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    FAQ/Walkthrough by Magus747

    Version: 1.85 | Updated: 04/19/01 | Search Guide | Bookmark Guide

                     Pokémon Stadium 2 (USA) Strategy Guide
                                  Version 1.85
                           Last Updated: 4/19/2001
                              Created: 04/11/2001
             Created by:  Magus747 (Mark)--paladin423@hotmail.com
                   See Credits, Section X for contributors.
    Table of Contents:
       I. Updates/Version History
      II. Introduction
     III. The guide to breeding a great pokémon
      IV. Some basic strategy
       V. Little Cup, Poké and Prime Cups, Challenge Cup, and Gym 
            Leader Castle
      VI. The single types
     VII. Dual types
    VIII. The benefits of status attacks and status boosters, and 
            other tricks
      IX. Secrets
       X. Credits
      XI. Disclaimer and other legal stuff
    I.  Updates/Version History
    1.85--Thanks to toffee@alphalink.com.au
    for the secret of what you get for finishing Round 2.  Finished 
    Challenge Cup on round 2 (see notes on it), the rest of the Cups 
    should fall tomorrow.  Updated the secrets section and the 
    strategy on the cups as I have now finished round 2.
    1.80--Added about room decorations/mystery gifting items, 
    pikachu 2 G/S items, and about the box trick still working.  
    Added all kinds of rare and valuable items, how to get them, and 
    what they do in the Secrets section.  Added info about heal 
    1.70--Added some more to the status attacks, status boosters, 
    and tricks section.  Worth checking out.
    1.60--Added a few small bits to the secrets that I forgot to add 
    earlier.  Check it out.  Added notes on attract and on 
    genderless pokémon in the egg groups.
    1.50--Worth a read now.  Got alot of info about Stadium 2 on 
    here.  I will be working on the pokémon by pokémon analysis, 
    expect to see it within at most two weeks.
    1.00-The creation of my guide for Stadium 2.  I plan to make 
    this guide as comprehensive and helpful as the last one, and 
    even better if possible.  Some information from the old guide 
    will be used as it is still valid, but there will be tons of new 
    stuff too.
    II. Introduction
    Well I'm back with a vengeance :-), and I didn't notice any 
    major FAQs on Pokémon Stadium 2 on gameFAQs, so I decided to 
    fulfill my duty as a previous FAQ author to do a guide for the 
    sequel.  I plan to do a very comprehensive guide covering 
    pokémon by pokémon, recommending for all cups as the previous 
    guide did, and to cover the secrets of Stadium 2.  This guide 
    will give you enough information to finish round 2 and be able 
    to hold you own against your friends.  
    III.  The guide to breeding a great pokémon
    Now making the ultimate pokémon with great stats and great 
    movesets starts with breeding.  To breed, you will need a male 
    and female pokémon of a compatible group.  For instance, a male 
    Alakazam and a female Jynx can breed because they have human 
    like features.  
    Males in the breeding process can pass on TM moves and certain 
    moves that can be only passed to the offspring through breeding.  
    Females determine what type of pokémon will be in the egg they 
    produce.  Example, Alakazam can pass psychic, a TM move to the 
    egg that he and Jynx produce.  Jynx determines that the baby 
    will be the lowest evolved form of the Jynx family, which in 
    this case is Smoochum.  If you had a male Hypno and a female 
    Alakazam breeding, the egg produced would hold an Abra with 
    passed moves from Hypno.  All babies hatch at level 5.
    TM moves can always be passed from the male parent to the egg, 
    but only TM moves from gold and silver, don't expect to pass 
    such things as double edge (TM on red/blue/yellow) this way.  If 
    you are breeding a male and female of the same pokémon, example 
    a female and male Venusaur, then you can pass moves that 
    Bulbasaur can learn through level up onto the baby Bulbasaur.  
    If both Venusaurs had synthesis and sleep powder, things that 
    Bulbasaur can learn through level up in the future, he would be 
    born with these attacks, which is a huge help when making 
    pokémon for Little Cup.  A thing to watch out for is that the 
    baby you are producing has to be able to learn these moves by 
    level up, if the evolved form of it can learn it through level 
    up, it doesn't mean the baby can.  In instance of Smoochum, Jynx 
    can learn lovely kiss by level up, but Smoochum cannot, meaning 
    that lovely kiss could not be passed to Smoochum (though there 
    is no male Jynx to try to pass this on to Smoochum anyways).  
    There are other moves that can be only learned through cross 
    breeding, for example, breed a female Abra/Kadabra/Alakazam with 
    a male Mr. Mime that knows barrier, encore, and light screen, 
    and you will get an Abra that knows all these moves from an egg.  
    Passed moves like this will replace moves that pokémon normally 
    start with (such as Abra's teleport) with these better moves.  
    Sometimes you may want to keep a move a pokémon starts with 
    though, so consider this too.
    Here are the different egg groups, pokémon within the same egg 
    groups can produce eggs with each other unless otherwise stated, 
    some pokémon may be in more than one group, so that's how you 
    pass moves between groups to get the desired bred move:
    group 1
    Abra, Kadabra, Alakazam, Drowzee, Hypno, Machop, Machoke, 
    Machamp, Mr. Mime, Magmar, Electabuzz, Hitmonlee, Hitmonchan, 
    Hitmontop, Jynx
    group 2
    Doduo, Dodrio, Spearow, Fearow, Pidgey, Pidgeotto, Pidgeot, 
    Farfetch'd, Zubat, Golbat, Crobat, Aerodactyl, Togetic, 
    Skarmory, Natu, Xatu, Hoothoot, Noctowl, Murkrow
    group 3
    Chikorita, Bayleef, Meganium, Hoppip, Skiploom, Jumpluff, 
    Oddish, Gloom, Bellossom, Vileplume, Paras, Parasect, Bulbasaur, 
    Ivysaur, Venusaur, Bellsprout, Weepinbell, Victreebel, 
    Exeggcute, Exeggutor, Tangela, Sunkern, Sunflora
    group 4 
    Lapras, Dratini, Dragonair, Dragonite, Slowpoke, Slowking, 
    Slowbro, Poliwag, Poliwhirl, Politoed, Poliwrath, Omanyte, 
    Omastar, Kabuto, Kabutops, Seel, Dewgong, Remoraid, Octillery, 
    Squirtle, Wartortle, Blastoise, Wooper, Quagsire, Psyduck, 
    Golduck, Horsea, Seadra, Kingdra, Marill, Azumarill, Totodile, 
    Croconaw, Feraligatr, Corsola, Delibird, Mantine
    group 5
    Caterpie, Metapod, Butterfree, Weedle, Kakuna, Beedrill, Pinsir, 
    Scyther, Scizor, Gligar, Shuckle, Yanma, Paras, Parasect, 
    Spinarak, Ariados, Heracross, Pineco, Forretress, Venonat, 
    Venomoth, Ledyba, Ledian
    group 6
    Koffing, Weezing, Wobbuffet, Gastly, Haunter, Gengar, Slugma, 
    Magcaro, Grimer, Muk, Misdreavus
    group 7
    Goldeen, Seaking, Remoraid, Octillery, Qwilfish, Chinchou, 
    Lanturn, Magikarp, Gyarados
    group 8
    Sudowoodo, Geodude, Graveler, Golem, Onix, Steelix
    group 9
    Mankey, Primeape, Rhyhorn, Rhydon, Girafarig, Ekans, Arbok, 
    Cyndaquil, Quilava, Typhlosion, Sandshrew, Sandslash, Stantler, 
    Mareep, Flaaffy, Ampharos, Seel, Dewgong, Eevee, Jolteon, 
    Vaporeon, Flareon, Espeon, Umbreon, Teddiursa, Ursaring, 
    Houndour, Houndoom, Pikachu, Raichu, Wooper, Quagsire, Vulpix, 
    Ninetales, Ponyta, Rapidash, Sentret, Furret, Phanpy, Donphan, 
    Dunsparce, Farfetch'd, Growlithe, Arcanine, Smeargle, Diglett, 
    Dugtrio, Snubbul, Granbull, Nidoran male, Nidorino, Nidoking, 
    Nidoran female, Meowth, Persian, Sneasel, Rattata, Raticate, 
    Tauros, Swinub, Piloswine, Miltank, Aipom
    group 10
    Hoppip, Skiploom, Jumpluff, Pikachu, Raichu, Clefairy, Clefable, 
    Jigglypuff, Wigglytuff, Snubbull, Granbull, Marill, Azumarill, 
    Chansey, Blissey
    group 11 (genderless but can mate with Ditto)
    Porygon, Porygon2, Voltorb, Electrode, Staryu, Starmie, 
    Magnemite, Magneton
    group 12
    Tentacool, Tentacruel, Omanyte, Omastar, Kabuto, Kabutops, 
    Corsola, Shellder, Cloyster, Krabby, Kingler
    group 13
    Larvitar, Pupitar, Tyranitar, Bulbasaur, Ivysaur, Venusaur, 
    Nidoran male, Nidorino, Nidoking, Nidoran female, Cubone, 
    Marowak, Chikorita, Bayleef, Meganium, Slowpoke, Slowking, 
    Slowbro, Squirtle, Wartortle, Blastoise, Charmander, Charmeleon, 
    Charizard, Lapras, Snorlax, Lickitung, Totodile, Croconaw, 
    Feraligatr, Mareep, Flaaffy, Ampharos, Rhyhorn, Rhydon, 
    group 14
    Horsea, Seadra, Kingdra, Charmander, Charmeleon, Charizard, 
    Magikarp, Gyarados, Dratini, Dragonair, Dragonite, Ekans, Arbok
    group 15 (will not produce eggs if bred with all legendary dogs, 
    birds, Mewtwo, Mew, and Celebi are genderless)
    Mewtwo, Mew, Articuno, Zapdos, Moltres, Entei, Raikou, Suicune, 
    Celebi, Togepi, Smoochum, Tyrogue, Magby, Elekid, Pichu, 
    Igglybuff, Cleffa, Nidorina, Nidoqueen, Ho-oh, Lugia, Unown
    Now that that's all listed, let's go over a few other things.  
