larger its petals, the more
    toxic pollen it contains.  Its big head is heavy and hard to hold up.
    Stats:
    HP- 75/353; At- 80/258; Df- 85/268; Sd- 50/198; Sc- 100/298
    -Learned Moves- 
    Absorb- default
    -Available TMs/HMs-
    TM03:Swords Dance
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM15:Hyper Beam
    TM20:Rage
    TM21:Mega Drain
    TM22:Solarbeam
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM44:Rest
    TM50:Substitute
    HM01:Cut
    -GSC Moves-
    Leech Seed
    Razor Leaf
    -Stadium-
    none
    Strategy: In the small world of types like Fire and Grass that
    aren't that useful, you should only consider using the best. 
    Vileplume is not one of the best; it is inferior to Venusaur in
    stats, Razor Leaf doesn't hit for as many criticals with its 
    slow Speed, and that low Speed gives it its greatest disadvantage. 
    Petal Dance's self-confusion can be a hindrance as well. 
    Vileplume gets all of Venusaur's moves, but the latter is
    ultimately more durable and versatile.
    -Recommended Moveset-
    Vileplume (Physical Sweeper/Annoyer):
    Body Slam
    Sleep Powder
    Leech Seed
    Swords Dance
    
    #046: Paras
    Type: Bug/Grass
    Evolution: Paras -> Parasect at level 24
    Rate of Growth: Moderate
    Pokedex Info:
    Height- 1' 0"; Weight- 12 lbs.; Burrows to suck tree roots.  The
    mushrooms on its back grow by drawing in nutrients from the bug host.
    Stats:
    HP- 35/273; At- 70/238; Df- 55/208; Sd- 25/148; Sc- 55/208
    -Learned Moves-
    Scratch- default
    Stun Spore- level 13
    Leech Life- level 20
    Spore- level 27
    Slash- level 34
    Growth- level 41
    -Available TMs/HMs-
    TM03:Swords Dance
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM20:Rage
    TM21:Mega Drain
    TM22:Solarbeam
    TM28:Dig
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM40:Skull Bash
    TM44:Rest
    TM50:Substitute
    HM01:Cut
    -GSC Moves-
    Counter
    Light Screen
    Poisonpowder
    Psybeam
    Screech
    -Stadium-
    none
    
    #047: Parasect
    Type: Bug/Grass
    Evolution: Final
    Rate of Growth: Moderate
    Pokedex Info: 
    Height- 3' 3"; Weight- 65 lbs.; A host-parasite pair in which 
    the parasite mushroom has taken over the host bug.  Prefers damp places.
    Stats:
    HP- 60/323; At- 95/288; Df- 80/258; Sd- 30/158; Sc- 80/258
    -Learned Moves-
    Scratch- default
    Stun Spore- level 13
    Leech Life- level 20
    Spore- level 30
    Slash- level 39
    Growth- level 48
    -Available TMs/HMs-
    TM03:Swords Dance
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM15:Hyper Beam
    TM20:Rage
    TM21:Mega Drain
    TM22:Solarbeam
    TM28:Dig
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM40:Skull Bash
    TM44:Rest
    TM50:Substitute
    HM01:Cut
    -GSC Moves-
    Counter
    Light Screen
    Poisonpowder
    Psybeam
    Screech
    -Stadium-
    none
    Strategy: Unlike Vileplume, Parasect has possibilities of
    becoming an alternative to Venusaur in the Grass category.  
    Spore is probably the best status attack in the game (99.6% chance 
    of Sleep), and Parasect gets Slash and Swords Dance to back it up;
    unfortunately, its terrible Speed means that Slash won't hit for
    criticals very often and the Spore attack may be difficult to
    execute.  If you can manage to consistently time your attacks so
    that the opponent stays asleep long enough for you to power up
    Swords Dance, Parasect could become a powerhouse.  Don't send it
    in against Fire or Flying-types however; it has quadruple
    weaknesses to both.
    -Recommended Moveset-
    Parasect (Physical Sweeper):
    Slash
    Spore
    Mega Drain
    Swords Dance
    
    #048: Venonat
    Type: Bug/Poison
    Evolution: Venonat -> Venomoth at level 31
    Rate of Growth: Moderate
    Pokedex Info:
    Height- 3' 3"; Weight- 66 lbs.; Lives in the shadows of tall
    trees where it eats insects.  It is attracted by light at night.  
    Stats:
    HP- 60/323; At- 55/208; Df- 50/198; Sd- 45/188; Sc- 40/178
    -Learned Moves-
    Tackle- default
    Disable- default
    Supersonic- level 11 (Y)
    Confusion- level 19 (Y)
    Poisonpowder- level 24 (R/B), level 22 (Y)
    Leech Life- level 27 
    Stun Spore- level 30
    Psybeam- level 35
    Sleep Powder- level 38
    Psychic- level 43
    -Available TMs/HMs-
    TM02:Razor Wind
    TM04:Whirlwind
    TM06:Toxic
    TM09:Take Down
    TM10:Double-Edge
    TM20:Rage
    TM21:Mega Drain
    TM22:Solarbeam
    TM29:Psychic
    TM30:Teleport (Y)
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM39:Swift (Y)
    TM44:Rest
    TM46:Psywave
    TM50:Substitute
    HM04:Strength (Y)
    -GSC Moves-
    Confusion
    Screech
    Supersonic
    -Stadium-
    none
    
    #049: Venomoth
    Type: Bug/Poison
    Evolution: Final
    Rate of Growth: Moderate
    Pokedex Info:
    Height- 4' 11"; Weight- 28 lbs.; The dust-like scales covering
    its wings are color coded to indicate the kinds of poison it has.
    Stats:
    HP- 70/343; At- 65/228; Df- 60/218; Sd- 90/278; Sc- 90/278
    -Learned Moves-
    Tackle- default
    Disable- default
    Supersonic- level 11 (Y)
    Confusion- level 19 (Y)
    Poisonpowder- level 24 (R/B), level 22 (Y)
    Leech Life- level 27 
    Stun Spore- level 30
    Psybeam- level 38
    Sleep Powder- level 43
    Psychic- level 50
    -Available TMs/HMs-
    TM02:Razor Wind
    TM04:Whirlwind
    TM06:Toxic
    TM09:Take Down
    TM10:Double-Edge
    TM15:Hyper Beam
    TM20:Rage
    TM21:Mega Drain
    TM22:Solarbeam
    TM29:Psychic
    TM30:Teleport (Y)
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM39:Swift (Y)
    TM44:Rest
    TM46:Psywave
    TM50:Substitute
    -GSC Moves-
    Confusion
    Gust
    Screech
    Supersonic
    -Stadium-
    none
    Strategy: Venomoth is another fragile Bug-type, with poor
    defensive stats and weaknesses to Psychic, Ground, Fire, Rock,
    and Flying.  It can learn Psychic, but that move is much better
    put on a Psychic-type Pokemon and Venomoth gets no STAB support
    on its moves anyway.  It's fast, so it might be able to put the
    opponent to sleep, but then the opponent could just switch to a
    Pokemon faster than Venomoth.  Parasect is the only part Bug-
    type you should consider using.
    -Recommended Moveset-
    Venomoth (Special Sweeper):
    Psychic
    Mega Drain
    Sleep Powder
    Substitute
    
    #050: Diglett
    Type: Ground
    Evolution: Diglett -> Dugtrio at level 26
    Rate of Growth: Moderate
    Pokedex Info:
    Height- 0' 8"; Weight- 2 lbs.; Lives about one yard underground
    where it feeds on plant roots.  It sometimes appears above ground.  
    Stats:
    HP- 10/223; At- 55/208; Df- 25/148; Sd- 95/288; Sc- 45/188
    -Learned Moves-
    Scratch- default
    Growl- level 15
    Dig- level 19
    Sand-Attack- level 24
    Slash- level 31
    Earthquake- level 40
    -Available TMs/HMs-
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM20:Rage
    TM26:Earthquake
    TM27:Fissure
    TM28:Dig
    TM31:Mimic
    TM32:Double Team
    TM34:Bide
    TM44:Rest
    TM48:Rock Slide
    TM50:Substitute
    HM01:Cut (Y)
    -GSC Moves-
    Screech
    Tri Attack
    -Stadium-
    none
    
    #051: Dugtrio
    Type: Ground
    Evolution: Final
    Rate of Growth: Moderate
    Pokedex Info:
    Height- 2' 4"; Weight- 72 lbs.; A team of Diglett triplets.  It
    triggers huge earthquakes by burrowing 60 miles underground.
    Stats:
    HP- 35/273; At- 80/258; Df- 50/198; Sd- 120/338; Sc- 70/238
    -Learned Moves-
    Scratch- default
    Growl- level 15
    Dig- level 19
    Sand-Attack- level 24
    Slash- level 35
    Earthquake- level 47
    -Available TMs/HMs-
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM15:Hyper Beam
    TM20:Rage
    TM26:Earthquake
    TM27:Fissure
    TM28:Dig
    TM31:Mimic
    TM32:Double Team
    TM34:Bide
    TM44:Rest
    TM48:Rock Slide
    TM50:Substitute
    HM01:Cut (Y)
    -GSC Moves-
    Screech
    Tri Attack
    -Stadium-
    none
    Strategy: Dugtrio is an insanely fast Pokemon that also happens
    to be one of the most fragile Pokemon of them all.  The other
    Ground types can't hit as fast, but with more power- and
    infinitely more stability.  Since Dugtrio likely won't ever be
    able to OHKO an opponent even with critical Slash, and the
    opponent almost always will, the only thing it's good for is
    Fissure-spamming.  And when a Pokemon is forced into OHKO 
    attacks as its only means for survival, it's not a great choice.
    -Recommended Moveset-
    Dugtrio (Physical Sweeper):
    Fissure 
    
    
    Substitute
    Earthquake
    Rock Slide/Slash
    
    #052: Meowth
    Type: Normal
    Evolution: Meowth -> Persian at level 28
    Rate of Growth: Moderate
    Pokedex Info:
    Height- 1' 4"; Weight- 9 lbs.; Adores circular objects.  Wanders
    the streets on a nightly basis to look for dropped loose change.
    Stats:
    HP- 40/283; At- 45/188; Df- 35/168; Sd- 90/278; Sc- 40/178
    -Learned Moves-
    Scratch- default
    Growl- default 
    Bite- level 12
    Pay Day- level 17
    Screech- level 24
    Fury Swipes- level 33
    Slash- level 44
    -Available TMs/HMs-
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM11:Bubblebeam
    TM12:Water Gun
    TM16:Pay Day
    TM20:Rage
    TM24:Thunderbolt
    TM25:Thunder
    TM31:Mimic
    TM32:Double Team
    TM34:Bide
    TM39:Swift
    TM40:Skull Bash
    TM44:Rest
    TM50:Substitute
    -GSC Moves-
    Amnesia
    Defense Curl
    Dream Eater
    Headbutt
    Hypnosis
    Roar
    -Stadium-
    none
    
    #053: Persian
    Type: Normal
    Evolution: Final
    Rate of Growth: Moderate
    Pokedex Info:
    Height- 3' 3"; Weight- 71 lbs.; Although its fur has many
    admirers, it is tough to raise as a pet because of its fickle meanness.
    Stats:
    HP- 65/333; At- 70/238; Df- 60/218; Sd- 115/328; Sc- 65/228
    -Learned Moves-
    Scratch- default
    Growl- default 
    Bite- level 12
    Pay Day- level 17
    Screech- level 24
    Fury Swipes- level 37
    Slash- level 51
    -Available TMs/HMs-
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM11:Bubblebeam
    TM12:Water Gun
    TM15:Hyper Beam
    TM16:Pay Day
    TM20:Rage
    TM24:Thunderbolt
    TM25:Thunder
    TM31:Mimic
    TM32:Double Team
    TM34:Bide
    TM39:Swift
    TM40:Skull Bash
    TM44:Rest
    TM50:Substitute
    -GSC Moves-
    Amnesia
    Defense Curl
    Dream Eater
    Headbutt
    Hypnosis
    Roar
    -Stadium-
    none
    Strategy: Persian is a great example of a Mixed Sweeper that
    works well.  With its 328 Speed, Slash will nearly always be a
    critical hit, and together with STAB produces a ton of power. 
    Additionally it can learn Amnesia with GSC, so that makes for a
    powerful Thunderbolt attack as well.  If you're scared of
    possible Rock-types, you can throw on Bubblebeam too; its 
    staying power isn't the best, so putting on Double Team is risky.
    -Recommended Moveset-
    Persian (Mixed Sweeper):
    Slash
    Thunderbolt
    Bubblebeam
    Amnesia
    
    #054: Psyduck
    Type: Water
    Evolution: Psyduck -> Golduck at level 33
    Rate of Growth: Moderate
    Pokedex Info:
    Height- 2' 7"; Weight- 43 lbs.; While lulling its enemies with
    its vacant look, this wily Pokemon will use psychokinetic powers.
    Stats:
    HP- 50/303; At- 52/202; Df- 48/194; Sd- 55/208; Sc- 50/198
    -Learned Moves-
    Scratch- default
    Tail Whip- level 28
    Disable- level 31
    Confusion- level 36
    Fury Swipes- level 43
    Hydro Pump- level 52
    -Available TMs/HMs-
    TM01:Mega Punch
    TM05:Mega Kick
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM11:Bubblebeam
    TM12:Water Gun
    TM13:Ice Beam
    TM14:Blizzard
    TM16:Pay Day
    TM17:Submission
    TM18:Counter
    TM19:Seismic Toss
    TM20:Rage
    TM28:Dig
    TM31:Mimic
    TM32:Double Team
    TM34:Bide
    TM39:Swift
    TM40:Skull Bash
    TM44:Rest
    TM50:Substitute
    HM03:Surf
    HM04:Strength
    -GSC Moves-
    Headbutt
    Hypnosis
    Ice Punch
    Light Screen
    Petal Dance
    Psybeam
    Psychic				
    Screech
    Tri Attack
    Waterfall
    -Stadium-
    Amnesia
    
    #055: Golduck
    Type: Water
    Evolution: Final
    Rate of Growth: Moderate
    Pokedex Info: 
    Height- 5' 7"; Weight- 169 lbs.; Often seen swimming elegantly by
    lake shores.  It is often mistaken for the Japanese monster, Kappa.
    Stats:
    HP- 80/363; At- 82/262; Df- 78/254; Sd- 85/268; Sc- 80/258
    -Learned Moves-
    Scratch- default
    Tail Whip- level 28
    Disable- level 31
    Confusion- level 36
    Fury Swipes- level 43
    Hydro Pump- level 52
    -Available TMs/HMs-
    TM01:Mega Punch
    TM05:Mega Kick
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM11:Bubblebeam
    TM12:Water Gun
    TM13:Ice Beam
    TM14:Blizzard
    TM15:Hyper Beam
    TM16:Pay Day
    TM17:Submission
    TM18:Counter
    TM19:Seismic Toss
    TM20:Rage
    TM28:Dig
    TM31:Mimic
    TM32:Double Team
    TM34:Bide
    TM39:Swift
    TM40:Skull Bash
    TM44:Rest
    TM50:Substitute
    HM03:Surf
    HM04:Strength
    -GSC Moves-
    Headbutt
    Hypnosis
    Ice Punch
    Light Screen
    Petal Dance
    Psybeam
    Psychic				
    Screech
    Tri Attack
    Waterfall
    -Stadium-
    Amnesia
    Strategy: Golduck is the second Pokemon to get a Pokemon Stadium
    bonus (Amnesia Psyduck), but unfortunately it doesn't work well
    here.  Amnesia can't co-exist with Psychic since it doesn't 
    learn that until GSC, limiting the move.  As it is, Golduck is a
    Blastoise with slightly more balanced stats but less attacking
    versatility.  The mono Water types don't play a large role in
    RBY; it's the ones partnered with Ice and Psychic that make the
    most teams.
    -Recommended Moveset-
    Golduck (Special Sweeper):
    Surf
    Ice Beam/Blizzard
    Amnesia/Psychic
    Substitute
    
    #056: Mankey
    Type: Fighting
    Evolution: Mankey -> Primeape at level 28
    Rate of Growth: Moderate
    
     
    Pokedex Info:
    Height- 1' 8"; Weight- 62 lbs.; Extremely quick to anger.  It
    could be docile one moment then thrashing away the next instant.
    Stats:
    HP- 40/283; At- 80/258; Df- 35/168; Sd- 70/238; Sc- 35/168
    -Learned Moves- 
    Scratch- default
    Leer- default
    Low Kick- level 9 (Y)
    Karate Chop- level 15
    Fury Swipes- level 21
    Focus Energy- level 27
    Seismic Toss- level 33
    Screech- level 39 (Y)
    Thrash- level 39 (R/B), level 45 (Y)
    -Available TMs/HMs-
    TM01:Mega Punch
    TM05:Mega Kick
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM16:Pay Day
    TM17:Submission
    TM18:Counter
    TM19:Seismic Toss
    TM20:Rage
    TM24:Thunderbolt
    TM25:Thunder
    TM28:Dig
    TM31:Mimic
    TM32:Double Team
    TM34:Bide
    TM35:Metronome
    TM39:Swift
    TM40:Skull Bash
    TM44:Rest
    TM48:Rock Slide
    TM50:Substitute
    -GSC Moves-
    Defense Curl
    Fire Punch
    Headbutt
    Ice Punch
    Low Kick
    Meditate
    Screech
    Thunderpunch
    -Stadium-
    none
    
    #057: Primeape
    Type: Fighting
    Evolution: Final
    Rate of Growth: Moderate
    Pokedex Info:
    Height- 3' 3"; Weight- 71 lbs.; Always furious and tenacious to
    boot.  It will not abandon chasing its quarry until it is caught.
    Stats:
    HP- 65/333; At- 105/308; Df- 60/218; Sd- 95/288; Sc- 60/218
    -Learned Moves- 
    Scratch- default
    Leer- default
    Low Kick- level 9 (Y)
    Karate Chop- level 15
    Fury Swipes- level 21
    Focus Energy- level 27
    Rage- level 28 (Y)
    Seismic Toss- level 37
    Screech- level 45 (Y)
    Thrash- level 46
    -Available TMs/HMs-
    TM01:Mega Punch
    TM05:Mega Kick
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM15:Hyper Beam
    TM16:Pay Day
    TM17:Submission
    TM18:Counter
    TM19:Seismic Toss
    TM20:Rage
    TM24:Thunderbolt
    TM25:Thunder
    TM28:Dig
    TM31:Mimic
    TM32:Double Team
    TM34:Bide
    TM35:Metronome
    TM39:Swift
    TM40:Skull Bash
    TM44:Rest
    TM48:Rock Slide
    TM50:Substitute
    -GSC Moves-
    Defense Curl
    Fire Punch
    Headbutt
    Ice Punch
    Low Kick
    Meditate
    Screech
    Thunderpunch
    -Stadium-
    none
    Strategy: As stated in the Basics part of this section, Fighting
    types are hardly used at all because of their Psychic and Flying
    weaknesses.  While Primeape may seem to have the stats of a
    physical sweeper (308 Attack, 288 Speed), its usefulness is
    severely diminished by A: Its Fighting type, B. Its fragility,
    and C. Its inability to learn the most powerful physical move,
    Earthquake.  Attacking with Primeape is too risky, let alone
    trying to up its stats with Meditate or Focus Energy.  Stick 
    with Ground and Normal types for your physical Pokemon, or give
    Machamp a try if you really want to use a Fighting-type.
    -Recommended Moveset-
    Primeape (Physical Sweeper):
    Submission
    Rock Slide
    Body Slam 
    Focus Energy
    
    #058: Growlithe
    Type: Fire
    Evolution: Growlithe -> Arcanine w/Fire Stone
    Rate of Growth: Slow
    Pokedex Info: 
    Height- 2' 4"; Weight- 42 lbs.; Very protective of its territory. 
    It will bark and bite to repel intruders from its space.
    Stats:
    HP- 55/313; At- 70/238; Df- 45/188; Sd- 60/218; Sc- 50/198
    -Learned Moves-
    Bite- default
    Roar- default
    Ember- level 18
    Leer- level 23
    Take Down- level 30
    Agility- level 39
    Flamethrower- level 50
    -Available TMs/HMs-
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM20:Rage
    TM23:Dragon Rage
    TM28:Dig
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM38:Fire Blast
    TM39:Swift
    TM40:Skull Bash
    TM44:Rest
    TM50:Substitute
    -GSC Moves-
    Fire Spin
    Headbutt 
    Thrash
    -Stadium-
    none
    
    #059: Arcanine
    Type: Fire
    Evolution: Final
    Rate of Growth: Slow
    Pokedex Info:
    Height- 6'3"; Weight- 342 lbs.; A Pokemon that has been admired
    since the past for its beauty.  It runs agilely as if on wings.
    Stats:
    HP- 90/383; At- 110/318; Df- 80/258; Sd- 95/288; Sc- 80/258
    -Learned Moves-
    Bite- default
    Roar- default
    -Available TMs/HMs-
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM15:Hyper Beam
    TM20:Rage
    TM23:Dragon Rage
    TM28:Dig
    TM30:Teleport
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM38:Fire Blast
    TM39:Swift
    TM40:Skull Bash
    TM44:Rest
    TM50:Substitute
    -GSC Moves-
    Fire Spin
    Headbutt 
    Thrash
    -Stadium-
    none
    Strategy: Arcanine is very difficult to use properly, even with
    the excellent Attack and good Speed stats.  In order for a
    Pokemon to excel, it must have good moves to go along with the
    stats however.  Arcanine does not.  Similarly to Ninetales, it
    has no Earthquake or Rock Slide to use its Attack with and is
    pretty helpless against Rock.  Even Arcanine's Special is too 
    low to do much damage at all with, so it appears that Charizard
    claims another victory in the Fire department.
    -Recommended Moveset-
    Arcanine (Physical Sweeper):
    Double-Edge
    Body Slam
    Reflect
    Fire Blast
    
    #060: Poliwag
    Type: Water
    Evolution: Poliwag -> Poliwhirl at level 25
    Rate of Growth: Fading
    Pokedex Info:
    Height- 2' 4"; Weight- 27 lbs.; Its newly grown legs prevent it
    from running.  It appears to prefer swimming than trying to stand.
    Stats:
    HP- 40/283; At- 50/198; Df- 40/178; Sd- 90/278; Sc- 40/178
    -Learned Moves-
    Bubble- default
    Hypnosis- level 16
    Water Gun- level 19
    Doubleslap- level 25
    Body Slam- level 31
    Amnesia- level 38
    Hydro Pump- level 45
    -Available TMs/HMs-
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM11:Bubblebeam
    TM12:Water Gun
    TM13:Ice Beam
    TM14:Blizzard
    TM20:Rage
    TM29:Psychic
    TM31:Mimic
    
    TM32:Double Team
    TM34:Bide
    TM35:Metronome
    TM40:Skull Bash
    TM44:Rest
    TM46:Psywave
    TM50:Substitute
    HM03:Surf
    -GSC Moves-
    Defense Curl
    Growth
    Haze
    Headbutt
    Mist
    Lovely Kiss
    Splash
    Waterfall
    -Stadium-
    none
    
    #061: Poliwhirl
    Type: Water
    Evolution: Poliwhirl -> Poliwrath w/Water Stone
    Rate of Growth: Fading
    Pokedex Info:
    Height- 3' 3"; Weight- 44 lbs.; Capable of living in or out of
    water.  When out of water, it sweats to keep its body slimy.
    Stats:
    HP- 65/333; At- 65/228; Df- 65/228; Sd- 90/278; Sc- 50/198
    -Learned Moves-
    Bubble- default
    Hypnosis- level 16
    Water Gun- level 19
    Doubleslap- level 26
    Body Slam- level 33
    Amnesia- level 41
    Hydro Pump- level 49
    -Available TMs/HMs-
    TM01:Mega Punch
    TM05:Mega Kick
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM11:Bubblebeam
    TM12:Water Gun
    TM13:Ice Beam
    TM14:Blizzard
    TM17:Submission
    TM18:Counter
    TM19:Seismic Toss
    TM20:Rage
    TM26:Earthquake
    TM27:Fissure
    TM29:Psychic
    TM31:Mimic
    TM32:Double Team
    TM34:Bide
    TM35:Metronome
    TM40:Skull Bash
    TM44:Rest
    TM46:Psywave
    TM50:Substitute
    HM03:Surf
    HM04:Strength
    -GSC Moves-
    Defense Curl
    Growth
    Haze
    Headbutt
    Ice Punch
    Mist
    Lovely Kiss
    Splash
    Waterfall
    -Stadium-
    none
    
