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Hey guys. I'm new to the site and I love what I am seeing so far. There are a lot of creative people and it reminds me of why I got into Pokemon to begin with. I took what must have been a five year hiatus from anything Pokemon related but have gotten back into the whole scene recently. In that time I came up with some ideas of my own.
Update 6/26/09: Now that I am back to work on Pokemon: The Scientist, I will periodically update the plot on here so I won't have to make more posts for this.
Synopsis: In the aftermath of the Grand War between the four famous Pokemon regions (Kanto, Johto, Hoenn, Sinnoh), you are the young Professor Oak. You live in Kanto under the rule of a dictator who citizens know only as The Caller. Pokemon Science is forbidden and only a few species of Pokemon are permitted to people as pets. Your life is status quo until Dr. Fuji and his apprentice Blaine recruit you into the Pokenitiative to bring Pokemon catching, battling and discovering back to Kanto. This is how it all begins. This is Pokemon: the Scientist.
Below is the walk through in progress for Pokemon: The Scientist. Please keep checking back here for updates.
Pokemon: The Scientist
Chapter 1: The world I never knew
Select the "new game" option. A new Professor will not greet you with the traditional introduction into the world of Pokemon. Instead, the screen will fade into a cabin onboard a familiar cruise ship. For a few seconds, the cabin remains vacant, giving you enough time to notice two beds, a book shelf, and an old sea chart tacked to the wall. Then, the screen will shake as the ship begins to move. Enter a young Pokemon trainer and his longtime mentor.
S.S. Anne:
In the beginning, there were two. Professor Oak, a world-renowned scientist from the region of Kanto and a young boy from Pallet Town who aspired to be the greatest Pokemon trainer of all time. Years later, the two meet again aboard the S.S. Anne cruise ship. The young boy has grown into a remarkable trainer (with an impressive battle resume) who has captured Pokemon all over the world. He meets with Professor Oak to boast of his accomplishments and to catch up on old times. When he asks Professor Oak if he has become what he aspired to be years ago, Oak explains that the greatest of Pokemon trainers understand how it all began. Oak receives a cell phone call and steps outside of the room. The young man pulls a copy of Professor Oak's memoirs from the bookshelf and begins to read. The screen fades and Pokemon: The Scientist begins now.
Cinnabar Island: first tour and forty years ago
On the blank screen, a voice appears and begins to discuss the wonderful world of Pokemon and Pokemon training. He explains that Pokemon should be studied to better the understanding of our world.
"Turn off the radio Samuel," a different voice says. "We have a lot to do today."
You are young Samuel Oak and you are living on Cinnabar Island with your mother some forty years before the discovery of the first 150 Pokemon. You notice right away that the setup of Cinnabar is more extravagant than in previous games. A great number of buildings occupy Cinnabar, with a large Worship Prism in the middle of the island, and a Radio Tower at the north most point of the island. Since this is only your first of many tours to Cinnabar, your only objectives are to visit the Worship Prism and the abandoned radio tower.
Cinnabar Island Worship Prism:
Where the Cinnabar Island gym existed in previous games, an establishment takes its place that is dedicated to worshipping and reciting the "teachings" of Kanto's ruler, The Caller. As you make your way inside the establishment, its chapel-like setup and speak to the men and women in blue colored cloaks. They will tell you the caller's story.
The Caller's Story: After the Grand War (a war between Kanto, Johto, Hoenn and Sinnoh), a new leader known as The Caller declared Kanto to be the only safe haven in the world. He ruled that only 10 species of Pokemon could live with mankind under strict guidelines including: no scientists or science, no Pokemon technology, no talk of evolution, and absolutely no catching, training or battling Pokemon. Those who dared to defy this ruling would be exiled from the Kanto region. To The Caller, Pokemon exist only to serve mankind as pets and means for transportation. Those who disobey this ruling are exiled. Of course, you will discover later in the game that The Caller permits it okay for him and his protectors and officers to catch, train, evolve and battle Pokemon.