    Ditto is a great pokémon to breed with, as he will give you a 
    level 5 form of just about whatever you breed him with.  This is 
    a way you can get a level 5 Tauros, since Tauros are male only 
    and therefore couldn't be hatched from an egg any other way.  
    Group 15 absolutely will give no eggs, even with Ditto.  
    However, group 11 will produce level 5 lowest evolved form 
    copies of theirselves with Ditto...example Porygon2 mates with 
    Ditto, you get a level 5 Porygon.  
    Pokémon that are always male are: Tyrogue, Hitmontop, Hitmonlee, 
    Hitmonchan, Tauros, Nidoran male, Nidorino, and Nidoking
    Tyrogue can't produce eggs, but any other of these will give you 
    the lowest evolved form of himself at level 5 (Hitmons give you 
    level 5 Tyrogue, Nidoran male/Nidorino/Nidoking may give you 
    either a Nidoran male level 5 or a Nidoran female level 5).
    Pokémon that are always female are: Miltank, Kangaskhan, Nidoran 
    female, Nidorina, Nidoqueen, Chansey, Blissey, Smoochum, and 
    You can even pass on TM moves through Ditto to the egg, provided 
    that you have a male pokémon mating with Ditto.  You can't pass 
    on moves through level up because you need two pokémon of the 
    same kind for that, and you can't pass on moves learned only 
    through breeding because it requires two different types of 
    Once you have the pokémon ready to breed, a few things determine 
    how long the process will take.  The breeding process goes 
    quicker if both pokémon are the same kind (two Abras), or if 
    they have different trainer ID numbers, about 250 steps.  If 
    they are the same kind AND have different trainer ID numbers, 
    the breeding process only takes about 100 steps to complete, 
    very quick (yes steps is how the game counts down the time, you 
    can't leave for a day and hope pokémon will have bred if you 
    start up the game the next day).  If they are different pokémon 
    with the same ID number, it may take 500-1000 steps for them to 
    breed (it seems to be determined randomly).  Once you have an 
    egg, the egg will hatch in a certain number of steps depending 
    on the rarity of the pokémon inside.  Pichus hatch rather 
    quickly (around 2000 steps), Vupix takes longer (around 4000 
    steps), and Dratini takes around a whopping 10,000 steps to 
    hatch!  But with Doduo and Dodrio speed, things go by a little 
    quicker (see secrets section).
    The reason breeding is so important is because it gets your pokémon to 
    their lowest level possible.  Then you can use all the stat boosters 
    they can take (10 of each), and either qualify them with awesome 
    movesets you bred in for Little cup, or begin training them with 
    movesets from breeding toward Poké or Prime Cup.  The box trick to 
    boost stats still works, thanks to efroriz@hotmail.com for pointing 
    this out.  It is still important to catch pokémon at the lowest 
    possible level to save you from hours of box tricking, and it is most 
    imporant for the Little Cup and Poké Cup so they will have better stats 
    to never box trick for these.
      I will list what moves pokémon can learn only through 
    breeding, but remember too they can learn moves they could learn 
    with level up in their lowest evolved form, and then can learn 
    TMs through breeding.  I will also list who to breed them with 
    to get certain moves learned only through breeding.
    Another key point is that the better the stats are of your 
    parent pokémon, the better the stats of your hatched ones will 
    be.  It can be time consuming, but you can catch wild pokémon 
    and compare stats until you find two great parents, and then 
    breed.  You will receive better stats and it will make your team 
    a bit tougher, but all in all, movesets determine more of how 
    your pokémon will fare than stats.
    Again, avoid boosted experience, day care, and rare candy like 
    the plague.  It is best to build your pokémon up the long way to 
    ensure it will reach its full potential by level 100.  Also 
    avoid using the lucky egg until at least level 93, then you 
    should use it to make level gaining quicker (doubles the amount 
    of experience from battle).
    IV. Some Basic Strategy
    --Your pokémon's strength and defense ratings effect how well it 
    uses/resists the following type attacks (at least from what I 
    could find in combat):
    These would be "physical".
    --Your pokémon's special attack/defense rating effects how well 
    it uses/resists the following type attacks (again at least from 
    what I could find in combat):
    These would be "special".
    --Using attacks that are the same type as your pokémon does 1.5 
    times the damage the attack would in the hands of other types.  
    Example:  Raticate uses quick attack better than Pikachu because 
    Raticate is a normal type using a normal type move.  Pikachu 
    would be an electric type using a normal type move.  Compound 
    this figure with the damage of an attack being super effective 
    and it does 3x damage, and to some it would do 6x damage (like 
    Articuno using blizzard on Dragonite).  Factor this in when you 
    calculate how much damage you are racking up.  Defense-wise, if 
    you were to use a Raticate's quick attack on an Onix, it would 
    do slightly more damage than a Pikachu's quick attack.  Instead 
    of the usual 1/2 damage caused by an attack that a pokémon 
    resists, if the pokémon using the attack is the same type as his 
    attack he is using, then it will cause 3/4 damage.  Or if the 
    attack only does 1/4 damage it will do 3/8.  Example:  Zapdos 
    (electric/flying types) uses thunder on Venusaur.  Since Zapdos 
    is one type electric, using an electric move will automatically 
    do 1.5x normal damage.  Venusaur being one type grass resists 
    this attack to where it usually does just 1/2 damage.  But since 
    Zapdos is doing 1.5x the normal damage, it will do 3/4 of the 
    normal damage to Venusaur.  Charizard greatly resists bug 
    attacks by being both a fire and flying type.  But if Beedrill 
    uses a bug attack (and since he is one type bug), he will do 3/8 
    the normal damage instead of 1/4.
    --Also when calculating damage, consider the new items and the 
    weather changing moves.  A magnet will add an extra 10% power to 
    electric attacks.  Sunny day will increase the power of fire 
    attacks by 1.5x and reduce water attacks to 1/2x power.  Rain 
    dance will increase the power of water type attacks by 1.5x and 
    reduce the power of fire attacks to 1/2x.  The light ball will 
    double the power of Pikachu's special attacks, and the thick 
    club will double the power of all Cubone and Marowak's physical 
    --Weather changes do the following as well: Sunny day will make 
    solar beam a 1 round move (no charging), reduce thunder's 
    accuracy to 50%, prevent freezing, and make synthesis, morning 
    sun, and moonlight restore all HP.  Rain dance makes thunder 
    always hit, and makes synthesis, morning sun, and moonlight only 
    restore 1/4 HP.  Sandstorm does decent damage every round to 
    those who are not rock, ground, or steel types, and reduces the 
    power of morning sun, synthesis, and moonlight to restoring only 
    1/4 HP.  Weather changes last five rounds and are canceled if 
    another weather changing move is used (then it switches to that 
    kind of weather).
    (Basic strategy continued below chart)
    Pokémon attack chart
    Your attack will always have a type.  Your opponent's defense 
    may have one or two types.  The following explains how your 
    attack effects different types of opponents.
    Normal (your attack type, NOT defense type)
    strengths (attack type does 2x-3x damage to opponent if they are 
    the following types): none
    resistances (1/2-3/4 damage to opponent of the following 
    type(s)): rock, rock/ground, fire/rock, dark/rock, bug/rock, 
    rock/flying, rock/water, steel/ground, bug/steel, steel/flying, 
    immunities (opponent takes no damage): ghost, ghost/poison 
    *unless foresight is used*
    strengths: fire, ground, rock, fire/flying, poison/ground, 
    rock/flying, bug/rock, dark/rock, steel/ground, ice/ground, 
    flying/ground, dark/fire 
    resistances: water, grass, dragon, dragon/flying, grass/poison, 
    grass/psychic, grass/flying, bug/grass, water/flying, 
    water/fighting, water/psychic, water/ice, water/poison, 
    big strengths (4x-6x damage to opponent): rock/ground, fire/rock
    big resistances (1/4-3/8 damage to opponent): water/dragon
    strengths: grass, bug, grass/psychic, grass/poison, 
    grass/flying, ice/flying, ice/psychic, dark/ice, ice/ground, 
    bug/poison, bug/fighting, bug/flying, steel/ground, 
    electric/steel, steel/flying, 
    resistances: fire, water, rock, dragon, water/flying, 
    water/fighting, water/psychic, water/ground, water/poison, 
    water/electric, dark/fire, dragon/flying, rock/ground, 
    rock/dark, rock/flying, fire/flying
    big strengths: bug/grass, bug/steel
    big resistances: rock/water, fire/rock, water/dragon
    strengths: water, water/ice, rock/water, water/psychic, 
    water/poison, water/fighting, ice/flying, fire/flying, 
    normal/flying, bug/flying, poison/flying, rock/flying, 
    psychic/flying, steel/flying
    resistances: grass, electric, dragon, grass/poison, 
    big strengths: water/flying
    big resistances: none
    immunities: ground, poison/ground, rock/ground, ice/ground, 
    flying/ground, steel/ground, water/ground 
    strengths: grass, ground, dragon, grass/poison, grass/psychic, 
    poison/ground, rock/ground, normal/flying, bug/flying, 
    poison/flying, electric/flying, bug/grass, psychic/flying, 
    resistances: fire, dark/fire, ice/psychic, water, rock/water, 
    fire/rock, water/psychic, water/poison, water/fighting, 
    water/electric, bug/steel, electric/steel, dark/ice
    big strengths: dragon/flying, grass/flying, flying/ground
    big resistances: water/ice
    strengths: normal, rock, dark, water/ice, rock/ground, 
    rock/water, flying/steel, electric/steel, steel/ground, 
    dark/fire, fire/rock, ice/ground
    resistances: poison, psychic, bug, poison/ground, 
    electric/flying, fire/flying, water/flying, dragon/flying, 
    water/psychic, grass/flying, flying/ground, grass/psychic, 
    bug/grass, bug/fighting
    big strengths: dark/rock, dark/ice
    big resistances: bug/poison, bug/flying, poison/flying, 
    immunities: ghost, ghost/poison *unless foresight is used*
    strengths: water, rock, ground, water/ice, water/psychic, 
    water/fighting, ice/ground, rock/dark, water/electric
    resistances: fire, grass, poison, bug, dragon, grass/psychic,  
    ghost/poison, normal/flying, ice/flying, electric/flying, 
    dark/flying, psychic/flying, electric/steel, dark/fire, 
    big strengths: rock/ground, water/ground, rock/water
    big resistances: fire/flying, grass/poison, poison/flying, 
    bug/flying, dragon/flying, bug/poison, bug/grass, steel/flying, 
