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                           POKÉMON GOLD AND SILVER
                  THE UNOFFICIAL POKÉMON TRAINER'S HANDBOOK
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             Copyright 2001 by Matthew Stone (CreatureKeeper20XX)

                                Version 1.1

P.S.  My handle predates pokémon.  No, really!  It has to do with the stories 
I write, involving a traveling bear, a black cat that invents things, a 
lizard with a light bulb on the end of his tail, a hyperactive tiger, and 
many other unusual animal characters.  Make sense?


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Table of Contents:
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CHAPTER 1: Introduction
     (Gives the version history of this FAQ, why I probably decided to write
      this, and what it's supposed to be.)
CHAPTER 2: Shakedown on Stats
     (What each of your pokémon's stats mean)
CHAPTER 3: Tips for the Aspiring Pokémon Trainer
     (General purpose tips for raising pokémon and getting through the game.)
CHAPTER 4: Pokémon Table of the Elements
     (Lists every pokémon type and tells why they're great or gawd-awful.)
CHAPTER 5: Weaknesses and Resistances
     (How weaknesses and resistances work.)
CHAPTER 6: Notes on Pokémon Attacks
     (Details attacks that have changed since the Red, Blue, and Yellow
      games, as well as the weird Thief attack.  Also tells about attack
      bonuses.)
CHAPTER 7: Pokégearing Up; Equipment for Today's Trainers
     (Describes all of the trainer equipment and menu options in the game.)
CHAPTER 8: Tips for Capturing Pokémon
     (Gives advice for catching common and legendary pokémon and describes
      the bug catching contest.)
CHAPTER 9: Attack Combinations and Strategies
     (How to combine attacks and make useful combos.)
CHAPTER 10: Evolution: How Pokémon Grow Up
     (Describes the four methods of evolution in the game and how happiness
      works.)
CHAPTER 11: Reproduction; Multiplying to Infinity
     (How pokémon breeding works and why it's so useful.)
CHAPTER 12: All About Experience Curves
     (Gives the experience curve of every specie in the game and tells how to
      use them to make general inferences.)
CHAPTER 13: Listing of TMs and HMs
     (A guide to every TM and HM in the game.)
CHAPTER 14: The Dreaded Pokérus
     (The pokémon virus that lurks in every game pack.)
CHAPTER 15: Mystery Gifts
     (The Mystery Gift function and what you can get from it.)
CHAPTER 16: Calendar of Events
     (Lists everyday events as well as those that only happen on certain
      days.)
CHAPTER 17: The Easy Street: Game Shark Codes
     (Gives Game Shark codes and explains the more precarious ones.)
CHAPTER 18: The Ultimate Trainer's Challenge and Other Tidbits
     (My personal training schedule and other interesting things about the
      game.)
CHAPTER 19: Credits and Copyright Info
     (Legal stuff.)
CHAPTER 20: All Your Base Are Belong To Us
     (You are on the way to destruction.)

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Chapter 1: Introduction
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     This is the first FAQ I have ever written.  I've always wanted to write 
something like this, but for a while I wasn't sure what kind of subject to 
cover.  When I first got into pokémon, I got really into and almost got swept 
away.  Fortunately, after some time, I was able to wipe away all the trash 
like the trading cards, the TV show, and the weird toys and collectibles, and 
focus solely on the game.  And boy, what a game it is!  It is a creative 
masterpiece that is worthy addition to any Game Boy library, especially after 
your tune out all the hype and mass merchandising surrounding it.  The Gold 
and Silver editions are even better, despite a few unfortunate things.
     When I first got my Gold edition it gave me a spell of gold fever for a 
while, but eventually I got over it and started some serious examination.  I 
found out a lot of things and I guess you could say that this is the 
publication of my findings.  It seems that most people just play until they 
get all the badges and find all of the legendary pokémon, then they restart 
and do it all over again.  This game is an ingenious concept that does have 
strategies that go with it, so I guess that's why I decided to write this.  
I've written it like a guidebook that a pokémon trainer might get on his 
first day on the job, but I also go out-of-the-way to describe lots of things 
that aren't normally considered.  I'm sure there's at least one thing in here 
that you didn't know.

     The Version History of this FAQ is as follows:

     Version 1.0
     - The first edition with 20 chapters.

     Version 1.1 (current version)
     - I explained my handle at the beginning, probably because I don't want
       people to thing I'm a crazy pokémon freak with no life.  Oh well.
     - I almost cut out the ongoing "All Your Base" joke, but finally decided
       against it for personality reasons.
     - I went through and corrected some sentence mistakes I missed the first
       time.  I think I've gotten all of them now.
     - Added more to the chapter about The Pokémon Table of the Elements by
       listing the best moves for all 17 types there are.
     - I revised the Game Shark codes chapter so it explains some of the
       weirder codes available and corrects some mistakes found at The Game
       Software Code Creator's Club.
     - Lined up the training regime in The Ultimate Trainer's Challenge and
       Other Tidbits so it doesn't waste so much page space.
     - Added one more tip to the chapter "Tips for the Aspiring Pokémon
       Trainer".  It discusses the Day Care Center.
     - I'd like to add a chapter that lists every family of pokémon and gives
       all the moves they can learn and have learned in past games.  That
       will be a big project and will require asking some other authors if I
       may use their information here.

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Chapter 2: Shakedown on Stats
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     All the stats that your pokémon have actually mean certain things!  
Here's why they're so important!

     HIT POINTS (HP): This is the amount of health a pokémon has.  It 
indicates how many injuries it can accumulate in battle before it faints and 
can no longer fight.  When your HP reaches 0, there not much left to keep you 
going, is there?
     POWER POINTS (PP): Each attack and move a pokémon knows has its own 
amount of PP.  Every time a move is used, its amount of PP decreases by one.  
If you run out of PP for a move you can no longer use it and if you run out 
of PP for all your moves, your pokémon becomes exhausted and can only 
Struggle to attack.
     ATTACK: Determines how well your pokémon uses physical attacks (if it 
has any).  The greater the number, the stronger these attacks are.  The 
physical attack types are Normal, Flying, Rock, Ground, Fighting, Bug, Ghost, 
Poison, and Steel.
     DEFENSE: Determines how well a pokémon defends against physical attacks.
     SPECIAL ATTACK: This tells how strong your pokémon's special attacks are 
(if it has any).  The special attack types are Fire, Ice, Water, Electric, 
Grass, Psychic, Dark, and Dragon.
     SPECIAL DEFENSE: Tells how well your pokémon takes special punishment.
     SPEED: In battle, the pokémon with the highest speed number gets to 
attack first.  If two speeds are very close or equal, the first attacker is 
determined more randomly.

     Learn how to use a pokémon effectively by paying attention to its stats.  
For instance, Hitmonlee is a fast Fighting type pokémon so it should often 
get to attack first in battle.  It has a high ATTACK, but a low SPECIAL 
ATTACK.  However, Hitmonlee only learns physical attacks, so that latter stat 
shouldn't matter.  Hitmonlee's type makes it weak against two attack types: 
Flying and Psychic.  Its SPECIAL DEFENSE is good so it can withstand Psychic 
attacks okay despite its weakness, but its DEFENSE is rather low so a strong 
Flying attack could probably take it down in one hit.
     The formulas by which damage is determined have been reworked for Gold 
and Silver so battles purposely take longer to complete, especially linked 
ones.  The splitting of SPECIAL into SPECIAL ATTACK and SPECIAL DEFENSE 
allows for more diversity among species and also helps with the lengthening 
of battles a bit.  It is not as easy as it was before to take out a Vileplume 
with a single Fire Blast if it is the same level as you and it is not 
possible to take a level 100 Mewtwo and blow away another level 100 pokémon 
with a single Hyper Beam. Some battles are now more like endurance tests, 
too.

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Chapter 3: Tips for the Aspiring Pokémon Trainer
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     Yes, there are right and wrong ways to raise your beloved war beasts.  
I've listed some major tips here, which explain how to best raise your 
pokémon and how to make them like you.

     - DON'T PRETEND TO BE ASH KETCHUM!  If you're a pokémaniac you may find 
this hard to take, but it's true.  Ash, while semi-intelligent in the comic 
books, is rather moronic in the TV series.  If you attempt to play the game 
by what you've seen on TV, you won't be able to compete.  Like the Mega Man 
cartoon series was, the Pokémon cartoon series is very inconsistent with the 
games.  Study the game as you go through it, learn what's strong and what's 
not, and develop your own unique battle strategies.  Furthermore, do what Ash 
doesn't and catch as many species as possible!  It's the only way to be a 
true pokémon master.
     - DON'T USE RARE CANDY!  Lots of people do this with their Pokémon 
Pikachu 2 or their Game Shark, stuffing their pokémon full of these sweets 
without ever exposing them to a single battle.  Didn't your parents ever tell 
you that too much candy isn't good for you?  Pokémon that are leveled up 
exclusively with Rare Candy grow just like wild pokémon.  Their stats always 
come out up to 35% lower than the same specie raised by a trainer who makes 
his pokémon fight to grow levels and get stronger.  Pokémon raised through 
hard battling and experience gaining can easily clobber pokémon that just 
have boxes of Rare Candy sitting in their stomach juices.
     - DON'T BE STINGY WITH ITEMS!  Unless you are cash poor or saving for 
something, don't be afraid to buy extra items.  If your pokémon is injured or 
has a status condition, try to heal them as soon as possible.  This makes 
them like you better.
     - LET YOUR POKÉMON HOLD ITEMS!  As long as they can do it, you might as 
well take advantage of it.  There are two main kinds of items that really 
help pokémon if they hold them: berries and tokens.  Berries are self-restore 
items for recovering HP and curing status changes.  If you give a berry to a 
pokémon, it will use it on its own when it needs to.  Tokens are special 
items that increase the powers of the pokémon that holds them.  Charcoal 
increases the power of fire attacks, a Magnet increases the power of electric 
attacks, a King's Rock fixes all your attacks so that they may scare the 
opponent and cause flinching, and so on.  Two rather confusing tokens are the 
Pink Bow and Polkadot Bow.  They both increase the raw power of normal-type 
attacks, but the game doesn't tell you anything else, so people are confused 
as to what the difference between the two is.  Since the Polkadot Bow is a 
more rare item, I think it increases the power of normal-type attacks more 
than the Pink Bow.
     - FIGHT EVERYONE IN THE GAME!  Don't look for shortcuts around AI 
trainers unless your team is way too tired or injured.  You can always 
benefit from more money and battle experience and healing stations are often 
closer than you think.  To keep your pokémon from getting too worn out, you 
should carry a good stock of healing supplies.
     - DON'T TEACH YOUR POKÉMON ONLY MOVES OF THE SAME TYPE!  For example, an 
electric pokémon that knows only electric attacks is helpless against ground 
pokémon.  It is good to teach pokémon attacks of their type because then they 
are stronger, but you must also take resistances and immunities to those 
attack types into account.  You should try to teach each of your pokémon at 
least two different types of attacks so they can take on even those that are 
resistant to attacks of their type.
     - DON'T WASTE TIME WITH WEAK MOVES!  Attacks like Ember, Powder Snow, 
Thundershock, and Water Gun exist only so that certain pokémon can better 
harness their types while they're young.  If you plan on raising your pokémon 
to high levels for competitive battling, you need to abandon those moves as 
soon as it is convenient.  Let them learn stronger attacks of their type or 
use TMs like Headbutt and Ice Punch.
     - TRY EVERYTHING YOU CAN TO MAXIMIZE EXPERIENCE!  Items like the Lucky 
Egg and Exp. Share are there to make things easier and using them has no 
negative effects.  Try to get a friend to assemble a team of six level 100 
Blisseys and then use the Mystery Gift Function with you.  (See Chapter 15: 
Mystery Gifts)  You can then fight them at the Trainer House in Viridian City 
for truckloads of experience.  Try to avoid growing multiple levels at a 
time, though, because when that happens a pokémon may suffer a 1%-5% stat 
loss compared to the same pokémon that grows one level at a time.  If your 
pokémon passes up a level when it's supposed to learn a new attack, it will 
still try to learn it.  In fact, some pokémon try to learn several moves at 
once when they reach a certain level.
     - DEVELOP A WELL-BALANCED TEAM!  Your team should try to represent as 
many pokémon types as possible.  This gives you a better edge in battle and 
gives you more ways to defeat pokémon of a certain type.  One way to do this 
is to have more pokémon with two types in your roster.  It's also a good idea 
to keep one pokémon in your ranks at a higher level than the others for tough 
battles and one lower-leveled one for catching other specimens.
     - FEED NUTRIENTS TO YOUR POKÉMON!  Protein, Iron, Calcium, Carbos, HP 
Up, and PP Up are the six different nutrients in the game.  If you find any 
lying around, be sure to use them!  They increase the stats of your pokémon 
permanently!  These can also compensate for any stat losses a pokémon may 
have due to being raised on Rare Candy or in the wild.  You should especially 
do this with the high-leveled legendary pokémon that you catch, or any high-
leveled wild pokémon for that matter.  For instance, if you catch a level 40 
Kingler in the wild it will always be weaker than one that you've raised to 
level 40 yourself through battling.  Feeding the wild Kingler nutrients, 
though, will raise its stats so they're just as good as those of one that you 
might raise through battling.  PP Up works a little differently than the 
other nutrients.  It raises the max PP for moves, but only use it on moves 
that you'll want your pokémon to know for sure in the end.  If a pokémon 
forgets a move that you used PP Up on, that extra PP will not transfer to the 
new move that replaces it.  It will be lost forever instead.
     - TALK TO EVERYONE YOU MEET!  Even if you think you know everything, 
there may be someone in the game that knows something you don't.  There are 
also certain secrets that can only be unlocked by talking to the right 
person.
     - WHEN YOU WANT ONE POKÉMON, CATCH SEVERAL!  Two pokémon of the same 
specie are often not the same.  Some of them that you catch in the wild will 
be stronger than others, even though they're the same specie.  If you're 
looking to catch a new pokémon for your master team or something, catch 
several of what you want at the same level, then compare them to each other 
in the PC.  Take out the strongest one so you can train it and release all 
the weaker ones.  You're a great guy, so you don't deserve less than great.
     - BE CAREFUL WHEN USING THE DAY CARE CENTER!  There are a few things you 
should know about this place south of Goldenrod City.  First of all, pokémon 
that are raised there will not become more or less happy with you.  Secondly, 
a pokémon will not evolve while at the Day Care.  Thirdly, if a pokémon 
reaches a level where it learns a new move while at the Day Care, it will 
automatically forget the first move in its list and learn the new one.  
Finally, any pokémon at the Day Care gains 1 experience point for every step 
you take, but loses all its experience for its next level when you take it 
out.  To learn more about the Day Care, see Chapter 11: Reproduction; 
Multiplying to Infinity.
     - ALL YOUR BASE ARE BELONG TO US!  He-he, couldn't resist.