Kanto's 10 permitted species of Pokemon: Pidgey, Eevee, Meowith, Ekans, Rattata, Pikachu, Spearow, Sandshrew, Magikarp, and Goldeen.
Radio Tower (meet Dr. Fuji): At the north most point Cinnabar lies the abandoned Radio Tower. If you talked to some of townspeople outside the Worship Prism, you'd know that a young scientist lives in that tower. Since he is considered mentally ill, he has never been reported to The Caller and was not exiled. Enter the tower and make your way through the cluttered boxes to Dr. Fuji's desk. After accusing you of being one of The Caller's officers, he realizes that you are just a boy, apologizes, and wastes no time getting into his story.
Dr. Fuji's story: Fifteen years ago, when Dr. Fuji was a boy your age, he grew up on Cinnabar Island and took classes there, Pokemon science being his favorite subject. But when the Grand War ended and The Caller became ruler of Kanto, schools were forced to abandon anything related to Pokemon science (again this means no scientists or science, no Pokemon technology, no talk of evolution, and absolutely no catching, training or battling Pokemon). He formed a group called, The Pokenitiative to continue the study of Pokemon, but their operations were quickly shut down. He retreated to this radio tower and continued his study with limited resources. Dr. Fuji asks if you will travel with him to find the surviving members of The Pokenitiative and continue the important study of Pokemon. You rudely tell him that you've heard better bedtime stories and quickly exit the radio tower.
Eevee and Evan and your first Pokemon Battle: After you exit the tower, you notice a fox-like Pokemon wandering in the small patch of grass next to the right of the building. It's an abandoned Eevee, and it's going to follow you wherever you go. You see no harm in playing with the Eevee for a bit, so you let him follow you to the left side of the building where you spot a young fisherman, Evan, about your age. He's fishing on a dock so go over to him and he'll wants to fight your new Eevee with his Magikarp. What's hilarious about this battle is that since Kanto has been forbidden from using Poke Balls, Evan literally has to hurl his Magikarp onto the dock to fight you. Levels are not indicated in this battle just an HP bar. Since Magikarp's only move is a powerless "splash", you will be able to make it faint with Eevee's tackle in 4 turns or less. After defeating Evan, he asks you to hang out with him and follow him to the south of the island. Without hesitance, you do so.
Additional info about Eevee: Eevee's starting moveset is Tackle, Tail whip and helping hand. Helping hand is useful only in in a double battle where it raises the base power of the teammate's move by 50%. You will need to use this move in your first double battle not too long from now.
The ugly truth about Kanto: After you and Eevee follow Evan to South Cinnabar, he dives in the water and starts swimming. You stay back. Suddenly you hear a loud roar and Evan goes under. The townspeople gather at the scene in panic. Your mother is on scene too and pulls you to the side. You tell her that you thought only Goldeen and Magikarp swam in those waters. She tells you that that's what your father was told when he swam into that water three years ago and went under like Evan. You blame it on The Caller. She tries to tell you to keep your voice down (but doesn't deny it) and you inform her about your meeting Dr. Fuji and his proposal. Suddenly, Dr. Fuji makes his way to the scene and disrupts and interrupts your conversation. He explains to you that this was why he wanted you to go. You agree. He explains to your mother the importance of your journey. With your father in mind, she reluctantly agrees to let you go. Dr. Fuji tells her that you'll keep in touch and leads you and Eevee to the same dock where you met Evan.
The Pokenitiative Boat:
At the dock, Dr. Fuji calls his apprentice, Blaine, who is out on a fishing trip. He tells him "operation Pokenitiative is go" and to head back to Cinnabar Island immediately. While you both wait for Blaine, Dr. Fuji points out that you Eevee has taken a liking to you and gives you an invention forbidden in Kanto, the Poke Ball, to store your Eevee in. Then he gives you a backpack to store your items in; inside the backpack is a level meter (which automatically measures the level of any Pokemon) and a notebook to store info about new Pokemon and anything Pokemon related within; information about the ten permitted/known Pokemon is already stored. Your Eevee is a level 5.
