White 2 Playthrough Journal, episode 6: The Plot Thickens

Team Plasma in their new trendy get-up.I hurry through the streets of Virbank City towards the ferry terminal, my eyes darting left and right, ever-watchful for Stu Deeoh’s accountants, whose wrath shall surely follow me to the ends of the earth.  As I safely draw near to the docks, however, I am confronted with an obstacle: a six-way Pokémon battle in the open streets.  To my surprise, Jim, Hugh and Roxie are all involved, and are being pressed hard by a trio of ginger ninjas.  No, really; I mean actual ninjas who happen to be ginger.  I realise that I know one of the ginger ninjas – the fellow who lobbed a DVD at me back on Floccesy Ranch – and reason that this must be Team Plasma.  I briefly weigh up in my mind the relative importance of following Pokémon League rules, helping my friends, my distaste for Roxie, fighting crime, and my own massive laziness and apathy.  Eventually I realise that Hugh, Jim and Roxie are battling with Pignite, Falk the Magby and Whirlipede, respectively, and that Pignite and Falk will be absolutely fine if I tell Barristan to scorch the area.

When they realise they’re outnumbered, the Team Plasma goons quickly recall their Pokémon and scatter.  Hugh, not missing a beat, chases after one of them, screaming something about never forgiving them.  Hmm.  Forgiving them for what, exactly?  Come back, Hugh; I think we’re on the verge of a real breakthrough here!  No, never mind, he’s gone.  Well, now that that’s taken care of with absolutely no negative consequences, I guess we’re off to Castelia City now, right?  No… no, Jim wants to help Hugh look for Team Plasma.  Come on; are we running a charity here now?  I elect to wait at the ferry terminal for him to get bored.  Jim, meanwhile, pursues the Team Plasma goons out of Virbank City into Route 20.  He manages to track down one of them, about halfway back to Floccesy Town, and knocks him to the ground with Elisif’s Thunder Wave.  As he flops around helplessly, Jim manages to extract a little information – the man was trying to come around and head back to the coastline.  Unfortunately, the Team Plasma grunt manages to flail onto a hillside and starts rolling before Jim can get anything else out of him.  He disappears into the bushes at the bottom of the hill, and has recovered from the Thunder Wave and scarpered by the time Jim gets down there.  Still, he and Hugh agree that the man’s comment can only mean Team Plasma are travelling by ship.  They return to the ferry terminal and are met there by Roxie.  Roxie thanks both of them on behalf of Virbank City and presents them with a pair of Cut HMs.  She presents me with a death glare and a silent threat to break her guitar over my head if I ever return to her city again, then departs.  Well, it’s not like I wanted that particular HM anyway.  The three of us board the ferry at last, and reach Castelia City before the day is out.

 Castelia City, in all its glory.

Castelia City is as absurd and wonderful as I remember from Black and White – the largest city in Unova, possibly in the entire Pokémon world, teeming with people and packed with businesses as absurd as they are numerous.  I pay a visit to the Battle Company, a huge corporation whose workers are devoted entirely to having Pokémon battles with each other and with visitors to their building, and Passerby Analytics, a group whose name, I can only assume, comes from the fact that they do absolutely no work themselves, but instead enlist random volunteers to conduct surveys for them.  We indulge in a few battles in the city, and little Tyrion evolves into a Whirlipede.  Eventually Jim suggests that maybe we should try to hunt down Team Plasma, and decides to seek the assistance of the Castelia Gym Leader.  I grudgingly agree and we head for the Gym – only to find it closed for business.  Luckily, help is at hand, in the form of… good grief, is that Iris?  The Opelucid City Gym Leader from White version?  What on earth is she doing here?  Is she after Team Plasma too?  Oh, whatever.  Iris confidently explains that she knows exactly where everything shady goes down in Castelia City (I can only presume she’s involved in half of it) and leads us to the easternmost pier of the city docks, where one can enter…

…the sewer level.

Why is there always a sewer level?

I refuse, point blank, to enter the sewer level.  The Virbank Gym was bad enough.  Jim and Hugh can muck around down there with the rats and the sludge monsters and goodness knows what else; I am going to the Café Sonata for antipasto and a glass of sweet white.  Iris doesn’t want to enter the sewer level either but she tries to hide it by claiming she’s standing guard on the surface, the sneaky little brat, so I do not invite her to join me.

 The Sewer Level.

