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[[AC: General]]
* Versions of Pokémon (from Gen.3 and beyond) will not allow you to release or trade a Pokémon that has been taught a move from a Hidden Machine. This is to prevent players from doing this to themselves, since [=HMs=] carry moves that in general are required to finish the game. The only way to trade or release a Pokémon that knows an HM move is to teach that move to another Pokémon in the party. In addition, [=HMs=] cannot be tossed or sold for this very reason ([=TMs=] prior to Gen. V could be tossed or sold).
** This can create a side effect where, if a player receives a Pokémon that knows an HM move before they received that HM, they will become unable to trade or release that Pokémon until they find that particular HM and teach it to another.
** This issue is non-existent in ''VideoGame/PokemonSunAndMoon'', where Cut isn't even needed, and the Ride Pager makes up for any other required HM.

[[AC: [[VideoGame/PokemonRedandBlue Generation I]]]]
* In the Japanese ''Pokémon Red and Green'', if you evolve your starting Pokémon before you get to the second town and back (raising it from Level 5 to 16 by LevelGrinding against Pokémon about levels 2 through 4), the game will assume you already have the Pokédex and never give it to you. This means you can't get Poké Balls or purchase items in general, and since getting the Dex is also the flag that tells the Old Man in Viridian City to move, you're also unable to progress past the second town either. This was corrected in Japanese ''Pokémon Blue'', as well as all international releases. This borders on UnwinnableByInsanity because while you ''can'' do it by accident, those not doing this for the explicit purpose of glitching the game should probably get a psych evaluation for choosing anywhere that's not the Viridian Forest as your grinding spot for Brock.
** Note that if you try to trade your starter to another game to give it Cut to get around that man, the badge necessary for overworld use of the move is further up in your adventure.
* Gen I has the famous Glitch City, which -- if the player follows a particular sequence of actions involving the Safari Zone -- will put you in a "town" made of a random jumble of tiles pulled from the town you last visited. As Glitch Cities are not part of the game's map, they have no real exits (in some you can't even move off the tile you start in), thus the only way out is to Fly to another city or Teleport/Dig yourself back to the last Pokémon Center you visited. If you save in one without a Pokémon who knows one of those moves, you are in trouble.
** Another way to get stuck in a Glitch City in Yellow Version is to talk to Jigglypuff in Pewter City's Pokémon Center with Pikachu following you, which makes it stand still. Then, walk for a while on the right side of the room where Pikachu is not on screen. Eventually, you'll suddenly be unable to move.
* Also in Gen I, the glitch Pokémon other than Missingno. and 'M. You usually have to go out of your way to encounter them, especially in Yellow. But the harder you have to look, the more damage they do. Missingno. and M rarely do anything worse than mess with your Hall of Fame; other glitched Pokémon and trainers can screw up your party, destroy your savegame, or even ''render the entire cartridge unusable''. [[http://lparchive.org/Pokemon-Blue/Update%2001/ Demons in all their glitchy glory here.]]
* A more minor case, most infamously seen in ''LetsPlay/TwitchPlaysPokemonRed'', occurs inside Cinnabar Island's Pokémon Mansion. One NPC trainer can be battled while they are in a nearby one-tile-wide nook. When the battle ends, the NPC will remain in place in front of the narrow space, blocking the player's only exit. Provided the player doesn't have an Escape Rope, Dig, or Teleport on them, the only ways to escape the Mansion when this occurs are to reset or battle wild Pokémon until losing and being returned to a Pokémon Center.
* A ''less'' minor case can be found on Route 25. [[https://www.youtube.com/watch?v=9DVlgvUo3zs Battling a certain trainer from three blocks away]] will move him far enough that you can walk into a small enclosure behind him. Once you save and reset, the defeated trainer moves back to his original position, and stays there permanently. If you walk into that enclosure--perhaps to grab the TM in there--and then save and quit, you're trapped. (Whether this falls under UnwinnableByInsanity depends on whether you realized the trainer would end up blocking your only exit.) The only way to escape your new 5x2 home is to use Cut or Fly (or, in a pinch, Teleport). You normally reach this route before getting either of those [=HMs=], so if you decide to save in that spot for whatever reason, you'll probably have to start a new game.

[[AC: [[VideoGame/PokemonRubyAndSapphire Generation III]]]]
* More of a metagame example, but if both you and your opponent send out Wobbuffet with Leftovers, the match is made unwinnable since the held item Leftovers recovers more health than what the move Struggle will hit (and recoil) for considering Wobbuffet's abysmal attack stat, and the ability Shadow Tag prevents either player from switching out. Generation IV modified both the move[[note]]recoil damage is now 1/4 of the user's HP, regardless of damage output[[/note]] and ability[[note]]if both Pokémon have Shadow Tag, the effect is now cancelled out[[/note]] to make this situation impossible.

[[AC: [[VideoGame/PokemonDiamondAndPearl Generation IV]]]]
* Early Japanese copies of ''Diamond and Pearl'' have two for the price of one at the Pokémon League. Both were fixed in later Japanese releases and all international versions.
** The first one is the infamous "Surf through Aaron's door" glitch used to access Newmoon Island and Flower Paradise. If you saved in the black abyss while the game thinks you're somewhere where you can't use Fly or Teleport (or just don't have either), you're stuck. Keep in mind that getting Darkrai and Shaymin with this glitch requires saving the game.
** The second is one you're more likely to come across completely by accident. All Pokémon Centers before Gen VI have a second floor where local wireless activities are conducted, the Sinnoh Pokémon League being no exception. If you go to this second floor at the Pokémon League, the escalator to bring you back to the ground floor doesn't work, leaving you trapped there unless you load your previous save. And given what the room is for, your last save was probably there. Players who managed to get stuck here could send their games in to Nintendo to get hacked out of the room, or use Action Replay codes to do so themselves.
* An oversight in the early Japanese copies of ''Diamond and Pearl'' makes it possible for the player to go to the Underground on a bridge tile in Sunyshore City. When entering the Underground, the player is required to save the game. The problem with this is, when going into the Underground on that particular bridge tile, then going up into the normal world again, the player character will land UNDERNEATH the bridge tile and be able to walk on out-of-bounds sea tiles (and, among other funny things, can actually stand IN the Munchlax-shaped rock). Because of having saved, you will be stuck if you didn't bring a Pokémon knowing Fly or Teleport with you.
* A less disastrous example comes from the Hearthome City rival battle. In Diamond and Pearl, when you return to the Southern path of town, leading to the only exits, you are ambushed by your rival. If your Pokemon are particularly weak, this fight can be genuinely unwinnable, because there's no way of gaining experience in Hearthome City. This can be avoided if you can trade (also, it's unlikely that you would make it to that point in the game having only Pokemon weak enough to trigger this issue). Platinum fixed this by moving the rival battle to the guardhouse between Hearthome and the next route, meaning you can return to the previous route to grind if so desired.

