The Spyder in the Cathedral

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Synopsis

The Spyder in the Cathedral plot takes place in the Fondent region, which is dominated by five nominally separate corporations, called Pillars (see Cathedral). Not content with profitability, the Pillars want to take full control of the region and they hatch a plan to do so:

Scoop, the fast food and retail empire, will transmit a disease, the Spyder virus, that weakens tuxemon that don't have the vaccine, putting any opposition on the back foot. Meanwhile, mining company Shaft will extract and revive fossils of powerful extinct dragons. Agro-business and genetic engineering corporation Greenwash will use its fusion technology to combine these dragons with arms manufacturer Nimrod's killer robots, allowing them to steamroll any opposition already weakened by Scoop's virus. Behind the scenes, news media monopoly Omnichannel puts out propaganda and coordinates the scheme through its Spyder agents.

Main Story

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The main story of The Spyder in the Cathedral follows the player’s journey through the Fondent region, traveling from town to town, catching and battling tuxemon, and gradually uncovering a corporate conspiracy. This section describes the *gameplay progression* and *region layout*, not the plot details (see Plot for the narrative).

Region Progression

The protagonist begins in Paper Town and travels through the region in roughly this order:

Travel

Your Mom gives you a Surfboard that allows water travel. It is required to reach:

When you reach Timber Town, the Riverboat Stations open for all previously visited towns. The full list is:

Cheat Codes

If you name the player ApexPlayer, you begin the game with all starter tuxemon at level 100 (max evolution).

Plot

The Spyder in the Cathedral takes place in the Fondent region, a country dominated by five powerful corporations known as the Pillars. Although officially separate, the Pillars secretly collaborate under the Cathedral’s authority to seize full control of the region. Their plan targets tuxemon—the creatures central to daily life—by weakening them, reviving ancient species, and deploying engineered hybrids.

The Pillars’ Conspiracy

The five Pillars coordinate a multi‑stage scheme:

  • Scoop spreads the Spyder virus, weakening any tuxemon without the corporate vaccine.
  • Shaft excavates and revives fossils of extinct dragon tuxemon.
  • Greenwash uses Fusion technology to combine revived dragons with Nimrod’s military robots.
  • Omnichannel broadcasts propaganda and directs covert Spyder agents.

Together, they aim to monopolize tuxemon ownership and consolidate political and economic control.

The Protagonist’s Journey

The protagonist begins in Paper Town with an unofficial tuxemon discarded as rubbish. As they travel, they uncover signs of corruption:

  • Evidence of the virus and Enforcer involvement in Leather Town
  • Militarization and media manipulation in Flower City
  • Genetic experiments in Greenwash HQ
  • Confiscation of the protagonist’s tuxemon in Candy Town under false accusations

Uncovering Spyder

In Candy Town, the protagonist infiltrates Greenwash HQ, obtains the Fusion Report, and uploads it to the Tuxepedia. This unlocks open fusion for all tuxemon.

Using fusion to bypass DNA scanners, they infiltrate the Hospital, defeat Spyder agents, recover their tuxemon, and free imprisoned scientists who reveal the truth: Spyder is run by the Pillar bosses themselves.

Turning Point

After defeating Drokoro in Dragon’s Cave, the protagonist’s rival realizes the Cathedral’s “cure” is a lie—tuxemon heal simply by being unlocked and examined. Doubt spreads.

Final Confrontation

Back in Cotton Town, the protagonist storms Omnichannel HQ. Two Pillar bosses attack simultaneously, but the rival arrives to help. Together, they defeat the Pillars and dismantle Spyder.

With the conspiracy exposed, tuxemon are unlocked, corporate restrictions collapse, and the region begins moving toward openness and freedom.

Themes

The story uses tuxemon as a metaphor for creative works. Corporate attempts to restrict and monopolize tuxemon mirror real‑world struggles over ownership, openness, and the freedom to create. Unlocking tuxemon symbolizes unlocking creativity itself.

Timeline

Origins

  • The Universe was shaped by—or gave rise to—the thirteen elements.
  • Life appeared: plants, tuxemon, and eventually humans.
  • Tuxemon naturally battle each other to grow stronger through elemental competition.
  • Humans, especially those drawn to Metal tuxemon, began building relationships with them.

Ancient Times (about 5,000 years ago)

  • The first known human civilizations emerged.
  • Early humans began interacting with tuxemon, mostly those found in nature.

Early Engineering (about 1,500–1,250 years ago)

  • Humans created the first tuxemon—possibly made from glass, pottery, or bronze.
  • Over time, they got better at designing and modifying tuxemon for farming, combat, and other uses.

Collapse (about 1,000 years ago)

  • Human interference disrupted the world’s balance.
  • Wars and ecological disasters broke out, destroying cities and farmland.
  • Civilization collapsed as tuxemon warfare spiraled out of control.

Recovery (about 500 years ago)

  • The environment slowly stabilized and adapted.
  • Human-made tuxemon became part of nature.
  • Human societies began rebuilding, but most records of the past were lost.

Rebirth (about 150 years ago)

  • Industrial technology was rediscovered.
  • Tuxemon biology was studied again, and new societies emerged.
  • A group called the Cathedral became a community-oriented governing force with local Enforcers.

Boom Times (30–50 years ago)

  • The region experienced strong economic growth.
  • Five major companies—called the Pillars—gained influence.
  • Tuxemon capture tech was invented, leading to conflicts over control of tuxemon.
  • The Cathedral allowed private ownership of tuxemon designed by people, but resisted claims over ancient or natural ones.

Corporate Era (the last 25 years)

  • The Pillars took over most of the region’s industries.
  • The Cathedral began partnering with corporations and allowing them onto its board.
  • Enforcers became less community-based and more corporatized.
  • Corporations pushed the idea that all tuxemon were man-made to justify monopolies.

Links