📄 beats

Clearance 2 — New Silph Town

Location New Silph Town — harbor depot
Challenge type Starter quest / investigation
Story choice None — but plants first mystery
Tone Routine on the surface; first seed of something wrong

What Happens

Edmond has a problem. A crate in the harbor depot doesn’t match any Silph Co. manifest — wrong serial number, no origin stamp, materials he doesn’t recognise. The coastal Pokémon near the warehouse have been unusually aggressive, so nobody wants to go in. He asks the player to take a look.

The challenge: Clear out the aggressive Pokémon around the warehouse, locate the anomalous crate, and report back.

Inside the warehouse, the player finds the crate. It’s old — clearly predating Silph Co.'s arrival on the island. The equipment inside is unbranded. It doesn’t match anything in the expedition’s inventory. Edmond logs it as “miscellaneous legacy infrastructure,” stamps it filed, and moves on.

The player has no way to identify it yet. But it doesn’t belong here.


Key Moments


What the Player Learns


Converging Path

No choice. Linear beat. The crate is a seed — it pays off in Clearance 6. All players proceed to Clearance 3.