[[AC: [[VideoGame/PokemonBlackAndWhite Generation V]]]]
* In ''Pokémon Black'' and ''White'', a minor but annoying instance of this can occur. Due to [[http://bulbapedia.bulbagarden.net/wiki/List_of_glitches_in_Generation_V#HP_display_glitch a weird glitch]] with [[StatGrinding EVs]], occasionally a Pokémon will survive an attack with 1 HP but still faint. All attempts to proceed with the battle will fail, and if this occurs in a trainer battle, the only way to get out is to restart the game. Luckily, if this happens in the Battle Subway or against a live person, you can still end the battle through forfeit.
** In that same game there was also a Battle Video of someone fighting an NPC; the NPC fisherman's Walrein fainted, and after getting his next Pokémon knocked out, he sent out Walrein ''again''; its HP bar didn't appear, and the game acted as if the trainer's Pokémon was attacking nothing.
* In the Japanese version of ''Pokémon Black 2'' and ''White 2'' it is possible to exit Victory Road during the Zoroark event, making it impossible to access a certain BonusBoss. This was fixed in the international releases.

[[AC: [[VideoGame/PokemonXAndY Generation VI]]]]
* In the initial release of ''X'' and ''Y'', if you save outside on the main streets of Lumiose City, there is a chance that, when you load the game back up, Lumiose City will outright fail to load: your character will be frozen, the music will not be playing, and the city textures will not load. This renders the game unplayable, and thus would have to start the whole game over. It does not help that Lumiose City is easily the most confusing and disorienting city in the series, so many players may save there to take a break and/or get their bearings. Luckily, players have found ways to be able to resume the game if affected, and thankfully Nintendo has since released a patch to fix this glitch.
* In ''Omega Ruby'' and ''Alpha Sapphire'', it's possible to render your Secret Base permanently inaccessible via InsurmountableWaistHeightFence by exiting it with an Escape Rope, forcing you to create a new base. True to form, Twitch achieved this one in ''LetsPlay/TwitchPlaysPokemonAlphaSapphire''.

----
-->''I wonder where my partner went.''

to:

[[AC: General]]
* Versions of Pokémon (from Gen.3 and beyond) will not allow you to release or trade a Pokémon that has been taught a move from a Hidden Machine. This is to prevent players from doing this to themselves, since [=HMs=] carry moves that in general are required to finish the game. The only way to trade or release a Pokémon that knows an HM move is to teach that move to another Pokémon in the party. In addition, [=HMs=] cannot be tossed or sold for this very reason ([=TMs=] prior to Gen. V could be tossed or sold).
** This can create a side effect where, if a player receives a Pokémon that knows an HM move before they received that HM, they will become unable to trade or release that Pokémon until they find that particular HM and teach it to another.
** This issue is non-existent in ''VideoGame/PokemonSunAndMoon'', where Cut isn't even needed, and the Ride Pager makes up for any other required HM.

[[AC: [[VideoGame/PokemonRedandBlue Generation I]]]]
* In the Japanese ''Pokémon Red and Green'', if you evolve your starting Pokémon before you get to the second town and back (raising it from Level 5 to 16 by LevelGrinding against Pokémon about levels 2 through 4), the game will assume you already have the Pokédex and never give it to you. This means you can't get Poké Balls or purchase items in general, and since getting the Dex is also the flag that tells the Old Man in Viridian City to move, you're also unable to progress past the second town either. This was corrected in Japanese ''Pokémon Blue'', as well as all international releases. This borders on UnwinnableByInsanity because while you ''can'' do it by accident, those not doing this for the explicit purpose of glitching the game should probably get a psych evaluation for choosing anywhere that's not the Viridian Forest as your grinding spot for Brock.
** Note that if you try to trade your starter to another game to give it Cut to get around that man, the badge necessary for overworld use of the move is further up in your adventure.
* Gen I has the famous Glitch City, which -- if the player follows a particular sequence of actions involving the Safari Zone -- will put you in a "town" made of a random jumble of tiles pulled from the town you last visited. As Glitch Cities are not part of the game's map, they have no real exits (in some you can't even move off the tile you start in), thus the only way out is to Fly to another city or Teleport/Dig yourself back to the last Pokémon Center you visited. If you save in one without a Pokémon who knows one of those moves, you are in trouble.
** Another way to get stuck in a Glitch City in Yellow Version is to talk to Jigglypuff in Pewter City's Pokémon Center with Pikachu following you, which makes it stand still. Then, walk for a while on the right side of the room where Pikachu is not on screen. Eventually, you'll suddenly be unable to move.
* Also in Gen I, the glitch Pokémon other than Missingno. and 'M. You usually have to go out of your way to encounter them, especially in Yellow. But the harder you have to look, the more damage they do. Missingno. and M rarely do anything worse than mess with your Hall of Fame; other glitched Pokémon and trainers can screw up your party, destroy your savegame, or even ''render the entire cartridge unusable''. [[http://lparchive.org/Pokemon-Blue/Update%2001/ Demons in all their glitchy glory here.]]
* A more minor case, most infamously seen in ''LetsPlay/TwitchPlaysPokemonRed'', occurs inside Cinnabar Island's Pokémon Mansion. One NPC trainer can be battled while they are in a nearby one-tile-wide nook. When the battle ends, the NPC will remain in place in front of the narrow space, blocking the player's only exit. Provided the player doesn't have an Escape Rope, Dig, or Teleport on them, the only ways to escape the Mansion when this occurs are to reset or battle wild Pokémon until losing and being returned to a Pokémon Center.
* A ''less'' minor case can be found on Route 25. [[https://www.youtube.com/watch?v=9DVlgvUo3zs Battling a certain trainer from three blocks away]] will move him far enough that you can walk into a small enclosure behind him. Once you save and reset, the defeated trainer moves back to his original position, and stays there permanently. If you walk into that enclosure--perhaps to grab the TM in there--and then save and quit, you're trapped. (Whether this falls under UnwinnableByInsanity depends on whether you realized the trainer would end up blocking your only exit.) The only way to escape your new 5x2 home is to use Cut or Fly (or, in a pinch, Teleport). You normally reach this route before getting either of those [=HMs=], so if you decide to save in that spot for whatever reason, you'll probably have to start a new game.

