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Main Story

Purpose

This document tracks the mandatory main quest of the Kanto remake.

The main story should preserve the recognizable structure of classic Kanto, but give each mandatory passage a clearer emotional and thematic function.

The adventure is not only about becoming stronger. It is about Red learning what kind of person he becomes while crossing a region that constantly measures people through victory, prestige, money, control, and public recognition.

Core Theme

Kanto teaches young Trainers that growing up means leaving, winning, proving oneself, and becoming someone.

Red’s journey must complicate that idea.

He does not leave Pallet Town because home is empty. He leaves because he does not yet understand the value of what he already has.

The full arc should bring him from:

I must leave to become someone.

to:

What I become only matters if I know what I am returning to.

Main Emotional Axis

The emotional center of the story is the relationship between Red, his mother, and the absence of his father.

Red’s mother must not be an obstacle to the journey. She does not guilt him, forbid him, or try to keep him small.

Her fear is quieter:

She has already loved someone who was very good at leaving and very bad at returning.

Red’s journey should therefore always contain a question under the surface:

Am I leaving to grow, or am I repeating my father’s abandonment?

Structural Rules

  • The mandatory quest should follow the familiar Kanto route order whenever possible.
  • Each major location should have a local conflict that expresses one version of Kanto’s central problem.
  • Blue should push the competitive reading of the journey: speed, badges, strength, status.
  • Red should gradually learn to notice what Blue ignores: people, places, habitats, obligations, consequences.
  • The story should avoid melodrama in the early phase. The first act should feel light, domestic, and adventurous, with emotional weight arriving through small details.
  • Mandatory events should introduce game mechanics through situations that also reveal character or theme.

Act 1: Departure

1. Classic Intro with Professor Oak

The story opens with Professor Oak in a sequence that mirrors the classic Kanto games.

Function:

  • establish the world of Pokémon;
  • introduce the player to Red;
  • create familiarity before the remake begins to add emotional depth;
  • frame Oak as the adult who gives the journey a broader purpose.

Oak should still feel warm and iconic, but his role can already contain a larger idea:

Kanto is changing, and young eyes may notice what adults have stopped seeing.

2. Red Wakes Up in His Room

Red wakes up in his bedroom in Pallet Town.

The room should communicate that he is still between childhood and departure:

  • familiar objects;
  • signs of interest in Pokémon;
  • maybe old League posters or battle-related items;
  • a domestic presence, such as the house Meowth;
  • small details that imply his father without explaining too much.

Function:

  • make home feel real before the player leaves it;
  • establish Red as someone with roots, not just a blank adventurer;
  • let the player experience Pallet Town before it becomes “the starting point.”

3. Friends in the Park

In a park near home, Red meets some friends.

They talk about Pokémon, Trainers, journeys, and the idea of eventually leaving Pallet Town.

This scene introduces the social pressure around becoming a Trainer.

The tone should be casual, not heavy. The children should not deliver thematic speeches. The pressure should emerge naturally through how they talk:

  • who has already received a Pokémon;
  • who wants to challenge Gyms;
  • who thinks staying in Pallet Town would be embarrassing;
  • who repeats adult expectations without fully understanding them;
  • who treats Blue as someone already ahead.

Function:

  • introduce the theme of social expectations;
  • show that Kanto’s culture of achievement begins before the journey itself;
  • contrast Red’s affection for home with the pull of the outside world.

4. Dinner with Red’s Mother

Red’s mother calls him home for dinner.

At home, she tells him that Professor Oak has a Pokémon ready for him.

This should not feel like a quest prompt only. It should be a domestic scene first.

Possible beats:

  • she has already heard from Oak but waited to tell Red in person;
  • she is proud, but her pride has a quiet tension under it;
  • she tries to be practical: food, clothes, sleep, manners, not rushing;
  • Red is excited and does not fully read what she is feeling.

Function:

  • establish the mother as loving, concrete, and restrained;
  • make the departure feel permitted, not forbidden;
  • show that Red is loved before he has achieved anything.

5. Professor Oak Gives Red a Pokémon

Red goes to Oak’s lab.

Oak gives him his first Pokémon, but asks for a promise in return: Red must help him with the Pokédex.

The Pokédex should not only be a collection checklist. It is Oak’s attempt to understand a changing Kanto.