    #062: Poliwrath
    Type: Water/Fighting
    Evolution: Final
    Rate of Growth: Fading
    Pokedex Info:
    Height- 4' 3"; Weight- 119 lbs.; An adept swimming at both the
    front crawl and breast stroke.  Easily overtakes the best human swimmers.
    Stats:
    HP- 90/383; At- 85/268; Df- 95/288; Sd- 70/238; Sc- 70/238
    -Learned Moves-
    Bubble- default
    -Available TMs/HMs-
    TM01:Mega Punch
    TM05:Mega Kick
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM11:Bubblebeam
    TM12:Water Gun
    TM13:Ice Beam
    TM14:Blizzard
    TM15:Hyper Beam
    TM17:Submission
    TM18:Counter
    TM19:Seismic Toss
    TM20:Rage
    TM26:Earthquake
    TM27:Fissure
    TM29:Psychic
    TM31:Mimic
    TM32:Double Team
    TM34:Bide
    TM35:Metronome
    TM40:Skull Bash
    TM44:Rest
    TM46:Psywave
    TM50:Substitute
    HM03:Surf
    HM04:Strength
    -GSC Moves-
    Defense Curl
    Growth
    Haze
    Headbutt
    Ice Punch
    Mist
    Lovely Kiss
    Splash
    Waterfall
    -Stadium-
    none
    Strategy: Poliwrath is an odd Pokemon that attempts to be both
    physical with 95 Attack and special with Amnesia.  
    Unfortunately, Pokemon don't do well when trying to exist in both
    worlds at once, and Poliwrath displays this fact well.  With only a 70
    Special stat, it won't withstand Special attacks long enough to
    power up Amnesia and attack.  Its Attack isn't nearly good 
    enough for it to be a physical contender either, even with Earthquake
    and Submission.  Add in Psychic, Flying, and Ground weaknesses
    with the part-Fighting type, and Poliwrath is virtually 
    unusable.
    -Recommended Moveset- 
    Poliwrath (Special Sweeper):
    Blizzard/Surf
    Psychic
    Amnesia
    Earthquake
    
    #063: Abra
    Type: Psychic
    Evolution: Abra -> Kadabra at level 16
    Rate of Growth: Fading
    Pokedex Info:
    Height- 2' 11"; Weight- 43 lbs.; Using its ability to read minds,
    it will identify impending danger and Teleport to safety.
    Stats:
    HP- 25/253; At- 20/138; Df- 15/128; Sd- 90/278; Sc- 105/308
    -Learned Moves-
    Teleport- default
    -Available TMs/HMs-
    TM01:Mega Punch
    TM05:Mega Kick
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM17:Submission
    TM18:Counter
    TM19:Seismic Toss
    TM20:Rage
    TM29:Psychic
    TM30:Teleport
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM35:Metronome
    TM40:Skull Bash
    TM44:Rest
    TM45:Thunder Wave
    TM46:Psywave
    TM49:Tri Attack
    TM50:Substitute
    -GSC Moves-
    Barrier
    Dream Eater
    Fire Punch
    Headbutt
    Ice Punch
    Light Screen
    Thunderpunch
    -Stadium-
    none
    
    #064: Kadabra
    Type: Psychic
    Evolution: Kadabra -> Alakazam w/Trade
    Rate of Growth: Fading
    Pokedex Info:
    Height- 4' 3"; Weight- 125 lbs.; It emits special alpha waves
    from its body that induce headaches just by being close by.
    Stats:
    HP- 40/283; At- 35/168; Df- 30/158; Sd- 105/308; Sc- 120/338
    -Learned Moves-
    Teleport- default
    Kinesis- (Y, wild Kadabra)
    Confusion- level 16
    Disable- level 20
    Psybeam- level 27
    Recover- level 31
    Psychic- level 38
    Reflect- level 42
    -Available TMs/HMs-
    TM01:Mega Punch
    TM05:Mega Kick
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM17:Submission
    TM18:Counter
    TM19:Seismic Toss
    TM20:Rage
    TM28:Dig
    TM29:Psychic
    TM30:Teleport
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM35:Metronome
    TM40:Skull Bash
    TM44:Rest
    TM45:Thunder Wave
    TM46:Psywave
    TM49:Tri Attack
    TM50:Substitute
    -GSC Moves-
    Barrier
    Dream Eater
    Fire Punch
    Headbutt
    Ice Punch
    Light Screen
    Thunderpunch
    -Stadium-
    none
    
    #065: Alakazam
    Type: Psychic
    Evolution: Final
    Rate of Growth: Fading
    Pokedex Info:
    Height- 4' 11"; Weight- 106 lbs.; Its brain can outperform a
    supercomputer.  Its intelligence quotient is said to be 5,000.
    Stats:
    HP- 55/313; At- 50/198; Df- 45/188; Sd- 120/338; Sc- 135/368
    -Learned Moves-
    Teleport- default
    Kinesis- (Y, wild Kadabra)
    Confusion- level 16
    Disable- level 20
    Psybeam- level 27
    Recover- level 31
    Psychic- level 38
    Reflect- level 42
    -Available TMs/HMs-
    TM01:Mega Punch
    TM05:Mega Kick
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM15:Hyper Beam
    TM17:Submission
    TM18:Counter
    TM19:Seismic Toss
    TM20:Rage
    TM28:Dig
    TM29:Psychic
    TM30:Teleport
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM35:Metronome
    TM40:Skull Bash
    TM44:Rest
    TM45:Thunder Wave
    TM46:Psywave
    TM49:Tri Attack
    TM50:Substitute
    -GSC Moves-
    Barrier
    Dream Eater
    Fire Punch
    Headbutt
    Ice Punch
    Light Screen
    Thunderpunch
    -Stadium-
    none
    Strategy: Alakazam is a fearsome Special attacker.  Its
    ridiculous 368 Special is second only to Mewtwo's, and Mewtwo is
    normally banned in competitive battles.  One hit from Alakazam's
    Psychic is enough to obliterate many Pokemon before they get a
    chance to strike back.  Many beginners shy away from Alakazam 
    due to its lower-than-dirt 188 Defense, but Alakazam is designed for
    quick sweeps, not defense; plus, it gets Barrier/Reflect to
    partially cover it up.  Recover is also a fast way to heal 
    battle scars.
    	Alakazam gets great benefits from GSC tradeback: Barrier 
    can be used several times if you get the chance, and 
    Thunderpunch/Ice Punch can give it a little bit more variety.  If
    GSC tradebacks are not available, Psychic is almost good enough for 
    it to survive 
    
    with that alone.
    -Recommended Movesets-
    Alakazam (Special Sweeper):
    Psychic
    Recover
    Barrier
    Substitute
    Alakazam (Special Sweeper):
    Psychic
    Thunderpunch
    Ice Punch
    Recover/Barrier
    
    #066: Machop
    Type: Fighting
    Evolution: Machop -> Machoke at level 28
    Rate of Growth: Fading
    Pokedex Info:
    Height- 2' 7"; Weight- 43 lbs.; Loves to build muscles.  It
    trains in all styles of martial arts to become even stronger.
    Stats:
    HP- 70/343; At- 80/258; Df- 50/198; Sd- 35/168; Sc- 35/168
    -Learned Moves- 
    Karate Chop- default
    Low Kick- level 20
    Leer- level 25
    Focus Energy- level 32
    Seismic Toss- level 39
    Submission- level 46
    -Available TMs/HMs-
    TM01:Mega Punch
    TM05:Mega Kick
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM17:Submission
    TM18:Counter
    TM19:Seismic Toss
    TM20:Rage
    TM26:Earthquake
    TM27:Fissure
    TM29:Dig
    TM31:Mimic
    TM32:Double Team
    TM34:Bide
    TM35:Metronome
    TM38:Fire Blast
    TM40:Skull Bash
    TM44:Rest
    TM48:Rock Slide
    TM50:Substitute
    HM04:Strength
    -GSC Moves-
    Fire Punch
    Flamethrower
    Headbutt
    Ice Punch
    Meditate
    Light Screen
    Rolling Kick
    Thunderpunch
    -Special-
    none
    
    #067: Machoke
    Type: Fighting
    Evolution: Machoke -> Machamp w/Trade
    Rate of Growth: Fading
    Pokedex Info:
    Height- 4' 11"; Weight- 155 lbs.; Its muscular body is so
    powerful, it must wear a power save belt to be able to regulate its motion.
    Stats:
    HP- 80/363; At- 100/298; Df- 70/238; Sd- 45/188; Sc- 50/198
    -Learned Moves- 
    Karate Chop- default
    Low Kick- level 20
    Leer- level 25
    Focus Energy- level 36
    Seismic Toss- level 44
    Submission- level 52
    -Available TMs/HMs-
    TM01:Mega Punch
    TM05:Mega Kick
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM17:Submission
    TM18:Counter
    TM19:Seismic Toss
    TM20:Rage
    TM26:Earthquake
    TM27:Fissure
    TM29:Dig
    TM31:Mimic
    TM32:Double Team
    TM34:Bide
    TM35:Metronome
    TM38:Fire Blast
    TM40:Skull Bash
    TM44:Rest
    TM48:Rock Slide
    TM50:Substitute
    HM04:Strength
    -GSC Moves-
    Fire Punch
    Flamethrower
    Headbutt
    Ice Punch
    Meditate
    Light Screen
    Rolling Kick
    Thunderpunch
    -Special-
    none
    
    #068: Machamp
    Type: Fighting
    Evolution: Final
    Rate of Growth: Fading
    Pokedex Info:
    Height- 5' 3"; Weight- 287 lbs.; Using its heavy muscles, it
    throws powerful punches that can send a victim clear over the horizon.
    Stats:
    HP- 90/383; At- 130/358; Df- 80/258; Sd- 55/208; Sc- 65/228
    -Learned Moves- 
    Karate Chop- default
    Low Kick- level 20
    Leer- level 25
    Focus Energy- level 36
    Seismic Toss- level 44
    Submission- level 52
    -Available TMs/HMs-
    TM01:Mega Punch
    TM05:Mega Kick
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM15:Hyper Beam
    TM17:Submission
    TM18:Counter
    TM19:Seismic Toss
    TM20:Rage
    TM26:Earthquake
    TM27:Fissure
    TM29:Dig
    TM31:Mimic
    TM32:Double Team
    TM34:Bide
    TM35:Metronome
    TM38:Fire Blast
    TM40:Skull Bash
    TM44:Rest
    TM48:Rock Slide
    TM50:Substitute
    HM04:Strength
    -GSC Moves-
    Fire Punch
    Flamethrower
    Headbutt
    Ice Punch
    Meditate
    Light Screen
    Rolling Kick
    Thunderpunch
    -Special-
    none
    Strategy: As you may recall from the intro to this section,
    Fighting-types are almost completely discarded from competitive
    play due to their unfortunate Psychic and Flying weaknesses. 
    Machamp is the biggest exception to this rule.  With 358 Attack
    and the best physical moves available to it, Machamp can be a
    major force against many types of Pokemon.  Because the opponent
    is likely to switch to Psychic as soon as you send your Machamp
    out, however, you should make sure to deal with his Psychic-
    types first before sending it in.  
    	Because of its slow Speed and relatively low Defense,
    Machamp works best as a Tank destroyer.  Some players prefer to
    have faster physical attackers like Tauros or Dodrio; Machamp is
    better at brute strength, but the others are more well-rounded. 
    Choose whichever appeals to you more, and be sure to put 
    Meditate on Machamp if GSC tradebacks are allowed.
    -Recommended Moveset-
    Machamp (Physical Sweeper):
    Submission
    Earthquake
    Rock Slide
    Meditate/Substitute
    
    #069: Bellsprout
    Type: Grass/Poison
    Evolution: Bellsprout -> Weepinbell at level 21
    Rate of Growth: Fading
    Pokedex Info:
    Height- 2' 4"; Weight- 9 lbs.; A carnivorous Pokemon that traps
    and eats bugs.  It uses its root feet to soak up needed moisture.
    Stats:
    HP- 50/303; At- 75/248; Df- 35/168; Sd- 40/178; Sc- 70/238
    -Learned Moves-
    Vine Whip- default
    Growth- default
    Wrap- level 13
    Poisonpowder- level 15
    Sleep Powder- level 18
    Stun Spore- level 21
    Acid- level 26
    Razor Leaf- level 33
    Slam- level 42
    -Available TMs/HMs-
    TM03:Swords Dance
    TM06:Toxic
    TM09:Take Down
    TM10:Double-Edge
    TM20:Rage
    TM21:Mega Drain
    TM22:Solarbeam
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM44:Rest
    TM50:Substitute
    HM01:Cut
    -GSC Moves-
    Leech Life
    Lovely Kiss
    
    
    -Stadium-
    none
    
    #070: Weepinbell
    Type: Grass/Poison
    Evolution: Weepinbell -> Victreebel w/Leaf Stone
    Rate of Growth: Fading
    Pokedex Info:
    Height- 3' 3"; Weight- 14 lbs.; It spits out Poisonpowder to
    immobilize the enemy and then finishes it with a spray of Acid.
    Stats:
    HP- 65/333; At- 90/278; Df- 50/198; Sd- 55/208; Sc- 85/268
    -Learned Moves-
    Vine Whip- default
    Growth- default
    Wrap- level 13
    Poisonpowder- level 15
    Sleep Powder- level 18
    Stun Spore- level 23
    Acid- level 29
    Razor Leaf- level 38
    Slam- level 49
    -Available TMs/HMs-
    TM03:Swords Dance
    TM06:Toxic
    TM09:Take Down
    TM10:Double-Edge
    TM20:Rage
    TM21:Mega Drain
    TM22:Solarbeam
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM44:Rest
    TM50:Substitute
    HM01:Cut
    -GSC Moves-
    Leech Life
    Lovely Kiss
    -Stadium-
    none
    
    #071: Victreebel
    Type: Grass/Poison
    Evolution: Final
    Rate of Growth: Fading
    Pokedex Info:
    Height- 5' 7"; Weight- 34 lbs.; Said to live in huge colonies
    deep in jungles, although no one has returned from there.
    Stats:
    HP- 80/363; At- 105/308; Df- 65/228; Sd- 70/238; Sc- 100/298
    -Learned Moves-
    Vine Whip- default
    Growth- default
    -Available TMs/HMs-
    TM03:Swords Dance
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM15:Hyper Beam
    TM20:Rage
    TM21:Mega Drain
    TM22:Solarbeam
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM44:Rest
    TM50:Substitute
    HM01:Cut
    -GSC Moves-
    Leech Life
    Lovely Kiss
    -Stadium-
    none
    Strategy: Unlike Venusaur, Victreebel doesn't have a shot of
    making a Grass-type entry in a team.  For starters, it has its
    strengths in both Attack and Special.  A good Pokemon dominates
    on only one side of the spectrum.  Yes, it learns Swords Dance 
    to pump up the Attack even more, but Venusaur uses it just as
    effectively.  Besides that, Victreebel doesn't have decent
    attacks to back up Swords Dance with, and the rest of its stats
    are just mediocre.  Add into that the plethora of weaknesses
    Grass/Poison types have, and you'd better skip Victreebel.
    -Recommended Moveset-
    Victreebel (Physical Sweeper):
    Body Slam
    Razor Leaf
    Swords Dance
    Sleep Powder
    
    #072: Tentacool
    Type: Water/Poison
    Evolution: Tentacool -> Tentacruel at level 30
    Rate of Growth: Slow
    Pokedex Info:
    Height- 2' 11"; Weight- 100 lbs.; Drifts in shallow seas. 
    Anglers who hook them by accident are often punished by stinging acid.
    Stats:
    HP- 40/283; At- 40/178; Df- 35/168; Sd- 70/238; Sc- 100/298
    -Learned Moves-
    Acid- default
    Supersonic- level 7
    Wrap- level 13
    Poison Sting- level 18
    Water Gun- level 22
    Constrict- level 27
    Barrier- level 33
    Screech- level 40
    Hydro Pump- level 48
    -Available TMs/HMs-
    TM03:Swords Dance
    TM06:Toxic
    TM09:Take Down
    TM10:Double-Edge
    TM11:Bubblebeam
    TM12:Water Gun
    TM13:Ice Beam
    TM14:Blizzard
    
    TM20:Rage
    TM21:Mega Drain
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM40:Skull Bash
    TM44:Rest
    TM50:Substitute
    HM01:Cut
    HM03:Surf
    -GSC Moves-
    Aurora Beam
    Confuse Ray
    Haze
    -Stadium-
    none
    
    #073: Tentacruel
    Type: Water/Poison
    Evolution: Fading
    Rate of Growth: Slow
    Pokedex Info:
    Height- 5' 3"; Weight- 121 lbs.; The tentacles are normally cut
    short.  On hunts, they are extended to ensnare and immobilize prey.
    Stats:
    HP- 80/363; At- 70/238; Df- 65/228; Sd- 100/298; Sc- 120/338
    -Learned Moves-
    
    Acid- default
    Supersonic- level 7
    Wrap- level 13
    Poison Sting- level 18
    Water Gun- level 22
    Constrict- level 27
    Barrier- level 35
    Screech- level 43
    Hydro Pump- level 50
    -Available TMs/HMs-
    TM03:Swords Dance
    TM06:Toxic
    TM09:Take Down
    TM10:Double-Edge
    TM11:Bubblebeam
    TM12:Water Gun
    TM13:Ice Beam
    TM14:Blizzard
    TM15:Hyper Beam
    TM20:Rage
    TM21:Mega Drain
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM40:Skull Bash
    TM44:Rest
    TM50:Substitute
    HM01:Cut
    HM03:Surf
    -GSC Moves-
    Aurora Beam
    Confuse Ray
    Haze
    -Stadium-
    none
    Strategy: Tentacruel is an interesting Pokemon that doesn't have
    great variety, but is an excellent Tank against Special 
    opponents despite its Psychic and Electric weaknesses.  Surf is really
    the only attack powerful enough for Tentacruel to do serious damage,
    but its job as a Tank is to wear out the enemy Pokemon, not go 
    on a sweeping spree.  The best strategy to use for Tentacruel is to
    give it possibly Haze, or Barrier to boost its Defense
    immediately, then to attempt some sort of malady overlap like
    Double Team/Confuse Ray.  
    	Sadly, Tentacruel is not the best choice for a Tank. 
    Lapras, Slowbro or Chansey can get the job done more effectively
    and with fewer weaknesses.  If you think you can surprise your
    opponent by employing Tentacruel, however, it's good for a try. 
    -Recommended Moveset-
    Tentacruel (Tank):
    Surf
    Barrier
    Confuse Ray
    Double Team
    
    #074: Geodude
    Type: Rock/Ground
    Evolution: Geodude -> Graveler at level 25
    Rate of Growth: Fading
    Pokedex Info:
    Height- 1' 4"; Weight- 44 lbs.; Found in fields and mountains. 
    Mistaking them for boulders, people often step or trip on them.
    Stats:
    HP- 40/283; At- 80/258; Df- 100/298; Sd- 20/138; Sc- 30/158
    -Learned Moves-
    Tackle- default
    Defense Curl- level 11
    Rock Throw- level 16
    Selfdestruct- level 21
    Harden- level 26
    Earthquake- level 31
    Explosion- level 36
    -Available TMs/HMs-
    TM01:Mega Punch
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    
    TM17:Submission
    TM18:Counter
    TM19:Seismic Toss
    TM20:Rage
    TM26:Earthquake
    TM27:Fissure
    TM28:Dig
    TM31:Mimic
    TM32:Double Team
    TM34:Bide
    TM35:Metronome
    TM36:Selfdestruct
    TM38:Fire Blast
    TM44:Rest
    TM47:Explosion
    TM48:Rock Slide
    TM50:Substitute
    
    HM04:Strength
    -GSC Moves-
    Defense Curl
    Fire Punch
    Flamethrower
    Headbutt
    Roar
    -Stadium-
    none
    
    #075: Graveler
    Type: Rock/Ground
    Evolution: Graveler -> Golem w/Trade
    Rate of Growth: Fading
    Pokedex Info:
    Height- 3' 3"; Weight- 232 lbs.; Rolls down slopes to move.  It
    rolls over any obstacle without slowing or changing its direction.
    Stats:
    HP- 55/313; At- 95/288; Df- 115/328; Sd- 35/168; Sc- 45/188
    -Learned Moves-
    Tackle- default
    Defense Curl- level 11
    Rock Throw- level 16
    Selfdestruct- level 21
    Harden- level 29
    Earthquake- level 36
    Explosion- level 43
    -Available TMs/HMs-
    TM01:Mega Punch
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM17:Submission
    TM18:Counter
    TM19:Seismic Toss
    TM20:Rage
    TM26:Earthquake
    TM27:Fissure
    TM28:Dig
    TM31:Mimic
    TM32:Double Team
    TM34:Bide
    TM35:Metronome
    TM36:Selfdestruct
    TM38:Fire Blast
    TM44:Rest
    TM47:Explosion
    TM48:Rock Slide
    TM50:Substitute
    HM04:Strength
    -GSC Moves-
    Defense Curl
    Fire Punch
    Flamethrower
    Headbutt
    Roar
    -Stadium-
    none
    
    #076: Golem
    Type: Rock/Ground
    Evolution: Final
    Rate of Growth: Fading
    Pokedex Info:
    Height- 4' 7"; Weight- 662 lbs.; Its boulder-like body is
    extremely hard.  It can easily withstand dynamite blasts without damage.
    Stats:
    HP- 80/363; At- 110/318; Df- 130/358; Sd- 45/188; Sc- 55/208
    -Learned Moves-
    Tackle- default
    Defense Curl- level 11
    Rock Throw- level 16
    Selfdestruct- level 21
    Harden- level 29
    Earthquake- level 36
    Explosion- level 43
    -Available TMs/HMs-
    TM01:Mega Punch
    TM05:Mega Kick
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM15:Hyper Beam
    TM17:Submission
    TM18:Counter
    TM19:Seismic Toss
    TM20:Rage
    TM26:Earthquake
    TM27:Fissure
    TM28:Dig
    TM31:Mimic
    TM32:Double Team
    TM34:Bide
    TM35:Metronome
    
    TM36:Selfdestruct
    TM38:Fire Blast
    TM44:Rest
    TM47:Explosion
    TM48:Rock Slide
    TM50:Substitute
    HM04:Strength
    -GSC Moves-
    Defense Curl
    Fire Punch
    Flamethrower
    Headbutt
    Roar
    -Stadium-
    none
    Strategy: Rock/Ground is a very risky type choice to consider,
    especially when you consider nearly any Water or Grass-type
    attack made against it will be a OHKO.  If it weren't for those
    weaknesses, Golem would be a serious contender with its
    outstanding Attack and versatility.  Golem makes for nearly as
    good a Physical Sweeper as Rhydon, but with slightly less 
    staying power.  However, Golem does have an emergency Explosion 
    ready in 
    desperate situations that can be quite useful.  In short, 
    it's not as fast as Sandslash or as stable as Rhydon, but has its own
    strengths and weaknesses you may or may not care to try.
    -Recommended Moveset-
    Golem (Physical Sweeper):
    Earthquake
    Rock Slide
    Explosion
    Substitute
    
    #077: Ponyta
    Type: Fire
    Evolution: Ponyta -> Rapidash at level 40
    Rate of Growth: Moderate
    Pokedex Info:
    Height- 3' 3"; Weight- 66 lbs.; Its hooves are 10 times harder
    than diamonds.  It can trample anything completely flat in little time.
    Stats:
    HP- 50/303; At- 85/268; Df- 55/208; Sd- 90/278; Sc- 65/228
    -Learned Moves-
    Ember- default
    Tail Whip- level 30
    Stomp- level 32
    Growl- level 35
    Fire Spin- level 39
    Take Down- level 43
    Agility- level 48
    -Available TMs/HMs-
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM20:Rage
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    
    TM34:Bide
    TM38:Fire Blast
    TM39:Swift
    TM40:Skull Bash
    TM44:Rest
    TM50:Substitute
    -GSC Moves-
    Double Kick
    Flamethrower
    Fury Attack
    Headbutt
    Hypnosis
    Low Kick
    Quick Attack
    Tackle
    Thrash
    -Stadium-
    none
    