    bug/steel, grass/flying
    strengths: fighting, poison, bug/fighting, water/fighting, 
    bug/poison, poison/ground, grass/poison, water/poison, 
    resistances: psychic, grass/psychic, ice/psychic, 
    psychic/flying, normal/psychic, water/psychic, steel/flying, 
    bug/steel, electric/steel, steel/ground
    big strengths: none
    big resistances: none
    immunities: dark, dark/ice, dark/flying, dark/fire, dark/rock
    strengths: fire, electric, rock, poison, poison/ground, 
    water/poison, ghost/poison, rock/ground, rock/water, 
    steel/ground, water/electric
    resistances: grass, bug, bug/fighting, dark/fire, rock/dark, 
    big strengths: fire/rock, electric/steel
    big resistances: bug/grass
    immunities: normal/flying, bug/flying, electric/flying, 
    ice/flying, fire/flying, poison/flying, water/flying, 
    rock/flying, dragon/flying, grass/flying, dark/flying, 
    ground/flying, psychic/flying, steel/flying
    strengths: grass, fighting, bug, grass/poison, grass/psychic, 
    water/fighting, bug/poison, bug/flying, grass/flying
    resistances: electric, rock, electric/flying, water/electric, 
    rock/water, rock/ground, rock/flying, fire/rock, rock/dark,  
    steel/flying, steel/ground
    big strengths: bug/grass, bug/fighting, electric/steel
    big resistances: none
    strengths: grass, grass/psychic, grass/flying
    resistances: poison, ground, rock, ghost, poison/flying, 
    water/poison, ground/flying, bug/rock, ice/ground, rock/water, 
    fire/rock, dark/rock, water/ground
    big strengths: none
    big resistances: poison/ground, rock/ground, ghost/poison
    immunities: steel/ground, steel/flying, electric/steel, 
    strengths: fire, bug, ice/psychic, water/ice, normal/flying, 
    electric/flying, poison/flying, water/flying, rock/flying, 
    dragon/flying, grass/flying, psychic/flying, bug/rock, dark/ice, 
    dark/fire, fire/rock, dark/flying
    resistances: fighting, ground, water/fighting, rock/ground, 
    poison/ground, water/ground, electric/steel 
    big strengths: ice/flying, bug/flying, fire/flying
    big resistances: steel/ground
    strengths: grass, psychic, dark, ice/psychic, water/psychic, 
    normal/psychic, bug/grass, dark/ice, dark/rock
    resistances: fire, fighting, ghost, normal/flying, 
    electric/flying, ice/flying, bug/flying, water/flying, 
    rock/flying, dragon/flying, fire/rock, electric/steel, 
    bug/steel, steel/ground
    big strengths: grass, grass/psychic
    big resistances: fire/flying, steel/flying
    strengths: ghost, ghost/poison, psychic, water/psychic, 
    ice/psychic, psychic/flying, grass/psychic
    resistances: dark, dark/fire, dark/ice, dark/flying, dark/rock, 
    steel/flying, bug/steel, steel/ground, electric/steel
    big strengths: none
    big resistances: none
    immunities: normal, normal/flying, normal/psychic
    strengths: dragon, water/dragon, dragon/flying
    resistances: electric/steel, steel/ground, steel/flying, 
    big strengths: none
    big resistances: none
    (Basic Strategy Continued)
    --There are exceptions, some moves will always do a set amount 
    of damage.  Sonic boom will always do 20 HP damage--this move is 
    generally too weak though.  Seismic toss and night shade seem to 
    do  as much damage as your current level, ignoring resistances.  
    *Seismic toss and night shade are a bit different now.  Seismic 
    toss will not effect ghost and ghost/poison and night shade will 
    now not effect normal, normal/flying, and normal/psychic 
    pokémon.*  Psywave does random damage, up to 1.5 times your 
    current level (thanks Alvaro for investigating this), but since 
    the damage is random, it is not as useful as seismic toss or 
    night shade.  At high levels, even weaker pokémon could do heavy 
    damage with these moves.  Choose who you teach it to wisely 
    though, teach these moves to a pokémon that will survive to use 
    them enough to win.  Some high level pokémon have near and over 
    500 HP, so even doing 100 HP damage each round would take a few 
    rounds to win.  Also, the use of power moves on opponents that 
    have type weaknesses, or weaknesses to special or physical 
    attack could cause more damage.  Example:  using ice beam on 
    Dragonite (ice hurts dragon/flying badly) or headbutt on Chansey 
    (Chansey has very low defense) may well cause over 100 HP damage 
    to them.  Golem may receive over 100 HP damage from a psybeam 
    because he has a low special.  *Dragon rage and sonic boom have 
    no effect on Little Cup.*
    --There is a trick to be able to duplicate items on g/s.  Just 
    search the net to find out how to do it.  Also, the net has info 
    on the box trick for maxing out stats.
    --Amnesia, Swords' Dance, Growth, Meditate, etc. have a strange 
    quirk I discovered.  If you get a regular non-critical hit, they 
    enhance the damage you do big time.  But if you get a critical 
    hit, the critical hit will do double the damage you would do if 
    you had NOT amnesiaed or swords' danced.  
    --On Stadium 2, you can not switch pokémon as your opponent is 
    brining new ones out.  It is therefore very vital to have a 
    great lead pokémon to stay in until it faints, then to have two 
    good pokémon to back it up.
    --Moves like takedown and double edge take life away from your 
    pokémon in order to score a tough hit.  The improved power of 
    double edge now makes it one of the most formidable moves, 
    though now you always receive recoil even if you knock the 
    opponent out.  Hyper beam is also a little better now, because 
    if you miss, you don't have to recharge.
    --You will want to give lower level pokémon stat boosting 
    medicines like carbos, etc.  This can really pay off if you want 
    to challenge a friend using Little, Prime, Poké cup rules, or 
    the computer on round 2.
    --If you switch pokémon in the middle of battle, your opponent 
    will get a free move.  If your pokémon is defeated, your next 
    pokémon will get first move provided it has more speed.
    --A weird thing happened on Stadium that confirmed my suspicions 
    on Game Boy.  If you hit a dual type that has one type that gets 
    hurt from the attack badly, and one part the resists the attack, 
    it will balance out and do regular damage.  For instance if you 
    use thunder on Zapdos, the flying part of him would take 2x-3x 
    damage from the attack.  The electric part would only take 1/2-
    3/4 damage.  On the Game Boy it had said these attacks were 
    "super effective", but on Stadium it did not.
    --Wrap/bind/fire spin/clamp/whirlpool now only block your 
    opponent from switching and do minor added damage each round.  
    This can be useful if you trap in a pokémon that is weak to the 
    attacks you are using.
    --Substitute is not as good as I originally thought it would be.  
    In most cases it is destroyed in one round and you lose 1/4 of 
    your HP to use it.  
    --Remember though that substitute does prevent status ailments 
    and one hit KOs on Stadium 2, but not on Game Boy.
    --Agility is a pretty good move because it does the following:  
    it raises your accuracy, and gives you the chance to strike 
    first.  It is a great counter to moves like minimize.  Thanks to 
    Gyarados13O@cs.com for this tip.
    --Moves that have a high chance of critical hit are useful.  
    Critical hits do near double damage that the attack regularly 
    does, and defenses don't matter.  Critical hits also cut through 
    defenses like reflect, barrier, and amnesia, BUT unlike I 
    thought before, resistances still apply and they are not as 
    effective on those who resist your attacks.  Another thing that 
    reduces the damage of these hits are the defense and special 
    stats of your opponent. Slash, crabhammer, razor leaf, karate 
    chop, cross chop, and aeroblast all have good chances at 
    critical hits.  The move focus energy seems to bring up your 
    chances for a critical hit, as does the scope lens (and lucky 
    punch for Chansey).  Think if you got a critical hit on a 6x 
    damage hit, wow, nearly 12x the damage!
    --If your attack brings down an opponent's special, strength, 
    etc. the move will not do as much damage that round as it 
    normally would (but likely will give you an advantage the next 
    if it scores a normal hit).
    --If you ever use all your moves up (all the PP for them), you 
    will still be able to choose to fight.  You will attack with 
    struggle, which is a medium damage normal move.  You receive 1/4 
    the damage you deal with struggle, and it isn't effective on 
    rock types but I think now works on ghost types.
    --Accuracy with attacks, ability to evade attacks, and 
    resistance to status attacks seem to go up with level up too.
    --PP ups give you more uses of certain moves.  Moves that have a 
    lot of uses gain a lot more PP, and moves that have few uses 
    gain very few PP.  If you gave the bonus to something like 
    tackle, you would gain 7 extra uses, if you gave it to hyper 
    beam, you would get 1 extra use.  It is more important to use 
    them on powerful offensive moves, but choose which pokémon you 
    give the bonus to wisely.  You only can find a few hidden PP ups 
    in the game, they can not be purchased.  They are usually found 
    in suspicious looking spots, but some are hidden in the open.  
    Use your itemfinder everywhere to find them.  If you have two 
    games, You can play through one game over and over and trade 
    your pokémon to that game to use the PP ups then trade back, and 
    you can also get extra TMs you would like to have.  You can use 
    three PP ups on a move before it reaches its max.
    --One hit KO moves like fissure and guillotine can have big 
    payoffs, but since they often miss, they aren't worth it except 
    in cases where you have no other option.  Each time you miss, 
    you give your opponent a free round.  You also only get five 
    uses of each.  On Stadium 2 they seem to connect a little more 
    often though.  And on Stadium 2, the one hit KO moves WILL NOT 
    work on a pokémon whose level is higher than the one using the 
    --Some moves always work the same, regardless of the type 
    pokémon who learns it.  For instance, rest (HP and status 
    restored, sleep two rounds) and dragon rage (causes 40 HP 
    damage) would always work the same, but Thunder (different 
    damage) would not.  The type move the TM or HM teaches will be 
    more effectively used if your pokémon is the same type and has 
    high stats in either special attack or strength, whichever 
    determines the strength of the attack.  (Confusing huh?)  Here's 
    an example-Raichu would be better to learn Thunder because he is 
    an electric type (thunder is an electric move therefore he does 
    1.5x the normal damage of Thunder for starters) and he has high 
    special attack; Raticate would not because he is a normal type 
    and he has very low special.  
