The game begins with a digitized screen asking the player for identification, enabling the player to input their name, date of birth, other personal information, and adjust their appearance. Upon inputting these settings, the screen flashes a note of confirmation as a logo for a company called Verdacorp appears on it. The camera then pans out to show the screen on the player character's watch, and pans out even further to reveal them sitting alone in some sort of subway car. The opening credits play as the train travels through a greyscale city, grey clouds overhead casting shadows on largely ruined buildings. The train continues traveling through multiple active smokestacks before arriving on a bridge on some cold, dead plain, the grey horizon stretching on endlessly. Eventually, the player arrives at a large white building, the subway pulling into a station as they are once again greeted by the Verdacorp logo.
The player enters the building and is quickly spotted by a blond woman in a blue dress. Introducing herself as Madeline, secretary and assistant to the head researchers at Verdacorp, she takes notice of the watch on the player's wrist and determines that it is an employee-level Active Menu device; as such, they must have been invited in by one of the company's employees. Asking the player to follow her through the building's halls, the pair eventually enter a serene and peaceful garden area, where Madeline opens a side door to some sort of laboratory. Inside are two male scientists, one large and fat with a fluffy white beard, the other scrawny and lanky with a strange-looking set of goggles. Madeline introduces the two as Professor Woodrow and Professor Hextor; upon hearing Madeline, Woodrow notices who the player is and welcomes their child to Verdacorp, the other two adults being surprised about the familial connection.
Aiming to catch the player up on what exactly their father does at Verdacorp, Woodrow explains that the state of the world's ecology and sustainability have been declining at a rapid rate for the past 30 years, and could potentially lead to the downfall of humanity if not stopped. As a result, Verdacorp was established to craft any means possible of recovering the environment; while some researchers, like Hextor, were biologists that researched new disease-resistant strains of plants, others instead created technological marvels designed to cleanse the environment directly, and others still, like Woodrow, dedicated their lives to researching renewable sources of energy that could help sustain the human race. He himself was currently preparing the finishing touches on a device that was designed to transfer quantum energy into electrical energy, using the flow of time and space itself as a means to generate power. The reason he had sent for the player, he explained, was to pull them out of college and use their intelligence to help Verdacorp and do something greater with themselves. After all, what was better than saving the planet?
Hextor interrupts the conversation between father and child, saying that the two of them would need more time alone in order to finish the quantum generator and instructing Madeline to take them back out to the garden. When the two manage to find some space alone, Madeline expresses exasperation that she never got to contribute to these great advancements in science and instead was left dealing with the busywork, and tells the player to simply explore the building and hang out until they receive word from the professors. After some time, however, an alarm begins to go off in the lab, and strange violet electricity begins bursting through the door. Concerned for their father, the player rushes towards the door and manages to pull it open, a worried Madeline immediately behind them.
Inside the laboratory, the player finds the quantum generator sparking and crackling with energy as the hole in its center glows with purple light. The two professors are on either side of the lab, Hextor panicking and hiding in the corner while Woodrow scavenges through their tools, looking for something. Seeing a red switch on the machine, the player rushes towards it, hoping that they can shut the device down. Madeline jumps after the player to attempt to pull them to safety, and Woodrow also extends his hand as he realizes what is happening, but before anyone can make a move, a beam of energy reaches from the generator and pulls both the player and Madeline into the swirling core at the center. The generator shuts down, the professors looking on in horror as not a trace of either Madeline or the player remain.
The player finds themselves awakening in a dark forest, far from any place in or even around the Verdacorp building. They get to their feet and struggle to find their bearings, but even then, the unfamiliar surroundings begin to get to them, and they run through the forest at a breakneck pace attempting to find where they are. To their surprise, strange creatures begin jumping out at them from the brush, unlike anything the player has seen before; only getting more worried by the second, they continue to run from these creatures until eventually making it to a slightly lighter clearing. Though they appear to be cornered by the small monsters, someone behind them squirts a stream of water at them, calmly telling them to go back into the forest. As the creatures walk away, the player turns around to see a girl about their age with pinkish hair, who seems shocked at their condition. Wrapping her arms around them, she urgently begins taking the player through the woods, reassuring them that they can recover at their house.
After some time, the girl manages to escort the player through the forest and into a small town, built on a cliff looking over a beautiful sunset. Entering a larger house with a red roof, the girl sets the player down on a bed and starts rushing to get them some water. As she goes through this process, an old woman walks into the room, asking her what exactly is going on. While the girl explains to the old lady about finding the player in the woods, three small creatures akin to the ones found in the forest walk around the corner and look inquisitively at the player; shocked once again, they fall out of the bed, backing away from the small creatures who are equally startled at the impact. Trying to calm everything down, the girl seems to understand the player's unfamiliarity with the creatures, and decides explaining everything would be the best way to ease the player's tensions.
The girl introduces herself as Kiki, and the old woman as her mother, Sosa. The two lived in Gakechi Town, a small village on the island of Heiwana- something that Kiki seemed confused about before figuring that the player must have simply hit their head and lost some of their memory. The small creatures that the player seemed so afraid of were called Kotomo- magical creatures that had been living alongside humans since time immemorial, working alongside them to create a peaceful and stable society. Sosa herself was a Kotomo breeder, helping to raise and take care of young Kotomo. Even after being caught up to speed, the player seems dazed and confused, and asks to wander around the village for a moment.
After exploring Gakechi Town and coming to terms with where exactly they have wound up, the player attempts to venture back into the woods, hoping to locate Madeline and find a way back home. Before they leave, however, Kiki runs back after them, the three small Kotomo from the house following behind her. Kiki warns the player about heading off into the woods again without a Kotomo of their own to guide them, and offers to lend them one of the three rare ones that her mother had been taking care of for some time. After the player selects one to act as their partner, Kiki then challenges the player to a simple, friendly battle, hoping to ensure that they learn how to defend themselves as well as their new ally.
After making their way through the woods, the player arrives in another small town, this one being a bit larger than Gakechi Town. Exploring the area, they soon come across Madeline, who is sitting down on a bench with a small Scarling in their lap. Excited to see the player again, she runs up to them with their newfound Kotomo friend, attempting to explain to them everything that has happened since they were separated. After catching up Madeline expresses her joy again at reuniting with the player, but her mood then switches to concern upon realizing that they may not have a means of returning to their own world. In a split second, strange crackles of energy emerge from the forest, and as the two delve back in, they discover another portal akin to the one found on the quantum generator having appeared on its own. Seeing no other opportunity, the two jump in, taking their Kotomo with them. As the portal closes, however, an unknown individual with black and red clothes walks away from the scene, having witnessed the events that have transpired.
The player and Madeline find themselves back in the lab, with the pair of professors standing by the generator with a surprised expression. The joyous celebration of their return quickly turns to concern when Woodrow notices the player's starter and Madeline's Scarling, backing off in fear as Hextor jumps behind a nearby table in order to hide. Madeline quickly explains the situation, informing the professors that through the use of the generator, they had managed to access some form of alternate reality filled with fantastical creatures and a much more vibrant ecosystem than the one that they were currently part of. Intrigued, Hextor asks to see the player's starter, hoping to learn some of its secrets through dissection; as the creature backs off in fear, Woodrow instead proposes that the player and Madeline return to the new dimension and explore the environment... After all, this new world could potentially have the secret to saving their own. Handing the two of them a pair of digital catalogs in order to write down information about the Kotomo for scientific analysis, Woodrow reopened the generator's portal, wishing their child the best of luck exploring the new world.
