Pokemon The Last FireRed Playthrough
Table of Contents
About this playthrough
This playthrough was written in parallel with my actual gameplay, not after completing the game. I did not read walkthroughs in advance, did not optimize my route from the start, and did not know beforehand what changes Pokémon The Last Fire Red would introduce compared to the original Fire Red.
Everything recorded here reflects exactly what I encountered at that moment: the decisions I made, the things I misunderstood, the unexpected losses, and how I managed to move forward. If some parts are not optimal or differ from how others might play, that is intentional. The purpose of this article is not to show the “correct” way to play, but to document a real play experience.
This playthrough is meant to help players who are currently playing the game:
- quickly check what exists in each area
- and, when needed, read more deeply to understand where I struggled and how I got through it
This article also does not aim to be a perfect Pokemon the Last Fire Red walkthrough.
Pallet Town → Pewter City
The opening stretch feels very familiar at first, but subtle changes quickly hint that this will not be a relaxed Fire Red-style journey.

Pallet Town
Everything looks familiar here, which makes the small differences feel more noticeable than I expected.
Items
- Shiny Charm
What happened

The game starts in the main character’s room, which feels very familiar if you have played Fire Red before. When going downstairs, the game lets me choose the difficulty and optional modes such as hard mode or randomizer. I do not want to make things harder right away, so I choose Exit and play normally.
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Downstairs, my mom stops me to talk and gives me the Shiny Charm. At this point, I only know that it is related to shiny Pokémon, but I do not understand how it works yet, and I do not have any Pokémon to test it with.
She tells me to go to Professor Oak’s lab. When I arrive, only Green is there. Oak has not appeared yet. Out of habit from previous Pokémon games, I instinctively try to leave the town to see what would happen.
At the exit, I run into Serena from Vaniville Town in the Kalos region. She briefly introduces herself, says we will meet again in Viridian City, and then leaves. After walking a bit further, Professor Oak appears and calls me back to the lab.
Inside the lab, I choose my starter Pokémon. The options are Grookey, Sobble, and Scorbunny. I choose Scorbunny mainly for personal reasons. I do not like Sobble’s final evolution, and Grookey feels slower despite its physical strength. I want better speed for the early game.
Green chooses Sobble and immediately challenges me to a battle. I lose, but the game lets me continue, so I do not think too much about it. Around this time, I also notice that auto-run is available from the start using the L button on my emulator, unlike Fire Red where running is locked behind the first gym.
After getting my first Pokémon, I try to give the Shiny Charm to Scorbunny, but the game says it cannot be held. After checking further, I realize that the item only needs to be registered.
Route 1
At first, Route 1 feels like a routine transition, which makes the sudden interruption here much more jarring than expected.
Wild Pokémon
Pidgey, Zigzagoon, Hoppip, Yamper, Rattata, Skwovet, Wooloo, Poochyena, Sentret
Trainer / NPC
- Ritchie – Pikachu Lv4 (Ability: Static)
Items
- Normal Gem
- Potion
What happened

At this point, I still do not have any Poké Balls, so Route 1 feels like nothing more than the connecting path to Viridian City, exactly like in the original Fire Red. I barely think about it and run straight ahead, planning to go to the PokéMart, get Oak’s Parcel, and then come back.
However, unlike Fire Red, the game stops me here with a forced battle against Ritchie. His Pikachu has the ability Static, while my Scorbunny at this stage does not have many options besides basic physical attacks.
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I fight on instinct, relying on physical moves. It only takes one Static activation for Scorbunny to become paralyzed for the entire battle. In that state, I can barely do anything meaningful and end up losing very quickly.
After that, I go back and train Scorbunny to around level 9. By then, it learns Ember. When I challenge Ritchie again, I deliberately use a special move instead of physical attacks. Pikachu still has Static, but the battle becomes much easier to control, and I manage to win.
Route 1 no longer feels like a filler path. The game deliberately blocks the player early on and forces an adjustment to a different rhythm.
Viridian City
Viridian City feels familiar at a glance, but it quickly turns into a place where progress keeps getting interrupted rather than moving forward smoothly.
NPC / Events
- Serena (battle support)
- Magma Grunt – Poochyena Lv4
- Aqua Grunt – Ekans Lv4
Items
- Z-Ring (from Serena)
What happened