[[AC: [[VideoGame/PokemonRubyAndSapphire Generation III]]]]
* More of a metagame example, but if both you and your opponent send out Wobbuffet with Leftovers, the match is made unwinnable since the held item Leftovers recovers more health than what the move Struggle will hit (and recoil) for considering Wobbuffet's abysmal attack stat, and the ability Shadow Tag prevents either player from switching out. Generation IV modified both the move[[note]]recoil damage is now 1/4 of the user's HP, regardless of damage output[[/note]] and ability[[note]]if both Pokémon have Shadow Tag, the effect is now cancelled out[[/note]] to make this situation impossible.

[[AC: [[VideoGame/PokemonDiamondAndPearl Generation IV]]]]
* Early Japanese copies of ''Diamond and Pearl'' have two for the price of one at the Pokémon League. Both were fixed in later Japanese releases and all international versions.
** The first one is the infamous "Surf through Aaron's door" glitch used to access Newmoon Island and Flower Paradise. If you saved in the black abyss while the game thinks you're somewhere where you can't use Fly or Teleport (or just don't have either), you're stuck. Keep in mind that getting Darkrai and Shaymin with this glitch requires saving the game.
** The second is one you're more likely to come across completely by accident. All Pokémon Centers before Gen VI have a second floor where local wireless activities are conducted, the Sinnoh Pokémon League being no exception. If you go to this second floor at the Pokémon League, the escalator to bring you back to the ground floor doesn't work, leaving you trapped there unless you load your previous save. And given what the room is for, your last save was probably there. Players who managed to get stuck here could send their games in to Nintendo to get hacked out of the room, or use Action Replay codes to do so themselves.
* An oversight in the early Japanese copies of ''Diamond and Pearl'' makes it possible for the player to go to the Underground on a bridge tile in Sunyshore City. When entering the Underground, the player is required to save the game. The problem with this is, when going into the Underground on that particular bridge tile, then going up into the normal world again, the player character will land UNDERNEATH the bridge tile and be able to walk on out-of-bounds sea tiles (and, among other funny things, can actually stand IN the Munchlax-shaped rock). Because of having saved, you will be stuck if you didn't bring a Pokémon knowing Fly or Teleport with you.
* A less disastrous example comes from the Hearthome City rival battle. In Diamond and Pearl, when you return to the Southern path of town, leading to the only exits, you are ambushed by your rival. If your Pokemon are particularly weak, this fight can be genuinely unwinnable, because there's no way of gaining experience in Hearthome City. This can be avoided if you can trade (also, it's unlikely that you would make it to that point in the game having only Pokemon weak enough to trigger this issue). Platinum fixed this by moving the rival battle to the guardhouse between Hearthome and the next route, meaning you can return to the previous route to grind if so desired.

[[AC: [[VideoGame/PokemonBlackAndWhite Generation V]]]]
* In ''Pokémon Black'' and ''White'', a minor but annoying instance of this can occur. Due to [[http://bulbapedia.bulbagarden.net/wiki/List_of_glitches_in_Generation_V#HP_display_glitch a weird glitch]] with [[StatGrinding EVs]], occasionally a Pokémon will survive an attack with 1 HP but still faint. All attempts to proceed with the battle will fail, and if this occurs in a trainer battle, the only way to get out is to restart the game. Luckily, if this happens in the Battle Subway or against a live person, you can still end the battle through forfeit.
** In that same game there was also a Battle Video of someone fighting an NPC; the NPC fisherman's Walrein fainted, and after getting his next Pokémon knocked out, he sent out Walrein ''again''; its HP bar didn't appear, and the game acted as if the trainer's Pokémon was attacking nothing.
* In the Japanese version of ''Pokémon Black 2'' and ''White 2'' it is possible to exit Victory Road during the Zoroark event, making it impossible to access a certain BonusBoss. This was fixed in the international releases.

[[AC: [[VideoGame/PokemonXAndY Generation VI]]]]
* In the initial release of ''X'' and ''Y'', if you save outside on the main streets of Lumiose City, there is a chance that, when you load the game back up, Lumiose City will outright fail to load: your character will be frozen, the music will not be playing, and the city textures will not load. This renders the game unplayable, and thus would have to start the whole game over. It does not help that Lumiose City is easily the most confusing and disorienting city in the series, so many players may save there to take a break and/or get their bearings. Luckily, players have found ways to be able to resume the game if affected, and thankfully Nintendo has since released a patch to fix this glitch.
* In ''Omega Ruby'' and ''Alpha Sapphire'', it's possible to render your Secret Base permanently inaccessible via InsurmountableWaistHeightFence by exiting it with an Escape Rope, forcing you to create a new base. True to form, Twitch achieved this one in ''LetsPlay/TwitchPlaysPokemonAlphaSapphire''.

----
-->''I wonder where my partner went.''
[[redirect:UnintentionallyUnwinnable/{{Pokemon}}
Is there an issue? Send a MessageReason:
Moving to Unwinnable By Insanity. I doubt anyone would do that naturally.