    --Know that some TM/HM moves are always ok to teach if you think 
    it would help; just choose to whom you give the move wisely and 
    make it part of a team strategy...give powerful special moves to 
    pokémon with high special and moves that are powerful physical 
    moves to pokémon with high strength, and only make exceptions if 
    you think you could win against your opponent just by having a 
    type attack they are weak against (rarely happens, you need 
    stats to back it up). See the note directly above, also, about 
    teaching TMs and take it into consideration.  And remember, 
    never replace an already good move unless it gives you more of 
    an advantage.
    V.  Little Cup, Poké and Prime Cups, Challenge Cup, and Gym 
    All cups have the restriction that no two pokémon can be asleep 
    or frozen at a time, you can't have more than one of the same 
    pokémon or items attached to them, and you won't be able to use 
    perish song and destiny bond if both you and your opponent are 
    down to the last pokémon.  Explosion will still make you lose if 
    you use it with your last pokémon on your opponents last 
    Little Cup Round 1--Only completely unevolved pokémon at level 5 
    who are capable of evolving are allowed in this tournament.  
    This isn't too hard until the last battle.  Use rental Abra 
    (w/bitter berry), Rattata, Chinchou, Phanpy (w/berry), Wooper, 
    and Charmander to have an easier time.  In the last battle, be 
    sure Chichou is in the mix to defeat Wagal, and then try to fend 
    off Magbal and Chanseal with Abra and Phanpy.  If you raise a 
    team, be sure to have member with berry, berry juice, and gold 
    berry (can't use the same item on more than one pokémon), and 
    also include things like miracle berries, king's rock on those 
    that know headbutt and are fast, and quick claws on slow 
    pokémon.  If you have trouble, look at my raised team for round 
    2 below.
    Little Cup Round 2--Finished this, and it does get a good bit 
    harder.  Your pokémon will need good stats, so breed good 
    parents together and give them stat boosters.  Make sure they 
    have great movesets from breeding also.  
    Here's a good raised team: 
    Abra--psychic, thunderpunch, shadow ball, ice punch (berry)
    Scyther--wing attack, double edge, hyper beam, steel wing (gold 
    Chansey--psychic, counter, softboiled, surf (quick claw)
    Cubone--earthquake, rock slide, double edge, headbutt (thick 
    Chinchou--thunder, surf, rain dance, confuse ray (berry juice)
    Rattata--double edge, headbutt, dig, sunny day (king's rock)
    Poké Cup Round 1--This isn't bad with a raised team, but alot of 
    the rentals have very pitiful moves or stats.  Restrictions are 
    level 50-55, the total of the levels of the three you pick not 
    exceeding 155.  You can't use Lugia, Ho-oh, Mew, or Celebi.  I 
    used a raised team from Blue and did ok.  If you have trouble 
    and want to see my raised team for this, check the note on round 
    2 below.
    Poké Cup round 2--Finished this, and this does get very tricky, 
    especially in master ball.  My original team from blue will do 
    well with a few modifications, so hear it is:
    Zapdos level 54--thunder, double edge, drill peck, thunder wave 
    (miracle berry)
    Starmie level 50--psychic, surf, thunder, blizzard (gold berry)
    Nidoqueen level 50--earthquake, thunderbolt, blizzard, 
    submission (soft sand)
    Slowbro level 51--psychic, surf, blizzard, amnesia (quick claw)
    Gengar level 51--psychic, giga drain, thunder, hypnosis (twisted 
    Moltres level 50--fire blast, fly, double edge, reflect 
    Prime Cup round 1--Ah yes, this is where the masters like to 
    battle, where all your training finally pays off, where you 
    whoop your opponent.  All pokémon can participate.  Prime Cup.  
    It wasn't bad at all on round one with my team from blue, it 
    will be listed below in the note on round 2 if you need help.  
    Rentals again aren't great for this cup.
    Prime Cup round 2--I finished this, and my team will fare rather 
    well in this ultimate test of level 100 pokémon.  The last 
    trainer has a tricky Celebi, so be careful.  Here it is if you 
    need it (all level 100):
    Mewtwo--psychic, barrier, amnesia, recover (leftovers)
    Starmie--blizzard, thunder, light screen, recover (mystery 
    Zapdos--thunder, drill peck, light screen, reflect (quick claw)
    Jolteon--thunder, thunderwave, pin missile, double kick (bright 
    Mew--double edge, swords' dance, explosion, psychic
    Hitmonlee--hi jump kick, mega kick, rolling kick, focus energy 
    (polkadot bow)
    Challenge Cup round 1--This is where I get taken to school yet 
    again, after a whole year of experience with pokémon.  Round 1 
    isn't too bad, you just have to keep resetting until you get 
    good teams to fare against your opponents (make sure you get 
    good attached items too).  Yes, the teams chosen for this cup 
    are RANDOM pokémon with RANDOM moves that they can 
    naturally/breeding/tm learn, and RANDOM attached items.  Poké 
    ball is level 30 pokémon, Great Ball-level 45, Ultra ball-level 
    60, Master ball-level 75.  I actually think it gets easier as 
    you get in the higher ball tournaments.
    Challenge Cup round 2--Wow is this tough!  Poké ball starts out 
    really bad, things cool off a bit until the Master ball 
    tournament.  I finally completed this challenging mode.  
    Remember, the reset button is your very best friend in getting a 
    good team.  Look for good balanced teams with good attached 
    items, lots of resistances, and some immunities.  Magneton is 
    good because of all his resistances for example.
    Gym Leader Castle round 1--Not really bad compared to the cups.  
    Gym leader and underling trainers will use all level 50 pokémon 
    unless you use a pokémon over 50, then theirs will match your 
    highest leveled one.  I recommend a good raised level 100 team 
    for an easier time.  You can use the team I recommended for 
    Prime Cup round 2 with good results.  Now let's go into the gym 
    Falkner--Underlings are a breeze and he is just as easy.  Keep 
    heavy on the electric type attacks.
    Bugsy--Again easy underlings and an even easier gym leader than 
    Falkner.  Stay heavy on fire and psychic attacks.  You might 
    want a Motres for this gym.
    Whitney--Things get a little tougher against these normal types, 
    but use Hitmonlee and Mewtwo and you should do very well.
    Morty--Mewtwo is a key asset hear against the ghosts.  Hitmonlee 
    and Mew should fare nicely against the dark types.  Morty is 
    tricky, but not bad.
    Chuck--The underlings and gym leader here aren't bad with 
    Mewtwo, but beware getting confused from dynamic punch.  Also 
    watch out for rock slide if you pick Zapdos.
    Jasmine--The battle is only against the gym leader this time.  
    Be tough with Moltres and Hitmonlee.  Mewtwo is also an asset, 
    but remember that steel type resist psychic attacks.
    Rockets--Great, these guys aren't even gym leaders but they show 
    up to annoy you.  These guys don't present a huge threat, but 
    one of them has a rather tough Forretress.  Stay strong with 
    Hitmonlee, Mewtwo, and Moltres.
    Pryce--The underlings and gym leader have some good wily tactics 
    here.  Sunny day and Moltres paired with Jolteon and Mewtwo can 
    help even the odds.
    Clair--Lance's little sister has a good gym, with good 
    underlings.  Mewtwo is a good pick, but a balanced team is the 
    key.  Keep your guard up.
    Elite four--
    Will--Not too tough.  Go in with Mewtwo and Hitmonlee and back 
    them up with Zapdos.  Psychic attacks can hurt, so be prepared.  
    If you have an Umbreon, now is the time to use it and back it up 
    with Hitmonlee and Mewtwo.
    Koga--He's an elite four member now?  Well regardless, he does 
    have some good tactics he uses to try to where you down, 
    swagger, toxic, etc.  His team still has weaknesses to Mewtwo.  
    Back it up with Jolteon and Moltres.
    Bruno--He's still at it with fighting types.  Use Mewtwo and 
    beware one hit KO moves and dynamic punches.  Back him up with 
    Starmie and Jolteon and you should do well.  Rock slide is 
    something to watch out for, so stay away from Zapdos and 
    Karen--Although I disagree with her theory (there are strong and 
    weak pokémon and using your favorites doesn't help), she does 
    have a good team.  Break out Hitmonlee and back him up with 
    Zapdos and Moltres to attack her dark types.  Metwo can be 
    useful against her non-dark typed pokémon.  She will use 
    swaggers, confuse rays, hypnosis, etc. so stay on your toes.
    Lance--He's got less dragon types, but he still uses quite a 
    few.  He's got a good team with good attacks, but he likes hyper 
    beam a bit too much.  Go with Mewtwo and back it up with Starmie 
    and Hitmonlee in case Tyranitar shows up.
    Ah there's more to it, some familiar trainers from Kanto show 
    up, now a bit older than they once were (3 years).  Let's 
    analyze their strategy (they have no underlings).
    Brock--Uses mainly rock pokémon with a few surprises.  Use 
    Mewtwo, Hitmonlee, and Starmie and you should win rather easily.
    Misty--Easier than Brock, just go heavy with electric types.  
    Use Mewtwo and Umbreon if you have him for back up.
    Lt. Surge--I don't think he has a surfing Raichu this time 
    around, the fight against him seemed to be quite easy.  Use 
    Nidoking and Mewtwo, and any other ground types.
    Erica--Mewtwo rocks against her poison types.  For the grass, 
    bring in Moltres.  You should win easily.
    Janine--Koga's daughter, and uses similar tricky tactics.  Use 
    Mewtwo and Moltres and don't let her combination techniques get 
    the best of you.  Switch when needed.
    Sabrina--Still a tough cookie, but not as bad if you have a good 
    Umbreon.  Mewtwo and Zapdos should do well here too.
    Blaine--A good array of attacks on his pokémon, for sure.  Be 
    prepared with a balanced team.  Starmie, Mewtwo, and Nidoking 
    should fare well.
