Pokémon Gen I TM & HM Locations
Important TM and HM locations for Red, Green, Blue, and Yellow progression.
These are the most important move items for Gen I route progression and team planning. HM constraints are stricter than in modern games.
| Item | Move | Location | Notes |
|---|---|---|---|
| Cut | S.S. Anne | Required for major Kanto progression. HM moves cannot be forgotten normally in Generation I. | |
| Fly | Route 16 | Optional for battle, very useful for travel after reaching Celadon. | |
| Surf | Safari Zone | Essential for late-game routing, Seafoam Islands, Cinnabar access, and the Power Plant path. | |
| Strength | Fuchsia City | Received after returning the Safari Zone Gold Teeth. Needed for several boulder puzzles. | |
| Flash | Route 2 gate | Optional but helpful for Rock Tunnel. Requires enough Pokédex progress to receive. | |
| Thunderbolt | Vermilion Gym reward | A key Electric TM from Lt. Surge. Strong for Water and Flying matchups. | |
| Ice Beam | Celadon Game Corner prize | Valuable coverage for Lance and many late-game threats. | |
| Psychic | Saffron City | One of the strongest Generation I attack types and excellent against Poison and Fighting Pokémon. |
More Gen I Guide Sections
Shared Walkthrough
Follow Kanto from Pallet Town to Champion with version notes.
Version Differences
Compare release history, starters, encounters, and presentation.
Exclusive Pokémon
Check version availability and trade-planning targets.
Pokémon Green Differences
Understand Japan-only Green without confusing it with Blue.
Yellow Differences
Pikachu starter, gift starters, encounter, and trainer changes.
Gym Leaders
Badge order, type specialties, key Pokémon, and counters.
Legendary Pokémon
Plan Articuno, Zapdos, Moltres, Mewtwo, and event-only Mew.
Elite Four
Prepare for Lorelei, Bruno, Agatha, Lance, and Champion.
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