Once Blaine arrives with the boat, he greets you with enthusiasm and challenges your second battle. As a forewarning, Blaine tells you he discovered a non-permitted Pokemon off the coast of Cinnabar. Blaine has a level 5 Growlithe. Growlithe's best move is bite, which is extremely powerful. There is a good chance you will lose this battle unless Growlithe misses 2 to 3 attacks in a row. Win or lose, Dr. Fuji will provide you with a potion to heal your Eevee with. If Blaine's Growlithe wins, he levels up to learn ember. Blaine compliments your fighting skills and welcomes you aboard the Pokenitiative Boat. Blaine dubs you a member of the Pokenitiative, stating that it will be once more a widespread, secret organization dedicated to bringing Pokemon Science back to Kanto. Once the boat sets sail for Pallet Town, your adventure really begins.
Additional info of Blaine's Growlithe: Growlithe's other move is roar and will not work if used in this battle.
Battle Tip: Once you have finished your battle, new information for Growlithe will be stored in your notebook.
The Incident on Route 21:
Since The Caller, fears potential conspirators, he has isolated every town, except for South Pallet Town, in the Kanto region from surrounding towns with guards and fences. On the boat ride over to Pallet, Dr. Fuji explains that although every town knows about every other town, it is almost impossible to cross over without a large sum of money. Only the very wealthy cross over from town to town. The Caller does not fear the rich because the rich are on his side.
The Pokenitiative boat stops at a dock on Route 21, a grassy area directly south of Pallet Town. You, Dr. Fuji and Blaine are greeted by officers men in dark suits. They tell Dr. Fuji that The Caller has issued a warrant for his arrest. He is told that resistance is futile. The officers force Dr. Fuji onto the boat and drive off.
You ask Blaine "why didn't you stop them?" Blaine tells you that his Pokemon aren't strong enough. He explains that Dr. Fuji planned to take you two to the Safe House in Pallet Town, where surviving Pokenitiative members are rumored to live. Legend has it that these surviving members plot ways to bring Pokemon Science back to Kanto. Dr. Fuji never attempted to travel there since retreating to the tower out of fear of capture. You follow Blaine north to Pallet Town.
Pallet Town and the Safe House
The Pallet town setup is similar to previous games, two houses near the north end and one large building on the lower end. The doors are locked to this building. Blaine knows that someone in these two houses might have a key. All you will find in the northwest house, is a young couple praying to a poster of the caller. In the northeast building, you will find a gentleman named Lee in a kimono guarding the door. Blaine whispers a Pokenitative password and tells him he needs the key to the Safe House. Instead of handing it over, Lee challenges both you and Blaine to a battle.
The battle is your Eevee and Blaine's Growlithe versus Lee's level 5 Pidgey and level 6 Ekans. The moveset for his Pidgey is: Tackle, Sand Attack. The moveset for his Ekans is: Wrap, Leer, and poison sting. Win this battle and Lee will hand over the key. Lose this battle and Lee will allow you to rest your Pokemon and try again.
Once you have your key, make your way to the Safe House. A young girl will ask Blaine for the password which is revealed as "Polywag" and lets you inside. The safe house is filled with laboratory equipment and young, enthusiastic Pokeniative members. You will be greeted by the middle aged Professor Rowan. He tells you he is a veteran of the Grand War and as a soldier for Sinnoh. He was captured by The Caller's army as a prisoner of war and was freed by the Pokenitiative. Blaine tells him about Dr. Fuji's capture and he is outraged. Professor Rowan tells you he'll send word to the Safe Houses across Kanto.
While the members make calls to the other towns, Professor Rowan urges you to help bring Pokemon technology to each town's Safe House (yes each town has one). The two of you agree. He hands you 5 Pokeballs to bring to the Viridian City Safe House. He says they only need one for mass production. The other Pokeballs you can use for capturing Pokemon. Professor Rowan also encourages to pass on any new Pokemon findings in your notebook to the Safe Houses. Then he sends you on your journey.
Remember: Your objectives are to bring the 1 Pokeball to the Viridian City Safe House and to capture new Pokemon for your team. Any new Pokemon findings you will record in your notebook. Now you will head north on with Blaine to Viridian City. But before you can pass safely onto route 1, you must deal with the toll officers first.
