Story
The Flower of Time shattered and its twenty petals scattered across Korean history. Travel with Celebi, grant the wishes of each era's people and Pokémon, and win the petals back. The journey follows real history: the Three Kingdoms, Goryeo, Joseon and the Korean Empire, colonial rule and Liberation, the Korean War, and October 26 and December 12, 1979. Your hero and partner crossed time, so they are Shiny.
Controls
ArrowsMove (8 directions in dungeons; hold two keys for diagonals)
Z Enter SpaceInspect · talk · basic attack · confirm
X Esc CMenu · cancel (answers "no" to questions)
Q W E RUse moves 1-4 in dungeons
1 2 3Game speed 1x · 2x · 3x (or the button at the top right)
Shift + directionTurn without moving
A (hold)Rest · pass the turn
TabTag: in dungeons, hand control to the next teammate (no turn spent); in town, turn the team's order round so the next one leads (it leads in dungeons too)
J / MOpen or close the quest list / toggle the minimap
POpen or close the companion roster (outside dungeons): Search (name, type, dex number) for the one you want and bring it into any slot, or swap the team's places. Reorder or learn moves (forgotten ones too) under X menu → Pokémon with Z
HOpen or close this guide
Mouse: click a place on the world map to go there (drag the map or roll the mouse wheel to look around), and click dialogue, choices and menus to pick them. X menu → Settings turns sound and the on-screen key hints on or off and sets the game speed; Quit game saves and returns to the title screen.
Phones and the Android app: move with the round pad on the left (eight directions in dungeons). On the right, the move buttons Q · W · E · R sit in a cross as on DraStic (up · left · right · down), with Z OK · X back · ⇧ face only · Tab tag · A rest; X also opens the game menu in town and in dungeons. The Menu button stands apart at the top left and opens one panel with the game menu, quests, team and dungeon map, and sound, speed, co-op, Google login, language and the guide. Tap menus, dialogue and places on the screen to pick them (drag a long list with a finger to scroll it), and tap a move in the dungeon's move list at the bottom right to use it. Drag the world map with a finger to look around; the phone's back button works like X. Sound follows the phone's media volume: if you hear nothing, turn it up with the volume keys while playing (the app tells you when it is at 0 or very low). Press Google login in the menu to keep your saves (one per difficulty) in a hidden app folder of your own Google Drive and carry on between PC and phone; when another device left a different save, you pick which one to keep. The app plays offline; only Co-op needs the internet. Bluetooth gamepads work too (A OK · B menu · X/Y/LB/RB moves · LT face · RT rest · Start menu · Select quests).
Get the Android app: open the APK download in Chrome on the phone, then open the file to install it. Past the warnings, tap Download, turn on "Allow from this source" in Settings, then Install; the release page has the full steps.
The English / 한국어 button beside the screen switches the language on the spot: dialogue and names change instantly without restarting the game.
How to play
- Towns: a red ! above someone's head means your main quest, a blue ! a request (the crier with a new or finished one, or someone waiting for a delivery), a coin sign the merchant, a soup-bowl sign the innkeeper and a purple disc sign the TM dealer, who teaches a TM's move right where you buy it (1000 nyang, strong moves 3000). Every town has an inn (heal, save, roster), a market and a notice board. Many eras also have a second town next to the big main town.
- Pearl towns: Jemulpo 1887 (Canalave), Hanseong 1905 (Hearthome), Gyeongseong 1940 (Oreburgh), Hungnam 1950 and the battle for Seoul (Snowpoint, Veilstone), and Seoul 1979 (Pastoria) copy the real layouts of Pokémon Pearl's towns (paths, building lots, water, doors), read from the ROM.
- Constable Mightyena: towns under colonial rule (1910–1944: 1919 Gyeongseong and Aunae, 1920 Yongjeong, 1940 Gyeongseong) have four constables patrolling in pairs. A pair that spots you demands 100 nyang: pay, or stand up to them right there (the town becomes the battlefield; they are 12% stronger than ordinary foes). Beaten, the pair leaves town; either way it won't stop you again that visit. Run far enough and they give up; talk to a pair to pick a fight. They never come to the independence army's base or Chongqing.
- World map: red marks are the main quest, blue marks are requests you took, and a Pokémon in a gold ring is the legendary Pokémon waiting there.
- Missed legends: a legendary Pokémon that did not join you in its era (never met, or let go) comes back in another dungeon of the next era, one floor below the usual last floor, at the level of that dungeon's foes. Miss it again and it moves on to the era after. It only comes to a dungeon with no legend of its own, so when there is no free one it waits for the next era.