    Gary Oak--Since Giovanni left the scene, Gary has been making a 
    name for himself at Viridian Gym.  He has a very well balanced 
    team and uses great tactics.  Go with Mewtwo, Zapdos, and 
    Starmie and pull out all the stops.
    Ultimate Champion--
    Ash Ketchum--He has a good balanced team, similar to the one 
    that you fight in Silver Cave on gold or silver.  Use Mewtwo, 
    Zapdos, and Umbreon if you have him and give it your best shot.
    Finished the cups and Gym Leader Castle on round one?  Now get 
    ready for one final showdown.
    Vs. Rival round 1--This guy uses a Lugia, Mewtwo, and Ho-oh.  
    Needless to say, it will be a tough battle.  Give it all you 
    have with Zapdos, Jolteon, and Mewtwo or Mew.  Swords' dance and 
    explosion work wonders on Mewtwo, and use your strong electrical 
    attacks on Ho-oh and Lugia.
    Gym Leader Castle round 2--I have finished this using the team 
    recommended above for round 2 Prime Cup.  It really wasn't that 
    hard, but I will mention where it does get a little tough.
    Falkner--The underlings aren't hard.  Again Falkner is not too 
    hard, but he has a Zapdos this go around.  Bring in Mewtwo, 
    barrier, amnesia, recover as needed, and blast him with psychic.  
    Jolteon and Zapdos are good here too.
    Bugsy--He and his underlings are still easy if you use Mewtwo 
    and Moltres.  Bring Zapdos in also.  I think he had a 
    Forretress, so use Moltres if it comes out.  Probably the 
    easiest gym.
    Whitney--Trickier tactics from her underlings and her this time 
    around.  Mewtwo still handles the order along with Hitmonlee and 
    Morty--The underlings will give a fight, and Morty will be the 
    easier member of the gym.  Use Mewtwo, Starmie, and Zapdos.  
    Prepare to fight a Wobbuffet and other tricky pokémon.
    Chuck--He and his underlings are a good bit tougher than last 
    time.  Dynamic punch is a bigger threat since the computer seems 
    more accurate on round 2.  Be cautious for rock attacks as well.  
    Mewtwo, Starmie, and Gengar are good picks.
    Rockets--Well needless to say they are quite better than last 
    time.  The last executive will have a tough Tyranitar, and the 
    underlings use such annoyances as toxic and protect combos.  
    Switch as needed, use Mewtwo, Hitmonlee, and Zapdos, and Starmie 
    as needed.
    Pryce--You'll pay the price in this gym for sure.  Tough tactics 
    prevail from the underlings to Pryce himself.  Keep warm with 
    sunny day, and let him have it with Mewtwo, Jolteon, and 
    Clair--She really could teach Lance a thing or two this time 
    around.  Her underlings offer few breaks as well.  Mewtwo, 
    Zapdos, Moltres, Hitmonlee, Mew, Starmie, you may need them all 
    this time around.
    Elite four--
    Will--Much better than last time.  Watch out for Chansey and 
    Mantine, they can be a little tough.  I recommend Umbreon, 
    Mewtwo, Zapdos, Mew, Hitmonlee, and Starmie.
    Koga--Much trickier now.  His Lapras is downright annoying!  
    Take care with Mewtwo, Zapdos, Hitmonlee, and others as 
    mentioned above.  Switch as needed, don't let him double team 
    too much or you might lose.
    Bruno--Man this guy has heart, I mean all those fighting and 
    rock pokémon.  He does a good job of raising them, but he is 
    always the easiest member of the elite four.  Mewtwo, Starmie, 
    and Mew fit the bill on this one.  Beware one hit KO moves and 
    rock attacks.  Also watch out for Exeggutor's explosion, barrier 
    is a nice counter.
    Karen--I still disregard her theory, but she does have some 
    great tactics for this team.  Mewtwo, Hitmonlee, and Mew should 
    do well...also throw in Starmie as needed.  Beware her switching 
    constantly and think ahead.  Make switches when you need to.  
    She likes paralyzing, confusing, and headbutting, so barriers 
    and amnesias are key here.  Hitmonlee is key against dark types, 
    watch out for Umbreon's psychic.
    Lance--For the fight to get here, you're expecting more.  He is 
    tough and uses good tactics, but I did manage to put him away 
    easier than Karen.  Mewtwo, Zapdos, Hitmonlee, and Starmie 
    should do the job.
    Here go those Kanto people again, so get ready to rock the 
    eastern division (Kanto means east and Johto means west I 
    Brock--Tougher, slightly.  Mewtwo, Hitmonlee, Starmie.  That's 
    going to bring him down in a hurry.
    Misty--About the same as last time, she just rain dances more.  
    Zapdos should enjoy the rain, along with Mewtwo, and Jolteon.
    Lt. Surge--Still not too hard to overcome.  Mewtwo, Nidoking, 
    and Mew should win it for you.
    Erica--Tougher tactics, but still an easy trainer.  Mewtwo, 
    Moltres, and Zapdos just finish grass types easily.
    Janine--Like her father, her tactics get tougher this round.  
    Switch as needed with Mewtwo, Moltres, and Mew.  You shouldn't 
    have too much trouble.
    Sabrina--Again, she's the toughest of the Kanto gym leaders.  
    Use Umbreon, Mewtwo, and Starmie, and switch as needed to 
    protect your pokémon from confusion and sleep.
    Blaine--Tougher attacks, more of a power team than last time, 
    and with a lot better balance.  Go with Mewtwo, Zapdos, and 
    Starmie to cool his jets.
    Gary Oak--This guy never knows when to quit.  Again, his great 
    balanced team provides for fierce competition, and he switches 
    with good timing.  Mewtwo, Mew, and Starmie should fare well.
    Ultimate Champion--
    Ash Ketchum--This wonder kid made a better legendary collection 
    for round 2.  Prepare to face all the legendary dogs and other 
    great picks.  Mewtwo, Mew, Zapdos, Starmie, Hitmonlee, and 
    Jolteon should be good picks.  Use your best tactics to bring 
    him down, it will be a tough and memorable battle.
    So you finished all the cups and the Gym Leader Castle on round 
    2?  Great job!  Now prepare for the rival again.
    Vs. Rival round 2--Assuming that old habits die hard, you will 
    face your rival again at the end of round 2.  I haven't made it 
    this far yet so I'm uncertain of what he has.  Give it your best 
    shot, using Mewtwo, Zapdos, Mew, Starmie, Moltres, and Jolteon.
    VI. The single types
    Coming very soon!!!
    VII. Dual types
    Coming very soon!!!
    VIII. The benefits of status attacks and status boosters, and 
            other tricks
    Status attacks can give your pokémon advantages against types it 
    is normally weak against and pokémon with higher stats.  I will 
    discuss the different status ailments you can inflict, benefits 
    you can use, and some strategies on using them so you can annoy 
    your opponents into defeat.  With all status attacks you should 
    either have higher speed than your opponent to hit them before 
    they can defeat you, or high enough special or defense to 
    survive counter attacks.  Haze is the only move which wipes away 
    status ailments, but since it takes a turn for your opponent to 
    use, you can reinflict them or take the opportunity to attack, 
    switch, heal up, or boost your stats with a stat boosting move.
    The following status ailments can not be combined with each 
    poison/severe poison--A basic attack that drains some energy 
    from your opponent's pokémon each round.  Not very useful, but 
    if you use bind/wrap or fire spin/clamp with a strong (strength 
    for bind/wrap, special for fire spin/clamp) pokémon that is 
    faster than your opponent, you can rack up big damage in a few 
    rounds, and leave your opponent uanble to switch.  Poison and 
    severe poison are ineffective on poison and steel types 
    (including dual types with one type poison or steel).  Severe 
    poison from Toxic is awesome because the HP it takes is doubled 
    with each round, so pairing it with bind/wrap or fire spin/clamp 
    is ultra effective.  Pair this with leech seed and the damage is 
    nearly quadrupled every round and will bring down some of the 
    toughest opponents quickly.  The only problem is if your 
    opponent does manage to switch, severe (toxic) poison will 
    become regular poison, and leech seed will disappear.  If your 
    opponent is on their last pokémon, however, toxic/leech seed 
    will be the ultimate way to finish them off.
    sleep--If it works, your opponent will not be able to attack you 
    at all for at least one round, unless they wake up immediately 
    (if so use it again) *or if they have snore, you can take a 
    decent physical hit, and sleep talk is like metronome while they 
    are asleep, beware these moves.*  Sing, hypnosis, lovely kiss, 
    sleep powder, and spore is the order of effectiveness of sleep 
    moves, least to most.  Once asleep, pound them if you have an 
    attack they are weak against or switch to a pokémon that can do 
    so.  If they are weak against psychic attacks, switch to someone 
    with dream eater as you will severely damage them and gain 
    massive health in the process (unless they are psychic and 
    resist dream eater).  Sleep is a good move, because if it works 
    your opponent is at your mercy.  Nightmare is another good move 
    to use while your opponent is sleeping.
    paralyze--When it hits your opponent, you will almost always 
    have a speed advantage over them and get first attack (unless 
    they use quick attack or their speed beats yours by a huge 
    margin, and quick attack shouldn't be a big concern late in the 
    game).  Glare, stun spore, body slam, and thunder wave can all 
    paralyze your opponent.  Thunder wave will not work on ground 
    types (or dual types with ground as one) though, and body slam 
    won't work on ghost types.  This move may also cause your 
    opponent to be unable to attack at certain rounds or several 
    rounds in a row, which is an added bonus, though you should 
    still be prepared for a counter attack, the chance of them being 
    fully paralyzed is always 25 percent.  If your opponent's 
    pokémon has more speed than the pokémon you would like to use 
    against it, this is a good move.  This is also used well with 
    confusion and headbutt/king's rock.
    burn--This is like a speed down/poison plus.  All fire moves 
    except fire spin have a 10 percent chance of burning your 
    opponent.  You will gain a smaller speed advantage over the 
    pokémon and sometimes get first attack, but it is not as 
    effective as paralyzing your opponent.  The added benefits are 
    that your opponent's physical type attacks will be reduced in 
    strength, and they will lose HP each round!  This is one of my 
    favorites, and it's only downfall is that it doesn't work on 
    fire types (or dual types with fire as one).
    freeze--This move is a lot like sleep in that you have an open 
    opportunity to pound your opponent, or to switch and then pound 
    them.  All ice moves except Aurora Beam have a 10 percent chance 
    of freezing.  Don't use fire against your opponent or you will 
    thaw them out.  Sacred fire and flame wheel can also thaw you 
    out when you use them.  Sunny day prevents freezing.  Otherwise, 
    they have no way out and will either have to switch or be 
    pounded into submission.  This move is great against those 
    pokémon you know your opponent could stomp you with.  This move 
    will not work on ice types or dual types with ice as one.  Also, 
    it might be wise to not freeze water opponents....why? because 
    if your last pokémon only has fire attacks, and your last 
    opponent is a formerly frozen water type, you may lose.  (thanks 
    Alvaro) Be careful this situation doesn't come up.  *Also I had 
    an opponent defrost on me with no fire moves used!  I am not 
    sure if it is random, but I think it had to do with that it was 
    their last pokémon, so it unfroze them.  They had also switched 
    the pokémon out but I don't think it had anything to do with it.  