    #078: Rapidash
    Type: Fire
    Evolution: Final
    Rate of Growth: Moderate
    Pokedex Info: 
    Height- 5' 7"; Weight- 209 lbs.; Very competitive.  This Pokemon
    will chase anything that moves fast in the hopes of racing it.
    Stats:
    HP- 65/333; At- 100/298; Df- 70/238; Sd- 105/308; Sc- 80/258
    -Learned Moves-
    Ember- default
    Tail Whip- level 30
    Stomp- level 32
    Growl- level 35
    Fire Spin- level 39
    Take Down- level 47
    Agility- level 55
    -Available TMs/HMs-
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM15:Hyper Beam
    TM20:Rage
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM38:Fire Blast
    TM39:Swift
    TM40:Skull Bash
    TM44:Rest
    TM50:Substitute
    -GSC Moves-
    Double Kick
    Flamethrower
    Fury Attack
    Headbutt
    Hypnosis
    Low Kick
    Quick Attack
    Tackle
    Thrash
    -Stadium-
    none
    
    
    Strategy: Like Arcanine, Rapidash is a Fire-type that has all 
    the stats necessary to make a great Pokemon but without the 
    necessary moves to back them up.  It's left with no Earthquake or Rock
    Slide but the comparatively weak Double-Edge and Body Slam.  In
    fact, Rapidash's stats are inferior to Arcanine's in the first
    place.  The only possible use Rapidash could have is paralyzing
    the opponent with Body Slam and then Horn Drilling like crazy. 
    All things considered, there are far more reliable Pokemon out
    there.
    -Recommended Moveset-
    Rapidash (Physical Sweeper):
    Horn Drill
    Body Slam
    Fire Blast
    Substitute
    
    #079: Slowpoke
    Type: Water/Psychic
    Evolution: Slowpoke -> Slowbro at level 37
    Rate of Growth: Moderate
    Pokedex Info:
    Height- 3' 11"; Weight- 79 lbs.; Incredibly slow and dopy.  It
    takes 5 seconds for it to feel pain when under attack.
    Stats:
    HP- 80/363; At- 65/228; Df- 65/228; Sd- 15/128; Sc- 40/178
    -Learned Moves-
    Confusion- default
    Disable- level 18
    Headbutt- level 22
    Growl- level 27
    Water Gun- level 33
    Amnesia- level 40
    Psychic- level 48
    -Available TMs/HMs-
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM11:Bubblebeam
    TM12:Water Gun
    TM13:Ice Beam
    TM14:Blizzard
    TM16:Pay Day
    TM20:Rage
    TM26:Earthquake
    TM27:Fissure
    TM28:Dig
    TM29:Psychic
    TM30:Teleport
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM38:Fire Blast
    TM39:Swift
    TM40:Skull Bash
    TM44:Rest
    TM45:Thunder Wave
    TM46:Psywave
    TM49:Tri Attack
    TM50:Substitute
    HM03:Surf
    HM04:Strength
    HM05:Flash
    -GSC Moves-
    Dream Eater
    Flamethrower
    Tackle
    -Stadium-
    none			
    
    #080: Slowbro
    Type: Water/Psychic
    Evolution: Final
    Rate of Growth: Moderate
    Pokedex Info:
    Height- 5' 3"; Weight- 173 lbs.; The Shellder that is latched
    onto Slowpoke's tail is said to feed on the host's left over scraps.
    Stats:
    HP- 90/383; At- 75/248; Df- 110/318; Sd- 30/158; Sc- 80/258
    -Learned Moves-
    Confusion- default
    Disable- level 18
    Headbutt- level 22
    Growl- level 27
    Water Gun- level 33
    Withdraw- level 37
    Amnesia- level 44
    Psychic- level 55
    -Available TMs/HMs-
    TM01:Mega Punch
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM11:Bubblebeam
    TM12:Water Gun
    TM13:Ice Beam
    TM14:Blizzard
    TM15:Hyper Beam
    TM16:Pay Day
    TM20:Rage
    TM26:Earthquake
    TM27:Fissure
    TM28:Dig
    TM29:Psychic
    TM30:Teleport
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM38:Fire Blast
    TM39:Swift
    TM40:Skull Bash
    TM44:Rest
    TM45:Thunder Wave
    TM46:Psywave
    TM49:Tri Attack
    TM50:Substitute
    HM03:Surf
    HM04:Strength
    HM05:Flash
    -GSC Moves-
    Dream Eater
    Flamethrower
    Ice Punch 
    Stomp
    Tackle
    -Stadium-
    none
    Strategy: Slowbro is one of the many good Water dual-types in
    RBY, mostly because of that Psychic second type.  However, it's
    important that you realize the power of Slowbro first before you
    try to use it.  Slowbro is a Tank, not a Sweeper, despite its
    fantastic diversity.  It has Amnesia, the game's best move, to
    increase its decent Special stat.  It has good staying power,
    except against Electric-types- you can try throwing on
    Earthquake, but odds are that you'll get destroyed before
    knocking the opponent out.  It has Thunder Wave to counteract 
    its horrible Speed, and Rest available for the right situations.
    	Because both Slowbro and Starmie are Water/Psychic-type,
    they must be compared to each other.  Slowbro has Amnesia,
    Starmie has Recover; Slowbro has good defensive stats, Starmie 
    is much faster.  They both have their strengths and weaknesses;
    either one is a good backup Psychic Pokemon.
    -Recommended Moveset-
    Slowbro (Tank):
    Surf/Ice Beam
    Rest/Psychic
    Thunder Wave
    Amnesia
    
    #081: Magnemite
    Type: Electric
    Evolution: Magnemite -> Magneton at level 30
    Rate of Growth: Moderate
    Pokedex Info: 
    Height- 1' 0"; Weight- 13 lbs.; Uses anti-gravity to stay
    suspended.  Appears without warning and uses Thunder Wave and similar moves.
    Stats:
    HP- 25/253; At- 35/168; Df- 70/238; Sd- 45/188; Sc- 95/288
    -Learned Moves-
    Tackle- default
    Sonicboom- level 21
    Thundershock- level 25
    Supersonic- level 29
    Thunder Wave- level 35
    Swift- level 41
    Screech- level 47
    -Available TMs/HMs-
    TM06:Toxic
    TM09:Take Down
    TM10:Double-Edge
    TM20:Rage
    TM24:Thunderbolt
    TM25:Thunder
    TM30:Teleport
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM39:Swift
    TM44:Rest
    TM45:Thunder Wave
    TM50:Substitute
    HM05:Flash
    -GSC Moves-
    Agility 
    Tri Attack
    -Stadium-
    none
    
    #082: Magneton
    Type: Electric
    Evolution: Final
    Rate of Growth: Moderate
    Pokedex Info:
    Height- 3' 3"; Weight- 132 lbs.; Formed by several Magnemites
    linked together.  They frequently appear when sunspots flare up.
    Stats:
    HP- 50/303; At- 60/218; Df- 95/288; Sd- 70/238; Sc- 120/338
    -Learned Moves-
    Tackle- default
    Sonicboom- level 21
    Thundershock- level 25
    Supersonic- level 29
    Thunder Wave- level 38
    Swift- level 46
    Screech- level 54
    -Available TMs/HMs-
    TM06:Toxic
    TM09:Take Down
    TM10:Double-Edge
    TM15:Hyper Beam
    TM20:Rage
    TM24:Thunderbolt
    TM25:Thunder
    TM30:Teleport
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    
    TM34:Bide
    TM39:Swift
    TM44:Rest
    TM45:Thunder Wave
    TM50:Substitute
    HM05:Flash
    -GSC Moves-
    Agility 
    Tri Attack
    -Stadium-
    none
    Strategy: Magneton has a strange mix of stats that don't work
    well with each other.  Its Defense and Special are quite good,
    but its HP isn't, and both are needed for a good defensive
    Pokemon.  In addition, its move compatibility is terrible-
    nothing besides Electric and Normal attacks, making it extremely
    predictable.  Electric Pokemon are designed to be quick and
    powerful, and this experiment turned out badly.  If you want to
    use it as a surprise for the opponent, your best option is spam
    Double Team and hope your fragile HP holds up.
    -Recommended Moveset-
    Magneton (Tank):
    Thunderbolt
    Double Team
    Rest
    Substitute
    
    #083: Farfetch'd
    Type: Normal/Flying
    Evolution: none
    Rate of Growth: Moderate
    Pokedex Info:
    Height- 2' 7"; Weight- 33 lbs.; The sprig of green onions it
    holds is its weapon.  It is used much like a metal sword.
    Stats:
    HP- 52/307; At- 65/228; Df- 55/208; Sd- 60/218; Sc- 58/214
    -Learned Moves-
    Peck- default
    Sand-Attack- default
    Leer- level 7
    Fury Attack- level 15
    Swords Dance- level 23
    Agility- level 31
    Slash- level 39
    -Available TMs/HMs-
    TM02:Razor Wind
    TM03:Swords Dance
    TM04:Whirlwind
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM20:Rage
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM39:Swift
    TM40:Skull Bash
    TM50:Substitute
    HM01:Cut
    HM02:Fly
    -GSC Moves-
    Gust
    Headbutt
    Mirror Move
    Quick Attack
    
    -Stadium-
    none
    Strategy: Unless you're playing a joke team, or you're trying to
    make things easier for your opponent on purpose, it's best to
    just avoid Farfetch'd.  With mediocre stats across the board,
    Farfetch'd has virtually no strengths and is nearly impossible 
    to use on a competitive team.  If you seriously want to try it,
    Swords Dance as much as possible and then Slash until Farfetch'd
    faints.
    -Recommended Moveset-
    Farfetch'd (Physical Sweeper):
    Slash
    Swords Dance
    Double Team
    Quick Attack
    
    #084: Doduo
    Type: Normal/Flying
    Evolution: Doduo -> Dodrio at level 31
    Rate of Growth: Moderate
    Pokedex Info:
    Height- 4' 7"; Weight- 86 lbs.; A bird that makes up for its 
    poor flying with its fast foot speed.  Leaves giant footprints.
    Stats:
    HP- 35/273; At- 85/268; Df- 45/188; Sd- 75/248; Sc- 35/168
    -Learned Moves-
    Peck- default
    Growl- level 20
    Fury Attack- level 24
    Drill Peck- level 30
    Rage- level 36
    Tri Attack- level 40
    Agility- level 44
    -Available TMs/HMs-
    TM04:Whirlwind
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM20:Rage
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM40:Skull Bash
    TM43:Sky Attack
    TM44:Rest
    TM49:Tri Attack
    TM50:Substitute
    HM02:Fly
    -GSC Moves-
    Haze
    Low Kick
    Quick Attack
    
    
    Supersonic
    -Stadium-
    none
    
    #085: Dodrio
    Type: Normal/Flying
    Evolution: Final
    Rate of Growth: Moderate
    Pokedex Info:
    Height- 5' 11"; Weight- 188 lbs.; Uses its three brains to
    execute complex plans.  While two heads sleep, one head stays awake.
    
    
    Stats:
    HP- 60/323; At- 110/318; Df- 70/238; Sd- 100/298; Sc- 60/218
    -Learned Moves-
    Peck- default
    Growl- level 20
    Fury Attack- level 24
    Drill Peck- level 30
    Rage- level 39
    Tri Attack- level 45
    Agility- level 51
    -Available TMs/HMs-
    TM04:Whirlwind
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM15:Hyper Beam
    TM20:Rage
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM40:Skull Bash
    TM43:Sky Attack
    TM44:Rest
    TM49:Tri Attack
    TM50:Substitute
    HM02:Fly
    -GSC Moves-
    Haze
    Low Kick
    Quick Attack
    Supersonic
    -Stadium-
    none
    Strategy: Unlike Pidgeotto and Fearow, Dodrio makes for a decent
    Pokemon.  It has the obviously good Attack and Speed stats to 
    put it in top shape for a Physical Sweeper slot, and the attacks to
    back it up.  Drill Peck is the game's best Flying-type attack,
    and Dodrio fills its slot very well here.  The only remaining
    question is whether or not Dodrio has the ability to take
    precedence over the other primary Physical Sweepers.  Overall,
    Persian, Snorlax, and Tauros are sturdier Pokemon than Dodrio,
    with better stats.  However, Dodrio's immunity to Ground gives 
    it the option to be an occasional substitute from the regular 
    choice. 
    -Recommended Moveset-
    Dodrio (Physical Sweeper):
    Drill Peck
    
    Body Slam
    Reflect
    Haze/Double Team
    
    #086: Seel
    Type: Water
    Evolution: Seel -> Dewgong at level 34
    Rate of Growth: Moderate
    Pokedex Info:
    Height- 3' 7"; Weight- 198 lbs.; The protruding horn on its head
    is very hard.  It is used for bashing through thick ice.
    Stats:
    HP- 65/333; At- 45/188; Df- 55/208; Sd- 45/188; Sc- 70/238
    -Learned Moves-
    Headbutt- default
    Growl- level 30
    Aurora Beam- level 35
    Rest- level 40
    Take Down- level 45
    Ice Beam- level 50
    -Available TMs/HMs-
    TM06:Toxic
    TM07:Horn Drill
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM11:Bubblebeam
    TM12:Water Gun
    TM13:Ice Beam
    TM14:Blizzard
    TM16:Pay Day
    TM20:Rage
    TM31:Mimic
    TM32:Double Team
    TM34:Bide
    TM40:Skull Bash
    TM44:Rest
    TM50:Substitute
    HM03:Surf
    HM04:Strength
    -GSC Moves-
    Disable
    Headbutt
    Lick
    Peck
    Slam
    Waterfall
    -Stadium-
    none
    
    #087: Dewgong
    Type: Water/Ice
    Evolution: Final
    Rate of Growth: Moderate
    Pokedex Info:
    Height- 5' 7"; Weight- 265 lbs.; Stores thermal energy in its
    body.  Swims at a steady 8 knots even in intensely cold waters.
    Stats:
    HP- 90/383; At- 70/238; Df- 80/258; Sd- 70/238; Sc- 95/288
    -Learned Moves-
    Headbutt- default
    Growl- level 30
    Aurora Beam- level 35
    Rest- level 44
    Take Down- level 50
    Ice Beam- level 56
    -Available TMs/HMs-
    TM06:Toxic
    TM07:Horn Drill
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM11:Bubblebeam
    TM12:Water Gun
    TM13:Ice Beam
    TM14:Blizzard
    TM15:Hyper Beam
    TM16:Pay Day
    TM20:Rage
    TM31:Mimic
    TM32:Double Team
    TM34:Bide
    TM40:Skull Bash
    TM44:Rest
    TM50:Substitute
    HM03:Surf
    HM04:Strength
    -GSC Moves-
    Disable
    Headbutt
    Lick
    Peck
    Slam
    Waterfall
    -Stadium-
    none
    Strategy: Of the Ice-types available in RBY, Dewgong is probably
    the least useful.  There's nothing too extraordinary in its 
    stats even though it's well-rounded, and its move selection isn't
    diverse enough.  Plus, it doesn't really have any distraction
    moves that could be used to make it a Tank.  This forces it into
    going with predictable STAB attacks.  Lapras is the much better
    choice, with the ability to be both a Tank and a powerful 
    Special Sweeper.  Dewgong still has the power to Freeze opponents with 
    a lucky Ice Beam, but the other Ice-types perform that function
    better.
    -Recommended Moveset-
    Dewgong (Special Sweeper):
    Surf
    Ice Beam/Blizzard
    Double Team
    Substitute
    
    #088: Grimer
    Type: Poison
    Evolution: Grimer -> Muk at level 38
    Rate of Growth: Moderate
    Pokedex Info:
    Height- 2' 11"; Weight- 66 lbs.; Appears in filthy areas. 
    Thrives by sucking up polluted sludge that is pumped out of factories.
    Stats:
    HP- 80/363; At- 80/258; Df- 50/198; Sd- 25/148; Sc- 40/178
    -Learned Moves-
    Pound- default
    Disable- default
    Poison Gas- level 30
    Minimize- level 33
    Sludge- level 37
    Harden- level 42
    Screech- level 48
    Acid Armor- level 55
    -Available TMs/HMs-
    TM06:Toxic
    TM08:Body Slam
    TM20:Rage
    TM21:Mega Drain
    TM24:Thunderbolt
    TM25:Thunder
    TM31:Mimic
    TM32:Double Team
    TM34:Bide
    TM36:Selfdestruct
    TM38:Fire Blast
    TM40:Skull Bash
    TM47:Explosion
    TM50:Substitute
    -GSC Moves-
    Fire Punch
    Flamethrower
    Haze
    Ice Punch
    Lick
    Thunderpunch
    -Stadium-
    none
    
    #089: Muk
    Type: Poison
    Evolution: Final
    Rate of Growth: Moderate
    Pokedex Info:
    Height- 3' 11"; Weight- 66 lbs.; Thickly covered with a filthy,
    vile sludge.  It is so toxic, even its footprints contain poison.
    Stats:
    HP- 105/413; At- 105/308; Df- 75/248; Sd- 50/198; Sc- 65/228
    -Learned Moves-
    Pound- default
    Disable- default
    Poison Gas- level 30
    Minimize- level 33
    Sludge- level 37
    Harden- level 45
    Screech- level 53
    Acid Armor- level 60
    -Available TMs/HMs-
    TM06:Toxic
    TM08:Body Slam
    TM15:Hyper Beam
    TM20:Rage
    TM21:Mega Drain
    TM24:Thunderbolt
    TM25:Thunder
    TM31:Mimic
    TM32:Double Team
    TM34:Bide
    TM36:Selfdestruct
    TM38:Fire Blast
    TM40:Skull Bash
    TM47:Explosion
    TM50:Substitute
    -GSC Moves-
    Fire Punch
    Flamethrower
    Haze
    Ice Punch
    Lick
    Thunderpunch
    -Stadium-
    none
    Strategy: Poison-types just don't function well in RBY, even 
    with 413 HP and 308 Attack.  Strong against two of the game's least-
    used types, and weak against two of the games most common types,
    Poison-types are simply too difficult to use in the realm of
    competitive combat.  If Muk was a different type, it would 
    become suddenly useful by having a powerful Explosion ready and Haze 
    for use against Tanks.  Unfortunately it's not, and you shouldn't
    consider using it.
    -Recommended Moveset-
    Muk (Physical Sweeper):
    Sludge 
    Explosion
    Substitute/Double Team
    Haze
    
    #090: Shellder
    Type: Water
    Evolution: Shellder -> Cloyster w/Water Stone
    Rate of Growth: Slow
    Pokedex Info:
    Height- 1' 0"; Weight- 9 lbs.; Its hard shell repels any kind of
    attack.  It is vulnerable only when its shell is open.
    Stats:
    HP- 30/263; At- 65/228; Df- 100/298; Sd- 40/178; Sc- 45/188
    -Learned Moves-
    Tackle- default
    Withdraw- default
    Supersonic- level 18
    Clamp- level 23
    Aurora Beam- level 30
    Leer- level 39
    Ice Beam- level 50
    -Available TMs/HMs-
    TM06:Toxic
    TM09:Take Down
    TM10:Double-Edge
    TM11:Bubblebeam
    TM12:Water Gun
    TM13:Ice Beam
    TM14:Blizzard
    TM20:Rage
    TM30:Teleport
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM36:Selfdestruct
    TM39:Swift
    TM44:Rest
    TM47:Explosion
    TM49:Tri Attack
    TM50:Substitute
    HM03:Surf
    -GSC Moves-
    Barrier
    Screech
    -Stadium-
    none
    
    #091: Cloyster
    Type: Water/Ice
    Evolution: Final
    Rate of Growth: Slow
    Pokedex Info:
    Height- 4' 11"; Weight- 292 lbs.; When attacked, it launches its
    horn in quick volleys.  Its innards have never been seen.
    Stats:
    HP- 50/303; At- 95/288; Df- 180/458; Sd- 70/238; Sc- 85/268
    -Learned Moves-
    Tackle- default
    Withdraw- default
    Spike Cannon- level 50
    -Available TMs/HMs-
    TM06:Toxic
    TM09:Take Down
    TM10:Double-Edge
    TM11:Bubblebeam
    TM12:Water Gun
    TM13:Ice Beam
    TM14:Blizzard
    TM15:Hyper Beam
    TM20:Rage
    TM30:Teleport
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM36:Selfdestruct
    TM39:Swift
    TM44:Rest
    TM47:Explosion
    TM49:Tri Attack
    TM50:Substitute
    HM03:Surf
    -GSC Moves-
    Barrier
    Screech
    -Stadium-
    none
    Strategy: Cloyster, the holder of RBY's greatest Defense stat, 
    is another possible filler of the Ice slot in your team.  Its
    Special stat is comparatively small, but if you can manage to
    eliminate your opponent's Pokemon down to Physical Sweepers,
    Cloyster is the perfect Pokemon to use as a final blow.  In most
    situations, however, Lapras is a superior Water/Ice Pokemon.  It
    has far better Special durability, and quite a bit more
    diversity.  
    	Cloyster's chief characteristic is its ability to use
    Explosion and deal a nice finishing strike before going down. 
    Also, with STAB potential on all Water and Ice attacks, Cloyster
    may appeal to the slightly riskier players.   
    -Recommended Moveset-
    Cloyster (Special Sweeper):
    Surf
    Ice Beam/Blizzard
    Screech
    Explosion
    
    #092: Gastly
    Type: Ghost/Poison
    Evolution: Gastly -> Haunter at level 25
    Rate of Growth: Fading
    Pokedex Info:
    Height- 4' 3"; Weight- 0.2 lbs.; Almost invisible, this gaseous
    Pokemon cloaks the target and puts it to sleep without notice.
    Stats:
    HP- 30/263; At- 35/168; Df- 30/158; Sd- 80/258; Sc- 100/298
    -Learned Moves-
    Lick- default
    Confuse Ray- default
    Night Shade- default
    Hypnosis- level 27
    Dream Eater- level 35
    -Available TMs/HMs-
    TM06:Toxic
    TM20:Rage
    TM21:Mega Drain
    TM24:Thunderbolt
    TM25:Thunder
    TM29:Psychic
    TM31:Mimic
    TM32:Double Team
    TM34:Bide
    TM36:Selfdestruct
    TM42:Dream Eater
    TM44:Rest
    TM46:Psywave
    TM47:Explosion
    TM50:Substitute
    -GSC Moves-
    Haze
    Psywave
    -Stadium- 
    none
    
    #093: Haunter
    Type: Ghost/Poison
    Evolution: Haunter -> Gengar w/Trade
    Rate of Growth: Fading
    Pokedex Info:
    Height- 5' 3"; Weight- 0.2 lbs.; Because of its ability to slip
    through block walls, it is said to be from another dimension.
    Stats:
    HP- 45/293; At- 50/198; Df- 45/188; Sd- 95/288; Sc- 115/328
    -Learned Moves-
    Lick- default
    Confuse Ray- default
    Night Shade- default
    Hypnosis- level 29
    Dream Eater- level 38
    -Available TMs/HMs-
    TM06:Toxic
    TM20:Rage
    TM21:Mega Drain
    TM24:Thunderbolt
    TM25:Thunder
    TM29:Psychic
    TM31:Mimic
    TM32:Double Team
    TM34:Bide
    TM36:Selfdestruct
    TM42:Dream Eater
    TM44:Rest
    TM46:Psywave
    TM47:Explosion
    TM50:Substitute
    -GSC Moves-
    Haze
    Psywave
    -Stadium- 
    none
    		
    #094: Gengar
    Type: Ghost/Poison
    Evolution: Final
    Rate of Growth: Fading
    Pokedex Info:
    Height- 4' 11"; Weight- 89 lbs.; Under a full moon, this Pokemon
    likes to mimic the shadows of people and laugh at their fright.
    Stats:
    HP- 60/323; At- 65/228; Df- 60/218; Sd- 110/318; Sc- 130/358
    -Learned Moves-
    Lick- default
    Confuse Ray- default
    Night Shade- default
    Hypnosis- level 29
    Dream Eater- level 38
    -Available TMs/HMs-
    TM01:Mega Punch
    TM05:Mega Kick
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM15:Hyper Beam
    TM17:Submission
    TM18:Counter
    TM19:Seismic Toss
    TM20:Rage
    TM21:Mega Drain
    TM24:Thunderbolt
    TM25:Thunder
    TM29:Psychic
    TM31:Mimic
    TM32:Double Team
    TM34:Bide
    TM35:Metronome
    TM36:Selfdestruct
    TM40:Skull Bash
    TM42:Dream Eater
    TM44:Rest
    TM46:Psywave
    TM47:Explosion
    TM50:Substitute
    HM04:Strength
    -GSC Moves-
    Fire Punch
    Haze
    Headbutt
    Ice Punch
    Psywave
    Thunderpunch
    -Stadium- 
    none			
    Strategy: Like Venusaur, Gengar tries to do a decent job of
    overcoming its Poison-type weaknesses, and is one of the few 
    that nearly manages it.  Take advantage of that 358 Special, and do
    some bashing with Psychic and Thunderbolt.  Or, trade back Ice
    Punch and/or Haze to give it even more attacking and annoying
    diversity.  Even with that power, however, Gengar is simply not
    as useful as the other prime Special Sweepers, due to that
    Poison-type.  Hypnosis-Dream Eater is a bad idea here; Hypnosis
    isn't accurate enough to be consistent, and the opponent can
    switch a sleeping Pokemon at will.						
    	Many new players like Gengar because it is the only Pokemon
    invulnerable to Normal-type attacks.  Not only is this feature
    useless against Special Pokemon, but it doesn't do much good
    against the physical Pokemon either.  Earthquake and Rock Slide
    are the primary physical attacks, and Gengar is vulnerable to
    both of them (and especially Earthquake).
    -Recommended Moveset-
    Gengar (Special Sweeper):
    Psychic
    Thunderbolt
    Ice Punch
    Haze/Confuse Ray
    