[[AC: [[VideoGame/PokemonSwordAndShield Generation VIII]]]]
* The climax of ''Sword'' and ''Shield'' has the player battle and capture [[spoiler:Eternatus after defeating its Eternamax form]]. [[ButThouMust You have no choice but to capture it, as the option to refuse is greyed out]]. However, if a player has managed to capture enough Pokémon to fill up all their PC Boxes by this point, the option to capture it is ''also'' greyed out, softlocking the player and forcing a reset.[[note]]While earlier games with forced captures got around this by either making the Pokémon available later or unlocking an extra PC Box for them, no such contingency exists here.[[/note]]
Is there an issue? Send a MessageReason:
What is this? This isn't a discussion page.


%% For the Dive glitch, untested in Emerald
%% The Secret Potion example is not true. It's a key item even in Generation II, which means that you can't use it on your Pokémon and you can't "consume" it.
%% The Finneon example (according to the archived discussion) belongs in By Design or By Insanity, not here (it's a Mythology Gag to the "stuck in Cinnabar" situation from RBY). It has already been removed from this page at least three times; do not re-insert it.
%% I'm hesitant to remove it completely but I'm not seeing any mention of getting stuck in Wattson's Gym on anywhere else. Need some sort of documentation for that.
%% The one regarding the Safari Zone in gen I is not true you can get past the guards without 500 Poké Dollars by being insistent an try to enter it multiple times, they will let you in with only five Safari Balls, still I think it may count as a GuideDangIt
%% Actually, the Safari Zone example is still a problem in Red/Blue. The workaround only exists in Yellow, so I'm going to add it (but with the correct specifications on it). Also iirc it only works once in Yellow, but at least it's an option, so... eh.
Is there an issue? Send a MessageReason:
Ditto


* A similar case can happen with the Safari Zone. It contains the Surf HM and an item that you can trade to the Warden for the Strength HM. Both of these are required to beat the game, but it costs money to enter the Safari Zone in the first place. If the player has somehow run out of money before then, they can't get Surf or Strength, and therefore can't finish the game.
** ''Yellow'' has a slight workaround in that the gatekeepers will let you in for free if you're persistent enough, albeit with fewer Safari Balls. However, it's still possible to get stuck there in ''Red'' and ''Blue''.
Is there an issue? Send a MessageReason:
This is Unwinnable By Insanity because you'd have to be actively trying to lose that much.


* You have to buy a drink to get past the guards on all sides of Saffron City. If you defeat all the trainers up to that point and then spend or blackout to lose all your money, there is no way to enter Saffron City. The only possible loophole is to trade with another game that has a Pokemon with the move Payday (or you can find the Pay Day TM in Route 12, but you need Surf to do so). This is corrected in ''[=FireRed=]'' and ''[=LeafGreen=]'' by having the guards respond to the key item Tea, instead of a regular item you have to buy. However, you could already get more money by challenging trainers to rematches--the change was more to prevent SequenceBreaking by trading an item into your game, as you can't have Pokemon hold key items.
Is there an issue? Send a MessageReason:
Minor Edit.


** Note that if you try to trade your starter to another game to give it Cut to get around that man, the badge necessary for overworld use of the movie is further up in your adventure.

to:

** Note that if you try to trade your starter to another game to give it Cut to get around that man, the badge necessary for overworld use of the movie move is further up in your adventure.
Is there an issue? Send a MessageReason:
None


* In the Japanese ''Pokémon Red and Green'', if you evolve your starting Pokémon before you get to the second town and back (raising it from level 5 to 16 by LevelGrinding against Pokémon about levels 2 through 4), then you can never get the Pokédex. This means you can't get Poké Balls, and that means you can't get past the second town, Viridian City. This was corrected in Japanese ''Pokémon Blue'', as well as all international releases. This borders on UnwinnableByInsanity because while you ''can'' do it by accident, anyone who does so without the explicit purpose of glitching the game should probably get a psych evaluation.
** Note that if you try to trade your starter to another game to give it Cut to get around that man, the badge necessary is further up in your adventure.

to:

* In the Japanese ''Pokémon Red and Green'', if you evolve your starting Pokémon before you get to the second town and back (raising it from level Level 5 to 16 by LevelGrinding against Pokémon about levels 2 through 4), then the game will assume you can already have the Pokédex and never get the Pokédex. give it to you. This means you can't get Poké Balls, Balls or purchase items in general, and since getting the Dex is also the flag that means you can't get tells the Old Man in Viridian City to move, you're also unable to progress past the second town, Viridian City.town either. This was corrected in Japanese ''Pokémon Blue'', as well as all international releases. This borders on UnwinnableByInsanity because while you ''can'' do it by accident, anyone who does so without those not doing this for the explicit purpose of glitching the game should probably get a psych evaluation.
evaluation for choosing anywhere that's not the Viridian Forest as your grinding spot for Brock.
** Note that if you try to trade your starter to another game to give it Cut to get around that man, the badge necessary for overworld use of the movie is further up in your adventure.



* You have to buy a drink to get past the guards on all sides of Saffron City. If you defeat all the trainers up to that point and then spend or blackout to lose all your money, there is no way to enter Saffron City. The only possible loophole is to trade with another game that has a Pokemon with the move Payday (or you can find the Pay Day TM in Route 12, but you need Surf to do so). This is corrected in ''[=FireRed=]'' and ''[=LeafGreen=]'' by having the guards respond to the key item Tea, instead of a regular item you have to buy. However, you could already get more money by challenging trainers to rematchs--the change was more to prevent SequenceBreaking by trading an item into your game, as you can't have Pokemon hold key items.

to:

* You have to buy a drink to get past the guards on all sides of Saffron City. If you defeat all the trainers up to that point and then spend or blackout to lose all your money, there is no way to enter Saffron City. The only possible loophole is to trade with another game that has a Pokemon with the move Payday (or you can find the Pay Day TM in Route 12, but you need Surf to do so). This is corrected in ''[=FireRed=]'' and ''[=LeafGreen=]'' by having the guards respond to the key item Tea, instead of a regular item you have to buy. However, you could already get more money by challenging trainers to rematchs--the rematches--the change was more to prevent SequenceBreaking by trading an item into your game, as you can't have Pokemon hold key items.