Upon arriving in Viridian City, I notice a large white, dome-like structure that I cannot enter at this point, so I simply ignore it and move on.
My immediate goal here is straightforward: enter the PokéMart, receive Oak’s Parcel, and then return to Pallet Town to deliver it to Professor Oak. After doing so, Oak gives me Poké Balls and the Pokédex.
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Green suggests that I visit his house to receive the Town Map from his sister. After getting the Town Map, I return to Viridian City to continue.
Inside the Pokémon Center, I meet Serena again, but the entrance is blocked by a Magma Grunt and an Aqua Grunt. I team up with Serena to battle them. Their Pokémon are Poochyena Lv4 and Ekans Lv4, and the fight mainly serves as an introduction rather than a real challenge.
After winning, Serena gives me the Z-Ring, which allows the use of Z-Moves in battle, and then leaves. This is the first time the game formally introduces the Z-Move mechanic, but at this stage I cannot really make use of it yet.
The Pokémon Center also sells Ability Capsules for $10,000. I take note of this but do not seriously consider it, since my team is still unstable and I have no intention of adjusting abilities this early.
Pewter City → Cerulean City
After the first gym, the journey stops feeling introductory and starts demanding consistency, with longer routes and fewer moments to reset.

Route 3
Route 3 is where the game shifts from short encounters to sustained pressure, quietly wearing the team down before Mt. Moon.
Wild Pokémon
Spinda, Oddish, Emolga, Paras, Jigglypuff, Meowth, Komala, Bellsprout, Ralts
Trainer / NPC
- Lass Janice – Hatenna Lv15, Vulpix Lv15
- Bug Catcher Colton – Beautifly Lv15, Shelmet Lv15, Ledyba Lv16
- Youngster Ben – Eiscue Lv16, Zigzagoon Lv16
- Youngster Calvin – Sirfetch’d Lv17
- Lass Robin – Spritzee Lv18
- Bug Catcher James – Skorupi Lv18, Dottler Lv18
- Lass Sally – Comfey Lv18, Dedenne Lv18
- Team Rocket – Ekans Lv19, Koffing Lv19, Mareanie Lv20, Mimikyu Lv20
Items
- Oran Berry (at stone near Lass Janice)
- TM48 Skill Swap
- Persim Berry (at stone near Pokémon Center)
What happened
After Pewter City, Route 3 feels longer than expected. The path itself is straightforward, but the density of trainers quickly turns it into a sequence of back-to-back battles rather than a place to explore.
Most of the individual fights are manageable, but they stack up. I find myself paying more attention to HP, status effects, and resource management instead of experimenting or catching new Pokémon.
Near the end of the route, Team Rocket blocks the way. The battle stands out less for complexity and more for pressure, reinforcing the sense that the game is steadily tightening its grip.

By the time I reach the Pokémon Center at the end of Route 3, it feels less like a checkpoint and more like a necessary pause before entering Mt. Moon.
Mt. Moon
Mt. Moon turns the journey into a sustained dungeon crawl, where progress depends more on endurance and resource management than on single battles.
Wild Pokémon
Sandshrew, Geodude, Zubat, Mudbray, Paras, Roggenrola, Dwebble, Nosepass, Phanpy, Sandile, Bonsly, Silicobra, Baltoy, Cubone, Nincada, Yamask
Trainer / NPC
- Bug Catcher Kent – Charjabug Lv20, Ledian Lv20
- Lass Iris – Indeedee Lv20
- Super Nerd Jovan – Helioptile Lv20, Toxel Lv20
- Bug Catcher Robby – Scyther Lv20, Beedrill Lv20, Mothim Lv21
- Lass Miriam – Dedenne Lv21, Milcery Lv21
- Youngster Josh – Meowth Lv21, Stunky Lv21, Impidimp Lv22
- Hiker Marcos – Cufant Lv22, Geodude Lv22, Onix Lv22
- Team Rocket / Aqua / Magma Grunts
- Brendan – Trapinch Lv24, Grovyle Lv24, Zorua Lv24, Wailmer Lv25
Items
- TM09 Bullet Seed
- Parlyz Heal
- Star Piece
- Potion
- Rare Candy
- Escape Rope
- Moon Stone
- Dusk Ball x10
- Revive
- White Herb
- Antidote
- Fossil (choice)
What happened
Entering Mt. Moon, the cave immediately feels larger and more demanding than anything before it. Progress is no longer about clearing a route, but about surviving a long stretch without reliable recovery.
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Encounters inside the cave are packed tightly together. Even when individual battles are manageable, they begin stacking up, slowly draining HP and resources. I stop thinking in terms of efficiency and start paying attention to how far I can safely push before needing to retreat.