- Dungeons use the terrain and Pokémon sprites of Pokémon Mystery Dungeon: Blue Rescue Team. Floors change every time.
- Finish the main quest and the Time Gate in the square opens to the next era.
Naval battles (Water types only): fights on the water (Salsu, Gibeolpo, Heunghwajin, Jinpo, Hansan, Myeongnyang, Noryang, Incheon, the Taedong) only take Water-type Pokémon aboard. Water types from your team and roster board automatically, and the navy lends some if you are short. You get Totodile and Mudkip in the first era.
Dungeon battles and difficulty
- Turn-based: every time you act, the foes act once. Your partner and ally fight on their own.
- Your team's moves turn to any foe within 3 tiles, whichever way you face, and always hit; farther off, physical moves hit the tile in front and special moves travel 6 tiles in a straight line. "All around" moves hit all 8 neighbors; a wild Pokémon's moves reach 4 tiles in a line, and a boss's moves and warning blasts 4 tiles at most. Bosses can't be put to sleep, frozen or poisoned, and legendary bosses shrug off every status problem, paralysis and burns too.
- The Pokémon you control wears the leader badge (a crowned shield) over its head and beside its name in the team panel. Your partner and ally keep close to it and follow in a line through corridors.
- Pokémon grow past the main games' 100, up to Lv 180.
- Stepping into a boss room brings fallen teammates back with half their HP; otherwise a Revive from the market (1000 nyang) gets one back up, once per dungeon run.
- Easy at first, hard from the middle on: early eras field fewer, weaker foes and you heal quickly. Later eras bring more foes, harder hits and slower recovery.
- Coins come from defeated foes (more for higher levels, 10x for bosses), coins on the floor, a dungeon-clear reward (floors × era) and notice-board requests.
- A run only fails once all three are down. When the one you control faints, the next one standing takes the lead, and clearing the dungeon gets the fallen back on their feet. A wipe sends you back to town and costs some coins (10% early, up to 30% late).
- On floor 1, X menu → Leave the dungeon walks you back out at no cost.
- Dungeon levels: before 1200, and while your best Pokémon is at most Lv 20, each dungeon keeps its own levels. After that, foes match your strongest Pokémon, from its level to +2, and +3 to +5 once it passes Lv 45 (never below the dungeon's own levels). From 1200 on, bosses also have 30% more HP.
- Difficulty: pick Easy (foes −2 levels, foe damage −25%, boss HP −20%), Normal or Hard (foes +2 levels, foe damage and boss HP +25%) when you start a journey, and change it any time under X menu → Settings. Each difficulty a journey starts on keeps a save of its own: after the ending, a new journey at another difficulty starts from the beginning while the finished one stays (only a new journey at the same difficulty replaces it), and Continue asks which journey to play.
- Challenge: a special mode that opens once you have seen an ending at any difficulty. Normal strength, but you must reach the ending without a single wipe, and legendary Pokémon never join. A wipe, or quitting in the middle of a dungeon, ends the challenge and the journey continues at Normal.
Boss fights: stay off the red tiles
- Tiles that glow red are about to be hit hard. Step off them before the turn count runs out.
- Right after a big move the boss is open and takes 1.5x damage. Dodge, then strike back.
- The 600-class bosses (Garchomp, Salamence, Metagross, Tyranitar, Dragonite) fight about 15% below a legend (+2 levels; HP, attack and warning blasts at 85% of a legend's); Arceus is the three-phase final boss whose level follows your team's (up to 180), with a huge HP pool, met in the last quest after December 12, 1979. Knock it out and it rises again golden (Shiny) for a second phase with 2/3 of its HP and harsher attacks and warning patterns; from then on Judgment rains round blasts all over the field (dodge the gold rings). Down again, it rises in rainbow light for a third phase (half that HP, Attack +10%, Defense +20%): Judgment pours down every turn, and three times it swings Hyper Beam round a full circle. The line it reaches next glows red; step aside.
- Palkia, Dialga and Giratina also take their Origin Forme once knocked out and start a second phase (2/3 HP, harder hits, overlapping patterns). Dialga (1919) and Giratina (1940) are main-story bosses you must beat. In 1.7 these three and Mewtwo got 30% more HP and 15% more attack.
- Signature moves: once in the first phase, two or three times in the second. When its HP reaches the mark, it can't be worn further down until the move has gone off.
Dialga · Roar of Time: after a turn building it up, time turns back to its HP of 10 seconds before, and your whole team loses 20% of its max HP (no dodging it: heal beforehand, and hit it while it recharges).