    If anyone knows for sure, email me.*
    The following status ailments, boosters, and tricks can be 
    combined with the above list and with each other:
    bind/wrap/fire spin/clamp/whirlpool--Now keeps your opponent 
    from switching and does small damage for several rounds.  Try to 
    trap in opponents that you have type advantage against.
    Safeguard--Protects against status ailments such as burns, 
    paralysis, confusion, etc. for five rounds.  Will stay in effect 
    when a switch is made, so it is a team move.
    Roar/whirlwind--Forces your opponent to switch to another random 
    pokémon out of his remaining forces.  Great to change the tide 
    of battle if they brought out a pokémon that you are at a big 
    disadvantage against.  Also a great counter to wrap/bind/fire 
    spin/clamp/whirlpool or mean look/spider web.  Also good to gain 
    type advantage (say you had a Zapdos out and you know your 
    opponent has a Tentacruel, you can try to force it out).  The 
    downside is that you opponent can still switch out again, but 
    that allows you one free attack.
    Spikes--Does decent damage to your opponent every round, and is 
    good in combo usage.  What the bigger benefit is, is if they 
    switch, the damage done by spikes increases by a big margin.  
    Spikes doesn't affect flying types though.  Those resitant 
    against ground attacks don't take as much damage either.
    protect/detect/endure--Protect and detect protect you from a hit 
    guaranteed the first time you use them (and always get first 
    strike), and decrease in effectiveness the more you use them.  
    Endure works very similarly, but doesn't allow you to fall below 
    one HP.  Endure is good if used in combination with reversal or 
    flail, and will help turn the tide of the battle.
    Mimic--A bit better than last time.  You will learn the move you 
    opponent last used, which can be very useful if it is a recovery 
    move or some move that would give you an edge.
    Foresight--If you are facing a double teaming or minimizing 
    opponent, foresight will return their evasiveness to normal.  
    This move also allows normal type and fighting type attacks to 
    strike ghost types.
    Mind reader/lock-on--Moves that guarantee the next move will be 
    a hit.  Great in combination with dynamic punch and zap cannon 
    that only have a 50% chance of striking, but auto-confuse or 
    auto-paralyze the opponent respectively (if they are not immune 
    to fighting or electric attacks).
    perish song/destiny bond--Nasty little moves, for sure.  Perish 
    song will knock out both your and your opponent in three rounds 
    provided no switch is made.  Use this when you have more than 
    one pokémon and your opponent only has one left.  Destiny bond 
    ensures that if you are going down this round, your opponent is 
    too.  Anticipate when they will KO you, then take them out as 
    Sandstorm--A weather change as mentioned in basic strategy but 
    also a good combo builder.  Use this on top of toxic and 
    wrap/bind/fire spin/clamp/whirlpool to do good damange every 
    round to your opponent.
    Nightmare/curse--Curse will normally reduce speed to increase 
    your attack and defense.  However, curse in the hands of a ghost 
    type will take half their HP in order to take 1/4 of the 
    opponent's HP every round, provided they don't switch.  This is 
    a risky strategy, but useful.  Nightmare is similar in that it 
    takes 1/4 your opponent's HP every round while they are asleep.  
    So hope they don't wake up or switch, or better yet, use it on 
    their last pokémon.
    Attract--The benefit to using this (besides the hilarious "hey, 
    hey" that the announcer says) is that if your pokémon and your 
    opponent's pokémon are opposite genders, they will only be able 
    to attack around 50% of the time.  If you throw this in with 
    confusion, paralysis, and the headbutt/king's rock combo, your 
    opponent will likely never hit you.  The downside to this is the 
    pokémon have to be opposite genders, so there has to be an ideal 
    situation, and also genderless pokémon can not be effected by 
    evasion down--Sweet scent lowers the opponent's ability to evade 
    attacks.  Useful if you are using powerful inaccurated moves 
    like thunder.  Also counters double team and minimize.
    blindness/evasion up--Using moves like sand attack, smoke 
    screen, and kinesis lowers your opponent's accuracy.  Mud slap 
    works like sand attack, but does a little ground typed damage 
    (won't work on flying types).  If used over several rounds, your 
    opponent may be almost totally unable to hit you.  You take a 
    gamble with this strategy, however, because you need several 
    rounds for it to seriously lower their accuracy.  Minimize and 
    double team raise your pokémon's evade, so if you switch keep in 
    mind your next pokémon will have no increase in evade, making 
    blinding attacks better, since you can switch with the effects 
    still on your opponent.  With either you will need to use the 
    moves a couple of rounds until there has been a great change in 
    accuracy for it to make any difference.  And a big disadvantage, 
    some moves like stomp have a high accuracy (most simple moves 
    like horn attack, tackle etc. do), and swift and faint attack 
    (and thunder during rain dance) will always hit your pokémon no 
    matter what.  But if you know your opponent is packing power 
    moves like rock slide, thunder, etc., this move will make it 
    much tougher for them to hit you.  *Beware minimize, go with 
    double team, because stomp now does double damage to someone who 
    used minimize.*  Blinding moves wear off when your opponent 
    switches his blinded pokémon out of battle.
    Pain split--An interesting move that can level the playing 
    field.  Say you were at 10 HP and your opponent was at 400 HP.  
    Pain split will add those values to get 410, then divide the HP 
    up equally between you and your opponent, giving you 205 HP 
    each.  Use this to come back from impossible situations.
    Mean look/spider web--These moves make your opponent unable to 
    switch.  Trap them in if they are at a disadvantage against your 
    current pokémon.
    Encore--This move forces your opponent to repeat his last move 
    2-6 times unless he switches.  Very useful against the last 
    pokémon, because you can force him to use something like disable 
    several times in a row while you continue your assault.  Not 
    good if they pick a move that hurts you though, so choose when 
    you use it very carefully.
    confusion--Use this move to make your opponent less likely to 
    hit you, and at the same time likely to hurt itself.  Confuse 
    ray is more powerful than supersonic.  Swagger increases your 
    opponents attack like swords' dance, which is great if they hit 
    themselves.  Screech is also good in conjunction with confusion.  
    *A note on swagger, if you already are fully maxed out on 
    attack, then swagger will always miss.  A counter strategy is to 
    try to use swords' dance and belly drum to stop the swaggers, if 
    you can survive and not hit yourself.*  You csn also ride out 
    three swaggers with leftovers and barrier.  So, confuse ray and 
    screech may be the better combo.  This move is good in 
    combination with other moves because it reduces the chances of 
    your opponent hitting you even more.  If you wish to gamble for 
    your opponent to mainly hurt itself, you may use this move 
    alone, but be warned they still may hit you.  Opponents with 
    higher attack and lower defense will hurt themselves more.  Very 
    useful in combination with paralysis.  Throw in a confusion with 
    paralysis and headbutt with the king's rock and they might never 
    hit you.  Confusion wears off when a switch is made.
    Heal bell--Cures all status ailments on your entire party.  A 
    very useful move to counter being paralyzed, confused, etc.
    disable--This move is much improved now.  It has a 55% chance of 
    disabling the move your opponent used last.  Tired of them 
    changing the weather?  You want a sunny day?  You don't want 
    them to use their best attacks or recovery moves?  Disable it, 
    and for several rounds you will have the upper hand.  
    leech seed--This move gives you a little bit of energy at the 
    opponent's expense every round, even if you switch pokémon.  If 
    your opponent switches though, the leech seed will go away.  If 
    combined with Toxic this move is very useful because all the 
    damage done by poison and leech seed becomes your energy and it 
    does 4x more damage each round!  It is also useful to put your 
    enemy to sleep and keep them asleep to get all their energy, or 
    switch to a pokémon that really needs the energy.  This move 
    always seems to take a certain percentage of the opponent's HP, 
    and that percentage goes up slightly with level up.  (thanks 
    Alvaro)  Toxic/leech seed is not as useful if you opponent 
    switches, because the toxic poison will just become regular 
    poison and the leech seed effect will disappear.  This is great 
    to use on their last pokémon though.
    mirror coat/counter--Great moves for doing damage back.  If you 
    can survive the hit your opponent gives you, you will pay them 
    back double the damage.  You want to take a lot of damage from 
    their hit, but not enough to knock you out.  These moves always 
    go second.  Mirror coat does double damage back when you receive 
    a special attack, and counter works for physical attacks.
    flinch--Some moves make your opponent flinch when you hit them.  
    Bite, low kick, rolling kick, bone club, stomp, headbutt, (now) 
    rock slide, and hyper fang all may have this effect--stomp, rock 
    slide, and headbutt have a one in three chance of making them 
    flinch, hyper fang has a one in ten chance, and most of the 
    others seem to have a one in ten chance.  If your pokémon gets 
    the first hit and your opponent flinches they won't be able to 
    attack you that round, and the bonus is these moves are 
    generally very powerful (order of strength left to right).  
