📖 story

Narrative Script & Story Branches

This document defines all story beats, player choices, and the ending lockout logic. It is the source of truth for branching decisions during development.


How the Ending System Works

There are three possible endings: Containment, Evolution, and Destruction.

The player makes 5 meaningful choices across the game. Each choice awards one point to either the Containment track or the Evolution track. Beat 5 is weighted double.

At the final decision, one ending is locked out based on the player’s score:

Score Locked Out Final Choice
Containment 3+ Evolution Containment or Destruction
Evolution 3+ Destruction Containment or Evolution
Tied (2-2 going into Beat 5) Decided by Beat 5 alone

Beat 5 override rule: Engaging with Giovanni at all locks Evolution regardless of prior score.

The player never sees a score. The lockout is silent — at the final decision, only two options are presented.


Story Beats Overview

[BEAT 1] Tunnel — first Glitch disturbance
[BEAT 2] Power Plant — Porygon-3 signal detected
[BEAT 3] Ruins — Rocket research logs found
[BEAT 4] Deep Zone — direct Porygon-3 encounter
[BEAT 5] Post-Blackout — Giovanni's offer
         ↓
    [FINAL DECISION]
    Two endings presented based on lockout

Beat 1 — The Tunnel Disturbance

When: Clearance 3. The player is making their way through the old tunnel connecting the bay to the main island. Midway through, the lights flicker. A section of wall shows signs of Glitch corruption. Something feels wrong.

Context the player has: The tunnel looks old and industrial. They don’t know it’s Rocket-built. Helix Corp has a checkpoint at the far end.

The choice:

A section of the tunnel wall is flickering. Data corruption — the same kind you’ve seen on glitched terminals. Nobody else is here.

Option Dialogue Tracks
A “I should report this to the Helix Corp checkpoint.” +1 Containment
B “I want to see where this is coming from.” +1 Evolution

Consequences:


Beat 2 — The Power Plant Signal

When: Clearance 4. The revitalised power plant is having problems. Silph Co. reactivated it to support island infrastructure; it’s causing Glitch spikes. In the middle of stabilising it, a signal pulses from somewhere deep in the island. Helix Corp moves to shut it down immediately.

Context the player has: Glitch Effect is real and spreading. Helix Corp is very motivated to contain this specific signal.

The choice:

A signal is pulsing from somewhere beneath the plant. Helix Corp wants it cut immediately. Colress is nearby — he looks very interested.

Option Dialogue Tracks
A “Help Helix Corp shut it down.” +1 Containment
B “Follow the signal further before it’s cut.” +1 Evolution

Consequences:


Beat 3 — The Research Logs

When: Clearance 7. Deep in the ancient ruins, behind a puzzle tied to the ruins’ Pokémon, the player finds a sealed Rocket-era data cache. It contains research logs from Project Porygon-3 — the original files, predating everything Silph Co. knows about the island.

Context the player has: By now the player knows Helix Corp is suspicious. Looker has confirmed criminal activity. The logs are explosive — they prove the island’s history is not what anyone was told.

The choice:

You’re holding the original Porygon-3 research logs. This is what everyone has been looking for.

Option Dialogue Tracks
A “Give them to Fennel.” +1 Containment
B “Give them to Colress.” +1 Evolution

Consequences:


Beat 4 — The Porygon-3 Encounter

When: Clearance 8. The deep zone. The player faces Porygon-3 directly for the first time in a meaningful, non-disorienting way. It’s unstable but aware. The encounter ends — and the player has a moment to act before Helix Corp arrives.

Context the player has: Everything. The Blackout is about to happen. This is the last quiet moment before the game changes.

The choice:

Porygon-3 is right in front of you. Helix Corp is minutes away.

Option Dialogue Tracks
A “Try to contain or capture it.” +1 Containment
B “Back off. Let it go.” +1 Evolution

Consequences:


Beat 5 — Giovanni’s Offer (Double weight + override)

When: Post-Blackout. Giovanni has revealed himself. Helix Corp has dropped the mask. He approaches the player directly — not as an enemy yet, as a negotiator. He makes a case for why controlling Porygon-3 is the only rational outcome.

Context the player has: Everything is in crisis. Giovanni is the clearest authority figure left standing. His argument is not stupid.

The choice:

Giovanni lays out his proposal. He says it’s pragmatic. He says you know it makes sense.

Option Tracks
A — Reject him outright +1 Containment. Evolution remains available if score allows.
B — Engage with his argument +1 Containment (he’s still wrong). Evolution locked regardless of prior score.
C — Seem to agree Destruction track opens. Giovanni becomes an ally-of-convenience for the Destruction ending only.

Note: Option B is the trap. It sounds like curiosity but functionally closes the most hopeful ending. The player doesn’t know this at the time.


Final Decision

When: The climax. Porygon-3’s fate must be decided. Two options are presented based on lockout.

If Evolution is locked:

“Stabilise it and keep it here under oversight — or end the project entirely.”

If Destruction is locked:

“Stabilise it and keep it here — or let it go and see what it becomes.”


Quick Reference — Choice Tracker

Beat Location A (Containment) B (Evolution) Weight
1 Tunnel Report to Helix Corp Investigate yourself ×1
2 Power Plant Shut down signal Follow signal ×1
3 Ruins Give logs to Fennel Give logs to Colress ×1
4 Deep Zone Contain Porygon-3 Let it go ×1
5 Post-Blackout Reject Giovanni Engage / Agree ×2 + override

Lockout threshold: 3 points in either direction (counting Beat 5 as 2).