Recordkeepers
A roguelite boss rush: three Pokémon, no levels, no items, and a run of nine legendary bosses drawn from fixed groups — beat one and you keep its ability.
More about the game
Recordkeepers keeps Emerald's engine and throws out the rest. You play Tiana, a Recordkeeper working through the Archive's myths, and each myth is a run: pick a weather affinity, receive a fixed weather-setter and two Pokémon drawn from that affinity's pool, all at level 100, and walk into the Myth Hub. Nine areas branch off it. The first always holds the ten pseudo-legendaries; the other eight are dealt from twelve legendary groups — the Birds, the Beasts, the Golems, the Lake Guardians, the Swords, the Forces of Nature, the Tapus, the Treasures of Ruin, the Loyal Three, the Galarian Birds and two Paradox trios — and in each you choose which member to fight. Three minibosses guard every area and each one beaten hands you a move; each boss beaten hands you an ability, and any move or ability you hold can be equipped on any of your three. Bosses fight alone, in phases, with a scripted move rotation per phase and a full heal between them, and the more of them you beat the more of their innate abilities switch on. When you are ready, a door in the hub leads to the myth's final boss. This guide lists every group, every pool and every fight exactly as the game's source defines them.
What's different, point by point
- A run is nine areas off a hub: Area 1 is always the 10 pseudo-legendaries, Areas 2 to 9 are eight of twelve legendary groups, shuffled every run
- 52 bosses, 4 final bosses and 136 minibosses, every one fought alone with a scripted move rotation per phase
- Four Myths to choose from in the Archive: Lugia, Xerneas, Giratina, and the Winter story against Delibird once the first three are cleared
- Your team is three Pokémon at level 100: a weather-setter fixed by your affinity and style (Sun, Rain, Sand or Snow; Grace, Favor or Prayer) plus two drawn from a pool
- No levels, no items, no TMs: minibosses drop moves, bosses drop abilities, and you equip up to four moves and four abilities on each of your three
- Enemies scale with your wins: bosses and minibosses start at level 90 and gain a level per boss beaten, and their innates switch on after two, four and six boss wins — so the order you take the areas in matters
- Bosses fight in phases (two for a miniboss, three for a boss, four for a final boss) and heal to full at each phase change
- 18 moves that are this game's own and 89 new abilities, folded into pokeemerald-expansion's tables; moves carry cooldowns and equip bonuses
turtleye & hedara
This guide is built from turtleye & hedara's own documentation. The game, the ideas and the work are theirs — the site just makes the numbers searchable. Play it from the official page, and send them the feedback and the thanks.
What this guide covers
Every guide here is built from the game's own documentation. Where a ROM hack changed something but never published the numbers, this says so rather than quietly filling the gap with the original game's — which would be worse than leaving it out.
| Section | Source | |
|---|---|---|
| Wild Pokémon by area | From the game itself | There are no wild encounters. These are the fixed lists a run is dealt from — boss groups, final bosses, miniboss pools and starting pools — read straight from the game's source. the source repository |
| Encounter rates | Doesn't apply here | Groups are shuffled and minibosses dealt without weights, so there are no rates to show; you choose the boss yourself. |
| Wild levels | From the game itself | Your Pokémon are level 100. Bosses and minibosses are level 90 plus one for every boss beaten this run; final bosses are always 100. From AdjustLevel() in the game's source. the source repository |
| Stats, abilities and movesets | From the game itself | Base stats, types, abilities, innates, phase rotations and rewards for all 231 species that can appear, from the game's own tables. |
| TM and HM compatibility | Doesn't apply here | The game has no TMs or HMs; moves come from minibosses. |
| Where TMs are found | Doesn't apply here | No TMs exist to be placed. |
| Trainer and boss teams | From the game itself | Every boss, final boss and miniboss (192 fights) with its ability, innates, per-phase move rotation and reward, from the game's own AI tables. |
Credits
- Pokémon Recordkeepers — design, code, maps, graphics and all the data this guide is built from: turtleye & hedara
- The Recordkeepers source, which publishes the boss groups, the pools, every boss rotation, and the move and ability tables: hedara & turtleye
- pokeemerald-expansion, the engine underneath: the RH-Hideout team
- Sprites via PokéAPI; base move and TM data from PokéAPI and Bulbapedia.
Reading the tables
AreasThere are no routes. Each 'area' here is one of the lists a run draws from: the pseudo-legendary group that is always Area 1, the twelve legendary groups of which eight are dealt into Areas 2 to 9, the four Myths, the miniboss pools and your own starting pools. The species on a group page are the ones you choose between at its shrine; the species on a miniboss page are the pool three per area are dealt from.
LevelsYour three Pokémon are level 100 and nothing ever levels up. Bosses and minibosses are level 90 at the start of a run and one level higher for every boss you have beaten in that run, so a fight page shows 90 — the run-start level — and the final bosses show 100, which they always are.
TrainersEach fight page is one boss, fought alone. A row per phase: the moves in a row are the rotation the boss follows in that phase, in order, repeating; the boss heals to full when a new phase begins. The note on the first row lists its innates and when each one switches on, and what beating it hands you.
PokemonThe moves on a Pokémon page are the ones it uses in this game — its phase rotations if it is an enemy, its starting moves if it is one of yours — not a level-up list, because nothing here ever levels up and your Pokémon learn moves only from storage. Base stats, types and abilities are the game's own tables; the comparison block shows where they differ from Emerald or from the current official games.
MovesA move marked as changed differs from its current official numbers, carries a cooldown, or gives a stat bonus while equipped. Moves ending in '+' are the reward versions minibosses drop.
RewardsBosses drop abilities and minibosses drop moves; both go into storage and are equipped from the record menu on any of your three Pokémon, up to four moves and four abilities each. The full tables are on the changes page.
TmsThere are no TMs, HMs, items or shops in this game.