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GBC · Pokémon Gold & Silver · Original release · by Game Freak

Pokémon Gold & Silver

Playing:
84areas251Pokémon43bosses439trainers
What makes it different

Johto and then Kanto: 251 Pokémon, a day-night clock, sixteen badges and Red waiting on Mt. Silver.

More about the game

The second generation adds Johto's 100 new species, a real-time clock with morning, day and night encounters, held items, breeding and two new types. After the Johto League the game reopens Kanto with its own eight gyms, and the final fight is against Red on Mt. Silver. Gold and Silver differ in a set of version-exclusive wild Pokémon.

The original game

Game Freak

This is an official game, not a ROM hack, and this page is here so that the guides for the ROM hacks built on it have the original numbers to point at. Encounters, stats, learnsets and TMs come from PokéAPI's data for this version; trainer teams, where present, from the pret decompilation. The game itself is Game Freak's and Nintendo's.

What this guide covers

This is an official game, so there is no creator documentation to read: the numbers come from PokéAPI's data for this version and, for trainer teams, from the pret decompilation of the game. A section the site has not compiled yet says so below rather than being filled in from memory.

SectionSource
Wild Pokémon by areaFrom the game itself
Encounter ratesFrom the game itself
Wild levelsFrom the game itself
Stats, abilities and movesetsFrom the game itself
TM and HM compatibilityFrom the game itself
Where TMs are foundFrom the game itself
Trainer and boss teamsFrom the game itself

Credits

Reading the tables

SourceThis is an official game, not a ROM hack. Wild tables, species data and TM lists are PokéAPI's records for Gold & Silver; trainer teams and item locations are read from the pret/pokegold decompilation. Nothing is typed in from memory.

RatesPercentages are the game's encounter-slot chances summed per species; * marks anything at 5% or less. Levels are the range across those slots.

VersionsTables and fights that exist in one version only are labelled with that version; everything else is the same in both.

TimeJohto's wild tables change with the clock: a table labelled morning, day or night applies at that time; an unlabelled one applies all day.

MovesA trainer's Pokémon with no move set in the game's data uses the last four moves its species learns by level, which is how the game itself fills them in.

Tms6 TMs have no pick-up or gift script in the decompiled maps (shop, Game Corner or event prizes) and are marked as not compiled rather than guessed.

StagesCheckpoints follow the game's own badge order. Where an HM or a rod opens a method, the checkpoint is the site's reading of when the story hands it out; the item's map comes from the game data where it is compiled.