    These moves don't work well against rock pokémon or at all on 
    ghost pokémon (except for bone club, and rolling kick works on 
    rock types).  This strategy is a gamble, but it could have big 
    payoffs.  *Stomp now also does double damage to opponents who 
    used minimize, but not double team.*
    skip round--Moves like fly and dig allow you to skip a round and 
    take no damage provided that your opponent is slower than your 
    pokémon.  However, swift will hit you even while you are in the 
    sky or ground.  If both players use dig or fly, the slower 
    pokémon will avoid damage and get its attack in.  *A new feature 
    to this, gust, twister, and thunder will hit you while flying 
    and do double damage.  Earthquake and magnitude will hit you 
    while digging and do double damage.  So if your opponent has 
    these attacks, avoid using these moves like the plague.*
    take no damage and attack--The move substitute will replace your 
    pokémon with a poké doll which will take a certain amount of 
    damage before breaking (I believe half of your pokémon's max 
    HP).  During this time you can attack without being injured!  
    The poké doll will have the same resistances and weaknesses as 
    the pokémon who used it.  The drawback is that if your pokémon 
    has low HP this move won't last, and that you sacrifice 1/4 of 
    your max HP every time you use it, and eventually you won't have 
    enough health to use it.  It is good to give to a pokémon that 
    can recover.  Substitute prevents one hit KOs (so far that I've 
    tested) and it prevents status changes and moves that reduce 
    stats.  You can also use rest after using substitute to avoid 
    taking damage while you sleep.  I do caution you though, using 
    it with a pokémon that has high defenses is ok, but remember to 
    lower your opponent's speed if you have less speed.  Use moves 
    that paralyze, burn, put your opponent to sleep, or freeze your 
    opponent.  Also remember that your substitute has the same type 
    as you, and will be affected by attacks just the same, so many 
    times it will only take one or two hits before breaking if 
    powerful moves are used on it.  Definitely beware if your 
    pokémon has terrible speed, you will have to put the opponent to 
    sleep or freeze it with another pokémon before switching to the 
    pokémon you want to use substitute with.
    substitute/bide--A strange combination that lets your doll take 
    the damage, then you dish it out in 2-3 rounds.  All the damage 
    done to you and your doll during this time is paid back double 
    to your opponent, a good combination move.  With bide it can be 
    either special or physical damage.  A simple counter to this 
    strategy though is to use the rounds not to attack but to switch 
    or build your stats, recover, etc.  Substitute/counter and 
    substitute/mirror coat also do rather well.
    Stat boosts and weakeners
    defense up--Several moves boost your physical defense (a few 
    attacks do so now too).  The only ones worth keeping are Acid 
    Armor and Barrier as they increase your defense greatly, though 
    you should be ready to take a hit for using this move (unless 
    you have a free round).  In rare cases weaker moves may help a 
    pokémon with a great defense to become even tougher.  Reflect 
    reduces physical attack damage by 50% and is useful in many 
    situations, and moreso now that it protects even switched in 
    pokémon for five rounds.
    attack up--Several moves boost your attack.  The only two really 
    worth keeping or teaching, though, are swords' dance, and belly 
    drum.  Belly drum is great because it maxes your attack stat to 
    somewhere around 500, but it takes half your HP.  You'll take a 
    hit for using it, so be prepared (unless you have a free round).  
    speed up--Generally not as useful as paralyzing or burning an 
    opponent, but if you have a free round it may give you the speed 
    advantage you need.  Agility is the best speed building move.
    special attack up--Growth is all that brings this up anymore, 
    and most of the pokémon that use it won't have time to seriously 
    bolster their special attack before being knocked out.  It is 
    good to use if you have some free rounds.
    special defense up--Still a great thing to do, and amnesia is 
    still a great move to bring this stat up.  If you have a free 
    round, use this to bolster your defense against all special 
    attacks.  Light screen is still good, and now it lasts for five 
    rounds and works on pokémon that you switch in, so it is a team 
    effort move, reducing special damage by 50%.
    *Baton pass allows you to switch in a pokémon and give it all 
    the stat increasing moves you have used so far on your previous 
    pokémon.  Example: Girafarig uses Amnesia three times then baton 
    passes to Scizor; Scizor now has three Amnesias on it.  Then 
    Scizor could swords' dance three times and baton pass to 
    Marowak.  Marowak would then have three amnesias and three 
    swords' dances on it.  Beware the move haze, because it can get 
    rid of all your baton passing efforts.  Each time you switch you 
    have to take a hit also, so keep this in mind.
    *Psych up allows you to gain all the stat bonuses that your 
    opponent has gained so far, whether it be double teams or 
    swords' dances.
    *Mist defends against attacks that bring down your stats.
    *Ancient Power has a 10% chance to raise all your stats 
    slightly, but I wouldn't count on it being a great move for that 
    reason.  Just think of it as a small bonus to a useful rock 
    *Haze eliminates all stat changes, for the better or worse, and 
    ignores mist.
    defense down--Several moves and attacks inflict this ailment.  A 
    few of those attacks may be good enough to use anyway, and this 
    is an added benefit.  However, screech is the best defense 
    lowering move, just be ready to take a hit for using it.  It is 
    also harder to reduce the defense of opponents with a very high 
    defense, as it takes several rounds and you can be attacked each 
    round.  (Thanks Alvaro for these reminders)
    attack down--Chram is great for bringing the attack down of 
    powerhouses like Snorlax.  Some attacks inflict this ailment.  A 
    few attacks may be worth keeping anyway, and this is an added 
    bonus.  However, this is usually not a useful strategy.  It is 
    also harder to reduce the attack of opponents with a very high 
    attack, as it takes several rounds and you can be attacked each 
    speed down--Some attacks like icy wind and one move (string 
    shot) inflict this ailment.  Paralyzing or burning the opponent 
    is much more effective.  Scary face can be a help to bring speed 
    down, but like I said, paralysis is better.  It is also harder 
    to reduce the speed of opponents with very high speed, as it 
    takes several rounds and you can be attacked each round.
    special defense down--Crunch and psychic can bring this down, 
    though psychic doesn't do this as often as it used to.  This can 
    help against opponents such as Mew who have no way of building 
    this defense back up.
    IX. Secrets
    For the minigames, if you beat the computer on Champion mode on 
    hard difficulty using 7 tokens or more to win, you will unlock 
    the very hard difficulty to the mini games.
    You can decorate the "My Room" feature by getting decorations 
    from mystery gifting.  You can mystery gift with up to five 
    people per day.  You can only mystery gift with the same person 
    once a day.  You can mystery gift with the girl from the 
    Goldenrod Department store on Stadium 2, it is in the main menu.  
    These are the items you can decorate with (combination of what I 
    got and what pokemasters.com has listed):
    Gengar Doll, Grimer Doll, Pikachu Doll, Surf Pikachu Doll, 
    Clefairy Doll, Jigglypuff Doll, Geodude Doll, Diglett Doll, 
    Magikarp Doll, Weedle Doll, Shellder Doll, Bulbasaur Doll, 
    Charmander Doll, Squirtle Doll, Machop Doll, Poliwag Doll, 
    Oddish Doll, Voltorb Doll, Gold Tropy, Silver Trophy, NES, Super 
    NES, Virtual Boy, N64, Tropic Plant, Magna Plant, Jumbo Plant, 
    Clefairy Poster, Jigglypuff Poster, Pikach Poster, Town Map, 
    Pikachu Bed, Polkadot Bed, Pink Bed, Feathery Bed, Red Carpet, 
    Green Carpet, Yellow Carpet, Blue Carpet, Big Lapras, Big Onix, 
    Big Snorlax--rumor also says there is an Unown Doll but I am 
    You can also get these items from mystery gifting:  X accuracy, 
    X attack, X special, X defend, guard spec., dire hit, elixir, 
    max elixir, berry, bitter berry, mint berry, burnt berry, 
    przcureberry, psncureberry, miracle berry, gold berry, ether, 
    max ether, fire stone, leaf stone, water stone, thunder stone, 
    repel, super repel, max repel, revive, max revive, great ball, 
    HP up, PP up, music mail, eon mail, morph mail, bluesky mail, 
    and scope lens.
    These are the items you can get from the Pikachu 2 G/S depending 
    on watts you transfer: 
    berry 100-199
    bitter berry 200-299
    great ball 300-399
    max repel 400-499
    ether 500-599
    miracle berry 600-699
    gold berry 700-799
    elixir 800-899
    revive 900-998
    rare candy 999
    Here's how to get some rare and valuable items from gold and 
    silver (I have actually gotten all of these):
    Twisted Spoon--Trade a Kadabra from yellow that knows Kinesis 
    (catch west of Lavender).  Increases the power of psychic 
    attacks by 10%.
    Dragon Fang--Find in the Dragon's Den north of Blackthorn City.  
    Increases the power of Dragon attacks by 10%.
    Focus Band--Get from the Fighting Gym in Saffron City.  Acts 
    like Endure, in that it sometimes allows your pokémon to hang on 
    with one HP after receiving a hit that would make it faint.  
    Chance of it protecting you is 50% the first time only.
    Magnet--(Day of the week people only show up on listed day of 
    the week) Sunny of Sunday will give it to you on Route 37.  
    Increases power of electric attacks by 10%.
    Sharp Beak--Monica of Monday will give it to you on Route 40.  
    Increases power of flying attacks by 10%.
    Pink Bow--Tuscany of Tuesday will give it to you on Route 29.  
    Increases normal attacks by 10%.
    Black Belt--Wesley of Wednesday will give it to you near the 
    Lake of Rage.  Increases the power of fighting attacks by 10%.
    Hard Stone--Arthur of Thursday will give it to you on Route 36. 
    Increases the power of rock attacks by 10%.
    Poison Barb--Freida of Friday will give it to you on Route 32.  
    Increases the power of poison attacks by 10%.
    Spell Tag--Santos of Saturady will give it to you in Blackthorn 
    City.  Increases the power of ghost type attacks by 10%.
    Polkadot Bow--Trade a Jigglypuff from red/blue/yellow, and it 
    will have this attached.  Increases the power of normal attacks 
    by 10%.
    Black Glasses--Find in the Dark Cave from a man.  Increases the 
    power of dark attacks by 10%.
    Soft Sand--Get from girls by surfing to a hidden path south of 
    Goldenrod City.  Increases the power of ground attacks by 10%.
    Mystic Water--Get this from surfing to a man in Cherrygrove 
    City.  Increases the power of water attacks by 10%.