** The second is one you're more likely to come across completely by accident. All Pokémon Centers have a second floor where local wireless activities are conducted, the Pokémon League being no exception. If you go to this second floor at the Pokémon League, the escalator to bring you back to the ground floor doesn't work, leaving you trapped there unless you load your previous save. Given what the room is for, your last save was probably there. Players who managed to get stuck here could send their games in to Nintendo to get hacked out of the room, or use Action Replay codes to do so themselves.

to:

** The second is one you're more likely to come across completely by accident. All Pokémon Centers before Gen VI have a second floor where local wireless activities are conducted, the Sinnoh Pokémon League being no exception. If you go to this second floor at the Pokémon League, the escalator to bring you back to the ground floor doesn't work, leaving you trapped there unless you load your previous save. Given And given what the room is for, your last save was probably there. Players who managed to get stuck here could send their games in to Nintendo to get hacked out of the room, or use Action Replay codes to do so themselves.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Another way to get stuck in a Glitch City in Yellow Version is to talk to Jigglypuff in Pewter City's Pokémon Center with Pikachu following you, which makes it stand still. Then, walk for a while on the right side of the room where Pikachu is not on screen. Eventually, you'll suddenly be unable to move.

Added: 671

Changed: 2

Is there an issue? Send a MessageReason:
None


[[AC: [[VideoGame/PokemonXandY Generation VI]]]]

to:

[[AC: [[VideoGame/PokemonXandY [[VideoGame/PokemonXAndY Generation VI]]]]


Added DiffLines:


[[AC: [[VideoGame/PokemonSwordAndShield Generation VIII]]]]
* The climax of ''Sword'' and ''Shield'' has the player battle and capture [[spoiler:Eternatus after defeating its Eternamax form]]. [[ButThouMust You have no choice but to capture it, as the option to refuse is greyed out]]. However, if a player has managed to capture enough Pokémon to fill up all their PC Boxes by this point, the option to capture it is ''also'' greyed out, softlocking the player and forcing a reset.[[note]]While earlier games with forced captures got around this by either making the Pokémon available later or unlocking an extra PC Box for them, no such contingency exists here.[[/note]]
Is there an issue? Send a MessageReason:
None


* In the Japanese ''Pokémon Red and Green'', if you evolve your starting Pokémon before you get to the second town and back (raising it from level 5 to 16 by LevelGrinding against Pokémon about levels 2 through 4), then you can never get the Pokédex. This means you can't get Poké Balls, and that means you can't get past the second town, Viridian City. This was corrected in Japanese ''Pokémon Blue'', as well as all international releases.

to:

* In the Japanese ''Pokémon Red and Green'', if you evolve your starting Pokémon before you get to the second town and back (raising it from level 5 to 16 by LevelGrinding against Pokémon about levels 2 through 4), then you can never get the Pokédex. This means you can't get Poké Balls, and that means you can't get past the second town, Viridian City. This was corrected in Japanese ''Pokémon Blue'', as well as all international releases. This borders on UnwinnableByInsanity because while you ''can'' do it by accident, anyone who does so without the explicit purpose of glitching the game should probably get a psych evaluation.
Is there an issue? Send a MessageReason:
None


* A ''less'' minor case can be found on Route 25. [[https://www.youtube.com/watch?v=9DVlgvUo3zs Battling a certain trainer from three blocks away]] will move him far enough that you can walk into a small enclosure behind him. Once you save and reset, the defeated trainer moves back to his original position, and stays there permanently. If you walk into that enclosure--perhaps to grab the TM in there--and then save and quit, you're trapped. (Whether this falls under UnwinnableByInsanity depends on whether you realized the trainer would end up blocking your only exit.) The only way to escape your new 5x2 home is to use Cut or Fly. You normally reach this route before getting either of those [=HMs=], so if you decide to save in that spot for whatever reason, you'll probably have to start a new game.

to:

* A ''less'' minor case can be found on Route 25. [[https://www.youtube.com/watch?v=9DVlgvUo3zs Battling a certain trainer from three blocks away]] will move him far enough that you can walk into a small enclosure behind him. Once you save and reset, the defeated trainer moves back to his original position, and stays there permanently. If you walk into that enclosure--perhaps to grab the TM in there--and then save and quit, you're trapped. (Whether this falls under UnwinnableByInsanity depends on whether you realized the trainer would end up blocking your only exit.) The only way to escape your new 5x2 home is to use Cut or Fly.Fly (or, in a pinch, Teleport). You normally reach this route before getting either of those [=HMs=], so if you decide to save in that spot for whatever reason, you'll probably have to start a new game.
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* A ''less'' minor case can be found on Route 25. [[https://www.youtube.com/watch?v=9DVlgvUo3zs Battling a certain trainer from two blocks away]] will move him far enough that you can walk into a small enclosure behind him. Once you save and reset, the defeated trainer moves back to his original position, and stays there permanently. If you walk into that enclosure--perhaps to grab the TM in there--and then save and quit, you're trapped. (Whether this falls under UnwinnableByInsanity depends on whether you realized the trainer would end up blocking your only exit.) The only way to escape your new 5x2 home is to use Cut or Fly. You normally reach this route before getting either of those [=HMs=], so if you decide to save in that spot for whatever reason, you'll probably have to start a new game.