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Chapter 4: Pokémon Table of the Elements
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     Okay, so it's not really a table, but this section lists every pokémon 
type, what types of attacks they're weak and strong against, and why they are 
good or bad.  I've also included the best moves of each type.  They're listed 
alphabetically too, just for your convenience.

BUG
Weaknesses: FIRE, FLYING, ROCK
Resistances: FIGHTING, GRASS, GROUND
     Bug attacks can be useful, but there aren't that many good ones in the 
game.  Most Bug pokémon are hybrids with two types, so their usefulness 
varies depending on what type they are.  Heracross and Pinsir have the 
strongest stats of all the bugs.  Other bugs, like Beedrill and Parasect, get 
better moves.
BEST MOVES OF THIS TYPE:
     MEGAHORN: This is Heracross's exclusive move.  It's a powerful horn jab 
with a power of 120 and an accuracy of 85%.
     SPIDER WEB: The outstanding thing about the Spinarak family is this move 
that keeps the opponent from fleeing in any way, even if you withdraw the 
user.
     TWINEEDLE: Only Beedrill learns this attack.  It makes you attack twice 
with each jab having a power of 25.  It also poisons the enemy 20% of the 
time.  It's second-best along with Megahorn.

DARK
Weaknesses: BUG, FIGHTING
Resistances: DARK, GHOST
Immune to: PSYCHIC
     Dark pokémon are not abundant anywhere.  Their immunity to Psychic 
attacks makes them widely favored, though.  Houndoom is one of the best Dark 
pokémon because of its SPEED and versatility, but Tyranitar is the strongest.
BEST MOVES OF THIS TYPE:
     BITE: Lots of non-Dark pokémon learn this decent attack that makes the 
opponent flinch 30% of the time.  Remember that the user's SPECIAL ATTACK 
score determines its power!
     CRUNCH: The strongest Dark attack there is.  This crushing biting attack 
lowers the enemy's SPECIAL DEFENSE 20% of the time.
     FAINT ATTACK: Has a power of 60 just like Bite, but it also has the 
accuracy of Swift so it always hits!  Well...Dig and Fly can dodge it though.

DRAGON
Weaknesses: DRAGON, ICE
Resistances: ELECTRIC, FIRE, GRASS, WATER
    Dragons are resistant to the four most popular types of special attacks.  
Dragon-type attacks are also great and will harm any type of pokémon except 
Steel types, which are resistant to them.  The only two great dragons in the 
game are Dragonite, which can fly, and Kingdra, which also has a Water type.  
Which one is better?  Here's a hint: Dragonite possesses mondo power, but 
Kingdra is well rounded and has only one weakness.  Decide for yourself from 
there.
BEST MOVES OF THIS TYPE:
     DRAGON BREATH: This is TM 24 in Chapter 13: Listing of TMs and HMs.
     OUTRAGE: This is the Dragon-type version of Thrash.  The user deals two 
to three hits, each with a power of 90.  This makes it the strongest attack 
of its type, but beware; the user becomes confused afterwards.

ELECTRIC
Weakness: GROUND
Resistances: ELECTRIC, FLYING, STEEL
     Most Electric-type pokémon are fast.  Those that are slow usually have 
an incredible SPECIAL ATTACK score.  On top of that, they all have only one 
weakness!  Yay!  There are plenty of useful Electric pokémon out there.  You 
might try Lanturn, which is part-Water, or Ampharos, and the legendary Zapdos 
and Raikou are just plain wonderful.  My personal favorite is Electrode.  
Why?  Well, even though you need to use TMs to teach it Electric attacks, I 
just can't resist pokémon with an explosive personality. ;)
BEST MOVES OF THIS TYPE:
     THUNDER WAVE: A paralyzing attack with perfect accuracy.
     THUNDERBOLT: It has a power of 95 and a perfect accuracy of 100% and it 
has a 10% chance of inflicting paralysis!
     THUNDER: Very powerful but its questionable accuracy often makes me 
choose Thunderbolt instead whenever I can.  This is TM 25 in Chapter 13: 
Listing of TMs and HMs.

FIGHTING
Weaknesses: FLYING, PSYCHIC
Resistances: BUG, DARK, ROCK
     Once one of the weakest pokémon types around, Fighting is now a whole 
lot stronger.  If you can find a good Fighting pokémon for your team, go with 
it and you will not be disappointed.  They're practically a must now.  
Machamp probably has the best stats out of any Fighting-type.  Hitmonlee is a 
great choice as well because it's so darn fast, but be wary of its low 
DEFENSE.
BEST MOVES OF THIS TYPE:
     HI JUMP KICK: Has a great power score of 85 but an accuracy of 90%  This 
may not sound too bad, but if it misses the user gets 1/8 of the damage it 
would have dealt.  Apparently no pokémon is good at landing on its feet...
     CROSS CHOP: This attack may only be 80% accurate, but its power is 100 
and it scores critical hits almost half the time!  Ouch!
     VITAL THROW: This attack is both better and worse than Swift.   It 
always hits and has a power of 70, but the user sits back and attacks second.
     COUNTER: The user sits back and attacks second.  If it takes a physical 
blow it returns the damage in HP for double, otherwise nothing happens.

FIRE
Weaknesses: GROUND, ROCK, WATER
Resistances: BUG, FIRE, GRASS, ICE, STEEL
     Fire types have also increased in value since the days of Red, Blue, and 
Yellow.  They now have two extra resistances, but more noteworthy is the fact 
that fire melts steel and most Steel-type pokémon don't have a great SPECIAL 
DEFENSE.  You really should invest in one like Arcanine or Entei, which have 
the best stats, or Typhlosion, which has a killer SPECIAL ATTACK score.
BEST MOVES OF THIS TYPE:
     SUNNY DAY: This is TM 11 in Chapter 13: Listing of TMs and HMs.
     FLAMETHROWER: It has a power of 95, an accuracy of 100%, and it burns 
10% of the time.  It's the next best thing to Fire Blast.
     SACRED FIRE: Yowza!  This move is hot-hot-hot!  Its power is 100 and its 
accuracy may be 95%, but it burns the enemy 50% of the time!  Put on that 
sunblock SPF 2000!
     FIRE BLAST: This is TM 38 in Chapter 13: Listing of TMs and HMs.

FLYING
Weaknesses: ELECTRIC, ICE, ROCK
Resistances: BUG, FIGHTING, GRASS
Immune to: GROUND
     There are no single Flying-types in the game.  However, the Flying type 
has now been combined with every other type out there except Fighting and 
Ghost.  Not all of these combinations are good, though.  Flying attacks are 
certainly useful though, and my favorite implementation is a Scizor that 
knows Wing Attack.  Dodrio is a very strong attacker with somewhat sad 
defense, Fearow is strong in the same areas as Dodrio, or you may just want 
to have one of the two new legendary birds.
BEST MOVES OF THIS TYPE:
     DRILL PECK: Has a power of 80 and perfect accuracy.  Very good for 
dealing raw damage.
     AEROBLAST: Lugia's exclusive attack has a power of 100, an accuracy of 
95%, and a good chance for scoring critical hits.
     SKY ATTACK: With a power of 150 it can be well worth the two turns it 
takes to use it (unless your pokémon knows Drill Peck).
     MIRROR MOVE: The user performs the same move that the enemy last used on 
it.

GHOST
Weaknesses: DARK, GHOST
Resistances: BUG, POISON
Immune to: FIGHTING, NORMAL
     This great type draws its strength from its two unique immunities.  The 
only real problem with them is that Ghost-type attacks are physical attacks 
and ghosts do not have great ATTACK scores to make great use of their own 
type of attacks.  Besides that, Ghost and Dark attacks are practically 
identical.  The same pokémon types are weak and resistant to them; the only 
difference is that Ghost attacks are physical and Dark attacks are special.  
Oh yeah, and be sure to remember that Normal-types are immune to Ghost 
attacks.  Apart from that, having a Ghost pokémon on your team is always a 
good idea, but which one?  Gengar has the best stats, but its Poison-type 
gives it two inconvenient weaknesses.  Misdreavus is the only other choice 
and it comes with some cooler moves, but weaker stats.
BEST MOVES OF THIS TYPE:
     SHADOW BALL: This is TM 30 in Chapter 13: Listing of TMs and HMs.
     CONFUSE RAY: What can I say?  It always confuses the enemy!
     DESTINY BOND: When this attack is used, the enemy will faint if it deals 
a defeating blow to the user on the turn after this is used.

GRASS
Weaknesses: BUG, FIRE, FLYING, ICE, POISON
Resistances: ELECTRIC, GRASS, GROUND, WATER
     I think the most poorly implemented type in the game is Grass.  They 
have more weaknesses than resistances and plenty of other pokémon types are 
resistant to Grass-type attacks.  The strongest Grass-type in the game is 
most likely Meganium, but Bellossom is really great too.
BEST MOVES OF THIS TYPE:
     SPORE: The only sleep inducing attack with perfect 100% accuracy.
     GIGA DRAIN: This is TM 19 in Chapter 13: Listing of TMs and HMs.
     SOLAR BEAM: This is the strongest Grass-type attack, but it's best when 
used after Sunny Day. It is TM 22 in Chapter 13: Listing of TMs and HMs.

GROUND
Weaknesses: GRASS, ICE, WATER
Resistances: POISON, ROCK
Immune to: ELECTRIC
     Good old Ground.  Very few types are resistant to the many popular 
Electric-type attacks in the game, so that alone can make having a Ground-
type worthwhile.  Ground attacks are strong too, as few can take the solid 
power of a good 100% accurate Earthquake.  (It's one of the best attacks in 
the game!)  Most Ground pokémon are unfortunately slow, though.  Donphan and 
Sandslash are the strongest Ground-types, Dugtrio is the fastest (and how!), 
but I prefer to let the part-Water Quagsire fulfill my needs in this type.
BEST MOVES OF THIS TYPE:
     MUD-SLAP: This is TM 31 in Chapter 13: Listing of TMs and HMs.
     EARTHQUAKE: This is TM 26 in Chapter 13: Listing of TMs and HMs.
     SPIKES: Scatters spikes around the enemy.  This means that for the rest 
of the battle whenever the opponent trainer sends out a different pokémon for 
any reason, it will step on the spikes and receive a nice bit of damage.

ICE
Weaknesses: FIGHTING, FIRE, ROCK, STEEL
Resistance: ICE
     Do you see why there are no single Ice-type pokémon in the game?  Such a 
pokémon would be too weak, you see.  That's why all the Ice pokémon in the 
game have two types, and Lapras is without a doubt the best one of them all.  
Piloswine is great too, though.  You should look for one of these types 
because Ice attacks are quite powerful.  You can also just teach an Ice-type 
attack to a Water pokémon as well.
BEST MOVES OF THIS TYPE:
     ICY WIND: This is TM 16 in Chapter 13: Listing of TMs and HMs.
     ICE BEAM: A power of 95 with perfect accuracy and a 10% chance of 
freezing the enemy.  Great stuff.
     BLIZZARD: Its accuracy is iffy, but it's the strongest attack of its 
type, and TM 14 in Chapter 13: Listing of TMs and HMs.

NORMAL
Weakness: FIGHTING
Immune to: GHOST
     The plain Normal-types get no attack bonus for using Normal attacks.  
Since they don't get any attack bonuses, they're probably the best ones to 
use TMs on.  A lot of Normal pokémon can learn a good variety of TMs and HMs, 
so you should exploit that to surprise your opponents and catch them off 
guard.  For the best Normal-types, there's Snorlax, Ursaring, and Porygon2.
BEST MOVES OF THIS TYPE:
     BODY SLAM: The user flops down onto the enemy using all of its bulk.  
This great attack has a power of 85 and paralyzes 30% of the time.
     SWIFT: The original never-miss attack. This is TM 39 in Chapter 13: 
Listing of TMs and HMs.
     TRI ATTACK: A move similar to Body Slam, but it has a power of 80 and 
has a 30% chance of causing paralysis, burns, OR freezing!
     RECOVER: Restores half the user's maximum HP.  Any pokémon that can 
learn it should.  Milk Drink and Softboiled are also great substitutes.
     EXTREME SPEED: Like Quick Attack, but beefed up.  The user attacks first 
with a blow that has a power of 80.
     EXPLOSION: Sure it may cause the user to faint, but it has a power of 
250!  When you're low on HP, it's a great way to go out with a bang!
     ATTRACT: This is TM 45 in Chapter 13: Listing of TMs and HMs.
     SAFEGUARD: Protects all of the user's pokémon from status changes like 
poison and confusion for five turns.

POISON
Weaknesses: GROUND, PSYCHIC
Resistances: BUG, FIGHTING, GRASS, POISON
     As you can see, Poison-type pokémon aren't too bad.  They have only two 
weaknesses and are resistant to Fighting and Bug attacks which have now 
become more popular due to the new Dark and Steel types, but Poison-type 
attacks are generally considered lousy because a lot more types are resistant 
to them rather than weak.  For this reason, not a lot of value is ever 
attached to poisonous pokémon.  If you should choose to raise one, Weezing is 
the strongest, especially since it can learn the TM Fire Blast.
BEST MOVES OF THIS TYPE:
     TOXIC: This is TM 06 in Chapter 13: Listing of TMs and HMs.
     SLUDGE BOMB: This is TM 36 in Chapter 13: Listing of TMs and HMs.

PSYCHIC
Weaknesses: BUG, DARK, GHOST
Resistances: FIGHTING, PSYCHIC
     Psychic pokémon reigned supreme in the Red, Blue, and Yellow games 
because they had one weakness, they almost always had a high SPECIAL rating, 
and no other types were resistant to their unique type of attacks.  But now 
they are just another type among many others due to two extra weakness, the 
new Dark and Steel type pokémon, and the splitting of the SPECIAL stat into 
its own SPECIAL ATTACK and SPECIAL DEFENSE stats.  Mewtwo is still a killer 
here and so is Alakazam, but I think any fast Electric-type pokémon that 
knows Thunderbolt can make a psychic addition to any team almost completely 
unnecessary.
BEST MOVES OF THIS TYPE:
     REFLECT: Physical damage done to all of the user's pokémon is halved for 
five turns.
     LIGHT SCREEN: Special damage inflicted to all of the user's pokémon is 
halved for five turns.
     MIRROR COAT: The user allows the enemy the first attack turn.  If it 
hits the user with a special attack, it returns the damage in HP for double.
     REST: It seems that most of the best Psychic-type moves are defensive.  
This is TM 44 in Chapter 13: Listing of TMs and HMs.
     PSYCHIC: This is TM 29 in Chapter 13: Listing of TMs and HMs.

