
Originally Posted by
Lychee
Lillian is a bit tired after fighting so much during the day, but will carry on! She gently unequips her the obsidian dagger and puts it into the team inventory, along with Willows key - better for someone who could hide well to do the hiding in the shed. She will quietly go out to the shop and buy an adrenalin orb for herself, just in case, and the mystic crystal for $300sp that appears to be utopian and still for sale in frinotties shop.
Having the power to win battles is great, but, some of the things Orin said disturbed her. Maybe it was time to take a break from battling for a while. She makes a mental note to flee from her next encounter. She needs time to think.
Picking up the barbed metal disk and noting the difference code, she quietly hops on over to the mercenary guilds heavy gate totem.
(Orin's just being a jerk, don't take it to heart. <3)
Tonight, you decide to take the barbed metal disk and write "18" on a sticky note. Despite the barbed metal disk's dark and shadowy presences, you find yourself able to resist them with ease thanks to your berry.
Heading back to the Mercenary Guild using the moonlight as a guide, you find yourself able to walk through security with relative ease, as it seems you've built quite a reputation for yourself. Suspecting you're here to take a few jobs and that the metal disk is a weapon you own, the Mawile and Houndoom guards let you in and you trace your path toward where the Heavy Gate Totem is.
As you follow your way down the cold, stone hallways, eventually you come toward where the activity stops and make your way down the quieter, more forgotten areas of the guild. As you keep going, then you find the dark hallway where it gets progressively darker as you travel down. The shadows attempt to weave into your soul, but they find themselves unable to pry into your spirit. However, it seems like the effects of the Enigma Berry only just barely manage to keep them at bay.
As you arrive at the Heavy Gate Totem, you take the [%Bared Metal Disc%] and slide it into place. Not surprisingly, it's a perfect fit and locks into position once you push it all the way in. Then, upon the digital keypad, you type in "18" and hit the entry key. The console beeps twice with a green light indication, and the lock on the heavy gate is suddenly disengaged and the gate swings open.
{Heavy Gate Totem: Metal Disc Slot, ENTER DIFFERENCE CODE}
You make your way past the gate and travel down the dark tunnel hallway, feeling a bit of a chill in the air and through your fur. Meanwhile, you use your large ears to keep on full alert, using your keen sense of hearing to be ready for anything that might jump out at you.
As you travel further down, you see there's a sudden fork in the road. The single tunnel suddenly divides into three separate tunnels, and it's anyone's guess as to what they might lead toward. Figuring why choose, you decide to start with the first one, but with the intention of seeing where all three might go toward eventually.
Heading toward the left, you walk down the first tunnel and you definitely start to feel there's a significant dark presence here. The stone walls, which started as uniformly-laid bricks, now have become twisted and gnarled in shape and structure, rapidly losing color and fading into blackness. Meanwhile you start to hear a harsh, stinging-like buzzing and ringing in your ears, making you wince. While it doesn't hurt you, it's terribly annoying and irritating, and you have no idea where it might be coming from.
However, it takes you to a dead end. A dark and shadowy void-like barrier blocks you from advancing any further, and trying to attack it feels like trying to punch rubber, only it makes you feel ill for doing that.
{Dissonant Tunnel: +Dark Type+}
You figure a dark type Pokémon might be able to pull back this dark and shadowy barrier with their power, but you're just not quite capable of doing that kind of thing yourself. But you take note of it for the others to try dealing with it at a later time.
You shrug and decide to head back to try one of the other tunnels. You figure maybe you'll have some better luck there and you're getting tired of the annoying sounds and buzzing that sounds like a loud fly that just won't go away.
You make your way back to the fork and decide to try the center route this time. It takes you straight down a wide hallway of stone, which starts normal, but then as you advance further, you notice it begins to change. The walls start dripping with acid, and you find yourself having to watch your step as pools of lime-green corrosive fluids are scattered around the floor.
As you go down further, the amount of acid and pools of poison get wider, thicker, and more in abundance. Eventually, it gets to the point where there's just too many and barely any area to walk without stepping in the acid and corrosive pools. Meanwhile, up ahead, it looks like it the entire floor is coated with toxic pools, leaving no way to advance any further without jumping into it.
{Fetid Tunnel: +Poison Type+}
Like the other tunnel, you find the only way someone is going to be able to get through here is if they're a poison type Pokémon, because anyone else who tries to make their way through here is just going to melt and disintegrate.
Carefully, you make your way back to the fork, avoiding the acid pools you walked around before. Part of you isn't exactly thrilled walking around them seemed to be for nothing, but you at least note it for the others to be aware of if they come down this way.
Once you come back to the fork, you decide to try Tunnel #3. Hoping you have a little more luck with this one, you make your way down and still keep on high alert for anything. Thankfully, this tunnel doesn't seem to be heavy on the irritating noises, so it doesn't bother you to use your long ears to detect anything in advance.
But this tunnel in particular seems unusual. The more you travel down it, the more you want to keep going. Unlike the other two tunnels, the bricks in the walls soon transition into more fantastical sights, like a galaxy of stars, and then a sunrise. As you walk down, you actually become enticed by the phenomenal depictions of what look like magical fireworks, then serene clouds, and then a majestic undersea coral reef, like the entire tunnel is a movie screen, but you can feel like you're really there. It all seems quite dreamlike and you find yourself immersed in the color and wonder of it all.
You almost find yourself forgetting where you are, what you're doing, who you are, and why you're even here, and it almost takes a miracle for you to reflect on all this and snap out of the immersion and rapture of the dreamlike trance you're in...
{Beguiling Tunnel: +Fairy Type+}
You gasp, realizing this is actually a very unique form of a trap and the allure of this was just mere flicks away from resulting in you transcending down further and further into this trap endlessly. The tunnel goes on for what looks like forever, but you come to your senses and realize it's part of the dreamlike-illusion. However, because of this, you realize only a Fairy type Pokémon would know how to dispel the fantasy from what is real.
You shudder to think how many Pokémon might have come down this way, only to walk forever... and ever... and ever... never to wake up from an endless dream...
You quickly turn around and sprint back toward the way you came, almost flushed with fear. The area where the normalcy of the tunnel is seems like it's so distant away, but you race toward it, trying not to fall victim to the allure once again. You race past more amazing sights of mystical clouds, stars, and myriads of colors and captivating sights of sheer wonder, but you shut them out of your mind and lock your eyes back toward the start of the tunnel.
Thankfully, you make it back toward where the tunnel starts, and never once did you think you've be so relieved to see ordinary tunnel stones again. Carefully, you return back to the fork, ensuring you don't look back toward where the illusionary tunnel would have taken you...
At the end of it all, you sigh, realizing the only Pokémon that might make use of this place would be a dark, poison, or fairy type, but you figured you did your part in tracing what each of these three paths entail.
You decide to return back to base, tracing and backtracking your way out of the Mercenary Guild. It's been a long night and you could use the break now...
Lillian the Lopunny (M: Normal)
Health: 10/10 | Sanity: 8/8 | Purity: 10/10
Battle Stance: Fight
Perk: Diplomacy
Trait: Lucky
Equipment: Enigma Berry (until Day 8 Day Cycle)
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