    #095: Onix
    Type: Rock/Ground
    Evolution: none
    Rate of Growth: Moderate
    Pokedex Info:				
    Height- 28' 10"; Weight- 463 lbs; As it grows, the stone portions
    of its body harden to become similar to a diamond, but colored black.  
    Stats:
    HP- 35/273; At- 45/188; Df- 160/418; Sd- 70/238; Sc- 30/158	
    -Learned Moves-
    Tackle- default
    Screech- default
    Bind- level 15
    Rock Throw- level 19
    Rage- level 25
    Slam- level 33
    Harden- level 43
    -Available TMs/HMs-
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM20:Rage
    TM26:Earthquake
    TM27:Fissure
    TM28:Dig
    TM31:Mimic
    TM32:Double Team
    TM34:Bide
    TM36:Selfdestruct
    TM40:Skull Bash
    TM44:Rest
    TM47:Explosion
    TM48:Rock Slide
    TM50:Substitute
    HM04:Strength
    -GSC Moves-
    Defense Curl
    Headbutt
    Roar
    Sharpen
    -Stadium-
    none
    Strategy: Onix is an unuseable Rock/Ground-type.  Yes, it has 
    418 Defense, but with absolutely no other high points to back that
    stat up, Onix can't be used offensively or defensively.  In 
    fact, its HP and Special are so fragile that it can't withstand the
    weakest of special attacks.  Leave Onix alone, and try the
    Earthquake/Rock Slide combo on a much more worthy Rock/Ground-
    type, like Rhydon or Golem.
    -Recommended Moveset-
    Onix (Physical Sweeper):
    Earthquake
    Rock Slide
    Fissure
    Body Slam
    							
    #096: Drowzee
    Type: Psychic
    Evolution: Drowzee -> Hypno at level 26
    Rate of Growth: Moderate
    Pokedex Info:
    Height- 3' 3"; Weight- 71 lbs.; Puts enemies to sleep then eats
    their dreams.  Occasionally gets sick from eating bad dreams.
    Stats:
    HP- 60/323; At- 48/194; Df- 45/188; Sd- 42/182; Sc- 43/184
    -Learned Moves-
    Pound- default
    Hypnosis- default
    Disable- level 12
    Confusion- level 17
    Headbutt- level 24
    Poison Gas- level 29
    Psychic- level 32
    Meditate- level 37
    -Available TMs/HMs-
    TM01:Mega Punch
    TM05:Mega Kick
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM17:Submission
    TM18:Counter
    TM19:Seismic Toss
    TM20:Rage
    TM29:Psychic
    TM30:Teleport
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM35:Metronome
    TM40:Skull Bash
    TM42:Dream Eater
    TM44:Rest
    TM45:Thunder Wave
    TM46:Psywave
    TM49:Tri Attack
    TM50:Substitute
    HM05:Flash
    -GSC Moves-
    Amnesia
    Fire Punch
    Haze
    Headbutt
    Ice Punch
    Psywave
    Thunderpunch 
    -Stadium-
    none
    					
    #097: Hypno
    Type: Psychic
    Evolution: Final
    Rate of Growth: Moderate
    Pokedex Info:
    Height- 5' 3"; Weight- 167 lbs.; When it locks eyes with the
    enemy, it will use a mix of Psi moves such as Hypnosis and Confusion.
    Stats:
    HP- 85/373; At- 73/244; Df- 70/238; Sd- 67/232; Sc- 115/328
    -Learned Moves-
    Pound- default
    Hypnosis- default
    Disable- level 12
    Confusion- level 17
    Headbutt- level 24
    Poison Gas- level 33
    Psychic- level 37
    Meditate- level 43
    -Available TMs/HMs-
    TM01:Mega Punch
    TM05:Mega Kick
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM15:Hyper Beam
    TM17:Submission
    TM18:Counter
    TM19:Seismic Toss
    TM20:Rage
    TM29:Psychic
    TM30:Teleport
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM35:Metronome
    TM40:Skull Bash
    TM42:Dream Eater
    TM44:Rest
    TM45:Thunder Wave
    TM46:Psywave
    TM49:Tri Attack
    TM50:Substitute
    HM05:Flash
    -GSC Moves-
    Amnesia
    Fire Punch
    Haze
    Headbutt
    Ice Punch
    Psywave
    Thunderpunch 
    -Stadium-
    none
    Strategy: The choice between whether to use Alakazam or Hypno is
    one of extreme difficulty.  Alakazam is the more offensively
    brilliant of the two, with greater Special and very good Speed,
    and a touch of stability with Recover.  However, its awful
    Defense makes it somewhat risky.  Hypno, on the other hand, has
    no Recover and is quite a bit slower, but much better
    defensively.  Decent HP goes very well its 328 Special,
    especially if you can use a GSC trade back to get Amnesia.  Both
    Pokemon get the same great Special attacks.  If you can't get
    Amnesia, Alakazam may win the draw with 40 better Special, but
    otherwise, Hypno is a very reasonable choice.  
    	In addition, if you're looking for a Tank to put on your
    team, you're able get trade backs, and you're willing to devote 
    a Psychic-type to the task, you can do so well with moves like
    Thunder Wave, Rest, and Amnesia.  Like Gengar, however, don't 
    try Hypnosis-Dream Eater.
    -Recommended Movesets-
    Hypno (Special Sweeper): 
    Psychic
    Thunderpunch
    Ice Punch
    Amnesia/Thunder Wave
    Hypno (Tank):
    Psychic
    Amnesia
    Rest
    Thunder Wave				
    
    #098: Krabby
    Type: Water
    Evolution: Krabby -> Kingler at level 28
    Rate of Growth: Moderate
    Pokedex Info: 
    Height- 1' 4"; Weight- 14 lbs.; Its pincers are not only 
    powerful weapons, they are used for balance when walking sideways.
    Stats:
    HP- 30/263; At- 105/308; Df- 90/278; Sd- 50/198; Sc- 25/148
    -Learned Moves-
    Bubble- default
    Leer- default
    Vicegrip- level 20
    Guillotine- level 25
    Stomp- level 30
    Crabhammer- level 35
    Harden- level 40
    -Available TMs/HMs- 
    TM03:Swords Dance
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    
    TM10:Double-Edge
    TM11:Bubblebeam
    TM12:Water Gun
    TM13:Ice Beam
    TM14:Blizzard
    TM20:Rage
    TM31:Mimic
    TM32:Double Team
    TM34:Bide
    TM44:Rest
    TM50:Substitute
    HM01:Cut
    HM03:Surf
    HM04:Strength
    -GSC Moves-
    Amnesia
    Dig
    Haze
    Slam
    -Stadium-
    none
    
    #099: Kingler
    Type: Water
    Evolution: Final
    Rate of Growth: Moderate
    Pokedex Info:			
    Height- 4' 3"; Weight- 132 lbs.; The large pincer has 10000 HP 
    of crushing power.  However, its huge size makes it unwieldy to use.
    Stats:
    Height- 55/313; At- 130/358; Df- 115/328; Sd- 75/248; Sc- 50/198
    -Learned Moves-
    Bubble- default
    Leer- default
    Vicegrip- level 20
    Guillotine- level 25
    Stomp- level 34
    Crabhammer- level 42
    Harden- level 49
    -Available TMs/HMs- 
    TM03:Swords Dance
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM11:Bubblebeam
    TM12:Water Gun
    TM13:Ice Beam
    TM14:Blizzard		
    TM15:Hyper Beam
    TM20:Rage
    TM31:Mimic
    TM32:Double Team
    TM34:Bide
    TM44:Rest
    TM50:Substitute
    HM01:Cut
    HM03:Surf
    HM04:Strength
    -GSC Moves-
    Amnesia
    Dig
    Haze
    Slam
    -Stadium-
    none
    Strategy: Kingler is an awkward Pokemon.  Its Attack stat of 358
    is excellent and it has Swords Dance to beef it up even more, 
    but it cannot use either of the greatest physical moves, Earthquake
    or Rock Slide, and thus is restricted to the Normal-type attacks
    Double-Edge and Take Down.  Crabhammer is an even more useful
    Water-type attack than Surf; but Kingler's Special stat isn't
    nearly high enough to make decent use of it.  You can try 
    Amnesia to increase its Special, but it's a bit too slow to surpass 
    the attacking power of other Water-types.  In both cases, Kingler is
    strong on one side of the spectrum and weak on the other.  As
    such, it falls short of competitiveness.  
    -Recommended Moveset-	
    Kingler (Mixed Sweeper):
    Crabhammer
    Double-Edge
    Amnesia
    Swords Dance
    					
    #100: Voltorb
    Type: Electric
    Evolution: Voltorb -> Electrode at level 30
    Rate of Growth: Moderate
    Pokedex Info:
    Height- 1' 8"; Weight- 23 lbs.; Usually found in power plants. 
    Easily mistaken for a Poke Ball, they have zapped many people.
    Stats:
    HP- 40/283; At- 30/158; Df- 50/198; Sd- 100/298; Sc- 55/208
    -Learned Moves-
    Tackle- default
    Screech- default
    Sonicboom- level 17
    Selfdestruct- level 22
    Light Screen- level 29
    Swift- level 36
    Explosion- level 43
    -Available TMs/HMs-
    TM06:Toxic
    TM09:Take Down
    TM20:Rage
    TM24:Thunderbolt
    TM25:Thunder
    TM30:Teleport
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM36:Selfdestruct
    TM39:Swift
    TM40:Skull Bash
    TM44:Rest
    TM45:Thunder Wave
    TM47:Explosion
    TM50:Substitute
    HM05:Flash
    -GSC Moves-
    Agility
    Headbutt
    -Stadium-
    none
    
    #101: Electrode
    Type: Electric
    Evolution: Final
    Rate of Growth: Moderate
    Pokedex Info:
    Height- 3' 11"; Weight- 147 lbs.; It stores electric energy 
    under very high pressure.  It often explodes with little or no provocation.
    Stats:
    HP- 60/323; At- 50/198; Df- 70/238; Sd- 140/378; Sc- 80/258
    -Learned Moves-
    Tackle- default
    Screech- default
    Sonicboom- level 17
    Selfdestruct- level 22
    Light Screen- level 29
    Swift- level 40
    Explosion- level 50
    -Available TMs/HMs-
    TM06:Toxic
    TM09:Take Down
    TM15:Hyper Beam
    TM20:Rage
    TM24:Thunderbolt
    TM25:Thunder
    TM30:Teleport
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM36:Selfdestruct
    TM39:Swift
    TM40:Skull Bash
    TM44:Rest
    TM45:Thunder Wave
    TM47:Explosion
    TM50:Substitute
    HM05:Flash
    -GSC Moves-
    Agility
    Headbutt
    -Stadium-
    none
    Strategy: Electrode has a unique role in R/B/Y; it can't attack
    on either end of the types, it can't explode for much, and it
    sure can't act defensively.  However, it's the fastest Pokemon 
    of all, which makes it perfect for popping in and out of matchups,
    using quick Thunder Waves to paralyze your opponent's Pokemon
    members.  If you can manage to make Electrode survive a few
    attacks, you can anger your opponent greatly and make things
    easier on your main attacking team.  You give up a full slot on
    your team by putting Electrode on, but it's worth a try once in 
    a while.
    -Recommended Moveset-
    Electrode (Annoyer):
    Thunderbolt
    Thunder Wave
    Reflect 
    Explosion
    
    #102: Exeggcute			
    Type: Grass/Psychic
    Evolution: Exeggcute -> Exeggutor w/Leaf Stone
    Rate of Growth: Slow
    Pokedex Info:
    Height- 1' 4"; Weight- 6 lbs.; Often mistaken for eggs.  When
    disturbed, they quickly gather and attack in swarms.
    Stats:
    HP- 60/323; At- 40/178; Df- 80/258; Sd- 40/178; Sc- 60/218
    -Learned Moves-
    Barrage- default
    Hypnosis- default
    Reflect- level 25
    Leech Seed- level 28
    Stun Spore- level 32
    Poisonpowder- level 37
    Solarbeam- level 42
    Sleep Powder- level 48
    -Available TMs/HMs- 
    TM06:Toxic
    TM09:Take Down
    TM10:Double-Edge
    TM20:Rage
    TM21:Mega Drain
    TM22:Solarbeam
    TM29:Psychic
    TM30:Teleport
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM36:Selfdestruct
    TM37:Egg Bomb
    TM44:Rest
    TM46:Psywave
    TM47:Explosion
    TM50:Substitute
    -GSC Moves-
    Confusion
    Dream Eater
    Headbutt
    -Stadium-
    none
    
    #103: Exeggutor
    Type: Grass/Psychic
    Evolution: Final
    Rate of Growth: Slow
    Pokedex Info:
    Height- 6' 7"; Weight- 265 lbs.; Legend has it that on rare
    occasions, one of its heads will drop off and continue on as an Exeggcute.
    Stats:
    HP- 95/393; At- 95/288; Df- 85/268; Sd- 55/208; Sc- 125/348
    -Learned Moves-
    Barrage- default
    Hypnosis- default
    Stomp- level 28
    -Available TMs/HMs- 
    TM06:Toxic
    TM09:Take Down
    TM10:Double-Edge
    TM15:Hyper Beam
    TM20:Rage
    TM21:Mega Drain
    TM22:Solarbeam
    TM29:Psychic
    TM30:Teleport
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM36:Selfdestruct
    TM37:Egg Bomb
    TM44:Rest
    TM46:Psywave
    TM47:Explosion
    TM50:Substitute
    HM04:Strength
    -GSC Moves-
    Confusion
    Dream Eater
    Headbutt
    -Stadium-
    none
    Strategy: If you're looking for a Grass-type to put on your 
    team, Exeggutor is by far the best candidate.  The first reason is its
    type: no weakness to Psychic or Ground, and it's part Psychic
    itself!  Second, it is capable of both packing a punch with a
    348-Special Psychic attack and a 288-Attack Explosion when times
    get rough.  Third, it is a fine user of Substitute; Mega Drain
    and Leech Seed provide ample healing powers, and it can stay
    strong against any possible status inflictions.  Finally, it has
    some of the best staying power of any Annoyer.  It's a Venusaur
    without nearly as many weaknesses.  Its one downfall is its slow
    Speed that plagues all Grass-types; don't be overly ambitious in
    your use of it.   
    -Recommended Movesets-
    Exeggutor (Mixed Sweeper):
    Psychic
    Double-Edge/Mega Drain
    Sleep Powder
    Explosion		
    Exeggutor (Annoyer):             
    Psychic
    Leech Seed/Mega Drain
    Sleep Powder
    Substitute								
    
    #104: Cubone
    Type: Ground
    Evolution: Cubone -> Marowak at level 28
    Rate of Growth: Moderate
    Pokedex Info:
    Height- 1' 4"; Weight- 14 lbs.; Because it never removes its
    skull helmet, no one has ever seen this Pokemon's real face.
    Stats:
    HP- 50/303; At- 50/198; Df- 95/288; Sd- 35/168; Sc- 40/178
    -Learned Moves-
    Growl- default
    Bone Club- default (R/B), level 10 (Y)			
    Tail Club- level 13 (Y)
    Headbutt- level 18 (Y)
    
    
    Leer- level 25
    Focus Energy- level 31
    Thrash- level 38
    Bonemerang- level 43
    Rage- level 46
    -Available TMs/HMs- 
    TM01:Mega Punch
    TM05:Mega Kick
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM11:Bubblebeam
    TM12:Water Gun
    TM13:Ice Beam
    TM14:Blizzard
    TM17:Submission
    TM18:Counter
    TM19:Seismic Toss
    TM20:Rage
    TM26:Earthquake
    TM27:Fissure
    TM28:Dig
    TM31:Mimic
    TM32:Double Team
    TM34:Bide
    TM38:Fire Blast
    TM40:Skull Bash
    TM44:Rest
    TM50:Substitute
    HM04:Strength
    -GSC Moves-
    Fire Punch
    Flamethrower
    Headbutt
    Ice Punch
    Rock Slide
    Screech
    Swords Dance
    Thunderpunch
    -Stadium-
    none
    
    #105: Marowak
    Type: Ground
    Evolution: Final
    Rate of Growth: Moderate
    Pokedex Info:
    Height- 3' 3"; Weight- 99 lbs.; The bone it holds is its key
    weapon.  It throws the bone skillfully like a boomerang to KO targets.
    Stats:
    HP- 60/323; At- 80/258; Df- 110/318; Sd- 45/188; Sc- 50/198
    -Learned Moves-
    Growl- default
    Bone Club- default (R/B), level 10 (Y)			
    Tail Club- level 13 (Y)
    Headbutt- level 18 (Y)
    Leer- level 25
    Focus Energy- level 31
    Thrash- level 41
    Bonemerang- level 48
    Rage- level 55
    -Available TMs/HMs- 
    TM01:Mega Punch
    TM05:Mega Kick
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM11:Bubblebeam
    TM12:Water Gun
    TM13:Ice Beam
    TM14:Blizzard
    TM15:Hyper Beam
    TM17:Submission
    TM18:Counter
    TM19:Seismic Toss
    TM20:Rage
    TM26:Earthquake
    TM27:Fissure
    TM28:Dig
    TM31:Mimic
    TM32:Double Team
    TM34:Bide
    TM38:Fire Blast
    TM40:Skull Bash
    TM44:Rest
    TM50:Substitute
    HM04:Strength
    -GSC Moves-
    Fire Punch
    Flamethrower
    Headbutt
    Ice Punch
    Rock Slide
    Screech
    Swords Dance
    Thunderpunch
    -Stadium-
    none			
    Strategy: On the surface, Marowak looks like an interesting
    alternative to the risky Golem and Rhyhorn.  It has a wide
    assortment of moves, including Bubblebeam and Bonemerang, and
    stats suitable for a physical Tank.  However, Bonemerang isn't 
    as good as Earthquake, and it has no Special to speak of.  Pit it
    against a Special-type, and Marowak's helpless; plus, it doesn't
    have the power to fight back.  Sandslash is a much better 
    Ground-type alternative; it's a bit faster and has the necessary 
    Attack power. 
    -Recommended Moveset-
    Marowak (Physical Sweeper):							
    Earthquake
    Rock Slide
    Swords Dance
    Double Team
    
    #106: Hitmonlee
    Type: Fighting
    Evolution: none
    Rate of Growth: Moderate
    Pokedex Info:
    Height- 4' 11"; Weight- 110 lbs.; When in a hurry, its legs
    lengthen progressively.  It runs smoothly with extra long, loping strides.
    Stats:
    HP- 50/303; At- 120/338; Df- 53/204; Sd- 87/272; Sc- 35/168
    -Learned Moves-
    Double Kick- default
    Meditate- default
    Rolling Kick- level 33
    Jump Kick- level 38
    Focus Energy- level 43
    Hi Jump Kick- level 48
    Mega Kick- level 53
    -Available TMs/HMs- 
    TM01:Mega Punch
    TM05:Mega Kick
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM17:Submission
    TM18:Counter
    TM19:Seismic Toss
    TM20:Rage
    TM31:Mimic
    TM32:Double Team
    TM34:Bide
    TM35:Metronome
    TM39:Swift
    TM40:Skull Bash
    TM44:Rest
    TM50:Substitute
    HM04:Strength
    -GSC Moves-
    Headbutt
    Tackle
    -Stadium-
    none
    Strategy: Hitmonlee tries to be a contender for a useable
    Fighting Pokemon, but in doing so, it falls short of Machamp. 
    It's hard to use Hitmonlee, considering its low Special and HP
    stats leave it extremely vulnerable to Special-types.  Machamp,
    on the other hand, can take at least a couple hits before 
    lashing out a good deal of pain.  Hitmonlee's great weapon is its 338-
    power Hi Jump Kick, which is a little bit weaker than Machamp's
    Submission but does not inflict damage on the user.  You might 
    be able to get in one good hit against a strong Pokemon with
    Hitmonlee, but you are almost guarenteed to get at least two 
    with Machamp.  And in a type with as many shortfalls as Fighting 
    does, you'd better pick the best option if you use one at all.
    -Recommended Moveset-
    Hitmonlee (Physical Sweeper):
    Hi Jump Kick
    Double-Edge
    Double Team
    Meditate				
    
    #107: Hitmonchan
    Type: Fighting
    Evolution: none
    Rate of Growth: Moderate
    Pokedex Info: 
    Height- 4' 7"; Weight- 111 lbs.; While apparently doing nothing,
    it fires punches in lightning fast volleys that are impossible to see.
    Stats:
    HP- 50/303; At- 105/308; Df- 79/256; Sd- 76/250; Sc- 35/168
    -Learned Moves-
    Comet Punch- default
    Agility- default
    Fire Punch- level 33
    Ice Punch- level 38
    Thunderpunch- level 43
    Mega Punch- level 48
    Counter- level 53
    -Available TMs/HMs- 
    TM01:Mega Punch
    TM05:Mega Kick
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM17:Submission
    TM18:Counter
    TM19:Seismic Toss
    TM20:Rage
    TM31:Mimic
    TM32:Double Team
    TM34:Bide
    TM35:Metronome
    TM39:Swift
    TM40:Skull Bash
    TM44:Rest
    TM50:Substitute
    HM04:Strength
    -GSC Moves-
    Headbutt
    Hi Jump Kick
    Tackle
    -Stadium-
    none									
    Strategy: Hitmonchan, the punching Pokemon, is in inferior in
    every way to Hitmonlee, the kicking Pokemon.  The immediate
    glance shows possibility with Thunderpunch and Ice Punch, but it
    subsequently prompts a turn away as one notices its horrible 168
    Special!  Through trade back from GSC Hitmonchan attempts to
    spark a rivalry with Hi Jump Kick, but with 15 fewer Attack
    points.  Hitmonchan's extra Defense stats don't help much when
    you consider that its purpose is to kamikaze attack before it
    gets wiped out.  Stay away from Hitmonchan.
    -Recommended Moveset-
    Hitmonchan (Physical Sweeper):
    Hi Jump Kick
    Double-Edge
    Double Team
    Counter			
    
    #108: Lickitung
    Type: Normal
    Evolution: none
    Rate of Growth: Moderate
    Pokedex Info:
    Height- 3' 11"; Weight- 144 lbs.; Its tongue can be extended 
    like a chameleon's.  It leaves a tingling sensation when it licks enemies.
    Stats:
    HP- 90/383; At- 55/208; Df- 75/248; Sd- 30/158; Sc- 60/218
    -Learned Moves-
    Wrap- default
    Supersonic- default
    Stomp- level 7
    Disable- level 15
    Defense Curl- level 23
    Slam- level 31
    Screech- level 39
    -Available TMs/HMs- 
    TM01:Mega Punch
    TM03:Swords Dance
    TM05:Mega Kick
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM11:Bubblebeam
    TM12:Water Gun
    TM13:Ice Beam
    TM14:Blizzard
    TM15:Hyper Beam
    TM17:Submission
    TM18:Counter
    TM19:Seismic Toss
    TM20:Rage
    TM24:Thunderbolt
    TM25:Thunder
    TM26:Earthquake
    TM27:Fissure
    TM31:Mimic
    TM32:Double Team
    TM34:Bide
    TM38:Fire Blast
    TM40:Skull Bash
    TM44:Rest
    TM50:Substitute
    HM01:Cut
    HM03:Surf
    HM04:Strength
    -GSC Moves-
    Doubleslap
    Dream Eater
    Fire Punch
    Flamethrower
    Headbutt
    Ice Punch
    Lick
    Thunderpunch
    -Stadium-
    none
    Strategy: It's a shame that all that versatility is wasted on a
    useless Pokemon.  Lickitung can run the gamut of moves from
    Earthquake and Double-Edge to Blizzard and Thunderbolt, but with
    hardly any power to back those moves up.  In fact, all of
    Lickitung's stats are below average save HP, and even that isn't
    good enough to build a strategy around.  Unless you feel like
    giving your opponent a serious advantage, use one of the far 
    more useful Normal-types, like Chansey or Snorlax.
    -Recommended Moveset-
    Lickitung (Physical Sweeper):
    Earthquake
    Body Slam
    Fissure
    Swords Dance
    