ROCK
Weaknesses: FIGHTING, GRASS, GROUND, STEEL, WATER
Resistances: FIRE, FLYING, NORMAL, POISON
     Rock pokémon are somewhat weak, but Rock attacks can be pretty useful.  
Try using dual Rock-types like Kabutops and Tyranitar.
BEST MOVES OF THIS TYPE:
     ANCIENTPOWER: This move is not overly powerful.  In fact, its power is 
only 60, but it comes with a 10% chance of raising all the user's stats.
     ROCK SLIDE: This is the strongest Rock-type attack.  It's power is 75, 
its accuracy is 90%, and makes the enemy flinch 30% of the time.

STEEL
Weaknesses: FIGHTING, FIRE, GROUND
Resistances: BUG, DARK, DRAGON, FLYING, GHOST, GRASS, ICE, NORMAL, PSYCHIC,
             ROCK, STEEL
Immune to: POISON
     While Steel attacks aren't anything special, Steel-type pokémon are 
practically a must for all teams because they are resistant to almost 
everything that they aren't weak against.  Steelix and Skarmory are good, but 
Scizor is the best.  Can you figure out why?
BEST MOVES OF THIS TYPE:
     STEEL WING: This is TM 47 in Chapter 13: Listing of TMs and HMs.
     IRON TAIL: This is TM 23 in Chapter 13: Listing of TMs and HMs.

WATER
Weaknesses: ELECTRIC, GRASS
Resistances: FIRE, ICE, WATER, STEEL
     A good Water-pokémon is a must for all teams, and there are lots to 
choose from.  Like with Ground, very few pokémon are resistant to Water 
attacks.  Can I interest you in the legendary Suicune?  How about Blastoise 
or Starmie or Politoed?
BEST MOVES OF THIS TYPE:
     RAIN DANCE: This is TM 18 in Chapter 13: Listing of TMs and HMs.
     OCTAZOOKA: This move is not great because of its power (65) or its 
accuracy (70%).  It a good attack because it has a 50% chance of lowering the 
enemy's accuracy.
     CRABHAMMER: Its accuracy is only 85%, but it has a power of 90 and is 
good for scoring critical hits.
     SURF: This is HM 03 in Chapter 13: Listing of TMs and HMs.
     HYDRO PUMP: The strongest Water-type attack there is.  It has a power of 
120, an accuracy of 80%, and it lowers the enemy's SPEED 10% of the time.

HOW ARE YOU GENTLEMEN?
Weakness: ALL YOUR BASE ARE BELONG TO US
Resistance: YOU ARE ON THE WAY TO DESTRUCTION
     You have no chance to survive make your time.

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Chapter 5: Weaknesses and Resistances
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     In Pokémon Red, Yellow, and Blue, weaknesses and resistances were 
determined haphazardly.  Remember how Gyarados was weak against ice and 
Zapdos was weak against electricity?  All that has changed and a more 
sensible system of pluses and minuses has been introduced.  If a dual-type 
pokémon is hit by an attack that one of its types is weak against but the 
other is resistant to, the attack will just do normal damage.  In other 
words, if a pokémon is weak and resistant to an attack type because it is a 
dual-type pokémon, the two will cancel each other out.  Some results of this 
are that Zapdos is not weak against electricity, neither is Articuno or 
Gyarados weak against ice, Ivysaur against ground, etc.  This also means that 
Pidgeotto isn't resistant to fighting attacks though, nor are Dewgong and 
Lapras to fire attacks.
     As far as immunities go, those take priority over everything.  For 
instance, Quagsire is a Water/Ground pokémon.  Its Water type cancels out 
weaknesses to Water and Ice attacks, while its Ground type makes it 
completely immune to electricity in any way, shape, or form.  That means its 
only weakness is to Grass attacks!  In fact, there are several pokémon in 
Gold and Silver that have only one weakness because of their dual-type 
natures.  Look out for these because any pokémon with only one weakness gives 
every team a better advantage!
	When a pokémon is weak against a certain attack, it does twice as much 
damage as normal.  If a pokémon is resistant to an attack, it only does half 
as much damage as it would normally.  If a dual-type pokémon is hit by an 
attack that both its types are weak against, it does not do four times as 
much damage, only twice as much.  The same goes for if a pokémon is attacked 
with a move that both its types are resistant to.  It won't do a fourth of 
the damage it normally does, only a half.

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Chapter 6: Notes on Pokémon Attacks
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     WRAP, BIND, FIRE SPIN, CLAMP, WHIRLPOOL:
     Not all attacks work the same as they did in Red, Blue, and Yellow.  
Perhaps the best examples of these are the catching, binding, and squeezing 
attacks like Wrap, Fire Spin, Bind, and Clamp.  These no longer immobilize 
the enemy so it can't attack while you get in hit after hit.  What they do 
now is do a certain amount of initial damage, then they fix it so the 
opponent pokémon can't be recalled while they take away about 5% of HP each 
turn.  This may seem like a bit of a bummer, but think a moment: what attacks 
are there that trainers hate so much that they would withdraw their pokémon 
immediately no matter what the situation?  Sleep Powder, Toxic, and Spore 
come to my mind for starters.  Use these moves in conjunction with binding 
attacks and watch as your friends sweat!

     ROAR, WHIRLWIND: 
     Roar and Whirlwind finally do something in trainer battles: they remove 
the enemy from the battle and swap it with the next one in your opponent's 
lineup.  The only problem with this is that your pokémon always attacks 
second when it uses one of these moves.  This makes them hardly worth the 
trouble, so just forget about them.  It's better to just defeat the enemy 
normally because he who fights and runs away lives to fight another day!

     TELEPORT: 
     Teleport still doesn't do anything in battle, although THEY COULD HAVE 
FIXED IT SO THAT IT INCREASED YOUR EVADE IN TRAINER BATTLES!  HELLO, 
DEVELOPERS?  WHY DIDN'T YOU DO SOMETHING LIKE THAT??

     RAGE: 
     Rage is an attack that has improved with the transfer to Gold and 
Silver.  Remember in the first pokémon games how it caused your pokémon to 
attack in such a wild, continuous way that you lost all control over it?  
Wasn't that annoying?  Well, now it just delivers a single hit each time you 
use it and if the opponent attacks you on the same turn, your pokémon's rage 
builds and its ATTACK rises.  (The only catch is that your pokémon must 
attack first to make it work.)  You then have the option of using Rage again, 
or using another move to take advantage of your newly increased ATTACK power.  
Practice using this a little and I think you will agree that it is a fairly 
groovy move now.

     COUNTER, MIRROR COAT: 
     Counter is a move that now works for all attacks whose power is 
determined by a pokémon's ATTACK number.  Mirror Coat is a new attack that 
works just like Counter except it returns special attack damage for double 
the lost HP that your pokémon suffers.  Both of these moves cause your 
pokémon to sit back and attack second, so be careful.

     DIG, FLY: 
     Remember how Dig and Fly were two moves that could be used to evade 
attacks?  Well they can still be used that way, even to avoid never-miss 
attacks like Swift and Faint Attack!  However, certain attacks can hit 
pokémon that like to use Fly or Dig.  For instance, Gust is a windy attack 
that can hit any pokémon that tries to fly away.  Also, Thunder is an attack 
that drops lighting from the sky, so using Fly won't evade that attack.  Even 
if a pokémon digs underground it can't escape the power of a good Earthquake, 
since that's an attack that shakes up the ground it's trying to dig through.

     GUST, BITE, KARATE CHOP: 
     A couple of attacks have changed types.  Gust is now a Flying attack, 
Bite is a Dark attack, and Karate Chop is a Fighting attack.

     TRI ATTACK: 
     Tri Attack has changed a little bit and is one of the best attacks in 
the game now.  It's still a normal-type attack and is just as powerful as 
ever, but it works a little differently.  When used, your pokémon attacks 
with fire, ice, and electricity simultaneously.  You also have a 30% chance 
of inflicting burns, paralysis, or freezing with each use.  That's right, a 
possibility of three different status changes!  Which one is inflicted is 
determined randomly.

     REST: 
     Rest is also a little different.  Your pokémon still loses 2 turns to 
heal itself when it uses it, but in Gold and Silver waking up no longer costs 
a turn.  In fact, if your pokémon falls asleep, you are still allowed to 
enter attack commands for it.  If your pokémon wakes up, it will 
automatically use the last attack you told it to use on that same turn. In 
Red, Blue, and Yellow, the Rest move cost one turn to use, then it took up 
one to sleep and one to wake up.  In Gold and Silver the sleep status change 
has been altered so that waking up doesn't cost a whole turn.  That is why 
Rest now takes one turn to use, then takes up two additional turns for 
sleeping.  Waking up doesn't count because it no longer takes a whole turn 
for a pokémon to do so.

     THIEF: 
     Wild pokémon now carry items when they appear sometimes.  You can't take 
the items from them unless you capture them or use a special attack.  That 
attack is Thief, a weak Dark-type TM that you find in Team Rocket's lair.  It 
isn't a gym leader TM, but no pokémon learns it naturally.  When you do teach 
it to a pokémon, make sure it is a male.  That way you can breed that pokémon 
with a female of the same specie and always get a baby that knows the Thief 
move.  (See Chapter 11: Reproduction; Multiplying to Infinity)  Before using 
Thief, make sure that the pokémon that knows it has no item attached to it.  
If any wild pokémon is carrying an item, using Thief will often steal that 
item from them.  You'll get a battle message saying that it worked and the 
stolen item will be attached to your pokémon.  You can then take the item 
from your pokémon after the battle and put it in your pack.

     ALL YOUR BASE ARE BELONG TO US: 
     Whoops!  How did that get in there?

     Whew...still with me?  Then get a load of this.  Attacks that are used 
by pokémon of a like type are always stronger.  A Mega Drain attack used by a 
Grass-type pokémon like Tangela, Meganium, or Sunflora is 50% stronger than a 
Mega Drain used by a Kabutops, which is a Rock/Water type pokémon.  When a 
pokémon that is part Grass, part bug-or-something-else (like Parasect, 
Skiploom, Victreebel, or Exeggcute) uses a Grass attack like Mega Drain, it 
is only 25% stronger than normal.  Mega Drain has an attack power of 40, so 
when Tangela uses it its attack power is really 60 because it is of the same 
type as Tangela.  When used by Exeggcute its attack power is 50 and when used 
by Kabutops (who really can learn that attack in Gold and Silver) its attack 
power is just a normal 40.  Attack power changes due to pokémon types don't 
show up when you choose to examine a pokémon's MOVE list, but they're there, 
nonetheless.  Get it?  Got it?  Good.

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Chapter 7: Pokégearing Up; Equipment for Today's Trainers
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     Every trainer is issued the same special equipment in the game.  None of 
it is incredibly hard to use, but you never know if someone may have trouble.  
Basically this section describes all the commands that come up in the menu 
that appears when you push the Start button.

     POKÉDEX: Your handy-dandy encyclopedia.  This little thing is amazing.  
It has more features than ever before, which I know isn't saying much.  By 
pressing Start, you can sort your pokémon by name, number, or a new way that 
doesn't make much sense.  Pressing Select allows you to search your database 
for pokémon of certain types.  Whenever you select a specie from the big list 
you can see its data, where it lives in the world, what its cry is, and you 
can even print pokédex data with a Game Boy Printer.  Seeing a specie gets 
you its name, kind, cry, and where it lives in the world.  Catching one 
allows you to see its height, weight, and full entry in the pokédex.
     UPGRADES: By catching three different kinds of Unown in the Ruins of 
Alph you can get the Unowndex, an addition that allows you to see all the 
Unowns you catch along with strange words associated with each kind, written 
in the Unown font.

     POKÉMON: Allows you to examine the six pokémon you have with you.  
Select one and you can use special moves on the overworld, view its 
experience level, gender, status, moves, and any item it has.  When you're 
viewing all this you can also push up or down to see the other members of 
your current team without backing out.

     PACK: Your pack has four pockets for four different kinds of items.  The 
normal item pocket can hold only 20 different items that your pokémon may 
need to heal themselves or increase their power.  The ball pocket stores all 
the balls you use for catching pokémon and can hold a dozen different kinds 
of them.  The key item pocket stores extra important one-of-a-kind items 
needed to get around the world better and solve puzzles.  There are over 13 
key items in the game and the key item pocket can hold them all, so don't 
deposit any of them in your PC.  The TM/HM pocket is the largest of all.  It 
can hold 99 of each TM and one of each HM in the game.

     POKÉGEAR: This wristwatch-like thing serves several important functions.  
When you first get it, it has only two functions.  The first is the main 
clock that gives the current time and day of the week.  The second is the 
cellular phone.  It can store up to ten phone numbers, but two of them are 
burned in, leaving room for only eight others.  The first burned in number is 
your mom's.  You can call her and ask her to save some of the money you win 
from battles as you get it and she'll also buy items for you early on.  The 
First Bank of Mom can hold as much money as you can yourself, so your total 
monetary capacity is doubled.  The second important number is Professor 
Elm's.  He doesn't do much, but he calls you to advance the game's plot and 
you can call him for information sometimes.  Other important phone numbers to 
get include Bill's number and the numbers of various trainers.  When you have 
Bill's number he will call you whenever you fill up one of your pokémon 
storage boxes on the PC and you can also call him at any time to check how 
full your current selected box is.  Trainer numbers serve several functions.  
When you have another trainer's number, you will be called from time to time 
and informed about what pokémon you can catch around where they are and 
sometimes you will be offered more pokémon battles.  There are also six 
trainers in the game that will call you when certain rare pokémon appear in 
swarms.  Once you get phoned by them and are told about a swarm, you have 
about thirty minutes of REAL time to get over there and catch as many as you 
want.  Pokémaniacs that have your number will often call you by mistake when 
they're trying to contact their other friends.
     UPGRADES: You can collect three different expansion cards in the game to 
make your Pokégear more useful.  The first on is a Map Card that you can get 
when you first get to Cherrygrove City.  It allows you to view the full map 
of the region you are currently in.  There are also two Radio Cards that you 
find in the two regions' respective radio towers.  The Johto card allows you 
to listen to Professor Oak's Pokémon Talk, The Pokédex Show, Pokémon Music, 
and The Lucky Number Show in the Johto region.  You can also hear a strange 
broadcast in the Ruins of Alph.  The Kanto card allows you to listen to 
Places & People, The Pokémusic Station, and The Pokéflute Channel in the 
Kanto region.  The Pokémon Talk and Pokédex Shows play on the same station 
and change somewhat randomly.  The pokémon music channels increase or 
decrease your encounter rates with wild pokémon.  The Lucky Number Show picks 
a random number every week and if it matches one of your pokémon's ID 
numbers, you can go to the Radio Tower for a prize!  Places & People is a 
fairly stupid show not worth listening to.

     YOUR STATUS: You can see your name in case you forget, your ID number, 
how big you mound of cash is, how many hours of your life you've put into the 
game, how many species are in your pokédex, and all of your Johto badges.  
That's right, ONLY the Johto badges and not the Kanto ones!  Boo!