Palkia · Spacial Rend: space tears, the arena closes in a ring (twice at most) and attacks burst out of many long rifts all over the floor. Palkia also uses Hydro Pump.
Giratina · Shadow Force: it vanishes into the dark and bursts out of the shadow of one of your team; step off the stirring shadow. From its first form it takes turns with Shadow Storm, Earth Power, Draco Meteor, Aura Sphere and Ancient Power, and uses Shadow Force and Dragon Pulse (waves in eight directions).
Groudon · Precipice Blades and Kyogre · Origin Pulse (Seoul, 1950): stone blades rise along fissures, or waves spread out in eight directions.
Darkrai (12·12 in 1979; it never appears before 1979) fights in three phases: Dark Void (fall into a black hole and you fall asleep), then Nightmare with Dark Void and Shadow Force, then Pitch Black (Attack +10%, Defense +20%) with Dark Pulse as well. Tab out of a sleeping leader to an awake teammate.
- Giratina is Ghost/Dragon: Fighting moves don't touch it and Water or Fire moves are resisted. Bring partners with Ice, Dragon, Ghost or Dark moves, such as Articuno, who joins you in 1388.
- Zapdos, Moltres and Articuno are the toughest bosses of their eras, with about ten times a normal boss's HP and very painful attacks. Dodge the warning attacks and bring healing items; if it's too hard, level up and try again (legendaries stop at a set level).
| Era | Where | Boss |
| 660–668 End of the Three Kingdoms | Pyongyang Fortress (main, Goguryeo's last battle) | Aggron |
| 676 Silla-Tang War | Maeso Fortress (main) · Daewangam (optional) | Zapdos · Lugia |
| 1232 Mongol invasions | Hwangnyongsa (main) | Moltres |
| 1388 Wihwado | Wihwado (main) | Articuno |
| 1592 Imjin War | Jeolla Right Naval Base (optional) · Noryang (main) | Azelf · Gyarados |
| 1636 · 1794 | Ice Temple (optional) · Kyujanggak (optional) | Suicune · Uxie |
| 1866 Western incursions | Jeongjok Fortress (main) · Moonlit Isle (optional) | Gardevoir · Cresselia |
| 1887 Korean Empire | Power plant (main) · Wishing Clock Tower (optional) | Metagross · Jirachi |
| 1905 Eulsa Treaty | Jungmyeongjeon Hall (main) | Mewtwo (rises again Awakened for a second phase) |
| 1919 March 1st Movement | Tapgol Park (optional) · Back alleys F5 (main) | Mesprit · Dialga |
| 1920 Independence Army | Heaven Lake crater (optional) | Heatran |
| 1940 Erasing a People | Distortion World F5 (main) | Giratina |
| 1945 Liberation | Rift of Time (main) | Palkia |
| After 1945 | The steel giant in town · rock cave F2 · ice cave F2 · Snowpoint Temple F2 | Registeel · Regirock · Regice · Regigigas |
| 1950–53 Korean War | Battle for Seoul · Nakdong · White Horse Hill (optional) · Panmunjom | Groudon · Kyogre · Garchomp · Tyranitar · Salamence |
| After the battle for Seoul | Sky Pillar F2 (optional) · Duwon Meteorite Site F2 (once Rayquaza joins) | Rayquaza · Deoxys |
| 1979 October 26 and December 12 | Seoul on the night of December 12 (town battle) · Mt. Coronet (last quest) | Darkrai · stronger Palkia · Dialga · Arceus (your team's level) |
| After the ending (1979) | Boss Tower, 10 floors (Boss Mode) | Legends in pairs · alone · Arceus |
- The spy (1920): after Cheongsan-ri, find the spy hiding in the independence army's base. The messenger tells you its type and roughly its weight; weigh the Pokémon of that type and accuse one. A wrong accusation costs three years and every dungeon trip one; miss 1930 and the police storm the base, your Pokémon go down, and the hunt starts over.
- Town battles: in Seoul in 1950 and on the night of December 12, 1979 the town itself is the battlefield. Fight beside allied troops (green tags) and defeat the enemy commander or drive off all their troops. On the battlefield your teammates and the troops don't follow you around: each runs at the nearest foe and fights on its own. On December 12 the Hanahoe side gets +15% to every stat.
- One legend to a place: every place holds a single legendary Pokémon. Azelf, Uxie and Mesprit each have a place of their own (the Jeolla Right Naval Base, Kyujanggak and Tapgol Park), so a story dungeon never needs a second visit. Only the last quest on Mt. Coronet and the Boss Tower hold a different legend on each floor.