The pair return to the woods, with Madeline immediately wanting to return to the larger town and see the sights. As she ran off in the direction of the town, the player hears Kiki calling for them, deciding to investigate. The girl, upon seeing the player, expresses confusion for their sudden disappearance, but is happy to see them again regardless. Excited to have someone to finally hang out with, Kiki suggests following Madeline into the larger town, Komasu Town, in order to see the sights, something she rarely got to do on her own. While exploring the city, meeting plenty of friendly faces and mysterious Kotomo, the two come across a strange shrine with a small blue gem in the center of it. The player asks Kiki about the gem, learning that the object is known as the V Stone and is a symbol of Heiwana's guardian deity... although that was something that Kiki didn't know very much about. Kiki continues walking through the city streets, but the player is quickly stopped by an unknown figure- the same person who witnessed them walking through the portal originally.
The young man, a suspicious expression across his face, begins questioning the player, asking them about who exactly they were and why they entered the "mysterious vortex". Not wanting to jeopardize their father's mission and cause hysteria, the player dodges their questions, only for the mysterious individual to introduce themselves as Blade, claiming they will keep an eye on them.
As Blade walks off, the player continues exploring the town, eventually catching up with Kiki at a nearby marketplace. The two talk for a bit, with Kiki attempting to prod into the player's private life as they dodge her questions, aiming to not spoil the truth behind where they truly come from. Eventually, Kiki simply starts getting confused, wondering why exactly they don't know what a Kotomo is and why they seemed so shocked to see them for the first time. As the girl gets more suspicious, the two are suddenly interrupted by murmurings coming from nearby, and upon following the sound, the player discovers that the shrine from before is in shambled, with the V Stone missing. Concerned, Kiki begins searching the area, with the player close behind. Eventually, the two find Blade again, holding the V Stone around his neck. Kiki demands to know what exactly is going on, but Blade simply states that he has received a message from some higher being that his assistance is needed to protect Heiwana from a coming cataclysm. He then turns to the player; though his mysterious benefactor did not mention them by name, Blade announces his belief that they have something to do with the fate he feels the need to prevent, and challenges them to a Kotomo battle to finish them off.
Eventually, the player manages to win out, causing Blade to retreat into the forest and telling the player that they will rue the day they crossed the people of Heiwana. Kiki expresses her concern that the stone, an important part of her people's culture, was stolen, and the player decides that it would be in their best interests to pursue Blade and retrieve the V Stone. Setting foot outside the forest, the player finds their journey kicking into high gear, ready to experience the wonder and majesty of that Heiwana had to offer.
The order of events on this page is randomly chosen and not indicative of actual gameplay or story.
Assuming that Blade would happen to be nearby, Kiki points the player in the direction of a lake far off in the distance, with some sort of settlement surrounded by a wall of red bricks built on its shoreline. Explaining that the location, Aquafront City, was filled with all sorts of fancy buildings and stores, she assumed that Blade might attempt to pawn the V Stone off to someone for cash, and that they should attempt to make their way there as soon as possible. After some time, the pair make their way to the city's brick gates, Kotomo playfully following behind them.
After some time travelling around the city, neither the player nor Kiki are able to locate Blade anywhere. Kiki is about to give up, deciding that simply reporting the theft to her mother would be the best idea, before the two hear a strange sound that reminds the player of auditory feedback. As Kiki covers her ears, attempting to understand what in the world the sound is, the player rushes around the corner to find a teenage girl in black and yellow standing in the middle of an empty plaza, fiddling with what looks like a primitive microphone as a strange speaker-like Kotomo holds up a glowing orb to focus light on her. The girl expresses frustration at none of her attempts to get her equipment functional working before turning to the player, greeting them enthusiastically and introducing herself as Juli. When asked by the player and Kiki what exactly is going on, Juli explains that one of her childhood dreams has always been that of stardom, and in the process of pursuing that dream, she and her Kotomo had worked together to create an entirely brand new method of digital performance. The process of actual performing, however, wasn't going so well, and she decides that the two of them might be able to help her out. Though Kiki urges the player to keep up the search for Blade, they decide to immerse themselves in the local culture more to aide in their father's research of Heiwana, and agree to help Juli get her performance ready.
After some time searching in and around the city for necessary components for Juli's digital performance, including finding some Kotomo to help power the equipment and having mock battles with people to help promote the concert, everything is finally ready, and as sundown approaches, the player joins Kiki in the small crowd that has gathered in the formerly empty plaza. Kiki expresses grief that they couldn't find anything relating to Blade's location, but ultimately decides seeing Juli perform could well be worth it. As the lights set up around the square flashed to life, Juli hopped up on stage, a smile on her face as she thanked everyone for making it to the show; the next hour or so felt like a blur as Juli's singing combined with the spectacular visual flair provided by her team of Kotomo became a beautiful, surrealist haze, something that the player had never seen before in their own world.
Once the concert ends and everyone clears out, Kiki happily exclaims how much fun the experience was, thanking the player for helping set everything up. Juli walks offstage to do the same, explaining that this performance may have been the very event that could kickstart her entire career as a singer. Deciding to give one last honor to the person who helped her, Juli asks the player if they can participate in a battle just to commemorate the moment. Agreeing, the two battle, with the player eventually coming out on top. Thanking the player once again for everything, Juli walks off with her team into the night, with Kiki asking the player to get some rest alongside them before they continue the search for Blade. As the two kids heard towards a nearby hotel, however, a mysterious individual lurking in the shadows appears to be watching them closely...
After some time venturing to the north, the player and Kiki arrive in a rocky, mountainous region with a strange tower that resembles a drill on the horizon. Kiki describes it as Zanzi City, an industrial town which provides energy to the rest of Heiwana by digging for geothermal energy. The two continue trekking towards the city, finally entering through the large metal archway and surveying the rustic, smoldering landscape. Assuming that Blade will have run through the area at some point, Kiki begins wandering around looking for clues, and the player begins exploring the town before coming across a young, fit woman wrestling with a massive fiery Kotomo on the streets in front of a small crowd. Slamming the behemoth down onto the ground before helping it up, she bowed before the audience, who proceeded to give her what looked like money and food. The crowd disperses as the woman and her Kotomo begin chowing down- as she sees the player, she invites them over to enjoy a bite to eat.
Introducing herself as Cinda, the woman asks the player their thoughts on her scrap with her teammate. Based on their response, she will either express gratitude for their compliment or threaten to punch them if they say they didn't like it. Cinda describes the Kotomo, Gio the Gigerupt, as her closest friend and partner in her journey to become the strongest Kotomo trainer of all time... a goal, she laments, has made her more or less broke, leading to her needing to become a street artist to keep feeding herself and her team. Cinda begs the question of whether or not the player would be willing to fork over any money, but before they can answer, the ground rumbles as Kiki rushes back onto the scene, pointing at a nearby mountain exploding into fire. Frightened for her life, she tells the player to run, but Cinda explains to the two children that something inside the volcano needs to be dealt with to stop the eruption.