Function:

  • give Red a concrete reason to travel;
  • connect exploration with observation, not only capture and victory;
  • make Oak responsible for sending Red into the world with a purpose larger than badges.

Possible Oak framing:

A good Trainer does not only defeat Pokémon. A good Trainer learns how they live.

6. First Rival Battle with Blue

After leaving the laboratory, Red meets Blue.

Blue has just defeated an older boy, which immediately shows how he sees the world:

  • battles create rank;
  • strength gives public recognition;
  • humiliation is part of competition;
  • being ahead matters.

Blue asks Red to battle.

This should be Red’s first direct contact with the competitive logic of Kanto.

Function:

  • introduce Blue as friend, rival, and thematic pressure;
  • make the first battle emotionally legible;
  • show that Red’s journey will be measured by others before he understands it for himself.

Blue should not be cruel yet. He should be confident, impatient, and already shaped by the idea that winning proves value.

7. Route 1

Red leaves Pallet Town and crosses Route 1.

Route 1 should feel light and full of possibility.

Function:

  • introduce autonomy;
  • introduce wild Pokémon in a living environment;
  • make the player feel the first real step away from home;
  • keep the adventure optimistic before the first institutional friction appears.

Possible details:

  • Pidgey near the path;
  • Rattata in the grass;
  • a Poké Mart clerk traveling between towns;
  • a beginner Trainer excited about badges;
  • an adult warning Red not to treat the road like a game.

Key idea:

The journey stops being a story and becomes a step.

8. Viridian City: The Old Man Blocks the Way

In Viridian City, an old man blocks the passage toward Viridian Forest.

He prevents inexperienced Trainers from proceeding, but he has no official authority to do so.

This should initially look like a classic tutorial obstacle, then become a small example of Viridian City’s larger theme: rules, thresholds, and unclear authority.

Function:

  • block progression in a grounded way;
  • introduce the idea that access to the world is controlled by adults, institutions, or people pretending to be institutions;
  • foreshadow Viridian City’s hidden absence of real responsibility.

The old man should not be villainous. He may believe he is helping. The problem is that he has appointed himself gatekeeper.

9. Pokémon School Exam

To prove he is not an inexperienced Trainer, Red must pass a simple exam at the Pokémon School.

The exam has two parts:

  1. A quiz about basic game mechanics and Pokémon knowledge.
  2. A small elimination tournament between students.

Function:

  • teach mechanics through a diegetic event;
  • introduce status conditions, type matchups, battle basics, items, and Trainer etiquette;
  • show that even learning is already tied to ranking and comparison;
  • let Red earn passage without making the old man the true authority.

The school should feel useful but imperfect. It teaches real knowledge, but it also reflects Kanto’s habit of turning growth into certification.

10. The Old Man Is Reprimanded

After Red passes the exam, he prepares to show the certificate to the old man.

When he returns, the old man is off to the side, being reprimanded by a police officer for blocking public passage.

Red can proceed.

Function:

  • avoid making the certificate the real permission to enter the world;
  • show that the old man never had the right to block the route;
  • add a light comic resolution;
  • reinforce Viridian City’s theme of confused authority.

Red still benefits from the exam, because the player has learned useful mechanics and Red has gained confidence.

First Return Home

Before Red enters Viridian Forest, his mother calls him.

The call should be gentle and non-urgent.

She tells him that Meowth has been acting strangely since he left: going into Red’s room, sitting on his bed, pawing at something near the bag he left behind.

She says it is probably nothing, but maybe Red forgot something useful.

Red returns to Pallet Town.

At home, he finds Meowth in his room. The reason for the call can be practical, but the emotional truth is that his mother wanted one more real goodbye before the first part of the journey that feels genuinely outside the home.

Possible object:

  • a better bag strap;
  • a lunchbox;
  • a change of clothes;
  • a small first-aid pouch;
  • a notebook for the Pokédex;
  • an old charm connected to the family;
  • an item that belonged to his father, if the story is ready to introduce that thread.

Preferred version:

Red forgot something minor. His mother also prepared something extra for him.

She does not say, “I was scared.” She stays practical.

Possible scene shape:

  1. Red arrives home and finds Meowth in his room.
  2. His mother says Meowth would not settle down.
  3. Red finds the forgotten object.
  4. His mother quietly adds a prepared item to his bag.
  5. Red says he can pack his own things.
  6. She answers, “I know.”
  7. After a pause, she adds, “Let me do it one more time.”

