Pokémon Red, Green, Blue & Yellow TM & HM Locations
A practical Gen I TM and HM location guide focused on required HMs, one-use TM planning, key coverage moves, and walkthrough links for Pokémon Red, Green, Blue, and Yellow.
These are the most important move items for Gen I route progression and team planning. HM constraints are stricter than in modern games.
HM01 Cut
S.S. Anne, from the Captain
Overworld use condition
- Cascade Badge for overworld use
Practical notes
- Cut opens several blocked trees and is required for main Kanto progression.
- HM moves cannot normally be forgotten in Generation I, so teach it to a planned utility Pokémon.
HM02 Fly
Route 16, from the girl in the secluded house west of Celadon
Overworld use condition
- Thunder Badge for overworld use
Practical notes
- Fly is not required to finish the story, but it saves a lot of travel time after Celadon.
- You need access around the Route 16 gate area to reach the house.
HM03 Surf
Safari Zone Secret House
Overworld use condition
- Soul Badge for overworld use
Practical notes
- Surf is one of the most important Gen I progression tools.
- It unlocks late-game water routes, Seafoam Islands, Cinnabar access, and the Power Plant route.
HM04 Strength
Fuchsia City, from the Safari Zone Warden after returning Gold Teeth
Overworld use condition
- Rainbow Badge for overworld use
Practical notes
- Strength is required for several boulder puzzles, including Victory Road routing.
- Collect the Gold Teeth in Safari Zone before leaving Fuchsia progression behind.
HM05 Flash
Route 2 gate, from Professor Oak's aide after enough Pokédex progress
Overworld use condition
- Boulder Badge for overworld use
Practical notes
- Flash is optional, but it makes Rock Tunnel far easier to navigate.
- If you know Rock Tunnel well, you can technically proceed without it.
TM24 Thunderbolt
Vermilion Gym reward from Lt. Surge
Reliable Electric coverage for Water and Flying matchups.
- A strong one-use TM; choose the recipient carefully.
TM29 Psychic
Saffron City
Psychic is one of the strongest offensive types in Generation I.
- Excellent against Poison and Fighting Pokémon.
TM26 Earthquake
Viridian Gym reward from Giovanni
Powerful Ground coverage for late-game Electric, Poison, Rock, and Fire targets.
- Usually worth saving for a strong physical attacker.
TM13 Ice Beam
Celadon Game Corner prize
Useful Ice coverage for Lance and many late-game threats.
- Requires Game Corner coins rather than a normal route pickup.
TM14 Blizzard
Pokémon Mansion on Cinnabar Island
Very strong Ice damage in Gen I and excellent into Dragonite.
- Strong but one-use; plan around your Elite Four team.
TM08 Body Slam
S.S. Anne
Reliable Normal coverage with paralysis utility.
- Easy to miss if you rush the S.S. Anne.
TM15 Hyper Beam
Celadon Game Corner prize
High-power Normal move for strong physical attackers.
- Powerful, but expensive and not required for story completion.
TM31 Mimic
Saffron City, Copycat's house
Situational utility for players experimenting with Gen I mechanics.
- Not required for a normal playthrough.
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.
FAQ
Are TMs reusable in Gen 1?
No. TMs are single-use in Pokémon Red, Green, Blue, and Yellow, so rare TMs should be planned before teaching them.
Which HMs are required to finish Pokémon Red and Blue?
Cut, Surf, and Strength are the most important story-progression HMs. Flash and Fly are useful but not strictly required to finish the main story.
Where do you get Surf in Gen 1?
HM03 Surf is obtained in the Safari Zone Secret House. You need the Soul Badge to use Surf outside battle.
Can HMs be forgotten in Pokémon Red, Blue, and Yellow?
Not normally. Generation I does not offer the modern move-deletion convenience, so teach HM moves carefully.
Should I save rare TMs?
Yes. Important one-use TMs such as Thunderbolt, Psychic, Earthquake, Ice Beam, and Blizzard should usually be saved for Pokémon that will remain on your team.
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