Jim and Hugh enter the sewer level and, in fact, find Team Plasma remarkably quickly.  There are only two grunts in the area, who fall very quickly under their joint assault and flee the scene.  Burgh, the Castelia Gym Leader, emerges from the tunnel near where the goons were standing and declares that there are no other suspicious characters in the area.  Hugh’s thirst for vengeance is slaked for now, and he leaves, as does Burgh, who is returning to his Gym – well and good, but it leaves us no closer to finding their damn ship.  What kind of Bug Pokémon Master doesn’t keep a String Shot or Spider Web handy for just this kind of situation?  Immediately after Burgh leaves, having declared that there are no other suspicious characters in the tunnel, an extremely suspicious character steps out of the tunnel – the blonde white-coated scientist fellow who appeared in the games’ title sequence.  He reveals that he had been watching Jim and Hugh battle, and was impressed by their power, but slips away before Jim can call out a Pokémon to detain him for further questions.  Since Burgh has now been revealed as just about the most incompetent Gym Leader in the history of ever, Jim elects to remain in the sewer level for a while to make absolutely sure there’s no one else suspicious down here.  In fact, he finds that there are a great many suspicious people in the sewer level, though none of them seem to be affiliated with Team Plasma.  The tunnel, which is known as the Relic Passage, turns out to have been built by an ancient civilisation and links up to… somewhere, but Jim isn’t able to get very far inside.  He does find an extremely dodgy scientist who asks him, apparently in total seriousness, whether he is part of the sewer.  As fascinated as Jim is by the Relic Passage, he leaves as quickly as possible to search the sewers, making a mental note to report the scientist to the nearest asylum.

The sewers turn out to be full of Pokémon trainers, one or two of whom appear to have legitimate reason to be down there, though most of them just like hanging around in sewers.  Jim finds no trace of Team Plasma, although in one room, he finds a female scientist who claims to be attempting to create medicines from the venom of Poison Pokémon and other substances from the sewers.  She proclaims her day’s experiment a minor success, and hands Jim an oddly murky-looking Potion to test.  Jim smiles charmingly at her, saying that he’ll try it out later, leaves the room as quickly as possible, and promptly tips the Potion back into the sewer water from which most of it probably came.  He elects to get the hell out of this hive of madness and returns to the surface, where Iris congratulates him on whatever it was he just did and wanders off.  Jim scrapes the sewer muck off his shoes and decides to find me.  I have just finished my meal, and meet him on Narrow Street as I head back towards the Pokémon Centre.  We take a moment to discuss recent events before turning in.  Team Plasma is back, clearly, and they seem to have discarded their former facade of a movement for social change and Pokémon rights; now they’re just perfectly standard Pokémon thieves.  That’s fine by me; it makes them someone else’s problem.  Let the police deal with them.  Jim points out, not unreasonably, that teenaged Pokémon trainers are the closest thing this universe has to a police force.  I mutter that this is clearly the public’s own fault and the inevitable price of their low taxation, and propose returning to Aspertia as soon as we can use Fly to bypass Virbank City.  For now, though, we’re in Castelia… so we may as well stay long enough to take on that cloud cuckoo of a Gym Leader…

White 2 Playthrough Journal, episode 4: Sex, Drugs and Pokémon

Official Nintendo art of Roxie.  Something in this design makes me feel like she should be a Bug-type specialist.  Is that just me?  I suppose her signature Pokémon *is* Whirlipede...At last permitted to leave Aspertia City and Floccesy Town behind us, Jim and I head for Virbank City.  Outside Floccesy Town, Cheren accosts us briefly to explain the significance of dark grass, something we remember perfectly well from Black and White, thank you very much.  I decide to muck around in the area for a while to see if any new Pokémon will appear here that we haven’t seen elsewhere on the route, and I am rewarded with a Venipede.  I add the spiky little bastard to my party, naming him Tyrion, and hang around to train him up a little.  Jim, meanwhile, heads east into Virbank City, and fields a call from our Dear Mother.  One of the other contacts available on our XTranceivers, Mother possesses an encyclopaedic knowledge of the Unova region and can tell us anything we might need to know about any area we visit.  We prefer to avoid Mother because she is a controlling bitch queen, but she has decided to call us this time, since we simply must know about the Virbank Complex, an industrial sector in the south of the city which is, for no goodly reason, infested with wild Pokémon.  The words ‘infested with wild Pokémon’ pique Jim’s interest, and he veers south to check the place out.  On the way, he takes a moment to eavesdrop on a domestic disturbance between two of the locals.  The captain who runs the ferry service to Castelia City is no longer fulfilling his duties, because he… has decided he would rather be a movie star.  Yes.  Well.  Fair enough, I suppose, but it leaves us trapped in Virbank City.  Well, we have Pokémon; we should be able to hijack a ship easily enough.  Of course, there are other, far less important, people who are also trapped in Virbank City, and it is on their behalf that the captain’s loud, angry daughter is taking him to task.  His daughter’s name is Roxie, and he has apparently been inspired by her – after all, she’s always managed to balance her passion for rock music with her responsibilities as a Gym Leader, so-

Wait, what?