Function:

  • add weight to Red’s relationship with his mother;
  • show that home notices his absence before Red fully does;
  • give the player a small emotional return before the route opens forward;
  • establish that returning home is not failure or regression;
  • plant the idea that leaving only has meaning if returning remains possible.

This scene should remain restrained. Its strength comes from ordinary gestures.

Act 1 Endpoint

After this first return home, Red goes back through Route 1 and Viridian City.

He can now enter Viridian Forest.

At this point, the story has established:

  • Red’s home;
  • Red’s mother;
  • Oak’s mission;
  • Blue’s competitive pressure;
  • Kanto’s social expectations;
  • the first institutional threshold;
  • the idea that home is something Red will need to understand, not escape.

The adventure can now widen.

Act 2: Viridian Forest

11. Entering the Public Forest

Red enters Viridian Forest from the south.

The first area should look like a managed public forest:

  • low lighting;
  • marked paths;
  • benches;
  • trash bins;
  • a small rest stop;
  • picnic tables;
  • families and casual visitors.

Near these services, the most common Pokémon should be Rattata and Pidgey, attracted by food scraps and human activity. Bug Pokémon should be rarer here.

Function:

  • introduce the forest as a transformed natural space;
  • show that public access is pleasant and useful;
  • make the player notice that convenience changes the ecosystem.

12. The Forest Shrine

Red passes a small local shrine.

Families, children, and young Bug Catchers use it during celebrations of the forest. The shrine should communicate gratitude toward the forest, not ownership of it.

It also shows compromise: the shrine may now be closer to the public path because celebrations were moved to a safer and more accessible location.

Function:

  • establish a local culture that values the forest;
  • contrast protection with commercialization;
  • show that even respectful traditions adapt when public access becomes the priority.

13. The Illuminated Path Is Interrupted

The main path is temporarily blocked.

Possible causes:

  • lamp maintenance;
  • path widening;
  • repair work on a wooden walkway;
  • service work near the rest stop.

The workers are not villains. They are making the forest safer and easier to use.

A visitor or worker can frame the work positively:

More families will be able to come this way.

A Bug Catcher can answer with the cost:

Every time they make the path easier for people, the Bug Pokémon move farther away.

Red must take a quieter side path.

Function:

  • force the player away from the comfortable public forest;
  • introduce the conflict through infrastructure rather than danger;
  • show that economic and civic improvements still have ecological consequences.

14. Mandatory Bug Catcher Battle

On the side path, Red battles a Bug Catcher.

Bug Catchers should be the NPCs most invested in preserving the forest. They are not only children with nets; they are young naturalists who know the behavior of Bug Pokémon.

After the battle, the Bug Catcher points out that Bug Pokémon are more common here because fewer visitors stop in this area.

Function:

  • keep the classic Forest identity through a Bug Catcher battle;
  • tie battle progression to the conservation theme;
  • teach Red that Pokémon distribution reflects habitat conditions.

15. Transition into the Intact Forest

As Red moves deeper:

  • lamp posts disappear;
  • the path narrows;
  • picnic sounds fade;
  • Rattata and Pidgey become less common;
  • Caterpie, Weedle, Metapod, and Kakuna become more present;
  • rare or especially beautiful Pokémon can appear only in the quieter areas.

This should be readable through gameplay, not only dialogue.

Function:

  • turn encounter design into narrative;
  • show the forest becoming more itself as human services recede;
  • reward attention and exploration.

16. Intact Clearing and Exit North

Before leaving the forest, Red reaches a quiet clearing with little or no human infrastructure.

This is the emotional endpoint of the area.

There is no boss, no Team Rocket clue, no Blue interruption, and no aggressive Pokémon incident. The reward is seeing the difference between the managed forest and the living forest.

Red then exits north toward Pewter City.

Function:

  • close the sequence without forcing a crisis;
  • let Red carry the question forward;
  • prepare Pewter City as the next place where value, rarity, knowledge, and custodianship become central.

The guiding question for Viridian Forest:

What does Red learn when the world stops being only a road and becomes a place inhabited by others?

Answer:

Making a place easier to use can also make it less itself.