After some time spent venturing up the side of the volcano, the player, alongside Cinda and Kiki, eventually find themselves inside a strange temple that winds its way in. Neither of the two girls seem to know who originally built the location, only making reference to the fact that it, along with many other ruins dotted underneath Heiwana's surface, had managed to remain intact for years on end. After solving a few puzzles left by the original creators of the temple, the trio finally come to a massive crater filled with bubbling magma, with Cinda shouting out to wake up whatever is causing the eruptions and tremors. This leads to a massive golden Wyverno- stated by a scared Kiki to be a mythological figure known as the Flamebringer- erupting from the pool of boiling flame, roaring at the three. Seeing no other choice but to take it down in order to protect Zanzi City, the trio engage battle as a team against the large beast.
After finally defeating the Flamebringer, the beast flies out the top of the volcano as things settle down. The city saved from eruption, the trio returns down the mountainside to discuss why exactly the Kotomo seemed so violent. Cinda explains that she had been living in this region all her life with no sign of volcanic activity, but the creature had always been living in the volcano's core, leading her to believe that someone or something had done something to anger them. Kiki jumped to conclusions, stating that Blade's interference with the V Stone must have done something to anger Wyverno, and thus their need to find them grew ever more urgent. The two teens ran off, leaving Cinda to face the wide crowd that proceeded to ask her if she was responsible for stopping the eruption, to which she replies yes with a smile.
In the rocky ridge by the volcano, the golden Wyverno pants heavily, trying to manage an injured wing that was hidden from the player during the battle. Suddenly, Blade emerges from behind a rock; though Wyverno is startled and angered, Blade soon manages to calm him down, putting bandages over the wounded wing. Placing his hand on Wyverno's head, Blade reassures the Kotomo that everything will be alright.
After wandering around Heiwana for what felt like days, with no sign of Blade and the V Stone anywhere, Kiki eventually decides that enough is enough and that they should return back to Sosa's house to rest and recuperate. As she does so, the player heads back into the nearby forest, where they at long last receive a message from Verdacorp to return home and report their findings. Stepping through a portal that opens deep in the woods, they find themselves warped back to the lobby of the Verdacorp building, everything seeming less vibrant than it initially did when they first arrived. Returning to their father's lab, the player finds the two professor talking with each other before greeting the child, congratulating them on collecting so much important data on the Kotomo- research on them back at Verdacorp was resulting in breakthrough after breakthrough. Woodrow informs them that their journey was not yet over, and encourages them to keep up the expedition in the foreign land; before leaving again, however, the player inquires about the location of Madeline, leading the two professors to question who on Earth the woman is. Returning to Heiwana with the intent to discover the secretary's location, the player rushes back into town, only to have a menacing red glow appear in the forest behind them.
Arriving in Komasu Town, the player soon runs into Madeline walking through town, a small band of Kotomo walking behind her as she strolls through the streets. Finally locking eyes with them, the woman runs over, her troupe of small creatures following close by. When asked where she has been the entire time, Madeline explains that she simply couldn't help but befriend some of the creatures that seemed to like her- and soon enough, she had amassed a full team that she had been caring for ever since her initial arrival. Madeline also expresses confusion when asked why she never came back to Verdacorp, telling the player that nobody had ever sent a message off to her or even seem to have cared that she had vanished. Questioning why nobody would message for Madeline but would keep constant track of their own person, the player soon notices that the streets are suddenly vacant and quiet, with an eerie silence falling over the town. Before either can ask what is going on, the two are suddenly confronted by a pair of individuals in dark body armor, their faces obscured, who hurl out small flower-shaped devices that burst open in a flash of light to reveal Kotomo. The player questions who they are, only to have one of the mysterious figures respond by stating their time in this world is up; it is revealed that they are somehow aware of the player and Madeline hailing from another dimension, and they seek to end their interference immediately. The two assailants charge forward, with the player's team defending Madeline.
The player manages to defeat the mysterious figures in a Kotomo battle, with strange collars popping off the creatures before they scurry off into the streets. Before Madeline can ask them who they are and what their purpose is, they drop a smoke bomb and vanish, vowing to defeat the player through any means necessary. As the gas clears, Madeline appears confused as to who they could possibly be, with no indication of this strange group during her entire time in Heiwana. Before the player can think on things longer, Kiki rushes onto the scene, seemingly having something urgent to bring up before noticing Madeline and asking who they are. Madeline simply claims she is a wandering Kotomo trainer, which Kiki buys before launching into her announcement; she managed to find Blade nearby. Confused why he would return to the scene of his crime after running as far as he possibly could with the V Stone, she nonetheless encourages the player to come with her to finally catch Blade and return the artifact.
The pair finally encounter Blade on top of a building in the middle of Komasu Town, looking over the settlement with scorn in his eyes. Kiki shouts to grab his attention, trying to convince him that this strange quest to keep this precious artifact all for himself is harming him and that he should give up and return the stone. Blade fires back, claiming that his actions were motivated by a desire to protect the entire world from danger, not just himself. Kiki yells out to him once more, trying to get him to come to his senses, but appears to slip and refers to him as Eli; this sparks increased anger in Blade, causing him to snap and tell his Corbonn to strike at her. The player's Kotomo blocks the blow, and another battle between the two trainers begins.
After the battle, Blade, now filled with intense rage, summons rings of energy using the V Stone and empowers his Corbonn to full strength, telling it to blast the player with all of its power. Before the burst of light strikes them, however, a massive flash of radiance appears in front of the player, blocking the blast and sending it spiraling into the sky. As the light clears, the player sees a brief glimpse of an angel-like being with V-shaped wings glancing behind it, looking directly into their eyes, before fading away. Shocked by this apparition, Blade appears to calm down, stating that he is needed elsewhere. Kiki shouts for him to stay, but the teen leaps off the rooftop before being caught by a large winged Kotomo and flying off. Frustrated and worried, Kiki leaves the player to attempt to pursue Blade, but before the player can follow them, they receive another message from Verdacorp, asking them to return.
Back in the lab, Hextor informs the player that the team recorded a massive spike of energy in the immediate area, asking them what could have possibly caused it. Coming clean, the player describes the nature of V-Energy and what they have learned about it so far, as well as describing the spirit that appeared before them during the battle against Blade. Startled by this new discovery, Woodrow remarks on how the existence of V-Energy could potentially solve their world's energy and environmental crisis, and that learning more about Heiwana and the Kotomo could be the key to saving Earth. The player explains more about Blade and the V Stone they stole, leading the professors to insinuate that retrieving and studying it would be a great boon for their research- assigning this heavy task to the player, they send them off back to Heiwana, the weight on their shoulders growing ever heavier.
Upon arrival back in Heiwana, the player soon ran back into Kiki, who believed she had new leads towards Blade's location. Climbing the treacherous mountains around Zanzi City, the pair eventually made their way up to heights where snow began falling on them and ice began to make the trip more treacherous. Kiki explained that the newest destination was the mysterious Frosmia City, which Sosa had told her was once deeply tied to worship of the thing linked to the V-Stone. If Blade was truly stealing this artifact for some sort of deep spiritual purpose, then he must have taken it to someplace associated with it. As they ascended higher and higher towards the city, however, the snow got heavier and heavier, and soon the pair of kids were unsure if they would need to back down or not. It was then that a lone figure jumped out of the blue- a small boy in thick woolen clothing riding atop a large dog-like Kotomo. Quickly introducing himself as Nanuk, the boy told the pair to jump on his Kotomo, and he quickly pulled them to safety.
