The Spyder in the Cathedral

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Plot organisation page.

Links

My proposed map

The Game

Introduction

The opening sequence is a propaganda video from the CEO of the Cathedral. He explains (in a couple of sentences each):

1. What tuxemon are 2. What the Cathedral is 3. What the difference between locked and unlocked tuxemon is 4. What services Stores and Pillars offer

There is then a chance to set:

1. Your appearance (eight or so options, including a variety of genders and ethnicities) 2. Your name 3. The game's difficulty

Paper Town

Exits: Route 1 (intercepted by the Storekeeper if you try to leave before you have your starter), Riverboat Station (currently closed for repairs)

Features: Your rivals' house; your house; TXMN Daycare (under renovations); the Store (has bins out the back)

The Store: When you come here, either because you tried to leave by Route 1, or because you enter freely, the Shopkeeper takes you to the front. Your two Rivals are there as well, by rows and rows of tuxeballs.

Your two Rivals pick one each (you don't see which), and then you are invited to choose. However, before you can the Shopkeeper checks for your Cathedral Gold Subscription.

Oh, you don't have one? So sorry, these are a Gold Subscription exclusive.

As you go to leave, the Shop Assistant pulls you aside and explains that the reason the Shopkeeper's giving away tuxemon is that there's new stock coming in tomorrow - and if he doesn't get rid of the tuxemon, he'll just chuck them out.

"So go home and sleep, and by tomorrow I bet the leftover tuxemon are in the bins at the back of the shop!"

After you rest at home, when you go to the back of the shop there's bins and the Shop Assistant from earlier. He offers your choice of tuxemon from the five starters (all level 5).

  • (Bear Cub)
  • Lambert
  • (Fire Iguana)
  • (Water Kingfisher)
  • Rockitten

After you choose one, your two Rivals come up behind you. One has the tuxemon resistant to your starter's type, and the other the tuxemon super effective against your starter's type (both at level 5).

They say you shouldn't steal, even out of the bins, and challenge you to a battle - "Our licensed tuxemon will beat your bin dregs any day!" (A 2-vs-2 battle, if possible).

Whoever wins, your Rivals say they're not going to report you to the authorities "this time", then leave.

The Shop Assistant says he's going to give the rest of the thrown-out tuxemon to other kids who can't afford their own.

If you return another time, there's a POTION in the trash.

Home: Mum is an inventor, so the house is cluttered with devices and machines. You can rest here.

She gives you a POTION.

Rivals' Home: Before you get your starter, the Rivals are playing outside, blocking your access. The Rivals' dad is inside. If you already have your starter, the Rivals are gone. He says that they've "run off to try their luck at the first Pillar in Leather City".

"Oh, don't you know about the Pillars? Each one sells the tuxemon that it specialises in raising and training. They're so confident in the strength of their tuxemon that if you beat them you win a prize!"

Tuxemon Daycare: Closed for renovations at the moment.

Later, it acts as a daycare centre, slowly leveling up the tuxemon that you assign it. (And breeding, if we have that option).

Route 1

Five or so patches of long grass.

Cotton Town

Exits: Route 1; Route 2; River Boat Station (under repairs)

Upon arrival, you are intercepted by a KNAVE who admires your starter and asks to see your receipt for it. "Just kidding! I see it's unlocked, unlicensed and unofficial. I have a project for you - meet me in the basement of the CAFE".

Cafe: The first time you try to enter, you are intercepted by your MUM who gives you a NU PHONE (a play on "GNU" and "new") she invented. "This way you can tell me how your adventures go! And look, it has the MAP APP installed already so you'll never be lost. It also has the BANK APP installed, so whenever you're in a city it will add any cash you picked up to your bank account! That way you won't lose it if you lose a fight to a TRAINER".

The first time you enter the CAFE basement, there is a meeting of TEAM BAZAAR, a group of likeminded DRIFTERS, KNAVES, ROGUES and PIRATES who share information, tuxemon, healing, resources, etc., and meet wherever they can.

The KNAVE from earlier gives a presentation on TUXEPEDIA, a website where people can collaborate to compile information on tuxemon, but says sadly that not many people have contributed so far.

He explains that if you have a PHONE, you can install the TUXEPEDIA APP and contribute. Next time you check your phone, it's on there.

Other times, anyone working on TUXEPEDIA gets free healing. There are also a signup sheet for friendly battles - you can choose from most trainers whom you've fought in the area, and the battle occurs immediately. (They level up with you).