    #109: Koffing
    Type: Poison
    Evolution: Koffing -> Weezing at level 35
    Rate of Growth: Moderate
    Pokedex Info:
    Height- 2' 0"; Weight- 2 lbs.; Because it stores several kinds 
    of toxic gases in its body, it is prone to exploding without 
    warning.                         
    Stats:
    HP- 40/283; At- 65/228; Df- 95/288; Sd- 35/168; Sc- 60/218
    -Learned Moves-
    Tackle- default
    Smog- defualt
    Sludge- level 32
    Smokescreen- level 37
    Selfdestruct- level 40
    Haze- level 45
    Explosion- level 48
    -Available TMs/HMs- 
    TM06:Toxic
    TM20:Rage
    TM24:Thunderbolt
    TM25:Thunder
    TM31:Mimic
    TM32:Double Team
    TM34:Bide
    TM36:Selfdestruct
    TM38:Fire Blast
    TM44:Rest
    TM47:Explosion
    TM50:Substitute
    -GSC Moves-
    Flamethrower
    Poison Gas
    Psybeam
    Psywave
    Screech
    -Stadium-
    none
    
    #110: Weezing
    Type: Poison
    Evolution: Final
    Rate of Growth: Moderate
    Pokedex Info:
    Height- 3' 11"; Weight- 21 lbs.; Where two of poison gases meet,
    2 Koffings can fuse into a Weezing over many years.
    Stats:
    HP- 65/333; At- 90/278; Df- 129/338; Sd- 60/218; Sc- 85/268
    -Learned Moves-
    Tackle- default
    Smog- defualt
    Sludge- level 32
    Smokescreen- level 39
    Selfdestruct- level 43
    Haze- level 49
    Explosion- level 53
    -Available TMs/HMs- 
    TM06:Toxic
    TM15:Hyper Beam
    
    TM20:Rage
    TM24:Thunderbolt
    TM25:Thunder
    TM31:Mimic
    TM32:Double Team
    TM34:Bide
    TM36:Selfdestruct
    TM38:Fire Blast
    TM44:Rest
    TM47:Explosion
    TM50:Substitute
    -GSC Moves-
    Flamethrower
    Poison Gas
    Psybeam
    Psywave
    Screech
    -Stadium-
    none
    Strategy: Like Muk, Weezing would be a decent contender if it
    didn't have that biting Poison-type.  In fact, Weezing is very
    similar to Muk, but with very good Defense instead of very good
    Attack.  It can also use Explosion to take a life of its own 
    when in desperate situations, and Sludge or Thunderbolt on those rare
    occasions when you won't be hanging on the brink of death.  Both
    Weezing and Muk make strong arguments for being the best mono
    Poison-type, but that's not saying much.
    -Recommended Moveset-
    
    Weezing (Mixed Sweeper):
    Thunderbolt
    Sludge
    Explosion
    Substitute/Double Team
    
    #111: Rhyhorn
    Type: Rock/Ground
    Evolution: Rhyhorn -> Rhydon at level 42
    Rate of Growth: Slow
    Pokedex Info:
    Height- 3' 3"; Weight- 254 lbs.; Its massive bones are 1,000
    times harder than human bones.  It can easily knock a trailer flying.
    Stats:
    HP- 80/363; At- 85/268; Df- 95/288; Sd- 25/148; Sc- 30/158
    -Learned Moves-
    Horn Attack- default
    Stomp- level 30
    Tail Whip- level 35
    Fury Attack- level 40
    Horn Drill- level 45
    Leer- level 50
    Take Down- level 55
    -Available TMs/HMs- 
    TM06:Toxic
    TM07:Horn Drill
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM20:Rage
    TM24:Thunderbolt
    TM25:Thunder
    TM26:Earthquake
    TM27:Fissure
    TM28:Dig
    TM31:Mimic
    TM32:Double Team
    TM34:Bide
    TM38:Fire Blast
    TM40:Skull Bash
    TM44:Rest
    TM48:Rock Slide
    TM50:Substitute
    HM04:Strength
    -GSC Moves-
    Flamethrower
    Headbutt
    Roar
    Thrash
    -Stadium-
    none
    
    #112: Rhydon
    Type: Rock/Ground
    Evolution: Final
    Rate of Growth: Slow
    Pokedex Info:
    Height- 6' 3"; Weight- 265 lbs.; Protected by an armor-like 
    hide, it is capable of living in molten lava of 3,600 degrees.	
    Stats:					
    HP- 105/413; At- 130/358; Df- 120/338; Sd- 40/178; Sc- 45/188
    -Learned Moves-
    Horn Attack- default
    Stomp- level 30
    Tail Whip- level 35
    Fury Attack- level 40
    Horn Drill- level 48
    Leer- level 55
    Take Down- level 64
    -Available TMs/HMs- 
    TM01:Mega Punch
    TM05:Mega Kick
    TM06:Toxic
    TM07:Horn Drill
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM11:Bubblebeam
    TM12:Water Gun
    TM13:Ice Beam
    TM14:Blizzard
    TM15:Hyper Beam
    TM16:Pay Day
    TM17:Submission
    TM18:Counter
    TM19:Seismic Toss
    TM20:Rage
    TM24:Thunderbolt
    TM25:Thunder
    TM26:Earthquake
    TM27:Fissure
    TM28:Dig
    TM31:Mimic
    TM32:Double Team
    TM34:Bide
    TM38:Fire Blast
    TM40:Skull Bash
    TM44:Rest
    TM48:Rock Slide
    TM50:Substitute
    HM03:Surf
    HM04:Strength
    -GSC Moves-
    Fire Punch
    Flamethrower
    Headbutt
    Roar
    Thrash
    Thunderpunch
    -Stadium-
    none
    Strategy: Rhydon stands out as a powerhouse of a Pokemon, one
    that can stand down most Pokemon (except perhaps Water and 
    Grass-types) and take a beating while giving a good thrashing. 
    Rhydon's stats are close to Golem's except that Rhydon has 
    better HP and Attack with only slightly worse Defense.  Golem has
    Explosion, but Rhydon doesn't really need it, and its stat
    advantages make it better even without it.  Rhydon can best most
    other Physical Sweepers on its own.
    	Sandslash is the main alternative to Rhydon.  Sandslash
    doesn't have the HP of Rhydon or quite as good Defense, but it
    compensates by having a Speed stat that's below average instead
    of downright terrible, Swords Dance, and no quadruple 
    weaknesses. Overall, Rhydon is consistently powerful but risky, and 
    Sandslash isn't as powerful but slightly less risky.  Use whichever 
    one appeals to you more.
    -Recommended Moveset-
    Rhydon (Physical Sweeper):
    Earthquake 
    Rock Slide
    Rest 
    Substitute				
    
    #113: Chansey			
    Type: Normal
    Evolution: none
    Rate of Growth: Fast
    Pokedex Info:
    Height- 3' 7"; Weight- 76 lbs.; A rare and elusive Pokemon that
    is said to bring happiness to those who manage to get it.
    Stats:
    HP- 250/703; At- 5/108; Df- 5/108; Sd- 50/198; Sc- 105/308
    -Learned Moves-
    Pound- default
    Tail Whip- default (Y)
    Doubleslap- default (R/B), level 12 (Y)
    Sing- level 24
    Growl- level 30
    Minimize- level 38
    Defense Curl- level 44
    Light Screen- level 48
    Double-Edge- level 54
    -Available TMs/HMs- 
    TM01:Mega Punch
    TM05:Mega Kick
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM11:Bubblebeam
    TM12:Water Gun
    TM13:Ice Beam
    TM14:Blizzard
    TM15:Hyper Beam
    TM17:Submission
    TM18:Counter
    TM19:Seismic Toss
    TM20:Rage
    TM22:Solarbeam
    TM24:Thunderbolt
    TM25:Thunder
    TM29:Psychic
    TM30:Teleport
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM35:Metronome
    TM37:Egg Bomb
    TM38:Fire Blast
    TM40:Skull Bash
    TM41:Softboiled
    TM44:Rest
    TM45:Thunder Wave
    TM46:Psywave
    TM49:Tri Attack
    TM50:Substitute
    HM04:Strength
    HM05:Flash
    -GSC Moves-
    Dream Eater
    Flamethrower
    Headbutt
    -Stadium-
    none
    Strategy: With the combination of 703 HP (the highest in the
    game) and 108 Attack and Defense (the lowest in the game),
    Chansey is the most unique Pokemon in R/B/Y.  And-when put in 
    the right circumstances-it can be one of the best Pokemon on a team,
    period.  Chansey has two primary uses: Special Tank and Special
    Sweeper.  It's most often used as a Tank, because combined with
    308 Special and all that HP, Chansey is extremely hard to take
    down using Special-type Pokemon.  Of course, it's substantially
    easier to destroy with a physical Pokemon, but when it's 
    properly equipped with Minimize and Softboiled, it may stick around 
    for a while even then.  Chansey can be nearly untouchable against most
    Special-types when used correctly.
    	Chansey is also equipped with the best Special-type attacks
    in the game, with the Boltbeam combo and Psychic all set to use. 
    Normally the best thing to do with Chansey is give it Tank power
    with the aforementioned defensive moves, and add a couple of
    offensive moves to round it out instead of making it completely
    offensive.	
    -Recommended Movesets-
    Chansey (Tank):
    Thunderbolt/Seismic Toss
    Minimize
    Softboiled
    Thunder Wave
    Chansey (Special Sweeper):
    Thunderbolt
    
    
    Ice Beam/Blizzard
    Psychic/Minimize
    Softboiled
    
    #114: Tangela
    Type: Grass
    Evolution: none
    Rate of Growth: Moderate
    Pokedex Info:
    Height- 3' 3"; Weight- 77 lbs.; The whole body is swathed with
    wide vines that are similar to seaweed.  Its vines shake as it walks.
    Stats:
    HP- 65/333; At- 55/208; Df- 115/328; Sd- 60/218; Sc- 100/298
    -Learned Moves-
    Constrict- default
    Bind- default
    Absorb- level 29 (R/B), level 27 (Y)
    Vine Whip- level 29 (Y)
    Poisonpowder- level 32
    Stun Spore- level 36
    Sleep Powder- level 39
    Slam- level 45
    Growth- level 48
    -Available TMs/HMs- 
    TM03:Swords Dance
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM15:Hyper Beam
    TM20:Rage
    TM21:Mega Drain
    TM22:Solarbeam
    TM31:Mimic
    TM32:Double Team
    TM34:Bide
    TM40:Skull Bash
    TM44:Rest
    TM50:Substitute
    HM01:Cut
    -GSC Moves-
    Amnesia
    Confusion
    Headbutt
    Reflect
    -Stadium-
    none
    Strategy: Unlike most other Grass-types in R/B/Y, Tangela does
    not have Poison as part of its type, thus it is not weak to
    Psychic or Ground-types and is more useful than those Pokemon. 
    It doesn't have the extremely useful Psychic secondary type of
    Exeggutor, but with Amnesia as a tradeback move from G/S/C,
    Tangela has some power of its own.  In fact, with 328 Defense 
    and Amnesia pumping its 298 Special, Tangela can stay quite a while
    with Mega Drain.  It doesn't have Razor Leaf for offense,
    unfortunately, but it can annoy with the typical Sleep Powder 
    and Body Slam.  If you use one, try not to get into a situation 
    where a physical opponent takes advantage of Tangela's relatively low
    HP; Amnesia obviously won't help much there.
    -Recommended Moveset-
    Tangela (Annoyer):
    Mega Drain
    Body Slam
    Amnesia
    Sleep Powder		
    				
    #115: Kangaskhan
    Type: Normal
    Evolution: none
    Rate of Growth: Moderate
    Pokedex Info:
    Height- 7' 3"; Weight- 176 lbs.; The infant rarely ventures out
    of its mother's protective pouch until it is 3 years old.
    Stats:
    HP- 105/413; At- 95/288; Df- 80/258; Sd- 90/278; Sc- 40/178
    -Learned Moves-
    Comet Punch- default
    Rage- default
    Bite- level 26
    Tail Whip- level 31
    Mega Punch- level 36
    Leer- level 41
    Dizzy Punch- level 46
    -Available TMs/HMs- 
    TM01:Mega Punch
    TM05:Mega Kick
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM11:Bubblebeam
    TM12:Water Gun
    TM13:Ice Beam
    TM14:Blizzard
    TM15:Hyper Beam
    TM17:Submission
    TM18:Counter
    TM19:Seismic Toss
    TM20:Rage
    TM24:Thunderbolt
    TM25:Thunder
    TM26:Earthquake
    TM27:Fissure
    TM31:Mimic
    TM32:Double Team
    TM34:Bide
    TM38:Fire Blast
    TM40:Skull Bash
    TM44:Rest
    TM48:Rock Slide
    TM50:Substitute
    HM03:Surf
    HM04:Strength
    -GSC Moves-
    Disable
    Fire Punch
    Flamethrower
    Focus Energy
    Headbutt
    Ice Punch
    Roar
    Stomp
    Thunderpunch
    -Stadium-
    none
    Strategy: Kangaskhan is another Normal-type meant to be used for
    physical sweeping, but its stats are a little too well-rounded 
    in the defensive area to be as powerful as other sweepers.  Rock
    Slide, Earthquake, and Double-Edge are all available for use, 
    but the 95 Attack just doesn't stack up to more powerful attackers
    such as Tauros and Snorlax.  Tauros bests Kangaskhan in Attack,
    Defense, and Speed stats, while Kangaskhan only has an advantage
    in HP.  Pick one of the better physical sweepers instead.
    -Recommended Moveset-
    Kangaskhan (Physical Sweeper):
    Earthquake
    Rock Slide
    Double-Edge
    Blizzard
    
    #116: Horsea
    Type: Water
    Evolution: Horsea -> Seadra at level 32
    Rate of Growth: Moderate
    Pokedex Info:
    Height- 1' 4"; Weight- 18 lbs.; Known to shoot down flying bugs
    with precision blasts of ink from the surface of the water.
    Stats:
    HP- 30/263; At- 40/178; Df- 70/238; Sd- 60/218; Sc- 70/238
    -Learned Moves-
    Bubble- default
    Smokescreen- level 19
    Leer- level 24
    Water Gun- level 30
    Agility- level 37
    Hydro Pump- level 45
    -Available TMs/HMs- 
    TM06:Toxic
    TM09:Take Down
    TM10:Double-Edge
    TM11:Bubblebeam
    TM12:Water Gun
    TM13:Ice Beam
    TM14:Blizzard
    TM20:Rage
    TM31:Mimic
    TM32:Double Team
    TM34:Bide
    TM39:Swift
    TM40:Skull Bash
    TM44:Rest
    TM50:Substitute
    HM03:Surf
    -GSC Moves-
    Aurora Beam
    Disable
    Dragon Rage
    Haze
    Headbutt
    Splash
    Waterfall
    -Stadium-
    none
    
    #117: Seadra
    Type: Water
    Evolution: Final
    Rate of Growth: Moderate
    Pokedex Info:
    Height- 3' 11"; Weight- 55 lbs.; Capable of swimming backwards 
    by rapidly flapping its wing-like pectoral fins and stout tail.
    Stats:
    HP- 55/313; At- 65/228; Df- 95/288; Sd- 85/268; Sc- 95/288
    -Learned Moves-
    Bubble- default
    Smokescreen- level 19
    Leer- level 24
    Water Gun- level 30
    Agility- level 41
    Hydro Pump- level 52
    -Available TMs/HMs- 
    TM06:Toxic
    TM09:Take Down
    TM10:Double-Edge
    TM11:Bubblebeam
    TM12:Water Gun
    TM13:Ice Beam
    TM14:Blizzard
    TM15:Hyper Beam
    TM20:Rage
    TM31:Mimic
    TM32:Double Team
    TM34:Bide
    TM39:Swift
    TM40:Skull Bash
    TM44:Rest
    TM50:Substitute
    HM03:Surf
    -GSC Moves-
    Aurora Beam
    Disable
    Dragon Rage
    Haze
    Headbutt
    Splash
    Waterfall
    -Stadium-
    none
    Strategy: In R/B/Y, diversity is a necessity amongst Water-
    types; the Water Pokemon combined with the useful Ice and Psychic 
    types are simply better.  Seadra has decent stats for being a Special
    Sweeper, but it is limited to spamming Surf and Blizzard with
    absolutely no stat increasers to back them up.  The result is a
    Pokemon that can't do anything spectacular and will probably
    faint before the opponent.  
    -Recommended Moveset-
    Seadra (Special Sweeper):
    Surf 
    Blizzard
    Double Team
    Substitute
    
    #118: Goldeen
    Type: Water
    Evolution: Goldeen -> Seaking at level 33
    Rate of Growth: Moderate
    Pokedex Info:
    Height- 2' 0"; Weight- 33 lbs.; Its tail fin billows like an
    elegant ballroom dress, giving it the nickname of the Water Queen.
    Stats:
    HP- 45/293; At- 67/232; Df- 60/218; Sd- 63/224; Sc- 50/198
    -Learned Moves-
    Peck- default
    Tail Whip- default
    Supersonic- level 19
    Horn Attack- level 24
    Fury Attack- level 30
    Waterfall- level 37
    Horn Drill- level 45
    Agility- level 54
    -Available TMs/HMs
    TM06:Toxic
    TM07:Horn Drill
    TM09:Take Down
    TM10:Double-Edge
    TM11:Bubblebeam
    TM12:Water Gun
    TM13:Ice Beam
    TM14:Blizzard
    TM20:Rage
    
    TM31:Mimic
    TM32:Double Team
    TM34:Bide
    TM39:Swift
    TM40:Skull Bash
    TM44:Rest
    TM50:Substitute
    HM03:Surf
    -GSC Moves-
    Haze
    Hydro Pump
    Psybeam
    Swords Dance
    -Stadium-
    none
    
    #119: Seaking
    Type: Water
    Evolution: Final
    Rate of Growth: Moderate
    Pokedex Info:
    Height- 4' 3"; Weight- 86 lbs.; In autumn spawning season, they
    can be seen swimming powerfully up rivers and creeks.
    Stats:
    HP- 80/363; At- 92/282; Df- 65/228; Sd- 68/234; Sc- 80/258
    -Learned Moves-
    Peck- default
    Tail Whip- default
    Supersonic- level 19
    Horn Attack- level 24
    Fury Attack- level 30
    Waterfall- level 37
    Horn Drill- level 45
    Agility- level 54
    -Available TMs/HMs
    TM06:Toxic
    TM07:Horn Drill
    TM09:Take Down
    TM10:Double-Edge
    TM11:Bubblebeam
    TM12:Water Gun
    TM13:Ice Beam
    TM14:Blizzard
    TM15:Hyper Beam
    TM20:Rage
    TM31:Mimic
    TM32:Double Team
    TM34:Bide
    TM39:Swift
    TM40:Skull Bash
    TM44:Rest
    TM50:Substitute
    HM03:Surf
    -GSC Moves-
    Haze
    Hydro Pump
    Psybeam
    Swords Dance
    -Stadium-
    none
    Strategy: Seaking is a very common Pokemon with below-average
    stats, in addition to having low diversity.  It can't do much at
    all to take advantage of its one decent stat, Attack, and 
    there's certainly no reason to use Seaking's 80 Special when there are 
    so many other, more powerful candidates out there.  Like Rapidash,
    Seaking's usefulness is reduced to using Horn Drill over and 
    over to see if you can get lucky, and that's only giving your 
    opponent an easy battle.
    -Recommended Moveset-
    Seaking (Physical Sweeper):
    Horn Drill
    Hyper Beam
    Agility
    Body Slam
    	
    #120: Staryu
    Type: Water
    Evolution: Staryu -> Starmie w/Water Stone
    Rate of Growth: Slow
    Pokedex Info:
    Height- 2' 7"; Weight- 76 lbs.; An enigmatic Pokemon that can
    effortlessly regenerate any appendage it loses in battle.
    Stats:
    HP- 30/263; At- 45/188; Df- 55/208; Sd- 85/268; Sc- 70/238
    -Learned Moves-
    Tackle- default
    Water Gun- level 17
    Harden- level 22
    Recover- level 27
    Swift- level 32
    Minimize- level 37
    Light Screen- level 42
    Hydro Pump- level 47
    -Available TMs/HMs- 
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM11:Bubblebeam
    TM12:Water Gun
    TM13:Ice Beam
    TM14:Blizzard
    TM20:Rage
    TM24:Thunderbolt
    TM25:Thunder
    TM29:Psychic
    TM30:Teleport
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM39:Swift
    TM40:Skull Bash
    TM44:Rest
    TM45:Thunder Wave
    TM46:Psywave
    TM49:Tri Attack
    TM50:Substitute
    HM03:Surf
    HM05:Flash
    -GSC Moves-
    Confuse Ray
    Dream Eater
    Waterfall
    -Stadium-
    none
    
    #121: Starmie
    Type: Water/Psychic
    Evolution: Final
    Rate of Growth: Slow
    Pokedex Info:
    Height- 3' 7"; Weight- 176 lbs.; Its central core glows with the
    seven colors of the rainbow.  Some people value the core as a
    gem.
    Stats:
    HP- 60/323; At- 75/248; Df- 85/268; Sd- 115/328; Sc- 100/298
    -Learned Moves-
    Tackle- default			
    -Available TMs/HMs- 
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM11:Bubblebeam
    TM12:Water Gun
    TM13:Ice Beam
    TM14:Blizzard
    TM15:Hyper Beam
    TM20:Rage
    TM24:Thunderbolt
    TM25:Thunder
    TM29:Psychic
    TM30:Teleport
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM39:Swift
    TM40:Skull Bash
    TM44:Rest
    TM45:Thunder Wave
    TM46:Psywave
    TM49:Tri Attack
    TM50:Substitute
    HM03:Surf
    HM05:Flash
    -GSC Moves-
    Confuse Ray
    Dream Eater
    Waterfall
    -Stadium-
    none
    Strategy: If Alakazam and Hypno designate the rivalry of legal
    mono-Psychic types, Slowbro and Starmie designate the rivalry of
    the Water/Psychic types.  Both are equally powerful in the
    Special stat and can throw around Psychic and Boltbeam; Slowbro,
    however, is much more stable in the HP and Defense department. 
    Starmie makes up for it by being extremely fast and having the
    wonderful healing move Recover.  It can also double up Annoyer
    moves Confuse Ray and Thunder Wave to befuddle your opponents. 
    Again, Exeggutor is a more stable choice as an Annoyer, but
    Starmie has a huge edge in Speed and healing ability.  Develop
    your own style and decide which dual Psychic- types fit you the
    best.			
    -Recommended Movesets-
    Starmie (Annoyer): 
    Surf
    Confuse Ray
    Recover
    Thunder Wave
    Starmie (Special Sweeper):
    Psychic
    Thunderbolt
    Ice Beam
    Recover			
    
    #122: Mr. Mime
    Type: Psychic
    Evolution: none
    Rate of Growth: Moderate
    Pokedex Info:
    Height- 4' 3"; Weight- 120 lbs.; If interrupted while it is
    miming, it will slap around the offender with its broad hands.
    Stats:
    HP- 40/283; At- 45/188; Df- 65/228; Sd- 90/278; Sc- 100/298
    -Learned Moves-
    Confusion- default
    Barrier- level 15
    Light Screen- level 23
    Doubleslap- level 31
    
    Meditate- level 39
    Substitute- level 47
    -Available TMs/HMs- 							
    TM01:Mega Punch
    TM05:Mega Kick
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM15:Hyper Beam
    TM17:Submission
    TM18:Counter
    TM19:Seismic Toss
    TM20:Rage
    TM22:Solarbeam
    TM24:Thunderbolt
    TM25:Thunder
    TM29:Psychic
    TM30:Teleport
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM35:Metronome
    TM40:Skull Bash
    TM44:Rest
    TM45:Thunder Wave
    TM46:Psywave
    TM50:Substitute
    HM05:Flash
    -GSC Moves-
    Fire Punch
    Headbutt
    Hypnosis
    Ice Punch
    Psybeam
    Thunderpunch
    -Stadium-
    none
    Strategy: Mr. Mime is an inadequate Psychic Pokemon; Alakazam 
    and Hypno are both far superior.  To begin with, even when Mr. Mime
    has put up all the walls with Barrier and Light Screen, there's
    not much protecting that 283 HP and 228 Defense.  Against
    Special-types, Mr. Mime at least has a chance to survive a hit 
    or two, but so do the other Psychic-types, and the others are more
    proficient at attacking as well.  Just pick one of the other
    mono-Psychics.  
    -Recommended Moveset-
    Mr. Mime (Special Sweeper):
    Psychic
    Thunderbolt/Ice Punch
    Barrier
    Substitute
    		
