The second nuclear plant in West Tandor. It is located to the northeast of Vinoville Town.
Harsh radioactivity by the nuclear fallout from Zeta has made the surrounding environment teeming with Nuclear Pokémon.
Main Quest[]
This event is part of the main storyline and cannot be skipped.
After receiving orders from Kellyn to subdue CURIE and Urayne, you and Theo are sent to Nuclear Plant Zeta. You will face off against many Nuclear Hordes with Theo whilst chasing down an unknown Pokémon.
Have you seen all the bugs in Tandor? Give me a call if you find any new ones!
Upon entering a small gap in the trees, you find a group of Hazma and discover that they have the ability to nullify the radioactivity in the air. You should catch at least one of them and then talk to Theo to leave the area. (If your PC boxes and Party are full, you'll be required to faint all the Hazma and will not be able to get any.)
Once in the power plant, you must find a way to go deeper into the plant. Finding a note, it will tell you that the combination to turn on the power is to pull the green, red, then blue levers before disengaging the main lever.
Before you can enter the North sector, you need to restore power to the West, East, and South sectors of the power plant. The East sector has the Power Cell, which is required to proceed further into the plant. Obtaining the Power Cell will allow you to use Strength as a function of your Hazard Suit, without needing a Pokémon that knows Strength.
Once in the north sector of the plant, you have five minutes to reach CURIE and Urayne. Should you fail to reach them in that time, the Hazard Suit's emergency protocol will evacuate you back to the healing machine in the southern sector.
Zeta North Guide
When you reach CURIE, you will battle against them, facing CURIE's Nuclear Pokémon and Beta Urayne. When you defeat CURIE, they will flee, and you will be sent back to the Tandor Ranger HQ in Bealbeach City. Whereupon, if you head downstairs Professor Bamb'o will have a demonstration of what they've discovered about Hazmas, and you will be able to cure feral Nuclear Pokemon of their wild nature, making them obey you in battle. This will be the only place to treat feral Nuclear Pokemon until the Post-game.
It is advised not to lose to any of the Nuclear Hordes, as it can cause your game to be stuck and be unable to continue (v1.0).
The order of the switches needed to be flipped reflects the release of the original Pokemon games. (Pokemon Green was released first in Japan alongside Red, then Red was released again later alongside Blue in other countries.)
Nuclear Plant Zeta is the only plant you can return to after you have beaten the Championship.
Any remaining Hazma you did not capture/defeat will still be in the small forest when you return.
Any nuclear hordes you skipped will also be there.
Losing to CURIE will result in a Game Over screen, bringing you back to your most recent save.
Nuclear Horde Pokemon here always have 10 IVs in all stats. Their moves also differ from other Nuclear Pokemon of the same level:
The Pokemon in the 3rd Horde lack any Nuclear-Type Moves.
The level 75 Trawpints lack any Nuclear-Type moves.
Curie's Arbok is the only Ekans/Arbok in the game that knows Gamma Ray.
Flash can be used to illuminate nearly all areas in Zeta without the need to flip a switch. The exceptions to this are all Southern section rooms and the first East section room.
With precise timing, it is possible to walk on the tile that triggers the encounter with Curie right when the timer for the suit's shielding reaches zero, (no adverse effects result from this).
As of now, Curie's theme is the most popular theme, going as far as to get a cover version with lyrics by Juno Songs.