Omnichannel (Pillar 5): A giant skyscraper, but it's closed for "renovations". First encounter with ENFORCERS if you enter the foyer, they intercept you and tell you to "butt out of it".

Store: The first time you enter, they are promoting Tuxeballs. They offer to teach you how to use them, and are offering a sampler pack of five.

Selling: TUXEBALL ($200), POTION ($100), CURE POISON ($100), CURE PARALYSIS ($200)

Route 2

Exits: Cotton Town; City Park

The first time you step on to Route 2, your RIVALS appear and challenge you to a battle. They have their two STARTERS (level 6) and a level 3 CARDILING.

Trade: One of the people on this route will trade your DOLLFIN for his DJINNBO.

City Park

A branching map with dead ends and multiple paths, including several patches of grass, some of which must be past through to get to Leather City.

Exits: Route 2; Leather City

Leather City

Exits: River Boat Station (under repairs); City Park; Route 3

Pillar: Shaft, the mining company.

  • When the Pillar Boss is defeated, they give you the speciality TM and agree to unlock all Grintot and Magmaturtle.

Store: Sells TUXEBALLS, POTIONS and all CURE * items.

Cafe: Standard - free healing, friendly battles.

Route 3

Exits: Leather City; Abandoned Laboratory

Upon entering, your MUM intercepts you and gives you a SKATEBOARD that lets you move twice as fast.

Plot Point: You get a ROD from the FISHERMAN after battling him. He complains about only catching Nudiflot in this area "but I've heard the fishing's good out near FLOWER CITY".

Abandoned Laboratory

Exits: Route 3; Route 4

Three floors.

Plot Point: The randomly encountered tuxemon are infected with SPYDER BITE. They "Shiver" instead of using a technique 1/4 of the time.

Plot Point: Dialogue with the NURSES and DOCTORS on the second floor reveals that they had to quickly abandon the lab for unspecified reasons, but they have snuck in to find some of their stuff. They despair at how wild tuxemon have wandered in, and "been infected by ... well, I shouldn't say".

Plot Point: The ENFORCERS on the third floor also hint that something's happened, and they talk about "quarantine" and "centralised checking of DNA" and "the virus".

Booster Tech: When given to a tuxemon, it evolves (if it evolves via Booster Tech). When given to Botbot, it evolves into the secondary form of your choice, but continues to hold the Booster Tech. When the Booster Tech is taken off it, it de-evolves. (So you can vary which evolution route it takes).

Route 4

Exits: Abandoned Laboratory; Flower City

Flower City

When you first enter, you are intercepted by your MUM, who says that the DAYCARE CENTRE in PAPER TOWN has reopened - but you can't get back there until the RIVER BOAT STATIONS reopen.

Exits: Route 4; Side Route A; Route 5 (through the back of the BROKEN-INTO HOUSE); River Boat Station (closed for repairs)

Pillar: Nimrod Armaments

  • When the Pillar Boss is defeated, they give you the speciality TM and agree to unlock all Hydrone and Boxorox.

Store: TUXEBALL, CURE *, one other

Trade: A TRAINER is offering their ABESNAKI for your (AXYLOTL'S EVOLUTION).

Broken-Into House: A distressed scientist is standing here. He was developing a cure for the VIRUS you first saw at the ABANDONED LABORATORY, but then "some armed bandits" broke in to his home and took it. He says they called themselves "SPYDER".

Leads to Route 5


Side Route A

Exits: Flower City (east)

Abandoned Mansion: At the end of Side Route A, there's a mansion that TEAM BAZAAR is using (there's no TEAM BAZAAR presence in FLOWER CITY, so if the TRAINERS in this route wear you out, you'll have to pay for healing in FLOWER CITY from the PILLAR).

Complete a puzzle to win the trust of one of the TRAINERS here, who gives you a DOJO PASS.

They also install the RENAME TUXEMON APP on your phone, which does what you'd expect.

Route 5

Exits: Flower City (through the BROKEN-INTO HOUSE); Wood Town

_When you first enter Route 5 through the BROKEN-INTO HOUSE,_ you are intercepted by a SPYDER AGENT, who battles you. She lets slip that she has some knowledge of your character that only an ENFORCER would have.

Wood Town

When you arrive, you are intercepted by a person handing out fliers announcing that the RIVER BOAT STATIONS have been reopened - but only between here and PAPER TOWN - the river waters are still choppy further north.