     SAVE: You won't believe what this does; it saves your game!

     OPTION: A limited number of game options are available here.  In order, 
you can change the speed of scrolling text, turn battle animations on or off, 
change the style of battle, set the sound to stereo or monaural, set the 
intensity of the Game Boy Printer's ink for printed things, have a box appear 
to tell you what each menu command does or not, and choose from eight 
different text frames.

     EXIT: Exits the main menu and returns to the game.  Pressing B also does 
this.

     ALL YOUR BASE ARE BELONG TO US: Wha...!?  Again?!

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Chapter 8: Tips for Capturing Pokémon
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     One of the keys to winning at pokémon is to "catch 'em all".  It's not 
that easy anymore, though.  This section gives tips on how to catch pokémon 
that are hard to catch.  It also outlines little by little how to catch the 
three new legendary pokémon in the game.  Well, actually there are five new 
legendary pokémon, but Lugia and Ho-Oh don't go anywhere; just make them 
appear and then they sit and wait to be caught.  The three new pokémon I'm 
talking about are Raikou, Entei, and Suicune, who love to constantly race 
around the Johto region.
     First of all, you must know where to look for the pokémon you want.  You 
don't have to catch a certain specie to get the pokédex data for where it 
appears in the wild, you only have to see it.  If you see a pokémon during a 
battle or the first attempt at a catch is unsuccessful, you can then look it 
up in your pokédex and see where it appears in the game.  Your pokédex isn't 
specific about times of day or quantities though.  It won't tell you if a 
pokémon only comes out at night, like Staryu, or if it is extremely rare in 
the wild, like Marill.  In fact, Marill and some other pokémon appear so 
infrequently in their natural habitats that you have to get the phone number 
of a person who knows when they appear in swarms if you ever want to find 
them at all.  (See Chapter 7: Pokégearing Up; Equipment for Today's Trainers)  
The three legendary pokémon; Raikou, Entei, and Suicune, are constantly 
changing their positions on the world map.  Once you free them from their 
confinement in the Burned Tower of Ecruteak City, they take off and race 
madly and randomly throughout the Johto region.  You have to use your pokédex 
to try to pinpoint where they are, then try to time it so you wind up on the 
same route as them.  This is difficult because they change their positions 
whenever you enter a door, a city, or change routes, and then sometimes they 
move on suddenly if they hang around the same area too long.  Once you and a 
legendary pokémon are on the same route, wander into any grassy area, use a 
Repel spray to keep the weaker wild pokémon from attacking you (unless you 
weakened you quarry a lot during past encounters, in which case the repel 
will repel the legendary pokémon as well), and keep your fingers crossed.  If 
the legendary pokémon doesn't run away, you should find it after trekking 
through the grass for a while.
     Some pokémon are very innocent and will flee at the first signs of 
danger.  Aside from Abra and Natu, which know how to Teleport, there are 
pokémon like Quagsire, Magnemite, and Teddiursa that will split and quit any 
battle whenever they please.  If you plan to catch these pokémon, you must 
either get lucky (like Ash Ketchum, dare I say) or alter your strategy.  For 
these pokémon, moves like Wrap, Whirlpool, Mean Look, and Spider Web are 
often required because they trap the enemy and prevent it from running.  The 
most aggravating pokémon that do this are (of course) three of the new 
legendary pokémon in Gold and Silver: Raikou, Entei, and Suicune.  Their 
initial reaction to pokémon battles is to make like Sonic The Hedgehog and 
take off at high speed.  You'll never be able to catch them unless you can 
get the first attack turn and use Mean Look, Wrap, or something else on them 
that will prevent them from running away.
     Status changes also help to catch pokémon.  When a pokémon is afflicted 
with a status condition, it stands a slightly greater chance of staying 
inside any balls you throw at it.  No status changes increase the rate of 
successful capture more than others, but the best ones to inflict are sleep 
and freezing since they prevent the opponent from doing anything.  Paralysis 
is second best, but I really discourage using poison or burns to capture wild 
pokémon.  While they're great for battles, they can ebb away your quarry's 
health until it faints, especially if you get unlucky while trying to 
imprison it in a ball.  Also, sleep and freezing can keep any pokémon that 
know Roar or Whirlwind from using it and scaring away your pokémon and ending 
the battle, which is good because all three of the new legendary pokémon know 
Roar.
     You generally want to whittle away at a pokémon's HP until it is in the 
red area so it is at its weakest and will be easiest to capture.  Using moves 
like Sonicboom, Night Shade, and Dragon Rage are often the best ways to go 
since those moves always do a set amount of damage and cannot be used to 
score critical hits against the enemy.  However, the best move to use is 
False Swipe.  It is rather weak is power, but it cannot ever knock out the 
opponent.  It can bring its health down to 1 HP, but it will never knock out 
your quarry, only leave it hanging on by a thread!  Wouldn't you say that's 
enough injuries to make a target prime for capture?  Also, the legendary 
pokémon will most likely flee before you can do much damage to them the first 
time.  They have no access to pokémon centers or anything though, so if they 
run away they will always retain the damage from any beatings that you give 
them.  They don't keep status changes, though.
     The final trick to catching the pokémon you want is to use the right 
balls for the job.  Since your backpack can hold a dozen different kinds of 
balls, you should try to carry as great a variety as possible.  There are 
only three kinds of balls offered for sale in the game.  The Master Ball can 
only be gotten during special events, and all the others are made from large 
nuts called Apricorns.  Kurt, a man in Azalea Town, will hollow out Apricorns 
and turn them into special balls for you.  He can only make one a day though, 
so collect Apricorns from trees and visit him daily.

     POKÉ BALL: the standard ball for catching low level pokémon early in the 
game.  Can be purchased from stores.
     GREAT BALL: catches higher level pokémon with ease.  Available at all 
participating shops.
     ULTRA BALL: the standard ball for catching high level pokémon late in 
the game.  Can be found at almost any good retailer.
     MASTER BALL: just throw it!  It's the best ball with a 100% success 
rate.  Can only be obtained through special events.
     FAST BALL: made from a White Apricorn.  Catches pokémon that like to use 
Teleport or run away from battles.
     LURE BALL: made from a Blue Apricorn.  Easily catches any pokémon you 
get while using a fishing rod.
     LEVEL BALL: made from a Red Apricorn.  Captures pokémon that are lower 
in level than the one you have out.  The greater the difference in level, the 
greater its success rate.
     HEAVY BALL: made from a Black Apricorn.  Supposedly catches pokémon that 
are big and weigh a lot, but I've had problems getting it to work.
     FRIEND BALL: made from a Green Apricorn.  Like an average monster ball, 
but any pokémon caught in it becomes very trusting toward you immediately.
     LOVE BALL: made from a Pink Apricorn.  It catches pokémon that are 
opposite in gender from the one you have out.  Doesn't work if either pokémon 
has no gender.
     MOON BALL: made from a Yellow Apricorn.  It only catches pokémon that 
evolve with a Moon Stone, so it's not particularly useful.
     ALL YOUR BASE ARE BELONG TO US: I'm afraid I can't stop this anymore.

THE BUG CATCHING CONTEST: So you want to know about the Bug Catching Contest?  
Well, first of all it only occurs three times a week and only occurs once on 
each of those days.  The contest is a great opportunity to catch some rare 
pokémon.  It doesn't matter what time of day you enter or what version of the 
game you're playing, you'll always find the same assortment of bugs: 
Caterpies, Metapods, Butterfrees, Weedles, Kakunas, Beedrills, Venonats, 
Parases, Scythers, and Pinsirs.  The rules are as follows.  You have 20 Park 
Balls and 20 minutes of real time to catch the best bug pokémon you can find 
with the first pokémon in your team.  During the contest you may not use any 
items from your pack, so if you want to equip an item to the pokémon you use 
during the contest you'll have to remember to do it beforehand.  You may play 
the Pokémon March on your Pokégear to find bugs more quickly.  You may only 
catch one pokémon as well.  If you catch another you must choose whether to 
release the first one you caught or not.  If your pokémon faints during the 
contest you will white out as usual, but you will not lose half your money.  
You can also choose to leave the contest early at any time.  Whenever it end 
for you, that's when the pokémon you caught will be judged against those 
caught by the other participants.  The first place prize is a Sun Stone, 
second place is an Everstone, third place is a Gold Berry, and everyone else 
gets a Berry as a consolation prize.
     One of the "catches" with the bug catching contest is the way the 
pokémon are judged.  Scores are determined according to a bug's level, stats, 
variety of moves, and remaining HP.  If you want to score high you can't 
injure your bug too much while you're trying to catch it, but status changes 
don't seem to affect scores that much at all.  When you do catch a bug you're 
only allowed to see its level and its HEALTH, which is its maximum HP count.  
This can make judgement difficult, especially if you're trying to choose 
between your current bug and another one you just caught.  Usually a Scyther 
or a Pinsir will win first place if you leave it mostly unhurt, but a high-
leveled Butterfree or Beedrill can also win first place if the competition is 
having an off day.  By the way (and this is strange), if you should happen to 
be so lucky as to catch a "shiny" bug you will be allowed to use your pack 
and all of your own monster balls during the battle.  When you catch it, it 
won't count as a contest specimen and it will instead become a member of your 
team, meaning you can use it to help you catch other bugs during the contest!  
See Chapter 18 for more information on "shiny" pokémon.

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Chapter 9: Attack Combinations and Strategies
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     There are many different attacks in Pokémon Gold and Silver.  Some of 
them exist strictly for their power while others are meant to be used with 
other attacks to make for killer combos.  This is part of the art of pokémon 
battling (if you care to call it an art).  In this section I have listed some 
attack combos that I have found or developed.  Use any of these to improve 
your skills and maybe even help you create your own!

     WRAP + ENCORE + BIDE + REST: The thing about Bide is that it seems like 
a good idea; absorb damage and pay it back double after several turns.  The 
only problem with it is that most human opponents are not stupid enough to 
let their pokémon continue attacking normally while an opponent is using Bide 
and they often change their strategies in such situations by withdrawing 
their pokémon or reverting to other non-damaging moves.  Wrap and Encore take 
care of these problems.  Wrap binds the enemy so it can't flee and Encore 
forces the opponent to use its most recent attack over and over!  After using 
both these moves you should then use Bide.  The enemy will mindlessly beat up 
your pokémon and it will absorb the damage for a huge counter-attack.  You 
can then have it use Rest so it can heal itself and prepare to do it all over 
again.  Shuckle is the perfect pokémon to use this combo on.

     WHIRLPOOL/MEAN LOOK + PERISH SONG: Perish Song is a move that scores 
instant KOs...after three turns, that is.  That's plenty of time for your 
human opponent to withdraw his/her fighter to prevent such an impending 
disaster.  Two water pokémon, Politoed and Lapras, both learn Perish Song, so 
you can teach them the HM Whirlpool to accompany that.  If you trap the enemy 
in a Whirlpool and then sing the Perish Song, they won't be able to escape!  
Wait until the last minute to withdraw your pokémon (i.e., after its Perish 
Count reaches 1) and the opponent will stay stuck, its Perish Count will 
reach 0, and you'll have one less pokémon to worry about.  Unfortunately 
though, there is always the chance that Whirlpool will miss when it is used 
or it will stop early so the opponent can escape.  However, Misdreavus learns 
Perish Song along with Mean Look, an attack that prevents the opponent from 
escaping as long as the user stays out.  By using Mean Look and then Perish 
Song, this attack combo becomes much easier to use.  This is a good strategy 
to use with annoying powerhouses like Mewtwo, Lugia, and Ho-Oh.

     MIND READER + FISSURE: Fissure is a one-hit KO attack with an accuracy 
of only 30% like all attacks of its kind.  However, when used with Mind 
Reader, a move that fixes it so your next attack will always hit...you can 
probably see where this is heading, right?  In Pokémon Red and Blue, 
Poliwrath can learn the TM Fissure.  If you import a Poliwrath that knows 
Fissure to your Gold or Silver Game and raise it up to level 51 so it learns 
Mind Reader, you'll then have a little monster that is set to take down a 
small army of pokémon with instant KO assaults!

     SPORE + FURY CUTTER: Fury Cutter is a gym leader TM that only has a 
power of 10.  However, its power doubles every time it hits successfully.  If 
you can get a pokémon to fall asleep with Spore (or any other sleep attack) 
and stay out so you can hack away at it with Fury Cutter, you can increase 
that move's power to incredible amounts.  Once the initial sleeper is down, 
keep using Fury Cutter even if the next opponent is resistant to Bug-type 
attacks.  Repeated use builds its power so you will eventually be able to 
take down anyone with only one hit!

     REST + SNORE/SLEEP TALK: This combo is pretty obvious.  Any pokémon that 
knows Rest might as well know Snore or Sleep Talk as well so it can attack 
while it is sleeping.  Snore has a power of 40 and can cause flinching while 
Sleep Talk randomly uses one of your pokémon's other moves while it is 
asleep.

     DOUBLE TEAM + RECOVER: Increasing your evasiveness always helps in 
battle, but what if you have bad luck and keep getting hit anyway?  It does 
happen, which is why Recover can compliment Double Team, Minimize, or any 
other evasion increasing move.  You can only use moves that increase your 
evasiveness 6 times before they max it out, and using Recover to regain HP 
during bad luck spells can compliment that strategy nicely.  Not every 
pokémon can learn Recover of course, but any healing move like Clefable's 
Moonlight, Jumpluff's Synthesis, or even Ursaring's Rest works great when 
used along with increasing evasiveness.

     HYPNOSIS + MEAN LOOK + DREAM EATER: You probably already know that 
Hypnosis puts opponents to sleep and that Dream Eater sucks up their HP while 
they're sleeping.  Some humans don't like to leave their pokémon sitting 
there to get their dreams devoured though so Mean Look can keep them from 
escaping and compliment that combo nicely.  Using Nightmare instead of or 
with Dream Eater is also a fun thing to do.

     SUNNY DAY + SYNTHESIS/SOLARBEAM: Sunny Day is a move that increases the 
power of all fire-type attacks by 50% for five turns, but it also has value 
for grass-type pokémon.  Sunny Day also fixes it so that Synthesis restores 
more HP and (get this) Solarbeam takes only one turn to use!  The obvious 
drawback is that your opponent will be able to do more damage with fire 
attacks.  Go with it if you don't mind the risk.

     ENDURE + FLAIL/REVERSAL: Flail and Reversal are two attacks that are 
stronger the lower your HP is.  Endure is a move that allows your pokémon to 
survive any hit with only 1 HP left, but its success rate decreases the more 
you use it in a battle.  When your pokémon is just about to run out of HP, 
have it use Endure to survive the deathblow.  You can then use Flail and 
Reversal to dish out major damage before you go out yourself.  One problem 
with this combo is that using Endure allows you the first turn in battle on 
the turn it is used, so after using it your pokémon must be fast enough to 
strike back with Flail or Reversal otherwise your opponent will most likely 
knock you out right away.