Okay, all right.  The punk chick is the Gym Leader.  We can work with this.

I catch up with Jim as he tails Roxie to a small, dingy building in the middle of Virbank City.  I open the door, revealing a dilapidated, poorly lit stairwell, and immediately stagger as I am hit by the stench of dried vomit.  The faint sound of music wafts up from the basement.  We have apparently followed Roxie to a seedy nightclub.  Jim points out the Unova League insignia in flickering pink neon over the entrance, and the sign by the door which reads ‘Virbank City Pokémon Gym.  Leader: Roxie.  Poison days, poison on the stage!’  Poison in the air too, I think to myself, peering at the unidentifiable stains on the concrete floor.  I shake my head firmly and hold up both of my palms in protest.  Jim looks at me accusingly and points down the stairs.  I hold my nose and continue shaking my head.  Jim rolls his eyes, grabs me by the collar and drags me off to the Virbank Complex for some training. 

 The Virbank complex.  Screenshot stolen from Serebii.net.

The Virbank Complex seems to be an oil refinery, filled with tanks, distillation towers, and smokestacks.  Naturally the game puts on its ‘educational’ hat at this point by introducing a scientist who wanders around the complex muttering explanations to himself about how all the different pieces of equipment work, and running away if anyone overhears him.  As profoundly strange as this man is, I have to applaud the effort.  I really do like it when Pokémon tries to do this sort of thing, just because I like entertainment to be educational on principle (if you’re clever, you can trick the kids into learning stuff without even realising it) but it’s not exactly subtle; it feels rather ‘pasted on.’  The Slateport Oceanic Museum in Ruby and Sapphire made a bit more sense, if only because oceanography is actually relevant to the plot of those games, and the Oreburgh coal mine in Diamond and Pearl was at least trying to integrate things into the game by using Pokémon workers.  Anyway, in blatant defiance of any pollution the place might be pumping out, the Virbank Complex is overgrown with tall grass and teeming with many different species of wild Pokémon – offering us a perfect opportunity to beat some Pokémon up for their sweet, precious XPs.  Most of our Pokémon evolve as we train here; first Sansa and Elisif become a pair of adorable Flaafy, then Jaime evolves into a feisty Dewott and Ulfric into a cunning Servine.  Finally, almost unthinkably, Jim’s Riolu, Dovahkiin, evolves at a shockingly low level into a noble Lucario.  We both decide to pick up Fire Pokémon while we’re here – Jim catches a Magby and names him Falk, while I find a Growlithe.  Ruminating on names, I briefly consider Tywin, but reflect that my party is fast turning into Team Lannister, and settle instead on Barristan (I receive immediate confirmation that I chose correctly when my Growlithe’s nature turns out to be Bold).  Suitably prepared for battle, we return to the filthy dive in which Roxie has chosen to make her Gym.

I stagger down the stairs holding my nose as Jim walks ahead trying to pretend he doesn’t know me.  We come to the basement and enter what appears to be a studio owned by Roxie’s band.  Roxie herself is up on the stage, eyes screwed shut, caressing her electric guitar, accompanied by a second guitarist and a drummer.  I am forced to take my hand away from my nose to plug my ears as Jim clambers onto the stage to challenge Roxie, who is totally oblivious to the world outside her guitar.  Jim looks down at me, shrugs, and goes to talk to her marginally more aware backup musicians.  While he tries to get their attention, I haul myself onto the stage and, unable to take any more, push aside Roxie’s long white hair and scream in her ear, as loud as I can manage,

 The Virbank Gym.  Screenshot stolen from Bulbapedia.

“YOUR MUSIC SUCKS!”

That gets her attention.

Tyrion, luckily, is quite as annoyed as I am.  With the classic Defence Curl/Rollout combo, he manages within a few turns to build up enough force to smash Roxie’s Koffing.  Now several turns into his Rollout, there’s no question of Roxie being able to do anything about him, and her poor Whirlipede is made to suffer the indignity of a one-shot knock-out from one of its own lesser cousins.  Roxie indignantly throws a Toxic Badge at me and tells me to get the hell out of her Gym, before healing her Pokémon for the next challenger.  Of course, with Dovahkiin now a Steel-type and therefore immune to all of Roxie’s most powerful Poison techniques, Jim’s challenge is quite as much a walkover as mine was, and we leave Roxie a broken wreck, sobbing over her guitar as her backup musicians give us dirty looks.

A man with brilliant yellow hair tails us as we leave, apparently anxious to speak to us.  He is somewhat taken aback when I collapse, gasping for breath, on the street the moment we leave the noxious Gym, but to his credit presses on, telling us about the exciting new opportunity he wants to offer us at Pokéstar Studios in the north of Virbank City…