Nanuk eventually brings the player and Kiki to a small snow-covered village, which Kiki identifies as Frosmia City. Bundling around a small fire in a large dome-like clay building, Kiki decides to get some rest before searching for Blade, while the player follows a sad-looking Nanuk to the town's outskirts. Asking them what exactly was wrong, the player listens to Nanuk as they explain their unease with being around the village; everyone in Frosmia were talented hunters and Kotomo trainers, but he himself was a coward and unable to push his team hard enough to be worth much of anything. The player decides to encourage him, reiterating that he managed to save the both of them in the blizzard. Growing more optimistic, Nanuk decides to ask the player, who he deems a powerful trainer, if they'd do him the honor of teaching him. Accepting, the two head out of town and into the mountain by the village.
After some time, the player and Nanuk arrive in a cluster of icy tunnels teeming with Kotomo, which seem like an ideal space to train. Things go decently well at first, with the pair's adventure leading them deep into the mountain; however, in spite of the player showing him the ropes in battle, Nanuk still remains inconfident in his own skills. The two are soon startled by a large crashing sound, however, and it soon becomes apparent that something has caused the entrance to the tunnel to cave in. After being calmed down by the player from their initial panic, Nanuk decides to ride atop Frosky to see if there is an alternative exit, mounting his Kotomo and venturing through the caverns. After some time spent navigating the tunnels, the player finally catches up to Nanuk... fighting against a group of the mysterious armored individuals, who appear to be holding clusters of explosives that must have caused the cave-in that had trapped them. Declaring that the pair of kids need to surrender lest harm come to them, the unknown assailants eventually find themselves defeated, running off into the snowstorm. Nanuk filled with confidence, he leads the player back to town.
Once the pair arrive back in Frosmia City, Kiki rushes up to them, worried for their safety after hearing the crashing sounds. The player explains the whole situation to her, leading Kiki to explain that her search for Blade had hit another dead end... He hadn't shown up in the mountain area in years. Curious what she meant about the gap of time, the player went to ask the relationship between Kiki and Blade, but found themselves interrupted by Nanuk, a beaming smile on his face. Nanuk thanked the player for helping them train, and stated their confidence that dealing with those mysterious figures had helped prepare them for full-time Kotomo training. The two parted ways, each of their journeys only just getting started.
Heading west of Frosmia City, Kiki decided that if they couldn't track down Blade themselves, they would head to the place that would help them the most with pinpointing his whereabouts. Confused, the player followed them through more mountains and a dense swamp before finally coming across the largest city they had seen so far, a trio of tall towers suspending a strange stadium-like building high in the air as buildings sat in a ring around it. Kiki introduced the area as Starshine City, home of Heiwana's mail service- if anybody would be able to track their whereabouts, it would be Heiwana's finest fliers and their eagle-eyed Kotomo.
Climbing up the tall towers and entering the suspended round building, which Kiki called the Aerie, the two kids made their way to an old man in a blue uniform, who seemed to be concerned about something. The player made themselves known to the man, who quickly introduced himself as Sawyer, head of the Heiwana mail service; when asked what was wrong, he explained that somebody had gotten into the mailroom and messed up the collection of letters and packages they had stored, tearing some to shreds and stealing others. Distraught, Kiki asked if there was anything they would be able to do- in response, Sawyer called upon a massive owl-like Kotomo he called Minerva, saying that they'd need to help his tired old bones handle mail duty and look for the missing letters, as well as potentially finding the vandals who messed it up. Assuming Blade may have been involved, Kiki gladly accepted, and soon the trio were flying away on Minerva's back.
High in the sky, it didn't take long for the trio to spot and collect a multitude of scattered letters and packages across the arid canyon-like landscape surrounding Starshine City. Quickly, the soaring Kotomo returned heavy loads back to the Aerie, filling up the empty rooms designed to house the mail. Soon, Sawyer announced that only a few packages were left unaccounted for, and that it was only a matter of time before everything was recovered... It was at this point, far away from the city, that a strange black flying vehicle pulled up beside them, the side opening up to reveal more of the armored individuals in black wielding weapons ordering them to pull over. Sawyer seemed confused as to who these people were, but Kiki told them that they were bad news- in litle more than a second, Sawyer had Minerva swerve to the side, slamming directly into the floating vessel and knocking the troops out. While Sawyer and Kiki stayed behind to make sure Minerva was alright, the player trekked onward, taking out more of the armored forces before reaching the ship's bridge and defeating the pilot, all the while taking note of the strange Kotomo-capturing devices they appeared to be using. Somehow, they managed to steer the ship to a standstill, crashing it in the middle of the arid desert.
Some time later, the trio returned to the Aerie, all the packages and letters sorted and returned to normal positioning. Sawyer thanked the player and Kiki for helping him deal with whoever those strange thugs in the flying machine were, saying he had absolutely no idea who they could possibly be; regardless, he was now operating under the assumption that they were the ones who had disrupted the mail service somehow. Kiki finally asked the old man if he or any of his fliers had any indication of where Blade's whereabouts had been, and he surprisingly said yes, asking Kiki if she had any concerns about her "boyfriend" lately. Though she sheepishly denied the romantic relation, Sawyer relented, saying he and his Corbonn had been spotted regularly inside the Azwani Jungle for unknown purposes. A location locked in, the pair set off to see if they could finally retrieve the V-Stone.
Having finally tracked Blade's place of residence down to the jungle, the player and Kiki prepare to corner him once and for all. It was only a matter of time, however, before a transmission comes from Verdacorp- the player had spent so much time enjoying their journey in Heiwana that they legitimately forgot to check in with their father. Excusing themselves from Kiki as the latter packed her bags, they sneak off behind a tree to take the call, in which Professor Hextor demanded that they immediately return home with the collected Kotomo data they had acquired- they were spending too much time in the unknown dimension for their own good. Reluctantly, they run off to a nearby secluded area and returned home via the portal.
Upon arrival back in the Verdacorp HQ- a place that, while once feeling brighter and more lively than the bleak world outside, was beginning to feel drier and more artificial than Heiwana- the player is shocked to see Madeline back in the halls, looking slightly depressed. Upon being approached, she states that she got picked up by Verdacorp agents and, instead of being told to return to work, was pressed to explain everything she knew about the family of Kotomo she had been putting together during her own travels. Without her companions, she was beginning to feel lost, and the company wasn't letting her leave for the time being either. Before the player could do anything to comment, the intercom signaled them to continue over to their father's lab.
Upon arrival, the player begins uploading all the data they had acquired from their travels, moving as urgently as possible in order to return back to Kiki's side. Noticing their urgency, the two professors walk up to them, with Hextor stating that their time spent in Heiwana may be becoming somewhat of an obsession that it causing them to lose sight of their real goal. Woodrow attempts to calm him down, stating that without Heiwana, their own world might wither and die, meaning that it's crucial that time be spent thoroughly tracking down anything that could be possibly used to save it. The two argue and Hextor eventually storms off, leaving Woodrow to comfort their child by telling them their quest is not in vain. Finishing the data transfer, the player hugs their father before running off to return to Heiwana, a soft smile running across the old man's face.