Update 6/26/09: Now that I am back to work on Pokemon: The Scientist, I will periodically update the plot on here so I won't have to make more posts for this.
Synopsis: In the aftermath of the Grand War between the four famous Pokemon regions (Kanto, Johto, Hoenn, Sinnoh), you are the young Professor Oak. You live in Kanto under the rule of a dictator who citizens know only as The Caller. Pokemon Science is forbidden and only a few species of Pokemon are permitted to people as pets. Your life is status quo until Dr. Fuji and his apprentice Blaine recruit you into the Pokenitiative to bring Pokemon catching, battling and discovering back to Kanto. This is how it all begins. This is Pokemon: the Scientist.
Below is the walk through in progress for Pokemon: The Scientist. Please keep checking back here for updates.
Pokemon: The Scientist
Chapter 1: The world I never knew
Select the "new game" option. A new Professor will not greet you with the traditional introduction into the world of Pokemon. Instead, the screen will fade into a cabin onboard a familiar cruise ship. For a few seconds, the cabin remains vacant, giving you enough time to notice two beds, a book shelf, and an old sea chart tacked to the wall. Then, the screen will shake as the ship begins to move. Enter a young Pokemon trainer and his longtime mentor.
S.S. Anne:
In the beginning, there were two. Professor Oak, a world-renowned scientist from the region of Kanto and a young boy from Pallet Town who aspired to be the greatest Pokemon trainer of all time. Years later, the two meet again aboard the S.S. Anne cruise ship. The young boy has grown into a remarkable trainer (with an impressive battle resume) who has captured Pokemon all over the world. He meets with Professor Oak to boast of his accomplishments and to catch up on old times. When he asks Professor Oak if he has become what he aspired to be years ago, Oak explains that the greatest of Pokemon trainers understand how it all began. Oak receives a cell phone call and steps outside of the room. The young man pulls a copy of Professor Oak's memoirs from the bookshelf and begins to read. The screen fades and Pokemon: The Scientist begins now.
Cinnabar Island: first tour and forty years ago
On the blank screen, a voice appears and begins to discuss the wonderful world of Pokemon and Pokemon training. He explains that Pokemon should be studied to better the understanding of our world.
"Turn off the radio Samuel," a different voice says. "We have a lot to do today."
You are young Samuel Oak and you are living on Cinnabar Island with your mother some forty years before the discovery of the first 150 Pokemon. You notice right away that the setup of Cinnabar is more extravagant than in previous games. A great number of buildings occupy Cinnabar, with a large Worship Prism in the middle of the island, and a Radio Tower at the north most point of the island. Since this is only your first of many tours to Cinnabar, your only objectives are to visit the Worship Prism and the abandoned radio tower.
Cinnabar Island Worship Prism:
Where the Cinnabar Island gym existed in previous games, an establishment takes its place that is dedicated to worshipping and reciting the "teachings" of Kanto's ruler, The Caller. As you make your way inside the establishment, its chapel-like setup and speak to the men and women in blue colored cloaks. They will tell you the caller's story.
The Caller's Story: After the Grand War (a war between Kanto, Johto, Hoenn and Sinnoh), a new leader known as The Caller declared Kanto to be the only safe haven in the world. He ruled that only 10 species of Pokemon could live with mankind under strict guidelines including: no scientists or science, no Pokemon technology, no talk of evolution, and absolutely no catching, training or battling Pokemon. Those who dared to defy this ruling would be exiled from the Kanto region. To The Caller, Pokemon exist only to serve mankind as pets and means for transportation. Those who disobey this ruling are exiled. Of course, you will discover later in the game that The Caller permits it okay for him and his protectors and officers to catch, train, evolve and battle Pokemon.
Kanto's 10 permitted species of Pokemon: Pidgey, Eevee, Meowith, Ekans, Rattata, Pikachu, Spearow, Sandshrew, Magikarp, and Goldeen.