- Mt. Coronet (the last quest): after December 12, 1979 you climb Mt. Coronet (Cheongwansan in Jangheung). Palkia blocks the way at once, then Dialga on the next floor, both 30% stronger than in the story and using their warning attacks and signature moves about 1.5 times as often. Beat both and the Azure Flute appears; play it at the altar on top of the Spear Pillar (Pearl's own map) and a stairway of light comes down. Arceus waits up the stairs in the Hall of Origin. Palkia and Dialga stay beaten, so a new try starts at the stage still to clear.
- Boss Tower (Boss Mode): after the ending, a Boss Tower appears on the 1979 map: ten floors of nothing but legendary Pokémon, no wild ones. Floors 1-5 hold lesser legends in pairs that cover each other's weaknesses (Zapdos and Articuno, Moltres and Suicune, Mesprit and Azelf, Latias and Latios, Regice and Heatran) at their story strength; floors 6-9 hold Mewtwo, Dialga, Palkia and Giratina one at a time, 15% stronger; Arceus, also 15% stronger, waits at the top. A pair still takes turns with its warning attacks. Nothing in the tower can be caught, every floor up restores your team's HP and PP, and a later visit can start right above the floor you cleared last.
- The Regis and Regigigas (after 1945): once the steel giant in town (Registeel) joins, the caves of Regirock and Regice appear on the world map (bosses on floor 2); bring all three to Snowpoint Temple (Pearl's real temple map) to meet Regigigas. Regigigas never appears before 1945.
- Latias · Latios (after 1945): in town you can take one of the pair, not both.
- Sky Pillar (after the battle for Seoul, 1950): once Groudon and Kyogre have clashed, the Sky Pillar appears on the world map. Meet Rayquaza on floor 2 (second phase: Mega Rayquaza); once it joins, the Duwon Meteorite Site in Goheung (where the first meteorite on record in Korea fell in 1943) appears on the map, and on its floor 2 Deoxys comes down with a meteorite and fights in its Normal Forme, then its Attack Forme (half HP) and its Speed Forme (second phase).
- Deoxys' Formes: with Deoxys, a red meteorite appears in town. Bring Deoxys in your team and examine it to pick the Normal, Attack (Attack and Sp. Atk up, defenses down), Defense (defenses up, attack down) or Speed Forme (evasion +1).
Companions
- Defeated wild Pokémon want to join you 35% of the time (Shiny ones 70%). Bosses and legendary Pokémon always offer to join once you win.
- Up to three go into dungeons: leader, partner and one ally. The rest wait in the roster (P, X menu or the inn, up to 500) and earn half the experience your team gets. Roster companions can't be called into a dungeon, so set your team in town or on the world map.
- The roster's Search finds part of a name, a type (Dragon), a dex number (445) or "shiny", and Sort orders it by joining, level, dex number or name.
- Leaving a dungeon restores every move's PP.
The Korean War: choosing a side
When the land is divided at the 38th parallel after Liberation in 1945, you choose whose side to stay beside, the democratic South (Republic of Korea) or the communist North (DPRK), and take one Pokémon of that land along. In the 1950 battle for Seoul Groudon stands with the North and Kyogre with the South; win and only your side's legend joins you, with its Red or Blue Orb (the other can't be caught, and neither appears again after that battle). Used in a dungeon, the orb triggers Primal Reversion: +30% stats until the dungeon ends. Groudon also gets +20% on the Nakdong front, and Kyogre off Incheon. The town, characters and main story change with your choice, but history runs as it really did, to the armistice of July 27, 1953. Either way, your task is to protect the people and Pokémon caught in the war.
Co-op (play together)
- Press Co-op at the top right → Open a room to get a 6-letter room code and an invite link. Friends open the link or type the code. Up to 3 players.
- Friends see and hear the host's screen, so you watch the story together, and in dungeons they steer the partner (P2) and the third member (P3). A banner shows whose turn it is; after 12 seconds the Pokémon moves on its own.
- You can open a room from a solo game at any time, and you go straight back to solo play when friends leave. Saves stay in the host's game. (Internet connection required.)
Evolution and saving
- Level-up evolution is supported, straight from the ROM data. Stone, trade and friendship evolutions are not.
- The game autosaves when you return to town and when a new era starts; X menu → Save or resting at an inn saves too. Nothing is saved inside dungeons.
- Saves from older versions move to the new era order when you continue, and your team is leveled up to match.