Meanwhile, in a darkened hallway, Hextor is standing alone before a pair of the armored individuals walk up behind him, asking for orders. Hextor turns to them and states that it is important that all interaction with Heiwana be cut off, lest harm come to the alternate dimension, and that, if necessary, they are allowed to kill Woodrow's child in pursuit of this goal. As the pair run off, Hextor looks down into the inside of his labcoat to find a small Kabutyke hanging out of an inner pocket, which he takes out and proceeds to feed while petting it. Standing alone, Hextor asks himself whether or not interfering with this parallel world is worthwhile... and who or what opened the portal to it to begin with.
Finally returning to Heiwana, Kiki notices the player, acting concerned for where they had wandered off to. Trying to dance around the conversation, the player simply redirects her to focusing on trying to finally corner Blade; she agrees, and the pair soon finds themselves wandering through the dense Azwani Jungle, surrounded by massive trees and a multitude of jungle-dwelling Kotomo. After some time, the pair find themselves at a large temple in the middle of the area, a massive tree with curling peels of bark emerging from its center. Kiki gasps in recognition of this location, backing away in fear before collapsing onto her knees, whispering a strange prayer in some strange ancient tongue. Snapped back to reality by the player, Kiki apologizes for her outburst and explains that the location is a sacred site, long since believed to be lost to time- the ancient temple known as V'kalla Shrine. Certain that Blade will be there, given the sacred importance of the V Stone, Kiki rushes in, with the player following behind... but not before Kiki whispers under her breath about how odd it is that her friend would not have recognized a place like this on sight.
After navigating through the shrine's multitude of traps and challenges, the pair eventually come to a large central room where Blade is found lounging on a nearby sculpture, throwing the V Stone up and down absentmindedly. The boy asks Kiki and the player why they are so adamant about following him, causing Kiki to immediately respond by telling him he has been on the run with an ancient religious artifact, on top of committing possible sacrilege by residing in this temple. Ticked off, Blade remarks that what he's doing is for the good of all of Heiwana, if not the world, and comments that Kiki may have committed graver sins by bringing the player into the shrine. Confused, Blade rises to his feet, snapping his fingers as his Corbonn, having since advanced into a massive mecha-like form, smashes down in front of the duo. Blade challenges the player to a battle, aiming to defeat them and wipe them from the face of Heiwana.
After Blade's defeat, Kiki demands to know what has set him on this strange mission, referring to him as Eli once again. Blade scoffs at this, but after glancing at the V Stone in his hand, decides to finally explain his story. Some time ago, he received a strange vision in the middle of a dream, in which the great deity of their people- Valia, the Lifebringer- was struck down by a great shadow emerging from some sort of portal, casting the world into a great calamity. In this vision, he was given instructions from what he believed was Valia itself, being told to take the V Stone and take a pilgrimage across Heiwana in order to charge its power at certain sacred points. Confused as to what he means, Kiki inquires what this shadow could be; in response, Blade spills the player's secret, telling Kiki at point blank that they are from another world entirely. While both kids are shocked, Blade climbs in his Dainamech's arms and flies out of a hole in the temple's ceiling. Still confused by Blade's statements, Kiki puts it out of her mind, telling the player to follow them- they still had to apprehend him.
Gameplay in Kotomo is largely divided between two phases, being Overworld and Battle. While in the overworld, the player explores 3D environments, navigating around hazards and interacting with NPCs. The player can activate the game's menu by pressing Up on their D-pad, which pulls up the Active Menu, and Left and Right on the D-pad can be used to select an option before pressing A to confirm. The Left Stick is utilized for character movement, while the Right Stick is instead used for free camera control. The player can converse with NPCs or investigate suspicious objects using the A button; if the player presses X next to an NPC instead, however, you gain the option to challenge them to a battle. Battle can also be triggered when running into a wild Kotomo on the overworld, or when walking in the path of a more aggressive human NPC.
The fundamental basics of Kotomo's combat are based around the titular Kotomo, wild creatures native to the land of Heiwana. If a wild Kotomo is encountered in battle, the player has the option to either defeat it for EXP or convince it to join the player's team utilizing the Call command. The Call command has a percentage next to it which showcases the odds of the command working on the wild Kotomo; while simply damaging it increases the chance very slightly, the player can also use their own healing items on the wild opponent, which restores their health while also greatly increasing their trust, and thus the chances of Call working successfully. The player is also able to equip Charms, small trinkets which grant Call unique boosts or augmentations under certain conditions.
The player is tasked with managing a team of 6 Kotomo in order to fight their battles, which can be swapped out at any time with other Kotomo the player has collected using the Active Menu's Team option. Each of the player's team members can be equipped with an Item, which has varying passive effects, and their moves and abilities can be altered on a whim using the player's collected Movestones and Skillstones. Kotomo each have a passive Ability that triggers under varying circumstances, and can always be recruited with a unique one of their own; as a Kotomo levels up, they will earn an additional Ability Slot at certain milestones, letting the player use Skillstones to add more.
Kotomo can be released back into the wild at any time, removing them from your team. This process is known as Unbinding, and rewards the player with EXP Crystals named after each type of Kotomo. These crystals can be used to grant bonus experience to a Kotomo, but only for those in the same family line as the crystal's name. Crystals from advanced Kotomo offer increasingly more experience.
Each Kotomo possesses one of six Natures, which influence what stat it excels at most. A Kotomo's nature can be seen at a whim through its idle animation, as a Kotomo has unique idle animations depending on its Nature. The player is also able to assign a Training Regimen to each Kotomo, which functions as a secondary Nature and boosts the specific stat assigned to them. The list of Natures are as follows.
A Kotomo with a soft and kind personality. Kotomo with a Gentle Nature tend to specialize in their HP stat.
A Kotomo with a brave and caring personality. Kotomo with a Bold Nature tend to specialize in their Attack stat.
A Kotomo with a fearful and cautious personality. Kotomo with a Timid Nature tend to specialize in their Defense stat.
A Kotomo with an intelligent and curious personality. Kotomo with a Crafty Nature tend to specialize in their Magic stat.
A Kotomo with an easygoing and carefree personality. Kotomo with a Relaxed Nature tend to specialize in their Resistance stat.
A Kotomo with a vibrant and energetic personality. Kotomo with an Excited Nature tend to specialize in their Speed stat.
The battle system in Kotomo is built around 2v2 battles, with the two leading members of the player's team being sent into battle first. Each Kotomo has access to four moves at any given time, each with their own amount of Move Points, or MP, which determine the amount of times a move can be used. MP fully recovers at the end of battle. After selecting moves for both of your team members, all combatants execute their chosen moves in accordance with their Speed stat; the turn order as determined by Speed is showcased by the flashing rings under each Kotomo, which signal the order of who will move. If a Kotomo loses all of their HP, they enter a KO state, in which they cannot perform any actions and are unable to battle. Battle is won when all of the opponent's Kotomo are KOed.
Aside from selecting one of their moves, the player can also use a Kotomo's turn to Change, letting them quickly swap to another team member, use an Item in order to recover a Kotomo, or attempt to Run from a wild battle. In battles with NPCs, both the Run and Call commands are replaced with the Cheer command, which can be used to encourage one of the player's Kotomo and charges some of their V-Energy.