Radio Tower (meet Dr. Fuji): At the north most point Cinnabar lies the abandoned Radio Tower. If you talked to some of townspeople outside the Worship Prism, you'd know that a young scientist lives in that tower. Since he is considered mentally ill, he has never been reported to The Caller and was not exiled. Enter the tower and make your way through the cluttered boxes to Dr. Fuji's desk. After accusing you of being one of The Caller's officers, he realizes that you are just a boy, apologizes, and wastes no time getting into his story.
Dr. Fuji's story: Fifteen years ago, when Dr. Fuji was a boy your age, he grew up on Cinnabar Island and took classes there, Pokemon science being his favorite subject. But when the Grand War ended and The Caller became ruler of Kanto, schools were forced to abandon anything related to Pokemon science (again this means no scientists or science, no Pokemon technology, no talk of evolution, and absolutely no catching, training or battling Pokemon). He formed a group called, The Pokenitiative to continue the study of Pokemon, but their operations were quickly shut down. He retreated to this radio tower and continued his study with limited resources. Dr. Fuji asks if you will travel with him to find the surviving members of The Pokenitiative and continue the important study of Pokemon. You rudely tell him that you've heard better bedtime stories and quickly exit the radio tower.
Eevee and Evan and your first Pokemon Battle: After you exit the tower, you notice a fox-like Pokemon wandering in the small patch of grass next to the right of the building. It's an abandoned Eevee, and it's going to follow you wherever you go. You see no harm in playing with the Eevee for a bit, so you let him follow you to the left side of the building where you spot a young fisherman, Evan, about your age. He's fishing on a dock so go over to him and he'll wants to fight your new Eevee with his Magikarp. What's hilarious about this battle is that since Kanto has been forbidden from using Poke Balls, Evan literally has to hurl his Magikarp onto the dock to fight you. Levels are not indicated in this battle just an HP bar. Since Magikarp's only move is a powerless "splash", you will be able to make it faint with Eevee's tackle in 4 turns or less. After defeating Evan, he asks you to hang out with him and follow him to the south of the island. Without hesitance, you do so.
Additional info about Eevee: Eevee's starting moveset is Tackle, Tail whip and helping hand. Helping hand is useful only in in a double battle where it raises the base power of the teammate's move by 50%. You will need to use this move in your first double battle not too long from now.
The ugly truth about Kanto: After you and Eevee follow Evan to South Cinnabar, he dives in the water and starts swimming. You stay back. Suddenly you hear a loud roar and Evan goes under. The townspeople gather at the scene in panic. Your mother is on scene too and pulls you to the side. You tell her that you thought only Goldeen and Magikarp swam in those waters. She tells you that that's what your father was told when he swam into that water three years ago and went under like Evan. You blame it on The Caller. She tries to tell you to keep your voice down (but doesn't deny it) and you inform her about your meeting Dr. Fuji and his proposal. Suddenly, Dr. Fuji makes his way to the scene and disrupts and interrupts your conversation. He explains to you that this was why he wanted you to go. You agree. He explains to your mother the importance of your journey. With your father in mind, she reluctantly agrees to let you go. Dr. Fuji tells her that you'll keep in touch and leads you and Eevee to the same dock where you met Evan.
The Pokenitiative Boat:
At the dock, Dr. Fuji calls his apprentice, Blaine, who is out on a fishing trip. He tells him "operation Pokenitiative is go" and to head back to Cinnabar Island immediately. While you both wait for Blaine, Dr. Fuji points out that you Eevee has taken a liking to you and gives you an invention forbidden in Kanto, the Poke Ball, to store your Eevee in. Then he gives you a backpack to store your items in; inside the backpack is a level meter (which automatically measures the level of any Pokemon) and a notebook to store info about new Pokemon and anything Pokemon related within; information about the ten permitted/known Pokemon is already stored. Your Eevee is a level 5.