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* A ''less'' minor case can be found on Route 25. [[https://www.youtube.com/watch?v=9DVlgvUo3zs Battling a certain trainer from two three blocks away]] will move him far enough that you can walk into a small enclosure behind him. Once you save and reset, the defeated trainer moves back to his original position, and stays there permanently. If you walk into that enclosure--perhaps to grab the TM in there--and then save and quit, you're trapped. (Whether this falls under UnwinnableByInsanity depends on whether you realized the trainer would end up blocking your only exit.) The only way to escape your new 5x2 home is to use Cut or Fly. You normally reach this route before getting either of those [=HMs=], so if you decide to save in that spot for whatever reason, you'll probably have to start a new game.
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* A ''less'' minor case can be found on Route 25. [[https://www.youtube.com/watch?v=9DVlgvUo3zs Battling a certain trainer from two blocks away]] will move him far enough that you can walk into a small enclosure behind him. Once you save and reset, the defeated trainer moves back to his original position, and stays there permanently. If you walk into that enclosure--perhaps to grab the TM in there--and then save and quit, you're trapped. (Whether this falls under UnwinnableByInsanity depends on whether you realized the trainer would end up blocking your only exit.) The only way to escape your new 5x2 home is to use Cut or Fly. You normally reach this route before getting either of those [=HMs=], so if you decide to save in that spot for whatever reason, you'll probably have to start a new game.

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%% Actually, the Safari Zone example is still a problem in Red/Blue. The workaround only exists in Yellow, so I'm going to add it (but with the correct specifications on it). Also iirc it only works once in Yellow, but at least it's an option, so... eh.



* Versions of Pokémon will not allow you to release or trade a Pokémon that has been taught a move from a Hidden Machine. This is to prevent players from doing this to themselves, since [=HMs=] carry moves that in general are required to finish the game. The only way to trade or release a Pokémon that knows an HM move is to teach that move to another Pokémon in the party. In addition, [=HMs=] cannot be tossed or sold for this very reason ([=TMs=] prior to Gen. V could be tossed or sold).

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* Versions of Pokémon (from Gen.3 and beyond) will not allow you to release or trade a Pokémon that has been taught a move from a Hidden Machine. This is to prevent players from doing this to themselves, since [=HMs=] carry moves that in general are required to finish the game. The only way to trade or release a Pokémon that knows an HM move is to teach that move to another Pokémon in the party. In addition, [=HMs=] cannot be tossed or sold for this very reason ([=TMs=] prior to Gen. V could be tossed or sold).


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* A similar case can happen with the Safari Zone. It contains the Surf HM and an item that you can trade to the Warden for the Strength HM. Both of these are required to beat the game, but it costs money to enter the Safari Zone in the first place. If the player has somehow run out of money before then, they can't get Surf or Strength, and therefore can't finish the game.
** ''Yellow'' has a slight workaround in that the gatekeepers will let you in for free if you're persistent enough, albeit with fewer Safari Balls. However, it's still possible to get stuck there in ''Red'' and ''Blue''.
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* Versions of Pokémon will not allow you to release or trade a Pokémon that has been taught a move from a Hidden Machine. This is to prevent players from doing this to themselves, since HMs carry moves that in general are required to finish the game. The only way to trade or release a Pokémon that knows an HM move is to teach that move to another Pokémon in the party. In addition, HMs cannot be tossed or sold for this very reason (TMs prior to Gen. V could be tossed or sold).

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* Versions of Pokémon will not allow you to release or trade a Pokémon that has been taught a move from a Hidden Machine. This is to prevent players from doing this to themselves, since HMs [=HMs=] carry moves that in general are required to finish the game. The only way to trade or release a Pokémon that knows an HM move is to teach that move to another Pokémon in the party. In addition, HMs [=HMs=] cannot be tossed or sold for this very reason (TMs ([=TMs=] prior to Gen. V could be tossed or sold).
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* Versions of Pokémon will not allow you to release or trade a Pokémon that has been taught a move from a Hidden Machine. This is to prevent players from doing this to themselves, since HM's carry moves that in general are required to finish the game. The only way to trade or release a Pokémon that knows an HM move is to teach that move to another Pokémon in the party. In addition, HM's cannot be tossed or sold for this very reason (TM's prior to Gen. V could be tossed or sold).

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* Versions of Pokémon will not allow you to release or trade a Pokémon that has been taught a move from a Hidden Machine. This is to prevent players from doing this to themselves, since HM's HMs carry moves that in general are required to finish the game. The only way to trade or release a Pokémon that knows an HM move is to teach that move to another Pokémon in the party. In addition, HM's HMs cannot be tossed or sold for this very reason (TM's (TMs prior to Gen. V could be tossed or sold).
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* More of a metagame example, but if both you and your opponent send out Wobbuffet with Leftovers, the match is made unwinnable since Leftovers recover more than Struggle will hit (and recoil) for, and Shadow Tag will block switching out. The move and Ability have been modified in Generation IV to make this situation impossible.

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* More of a metagame example, but if both you and your opponent send out Wobbuffet with Leftovers, the match is made unwinnable since the held item Leftovers recover recovers more health than what the move Struggle will hit (and recoil) for, for considering Wobbuffet's abysmal attack stat, and the ability Shadow Tag will block prevents either player from switching out. The move and Ability have been modified in Generation IV modified both the move[[note]]recoil damage is now 1/4 of the user's HP, regardless of damage output[[/note]] and ability[[note]]if both Pokémon have Shadow Tag, the effect is now cancelled out[[/note]] to make this situation impossible.
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* You have to buy a drink to get past the guards on all sides of Saffron City. If you defeat all the trainers up to that point and then spend or blackout to lose all your money, there is no way to enter Saffron City. The only possible loophole is to trade with another game that has a Pokemon with the move Payday. This is corrected in ''[=FireRed=]'' and ''[=LeafGreen=]'' by having the guards respond to the key item Tea, instead of a regular item you have to buy. However, you could already get more money by challenging trainers to rematchs--the change was more to prevent SequenceBreaking by trading an item into your game, as you can't have Pokemon hold key items.

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* You have to buy a drink to get past the guards on all sides of Saffron City. If you defeat all the trainers up to that point and then spend or blackout to lose all your money, there is no way to enter Saffron City. The only possible loophole is to trade with another game that has a Pokemon with the move Payday.Payday (or you can find the Pay Day TM in Route 12, but you need Surf to do so). This is corrected in ''[=FireRed=]'' and ''[=LeafGreen=]'' by having the guards respond to the key item Tea, instead of a regular item you have to buy. However, you could already get more money by challenging trainers to rematchs--the change was more to prevent SequenceBreaking by trading an item into your game, as you can't have Pokemon hold key items.
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* You have to buy a drink to get past the guards. If you defeat all the trainers up to that point and then spend or blackout to lose all your money, there is no way to enter Saffron City. The only possible loophole is to trade with another game that has a Pokemon with the move Payday. This is corrected in ''[=FireRed=]'' and ''[=LeafGreen=]'' by having the guards respond to the key item Tea, instead of a regular item you have to buy. However, the change in the remakes is more due to the fact that items can be traded to other players in those games, as Trainers can be challenged to a rematch in them.