At one point, I discover a side area with Chansey that can heal my team. This immediately changes how I approach Mt. Moon. Instead of forcing my way forward, I accept that moving back and forth is part of progressing through the cave.
As I go deeper, multiple factions appear at once. Team Rocket, along with Aqua and Magma grunts, turn Mt. Moon into a chaotic space rather than a simple hideout. The sheer number of encounters reinforces the feeling that this dungeon is designed to wear the player down over time.

Eventually, I reach the fossil area and make a choice without overthinking it. At that moment, getting through the cave intact feels more important than the long-term outcome of the decision.
After choosing the fossil, I move forward assuming Mt. Moon is nearly finished, only to realize that a battle with Brendan is waiting ahead. Instead of pushing through unprepared, I go back to Chansey to fully recover before continuing.
Only after healing do I return to face Brendan. The battle works as a checkpoint rather than a surprise, testing whether my team can still hold together after everything Mt. Moon has already demanded.

By the time I exit the cave, Mt. Moon has done its job. I am not stuck, but I am clearly worn down, and stepping out into Route 4 feels like a brief release before reaching Cerulean City.
Route 4
After Mt. Moon, Route 4 feels like an open exhale, a brief stretch meant to let the player recover before reaching Cerulean City.
Wild Pokémon
Spearow, Sandshrew, Ekans, Mankey, Meowth, Minccino
Trainer / NPC
- Lass Crissy – Cleffa Lv18, Igglybuff Lv18
- Youngster Timmy – Cubone Lv18, Trapinch Lv18
Items
- TM04 Calm Mind
- Persim Berry
What happened
Compared to Mt. Moon, Route 4 is calm and open. There is space to move, fewer interruptions, and enough breathing room to reset after the cave.
I do not spend much time here. The route feels less like a destination and more like a release valve, easing the transition from the pressure of Mt. Moon into the next city.
After crossing Route 4, Cerulean City comes into view almost immediately, marking a clear shift from survival back to preparation.
Cerulean City
Cerulean City initially looks like a safe checkpoint after Mt. Moon, but it quickly turns into one of the most event-heavy sections so far, chaining encounters without giving much room to settle.
Wild Pokémon
Azelf (Warp Hole)
Trainer / NPC
- Tracey – Venonat Lv23, Scyther Lv23, Marill Lv23
- Professor Oak – Eevee Lv23, Pikachu Lv23, Ivysaur Lv23, Charmeleon Lv23, Wartortle Lv23
- Psychic Jaden (Inverse Battle, optional) – Golett Lv23, Durant Lv23, Ponyta Lv23, Flaafy Lv23
- Green – Corvisquire Lv25, Jangmo-o Lv24, Toxel Lv24, Drizzile Lv24
- Misty, the Gym Leader – Palpitoad Lv27, Barraskewda Lv27, Wishiwashi Lv27, Starmie Lv27
Items / Rewards
- Master Ball (Warp Hole)
- Amulet Coin (from Tracey)
- Mega Ring (from Professor Oak)
- Life Orb (from Professor Oak)
- Fame Checker (from Green)
- 5× Sitrus Berry (from Psychic Jaden)
- Cascade Badge
- TM03 Water Pulse
What happened
Right at the entrance of Cerulean City, I notice a Warp Hole and decide to check it. Inside, I find Azelf at level 20. After spending a long time trying and reloading with Great Balls, I eventually use the Master Ball. Getting such a powerful Pokémon this early immediately makes me cautious about what the game might throw next.

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Near the Pokémon Center, I run into Tracey, who challenges me to a battle. His team is not trivial, and after winning, he gives me the Amulet Coin.
After healing, I head north and unexpectedly run into Professor Oak, who immediately challenges me to a battle instead of simply giving an item. The fight itself is manageable, but the surprise factor reinforces the sense that Cerulean City is not meant to be a calm stop.
Exploring further, I enter a house where Psychic Jaden offers an Inverse Battle, flipping type effectiveness. The fight feels more like a mental exercise than a difficulty spike, and I receive several Sitrus Berries afterward.
Before heading to the gym, Green stops me for another rival battle. Compared to earlier encounters, this one feels more deliberate and structured, signaling that rival fights are becoming more serious.

Going into the Cerulean Gym, I am much more cautious than I was in Pewter City. Misty chooses to Dynamax Barraskewda, and that single decision defines the entire fight.
With its extremely high Attack and Speed, Barraskewda consistently moves first. In Dynamax form, the pressure becomes overwhelming, leaving very little room to react or stabilize.
To survive the battle, I deliberately sacrifice several Pokémon to stall and burn through the Dynamax turns before committing my remaining attackers. Even with that approach, the fight stays tight until the very end.