Stances and V-Energy
At all times, the player's Kotomo exist in one of two Stances, denoted by the red or blue circle under their feet. The red Stance, located on the player's left, is known as the Strength Stance, and provides a 1.5x boost to the offensive stats of the Kotomo currently residing within. The other blue stance, Shield Stance, instead provides a 1.5x boost to defensive stats. Players can swap between Stances by hitting the Switch prompt on their turn, which will swap the Kotomo when combat proper begins and does not expend a turn. Proper use of the benefits of each Stance are key when battling at high-level play.
Each Kotomo has a bar of golden energy known as V-Energy, which accumulates as they both deal and take damage. When enough energy has accumulated and the bar is full, the Kotomo is then allowed to expend it on their turn in order to pull off a powerful maneuver which can often change the tide of battle, which is done by augmenting one of their four moves. If the user is in Strength Stance, they will be able to perform a V-Move, a powerful offensive attack that deals massive damage. If they are instead in Shield Stance, they will gain access to a V-Form, a passive buff which lasts for three turns and has varying effects based on the original source Type. The player may also obtain Relics throughout their journey, which are equippable items which provide a Kotomo access to a fifth V-Move or V-Form when held. If both Kotomo have their V-Energy bars filled, they are able to unite with the player to perform a third technique known as a V-Call or V-Cheer. V-Calls are available in wild battles, and greatly raise the chance of recruiting a wild Kotomo, while V-Cheers are available during human battles and act as a more powerful V-Move, dealing heavy damage and gaining the primary elemental properties of the pair of Kotomo using it.
Each Kotomo is classified under one of 17 elemental classes known as Types; they can either be single-Typed, referred to as Monotype, or dual-Typed, referred to as Bitype. Types influence the defensive capabilities of each Kotomo, granting them resistances and weaknesses, as well as offer increased power to similarly-typed moves through a mechanic called STAB, or Same-Type Attack Bonus. Additionally, an 18th Type known as Neutral exists, but only in regards to certain moves. No Kotomo is typed as Neutral, and as such, it is hard to receive STAB on these moves; Neutral Moves are not resisted or are strong against anything, making them a universal standard option that can be usefully applied in many situations.
|Stat Up||The boosting of one of the Kotomo's main stats alongside the hidden stats of accuracy and evasion, discounting HP. Each stat can be raised up to 5 times, with each boost resulting in an additional .5x effectiveness- at max level, the total is 2.5x normal stat distribution.|
|Stat Down||The lowering of one of the Kotomo's main stats alongside the hidden stats of accuracy and evasion, discounting HP. Each stat can be lowered up to 5 times, with each boost resulting in an additional .1x effectiveness- at minimum level, the total is half normal stat distribution.|
|Burn||Certain attacks, most notably Flame-type ones, can set the opponent on fire. Burned Kotomo take 1/8th of their Max HP in damage every time they move- this can be bypassed if the action taken on their turn is performed by the trainer instead of the Kotomo. In addition, physical contact with a Burned Kotomo can transfer the status to someone else. Flame-type Kotomo have a natural immunity to Burn. Burning Kotomo can receive Technical Hits from Wind attacks.|
|Poison||Certain attacks, most notably Poison-type ones, can infect the opponent with poison. Poisoned Kotomo take 1/20th of their Max HP in damage at the end of each turn- this number doubles each turn the Poison status remains, eventually becoming much deadlier if not dealt with. Poison-type Kotomo have a natural immunity to Poison.|
|Daze||Certain attacks are capable of stunning the opponent, inflicting Daze. Daze prevents the affected user from taking any action at all, even those performed by the trainer, for a single turn. The first time Daze is inflicted on a target in a battle, it is 100% guaranteed to work, but every subsequent time it is inflicted, the odds reduce by 25%. Dazed Kotomo can receive Technical Hits from Psychic attacks.|
|Paralysis||Certain attacks, most notably Electric-type ones, can paralyze the opponent. Limiting the victim's ability to move and defend themselves, Paralysis acts as a heavy reduction of the Attack, Magic, and Speed stats, reducing them by half and stacking with stat increases and decreases. Electric-type Kotomo have a natural immunity to Paralysis.|
|Soaked||Certain attacks, most notably Water-type ones, can soak the opponent in water, reducing their defensive stats. Much like Paralysis, Soaking acts as a 50% reduction to Defense and Resistance that stacks with other stat increases and decreases. Water-type Kotomo have a natural immunity to Soaking. Soaked Kotomo are guaranteed to be Frozen and can receive Technical Hits from Electric attacks.|
|Freeze||Certain attacks, most notably Ice-type ones, can freeze the opponent solid. reducing their defensive stats. Much like Paralysis, Soaking acts as a 50% reduction to Defense and Resistance that stacks with other stat increases and decreases. Ice-type Kotomo have a natural immunity to Freeze. Frozen Kotomo can receive Technical Hits from Flame and Melee attacks.|
|Amnesia||Certain attacks have the ability to inflict amnesia on the opponent. While their fighting capabilities are unhindered, and their stats remain the same, a Kotomo with Amnesia is unable to utilize their V-Energy in any way, locking a key option in battle.|
The island of Heiwana is a vast one, filled with a myriad number of biomes that house an equally large number of interesting sights and landmarks- and, of course, more Kotomo. In this section, important locations that the player will discover on their journey will be discussed.
The first town which the player finds themselves in upon arrival to Heiwana- it's a very sleepy town, with not much going on at all. It's surrounded by both sheer cliffs facing the beautiful ocean and by the Gachi Forest, inhabited by all kinds of peaceful Kotomo.
|Sosa's House||The home where Kiki and her mother, Sosa, reside. As well as being a helpful and handy place to recover all HP at any time, it's also a location where you can leave 2 Kotomo together to try to nurse a baby- Sosa is a Kotomo breeder, after all!|
|Ancient Shrine||A mythic shrine where the player can recover all of their HP, as well as function as a landmark for Skip Travel.|
Immediately to the east of Gakechi Town, through the Gachi forest, is Komasu Town. Much larger than its nextdoor neighbor, Komasu Town is a bustling suburb known as Heiwana's land of opportunity, where a variety of people aim to get their names out into the public eye and really make something of themselves- especially in regards to Kotomo battle!
|Komasu Park||A naturalist park in the middle of the city, untamed by the touch of man. While a few wild Kotomo do make their residence here, the park's main purpose is to function as a site for recreational Kotomo battling, one of the few areas of Heiwana where this is encouraged at all times. As a result, many trainers new and experienced can be found here, waiting to hone their skills.|
|Clothing Market||A shopping location home to a wide variety of clothes. Komasu Town tends to sell simple, traditional Heiwanian clothing, which should help you seem more in place with this mysterious world.|
|Tribute Site||An ancient ruin often traveled to by those worshiping the mysterious Heiwanian religion, this large shrine is made from red stone and is covered up with thick moss. The former resting site of the mythical V Stone before it was stolen by Blade.|
|Ancient Shrine||A mythic shrine where the player can recover all of their HP, as well as function as a landmark for Skip Travel.|
Built on the shorelines of Lake Purity is Aquafront City, surrounded by its memorable massive red brick walls. Aquafront City is one of the most bustling cities in all of Heiwana, using the lake's water and the power of Flame-type Kotomo as a means to generate steam energy and create thriving, bustling industry.