    #123: Scyther
    Type: Bug/Flying 
    Evolution: none
    Rate of Growth: Moderate
    Pokedex Info:
    Height- 4' 11"; Weight- 123 lbs.; With ninja-like agility and
    speed, it can create the illusion that there is more than one.
    Stats:
    HP- 70/343; At- 110/318; Df- 80/258; Sd- 105/308; Sc- 55/208
    -Learned Moves-
    Quick Attack- default
    Leer- level 17
    Focus Energy- level 20
    Double Team- level 24
    Slash- level 29
    Swords Dance- level 35
    Agility- level 42
    Wing Attack- level 50 (Y)
    -Available TMs/HMs- 
    TM03:Swords Dance
    TM06:Toxic
    TM09:Take Down
    TM10:Double-Edge
    TM15:Hyper Beam
    TM20:Rage
    TM31:Mimic
    TM32:Double Team
    TM34:Bide
    TM39:Swift
    TM40:Skull Bash
    TM44:Rest
    TM50:Substitute
    HM01:Cut
    -GSC Moves-
    Counter
    Headbutt
    Light Screen
    Razor Wind
    Sonicboom
    -Stadium-
    none
    Strategy: Scyther has quite a few good things going for it.  The
    Attack and Speed are more than sufficient to carry a good
    Physical Sweeper, especially with Swords Dance backing Double-
    Edge and Hyper Beam.  Unfortunately, Scyther has one flaw that
    gives it a distinct disadvantage under its fellow physical
    fighters: its type.  Normal-types only have one weakness, and
    Scyther has six- it's as fragile as any other Bug-type.  With 
    all the extra weaknesses and no special advantages over Normal-
    types, it's hard to recommend Scyther.
    -Recommended Moveset-
    Scyther (Physical Sweeper):
    Double-Edge
    Hyper Beam
    Swords Dance
    Substitute/Double Team
    
    #124: Jynx
    Type: Ice/Psychic
    Evolution: none
    Rate of Growth: Moderate
    Pokedex Info:
    Height- 4' 7"; Weight- 90 lbs.; It seductively wiggles its hips
    as it walks.  It can cause people to dance in unison with it.
    Stats:
    HP- 65/333; At- 50/198; Df- 35/168; Sd- 95/288; Sc- 95/288
    -Learned Moves-
    Pound- default
    Lovely Kiss- default
    Lick- level 18
    Doubleslap- level 23
    Ice Punch- level 31
    Body Slam- level 39
    Thrash- level 47
    Blizzard- level 58
    -Available TMs/HMs- 
    TM01:Mega Punch
    TM05:Mega Kick
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM11:Bubblebeam
    TM12:Water Gun
    TM13:Ice Beam
    TM14:Blizzard
    TM15:Hyper Beam
    TM17:Submission
    TM18:Counter
    TM19:Seismic Toss
    TM20:Rage
    TM29:Psychic
    TM30:Teleport
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM35:Metronome
    TM40:Skull Bash
    TM44:Rest
    TM46:Psywave
    TM50:Substitute
    -GSC Moves-
    Confusion
    Dizzy Punch
    Dream Eater
    Headbutt
    Meditate
    Petal Dance
    Sing
    -Stadium-				
    none
    Strategy: Despite having fairly mediocre stats, Jynx is yet
    another example of a useful dual-Psychic type; this time, in a
    unique Ice/Psychic combo.  This means that it's the only Ice-
    type that's not vulnerable to Electric, although you'll have plenty 
    of worries trying to keep Jynx alive with that 168 Defense.  Jynx
    works its magic by being quick and using Lovely Kiss to put
    opponents to sleep before they can attack.  Obviously this won't
    work if the opponents are faster; try to eliminate the 
    opponent's faster sweepers before sending out Jynx.  
    	Once the enemy's asleep, Jynx can lash out on offense with
    some good STAB attacks: Blizzard and Psychic.  Alternatively, 
    you could take the free moment to boost evasiveness with Double 
    Team.  Jynx is similar to Electrode in its quick status-inflicting
    potential; Electrode isn't quite as fragile, but Jynx can deal
    actual damage points.
    -Recommended Moveset-
    Jynx (Special Sweeper):
    Psychic
    Ice Beam/Blizzard
    Lovely Kiss
    Double Team
    
    #125: Electabuzz
    Type: Electric
    Evolution: none
    Rate of Growth: Moderate
    Pokedex Info: 
    Height- 3' 7"; Weight- 66 lbs.; Normally found near power 
    plants, they can wander away and cause major blackouts in cities.  
    Stats:
    HP- 65/333; At- 83/264; Df- 57/212; Sd- 105/308; Sc- 85/268
    -Learned Moves-
    Quick Attack- default
    Leer- default
    Thundershock- level 34
    Screech- level 37
    Thunderpunch- level 42
    Light Screen- level 49
    Thunder- level 54
    -Available TMs/HMs- 
    TM01:Mega Punch
    TM05:Mega Kick
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM15:Hyper Beam
    TM17:Submission
    TM18:Counter
    TM19:Seismic Toss
    TM20:Rage
    TM24:Thunderbolt
    TM25:Thunder
    TM29:Psychic
    TM30:Teleport
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    
    TM34:Bide
    TM35:Metronome
    TM39:Swift
    TM40:Skull Bash
    TM44:Rest
    TM45:Thunder Wave
    TM46:Psywave
    TM50:Substitute
    HM04:Strength
    HM05:Flash
    -GSC Moves-
    Barrier
    Dizzy Punch
    Fire Punch
    Headbutt
    Ice Punch
    Karate Chop
    Meditate
    Rolling Kick
    -Stadium-
    none
    Strategy: Electric-type Pokemon are notable for their consistent
    damaging attacks and Speed, and Electabuzz is one of the four
    best Electric Pokemon- Raichu, Jolteon, and Zapdos being the
    others.  Of those four, Electabuzz is the most diverse; besides
    Thunderbolt and Psychic, it has a move to counter Ground-types 
    in Ice Punch.  Zapdos and Jolteon are both quite a bit more 
    powerful than Electabuzz and Raichu, but the former two don't have the
    diversity.  If you don't want to worry about Ground-types and 
    are willing to leave them to the rest of your team, choose one of 
    the other two; nevertheless, they are all viable options.
    -Recommended Moveset-
    Electabuzz (Special Sweeper):
    Thunderbolt 
    Ice Punch
    Psychic
    Submission/Thunder Wave
    
    #126: Magmar
    Type: Fire
    Evolution: none
    Rate of Growth: Moderate
    Pokedex Info:
    Height- 4' 3"; Weight- 98 lbs.; Its body always burns with an
    orange glow that enables it to hide perfectly among flames.
    Stats:
    HP- 65/333; At- 95/288; Df- 57/212; Sd- 93/284; Sc- 85/268
    -Learned Moves-
    Ember- default
    Leer- level 36
    Confuse Ray- level 39
    Fire Punch- level 43
    Smokescreen- level 48
    Smog- level 52
    Flamethrower- level 55
    -Available TMs/HMs- 
    TM01:Mega Punch
    TM05:Mega Kick
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM15:Hyper-Beam
    TM17:Submission
    TM18:Counter
    TM19:Seismic Toss
    TM20:Rage
    TM29:Psychic
    TM30:Teleport
    TM31:Mimic
    TM32:Double Team
    TM34:Bide
    TM35:Metronome
    TM38:Fire Blast
    TM40:Skull Bash
    TM44:Rest
    
    TM46:Psywave
    TM50:Substitute
    HM04:Strength
    -GSC Moves-
    Barrier 
    Dizzy Punch
    Headbutt
    Karate Chop
    Screech
    Thunderpunch
    -Stadium-
    none
    Strategy: In a similar fashion to Electabuzz, Magmar has
    excellent diversity in attacking moves (and is the only other
    Fire-type besides Charizard to have such variety).  Charizard
    works as a better physical attacker because of Earthquake/Rock
    Slide, but Magmar's advantage lies in its Special moves. 
    Thunderpunch and Psychic cover a lot of enemy types, even with
    lackluster Special power.  Because of the many weaknesses of
    Fire, Magmar needs a quick way to deal with them- and Confuse 
    Ray is a temporary way to do that.  If you want to try to use a 
    Fire-type on your team, Magmar and Charizard are the best choices.
    -Recommended Moveset-
    Magmar (Special Sweeper):
    
    Fire Blast/Flamethrower
    Thunderpunch
    Psychic
    Confuse Ray
    		
    #127: Pinsir
    Type: Bug
    Evolution: none
    Rate of Growth: Slow
    Pokedex Info:
    Height- 4' 11"; Weight- 121 lbs.; If it fails to crush the 
    victim in its pincers, it will swing it around and toss it hard.
    Stats:
    HP- 65/333; At- 125/348; Df- 100/298; Sd- 35/168; Sc- 55/208
    -Learned Moves-
    Vicegrip- default
    Focus Energy- level 21 (Y)
    Bind- level 25
    Seismic Toss- level 30
    Harden- level 36
    Guillotine- level 43
    Submission- level 49
    Swords Dance- level 54
    -Available TMs/HMs- 							
    TM03:Swords Dance
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM15:Hyper Beam
    TM17:Submission
    TM18:Seismic Toss
    TM20:Rage
    TM31:Mimic
    TM32:Double Team
    TM34:Bide
    TM44:Rest
    TM50:Substitute
    HM01:Cut
    HM04:Strength
    -GSC Moves-
    Fury Attack
    Headbutt
    Rock Throw
    -Stadium-
    none
    Strategy: Just like Scyther, Pinsir has the makings of a Normal-
    type Physical Sweeper but with the disadvantage of being a Bug-
    type.  It's even harder to use than Scyther- it has terrible
    Speed and is virtually helpless against fast, hard-hitting
    Special Sweepers.  If you can get into the right situation, it's
    possible to build up Pinsir's good Attack with Swords Dance and
    start a beat down with Submission and Hyper Beam, but the odds
    are against it.  It's also too slow to try OHKOs with 
    Guillotine.  Pinsir doesn't have as many weaknesses as Scyther, but 
    it's harder for it to deal any sort of damage.  
    -Recommended Moveset-
    Pinsir (Physical Sweeper):
    Submission
    Hyper Beam
    Swords Dance			
    Seismic Toss/Substitute
    
    #128: Tauros
    Type: Normal
    Evolution: none
    Rate of Growth: Slow
    Pokedex Info: 
    Height- 4' 7"; Weight- 195 lbs.; When it targets an enemy, it
    charges furiously while whipping its body with its long tails.
    Stats:
    HP- 75/353; At- 100/298; Df- 95/288; Sd- 110/318; Sc- 40/178
    -Learned Moves- 
    Tackle- default
    Stomp- level 21
    Tail Whip- level 28
    Leer- level 35
    Rage- level 44
    Take Down- level 51			
    -Available TMs/HMs- 
    TM06:Toxic
    TM07:Horn Drill
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM13:Ice Beam
    TM14:Blizzard
    TM15:Hyper Beam
    TM20:Rage
    TM24:Thunderbolt
    TM25:Thunder
    TM26:Earthquake
    TM27:Fissure
    TM31:Mimic
    TM32:Double Team
    TM34:Bide
    TM38:Fire Blast
    TM40:Skull Bash
    TM44:Rest
    TM50:Substitute
    HM04:Strength
    -GSC Moves-
    Flamethrower
    Headbutt
    Horn Attack
    Quick Attack
    Thrash
    -Stadium-
    none
    Strategy: Unlike many would-be Physical Sweepers that fall short
    of being great because of one or two things that don't work
    together, Tauros is as good as a Physical Sweeper can be.  It's
    got Earthquake, and is of the few Pokemon that can use Fissure
    decently well.  Its Attack and Speed stats are, out of 
    necessity, very good.  It won't be able to knock out some Special 
    Sweepers before it gets knocked out itself, but you can always go 
    for the OHKO in desperate situations.  
    	Snorlax and Persian are the other two mono-Normal Physical
    Sweepers to consider.  While Persian is limited to Normal-type
    attack Slash, it gets plenty of critical-hit strength from it;
    and while Snorlax is one of the slowest Pokemon, its staying
    power is much better than either of the other two.  Tauros is
    more like Persian, but with more diversity.  Choose whichever
    complements the rest of your team the best.
    -Recommended Moveset- 
    Tauros (Physical Sweeper):
    Earthquake
    Body Slam
    Guillotine/Hyper Beam
    Blizzard
    						
    #129: Magikarp
    Type: Water
    Evolution: Magikarp -> Gyarados at level 20 
    Rate of Growth: Slow
    Pokedex Info:
    Height- 2' 11"; Weight- 22 lbs.; In the distant past, it was
    somewhat stronger than the horribly weak descendants that exist today.
    Stats:
    HP- 20/243; At- 10/118; Df- 55/208; Sd- 80/258; Sc- 20/138
    -Learned Moves-
    Splash- default
    Tackle- level 15
    -Available TMs/HMs- 
    none
    -GSC Moves-
    none
    -Stadium-
    none
    
    #130: Gyarados
    Type: Water/Flying
    Evolution: Final
    Rate of Growth: Slow
    Pokedex Info: 
    Height- 21' 4"; Weight- 518 lbs.; Rarely seen in the wild.  Huge
    and vicious, it is capable of destroying entire cities in a rage.
    Stats:
    HP- 95/393; At- 125/348; Df- 79/256; Sd- 81/260; Sc- 100/298
    -Learned Moves-
    Splash- default
    Thrash- default (evolved from Magikarp)
    Tackle- level 15
    Bite- level 20
    Dragon Rage- level 25
    Leer- level 32
    Hydro Pump- level 41
    Hyper Beam- level 52
    -Available TMs/HMs- 
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM11:Bubblebeam
    TM12:Water Gun
    TM13:Ice Beam
    TM14:Blizzard
    TM15:Hyper Beam
    TM20:Rage
    TM23:Dragon Rage
    TM24:Thunderbolt
    TM25:Thunder
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM38:Fire Blast
    TM40:Skull Bash
    TM44:Rest
    TM50:Substitute
    HM03:Surf
    HM04:Strength
    -GSC Moves-
    Bubble
    Flamethrower
    Headbutt
    Roar
    Thrash
    Waterfall
    -Stadium-
    none
    Strategy: Gyarados is a Pokemon that tries too hard to be
    powerful and ends up with too many stats in an incorrect stat
    slot.  That 348 Attack is impossible to take advantage of except
    on Normal-type moves like Double-Edge and Hyper Beam.  It's
    probably better to make it a Special Sweeper instead; Boltbeam 
    is still an open possibility.  Unfortunately Gyarados also has
    stability problems with that quadruple weakness to Electric, and
    only average Defense.  You might be able to strike with Hyper
    Beam a couple times, but it takes good luck to do considerable
    damage.  It's simply easier to choose a Water-type that doesn't
    have wasted stats; Slowbro, Starmie, and Lapras are all ripe for
    the taking.  
    -Recommended Moveset-
    Gyarados (Special Sweeper):
    Thunderbolt 
    Ice Beam/Blizzard
    Hyper Beam
    Substitute					
    
    #131: Lapras
    Type: Water/Ice
    Evolution: none
    Rate of Growth: Slow
    Pokedex Info:
    Height- 8' 2"; Weight- 485 lbs.; A Pokemon that has been
    overhunted almost to extinction.  It can ferry people across the water.
    Stats:
    HP- 130/463; At- 85/268; Df- 80/258; Sd- 60/218; Sc- 95/288
    -Learned Moves-
    Water Gun- default
    Growl- default
    Sing- level 16
    Mist- level 20
    Body Slam- level 25
    Confuse Ray- level 31
    Ice Beam- level 38
    Hydro Pump- level 46
    -Available TMs/HMs- 
    TM06:Toxic
    TM07:Horn Drill
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM11:Bubblebeam
    TM12:Water Gun
    TM13:Ice Beam
    TM14:Blizzard
    TM15:Hyper Beam
    TM20:Rage
    TM22:Solarbeam
    TM23:Dragon Rage
    TM24:Thunderbolt
    TM25:Thunder
    TM29:Psychic
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM40:Skull Bash
    TM44:Rest
    TM46:Psywave
    TM50:Substitute
    HM03:Surf
    HM04:Strength
    -GSC Moves-
    Aurora Beam
    Bite
    Dream Eater
    Headbutt
    -Stadium-
    none
    Strategy: Lapras is the game's most sturdy Water-type, thanks to
    the 463 HP and decent Defense.  Lapras' primary purpose is to be
    a Tank; to wear out the opponent on its HP while it prepares to
    strike.  And when Lapras needs to strike, it can do so with 
    every great Special-type move: Thunderbolt, Ice Beam, and Psychic. 
    Even though its Special isn't as great as Slowbro or Starmie, it
    doesn't have to be, because its defensive stats make up for it
    just fine.  Rest and Double Team are a great combo especially
    suitable to Lapras; a combo so potent, in fact, that some people
    disallow its useage.  Thus you have a Water/Ice-type suited for
    both offense and defense; useful in almost every team 
    imaginable.
    -Recommended Movesets-
    Lapras (Tank):
    Ice Beam
    Confuse Ray
    Double Team
    Rest
    Lapras (Special Sweeper):
    Thunderbolt
    Ice Beam/Blizzard
    Psychic
    Confuse Ray
    
    #132: Ditto
    Type: Normal
    Evolution: none
    Rate of Growth: Moderate
    Pokedex Info:
    Height- 1' 0"; Weight- 9 lbs.; Capable of copying an enemy's
    genetic code to instantly transform itself into a duplicate of the enemy.
    Stats:
    HP- 48/299; At- 48/194; Df- 48/194; Sd- 48/194; Sc- 48/194
    -Learned Moves-
    Transform- default
    -Available TMs/HMs- 
    none
    -GSC Moves-
    none
    -Stadium-
    none
    Strategy: Ditto is another very unique Pokemon, a sort of
    experiment rather than a real fighter.  It's just not useful as 
    a battler.  It's the only Pokemon besides Mew to have the move
    Transform, which it allows it to transform into whatever the
    opponent's active Pokemon is, gaining its moves and all its 
    stats except for HP.  Unfortunately, the opponent will probably get 
    two free hits on Ditto thanks to its slow Speed before it can react. 
    And even if it survives the transformation, it only has 5 PP of
    every one of the opponent's moves (and probably much less HP). 
    Ditto is pretty much useless in a fight, and its only purpose in
    R/B/Y is taking advantage of the Ditto Glitch.
    -Recommended Moveset-
    Ditto (Miscellaneous):
    Transform
    
    #133: Eevee
    Type: Normal
    Evolution: Eevee -> Vaporeon w/Water Stone OR Jolteon w/Thunder
    Stone OR Flareon w/Fire Stone
    Rate of Growth: Moderate
    Pokedex Info:
    Height- 1' 0"; Weight- 14 lbs.; Its genetic code is irregular. 
    It may mutate if it is exposed to radiation from elemental Stones.
    Stats:
    HP- 55/313; At- 55/208; Df- 50/198; Sd- 55/208; Sc- 65/218
    -Learned Moves-
    Tackle- default
    Sand-Attack- default (R/B), level 8 (Y)
    Growl- level 16 (Y)
    Quick Attack- level 27 (R/B), level 23 (Y)
    Tail Whip- level 31 (R/B), default (Y)
    Bite- level 37 (R/B), level 30 (Y)
    Focus Energy- level 36 (Y)
    Take Down- level 45 (R/B), level 42 (Y)
    -Available TMs/HMs- 
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM20:Rage
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM39:Swift
    TM40:Skull Bash
    TM44:Rest
    TM50:Substitute
    -GSC Moves-
    Growth
    Headbutt
    Roar
    -Stadium-
    none		
    
    #134: Vaporeon
    Type: Water
    Evolution: Final
    Rate of Growth: Moderate
    Pokedex Info:
    Height- 3' 3"; Weight- 64 lbs.; Lives close to the water.  Its
    long tail is ridged with a fin which is often mistaken for a mermaid's.
    Stats:
    HP- 130/463; At- 65/228; Df- 60/218; Sd- 65/228; Sc- 110/318
    -Learned Moves-
    Tackle- default
    Sand-Attack- default (R/B), level 8 (Y)
    Quick Attack- level 27 (R/B), level 23 (Y)
    Water Gun- level 31 (R/B), level 16 (Y)
    Tail Whip- level 37 (R/B), default (Y)
    Bite- level 40 (R/B), level 30 (Y)
    Aurora Beam- level 36 (Y)
    Acid Armor- level 42 (R/B), level 47 (Y)
    Haze- level 44 (R/B), level 42 (Y)
    Mist- level 48 (R/B)
    Hydro Pump- level 54 (R/B), level 52 (Y)
    -Available TMs/HMs- 
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM11:Bubblebeam
    TM12:Water Gun
    TM13:Ice Beam
    TM14:Blizzard
    TM15:Hyper Beam
    TM20:Rage
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM39:Swift
    TM40:Skull Bash
    TM44:Rest
    TM50:Substitute
    HM03:Surf
    -GSC Moves-
    Growth
    Headbutt
    Roar
    Waterfall
    -Stadium-
    none		
    Strategy: Vaporeon is the best mono Water-type in the game, but
    even then, you won't see it being used as often as Lapras,
    Starmie and Slowbro.  On the surface, Vaporeon is very similar 
    to Lapras: They're both natural Water-type Tanks and they both have
    463 HP.  While Lapras has average Defense, Speed, and Special,
    Vaporon has below average Defense and Speed in exchange for much
    more powerful Special.  On defense, Vaporeon is actually more
    stable than Lapras, but Vaporeon is worse off when it comes to
    dealing damage; it doesn't have nearly the same amount of
    variety, which means Lapras is the more interesting and useful
    choice.
    	The only reason to use Vaporeon instead of Lapras is to use
    an interesting Tank combo with Haze.  Haze wipes out all stat
    modifiers in play, which is useful for foiling an opponent's
    plans.  Of course, Haze means you can't use any stat modifiers
    too, which eliminates Acid Armor from Vaporeon' repertoire. 
    Still, it's a good idea to try it out.
    -Recommended Moveset-
    Vaporeon (Tank):
    Surf
    Ice Beam/Blizzard
    Acid Armor/Haze
    
    Rest					
    
    #135: Jolteon
    Type: Electric
    Evolution: Final
    Rate of Growth: Moderate
    Pokedex Info:
    Height- 2' 7"; Weight- 54 lbs.; It accumulates negative ions in
    the atmosphere to blast out 10,000-volt lightning bolts.
    Stats:
    HP- 65/333; At- 65/228; Df- 60/218; Sd- 130/358; Sc- 110/318
    -Learned Moves-
    Tackle- default
    Sand-Attack- default (R/B), level 8 (Y)
    Quick Attack- level 27 (R/B), level 23 (Y)
    Thundershock- level 31 (R/B), level 16 (Y)
    Tail Whip- level 37 (R/B), default (Y)
    Thunder Wave- level 40 (R/B), level 42 (Y)
    Double Kick- level 42 (R/B), level 30 (Y)
    Agility- level 44 (R/B), level 47 (Y)
    Pin Missile- level 48 (R/B), level 36 (Y)
    Thunder- level 54 (R/B), level 52 (Y)
    -Available TMs/HMs- 
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM15:Hyper Beam
    TM20:Rage
    TM24:Thunderbolt
    TM25:Thunder
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM39:Swift
    TM40:Skull Bash
    TM44:Rest
    TM45:Thunder Wave
    TM50:Substitute
    HM05:Flash
    -GSC Moves-
    Growth
    Headbutt
    Roar
    -Stadium-
    none		
    Strategy: Jolteon is another solid Electric-type choice, and a
    considerably better choice than Raichu.  It has all the usual
    consistent Speed and power of Thunderbolt, with an added bonus 
    of being able to use Growth to increase its Special.  If trade 
    backs are not an option, Focus Energy is useable to create critical 
    hit opportunities.  Raichu's only advantage over Jolteon is the
    ability to overcome Ground-types; Jolteon can at least attack
    Grass-types with Pin Missile.  It's also considerably faster 
    than its primary rival Zapdos, which helps make up for the small
    Special deficit.  
    	The only real problem with Jolteon is its stability; it's
    nearly as vulnerable to physical attackers as Alakazam, but with
    no way to protect itself.  Leave the physical Pokemon and 
    Ground-types to other team members and use Jolteon when needed.
    -Recommended Moveset-
    Jolteon (Special Sweeper):
    Thunderbolt
    Pin Missile
    Double-Edge
    Growth
    