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* You have to buy a drink to get past the guards.guards on all sides of Saffron City. If you defeat all the trainers up to that point and then spend or blackout to lose all your money, there is no way to enter Saffron City. The only possible loophole is to trade with another game that has a Pokemon with the move Payday. This is corrected in ''[=FireRed=]'' and ''[=LeafGreen=]'' by having the guards respond to the key item Tea, instead of a regular item you have to buy. However, the you could already get more money by challenging trainers to rematchs--the change in the remakes is was more due to the fact that items can be traded to other players in those games, prevent SequenceBreaking by trading an item into your game, as Trainers can be challenged to a rematch in them.you can't have Pokemon hold key items.

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* A less disastrous example comes from the Hearthome City rival battle. In Diamond and Pearl, you were forced to return to Hearthome later on (you arrive before the third gym, but Hearthome Gym is the fifth gym), so your initial visit is just dialogue. When you return to the Southern path of town, leading to the only exits out of town, you are ambushed by your rival. If your Pokemon are particularly weak, this fight can be genuinely unwinnable, because there's no way of gaining experience in Hearthome City. This can be avoided if you can trade (also, it's unlikely that you would make it to that point in the game having only Pokemon weak enough to trigger this issue).

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* A less disastrous example comes from the Hearthome City rival battle. In Diamond and Pearl, you were forced to return to Hearthome later on (you arrive before the third gym, but Hearthome Gym is the fifth gym), so your initial visit is just dialogue. When when you return to the Southern path of town, leading to the only exits out of town, exits, you are ambushed by your rival. If your Pokemon are particularly weak, this fight can be genuinely unwinnable, because there's no way of gaining experience in Hearthome City. This can be avoided if you can trade (also, it's unlikely that you would make it to that point in the game having only Pokemon weak enough to trigger this issue).
issue). Platinum fixed this by moving the rival battle to the guardhouse between Hearthome and the next route, meaning you can return to the previous route to grind if so desired.

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* A less disastrous example comes from the Hearthome City rival battle. In Diamond and Pearl, you were forced to return to Hearthome later on (you arrive before the third gym, but Hearthome Gym is the fifth gym), so your initial visit is just dialogue. When you return to the Southern path of town, leading to the only exits out of town, you are ambushed by your rival. If your Pokemon are particularly weak, this fight can be genuinely unwinnable, because there's no way of gaining experience in Hearthome City. This can be avoided if you can trade (also, it's unlikely that you would make it to that point in the game having only Pokemon weak enough to trigger this issue).

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* Versions of Pokémon will not allow you to release or trade a Pokémon that has been taught a move from a Hidden Machine. This is to prevent players from doing this to themselves, since HM's carry moves that in general are required to finish the game. The only way to trade or release a Pokémon that knows an HM move is to teach that move to another Pokémon in the party. In addition, HM's cannot be tossed or sold for this very reason (TM's prior to Gen. V could be tossed or sold). This issue is non-existent in ''VideoGame/PokemonSunAndMoon'', where Cut isn't even needed, and the Ride Pager makes up for any other required HM.

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* Versions of Pokémon will not allow you to release or trade a Pokémon that has been taught a move from a Hidden Machine. This is to prevent players from doing this to themselves, since HM's carry moves that in general are required to finish the game. The only way to trade or release a Pokémon that knows an HM move is to teach that move to another Pokémon in the party. In addition, HM's cannot be tossed or sold for this very reason (TM's prior to Gen. V could be tossed or sold). sold).
** This can create a side effect where, if a player receives a Pokémon that knows an HM move before they received that HM, they will become unable to trade or release that Pokémon until they find that particular HM and teach it to another.
**
This issue is non-existent in ''VideoGame/PokemonSunAndMoon'', where Cut isn't even needed, and the Ride Pager makes up for any other required HM.
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* Versions of Pokémon will not allow you to release or trade a Pokémon that has been taught a move from a Hidden Machine to prevent players from doing this to themselves, since HM's carry moves that in general are required to finish the game. The only way to trade or release a Pokémon that knows an HM move is to teach that move to another Pokémon in the party. In addition, HM's cannot be tossed or sold for this very reason (TM's prior to Gen. V could be tossed or sold.) This issue is non-existent in ''VideoGame/PokemonSunAndMoon'', where Cut isn't even needed, and the Ride Pager makes up for any other required HM.

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* Versions of Pokémon will not allow you to release or trade a Pokémon that has been taught a move from a Hidden Machine Machine. This is to prevent players from doing this to themselves, since HM's carry moves that in general are required to finish the game. The only way to trade or release a Pokémon that knows an HM move is to teach that move to another Pokémon in the party. In addition, HM's cannot be tossed or sold for this very reason (TM's prior to Gen. V could be tossed or sold.) sold). This issue is non-existent in ''VideoGame/PokemonSunAndMoon'', where Cut isn't even needed, and the Ride Pager makes up for any other required HM.
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[[AC: General]]
* Versions of Pokémon will not allow you to release or trade a Pokémon that has been taught a move from a Hidden Machine to prevent players from doing this to themselves, since HM's carry moves that in general are required to finish the game. The only way to trade or release a Pokémon that knows an HM move is to teach that move to another Pokémon in the party. In addition, HM's cannot be tossed or sold for this very reason (TM's prior to Gen. V could be tossed or sold.) This issue is non-existent in ''VideoGame/PokemonSunAndMoon'', where Cut isn't even needed, and the Ride Pager makes up for any other required HM.