|Aquafront Power Plant||The hydroelectric power plant underneath the city which provides ecologically-friendly energy to the surrounding landscape. In spite of its constant maintenance, there's still plenty of mysteries- and Kotomo- to discover here.|
|Digiluxe Studio||Using the power of Digital-type Kotomo, this small studio thrives off of the blossoming industry of video and enables the player to record and edit intro clips for online battling. You can also practice routines which let you adjust your avatar's animation style, giving them a bit more personality.|
|Chocola Natur||An eatery renowned across Heiwana for its luxurious food, most notably its chocolate, which is naturally grown along the shores of Lake Purity. A perfect place to buy more Kotomo food and bait, or simply to socialize and enjoy a relaxing chocolate with your team.|
|Clothing Market||A shopping location home to a wide variety of clothes. Aquafront City sells more formal, fancy clothing, perfect for someone who wants to feel a bit more dressed up.|
|Ancient Shrine||A mythic shrine where the player can recover all of their HP, as well as function as a landmark for Skip Travel.|
A city built up in the rocky mountains of northern Heiwana, Zanzi City is famous for the massive drill-shaped tower built in the very center. Powered by geothermal vents far below the surface of the earth, this drill generates energy for much of the region, leading the dirty, slummy town to be a strikingly well-maintained place of commerce.
A homestead of traditional Heiwanian values, Frosmia City is a relatively small locale built at the second highest peak on the island, carved from white and grey stone. Though they rarely leave due to the inhospitable region around the city, Frosmia's inhabitants are some of the most well-prepared Kotomo trainers in all the land, perhaps owing to the same frigid landscape.
Starshine City is one of the largest and most developed in Heiwana, owing to it being the center of travel for the island's flying mail force. The city's major landmark is the Aerie, the suspended building acting both as a place of relaxation and as the mail force's hub, but the lower parts of the city offer fun sights as well!
|Nibble||30 Strength - 100 Acc. - Physical|
It's typical for young animals to bite on objects when they're teething. Kotomo just tend to be a bit more violent.
|Bash||40 Strength - 100 Acc. - Physical|
What little kid hasn't thrown their weight around once or twice? In this case, however, it hurts a bit more.
|Gnaw||75 Strength - 100 Acc. - Physical|
A vicious bite that can lower the target's Defense stat. That one's gonna smart later...
An intimidating glare that can lower the enemy's Defense by one stage. Surprisingly threatening even from the smallest Kotomo.
Acting cute can get the even the toughest of opponents to hit you less. Lowers the enemy's Attack by one stage.
Tightening up into a ball increases the user's Defense by one stage. Perfect for hiding too!
The user lets out a prideful roar that boosts their Attack by one stage. Depending on the user, it ranges from majestic to adorable.
A special technique that unlocks the user's hidden potential, unleashing a move at random. A powerful last resort technique!
Focusing intensely, the user boosts their Accuracy by one stage. Nobody will evade you now!
The user darts back and forth, increasing their Evasion by one stage. Nobody will hit you now!
|Psi Burst||45 Strength - 100 Acc. - Magical|
The user attacks with a small amount of psychic energy that can reduce the target's Resistance. Food for thought!
|Spark||45 Strength - 100 Acc. - Physical|
An electrified tackle capable of inflicting Paralysis. That numb feeling should wear off eventually, right?
|Metal Bash||50 Strength - 95 Acc. - Physical|
The concussive force from this metallic headbutt hurts more than usual, but the intense weight means the user may steer off course.
|Petal Swirl||40 Strength - 100 Acc. - Magical|
A barrage of pink petals slices up the foe. It's surprising that these petals manage to show up everywhere in Heiwana.
|Bug Bite||45 Strength - 100 Acc. - Physical|
The user nibbles the target voraciously, eating a healing fruit if they have one equipped. That's awful table manners!
Wraps the target in thick silk, reducing their speed by one stage. That's going to take forever to clean out...
|Ember||40 Strength - 100 Acc. - Magical|
Spitting fire isn't just for singers now! This move has the user spit up a flaming ember at the target, potentially inflicting Burn.
|Bubble||40 Strength - 100 Acc. - Magical|
The user blows a stream of bubbles at the target. You wouldn't think this would be very effective, but it stings something fierce!
|Crescent Wind||80 Strength - 90 Acc. - Physical|
Using a crescent-shaped slash of wind, the user strikes at both opponents at the same time! This thing can make battles a breeze!
|Arc Lightning||75 Strength - Perfect Acc. - Magical|
The user fires off a wide arc of electricity to zap the target. Not only is it entrancingly beautiful, but it also never misses.
|Drop Strike||90 Strength - 90 Acc. - Physical|
The user drops their defenses to unleash a devastating blow. After using it, the user's defenses are halved until the start of the next turn. Be sure to give it your all!
A calming breeze soothes the bodies and spirits of the user and their ally, restoring 10% Max HP and curing both of any status ailments. Nothing like a refreshing breeze!
|Dazzle||40 Strength - 100 Acc. - Physical|
Using a magical flash of light for added pizazz, the user delivers a startling slap to the enemy's face. Inflicts Daze.
The user puts up a psychic barrier that raises their Resistance by 1 stage. Just focus and everything will be alright!
The user tightens up their muscles to try their chance at a work out. If it works, they get a three-stage boost to Attack, but if not, they'll take some recoil damage.
A protection move that raises a wall of earth. Nullifies one attack, lowering the Attack or Magic of the target based on what move hit it.
|Permafrost||60 Strength - 100 Acc. - Physical|
The user frosts their target over before smashing them. That's really giving them the cold shoulder! Gets Technical Hits on Frozen targets, curing the Freeze.
|Wyvern Cannon||90 Strength - 100 Acc. - Magical|
The user takes a turn to charge and release a stream of beautiful multi-colored energy. If someone makes contact during the charge, they'll get hit with Paralysis.
|Memory Wipe||Status - 95 Acc.|
What does this move do again? ...Oh yeah! It inflicts Amnesia on the target. How could I have forgotten?
Using the power of positive emotions, this move restores HP to both you and your ally. Now that's the power of teamwork!
Tensing up energy in their gut, the user boosts their Speed by one stage. Seems like an average adrenaline rush.
The user places an odd-looking shield over themselves or their ally. This barrier prevents the target from getting any status ailments for five turns.
A psychic pulse of energy that's certain to get the pep back in your step! Restores 35% Max HP and restores all lowered stats by one stage.
|Mind Block||Status - 85 Acc.|
A malignant shockwave that strikes both enemies, preventing them from restoring health or curing status ailments for three turns. How naughty!