    #136: Flareon
    Type: Fire
    Evolution: Final
    Rate of Growth: Moderate
    Pokedex Info:
    Height- 2' 11"; Weight- 55 lbs.; When storing thermal energy in
    its body, its temperature could soar over 1,600 degrees.
    Stats:
    HP- 65/333; At- 130/358; Df- 60/218; Sd- 65/228; Sc- 110/318
    -Learned Moves-
    Tackle- default
    Sand-Attack- default (R/B), level 8 (Y)
    Quick Attack- level 27 (R/B), level 23 (Y)
    Ember- level 31 (R/B), level 16 (Y)
    Tail Whip- level 37 (R/B), default (Y)
    Bite- level 40 (R/B), level 30 (Y)
    Leer- level 42 (R/B), level 47 (Y)
    Fire Spin- level 44 (R/B), level 36 (Y)
    Smog- level 42 (Y)
    Rage- level 48 (R/B)
    Flamethrower- level 54 (R/B), level 52 (Y)
    -Available TMs/HMs- 
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM15:Hyper Beam
    TM20:Rage
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM38:Fire Blast
    TM39:Swift
    TM40:Skull Bash
    TM44:Rest
    TM50:Substitute
    -GSC Moves-
    Growth
    Headbutt
    Roar
    -Stadium-
    none		
    Strategy: Flareon bears an unfortunate likeness to Gyarados in
    that it's given a solid Attack stat without much to support it. 
    Sure, it's always fun to cross your fingers with Hyper Beam, but
    it's impractical in competitive battle.  In addition, it's 
    slower and more fragile than Gyarados, which means you'll have a hard
    time both keeping it alive and dealing damage with it.  In a 
    very lucky situation, you can take advantage of Growth and pump
    Flareon's Special to prepare for a Fire Blast barrage; it's
    nearly impossible, though, given Fire's natural weaknesses and
    Flareon's low protection.						
    -Recommended Moveset-
    Flareon (Special Sweeper):
    Fire Blast
    Double-Edge
    Growth
    Substitute
    
    #137: Porygon
    Type: Normal
    Evolution: none
    Rate of Growth: Moderate
    Pokedex Info:
    Height- 2' 7"; Weight- 80 lbs.; A Pokemon that consists entirely
    of programming code.  Capable of moving freely in hyperspace.
    Stats:
    HP- 65/333; At- 60/218; Df- 70/238; Sd- 40/178; Sc- 75/248
    -Learned Moves-
    Tackle- default
    Sharpen- default
    Conversion- default
    Psybeam- level 23
    Harden- level 28
    Agility- level 35
    Tri Attack- level 42
    -Available TMs/HMs- 
    TM06:Toxic
    TM09:Take Down
    TM10:Double-Edge
    TM13:Ice Beam
    TM14:Blizzard
    TM15:Hyper Beam
    TM20:Rage
    TM24:Thunderbolt
    TM25:Thunder
    TM29:Psychic
    TM30:Teleport
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM39:Swift
    TM40:Skull Bash
    TM44:Rest
    TM45:Thunder Wave
    TM46:Psywave
    TM49:Tri Attack
    TM50:Substitute
    HM05:Flash
    -GSC Moves-
    Barrier
    Dream Eater
    Recover
    -Stadium-
    none
    Strategy: Porygon is another "experimental" Pokemon, like Ditto,
    that didn't end up too well as a finished product.  It's plain 
    to see from its Base Stats that everything about Porygon is below
    average and worse.  It does have diversity in Psychic,
    Thunderbolt and Ice Beam, but so do many other Pokemon that can
    actually do something with those moves.  Porygon's attempt at
    uniqueness, Conversion, simply changes its type to one of the
    types of its moves; not exactly intimidating to an opponent.
    -Recommended Moveset-
    Porygon (Special Sweeper):
    Psychic
    Thunderbolt/Ice Beam
    Barrier
    Recover
    		
    #138: Omanyte 
    Type: Rock/Water
    Evolution: Omanyte -> Omastar at level 40
    Rate of Growth: Moderate
    Pokedex Info:
    Height- 1' 4"; Weight- 17 lbs.; Although long extinct, in rare
    cases, it can be genetically resurrected from fossils.		
    Stats:
    HP- 35/273; At- 40/178; Df- 100/298; Sd- 35/168; Sc- 90/278
    -Learned Moves-
    Water Gun- default
    Withdraw- default
    Horn Attack- level 34
    Leer- level 39
    Spike Cannon- level 44
    Hydro Pump- level 49
    -Available TMs/HMs- 
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM11:Bubblebeam
    TM12:Water Gun
    TM13:Ice Beam
    TM14:Blizzard
    TM20:Rage
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM44:Rest
    TM50:Substitute
    HM03:Surf
    -GSC Moves-
    Aurora Beam
    Bite
    Constrict
    Haze
    Headbutt
    Rock Throw
    Slam
    Supersonic
    -Stadium-
    none
    
    #139: Omastar
    Type: Rock/Water
    Evolution: Final
    Rate of Growth: Moderate
    Pokedex Info:
    Height- 3' 3"; Weight- 77 lbs.; A prehistoric Pokemon that died
    out when its heavy shell made it impossible to catch prey.
    Stats:
    HP- 70/343; At- 60/218; Df- 125/348; Sd- 55/208; Sc- 115/328
    -Learned Moves-
    Water Gun- default
    Withdraw- default
    Horn Attack- level 34
    Leer- level 39
    Spike Cannon- level 46
    Hydro Pump- level 53
    -Available TMs/HMs- 
    TM06:Toxic
    TM08:Body Slam
    TM07:Horn Drill
    TM09:Take Down
    TM10:Double-Edge
    TM11:Bubblebeam
    TM12:Water Gun
    TM13:Ice Beam
    TM14:Blizzard
    TM15:Hyper Beam
    TM17:Submission
    TM19:Seismic Toss
    TM20:Rage
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM40:Skull Bash
    TM44:Rest
    TM50:Substitute
    HM03:Surf
    -GSC Moves-
    Aurora Beam
    Bite
    Constrict
    Haze
    Headbutt
    Rock Throw
    Slam
    Supersonic
    -Stadium-
    none
    Strategy: Omastar is a Pokemon with all the stats for success to
    be a Tank, including 348 Defense and 328 Special.  However, its
    Rock/Water type gives it a plethora of weaknesses- Electric,
    Fighting, Ground, and especially Grass- that's just too much for
    a 208-Speed Pokemon to deal with.  Tanks are not meant to be
    fast, in actuality, but they are also not meant to have so many
    weaknesses (two of which are virtually guaranteed to be seen on
    any team).  Don't use Omastar; choose a more worthy Tank like
    Chansey or Slowbro instead.
    -Recommended Moveset-
    Omastar (Tank):
    Surf
    Ice Beam/Blizzard
    Double Team
    Rest
    
    #140: Kabuto
    Type: Rock/Water
    Evolution: Kabuto -> Kabutops at level 40
    Rate of Growth: Moderate
    Pokedex Info:
    Height- 1' 8"; Weight- 25 lbs.; A Pokemon that was resurrected
    from a fossil found in what was once the ocean floor eons ago.
    Stats:
    HP- 30/263; At- 80/258; Df- 90/238; Sd- 55/208; Sc- 45/188
    -Learned Moves-
    Scratch- default
    Harden- default
    Absorb- level 34
    Slash- level 39
    Leer- level 44
    Hydro Pump level 49
    -Available TMs/HMs- 
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM11:Bubblebeam
    TM12:Water Gun
    TM13:Ice Beam
    TM14:Blizzard
    TM20:Rage
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM44:Rest
    TM50:Substitute
    HM03:Surf
    -GSC Moves-
    Headbutt
    Mega-Drain
    Sand-Attack
    -Stadium-
    none
    
    #141: Kabutops
    Type: Rock/Water
    Evolution: Final
    Rate of Growth: Moderate
    Pokedex Info:
    Height- 4' 3"; Weight- 89 lbs.; Its sleek shape is perfect for
    swimming.  It slashes prey with its claws and drains the body fluids.
    Stats:
    HP- 60/323; At- 115/328; Df- 105/308; Sd- 80/258; Sc- 70/238
    -Learned Moves-
    Scratch- default
    Harden- default
    Absorb- level 34
    Slash- level 39
    Leer- level 44
    Hydro Pump level 49
    -Available TMs/HMs- 
    TM02:Razor Wind
    TM03:Swords Dance
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM11:Bubblebeam
    TM12:Water Gun
    TM13:Ice Beam
    TM14:Blizzard
    TM15:Hyper Beam
    TM17:Submission
    TM19:Seismic Toss
    TM20:Rage
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM40:Skull Bash
    TM44:Rest
    TM50:Substitute
    HM01:Cut
    HM03:Surf
    -GSC Moves-
    Headbutt
    Mega-Drain
    Sand-Attack
    -Stadium-
    none
    Strategy: Kabutops tries to be the Persian of Rock/Water-types
    but fails on several accounts.  First, it can't do anything
    besides Slash; Special isn't good enough to do much of anything
    against strong opponents.  Second, it's stuck with all the
    unfortunate type weaknesses as Omastar.  To its credit, its 
    Slash is powered at 328 Attack, but it's not going to get nearly as
    many critical hits as the speedy Persian.  Persian remains king
    of Slash.
    -Recommended Moveset-
    Kabutops (Physical Sweeper):
    Slash
    Hyper Beam
    Blizzard
    Substitute
    
    #142: Aerodactyl
    Type: Rock/Flying
    Evolution: none
    Rate of Growth: Slow
    Pokedex Info:
    Height- 5' 11"; Weight- 130 lbs.; A ferocious, prehistoric
    Pokemon that goes for the enemy's throat with its serrated saw-like fangs.
    Stats:
    HP- 80/363; At- 105/308; Df- 65/228; Sd- 130/358; Sc- 60/218
    -Learned Moves-
    Wing Attack- default
    Agility- default
    Supersonic- level 33
    Bite- level 38
    Take Down- level 45
    Hyper Beam- level 54
    -Available TMs/HMs- 
    TM02:Razor Wind
    TM04:Whirlwind
    TM06:Toxic
    TM09:Take Down
    TM10:Double-Edge
    TM15:Hyper Beam
    TM20:Rage
    TM23:Dragon Rage
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM38:Fire Blast
    TM39:Swift
    TM43:Sky Attack
    TM44:Rest
    TM50:Substitute
    HM02:Fly
    -GSC Moves-
    Earthquake 
    Flamethrower
    Headbutt
    Roar
    Rock Throw
    -Stadium-
    none
    Strategy: Aerodactyl has another unique type combination, one
    that gives up weaknesses to Ground, Fighting and Grass but gains
    weaknesses to Electric and Rock in addition to the regular Water
    and Ice.  This also means that Aerodactyl gives up Golem's and
    Rhydon's stability and is instead a much quicker hitter with 
    that 358 Speed.  Overall, Aerodactyl is easier to take down; the high
    Speed doesn't fix the bad Defense and HP.  Tradeback
    from GSC allows Aerodactyl the use of Earthquake, which gives it
    a lot more playability.  You may like to try it out as an
    alternative to Tauros or Persian every once in a while, if you
    can manage to somehow avoid those really common weaknesses.
    -Recommended Moveset-                                            
    Aerodactyl (Physical Sweeper):
    Earthquake
    Double-Edge
    Fire Blast
    Substitute
    
    #143: Snorlax
    Type: Normal
    Evolution: none
    Rate of Growth: Slow
    Pokedex Info:
    Height- 6' 11"; Weight- 1014 lbs.; Very lazy.  Just eats and
    sleeps.  As its rotund bulk builds, it becomes steadily more slothful.
    Stats:
    HP- 160/523; At- 110/318; Df- 65/228; Sd- 30/158; Sc- 65/228
    -Learned Moves-
    Headbutt- default
    Amnesia- default
    Rest- default
    Body Slam- level 25
    Harden- level 41
    Double-Edge- level 48
    Hyper Beam- level 56
    -Available TMs/HMs- 
    TM01:Mega Punch
    TM05:Mega Kick
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM11:Bubblebeam
    TM12:Water Gun
    TM13:Ice Beam
    TM14:Blizzard
    TM15:Hyper Beam
    TM17:Submission
    TM18:Counter
    TM19:Seismic Toss
    TM20:Rage
    TM22:Solarbeam
    TM24:Thunderbolt
    TM25:Thunder
    TM26:Earthquake
    TM27:Fissure
    TM29:Psychic
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM35:Metronome
    TM36:Selfdestruct
    TM38:Fire Blast
    TM40:Skull Bash
    TM44:Rest
    TM46:Psywave
    TM48:Rock Slide
    TM50:Substitute
    HM03:Surf
    HM04:Strength		
    -GSC Moves-
    Defense Curl
    Fire Punch
    Flamethrower
    Ice Punch
    Lick
    Lovely Kiss			
    Splash
    Tackle
    Thunderpunch
    -Stadium-
    none
    Strategy: Snorlax is a behemoth of a Pokemon, that, like 
    Slowbro, is extremely slow but extremely powerful.  Rivaling Chansey 
    for best overall Normal-type, Snorlax is second only to Chansey in
    longevity; but better in terms of physical defense.  The biggest
    difference between those two is that Snorlax is a physical
    monster, while Chansey dominates from the special side.  If you
    can time Rest so that you're not knocked dead while you're
    sleeping, Snorlax can stay around in the thick of battle for a
    long time.  Double Team-Rest with Snorlax is a deadly combo, but
    sadly banned in many competitions.  Don't try Amnesia with any
    Special-type moves; 228 Special just isn't enough.
    	Snorlax has plenty of offensive weapons to work with.  It
    has the standard Earthquake/Rock Slide for beat-down power, and
    STAB Double-Edge and Hyper Beam.  And if you can't use Rest
    without getting knocked out, feel free to blow up with
    Selfdestruct and take your opponent with you.  Odds are he won't
    survive a STAB 130-power blast fueled by 318 Attack.
    -Recommended Movesets-
    Snorlax (Tank):		
    Earthquake
    Rock Slide
    Double Team/Amnesia
    Rest
    Snorlax (Physical Sweeper):
    Double-Edge
    Earthquake
    Rock Slide
    Selfdestruct                                                      
                                                                      
    #144: Articuno
    Type: Ice/Flying
    Evolution: none
    Rate of Growth: Slow
    Pokedex Info:
    Height- 5' 7"; Weight- 122 lbs.; A legendary bird Pokemon that 
    is said to appear to doomed people who are lost in icy mountains.
    Stats:
    HP- 90/383; At- 85/268; Df- 100/298; Sd- 85/268; Sc- 125/348
    -Learned Moves-
    Peck- default
    Ice Beam- default
    Blizzard- level 51
    Agility- level 55
    Mist- level 60
    -Available TMs/HMs-                                               
    TM02:Razor Wind
    TM04:Whirlwind
    TM06:Toxic
    TM09:Take Down
    TM10:Double-Edge
    TM11:Bubblebeam
    TM12:Water Gun
    TM13:Ice Beam
    TM14:Blizzard
    TM15:Hyper Beam
    TM20:Rage
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM39:Swift
    TM43:Sky Attack
    TM44:Rest
    TM50:Substitute
    HM02:Fly
    -GSC Moves-
    Gust 
    Roar
    -Stadium-
    none
    Strategy: Articuno, Zapdos, and Moltres make up the legendary
    bird trio of R/B/Y.  Articuno has great power with 348 Special,
    but because its Speed is only average, it ends up being more of 
    a Tank than a sweeper.  Its stats are great for defense, so you 
    may as well go with them anyway.  While you won't be able to stay
    around quite as long with Articuno as you would with Chansey or
    Snorlax, you can still use Double Team-Rest in the right
    situations.  Even with the great Special, though, Articuno is
    quite limited offensively; Ice Beam is the only viable offensive
    move, since its Attack is average and there are no other good
    Special-type moves.  Choose between Lapras and Articuno if you
    want an Ice-type Tank; Lapras has more HP and Articuno has the
    higher stats.
    -Recommended Moveset-
    Articuno (Tank):
    Ice Beam
    Double Team
    Rest
    Substitute              
    
    #145: Zapdos
    Type: Electric/Flying 
    Evolution: none
    Rate of Growth: Slow
    Pokedex Info:
    Height- 5' 3"; Weight- 116 lbs.; A legendary bird Pokemon that 
    is said to appear from clouds while dropping enormous lightning bolts. 
    Stats:
    HP- 90/383; At- 90/278; Df- 85/268; Sd- 100/298; Sc- 125/348
    -Learned Moves-
    Thundershock- default
    Drill Peck- default
    Thunder- level 51
    Agility- level 55
    Light Screen- level 60
    -Available TMs/HMs- 
    TM02:Razor Wind
    TM04:Whirlwind
    TM06:Toxic
    TM09:Take Down
    TM10:Double-Edge
    TM15:Hyper Beam
    TM20:Rage
    TM24:Thunderbolt
    TM25:Thunder
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM39:Swift
    TM43:Sky Attack
    TM44:Rest
    TM45:Thunder Wave
    TM50:Substitute
    HM02:Fly
    HM05:Flash
    -GSC Moves-
    Peck
    Roar
    -Stadium-
    none
    Strategy: Zapdos is a sparkling Special Sweeper that has the
    strongest Thunderbolt of all the Electric-types.  Like Jolteon,
    Zapdos has no way to combat its own major weakness (Rock/Ground-
    types), so all it can do is switch in those situations.  Against
    most other types, however, Thunderbolt and Drill Peck are
    fantastic STAB moves with no drawbacks.  Zapdos doesn't have the
    most impressive Speed of the Electric-types; the Special stat is
    what makes it shine.  Zapdos should typically preferred in place
    of Jolteon because of its better staying power, even if the best
    option for them both is to run at danger.  Especially against
    mono-Ground types, Zapdos is much better off than Jolteon; but 
    it gains weaknesses to Ice and Rock in its type change.  Zapdos 
    gets an edge against Grass and Fighting-types with Drill Peck,
    however.
    -Recommended Moveset-
    Zapdos (Special Sweeper):
    Thunderbolt 
    Drill Peck
    Double Team/Thunder Wave
    Reflect
    
    #146: Moltres
    Type: Fire/Flying
    Evolution: none
    Rate of Growth: Slow
    Pokedex Info:
    Height- 6' 7"; Weight- 132 lbs.; Known as the legendary bird of
    fire.  Every flap of its wings creates a dazzling flash of flames.
    Stats:
    HP- 90/383; At- 100/298; Df- 90/278; Sd- 90/278; Sc- 125/348
    -Learned Moves-
    Peck- default
    Fire Spin- default
    Leer- level 51
    Agility- level 55
    Sky Attack- level 60
    -Available TMs/HMs- 
    TM02:Razor Wind
    TM04:Whirlwind
    TM06:Toxic
    TM09:Take Down
    TM10:Double-Edge
    TM15:Hyper Beam
    TM20:Rage
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM38:Fire Blast
    TM39:Swift
    TM43:Sky Attack
    TM44:Rest
    TM50:Substitute
    HM02:Fly
    -GSC Moves-
    Flamethrower
    Roar
    Wing Attack
    -Stadium-
    none
    Strategy: Moltres, being the Fire/Flying-type that it is, must 
    be
    
    compared to Charizard.  Overall, Moltres has the better stats in
    almost every category: HP, Attack, Defense, and Special. 
    However, since it's a Fire/Flying type, it'd better have moves 
    to counteract its plethora of weaknesses!  And this is where 
    
    Moltres
    loses to Charizard.  Charizard has Earthquake and Rock Slide to
    go with Fire Blast, whereas Moltres has Fire Blast and little
    else.  Moltres can't do anything against its Water, Electric, 
    and Rock weaknesses.  As such, it probably won't have a chance to
    become defensive with Double Team and Rest.  Avoid it, and only
    use Charizard if you want to take the chance against its
    weaknesses.
    -Recommended Moveset-
    Moltres (Special Sweeper):
    Flamethrower/Fire Blast
    Double-Edge
    Double Team
    Reflect
    
    #147: Dratini 
    Type: Dragon
    Evolution: Dratini -> Dragonair at level 30
    Rate of Growth: Slow
    Pokedex Info: 
    Height- 5' 11"; Weight- 7 lbs.; Long considered a mythical
    Pokemon until recently when a small colony was found living underwater.
    Stats:
    HP- 41/285; At- 64/226; Df- 45/188; Sd- 50/198; Sc- 50/198
    -Learned Moves-
    Wrap- default
    Leer- default
    Thunder Wave- level 10
    Agility- level 20
    Slam- level 30
    Dragon Rage- level 40
    Hyper Beam- level 50
    -Available TMs/HMs- 
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM11:Bubblebeam
    TM12:Water Gun
    TM13:Ice Beam
    TM14:Blizzard
    TM20:Rage
    TM23:Dragon Rage
    TM24:Thunderbolt
    TM25:Thunder
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM38:Fire Blast
    TM39:Swift
    TM40:Skull Bash
    TM44:Rest
    TM45:Thunder Wave
    TM50:Substitute
    HM03:Surf
    -GSC Moves-
    Flamethrower
    Haze
    Headbutt
    Light Screen
    Mist
    Supersonic
    Waterfall
    -Stadium-
    none
    
    #148: Dragonair
    Type: Dragon
    Evolution: Dragonair -> Dragonite at level 55
    Rate of Growth: Slow
    Pokedex Info:
    Height- 13' 1"; Weight- 36 lbs.; A mystical Pokemon that exudes 
    a gentle aura.  Has the ability to change climate conditions.
    Stats:
    HP- 61/325; At- 84/266; Df- 65/228; Sd- 70/238; Sc- 70/238
    -Learned Moves-
    Wrap- default
    Leer- default
    Thunder Wave- level 10
    Agility- level 20
    Slam- level 35
    Dragon Rage- level 45
    Hyper Beam- level 55
    -Available TMs/HMs- 
    TM06:Toxic
    TM07:Horn Drill
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM11:Bubblebeam
    TM12:Water Gun
    TM13:Ice Beam
    TM14:Blizzard
    TM20:Rage
    TM23:Dragon Rage
    TM24:Thunderbolt
    TM25:Thunder
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM38:Fire Blast
    TM39:Swift
    TM40:Skull Bash
    TM44:Rest
    TM45:Thunder Wave
    TM50:Substitute
    HM03:Surf
    
    -GSC Moves-
    Flamethrower
    Haze
    Headbutt
    Light Screen
    Mist
    Supersonic
    Waterfall
    -Stadium-
    none
    		
    #149: Dragonite
    Type: Dragon/Flying
    Evolution: Final
    Rate of Growth: Slow
    Pokedex Info: 
    Height- 7' 3"; Weight- 463 lbs.; An extremely rarely seen marine
    Pokemon.  Its intelligence is said to match that of humans.
    Stats:
    HP- 91/385; At- 134/366; Df- 95/288; Sd- 80/258; Sc- 100/298
    -Learned Moves-
    Wrap- default
    Leer- default
    Thunder Wave- level 10
    Agility- level 20
    Slam- level 35
    Dragon Rage- level 45
    Hyper Beam- level 55
    -Available TMs/HMs- 
    TM02:Razor Wind
    TM06:Toxic
    TM07:Horn Drill
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM11:Bubblebeam
    TM12:Water Gun
    TM13:Ice Beam
    TM14:Blizzard
    TM15:Hyper Beam
    TM20:Rage
    TM23:Dragon Rage
    TM24:Thunderbolt
    TM25:Thunder
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM38:Fire Blast
    TM39:Swift
    TM40:Skull Bash
    TM44:Rest
    TM45:Thunder Wave
    TM50:Substitute
    HM03:Surf
    HM04:Strength
    -GSC Moves-
    Fire Punch
    Flamethrower
    Haze
    Headbutt
    Ice Punch
    Light Screen
    Mist
    Supersonic
    Thunderpunch
    Waterfall
    Wing Attack
    -Stadium-
    none			
    Strategy: After reading Gyarados' and Flareon's descriptions,
    seeing Dragonite's 366 Attack stat in its description might make
    you a little nervous.  And guess what: you'd be very justified. 
    Dragonite is yet another Pokemon with a great stat that can't
    take advantage of it.  No Earthquake, Rock Slide, or Submission
    to speak of; it's stuck with non-STAB Double-Edge and Hyper 
    Beam. Real physical Pokemon like Snorlax and Tauros make much, much
    better use of their Attack.  You can try Double Team-Rest and 
    use Dragonite as a Tank, but its defensive stats fall short of most
    other Tanks.  And on the offensive Special-side of things, the
    
