Generation IKantoGame BoyRed / Green / Blue / Yellow

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.

Key TM and HM progression

These are the most important move items for Gen I route progression and team planning. HM constraints are stricter than in modern games.

HM Locations

HM01 Cut

S.S. Anne, from the Captain

Story progression

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

Optional utility

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

Story progression

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

Story progression

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

Optional utility

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.
Essential TMs

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.
Useful coverage TMs

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.
Optional / late-game TMs

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

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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