Phase 6 section

Pokemon FireRed and LeafGreen Power Plant Walkthrough

Power Plant section for the FireRed and LeafGreen walkthrough with source-backed wild Pokemon, trainers, items, hidden items, bosses, and route notes.

By Damodar Sharma Updated June 24, 2026 Walkthrough

Surf from Route 10 into the Power Plant, collect Electric items, dodge Voltorb/Electrode traps, and catch Zapdos. This page is a standalone section for Phase 6: Marsh Badge, with FireRed/LeafGreen source data for encounters, trainers, items, hidden items, and boss routing.

Source maps

Power Plant.

Wild rows8 Trainers0 Items7

Route plan

Power Plant is optional now but convenient once Surf is available.

Route Notes

  • Some item balls are actually Electrode encounters at Lv. 34.

Wild Pokemon

Version

Each area below has its own table, split by encounter method. Standard wild rows merge every slot for a species into one line with a combined rate, and FireRed/LeafGreen exclusives are marked with FR/LG game chips; there is no time-of-day split in these remakes. Underlying slot odds: grass and cave 20/20/10/10/10/10/5/5/4/4/1/1; Surf and Rock Smash 60/30/5/4/1; Old Rod 70/30; Good Rod 60/20/20; Super Rod 40/40/15/4/1. Gift, static, trade, and prize Pokemon keep their own labeled rows.

Power Plant wild Pokemon by method, games, levels, encounter rates, and requirements
PokémonGamesLevelsRateNotes
Grass / cave floor
Magnemite FireRed and LeafGreen sprite Magnemite FRLG22 or 2530%
Voltorb FireRed and LeafGreen sprite Voltorb FRLG22 or 2530%
Pikachu FireRed and LeafGreen sprite Pikachu FRLG22 or 24 or 2625%
Magneton FireRed and LeafGreen sprite Magneton FRLG31 or 3410%
Electabuzz FireRed and LeafGreen sprite Electabuzz FRLG32 or 355%
Magneton FireRed and LeafGreen sprite Magneton FRLG31 or 345%
Static encounter
Electrode FireRed and LeafGreen sprite Electrode FRLG34StaticOne-time scripted encounter in Power Plant.
Zapdos FireRed and LeafGreen sprite Zapdos FRLG50StaticOne-time scripted encounter in Power Plant.

Trainers

No regular trainers are sourced for this section.

Items And Hidden Items

ItemTypeArea / directionCoordinateRequirement
ElixirVisible item ballPower Plant: Visible item ball in Power Plant; check around tile (26, 22).26, 22HIDE POWER PLANT ELIXIR
Max ElixirHidden itemPower Plant: Hidden in Power Plant; press A on the tile around (29, 16).29, 16Use the Itemfinder or check the described tile.
Max PotionVisible item ballPower Plant: Visible item ball in Power Plant; check around tile (7, 27).7, 27HIDE POWER PLANT MAX POTION
ThunderstoneVisible item ballPower Plant: Visible item ball in Power Plant; check around tile (45, 4).45, 4HIDE POWER PLANT THUNDER STONE
ThunderstoneHidden itemPower Plant: Hidden in Power Plant; press A on the tile around (8, 12).8, 12Use the Itemfinder or check the described tile.
TM17 ProtectVisible item ballPower Plant: Visible item ball in Power Plant; check around tile (40, 22).40, 22HIDE POWER PLANT TM17
TM25 ThunderVisible item ballPower Plant: Visible item ball in Power Plant; check around tile (46, 37).46, 37HIDE POWER PLANT TM25

Boss Strategy

No major boss card is assigned to this section.

Completion Checklist

  • Clear the route plan for Power Plant before moving to the next section.
  • Check the wild table for FireRed/LeafGreen version splits, rod methods, Surf, Rock Smash, static Pokemon, gifts, trades, and event-only rows when present.
  • Defeat or intentionally skip optional trainers; use VS Seeker notes where rematches are available.
  • Sweep visible and hidden item rows, including key items, HMs, TMs, berries, fossils, and scripted gifts.
  • Review boss cards and heal before any Rival, Gym Leader, Rocket Admin, Elite Four, Champion, or legendary encounter listed above.

Sources

  • pret/pokefirered: src/data/wild_encounters.json, src/data/trainers.h, src/data/trainer_parties.h, data/maps/*/map.json, data/maps/*/scripts.inc, data/scripts/item_ball_scripts.inc, and graphics/trainers/front_pics.
  • Encounter odds use the FR/LG slot rates: land 20/20/10/10/10/10/5/5/4/4/1/1, Surf and Rock Smash 60/30/5/4/1, Old Rod 70/30, Good Rod 60/20/20, and Super Rod 40/40/15/4/1.
  • Generation III mechanics apply throughout: abilities, natures, held items, double battles, and post-game National Dex data are active in these remakes.