    
    Dragon/Flying type gives Dragonite no possible STAB attacks, and
    its Blizzard and Thunderbolt attacks will be inferior to most
    Special Sweepers.  Dragonite falls short on all cylinders when 
    it tries to get on a team.
    -Recommended Movesets-			
    Dragonite (Physical Sweeper):
    Body Slam			
    Hyper Beam
    Double Team
    Rest						
    Dragonite (Annoyer):
    Body Slam
    Ice Beam/Blizzard			
    Haze
    Light Screen
    
    #150: Mewtwo
    Type: Psychic
    Evolution: none
    Rate of Growth: Slow
    Pokedex Info:
    Height- 6' 7"; Weight- 269 lbs.; It was created by a scientist
    after years of horrific gene splicing and DNA engineering experiments.	
    Stats:
    HP- 106/416; At- 110/318; Df- 90/278; Sd- 130/358; Sc- 154/406
    -Learned Moves-
    Confusion- default
    Disable- default
    Swift- default
    Barrier- level 63
    Psychic- level 66
    Recover- level 70
    Mist- level 75
    Amnesia- level 81
    -Available TMs/HMs- 
    TM01:Mega Punch
    TM05:Mega Kick
    TM06:Toxic
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM11:Bubblebeam
    TM12:Water Gun
    TM13:Ice Beam
    TM14:Blizzard
    TM15:Hyper Beam
    TM16:Pay Day
    TM17:Submission
    TM18:Counter
    TM19:Seismic Toss
    TM20:Rage
    TM22:Solarbeam
    TM24:Thunderbolt
    TM25:Thunder
    TM29:Psychic
    TM30:Teleport
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM35:Metronome
    TM36:Selfdestruct
    TM38:Fire Blast
    TM39:Swift
    TM40:Skull Bash
    TM44:Rest
    TM45:Thunder Wave
    TM46:Psywave
    TM49:Tri Attack
    TM50:Substitute
    HM04:Strength
    HM05:Flash
    -GSC Moves-
    Dream Eater
    Fire Punch
    Flamethrower
    Headbutt
    Ice Punch
    Thunderpunch
    -Stadium-
    none
    Strategy: Mewtwo is the first example in the game of a god
    Pokemon; a Pokemon with stats so high that they are simply
    unfair.  With 406 Special, by far the highest in RBY; 416 HP; 
    358 Speed; Recover; Psychic and Boltbeam, and Amnesia to increase 
    the power of those moves to ridiculous amounts, Mewtwo will easily 
    be able to defeat nearly any opponent in any matchup one-on-one. 
    Even if somehow you can find someone who will allow the usage of
    Mewtwo in battle, don't be cheap; it ruins the strategy of the
    game.  Plan on Mewtwo being banned from everything.
    -Recommended Moveset-
    Mewtwo (Special Sweeper):
    Psychic
    Blizzard
    Recover
    Amnesia
    
    #151: Mew
    Type: Psychic
    Evolution: none
    Rate of Growth: Fading
    Pokedex Info:
    Height- 1' 4"; Weight- 9 lbs.; So rare that it is still said to
    be a mirage by many experts.  Only a few people have seen it worldwide.
    Stats:
    HP- 100/403; At- 100/298; Df- 100/298; Sd- 100/298; Sc- 100/298
    -Learned Moves-
    Pound- default
    Transform- level 10
    Mega Punch- level 20
    Metronome- level 30
    Psychic- level 40
    -Available TMs/HMs- 
    TM01:Mega Punch
    TM02:Razor Wind
    TM03:Swords Dance
    TM04:Whirlwind
    TM05:Mega Kick
    TM06:Toxic
    TM07:Horn Drill
    TM08:Body Slam
    TM09:Take Down
    TM10:Double-Edge
    TM11:Bubblebeam
    TM12:Water Gun
    TM13:Ice Beam
    TM14:Blizzard
    TM15:Hyper Beam
    TM16:Pay Day
    TM17:Submission
    TM18:Counter
    TM19:Seismic Toss
    TM20:Rage
    TM21:Mega Drain
    TM22:Solarbeam
    TM23:Dragon Rage
    TM24:Thunderbolt
    TM25:Thunder
    TM26:Earthquake
    TM27:Fissure
    TM28:Dig
    TM29:Psychic
    TM30:Teleport
    TM31:Mimic
    TM32:Double Team
    TM33:Reflect
    TM34:Bide
    TM35:Metronome
    TM36:Selfdestruct
    TM37:Egg Bomb
    TM38:Fire Blast
    TM39:Swift
    TM40:Skull Bash
    TM41:Softboiled
    TM42:Dream Eater
    TM43:Sky Attack
    TM44:Rest
    TM45:Thunder Wave
    TM46:Psywave
    TM47:Explosion
    TM48:Rock Slide
    TM49:Tri Attack
    TM50:Substitute
    HM01:Cut
    HM02:Fly
    HM03:Surf
    HM04:Strength
    HM05:Flash
    -GSC Moves-
    Defense Curl
    Fire Punch
    Flamethrower
    Headbutt
    Ice Punch
    Roar
    Thunderpunch
    Waterfall
    -Stadium-
    none
    Strategy: Mew, the only Pokemon not legally obtainable in R/B/Y
    except through official Nintendo tournaments, is not nearly as
    broken as Mewtwo, but still banned in most tournaments.  It's 
    not necessarily an "unfair" Pokemon; it has no access to Amnesia to
    pump its Special attacks, which means its maximum power is about
    on par with the other top Special Sweepers.  What Mew does have
    is excellent diversity; with the ability to learn every TM and 
    HM in the game, it's fun to think up many possible strategies you
    could use on it.  
    	If you plan on using a Mew, you may as well plan on using
    the best moves it has available to it.  Psychic is still Mew's
    best attack with its STAB, and Softboiled gives it healing 
    power; you'll find those two moves on most Mew movesets.  Explosion 
    is always a last-ditch option, and don't forget Swords Dance as a
    possible compliment to Earthquake and Rock Slide.  You can also
    try to go with the Annoyer containing Thunder Wave and Double
    Team.  The two types of Mew movesets that most people will be
    willing to let you use are the Body Slam/Thunder Wave-Fissure
    combo and one with the purpose to use Transform; Mew uses
    Transform much better than Ditto.  A couple possible sets are
    described below.
    -Recommended Movesets-
    Mew (Mixed Sweeper):
    Psychic
    Earthquake
    Swords Dance
    Softboiled
    Mew (Annoyer):
    Psychic
    Double Team
    Thunder Wave
    Rest
    
    
    
    
    ________________________________________________________________	
    	3. Building a Team
    	Once you've looked through a good portion of the Pokemon
    analyses and seen a few you would gladly consider, you should be
    thinking in terms of how you're going to construct the team
    itself.  The previous two parts of this section detailed all the
    strategy that goes into choosing Pokemon and what kinds of
    Pokemon are expected in a team; now you have to actually get 
    one. 
    
    	I will explain the steps to creating a Pokemon team here.
    You have to realize, however, that there are two main ways to do
    it.  You can spend many, many hours of your time building the
    perfect team using nothing but the cartridge and the Game Boy- 
    or you can cheat and build a perfect-stat team in a few hours with 
    a Game Shark.  I will include a long example to go along with each
    method.  In general, most tournaments will assume that you've
    maxed out the stats of each of your Pokemon with a Game Shark;
    but hey, if the idea of raising a competitive team from scratch
    appeals to you, no one's stopping you.  There's a level of pride
    that comes with building a team without using any cheating;
    what's more, if you can make the team win, you could become a
    legendary trainer.  For a brief summary of the previous section,
    here are the Pokemon you can most expect to see on a team:
    								
    KEY:
    SS- Special Sweeper
    PS- Physical Sweeper
    A- Annoyer
    T- Tank
    
    Alakazam- SS
    Hypno- SS/T
    Exeggutor- SS/A
    Jynx- SS/A
    Slowbro- T
    Starmie- SS/A
    Zapdos- SS
    Jolteon- SS
    Electabuzz- SS
    Articuno- T
    Lapras- T
    Sandslash- PS
    Rhydon- PS
    Snorlax- PS/T
    Chansey- SS/T
    Tauros- PS
    
    	Feel free to use any of these Pokemon on your team; most
    people do.  Now here's a list of the Pokemon that are used a bit
    less frequently than the above ones.  You won't find these
    everywhere, but they are still decent Pokemon:
    
    Cloyster- SS
    Venusaur- PS/A
    Parasect- PS/A
    Tangela- A
    Vaporeon- T
    Tentacruel- T
    Charizard- PS
    Magmar- SS
    Raichu- SS
    Electrode- A
    Golem- PS
    Machamp- PS
    Dodrio- PS
    Persian- PS
    Clefable- SS/T
    Kangaskhan- PS
    Raticate- PS
    Gengar- SS
    Nidoking- SS/PS
    Aerodactyl- PS
    Dragonite- PS/A
    
    	And finally, a list of the simply bad Pokemon that you
    should almost never choose on a team, unless you're trying to
    give your opponent an advantage or you like making joke teams:
    
    Blastoise
    Butterfree
    Beedrill
    Pidgeot
    Fearow
    Arbok
    Nidoqueen
    Ninetales
    Wigglytuff		
    Golbat
    Vileplume
    Venomoth
    Dugtrio
    Golduck
    Primeape
    Arcanine
    Poliwrath
    Victreebel
    Rapidash
    Magneton
    Farfetch'd
    Dewgong
    Muk
    Onix
    Kingler
    
    
    Marowak
    Hitmonlee
    Hitmonchan
    Lickitung
    Weezing
    Seadra
    Seaking
    Mr. Mime
    Scyther
    Pinsir
    Gyarados
    Ditto
    Flareon
    Porygon
    Omastar
    Kabutops
    Moltres
    	
    
    THE LONG METHOD
    Step 1- Choose your Pokemon
    	The first step in crafting a team is choosing the Pokemon
    members.  Just focus on what Pokemon you want for now and what
    you want their roles to be (Sweeper, Annoyer, or Tank).
    	In this example, I will be creating a "typical" team.  To
    begin with, I will choose three Special Sweepers, which is about
    the standard number found on an RBY team.  The first one will be
    Starmie, a Water/Psychic type, which has plenty of Speed and
    Special power.  Second, I will use Hypno; it's quite a bit
    sturdier than Starmie and balances the two nicely.  Since most
    teams should have an Electric-type, I decide to get a Jolteon as
    well.
    	Now I need to select a Tank.  I won't go with a Water-type
    since I already have Starmie on my team, so I decide to use a
    Normal-type, Chansey.  I won't be focusing on its offensive
    power, but rather its Special defense.  Because now I'd like to
    have one more defensive Pokemon, this time I'll choose an
    Annoyer, Tangela.  Finally, I need a Ground-type to stop
    Electric-types and to be a general Physical Sweeper; I choose
    Sandslash.  Here's what my team looks like on paper:
    Starmie- Water/Psychic (SS)
    Hypno- Psychic (SS)
    Jolteon- Electric (SS)
    Chansey- Normal (T)
    Tangela- Grass (A)
    Sandslash- Ground (PS)
    	Looking at the types, they are evenly spread out, with the
    only repetition in Psychic.  That's fine.  Aside from Chansey,
    the team is a little quicker and lighter than average, so that
    can be a theme for this team.  After I check to make sure that 
    no single type will have a huge advantage over several Pokemon, I
    move on.  
    	
    Step 2- Choose your movesets
    	Once you've chosen your Pokemon, look at the movesets
    presented in each Pokemon's individual description and choose
    one.  Feel free to make minor adjustments to each moveset
    depending on how each fits together on your team.  The possible
    problem that comes with choosing moves on a team without a Game
    Shark is that you're often limited in your TM/HM use; unless 
    that move also appears in GSC or you duplicate those moves with the
    Missingno. trick, you may have to make a different decision.  
    	Here are the movesets I've chosen for my team:
    Starmie- Psychic, Thunderbolt, Ice Beam, Recover
    Hypno- Psychic, Ice Punch, Thunder Wave, Amnesia
    Jolteon- Thunderbolt, Pin Missile, Double-Edge, Growth
    Chansey- Seismic Toss, Reflect, Minimize, Softboiled
    Tangela- Body Slam, Mega Drain, Sleep Powder, Amnesia
    Sandslash- Earthquake, Rock Slide, Double Team, Swords Dance
    	Starmie is the leadoff Pokemon, so I've made sure that its
    move cover as large a range of types as possible.  Psychic gets
    STAB effect, and Thunderbolt and Ice Beam have no overlapping
    weaknesses.  Recover is always a nice healing effect.  Hypno is
    my secondary Special Sweeper, so it's not quite as varied as
    Starmie.  I chose Ice Punch over Thunderpunch because of the
    better possible side effect, and of course Amnesia to raise the
    Special.  Jolteon is in its typical Special Sweeper form.
    	The Chansey I chose is a classical Tank example.  Reflect,
    Minimize, and Softboiled will give me nearly endless staying
    power, and Seismic Toss is guaranteed to do damage.  I made sure
    Tangela could get Amnesia to power up Mega Drain, which will be 
    a very good combo when the opponent is asleep or paralyzed.  And
    Sandslash has the quintessential EarthSlide combo, with Swords
    Dance to pump up its attack.  Feel free to plan on using the
    Missingno. trick described in Section 3 to duplicate PP Ups to
    increase the PP of each of your Pokemon's moves to their 
    maximum.
    
    Step 3- Obtain the Pokemon
    	At ths point, all you've done is simple planning.  Now, 
    once you're absolutely sure that the team you've written out on 
    paper is well-balanced and strong enough to be competitive, you can
    begin to catch the Pokemon you need.  You can catch the Pokemon
    at any level, but it's best to catch them at fairly low levels 
    so you can use stat enhancers to speed up the EV training in the
    next step.  Whenever possible, capture several of the same
    species of Pokemon at the same level so that you can compare
    their stats.  Whichever one has the stronger stats at the time 
    of capturing is the one with the higher DVs.
    	To begin, I capture a few Staryu at the same level, which
    are found at the Seafoam Islands.  Choosing the one with the 
    best stats, I teach it the TMs Psychic, Thunderbolt, and Ice Beam.  
    Of course I don't train any Pokemon yet, because I'm waiting to 
    save up enough money for the stat-enhancing items.  Because for Hypno
    I have to get Ice Punch and Amnesia from GSC tradeback, I have 
    to capture a Drowzee in that game and then trade it over to RBY (as
    long as it only knows RBY moves, of course).  It'll learn 
    Psychic naturally as it levels up.  Jolteon and Tangela are also Pokemon
    that have to spend some time in GSC to learn Growth and Amnesia. 
    The rest of Jolteon's moves are naturally learnt, and I can 
    teach Tangela Mega Drain and Body Slam by way of TMs.
    Of course I can spend some time hunting for good Chanseys at the
    Safari Zone, and the Sandshrews I can find in the Blue version 
    on Route 4.  Once I have decently DV'd Pokemon and the moves are 
    all taught or within reach by leveling up, I can begin the fourth step.
    
    Step 4- Train your Pokemon
    	Now comes the process of EV training.  To see how it works,
    check the Base Stats, DVs, and Evs explanation of at the
    beginning of Section 4.  Your first job is to buy all the
    necessary stat-enhancers to get a big chunk of the EV training
    out of the way.  Here's the key for which item does which:	
    HP Up- HP
    Protein- Attack
    Iron- Defense
    Carbos- Speed
    Calcium- Special
    
    	Each Pokemon can use a maximum of ten stat-enhancers on
    every stat, so it'll set you back about $490,000 for every
    Pokemon to be maxed out- probably too much for you to spend on
    every Pokemon, but you can always just spend half the total or
    so.  The best way to get consistent cash flow is by beating the
    Elite 4 over and over; you can get nearly $30,000 for each run
    through.  Remember; even when your Pokemon are at level 100, 
    it's still possible to keep battling and gaining EV points, you just
    have to use the Box Trick to see visual improvement.  When you
    start each of your Pokemon with 40% of the EV training done
    already, though, you're much more likely to get most of the rest
    of the training done by the time they reach level 100.  Of 
    course, an alternative to spending this much money is using the
    Missingno. glitch to duplicate yourself all the stat-enhancers
    you need.  If you view it as cheating, then you don't have to do
    it; it sure makes things easier though.
    	 After you're finished with the stat-enhancers, you begin 
    EV training; leveling up your Pokemon keeping in mind the Base 
    Stats of the Pokemon you defeat so you know which stat you're
    depositing the most EVs into.  Now of course, there is also a
    method to severely decrease the amount of time it takes to level
    up Pokemon in RBY; duplicating Rare Candies.  Technically it's
    not cheating because you're not using a Game Shark, but no one
    will get on your case if you're willing to take the vast amount
    of time necessary to manually level up.  Keep in mind, however,
    that when you use Rare Candies you are not gaining any EV 
    points!  At some point you do have to do normal battles to gain the
    EV points.  If you've used up all the stat-enhancers, this reduces
    the number of battles you have to do quite a bit.  
    	In this example, I will calculate the amount of manual
    training I have to do with how many Rare Candies I can afford to
    use.  With my newly-caught Pokemon all having used their stat-
    enhancers to their maximum effect, they each have 25,600 EVs in
    each stat.  This leaves 37,302 EVs to go for each stat.  I will
    add the Base Stats of each of the Elite 4 members' Pokemon to 
    see how many EVs I will get for defeating them one time through. 
    Because Gary's Pokemon change from cartridge to cartridge, I'll
    assume he's using a team with pretty balanced Base Stats in a
    Red/Blue game: Pidgeot, Alakazam, Rhydon, Arcanine, Exeggutor,
    and Blastoise.  Here are the approximate EV totals for one 
    Elite 4 sweep:
    
    HP- 1,885
    Attack- 2,245
    Defense- 2,195
    Speed- 2,078
    Special- 2,100
    
    	Since I'm focusing on giving my Pokemon maximum EVs, I'll
    focus most on HP, the lowest total of the 5.  Since I need 
    37,302 total EVs for each stat and one Pokemon gets 1,885 HP EV points
    for beating the entire Elite 4 once, I need to beat the Elite 4
    20 times with each Pokemon, or 120 total times.  This will fill
    in the whole HP EV slot.  The others will fill in more quickly. 
    Since I'm assuming a single one of my Pokemon will take on the
    whole of the Elite 4 at once, I'd better give it some help.  I
    decide to duplicate Rare Candies and raise each Pokemon to level
    80.  Now I can just have each Pokemon beat the Elite 4
    individually until they're level 100, or I can count to 20 for
    each Pokemon and then Rare Candy them the rest of the way to
    level 100.  
    	Once I have beaten the Elite 4 a total of 20 times for each
    Pokemon and they are all at level 100, my training is finished. 
    Now, as a final step, I compare the stats of my Pokemon to their
    maximum possible stats to see what their DVs are.  If I've
    perfectly EV trained each one, each of their stats should be no
    more than 30 below the maximum total.  Here are the stats of my
    Pokemon (first number, actual stat, second number, maximum stat):
    Starmie, level 100: HP- 307/313; At- 240/248; Df- 252/268; 
    Sd- 306/318; Sc- 292/298
    Hypno, level 100: HP- 363/373; At- 220/244; Df- 216/238; 
    Sd- 226/232; Sc- 310/328
    Jolteon, level 100: HP- 319/333; At- 212/228; Df- 216/218; 
    Sd- 334/358; Sc- 312/318
    Chansey, level 100: HP- 689/703; At- 90/108; Df- 100/108; 
    Sd- 180/198; Sc- 294/308
    Tangela, level 100: HP- 317/333; At- 198/208; Df- 320/328; 
    Sd- 218/218; Sc- 290/298
    Sandslash, level 100: HP- 351/353; At- 292/298; Df- 298/318; 
    Sd- 214/228; Sc- 196/208
    	Looking at their stats, I can conclude what their DVs are:
    Starmie: HP- 12, At- 11, Df- 7, Sd- 9, Sc- 12
    Hypno: HP- 10, At- 8, Df- 4, Sd- 11, Sc- 6
    Jolteon: HP- 8, At- 7, Df- 14, Sd- 4, Sc- 12
    Chansey: HP- 8, At- 6, Df- 11, Sd- 6, Sc- 8
    Tangela: HP- 7, At- 10, Df- 11, Sd- 15, Sc- 11
    Sandslash: HP- 14, At- 12, Df- 5, Sd- 8, Sc- 9
    	The DVs reveal fairly pleasing numbers, plainly above-
    average as I had hoped them to be when I captured them.  Now my
    Pokemon are fully trained, and I am finally ready for battle!
    
    Step 5- Test out your team
    	Now that your team is all ready, all you need is someone to
    battle against!  Test your team out in battle as much as you 
    can, to see if your ideas and plans were effective or not.  And if
    this was your first team, don't be disappointed if it doesn't go
    as well as you thought.  If you tried out movesets presented in
    this guide and they don't work for you, tweak them a bit so that
    they fit your style better.  Get a winning record for yourself,
    influence enough people, and you're well on your way to becoming
    a true Pokemon Master!			
    
    
    THE QUICK METHOD
    Step 1- Choose your Pokemon
    	This is basically the same step as before.  Choose the 
    roles on your team and select Pokemon to fulfill those roles.
    
    Step 2- Choose your movesets
    	Again, mostly the same.  Plan out what moves you want ahead
    of time before you start slapping moves on your Pokemon.  If you
    look at your movesets together on paper, it's easy to see
    mistakes and correct them with no harm done.  			 
    
    Step 3- Shark the Pokemon and movesets
    	You'll be studying the Section C Game Shark codes list for
    most of the remainder of your time.  Check the Wild Pokemon
    species modifier and input the codes that correspond to the
    Pokemon you want on your team, then go catch them.  Next, use 
    the Move modifier codes to input attacks on to your Pokemon.  Be 
    sure not to put on any attacks that are not present on the
    corresponding Pokemon's move list!
    	
    Step 4- Level up and shark the stats
    	Getting perfect stats is a lot easier when you're using a
    Game Shark.  Duplicate the Rare Candies and level up all your
    Pokemon to 100, then input all the Max stat experience codes on
    each Pokemon.  The first five are for the EVs, the next two are
    the DVs, and the final four are for maximum Pps.  Finally, once
    all the codes are put in, insert your Pokemon into a local PC 
    and take them out again to see the change in stats.  You now have a
    team with maximum stats across the board, in just a small bit of
    time.  This is the way most RBY teams are made.		
    	
    Step 5- Test out your team
    	Have some fun with your new team and try it out.  Odds are
    it will be more powerful than any team raised by hand.  The
    greatest part about the Game Shark is that whenever you want to
    change something around with your team, it's just a code or two
    away.  
    
    
    
    
    
    
    ################################################################
    E. Conclusion
    ________________________________________________________________
    	1. Legal Disclaimer
    	This file and its contents are not to be reproduced in any
    other form without prior consent from the author.  That includes
    both commercially printing and selling of this file.  This file
    will currently only be hosted on GameFAQs.com.  Please do not 
    ask permission to host this FAQ/Walkthrough on any other site.  If
    you find this FAQ/Walkthrough on any other site than
    GameFAQs.com, please contact me.
    
    
    
    ________________________________________________________________
    	2. Credits
    
    - strawhat for the idea of suggesting movesets for each Pokemon 
    
    - Argonaut for his Pokedex guide: 
    http://db.gamefaqs.com/portable/gameboy/file/pokemon_pokedex.txt
    
    - Choomag for his Pokemon moster location guide:
    http://db.gamefaqs.com/portable/gameboy/file/pokemon_monser_loca
    t
    ion.txt
    
    - Efrem Orizzonte for his Base/Max Stats FAQ:
    http://db.gamefaqs.com/portable/gameboy/file/pokemon_pokedex.txt
    
    - Prima Strategy Guides for the usage of their material
    
    - Nintendo, for this masterpiece of a game.  May it live on
    forever!
    
    
    ________________________________________________________________
    	3. Contact
    	Please do not contact me about this guide- 
    it is safe to say that I have stopped playing Pokemon 
    for a while.  Again, please check the message boards or
    other FAQs for your questions.