An intense, meditative focus that raises the Magic and Resistance of the target by one stage each. Don't mess with a trained psychic like this!
|Psi Ray||60 Strength - 100 Acc. - Magical|
A piercing beam of psychic light lashes out and strikes the enemy. Has a chance to boost the user's Magic by one stage.
|Healfruit||A tasty red apple-like fruit grown all over Heiwana. Restores 50 HP and makes a wild Kotomo a bit friendlier towards you.|
|Big Healfruit||A rarer version of the Healfruit that has a shiny green color. Restores 100 HP and makes a wild Kotomo even friendlier towards you.|
|Mega Healfruit||This larger Healfruit is a shocking electric blue color, making it stand out. Restores 150 HP and makes a wild Kotomo very friendly towards you.|
|Legendary Healfruit||The fruit of legend, this Healfruit takes on a shiny golden coloration. Restores all of a Kotomo's HP and makes a wild Kotomo incredibly happy towards you.|
|Revival Shard||A mysterious crystal with the magical power to bring back those who have fallen unconscious. Restores a KOed Kotomo's HP by 1/2.|
|Revival Star||A large crystal with the magical power to bring back those who have fallen unconscious. Fully restores a KOed Kotomo's HP.|
|Antidote Leaf||This small green leaf acts as a natural cure-all for many kinds of illnesses and purges toxins when eaten. Cures Poison.|
|Snap Stick||This brittle, cinnamon-like stick creates both a loud sound and lovely smell when broken, making it useful for returning one's senses. Cures Daze.|
|Water Capsule||A jelly-like ball filled with nice, refreshing water, good for a quick drink or for putting out fires at a moment's notice. Cures Burn.|
|Silver Needle||Acupuncture is an ancient art used to stimulate the muscles, and a quick poke of this needle does the job nicely. Curse Paralysis.|
|Fire Seed||This small red seed creates a tiny explosion when thrown on the ground, good for a toy or for melting ice quickly. Cures Freeze.|
|Memory Bell||A strange golden bell that has the power to snap one back to consciousness if they have forgotten something. Cures Amnesia.|
|Ruby Cookie||This cookie is notable for the striking red color of its dough; other than that, it just looks like chocolate chip. Cures all status ailments.|
|Standard Bait||Your average, everyday Kotomo kibble. Makes a wild Kotomo a bit friendlier towards you.|
|Big Bait||Top-grade, high-quality Kotomo kibble made from the freshest ingredients. Makes a wild Kotomo much friendlier towards you.|
|Rangeo Fruit||A fruit with a juicy, soft center similar to a large grape. Increases friendliness of whoever eats it- most effective on Kotomo with a Gentle Nature.|
|Chariri Fruit||A fruit with a strong taste and thick outer layer. Increases friendliness of whoever eats it- most effective on Kotomo with a Bold Nature.|
|Haduni Fruit||A fruit with a sweet taste and a fluffy interior, reminiscent of a banana. Increases friendliness of whoever eats it- most effective on Kotomo with a Timid Nature.|
|Limio Fruit||A fruit with a striking sour taste and mottled green skin. Increases friendliness of whoever eats it- most effective on Kotomo with a Crafty Nature.|
|Beribu Fruit||A fruit with a shiny skin and large seeds dotted around the outside. Increases friendliness of whoever eats it- most effective on Kotomo with a Relaxed Nature.|
|Aprea Fruit||A fruit with soft flesh and a refreshingly crisp flavor. Increases friendliness of whoever eats it- most effective on Kotomo with a Excited Nature.|
|Normal Chocolate||A ball of chocolate, crafted specially for consumption by Kotomo. Increases the friendliness of whoever eats it- Chocolates can also be used as healing items when equipped as a held item.|
|Spicy Chocolate||A ball of chocolate sprinkled with flaming-hot chili flakes- it goes surprisingly well with the cool chocolate! Increases friendliness of whoever eats it- most effective on Flame-type Kotomo.|
|Jammy Chocolate||A ball of chocolate filled with a gooey, fruity berry jam that colors your tongue blue. Increases friendliness of whoever eats it- most effective on Water-type Kotomo.|
|Zesty Chocolate||A ball of chocolate sprinkled with the zest- and juices- of a sour citrus fruit. Really packs a zing! Increases friendliness of whoever eats it- most effective on Electric-type Kotomo.|
|Minty Chocolate||A ball of chocolate mixed with natural mint leaves, giving it a cool refreshing taste and letting it cure bad breath. Increases friendliness of whoever eats it- most effective on Plant-type Kotomo.|
|Powdered Chocolate||A ball of chocolate sprinkled with powdered sugar- the resulting dessert looks a bit like a snowball! Increases friendliness of whoever eats it- most effective on Ice-type Kotomo.|
|Nutty Chocolate||A ball of chocolate mixed together with chopped nuts, which supplies extra fiber and a healthy helping of protein! Increases friendliness of whoever eats it- most effective on Melee-type Kotomo.|
|Gooey Chocolate||A ball of chocolate filled with a sinfully smooth blend of dark chocolate and cherry flavoring. Increases friendliness of whoever eats it- most effective on Poison-type Kotomo.|
|Crunchy Chocolate||A ball of chocolate with an incredibly thick, crunchy exterior that's liable to break a tooth if you aren't careful. Increases friendliness of whoever eats it- most effective on Earth-type Kotomo.|
|Aerated Chocolate||A ball of chocolate infused with air bubbles, giving it a lighter, creamier texture than normal. Increases friendliness of whoever eats it- most effective on Wind-type Kotomo.|
|Marbled Chocolate||A ball of chocolate that's been mixed together with white chocolate in order to create an entrancing marbled design. Increases friendliness of whoever eats it- most effective on Psychic-type Kotomo.|
|Sprinkle Chocolate||A ball of chocolate coated in dazzling rainbow-colored sprinkles, making every bite an absolute delight! Increases friendliness of whoever eats it- most effective on Magic-type Kotomo.|
|Honey Chocolate||A ball of chocolate filled with a sweet honey filling, locally sourced from Bug Kotomo farms. Increases friendliness of whoever eats it- most effective on Bug-type Kotomo.|
|Seductive Chocolate||A ball of chocolate wrapped around a strawberry- the taste is dark, luscious, and downright sinister. Increases friendliness of whoever eats it- most effective on Shadow-type Kotomo.|
|Golden Chocolate||A ball of chocolate partially wrapped in gold leaf, signifying that this chocolate is the food of kings. Increases friendliness of whoever eats it- most effective on Mythic-type Kotomo.|
|Metallic Chocolate||A ball of chocolate that hasn't been taken out of the foil wrapper yet. Hey, it's high in iron! Increases friendliness of whoever eats it- most effective on Metal-type Kotomo.|
|White Chocolate||A ball of chocolate double-dipped in a white chocolate icing, giving it a shiny white shell to hide the insides. Increases friendliness of whoever eats it- most effective on Light-type Kotomo.|
|3D Chocolate||A ball of chocolate printed out of a 3D printer and formed into an elaborate shape- technology is incredible! Increases friendliness of whoever eats it- most effective on Digital-type Kotomo.|
|Orange Shake||A nutritious orange-colored shake designed to help train Kotomo. Provides a boost to the Max HP of whoever you feed it to.|
|Red Shake||A nutritious red-colored shake designed to help train Kotomo. Provides a boost to the Attack of whoever you feed it to.|
|Blue Shake||A nutritious blue-colored shake designed to help train Kotomo. Provides a boost to the Defense of whoever you feed it to.|
|Green Shake||A nutritious green-colored shake designed to help train Kotomo. Provides a boost to the Magic of whoever you feed it to.|
|Cyan Shake||A nutritious Cyan-colored shake designed to help train Kotomo. Provides a boost to the Resistance of whoever you feed it to.|
|Yellow Shake||A nutritious yellow-colored shake designed to help train Kotomo. Provides a boost to the Speed of whoever you feed it to.|
- Credit to Exotoro (t∣b∣c) for assistance with designing Bonpeito, Sordit, Cavalibur, Chris and Ciela, as well as providing feedback on the designs of Cowltessa and Rookenji.
A gallery for fanart created for the project. Feel free to post!