    Charcoal--Get from the house of the man who's Farfetch'd you had 
    helped in the woods.  Increases the power of fire attacks by 
    Miracle Seed--Get from a man on Route 32.  Increases the power 
    of grass attacks by 10%.
    Metal Coat--Get from finishing the S.S. Aqua.  Increases the 
    power of steel attacks by 10%.
    Silver Powder--Steal with the the thief move rarely from wild 
    Butterfree on g/s.  Increases the power of bug attacks by 10%.
    Nevermelt Ice--Get from the Ice Path between Mahogany Town and 
    Blackthorn City.  Increases the power of ice attacks by 10%.
    Scope Lens--Get it by mystery gifting.  Increases chance for 
    critical hit on attacks by 10%.
    Lucky Punch--Trade a Chansey from red/blue/yellow and this will 
    be attached.  Increase Chansey's chance for critical hit by I 
    think about 20%.
    King's Rock--Found in the depths of Slowpoke Well (you will need 
    rock smash).  Increases the chance of all attacks to cause 
    flinch by 10%.
    Stick--Steal with the thief move rarely from wild Farfetch'd on 
    g/s.  Increases the chance of Farfetch'd getting a critical hit 
    by I think 30%.
    Metal Powder--Get from a Ditto traded from r/b/y.  It doubles 
    Ditto's physical defense.
    Amulet Coin--Get in the Goldenrod Department Store basement 
    after beating team rocket in the Underground.  Doubles the 
    amount of money you receive after trainer battles.
    Lucky Egg--Steal rarely with the thief move from wild Chansey on 
    g/s.  Doubles the amount of experience you receive after battle 
    on the pokémon it is attached to.
    Quick Claw--Get from a lady in the National Park.  Gives you 
    pokémon a 30% chance to strike first if they are slower than the 
    Leftovers--Restores 10% of your HP every round to attached 
    Mystery Berry--Get from the tree across the water north of 
    Goldenrod City.  Restores PP to moves if you lose all PP.
    Gold Berry--Get as a third prize in the bug catching contest, 
    from the Pikachu 2 G/S, and by mystery gifting.  Restores 40 HP 
    to attached pokémon.
    Berry Juice--Get attached on the Shuckle you can agree to raise 
    in Cianwood City.  There is only one of these, so pull it and 
    duplicate it while you can.  Restores 20 HP to attached pokémon.
    Miracle Berry--Get from mystery gifting or the Pikachu 2 G/S.  
    Cures any status ailment inflicted on attached pokémon.
    All other berries--Common on the many trees of Kanto/Johto.
    Bright Powder--Get from legandary birds, Mewtwo, or Mew traded 
    from r/b/y.  Increases evade by 10% at the beginning of the 
    Light Ball--Get from a starter Pikachu traded from yellow.  
    Doubles the power of all Pikachu's special attacks.
    Thick Club--Get rarely from stealing with the thief move from 
    wild Cubone in g/s.  Doubles the power of Cubone and Marowak's 
    physical attacks.
    Berserk Gene--Get from the water in front of Mewtwo's cave.  
    Works as though you have been hit by swagger.  Hopefully you 
    will hit the opponent if you use it.
    (Secrets Continued)
    For winning all the Cups or the Gym Leader Castle on round 1, 
    you will win the Doduo Game Boy Tower and be able to play 
    red/blue/yellow at double speed.
    For winning BOTH all the Cups AND the Gym Leader Castle on round 
    1, you will win the Dodrio Game Boy Tower and be able to play 
    red/blue/yellow at 4 times speed.
    If you name your pokémon different names, they will have 
    different coloring.  Pookah on Pikachu is an example, or MoLtReS 
    is another.  Some pokémon are already different colored, such as 
    red Gyarados and pink Butterfree if you have caught them.
    For winning on the Johto Castle on round 1, you will receive a 
    chance to re-learn any move your pokémon ever forgot.  This can 
    be most useful if you ever regretted giving up a move.  This 
    only works once though.
    For winning against the rival on round 1, you will receive a 
    Farfetch'd that can baton pass.  Rather useful if you light 
    screen and reflect before bringing him in.  You can only win one 
    Farfetch'd that knows baton pass, so don't lose him.
    For completing all of Earl's pokémon academy, you will open up 
    additional information in the library on all g/s pokémon.
    On round 2, you can rent Celebi for use in the Prime Cup.
    If you hit right C on the main menu screen, you can change which 
    round of Stadium you are in, and that also makes the battle now 
    pokémon different.
    You will be able to choose from many different battle arenas for 
    free battle once you have finished all of round 1.  
    If you finish all the cups or the Gym Leader Castle on round 2, 
    you will be able to play you gold and silver at double speed 
    (though in a shade of brown, not color).
    If you finish BOTH all the cups and the Gym Leader Castle on 
    round 2 that you will be able to play gold and silver at 3x 
    speed.  I have confirmed this.
    For winning on the Johto castle on round 2, you get to re-learn 
    one move that any of your pokémon ever forgot.  This only works 
    if you don't use a registered team.
    You get a Gligar that knows earthquake for defeating the rival on round 
    2.  Thanks to toffee@alphalink.com.au for this info.  Gligar's stats 
    are very poor, especially his attack, so it isn't the most helpful 
    gift, but you might give electric types a surprise.
    X. Credits
    Big thanks to Nintendo for making all the pokémon games and for 
    the very useful features of Stadium 2.
    Thanks to jrgrey@integrity.com for some very interesting points 
    of advice.  He told me that you can still relearn any move that 
    your pokémon ever forgot if you complete the Gym Leader Castle 
    on round 2 (without a registered team I figured out).  He also 
    told me that the Dodrio Game Boy for g/s only plays g/s at 3x 
    speed.  He also contibuted that beating Earl's pokémon academy 
    opens up info on all g/s pokémon.
    Thanks to Jeff-tora@japoness.com for all his insight to 
    movesets, breeding, and the many other things he has helped me 
    Thanks to The_Cat-soccercat37@hotmail.com for help with determining 
    that breeding and egg hatching depended on steps.
    Thanks to Sophie-falsehead@aol.com for all her help with movesets, 
    breeding, stats, etc.
    Thanks to Alvaro-robot_z50@hotmail.com for all the info on r/b/y that 
    is still current that he gave me.
    Thanks to Laura 182-laurar182@hotmail.com for all the info she gave me 
    on r/b/y tms/hms.
    Thanks to soccercat37@hotmail.com for pointing out that you can 
    save right before getting Eevee, Mewtwo, your starter pokémon, 
    etc. and keep receiving them until their stats are as good as 
    you want them to be.  Also thanks to her for insight on breeding 
    and that it requires steps.
    Thanks to toffee@alphalink.com.au for the secret of what you get 
    for finishing round 2.
    Thanks to Gyarados13O@cs.com for the tip on agility.
    Big thanks to white-cat--white_cat@white-cat.net
    for information on base stats of pokémon, and to his sources.
    Big thanks to Kevin--pokémaster_kevin@hotmail.com and his site, 
    pokémasters.com and all his sources for info on the max stats of 
    pokémon, and on what all you can get through mystery gifting.  
    Thanks to him also for what items you can get through mystery 
    gifting and through the Pikach 2 G/S.
    XI. Disclaimer and other legal stuff
    This guide is copyright 2001 to Mark aka Magus747, who authored 
    it.  Game Boy is copyright and TM to Nintendo.  The Transfer 
    Pack is copyright and TM to Nintendo.  Pokémon Red and Blue are 
    copyright 1995-1998 to Nintendo/Creatures, inc./Gamefreak inc. 
    and Pokémon Yellow is copyright 1995-1999 to Nintendo/Creatures, 
    inc./Gamefreak, inc.  The Pikachu 2 G/S is TM and copyright 2000 
    to Nintendo.  Pokémon Gold and Silver are copyright to 
    Nintendo/Creature,inc./Gamefreak,inc. 1995-2000.  Pokémon 
    Stadium and Pokémon Stadium 2 are copyright 1995-2001 to 
    Nintendo/Creatures, inc./Gamefreak, inc.  Information was taken 
    only from my hard work and game play, and the people in the 
    credits.  Any similarity to other guides/information (besides my 
    old guide) is coincidental.  My sources in the credits agreed to 
    get their information from gameplay and hard work, not by taking 
    from any illegal sources.  If the people stated above had 
    sources, they agreed to verify that their sources--or the 
    original source somewhere down the line--had acquired their 
    information through hard work and game play, not by plagiarism.  
    Information from this page, in part or in full, to be used in 
    any magazine, FAQ, guide, sale and profit, webpage, or any other 
    public use without my permission is illegal and prosecutable.  
    You may print this guide out for personal use and share it with 
    your friends provided that they don't misuse it in the ways 
    stated above.  Uses of the words "he" and "she" to describe 
    pokémon are not meant to indicate a gender on the pokémon unless 
    it is understood they already possess one, and those uses are 
    not meant to offend anyone, just for convenience when I was 
    bought for time.  You are assumed to have read and understood 
    this disclaimer, and know that it applies to you, if you have 
    ever read, seen, or uploaded this guide, in part or in full, by 
    web browser or other means.  This guide is only to appear on the 
    following in its original form: http://www.gameFAQs.com/ , and 
    http://hometown.aol.com/falsehead.  I have had a problem with 
    receiving more junk mail since the publication of my guide.  NO 
    ONE is to sell my email address or anyone's email address that 
    appears on the guide (person who publishes my guide or person 
    who reads my guide), give my email address (or anyone's that 
    appears on the guide) away except to their friends who have 
    questions about the game, submit my email (or anyone's that 
    appears on the guide) to any organization that SPAMS or bulk 
    mails, AND ABSOLUTELY NO ONE is to get the stated email 
    addresses off of this guide and then SPAM us.  If I can prove 
    that you companies that are spamming us got the email addresses 
    from my guide, let me say this--you have been warned.  If you 
    have my permission to post this guide on your site, know that 
    this document may not be converted to HTML without my 
    permission, nor may any advertisements or other means of making 
    money appear on the same page as this guide (no banners, 
    counters, etc.) at all.  I reserve the right to update this 
    legal notice at any time with or without given reason.

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