Exits: River Boat Station, Route 5, Route 6

River Boat Stations: Use these to get to any CITY or TOWN you've visited so far. Obviously these are on the river, so every map needs to take into account the river. However, the river should only be accessible by the PROTAGONIST from certain towns once you get a SURFBOARD; these would represent WATER ROUTES. Everywhere else, the river bank should be blocked off and only the River Boat Station available.

Store: ???

Trades: Someone will trade your TOUCANARY for their GHOSTEETH

Cafe: TEAM BAZAAR is represented here as well. They install the CONTACTS APP on your PHONE, which keeps track of everyone you've met, for (a) fame checking, (b) rematches and (c) remembering who and where people with trades, challenges, offers, competitions, move tutoring, etc, were.

Dojo of the Five Elements

This is mostly a chance to battle lots of trainers, but it also teaches you the details of tuxemon battling - with diagrams of the different stats, how the types work, when to swap out moves, etc.

Players can ignore it, of course, but this is meant to give them a much deeper grounding than many people get playing PKMN - even if they play through the games many times.

Route 6

Rest House: Just before entering the TUNNEL.

Tunnel B

Or some other dungeon.

Candy Town

When you first arrive, an ENFORCER says that your tuxemon are infected with a VIRUS and he has to confiscate them. He leaves you at the CAFE, where you can pick up six more of your tuxemon - but they'll be your B-team!

Hospital: This is where thousands of tuxemon are being kept, in "quarantine". An automatic detector at the door identifies tuxemon and won't let anyone in with them. (So you can't enter at all).

Store: ???

Cafe: For TEAM BAZAAR. They also install the RETAME TUXEMON APP on your phone, which lets you change your tuxemons' moves to any that they're entitled to know.

Route 7

When you first enter, your MUM intercepts you and gives you an XP SHARE (or equivalent).

Protesters: Route 7 leads to Wool City and Bronze City, but ENFORCERS are blocking the path to Bronze City and WORKERS and SCIENTISTS are blocking the path to Wool City. The WORKERS will let you through; the ENFORCERS will not.

Dialogue with the WORKERS and SCIENTISTS explains that in the middle of a fire drill, GREENWASH (a PILLAR) management locked all staff out of GREENWASH HQ.

The striking workers think it's because GREENWASH staff had invented TUXEMON FUSION, and were going to release a paper on it.

Now they're worried that ENFORCERS have been called in to kill all the FUSIONS and shut down the program.

They'd love for you to enter, but because the front entrance is locked, you'll have to sneak through the back - where tuxemon experiments are running wild!

Wool City

Store: ?

Cafe: For TEAM BAZAAR.

Other: ?

Greenwash HQ (Pillar, forest)

Must make your way through the greenhouses first, where experimental tuxemon are loose (the long grass encounters).

This is a multi-level forest with trainers and random encounters, and a healing location.

When you fight the big boss, the CEO of GREENWASH, she drops the FUSION REPORT. You upload it to TUXEPEDIA. Now any tuxemon with a 'PEDIA entry (i.e. any that you've captured) can be fused.

When you leave, the strike diffuses, because "We've gathered all the remaining lab tuxemon and either released them into the wild or taken them as pets. There's nothing that the ENFORCERS can do!"

Hospital

Now you can return to the HOSPITAL. Just fuse your tuxemon as you pass through the detector, and the machine won't detect them - because they're not any known breed!

This is a multi-level building, with many ENFORCERS and SPYDER AGENTS - the first direct proof of their collaboration, a healing location, scattered items and puzzles.

They drop hints about their true plan: when the VIRUS is cured, they will confiscate any unlocked tuxemon for being "unsafe", and use them to further their plans for world domination!

As you go along, you also recover your confiscated tuxemon. For each one, you can choose to place it in your team or store it. They have the VIRUS though.

You also find a trapped scientist, who says that the VIRUS is cureable - but only with access to the DNA. In other words, only unlocked tuxemon are cureable! He cures all yours.

Later

  • A gym where you fight a number of trainers, and then the master, who fights you with SAMPSACK and SAMPSAGE and then lets you choose one
  • Four legendary tuxemon, based on the animals of the four cardinal directions
  • A terrifying and very powerful tuxemon that was created using the FUSION technology - but it stuck, so it rampaged and then hid
  • A showdown in the final pillar, OMNICHANNEL, (equivalent to the INDIGO LEAGUE of PKMN) where it's revealed that the SPYDER is run by the bosses of the CATHEDRAL. You fight a number of two-on-two battles, with your RIVALS teaming up with you to back you up!
  • Reward for "completing" TUXEPEDIA