After winning, Misty gives me the Cascade Badge and TM03 Water Pulse. Leaving the gym, it becomes clear that this game does not enforce obedience limits in the same way as the original Fire Red, and that combined with smarter AI, Z-Moves, and Dynamax, progression now comes at a real cost.
Route 24
Route 24 initially looks like a familiar stretch lifted straight from FireRed, but it slowly becomes one of the most mentally exhausting parts of the journey so far.
Wild Pokémon
Charjabug, Spinarak, Dottler, Machop, Wooloo, Spoink, Pansage, Meowth, Happiny, Pancham, Mesprit, Beedrill, Blitzle, Whismur
Trainer / NPC
- Bug Catcher Cale – Pinsir Lv24, Shedinja Lv24, Ninjask Lv24, Butterfree Lv24 (Mega)
- Lass Ali – Darumaka Lv24, Staravia Lv24, Meowth Lv24
- Youngster Timmy – Nidorino Lv24, Stantler Lv24
- Lass Reli – Furfrou Lv24, Axew Lv24
- Camper Ethan – Slowpoke Lv24 (Fairy-type)
- Team Rocket Grunt – Skrelp Lv25, Salandit Lv25
- Camper Shane – Ponyta Lv24 (Fairy-type), Leafeon Lv24
- Expert Kalid – Drowzee Lv24, Indeedee Lv24 and other Pokémon
- Hiker Franklin – Geodude Lv25, Graveler Lv25
- Hiker Wayne – Steelix Lv25 (Mega)
- Youngster Joey – Croconaw Lv25, Torracat Lv25
- Youngster Chad – Vulpix Lv25, Sandshrew Lv25
- Youngster Dan – Cramorant Lv25
- Hiker Nob – Geodude Lv25, Relicanth Lv25, Carkol Lv25, Graveler Lv25
- Camper Flint – Snorunt Lv25, Psyduck Lv25
- Lass Haley & Lass Kelsey – Stunfisk Lv26, Clefairy Lv26, Nidorina Lv26, Skiddo Lv26, Pidgeotto Lv26
Items
TM45 Attract, Elixir (near Hiker Franklin), Oran Berry (near Hiker Nob), TM43 Secret Power, TM107 Acrobatics, Ether (near the daughter)
What happened
After defeating Misty, Route 24 is the only way forward, just like in FireRed, and because of that familiarity I expect a straightforward sequence of bridge battles and minor trainers. That expectation does not last long. The trainers here are not individually overwhelming, but their density and variety slowly wear me down, especially as I run into Expert Kalid, who refuses to battle unless I reduce my party size, echoing my earlier experience with Saad (I avoided this battle). Powerful optional trainers clearly exist here, but the game does not pressure me to defeat them immediately.
At one point, I step into the grass simply to check which wild Pokémon appear in this area.

Finding Mesprit here completely breaks my assumptions. Until now, I believed that legendary Pokémon were limited to Warp Holes. Seeing Mesprit appear in normal grass makes me realize that my earlier decision to use the Master Ball on Azelf might not have been as inevitable as I thought. I do not attempt to catch Mesprit, not because I cannot, but because the realization itself already feels like a mistake I cannot undo.
Near the end of the route, I meet the daughter of the old man from Cerulean City and deliver the Soot Sack. The reward is minor, but the moment highlights how easily side interactions can remain unresolved if I forget about them. At the end of Route 24, I reach Bill’s house. Helping him return to human form plays out almost exactly like FireRed, and I receive the S.S. Ticket to Vermilion City. For the first time in a while, the game offers a clean stopping point.
Author’s note
This playthrough was written alongside actual gameplay, following the game step by step and recording things as they happened. Over time, I realized that writing in this format takes more effort than I expected, and it slowly started to weigh on the act of playing itself.
Because of that, I will not continue documenting the game in a full linear playthrough like this. From here on, I will only share moments that truly stayed with me after turning the game off.
This shift is intentional. It allows me to keep playing without breaking the rhythm, and to write only when something genuinely feels worth remembering.
- Facing the Creator in Pokemon The Last FireRed: A Battle I Had to Win (2 tags)
- Cerulean Gym in Pokemon The Last FireRed: the first battle where I was forced to sacrifice Pokemon (2 tags)
- I Thought Pokemon The Last FireRed Was Just an Upgraded FireRed (2 tags)
- Pewter Gym in Pokémon The Last FireRed: The First Time I Understood That Winning Has a Cost (2 tags)
- Vermilion Gym in Pokemon The Last FireRed: the first time it didn’t feel as scary as I expected (2 tags)
- Ritchie in Pokemon The Last FireRed: The fights that kept getting in the way