     ALL YOUR BASE ARE BELONG TO US: It's a running gag.  Get it?

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Chapter 10: Evolution: How Pokémon Grow Up
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     EVOLVE OR DIE!  That's one of the rules in Pokémon.  If you want to play 
competitively, any pokémon that can evolve must do so eventually to reach its 
maximum strength.  If you raise a pokémon to a high level but don't let it 
evolve, its edge in battle is greatly blunted.  Pokémon evolve in many ways 
so it can be confusing.  This section aims to make evolution as clear and 
comprehensible as possible.  Here all of the methods of evolution will be 
listed and described.
     Most methods of evolution can be stopped if you want.  When a pokémon 
tries to evolve, you can press the B button to make it stop and stay the way 
it is for another level.  Usually the only reason for prolonging maturity in 
this way is because lesser-evolved pokémon learn attacks more quickly.  But 
there are a few instances, like with Charmeleon and Swinub, where you should 
evolve the pokémon as soon as it can so it will learn a new attack that it 
can gain only by evolving to its next form right away.  Another exception 
concerns pokémon like Sunkern and Phanpy that learn one set of techniques if 
left unevolved, but learn a completely different set of moves if they are 
allowed to evolve. If you want to have one of these that knows moves from 
both sets, you should breed an unevolved male and female, then raise the baby 
and let it evolve right away.  (See Chapter 11: Reproduction; Multiplying to 
Infinity)
     Where was I?  Oh yeah, the only time that pressing the B button won't 
stop evolution is if you evolve a pokémon with a stone or through trading of 
any kind.

     LEVELING UP: Most pokémon evolve in this way.  Usually a pokémon will 
try to evolve as soon as it reaches a certain level.  If you cancel any 
evolution of this kind, the pokémon will just try to evolve again every time 
it grows a level until it reaches level 100.

     STONES: Element stones are radioactive rocks that scramble the DNA of 
certain pokémon, causing them to evolve.  There are seven different kinds of 
stones in the game, but only the Everstone doesn't evolve pokémon; equipping 
it to any pokémon will cause it to do just the opposite.  The other six kinds 
of stones; Thunder, Fire, Leaf, Water, Moon, and Sun, will stimulate 
evolution in certain pokémon.  Strangely enough, letting pokémon hold those 
stones won't make them evolve even if they can use them like that.  To use 
them, you must manually take them from your pack and use them on the pokémon 
you want to evolve.
     Element stones are not plentiful in Gold and Silver.  You can win Sun 
Stones and Everstones at the bug-catching contest and you can get a Moon 
Stone every Monday night at Mount Moon. (See Chapter 16: Calendar of Events)  
Bill's grandfather at the sea cottage north of Cerulean City will give you 
one of each of the other ones and an Everstone if you can answer his pokémon 
riddles, but he only does it once.  If you want to get more Fire, Water, 
Leaf, or Thunder Stones, you'll have to use the Mystery Gift function.  (See 
Chapter 15: Mystery Gifts)  Even then, they appear randomly and very 
infrequently.  This is the main reason I advise pokémon trainers to use a 
Game Shark.  It bypasses this nuisance and allows you to get all the stones 
you need.

     TRADING:  Four pokémon in the game will evolve only if you trade them to 
someone else with a link cable.  Still other pokémon will only evolve if they 
are traded while holding certain items.  Machoke will evolve into Machamp 
when traded, Porygon will evolve into Porygon2 if it is trading while holding 
an Up-Grade, Poliwhirl evolves into Politoed if it is traded with a King's 
Rock, and there are several other cases like these as well.  Half of the 
pokémon that evolve when traded with items undergo type changes.

     HAPPINESS: There are some pokémon that will only evolve if they are 
happy with you as a trainer.  Half the pokémon that evolve this way are cute 
baby pokémon that you can only get from eggs.  This is probably the most 
complicated evolution situation.  One reason why is that you cannot tell how 
happy a pokémon is by yourself.  To see how much a pokémon (dis)likes you, 
you must visit a girl in Goldenrod City.  She lives just north of the bicycle 
shop and when you talk to her she will rate the happiness of the first 
pokémon in your team and say one of six things:
     "It doesn't seem to like you at all.  It looks mean."  That means you've 
been abusing your monster in some way or it's been losing too many battles.  
At this point the TM Frustration is its strongest.
     "You should treat it better.  It's not used to you."  Any time you 
capture a wild pokémon or receive one in a trade it will start out with this 
kind of neutral feeling toward you.
     "It's quite cute."  It likes you only a little bit.
     "It's friendly toward you.  It looks sort of happy."  Okay, you're doing 
just fine with that guy.  It's still not happy enough to mean anything, 
though.
     "I get the feeling that it really trusts you."  A pokémon's happiness 
must be about halfway between this point and the next if it is going to 
evolve through happiness.  Pokémon that you catch with a Friend Ball will 
start out with this happiness rating.
     "It looks really happy!  It must love you a lot."  It's just crazy about 
you.  At this point the TM Return is its strongest.
     There are specific DOs and DON'Ts for making your pokémon happy.  Aside 
from the obvious (don't hit them, don't release them, don't let them wander 
out into the middle of a busy street) there are also other little things that 
you may not think of.

     TO MAKE YOUR POKÉMON HAPPY:
     - Feed them vitamins. (See Chapter 3: Tips for the Aspiring Pokémon 
Trainer)  Protein, Iron, Carbos, Calcium, HP Up, and PP Up are healthy and 
very good for your pokémon.  They're expensive, though, and it takes about 
ten of any of these to make a pokémon's happiness go up one notch.  (i.e., so 
the girl in Goldenrod City will say something better.)
     - Use them in battle.  Take them out to fight, grow levels, and get some 
exercise.
     - Let your pokémon hold items.  The items you give to your pokémon are 
like presents and they appreciate them very much.
     - Heal your pokémon whenever its HP gets drained over halfway (when the 
meter turns yellow) or it receives a status condition in battle.  Pokémon 
love it when you use items on them and nobody likes to be weak or injured.
     - Take your pokémon out to get haircuts.  The haircut brothers in 
Goldenrod City and Blue's sister in Pallet Town will groom your pokémon very 
nicely.  This seems to affect their happiness more if the pokémon likes you a 
lot to begin with.  Even hairless pokémon like Quagsire and Steelix can go to 
get haircuts, which is sorta odd...

     TO MAKE YOUR POKÉMON HATE AND DESPISE YOU:
     - Let them faint in battle.  Losing always hurts.
     - Be a slave driver.  If one of you pokémon gets poisoned, frozen, or 
injured in any way, just say, "Aww...does that sting a little?  Well suck it 
in!  The world is mean and you varmints will just have to learn that!  My 
dear sweet grandmother could do better than you clouts!"
     - Use bitter items on your pokémon.  An old lady sells cheap healing 
herbs in Goldenrod City that taste awfully simple - er, simply awful.  Yuck!
     - If your pokémon is almost out of HP, don't delay the inevitable.  Use 
a self-damaging attack to polish off the rest of its HP.  Using attacks like 
Take Down and Double Edge hits your pokémon with recoil, so if you use one of 
those to drain the last of its HP it won't be too happy about that.

     THINGS THAT HAVE NO EFFECT ON HAPPINESS WHATSOEVER:
     - There are three "kamikaze" attacks: Selfdestruct, Explosion, and 
Destiny Bond.  Using any of these will make your pokémon faint, but it still 
won't like you less!  Destiny Bond works a little differently: your pokémon 
must get hit and faint the turn after it is used for it to work. If you don't 
do it correctly and your pokémon faints, its opinion of you will drop.
     - Leaving a pokémon in you PC doesn't cause it to like you less.  
Despite what many "official" guides say, all pokémon are patient and have no 
problems with resting in the PC.  I once raised an Ampharos to level 100 and 
then let it sit in the PC for over 200 game hours while I trained other 
pokémon.  When I took it out again it was still just as happy to see me as 
ever.
     - Excessive loss of Power Points for attacks doesn't bother pokémon.  
You can use up every last Power Point for every attack that they know and 
they won't be fazed.  Just remember to heal them when they start damaging 
themselves with recoil by using Struggle.

     ALL YOUR BASE ARE BELONG TO US:
     I'll bet YOU'RE starting to hate me now, right?

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Chapter 11: Reproduction; Multiplying to Infinity
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     This is one of those things that no parent likes to talk about.  
However, I shall do just that.  You see, when two pokémon really love each 
other...
     No, that's a bad way to start.  I'll just come out straight.  In Pokémon 
Gold and Silver, one of the things you can do is breed your pokémon.  An old 
couple runs a day care facility for pokémon just south of Goldenrod City.  
This place not only allows you to raise two pokémon in their care 
simultaneously, but if you leave two pokémon that are right for each other, 
they will breed and produce an egg!
     Now you're probably wondering, "What is the usefulness of this feature?"  
There are a couple reasons why you might want to breed your pokémon.  First 
of all, breeding two pokémon of the same specie that you have raised yourself 
will result in a baby that is often set to become more powerful than its 
parents.  Secondly, breeding two pokémon that are of different species can 
result in some interesting results; specifically, a baby that is born knowing 
unusual attacks.  This is a good way to salvage one-of-a-kind TM moves like 
Mud-Slap, Dynamic Punch, Dragon Breath, and so on.  Also, if you have a 
particularly strong and rare pokémon like the first one you get from 
Professor Elm, you may want to breed it simply to have a duplicate of it or 
to take the resulting egg and trade it with a friend.
     There are two simple rules that must be followed into order to breed 
pokémon and harvest eggs.  First of all, you must leave a male and a female 
pokémon together.  Some pokémon, though, are always male like Hitmonlee, 
Tauros, and Nidorino, while others like Chansey, Jynx, Miltank, and 
Kangaskhan are always female.  So if you want to breed these pokémon, you 
must use a different strategy.
     The second rule is that the two pokémon must like each other.  After 
leaving two pokémon at the day care you can go out into their pen and talk to 
them to see how they feel about each other.  They must be friendly with each 
other, show interest in each other, or appear to care for each other or else 
you stand less chance of getting an egg than Princess Peach does of getting a 
professional bodyguard.  Pokémon that don't feel the urge to settle down when 
faced with each other just won't lay eggs.  It's that simple.  Breeding a 
male and a female of the same species is always the easiest way to go; 
they'll always like each other.  (The only exceptions are with Nidorino and 
Nidorina and the Nidoqueen and Nidoking pairs.)  If you're trying to breed 
two unlike species, there are two main ways to try and go about it.  The 
first way is to try to breed two pokémon of the same type.  Magmar and 
Arcanine are both Fire-type pokémon so they could be a great pair, but then 
again they might not.  A more successful alternate to this technique is to 
breed two pokémon with the same icons.  You know how whenever you open up the 
menu to look at your pokémon they each have their own happy little icon that 
bounces up and down next to their slot in the list?  For instance, both 
Dragonair and Arbok are represented by little snake icons.  They may just be 
interested in each other if you leave them alone together.
     After leaving a male and a female pokémon together that like each other, 
you should go elsewhere in the world to let them have some private time by 
themselves.  Check back on them once in a while to see how they're doing.  If 
the old man is standing out in the pen when you come back then you know 
they've gone and done it.  Use the PC in the day care to deposit a pokémon 
and make an extra slot in your team, then talk to the man to receive the egg.  
If you refuse the egg, he'll keep it himself and you'll never see it again.  
Once you have an egg you just need to carry it around with you.  After taking 
enough steps it will hatch and then you can begin raising the baby.
     As I mentioned before, some pokémon only come in a male or female 
gender.  There are still other pokémon that have no gender at all!  To breed 
these pokémon you must use a Ditto.  Ditto is genderless itself, but it has 
the power to transform into any pokémon and thus breed with any specie except 
for the one-of-a-kind ultra-powerful legendary ones like Mewtwo, Zapdos, 
Suicune, Celebi, Ho-Oh, Mew, etc. as well as Unown and any baby pokémon that 
you can only get through egg hatching.  This is useful for breeding pokémon 
with set genders, like Kangaskhan and Hitmonlee, or no genders, like Magneton 
and Staryu.
     When you breed a male and a female pokémon, the baby inherits 
characteristics from both parents.  First of all, the baby will be of the 
same specie as the female parent, or at least be in the same family.  
Breeding two Laprases will result in a baby Lapras, breeding a male Beedrill 
and a female Heracross will result in a baby Heracross, and breeding two 
Pidgeots will result in a baby Pidgey.  The mom also passes on to the baby 
any powerful stats that it has.  If the mother has an ATTACK that is greater 
than the father's, the baby's will be higher too.  If the mother's SPEED stat 
is lower than the father's, then the baby's SPEED will just be average for 
its species.
     The father's role is to pass on the attacks and moves it knows to the 
baby.  If the two parents are of the same specie, then the baby is always 
born knowing every single move that its father knew.  If the two parents are 
not the same specie, then move inheritance occurs more rarely.  It is 
possible, though.  Each pokémon can inherit certain moves from parents.  
Gastly can learn Perish Song this way and Mareep can even learn Thunderbolt.  
There are also some cases in which move inheritance never occurs.  This 
happens when two pokémon of the same specie have an especially weak or inept 
pre-evolution.  For example, there is no way to breed two Gyaradoses to get a 
killer Magikarp that knows moves like Hydro Pump and Bite.  The resulting 
baby Magikarp will always emerge just knowing the stupid Splash move that 
does nothing.  This also holds true for pokémon like Butterfree and Beedrill.  
It is possible, however, to breed two Magikarps to get a baby that knows the 
full Splash, Tackle, and Flail attack set that it eventually gains on its 
own.

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Chapter 12: All About Experience Curves
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     Pokémon require experience to grow levels and become stronger, right?  
Furthermore, not every pokémon needs the same amount.  That's what this 
section is about.
     An experience curve is how much experience a pokémon needs to grow.  
Pokémon require more and more battle experience as they get strong, so their 
experience curves get steeper.  Every specie has its own experience needs.  
These requirements do not change when a pokémon evolves in any way, so 
pokémon that belong to the same family have the same experience requirements.
     A "family" is a group of pokémon that are related because they evolve to 
or from each other.  For instance, the Poliwag family consists of Poliwag, 
Poliwhirl, Poliwrath, and Politoed because each one evolves to or from 
another member.  Each family maintains the same experience curve.  In all, 
there are four of these curves.  The families that belong to each of them all 
share certain characteristics, and thus it is possible to judge certain 
things about a pokémon's strength by its experience needs.  I have a special 
name for each curve and a good description of each one if you would be so 
good as to continue on down.