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* In the Japanese ''Pokémon Red and Green'', if you evolve your starting Pokémon before you get to the second town and back (raising it from level 5 to 16 by LevelGrinding against Pokémon about levels 2 through 4), then you can never get the Pokédex. This means you can't get Poké Balls, and that means you can't get past the second town, Viridian City. This was corrected in ''Pokémon Blue'', as well as all international releases of Pokémon Red and Blue.

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* In the Japanese ''Pokémon Red and Green'', if you evolve your starting Pokémon before you get to the second town and back (raising it from level 5 to 16 by LevelGrinding against Pokémon about levels 2 through 4), then you can never get the Pokédex. This means you can't get Poké Balls, and that means you can't get past the second town, Viridian City. This was corrected in Japanese ''Pokémon Blue'', as well as all international releases of Pokémon Red and Blue.releases.



* A more minor case, most infamously seen in ''LetsPlay/TwitchPlaysPokemonRed'', occurs inside Cinnabar Island's Pokémon Mansion. One rotating NPC trainer can spot the player while they are in a nearby one-tile-wide nook, walking up to them and challenging them to a battle. When the battle ends, the NPC will remain in place in front of the narrow space, blocking the player's only exit. Provided the player doesn't have an Escape Rope, Dig, or Teleport on them, the only ways to escape the Mansion when this occurs are to reset or battle wild Pokémon until losing and being returned to a Pokémon Center.

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* A more minor case, most infamously seen in ''LetsPlay/TwitchPlaysPokemonRed'', occurs inside Cinnabar Island's Pokémon Mansion. One rotating NPC trainer can spot the player be battled while they are in a nearby one-tile-wide nook, walking up to them and challenging them to a battle.nook. When the battle ends, the NPC will remain in place in front of the narrow space, blocking the player's only exit. Provided the player doesn't have an Escape Rope, Dig, or Teleport on them, the only ways to escape the Mansion when this occurs are to reset or battle wild Pokémon until losing and being returned to a Pokémon Center.



* An oversight in the early Japanese copies of ''Diamond and Pearl'' makes it possible for the player to go to the Underground on a bridge tile in Sunnyshore City. When entering the Underground, the player is required to save the game. The problem with this is, when going into the Underground on that particular bridge tile, then going up into the normal world again, the player character will land UNDERNEATH the bridge tile and be able to walk on out-of-bounds sea tiles (and, among other funny things, can actually stand IN the Munchlax-shaped rock). Because of having saved, you will be stuck if you didn't bring a Pokémon knowing Fly or Teleport with you.

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* An oversight in the early Japanese copies of ''Diamond and Pearl'' makes it possible for the player to go to the Underground on a bridge tile in Sunnyshore Sunyshore City. When entering the Underground, the player is required to save the game. The problem with this is, when going into the Underground on that particular bridge tile, then going up into the normal world again, the player character will land UNDERNEATH the bridge tile and be able to walk on out-of-bounds sea tiles (and, among other funny things, can actually stand IN the Munchlax-shaped rock). Because of having saved, you will be stuck if you didn't bring a Pokémon knowing Fly or Teleport with you.



** Back when the games were only in Japanese, there was a [[http://www.youtube.com/watch?v=Hy4Vsw5sF9I similar issue]] with Vanilluxe.



* In version 1.0, if you save outside on the main streets of Lumiose City, there is a chance that, when you load the game back up, Lumiose City will outright fail to load: your character will be frozen, the music will not be playing, and the city textures will not load. This renders the game unplayable, and thus would have to start the whole game over. It does not help that Lumiose City is easily the most confusing and disorienting city in the series, so many players may save there to take a break and/or get their bearings. Luckily, players have found ways to be able to resume the game if affected, and thankfully Nintendo has since released a patch to fix this glitch.

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* In version 1.0, the initial release of ''X'' and ''Y'', if you save outside on the main streets of Lumiose City, there is a chance that, when you load the game back up, Lumiose City will outright fail to load: your character will be frozen, the music will not be playing, and the city textures will not load. This renders the game unplayable, and thus would have to start the whole game over. It does not help that Lumiose City is easily the most confusing and disorienting city in the series, so many players may save there to take a break and/or get their bearings. Luckily, players have found ways to be able to resume the game if affected, and thankfully Nintendo has since released a patch to fix this glitch.glitch.
* In ''Omega Ruby'' and ''Alpha Sapphire'', it's possible to render your Secret Base permanently inaccessible via InsurmountableWaistHeightFence by exiting it with an Escape Rope, forcing you to create a new base. True to form, Twitch achieved this one in ''LetsPlay/TwitchPlaysPokemonAlphaSapphire''.
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The Safari Zone gatekeeper will let you in for free if you repeatedly talk to him, so this isn't actually an example.


* There comes a point where you need to travel on water, requiring [=HM03=], Surf, which is found in the Safari Zone. It costs 500 Pokémon Dollars to go inside the Safari Zone. Don't have 500? You're stuck forever!

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* There comes a point where you need to travel on water, requiring [=HM03=], Surf, which is found in the Safari Zone. It costs 500 Pokémon Dollars to go inside the Safari Zone. Don't have 500? You're stuck forever!



-->''I wonder where my partner went.''

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-->''I wonder where my partner went.''
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* Gen I has the famous Glitch City, which -- if the player follows a particular sequence of actions involving the Safari Zone -- will put you in a "town" made of a random jumble of tiles pulled from the town you last visited. As Glitch Cities are not part of the game's map, they have no real exits (in some you can't even move off the tile you start in), thus only way out is to Fly to another city or Teleport/Dig yourself back to the last Pokémon Center you visited. If you save in one without a Pokémon who knows one of those moves, you are in trouble.

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* Gen I has the famous Glitch City, which -- if the player follows a particular sequence of actions involving the Safari Zone -- will put you in a "town" made of a random jumble of tiles pulled from the town you last visited. As Glitch Cities are not part of the game's map, they have no real exits (in some you can't even move off the tile you start in), thus the only way out is to Fly to another city or Teleport/Dig yourself back to the last Pokémon Center you visited. If you save in one without a Pokémon who knows one of those moves, you are in trouble.

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