Once Blaine arrives with the boat, he greets you with enthusiasm and challenges your second battle. As a forewarning, Blaine tells you he discovered a non-permitted Pokemon off the coast of Cinnabar. Blaine has a level 5 Growlithe. Growlithe's best move is bite, which is extremely powerful. There is a good chance you will lose this battle unless Growlithe misses 2 to 3 attacks in a row. Win or lose, Dr. Fuji will provide you with a potion to heal your Eevee with. If Blaine's Growlithe wins, he levels up to learn ember. Blaine compliments your fighting skills and welcomes you aboard the Pokenitiative Boat. Blaine dubs you a member of the Pokenitiative, stating that it will be once more a widespread, secret organization dedicated to bringing Pokemon Science back to Kanto. Once the boat sets sail for Pallet Town, your adventure really begins.
Additional info of Blaine's Growlithe: Growlithe's other move is roar and will not work if used in this battle.
Battle Tip: Once you have finished your battle, new information for Growlithe will be stored in your notebook.
The Incident on Route 21:
Since The Caller, fears potential conspirators, he has isolated every town, except for South Pallet Town, in the Kanto region from surrounding towns with guards and fences. On the boat ride over to Pallet, Dr. Fuji explains that although every town knows about every other town, it is almost impossible to cross over without a large sum of money. Only the very wealthy cross over from town to town. The Caller does not fear the rich because the rich are on his side.
The Pokenitiative boat stops at a dock on Route 21, a grassy area directly south of Pallet Town. You, Dr. Fuji and Blaine are greeted by officers men in dark suits. They tell Dr. Fuji that The Caller has issued a warrant for his arrest. He is told that resistance is futile. The officers force Dr. Fuji onto the boat and drive off.
You ask Blaine "why didn't you stop them?" Blaine tells you that his Pokemon aren't strong enough. He explains that Dr. Fuji planned to take you two to the Safe House in Pallet Town, where surviving Pokenitiative members are rumored to live. Legend has it that these surviving members plot ways to bring Pokemon Science back to Kanto. Dr. Fuji never attempted to travel there since retreating to the tower out of fear of capture. You follow Blaine north to Pallet Town.
Pallet Town and the Safe House
The Pallet town setup is similar to previous games, two houses near the north end and one large building on the lower end. The doors are locked to this building. Blaine knows that someone in these two houses might have a key. All you will find in the northwest house, is a young couple praying to a poster of the caller. In the northeast building, you will find a gentleman named Lee in a kimono guarding the door. Blaine whispers a Pokenitative password and tells him he needs the key to the Safe House. Instead of handing it over, Lee challenges both you and Blaine to a battle.
The battle is your Eevee and Blaine's Growlithe versus Lee's level 5 Pidgey and level 6 Ekans. The moveset for his Pidgey is: Tackle, Sand Attack. The moveset for his Ekans is: Wrap, Leer, and poison sting. Win this battle and Lee will hand over the key. Lose this battle and Lee will allow you to rest your Pokemon and try again.
Once you have your key, make your way to the Safe House. A young girl will ask Blaine for the password which is revealed as "Polywag" and lets you inside. The safe house is filled with laboratory equipment and young, enthusiastic Pokeniative members. You will be greeted by the middle aged Professor Rowan. He tells you he is a veteran of the Grand War and as a soldier for Sinnoh. He was captured by The Caller's army as a prisoner of war and was freed by the Pokenitiative. Blaine tells him about Dr. Fuji's capture and he is outraged. Professor Rowan tells you he'll send word to the Safe Houses across Kanto.
While the members make calls to the other towns, Professor Rowan urges you to help bring Pokemon technology to each town's Safe House (yes each town has one). The two of you agree. He hands you 5 Pokeballs to bring to the Viridian City Safe House. He says they only need one for mass production. The other Pokeballs you can use for capturing Pokemon. Professor Rowan also encourages to pass on any new Pokemon findings in your notebook to the Safe Houses. Then he sends you on your journey.
Remember: Your objectives are to bring the 1 Pokeball to the Viridian City Safe House and to capture new Pokemon for your team. Any new Pokemon findings you will record in your notebook. Now you will head north on with Blaine to Viridian City. But before you can pass safely onto route 1, you must deal with the toll officers first.
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