     THE "EASY" CURVE: 
     These pokémon gain a total of 800,000 experience points on their trip to 
level 100.  They are the easiest to raise because their experience 
requirements are minimal.  However, most of the families in this curve are 
rather weak and not best fit for level 100 battles.  There are some 
exceptions; a Clefable can be a great fighter at level 100 for instance.  For 
the most part though, the stats of these guys are not sufficient enough for 
higher level battles and they don't learn enough good attacks.  Often the 
case with these guys is that all of their stats are somewhat low except for 
one area that is well above average.
     The families that fall into this curve are those of Aipom, Igglybuff, 
Smeargle, Chansey, Cleffa, Snubbull, Ledyba, Togepi, Corsola, Marill, 
Delibird, Spinarak, and Misdreavus.

     THE "STANDARD" CURVE:
     The majority of pokémon in the game fit here with a grand total of 1 
million experience points at level 100.  Pretty much all the pokémon families 
here are good or better and can be very useful; the only thoroughly useless 
members being Ditto and Unown.  Their learning curve is steady and, 
well...standard.  Some families here like Farfetch'd, Dunsparce, and 
Lickitung are sadly weak in stats.  Others like the Psyduck and Pineco 
families suffer because they don't get a decent set of attacks.  In general, 
though, all of the families here are very good and not hard to raise.
     The Ditto, Dunsparce, Lickitung, Sentret, Porygon, Rattata, Kangaskhan, 
Eevee, Farfetch'd, Butterfree, Yanma, Hoothoot, Spearow, Doduo, Zubat, 
Sudowoodo, Diglett, Cubone, Phanpy, Sandshrew, Omanyte, Kabuto, Unown, 
Mr.Mime, Wobbuffet, Girafarig, Drowzee, Slowpoke, Natu, Tangela, Paras, 
Pichu, Elekid, Voltorb, Magnemite, Tyrogue, Mankey, Vulpix, Magby, Slugma, 
Ponyta, Remoraid, Krabby, Goldeen, Psyduck, Wooper, Smoochum, Horsea, Seel, 
Qwilfish, Weedle, Ekans, Venonat, Grimer, Koffing, Meowth, Teddiursa, Onix, 
Scyther, and Pineco families all fit in here.

     THE "STEEP" CURVE:
     These pokémon all have 1,059,860 experience points at level 100.  This 
curve is the steepest because the families all start out requiring very small 
amounts of experience at low levels.  As they grow, though, this need 
escalates so they take longer to raise.  The stats within the families here 
are all great; the only somewhat weak one being Murkrow's.  Some of the 
pokémon here are inconveniently lacking in a certain stat while others are 
cursed with bad attack line-ups.  Shuckle is the most astounding one of all 
because its defensive abilities far exceed that of any other pokémon in the 
game to a mad degree, yet all its others stats are sad.  Another interesting 
thing is that most of the pokémon here have three evolutionary phases.  By 
using TMs when necessary, all the families here can be made strong and 
useful.
     The families of Gligar, Pidgey, Shuckle, Geodude, Abra, Sunkern, 
Bellsprout, Hoppip, Oddish, Bulbasaur, Chikorita, Mareep, Poliwag, Machop, 
Cyndaquil, Charmander, Totodile, Squirtle, Nidoran (male and female), 
Murkrow, Sneasel, Gastly, Mew, and Celebi follow this experience curve.

     THE "MONDO" CURVE:
     This curve is like the standard curve, but bigger, and stat-wise all of 
the families here are the best of the best.  They all need 1,250,000 
experience points to reach level 100, but they're worth it.  All of the 
families here have strong stats and almost all get great attack line-ups as 
well.
     The distinguished families of Stantler, Snorlax, Tauros, Miltank, 
Aerodactyl, Rhyhorn, Staryu, Exeggcute, Chinchou, Pinsir, Heracross, 
Growlithe, Mantine, Lapras, Magikarp, Shellder, Swinub, Dratini, Tentacool, 
Houndour, Larvitar, Skarmory, Articuno, Zapdos, Moltres, Entei, Raikou, 
Suicune, Lugia, Ho-Oh, and Mewtwo go here and nowhere else.

     ALL YOUR BASE ARE BELONG TO US:
     Oh no!  Not again!

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Chapter 13: Listing of TMs and HMs
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-----------------------------------------------------------------------------

     Once again, there are 50 Technical Maneuvers available to use on your 
pokémon.  This chapter describes all of the TMs in the game to a dot, as well 
as all seven Hidden Maneuvers.  It doesn't say where to find them, though, 
that's left up to you.  Just explore every area in the game thoroughly and 
you will find all of them sitting somewhere or they will just be dropped into 
your lap as the game progresses.

     TM 01: Dynamic Punch
     Type: FIGHTING      PP: 5      Power: 100      Accuracy: 50%
     An explosive punch that always confuses the enemy.

     TM 02: Headbutt
     Type: NORMAL        PP: 15     Power: 70       Accuracy: 100%
     Has a 30% chance of making the opponent flinch.  Can also knock pokémon
     out of small pine trees in the overworld.

     TM 03: Curse
     Type: ???           PP: 10     Power: --       Accuracy: 100%
     If a Ghost-type pokémon uses this, it cuts its HP in half and then does
     that amount of damage to the opponent every turn.  For all other
     pokémon, they lose a little SPEED and raise their ATTACK and DEFENSE in
     exchange.

     TM 04: Rollout
     Type: ROCK          PP: 20     Power: 30+      Accuracy: 90%
     The trainer loses control over his/her pokémon and it attacks for five
     turns, with the Power increasing by 30 each turn.  The trainer regains
     control over it after five turns or after it misses.

     TM 05: Roar
     Type: NORMAL        PP: 20     Power: --       Accuracy: 95%
     The user attacks second and ends battles with wild pokémon.  In trainer
     battles, this forces the enemy to flee and be replaced with the next
     pokémon in the trainer's lineup.

     TM 06: Toxic
     Type: POISON        PP: 10     Power: --       Accuracy: 85%
     When it hits, it poisons the opponent and does increasing damage with
     each turn.

     TM 07: Zap Cannon
     Type: ELECTRIC      PP: 5      Power: 100      Accuracy: 50%
     This attack will always paralyze the enemy.

     TM 08: Rock Smash
     Type: FIGHTING      PP: 15     Power: 20       Accuracy: 100%
     Has a 50% chance of lowering the enemy's DEFENSE.  On the overworld, it
     can break cracked rocks.

     TM 09: Psych Up
     Type: NORMAL        PP: 10     Power: --       Accuracy: 100%
     The user copies any increased stats the opponent may have due to using
     moves like Swords Dance, Amnesia, etc.

     TM 10: Hidden Power
     Type: NORMAL        PP: 15     Power: ??       Accuracy: 100%
     A normal damage-dealing attack, but its Type and Power varies depending
     on the specie that uses it.

     TM 11: Sunny Day
     Type: FIRE          PP: 5      Power: --       Accuracy: 100%
     Increases the power of all fire attacks used in battle by 50% for five
     turns.  Also improves the moves Synthesis and Solarbeam.  (See Chapter
     9: Attack Combinations and Strategies.)

     TM 12: Sweet Scent
     Type: NORMAL        PP: 20     Power: --       Accuracy: 100%
     Decreases the opponent's evasiveness.  On the overworld, it
     automatically starts a battle with a wild pokémon.

     TM 13: Snore
     Type: NORMAL        PP: 15     Power: 40       Accuracy: 100%
     Has a 30% chance of making the opponent flinch, but it can only be used
     while the user is asleep.

     TM 14: Blizzard
     Type: ICE           PP: 5      Power: 120      Accuracy: 70%
     Offers a 10% chance of freezing the opponent.

     TM 15: Hyper Beam
     Type: NORMAL        PP: 5      Power: 140      Accuracy: 90%
     The user fires a huge a blast of energy on its first turn then rests
     during its next turn.

     TM 16: Icy Wind
     Type: ICE           PP: 15     Power: 55       Accuracy: 95%
     A blast of cold wind that always lowers the opponent's SPEED.

     TM 17: Protect
     Type: NORMAL        PP: 10     Power: --       Accuracy: 100-%
     The user takes the first attack turn and guards against the opponent's
     next attack, taking no damage or anything from it.  Its success rate
     decreases with each use.

     TM 18: Rain Dance
     Type: WATER         PP: 5      Power: --       Accuracy: 100%
     All water attacks do 50% more damage than normal for five turns.

     TM 19: Giga Drain
     Type: GRASS         PP: 5      Power: 60       Accuracy: 100%
     The user recovers half the HP of damage done to the opponent.

     TM 20: Endure
     Type: NORMAL        PP: 10     Power: --       Accuracy: 100-%
     The user takes the first turn and will survive the next attack no matter
     how strong it is, being left with 1 HP.  Success rate decreases with
     each use.

     TM 21: Frustration
     Type: NORMAL        PP: 20     Power: --       Accuracy: 100%
     This attack is more powerful the more the user hates its trainer.

     TM 22: Solar Beam
     Type: GRASS         PP: 10     Power: 120      Accuracy: 100%
     The pokémon absorbs sunlight on its first turn then attacks on its
     second turn.

     TM 23: Iron Tail
     Type: STEEL         PP: 15     Power: 100      Accuracy: 75%
     Has a 30% chance of reducing the enemy's DEFENSE.

     TM 24: Dragon Breath
     Type: DRAGON        PP: 20     Power: 60       Accuracy: 100%
     Has a 30% chance of paralyzing the opponent.

     TM 25: Thunder
     Type: ELECTRIC      PP: 10     Power: 120      Accuracy: 70%
     Has a 30% chance of paralyzing the opponent.  Can hit pokémon that use
     Fly.

     TM 26: Earthquake
     Type: GROUND        PP: 10     Power: 100      Accuracy: 100%
     You won't find another attack that offers such power with perfect
     accuracy.

     TM 27: Return
     Type: NORMAL        PP: 20     Power: --       Accuracy: 100%
     This attack is more powerful the more the user loves its trainer.

     TM 28: Dig
     Type: GROUND        PP: 10     Power: 60       Accuracy: 100%
     The pokémon that uses this digs a hole on the first turn, then attacks
     on its second turn.  When you're in a cave, it can also be used to
     return to that cave's entrance.

     TM 29: Psychic
     Type: PSYCHIC       PP: 10     Power: --       Accuracy: 100%
     A mental blast with a 10% chance of lowering the enemy's SPECIAL
     DEFENSE.

     TM 30: Shadow Ball
     Type: GHOST         PP: 15     Power: --       Accuracy: 100%
     Has a 20% chance of lowering the enemy's SPECIAL DEFENSE.

     TM 31: Mud-Slap
     Type: GROUND        PP: 10     Power: 20       Accuracy: 100%
     A slap of mud to the eyes that always reduces the enemy's accuracy.

     TM 32: Double Team
     Type: NORMAL        PP: 15     Power: --       Accuracy: 100%
     Increases the evasiveness of the user.

     TM 33: Ice Punch
     Type: ICE           PP: 15     Power: 75       Accuracy: 100%
     A blow with an icy fist that has a 10% of freezing the enemy.

     TM 34: Swagger
     Type: NORMAL        PP: 15     Power: --       Accuracy: 90%
     The enemy becomes confused and its ATTACK goes way up so it will do more
     damage when it hurts itself in its confusion.

     TM 35: Sleep Talk
     Type: NORMAL        PP: 10     Power: --       Accuracy: 100%
     If the user is asleep one of its other moves is randomly chosen and
     used.

     TM 36: Sludge Bomb
     Type: POISON        PP: 10     Power: 90       Accuracy: 100%
     This toxic slop attack will poison the enemy 30% of the time.

     TM 37: Sandstorm
     Type: ROCK          PP: 10     Power: --       Accuracy: 100%
     Whips up a strong sandstorm that damages both pokémon pretty well each
     turn, but Rock, Ground, and Steel types are immune to it.

     TM 38: Fire Blast
     Type: FIRE          PP: 5      Power: 120      Accuracy: 90%
     The next best thing to Earthquake.  It will burn opponents 10% of the
     time.

     TM 39: Swift
     Type: NORMAL        PP: 20     Power: 60       Accuracy: 101%
     This attack never misses unless the enemy uses Dig or Fly.

     TM 40: Defense Curl
     Type: NORMAL        PP: 40     Power: --       Accuracy: 100%
     Why was this made into a TM?  All it does is increase the user's DEFENSE
     a little!

     TM 41: Thunder Punch
     Type: ELECTRIC      PP: 15     Power: 75       Accuracy: 100%
     Dr. Fist delivers a shocking message.  Will cause paralysis 10% of the
     time.

     TM 42: Dream Eater
     Type: PSYCHIC       PP: 15     Power: 100      Accuracy: 100%
     The user feasts on its sleeping enemy's dreams and recovers HP.  A lot
     more pokémon can learn this move than before.

     TM 43: Detect
     Type: FIGHTING      PP: 5      Power: --       Accuracy: 100-%
     Just like with Protect, the user takes the first battle turn and makes
     itself invincible to the next enemy assault.  It chances of failing
     increase the more it is used in a single battle.

     TM 44: Rest
     Type: PSYCHIC       PP: 10     Power: --       Accuracy: 100%
     The user falls asleep and recovers all its HP, then sleeps for two more
     turns.

     TM 45: Attract
     Type: NORMAL        PP: 10     Power: --       Accuracy: 100%
     Inflicts a status change of love on the enemy if it is opposite in
     gender from the user.  Love works like confusion, but it's a 50-50
     chance of whether it will attack or just give up its turn.

     TM 46: Thief
     Type: DARK          PP: 10     Power: 40       Accuracy: 100%
     If a wild pokémon is holding an item, this attack will steal it about
     80% of the time.  (See Chapter 6: Notes on Pokémon Attacks)

     TM 47: Steel Wing
     Type: STEEL         PP: 25     Power: 70       Accuracy: 90%
     Has a 10% chance of upping the user's DEFENSE.

     TM 48: Fire Punch
     Type: FIRE          PP: 15     Power: 75       Accuracy: 100%
     This very hot attack will burn the enemy 10% of the time.

     TM 49: Fury Cutter
     Type: BUG           PP: 20     Power: 10+      Accuracy: 95%
     The Power of this attack doubles every time it hits.  It goes back to 10
     when it misses or isn't used.

     TM 50: Nightmare
     Type: GHOST         PP: 15     Power: --       Accuracy: 100%
     This will cause the enemy to have a nightmare if it is asleep, making
     lose a fourth of its maximum HP for every turn it stays asleep.

     TM 51: All Your Base Are Belong To Us
     Type: INTERNET      PP: 99     Power: 73       Accuracy: 86%
     Has an 18% chance of inflicting a status change of annoyance or boredom.

     HM 01: Cut
     Type: NORMAL        PP: 30     Power: 50       Accuracy: 95%
     This move cuts down weak trees on the overworld.  In battle it is just a
     slightly stronger version of Tackle.

