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First steps

Welcome to Pocket World Online! This page sums up what you need in your first hours of play. Every part is short and links to the page with the details.

Your first day​

You wake up in your bedroom in Pallet Town. The first quest, A Journey Begins, walks you through every step:

  1. Go downstairs and talk to Mom: she hands you your bag and a pair of shades.
  2. Visit Professor Oak's laboratory and pick your first Pokémon.
  3. Oak gives you the starter kit: 20 Poké Balls, 10 Potions, 5 Revives and the Town Map.
  4. Put your Pokémon in the Pokébar, send it out and learn to give it orders.
Professor Oak offering Bulbasaur, Charmander and Squirtle

After that, Oak sends you up Route 1. The whole story path is in Quests.

Walking and interacting​

ActionHow
WalkW A S D, the arrow keys or click the ground
Talk, use, open, attackLeft-click the target
See the other optionsRight-click the target
Interact with the nearest thingF
Mark a spotOpen the map (M), right-click the spot and pick an icon and a colour
Open the window menuEsc

Hover an item to read what it does. On a phone, a tap is the left click and a long press is the right click. Every key is in Controls.

Your Pokémon fights for you​

A trainer never attacks: your Pokémon does the fighting.

  • Send it out: drag its Poké Ball to the Pokébar and press Ctrl + 1 to 6 (or click its slot).
  • Start a battle: click a wild Pokémon, or press Tab to attack the nearest one (each Tab after that moves to the next).
  • Use moves: keys 1 to 9 or click the move bar. Every move has a cooldown; hover it to see its power, accuracy and type.
  • Pokeview: Space shows the world through your Pokémon's eyes, and the walk keys move it instead of you.
The trainer on Route 1 with Bulbasaur out: the Pokébar on the left and the move bar at the bottom

Types matter a lot: Water beats Fire, Fire beats Grass, Grass beats Water. See the type chart, the damage formula and the battle roles.

Catching Pokémon​

  1. Defeat a wild Pokémon.
  2. Throw a Poké Ball at its body while it lies fainted.
  3. Hover the fainted Pokémon to see your chance with every ball you carry.

Only the trainer who defeated it (or a party member within 10 levels of them) can catch it. Better balls raise your odds, and a Pokémon above your level is harder to catch. You carry six Pokémon; the rest go straight to the PC in any Pokémon Center. Where each species lives is in the Pokédex.

Healing your team​

  • Potions heal a Pokémon in or out of battle.
  • Revive brings back a fainted Pokémon: it cannot fight until it is revived.
  • Nurse Joy heals your whole team for free in any Pokémon Center. Register the city with her to wake up there if your whole team faints.
Nurse Joy in the Viridian City Pokémon Center

Loot and money​

Defeated Pokémon can drop materials. Click the body to take them: several bodies on one spot come at once, and F takes the loot of your own body next to you. Sell materials to merchants for Pokémon Dollars, or list them at the Global Trade Station on the wall of any Poké Mart. What each Pokémon drops is in the drop table and in Items.

The bag​

The Pokébag (N) is the same for every trainer and always stays with you. It starts with 15 spaces; the + at its end opens the Store, where each purchase adds 5 more, up to 50.

The bag with everyday items
The bag with everyday items
  • Sort: the button at the top merges split stacks and puts everything in order. New items land at the end, so what you lined up at the front (rod, pickaxe, Poké Balls) stays there.
  • Sell value: the footer shows what merchants would pay right now for everything in it. Once it covers what you want to buy, it is time to head back.
  • Store in the PC: open a box on the PC of a Pokémon Center and Shift + click an item in your bag: the whole stack goes into the box. Shift + click it in the box brings it back.
  • Protect: right-click an item and pick Protect so it is never sold, dropped or traded by accident. See Protecting items.

Quests​

The Quest Log (L) lists what you are doing and what you can start. Pick a quest and press Navigation to see the way there. Tracked quests stay on screen with their next step. The main story runs through Kanto's eight Gyms up to the League: see them all in Quests.

The Quest Log open on A Journey Begins

Getting stronger​

  • Levels: your Pokémon and you gain experience from every battle you win. A higher-level trainer controls stronger Pokémon. Levels and experience.
  • Evolution: a Pokémon never evolves by itself. Right-click it and choose Evolve to see what it needs. Evolution.
  • Badges: each Gym Badge unlocks a field ability (Surf, Fly, Cut...). Field abilities.
  • After level 100: Trainer Mastery keeps making you stronger.

Professions​

Every trainer has seven professions: Fisher, Ranger, Miner and Botanist gather; Researcher, Alchemist and Artisan craft. Press R to open the Professions window. Start with Professions and the Fisher.

Playing together​

Right-click another trainer to trade, challenge them to a battle or invite them to your party. Party members share the experience of wild battles.