     HM 02: Fly
     Type: FLYING        PP: 15     Power: 70       Accuracy: 95%
     The user flies into the sky on its first turn and attacks the second
     turn.  On the overworld this move can be used to fly to any city you've
     been to before.

     HM 03: Surf
     Type: WATER         PP: 15     Power: 95       Accuracy: 100%
     This move lets pokémon ferry you across water.  In battle it is the
     water version of Flamethrower, Thunderbolt, and Ice Beam.  It's the next
     best thing to Hydro Pump.

     HM 04: Strength
     Type: NORMAL        PP: 15     Power: 80       Accuracy: 100%
     This move lets pokémon push huge boulders and it's also a pretty decent
     plain attack in battle.

     HM 05: Flash
     Type: NORMAL        PP: 20     Power: --       Accuracy: 70%
     A move that lights up dark caves.  It is somewhat useless in battle
     because of its low accuracy.

     HM 06: Waterfall
     Type: WATER         PP: 15     Power: 80       Accuracy: 100%
     This move allows pokémon to swim up waterfalls, but there's no other
     reason to choose it over Surf.

     HM 07: Whirlpool
     Type: WATER         PP: 15     Power: 15       Accuracy: 70%
     Creates a whirl of water that traps the opponent for two to five turns.
     On the overworld it can break up whirlpools.

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Chapter 14: The Dreaded Pokérus
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     Within Pokémon Gold and Silver is a virus that lives to infect your 
precious critters.  It is called "Pokérus" for lack of a better term. It is 
unknown what triggers this virus in the game or if there is any way to 
prevent it.  Any pokémon possessing the disease receives a status change of 
"Pokérus" that cannot be cured with Full Heals, Full Restores, Miracle 
Berries, or trips to a Pokémon Center.  It is very contagious and will 
rapidly spread to other pokémon that are allowed to share a box with the 
infected specimen or to any other game packs via the infrared port or link 
cable.  It does not drain HP or PP or decrease stats; in fact, the big 
mystery about it is that it appears to do nothing at all.  Infected pokémon 
look just as happy and healthy as ever and their battling abilities are not 
diminished in any way.  The virus runs its course after certain amount of 
real time and then goes away.  Perhaps this is just a cute harmless thing the 
game designers put in for fun?  Were this virus implemented better in the 
game, it could have provided a new degree of depth.

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Chapter 15: Mystery Gifts
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     If you use a Game Boy Color to play your Gold or Silver game, then a 
special function is available to you!  It is called the Mystery Gift.  The 
Mystery Gift allows two players to link up with the Game Boy Color's infrared 
port and receive presents!
     First though, you have to unlock it.  You unlock the Mystery Gift by 
talking to a little girl in the department store in Goldenrod City.  Which 
girl?  Find out yourself!  That's why you should always talk to everyone you 
meet!  It will be very apparent because all she talks about is the Mystery 
Gift.
     Once you find her and make her talk, the Mystery Gift will be an option 
you can choose when you first turn on your game and see the first menu.  Have 
two Game Boy Colors lined up so their infrared ports are facing each other 
about an inch away, the select Mystery Gift from the menu.  Follow the 
instructions you see and a random present will be sent to each game pack.  To 
get your present, go to any Pokémon Center and go upstairs.  There will be a 
man standing behind the counter the PC is on and he will give you your item 
if you have room in your pack.
     The Mystery Gift is a neat little feature, but often you will only get 
weak trinkets.  The really useful items are more rare and they also come up 
randomly.  There are even several items that you can only get by using the 
Mystery Gift.  The most secret ones are the Scope Lens, a device that 
increases the critical hit ratio of the pokémon that equips it, the Miracle 
Berry, another item you can equip to automatically cure any abnormal status 
change, and several types of stationary: Eon Mail, Morph Mail, Music Mail, 
and Mirage Mail.  You can't find them anywhere in the game, only with the 
Mystery Gift.  The items Max Revive, Max Ether, Max Elixer, PP Up, Ether, 
Elixer, and the four super-rare element stones are all available in limited 
quantities in the game, but the Mystery Gift will sometimes get you more of 
them.  All the other items you can get are more common.
     Other items that you can get are the room decorations.  They allow you 
to decorate your room and customize it in many ways.  These items include 
beds, posters, ornaments, carpets, plants, and game consoles.  All of these 
are sent directly to your house when you get them; you don't need to pick 
them up at a Pokémon Center.  They can be used to give your room its own 
unique feel, but other than that they're pretty much useless.
     The Mystery Gift also does another neat little thing.  Whenever you use 
the Mystery Gift function with another player, the data of your current 
pokémon teams is also transferred between the game packs.  This means that 
you can then go to the Trainer House in Viridian City and fight an AI version 
of your friend there!
     One more thing: the Mystery Gift can only be used once a day.  It's a 
great bummer, I know, but that's the way they made it.

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Chapter 16: Calendar of Events
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     The day and night feature in Pokémon Gold and Silver allows events to 
happen in real time.  It also keeps track of the day of the week.  Certain 
events happen on certain days and/or only at certain times of the day and 
this chapter lists all of them!  So you know, morning in the game lasts from 
4 a.m. to 10, day lasts from 10 a.m. to 6, and night lasts from 6 p.m. to 4.
     Most of the events that happen on specific days are reoccurring.  That 
means they happen every week on their respective days.  The only exception 
involves the people who appear once a week to give you items.  Sunny, Monica, 
Tuscany, Wesley, Arthur, Frieda, and Santos all appear on different days of 
the week to give you special items, but they'll only do it once so don't 
bother asking them twice.

     EVERYDAY:
     - The pokémon Hoothoot, Noctowl, Spinarak, Ariados, Wooper, Quagsire, 
Staryu, Oddish, Gloom, Venonat, Venomoth, Murkrow, Houndour, and Sneasel only 
come out at night.  Look up their locations on you pokédex and go get 'em!
     - Once a day the Machoke in the basement of Goldenrod City's department 
store moves the boxes to a different location.  If you haven't gotten all the 
items down there, check back and see if you can get a few more of them today.
     - The store at the top of Mt. Moon is never open at night.
     - Blue's sister in Pallet Town always has tea between 3 p.m. and 4 p.m.  
She also enjoys visitors.  Drop on by; she'll appreciate it so much that 
she'll groom one of your pokémon for free!

     SUNDAY:
     - Sunny appears on Route 37.  Talk to her and get a Magnet!
     - The music stations in Johto and Kanto play the Pokémon March, which 
increases your chances of encountering wild pokémon.
     - The younger haircut brother works in the Pokémon Salon in Goldenrod 
City's underground path.  He is less expensive but doesn't make your pokémon 
as happy.
     - The Bitter Herb Shop in Goldenrod City's underground path is open 
today.
     - The fast ship S. S. Aqua travels from Vermilion City to Olivine City.  
Get on board as many times as you want and fight the passengers for money and 
experience!
     - Go to the 5th floor of Goldenrod City's department store.  A lady 
behind the counter will give you a free TM based on your first pokémon's 
happiness!

     MONDAY:
     - Monica appears on Route 40.  Talk to her and get a Sharp Beak!
     - The music stations in Johto and Kanto play the Pokémon Lullaby, which 
decreases your chances of encountering wild pokémon.
     - The Pokémon Salon in Goldenrod City's underground path is closed 
today.
     - The Bargains Shop in Goldenrod City's underground path is open today, 
but only during the morning.  You can resell the items you buy there for 
quick cash.
     - The fast ship S. S. Aqua travels from Olivine City to Vermilion City.  
Get on board as many times as you want and fight the passengers for money and 
experience!
     - Go to the square atop Mt. Moon and watch the Clefairies dance.  Break 
open the cracked rock they leave behind to get a Moon Stone!
     - If you've defeated your rival at Mt. Moon, you can go to Indigo 
Plateau today and fight him again!

     TUESDAY:
     - Tuscany appears on Route 29.  Talk to him and get a Pink Bow!
     - The music stations in Johto and Kanto play the Pokémon March, which 
increases your chances of encountering wild pokémon.
     - The older haircut brother works in the Pokémon Salon in Goldenrod 
City's underground path.  He is more expensive but will make your pokémon 
happier with his skill.
     - National Park holds its bug catching contest today!  (See Chapter 8: 
Tips for Capturing Pokémon)
     - If you've defeated your rival at Mt. Moon, you can visit him in the 
Dragon's Den.

     WEDNESDAY:
     - Wesley appears in the forest maze at the Lake of Rage.  Talk to him to 
get a Blackbelt!
     - The music stations in Johto and Kanto play the Pokémon Lullaby, which 
decreases your chances of encountering wild pokémon.
     - The younger haircut brother works in the Pokémon Salon in Goldenrod 
City's underground path.  He is less expensive but doesn't make your pokémon 
as happy.
     - The fast ship S. S. Aqua travels from Vermilion City to Olivine City.  
Get on board as many times as you want and fight the passengers for money and 
experience!
     - If you've defeated your rival at Mt. Moon, you can go to Indigo 
Plateau today and fight him again!

     THURSDAY:
     - Arthur appears on Route 36.  Talk to him and get a Hard Stone!
     - The music stations in Johto and Kanto play the Pokémon March, which 
increases your chances of encountering wild pokémon.
     - The older haircut brother works in the Pokémon Salon in Goldenrod 
City's underground path.  He is more expensive but will make your pokémon 
happier with his skill.
     - National Park holds its bug catching contest today!  (See Chapter 8: 
Tips for Capturing Pokémon)
     - If you've defeated your rival at Mt. Moon, you can visit him in the 
Dragon's Den.

     FRIDAY:
     - Frieda appears on Route 32.  Talk to her to get a Poison Barb!
     - The music stations in Johto and Kanto play the Pokémon Lullaby, which 
decreases your chances of encountering wild pokémon.
     - The younger haircut brother works in the Pokémon Salon in Goldenrod 
City's underground path.  He is less expensive but doesn't make your pokémon 
as happy.
     - The fast ship S. S. Aqua travels from Olivine City to Vermilion City.  
Get on board as many times as you want and fight the passengers for money and 
experience!
     - Did you know that you can catch a Lapras once a week every week in the 
basement of the Union Cave?  Well, today is that day!  Get on over there!
     - The Lucky Number Show announces the next lucky number for the week 
today!

     SATURDAY:
     - Santos appears in Blackthorn City.  Talk to him and get a Spell Tag!
     - The music stations in Johto and Kanto play the Pokémon March, which 
increases your chances of encountering wild pokémon.
     - The older haircut brother works in the Pokémon Salon in Goldenrod 
City's underground path.  He is more expensive but will make your pokémon 
happier with his skill.
     - The Bitter Herb Shop in Goldenrod City's underground path is open 
today.
     - National Park holds its bug catching contest today!  (See Chapter 8: 
Tips for Capturing Pokémon)

     ALL YOUR BASE ARE BELONG TO US:
     >Groan<  Sorry...

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Chapter 17: The Easy Street: Game Shark Codes
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     Pokémon Gold and Silver are truly excellent video game titles if I do 
say so myself.  However, there are a few quirks in it that the developers 
didn't pay enough attention to and are the results of hapless and bad 
decision making on their part.  The extreme scarcity of element stones, for 
example, and the fact that Mount Silver isn't as big or interesting as the 
Unknown Dungeon was are a couple of things that rob this game of the 
perfection it almost deserves.  That is why a Game Shark is probably the 
single most important tool any pokémon trainer can have, with the Gold and 
Silver editions being the best games to have codes hacked for.  Take it from 
me; invest in one and liven up the more boring aspects of these titles.  Once 
you have one, be a nice guy and go on a massive shopping spree.  Buy lots of 
rare items and TMs so you can give them away to other players as presents. ;)
     These codes are for the aspiring trainers out there who want things more 
customized to their tastes.  Whenever you use any of these codes, make sure 
to keep them off until you load your game.  You may then turn them on and use 
them, but remember to turn them off again before you save each time.  Also, 
don't press the reset button on top of the Game Shark unit to go back to the 
Game Shark main menu because that will change the day of the week in your 
game and you'll have to press it six more times to make it the right day of 
the week again.  Instead you should press A + B + Start + Select to trigger 
the Game Boy's built-in reset function, then you should press the button on 
top of the Game Shark to get back to its main menu.

     To find the codes, just visit the Game Software Code Creator's Club at 
www.cmgsccc.com because that's their home.  The site has all the codes for 
this game that you'll ever need and it would take too much time and space to 
reprint them here.  However, there are one or two errors on their code pages 
so in this section I shall list some of the more confusion codes and explain 
them thoroughly.

     FIND ANY POKÉMON IN THE WILD ALL THE TIME:  01--EDD0
     Replace the two dashes there with the number of the pokémon you want in 
hexadecimal format.  For example, say you wanted to catch a Geodude.  
Geodude's number in the pokédex is #074.  74 in hexadecimal form is 4A.  
Therefore, the code for find Geodudes all the time is 014AEDD0.  (See the 
Game Software Code Creator's Club for a full listing.)  Only use one of these 
codes at once; using two or more will confuse the game.  If you're going to 
catch a pokémon with this code, gather a team of six pokémon first so the 
captured specimen goes directly to your PC, otherwise it will appear as a 
glitch in your roster.

     PURCHASE ANY ITEM FROM ANY STORE:
     Store Slot 1: 01--EDCF
     Store Slot 2: 01--EECF
     Store Slot 3: 01--EFCF
     Store Slot 4: 01--F0CF
     Store Slot 5: 01--F1CF
     These codes are better than the ones that change items in you pack to 
other items because having pokéballs or TMs in the normal item pocket will 
cause a bit of a lock-up that can be difficult to get rid of.  Once again, 
you replace the two dashes in the above codes with values that correspond to 
the items you want and a complete listing can be found at the Game Software 
Code Creator's Club, but there are two values to watch out for:
     C3 – Fake TM 04: Rollout
     DC – Fake TM 28: Dig
     These are not TMs that teach moves, they are fake TMs that can only be 
sold for lots of money.  The Game Software Code Creator's Club doesn't say 
that they're fake, but they are.  I've tried them.

     INFINITE MONEY:  019973D5 019974D5 019975D5
     This is a three-part code.  You must input all three lines in order for 
it to work.  I've found an easier way, though:
     01FF73D5
     This code will give you so much money that your cash count will go off 
the scale!  You'll get several million "pokédollars" in cash and your counter 
will not be able to display it all.  As soon as you sell something or get 
more money in any way though, your counter will drop back down to the maximum 
999,999 "pokédollars" and you will lose all those millions that you couldn't 
count.

     POKÉMON SKILL MODIFIER CODES:
     Visit the Game Software Code Creator's Club to see them all because 
there are a lot of them; one to change each move of all six pokémon in your 
team.  In the accompanying list of values for the codes, there are two things 
wrong:
     14 – Bird
     75 – Hide
     "Bird" should really be "Bind" and "Hide" should be "Bide".  They're 
overlooked misprints.

     MAKE YOUR POKÉMON SHINY CODES:
     Just remember that if you make a pokémon shiny and save your game 
afterward, it can't be made un-shiny.

     1 HIT KILLS THE ENEMY:  010000D1
     This code actually fixes it so the enemy starts out with 0 HP, a 
completely empty life meter.  The enemy will faint if you use any move even 
if it's Growl, Recover, or Splash.  Switching your pokémon also does this.  
This code doesn't always work in trainer battles though, and I've never 
gotten it to work outside of Mount Silver.

     CATCH AI TRAINER'S POKÉMON:  010116D1
     To use this code, keep the code off until the computer controlled 
trainer sends out the pokémon you want to catch.  Turn the code on, then off, 
then weaken the pokémon and catch it as you normally would.  Unfortunately, 
any pokémon you catch in this way will come with NO moves whatsoever.

     WALK THROUGH WALLS:  010AA6CE 010AA5CE 010AA4CE 010AA3CE
     With this four-part code, all four lines must be inputted in order for 
it to work (as usual).  If you wander too far off the map, the game will 
reset itself.

     GET ALL 3 STARTER POKÉMON FROM PROF. ELM:  0100BAD7
     I basically have one thing to say about this code: DON'T USE IT AT ANY 
POINT IN THE GAME OTHER THAN THE VERY BEGINNING!  I'm warning you!  Not only 
does this allow you to take all three pokéballs on Professor Elm's table, but 
it makes the game think you are at the beginning and thus disables the Cable 
Club Trade Center and Coliseum.  That's the last thing you want to have 
happen after spending over 100 hours on your game, right?  Don't use this 
code unless you are starting a new game, please.

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Chapter 18: The Ultimate Trainer's Challenge and Other Tidbits
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     That's not all that makes Pokémon Gold and Silver fun.  There are also 
some other secrets that make it even greater.

     COLORED POKÉMON: These are also called "shiny" pokémon because of the 
sparkle of stars that swirl around them when they are encountered.  There's 
nothing incredibly special about them except that their colors are different 
from what they usually are.  It's fun to catch them though because they are 
extremely rare and are good for making your friends say "Wow!" or something.  
There's one colored pokémon that every trainer can catch, and that's the Red 
Gyarados.  You encounter it during a specific event and can then defeat it or 
capture it.  All other colored pokémon appear randomly and very infrequently, 
though.  When you find one, not only will you see a swirl of stars around it, 
but often you will also not be able to run from the battle either.  I once 
ran from a colored Bellsprout, so don't select "RUN" just to see if you can.  
It's better to just catch the darn thing so you can have it and show it off.  
Colored pokémon keep their unique coloring when they evolve and sometimes 
they pass on their coloring when they breed.  There is a colored version of 
every specie, even the one-of-a-kind ones.  So if you're walking along and 
you run into one, catch it and consider yourself lucky.
     THE PRINTABLE DIPLOMA: Just like in Pokémon Red, Blue, and Yellow, you 
can go to the Game Freak building in Celadon City to receive a diploma when 
you complete your pokédex.  If you have a Game Boy Printer, you can print it 
out.
     THE PHOTOGRAPHY STUDIO: There's one of these in Cianwood City.  Here you 
can get pictures and stats of your pokémon printed out.
     THE MOVE DELETER: There is a person in Blackthorn City who can make your 
pokémon forget moves.  Very useful for getting rid of HM techniques.
     THE NAMES OF THE CITIES: This is actually just an oddity.  In the Kanto 
region, the first place you started at was called Pallet Town and all the 
other towns and cities were named after colors!  Pallet – colors, get it?  
Similarly, the new starting point in Johto is named New Bark Town and all the 
other cities are named after trees!

     And now, I present to you THE CREATURE KEEPER'S COLLECTION CHALLENGE!  
Like the name?  Think it sounds too hyped?  I don't blame you, but it caught 
your attention, didn't it?  Now then, if you think you're great at pokémon 
you probably are and as such most likely don't need any more advice from me, 
but I'd like to leave you with one more idea.  This concerns the pokémon 
boxes in your PC.  One of the reasons you get fourteen boxes is so you can 
organize your pokémon.  Here, I have displayed my idea on how to organize 
boxes by type.  The challenge is to fill up each one in such a way as would 
allow you to battle with anyone, no matter where they are in the game!  Take 
a look at my training regime below and try to follow it, or better yet, use 
it as a base for creating your own!

BOX 1: SPECIAL/NEW RECRUITS   BOX 2: NORMAL               BOX 3: FLYING
Entei                         Lv. 10: Aipom               Lv. 10: Farfetch'd
Raikou                        Lv. 15: Dunsparce           Lv. 15: Gligar
Suicune                       Lv. 20: Lickitung           Lv. 20: Ledian
Lugia                         Lv. 25: Furret              Lv. 25: Yanma
Ho-Oh                         Lv. 30: Wigglytuff          Lv. 30: Togetic
Celebi                        Lv. 35: Smeargle            Lv. 35: Butterfree
Zapdos                        Lv. 40: Porygon2            Lv. 40: Farfetch'd
Articuno                      Lv. 45: Granbull            Lv. 45: Noctowl
Moltres                       Lv. 50: Snorlax             Lv. 50: Fearow
Mewtwo                        Lv. 55: Blissey             Lv. 55: Pidgeot
Mew                           Lv. 60: Clefable            Lv. 60: Dodrio
"Landshaper"                  Lv. 65: Raticate            Lv. 65: Noctowl
"Tetrawatt"                   Lv. 70: Porygon2            Lv. 70: Crobat
Ditto                         Lv. 75: Stantler            Lv. 75: Pidgeot
                              Lv. 80: Kangaskhan          Lv. 80: Dodrio
                              Lv. 85: Clefable            Lv. 85: Fearow
                              Lv. 90: Tauros              Lv. 90: Crobat
                              Lv. 95: Miltank             Lv. 95: Pidgeot
                              Lv. 100: Snorlax            Lv. 100: Dodrio

BOX 4: ROCK/GROUND            BOX 5: PSYCHIC              BOX 6: GRASS
Lv. 10: Corsola               Lv. 10: Mr. Mime            Lv. 10: Sunflora
Lv. 15: Sudowoodo             Lv. 15: Wobbuffet           Lv. 15: Tangela
Lv. 20: Shuckle               Lv. 20: Starmie             Lv. 20: Exeggutor
Lv. 25: Dugtrio               Lv. 25: Girafarig           Lv. 25: Parasect
Lv. 30: Aerodactyl            Lv. 30: Hypno               Lv. 30: Victreebel
Lv. 35: Marowak               Lv. 35: Slowking            Lv. 35: Jumpluff
Lv. 40: Sandslash             Lv. 40: Alakazam            Lv. 40: Vileplume
Lv. 45: Rhydon                Lv. 45: Xatu                Lv. 45: Venusaur
Lv. 50: Golem                 Lv. 50: Espeon              Lv. 50: Parasect
Lv. 55: Donphan               Lv. 55: Mr. Mime            Lv. 55: Meganium
Lv. 60: Omastar               Lv. 60: Slowking            Lv. 60: Bellossom
Lv. 65: Kabutops              Lv. 65: Wobbuffet           Lv. 65: Sunflora
Lv. 70: Dugtrio               Lv. 70: Starmie             Lv. 70: Venusaur
Lv. 75: Sudowoodo             Lv. 75: Girafarig           Lv. 75: Meganium
Lv. 80: Sandslash             Lv. 80: Xatu                Lv. 80: Victreebel
Lv. 85: Rhydon                Lv. 85: Alakazam            Lv. 85: Exeggutor
Lv. 90: Omastar               Lv. 90: Hypno               Lv. 90: Vileplume
Lv. 95: Golem                 Lv. 95: Starmie             Lv. 95: Parasect
Lv. 100: Kabutops             Lv. 100: Espeon             Lv. 100: Bellossom

BOX 7: ELECTRIC               BOX 8: PLAIN BUG/FIGHTING   BOX 9: FIRE
Lv. 10: Raichu                Lv. 10: Pinsir              Lv. 10: Ninetales
Lv. 15: Jolteon               Lv. 15: Heracross           Lv. 15: Flareon
Lv. 20: Electabuzz            Lv. 20: Hitmonlee           Lv. 20: Arcanine
Lv. 25: Chinchou              Lv. 25: Poliwrath           Lv. 25: Magmar
Lv. 30: Electrode             Lv. 30: Hitmonchan          Lv. 30: Ninetales
Lv. 35: Ampharos              Lv. 35: Primeape            Lv. 35: Quilava
Lv. 40: Magneton              Lv. 40: Hitmontop           Lv. 40: Magcargo
Lv. 45: Raichu                Lv. 45: Machamp             Lv. 45: Rapidash
Lv. 50: Jolteon               Lv. 50: Hitmonlee           Lv. 50: Charizard
Lv. 55: Electabuzz            Lv. 55: Primeape            Lv. 55: Arcanine
Lv. 60: Lanturn               Lv. 60: Pinsir              Lv. 60: Flareon
Lv. 65: Electrode             Lv. 65: Hitmonchan          Lv. 65: Magmar
Lv. 70: Ampharos              Lv. 70: Heracross           Lv. 70: Magcargo
Lv. 75: Magneton              Lv. 75: Machamp             Lv. 75: Typhlosion
Lv. 80: Electabuzz            Lv. 80: Primeape            Lv. 80: Charizard
Lv. 85: Lanturn               Lv. 85: Poliwrath           Lv. 85: Rapidash
Lv. 90: Ampharos              Lv. 90: Hitmontop           Lv. 90: Ninetales
Lv. 95: Jolteon               Lv. 95: Heracross           Lv. 95: Magcargo
Lv. 100: Electrode            Lv. 100: Machamp            Lv. 100: Typhlosion

BOX 10: WATER                 BOX 11: ICE/DRAGON          BOX 12: POISON
Lv. 10: Vaporeon              Lv. 10: Delibird            Lv. 10: Qwilfish
Lv. 15: Mantine               Lv. 15: Lapras              Lv. 15: Beedrill
Lv. 20: Azumarill             Lv. 20: Gyarados            Lv. 20: Nidoking
Lv. 25: Octillery             Lv. 25: Jynx                Lv. 25: Arbok
Lv. 30: Kingler               Lv. 30: Cloyster            Lv. 30: Nidoqueen
Lv. 35: Politoed              Lv. 35: Kingdra             Lv. 35: Venomoth
Lv. 40: Seaking               Lv. 40: Dewgong             Lv. 40: Muk
Lv. 45: Politoed              Lv. 45: Piloswine           Lv. 45: Ariados
Lv. 50: Octillery             Lv. 50: Lapras              Lv. 50: Weezing
Lv. 55: Quagsire              Lv. 55: Dragonite           Lv. 55: Tentacruel
Lv. 60: Feraligatr            Lv. 60: Cloyster            Lv. 60: Arbok
Lv. 65: Golduck               Lv. 65: Jynx                Lv. 65: Nidoking
Lv. 70: Vaporeon              Lv. 70: Kingdra             Lv. 70: Qwilfish
Lv. 75: Mantine               Lv. 75: Gyarados            Lv. 75: Nidoqueen
Lv. 80: Kingler               Lv. 80: Delibird            Lv. 80: Muk
Lv. 85: Politoed              Lv. 85: Dragonite           Lv. 85: Ariados
Lv. 90: Seaking               Lv. 90: Dewgong             Lv. 90: Tentacruel
Lv. 95: Octillery             Lv. 95: Piloswine           Lv. 95: Venomoth
Lv. 100: Quagsire             Lv. 100: Kingdra            Lv. 100: Weezing

BOX 13: GHOST/DARK            BOX 14: STEEL              BOX 15:
Lv. 10: Misdreavus            Lv. 10: Steelix
Lv. 15: Murkrow               Lv. 15: Skarmory           What are you looking
Lv. 20: Sneasel               Lv. 20: Scizor             here for?  There is
Lv. 25: Umbreon               Lv. 25: Steelix            no Box 15!
Lv. 30: Persian               Lv. 30: Skarmory
Lv. 35: Gengar                Lv. 35: Forretress         Bet you thought I
Lv. 40: Murkrow               Lv. 40: Scizor             going to put "All
Lv. 45: Houndoom              Lv. 45: Steelix            Your Base Are Belong
Lv. 50: Ursaring              Lv. 50: Skarmory           To Us" here, right?
Lv. 55: Misdreavus            Lv. 55: Forretress
Lv. 60: Tyranitar             Lv. 60: Scizor             Rats, I just did...
Lv. 65: Sneasel               Lv. 65: Steelix
Lv. 70: Ursaring              Lv. 70: Skarmory
Lv. 75: Umbreon               Lv. 75: Forretress
Lv. 80: Gengar                Lv. 80: Scizor
Lv. 85: Persian               Lv. 85: Steelix
Lv. 90: Houndoom              Lv. 90: Skarmory
Lv. 95: Ursaring              Lv. 95: Forretress
Lv. 100: Tyranitar            Lv. 100: Scizor

NOTE: Persian and Ursaring are Normal-type pokémon, but I put them in with 
the Dark types because they learn good Dark attacks and the Normal box was a 
little crowded with them in it.

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Chapter 19: Credits and Copyright Info
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-----------------------------------------------------------------------------

     I, CreatureKeeper20XX, acknowledge the following people in assisting me 
with this FAQ.

     Special thanks to Prima and Versus Games.  Your strategy guides had such 
an amazing amount of errors in them that they first caused me to stand up and 
say "I can do better than this!"
	
     I also want to thank Lord Zero, MMeevasin, and Donphan.  I really 
enjoyed reading your FAQs.  I didn't take anything from them, but they helped 
inspire me.  Keep rocking and writing.

     This FAQ is a part of gamefaqs.com and is protected by international 
copyright law.  No one may copy it, sell it, or profit from it.  The 
information on these pages may be spread by word of mouth, because lots of 
people who play Pokémon Gold and Silver should really know all these things.  
If you choose to borrow from this FAQ when writing your own or something, 
please give credit to me.

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Chapter 20: All Your Base Are Belong To Us
*****************************************************************************
-----------------------------------------------------------------------------

     Why has this line been popping up so many times in this FAQ?!

     "All your base are belong to us" is a quote from the opening sequence in 
the game Zerowing.  Developed by SNK, this phrase is a perfect example of 
"SNK-glish", which the term for any English that is grammatically incorrect, 
terribly misspelled, or otherwise almost completely incomprehensible due to 
bad translation and usage of English.  SNK is know for creating and defining 
this illustrious form of English, and has used it often in their many 
fighting games.
     "All your base are belong to us" was selected by some person(s) and 
transformed into an Internet joke.  The reason it is so funny is because it 
is such a bad piece of Japanese-to-English translation.  For more 
information, visit www.overclocked.org and view these two comic strip 
episodes: "SNK English 101" and "The Zerowing Dub Project".