Data [TLR DATA] Realgam Tower

JJayyFeather

Drifting~
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Realgam Tower
Difficulty: Legendary
Prerequisites: None
Pokemon
[HIDE=Araquanid][IMG]http://play.pokemonshowdown.com/sprites/bw/Araquanid.png[/IMG]
[B]Araquanid (M/F)
NATURE[/B]: Adamant (+1 Atk, -1 SpA)

[B]TYPE[/B]: Water / Bug
[B]ABILITIES[/B]: Water Bubble / Water Absorb(H)
[B]ITEM[/B]: Mystic Water

[B]STATS[/B]
HP: 100
Atk: Rank 4+
Def: Rank 3
SpA: Rank 1-
SpD: Rank 5
Spe: 42
Size Class: 4
Weight Class: 4
Base Rank Total: 18

EC: 6/6
MC: 20
AC: 5/5

[B]ATTACKS[/B]
Aqua Ring
Bite
Bubble
Bubble Beam
Bug Bite
Crunch
Entrainment
Infestation
Leech Life
Liquidation
Lunge
Mirror Coat
Soak
Spider Web
Water Sport
Wide Guard

Aurora Beam
Power Split
Spit Up
Sticky Web
Stockpile

Protect
Rain Dance
Reflect
Surf
Waterfall

[B]MC Allocation[/B]: 20[/HIDE]
[HIDE=Vikavolt][IMG]http://play.pokemonshowdown.com/sprites/bw/Vikavolt.png[/IMG]
[B]Vikavolt (M/F)
NATURE[/B]: Modest (+1 SpA, -1 Atk)

[B]TYPE[/B]: Bug / Electric
[B]ABILITIES[/B]: Levitate
[B]ITEM[/B]: Charged Stone

[B]STATS[/B]
HP: 100
Atk: Rank 2-
Def: Rank 3
SpA: Rank 7+
SpD: Rank 3
Spe: 43
Size Class: 2
Weight Class: 3
Base Rank Total: 20

EC: 9/9
MC: 20
AC: N/A

[B]ATTACKS[/B]
Acrobatics
Agility
Air Slash
Bite
Bug Bite
Bug Buzz
Charge
Crunch
Dig
Discharge
Guillotine
Iron Defense
Mud-Slap
Spark
String Shot
Thunderbolt
Vice Grip
X-Scissor
Zap Cannon

Electroweb
Harden
Mud Shot

Signal Beam
Laser Focus

Energy Ball
Protect
Hyper Beam
Solar Beam
Thunder Wave

[B]MC Allocation[/B]: 20[/HIDE]
[HIDE=Lanturn][IMG]http://play.pokemonshowdown.com/sprites/bw/Lanturn.png[/IMG]
[B]Lanturn (M/F)
NATURE[/B]: Modest (+1 SpA, -1 Atk)

[B]TYPE[/B]: Water / Electric
[B]ABILITIES[/B]: Volt Absorb, Illuminate / Water Absorb(H)
[B]ITEM[/B]: Rare Candy

[B]STATS[/B]
HP: 120
Atk: Rank 2-
Def: Rank 3
SpA: Rank 4+
SpD: Rank 3
Spe: 67
Size Class: 2
Weight Class: 2
Base Rank Total: 20

EC: 6/6
MC: 20
AC: 5/5

[B]ATTACKS[/B]
Aqua Ring
Bubble
Bubble Beam
Charge
Confuse Ray
Discharge
Eerie Impulse
Electro Ball
Flail
Hydro Pump
Ion Deluge
Signal Beam
Spark
Spit Up
Spotlight
Stockpile
Supersonic
Swallow
Take Down
Thunder Wave
Water Gun

Agility
Brine
Psybeam
Soak
Whirlpool

Dazzling Gleam
Hidden Power (Grass)
Ice Beam
Protect
Thunderbolt

[B]MC Allocation[/B]: 20[/HIDE]
[HIDE=Golem-A][IMG]https://play.pokemonshowdown.com/sprites/bw/golem-alola.png[/IMG]
[B]Golem-A (M/F)
NATURE[/B]: Careful (+1 SpD, -1 SpA)

[B]TYPE[/B]: Rock / Electric
[B]ABILITIES[/B]: Magnet Pull, Sturdy / Galvanize(H)
[B]ITEM[/B]: Muscle Band

[B]STATS[/B]
HP: 100
Atk: Rank 5
Def: Rank 5
SpA: Rank 2
SpD: Rank 3
Spe: 45
Size Class: 3
Weight Class: 7
Base Rank Total: 20

EC: 9/9
MC: 20
AC: 5/5

[B]ATTACKS[/B]
Charge
Defense Curl
Discharge
Double-Edge
Explosion
Heavy Slam
Rock Blast
Rock Polish
Rock Throw
Rollout
Self-Destruct
Smack Down
Spark
Stealth Rock
Steamroller
Stone Edge
Tackle
Thunder Punch

Autotomize
Block
Focus Punch
Hammer Arm
Wide Guard

Brick Break
Earthquake
Giga Impact
Protect
Rock Slide

[B]MC Allocation[/B]: 20[/HIDE]
[HIDE=Armaldo][IMG]https://play.pokemonshowdown.com/sprites/bw/Armaldo.png[/IMG]
[B]Armaldo (M/F)
NATURE[/B]: Adamant (+1 Atk, -1 SpA)

[B]TYPE[/B]: Rock / Bug
[B]ABILITIES[/B]: Battle Armor / Swift Swim (H)
[B]ITEM[/B]: Claw Fossil

[B]STATS[/B]
HP: 100
Atk: Rank 6+
Def: Rank 4
SpA: Rank 2-
SpD: Rank 3
Spe: 45
Size Class: 3
Weight Class: 4
Base Rank Total: 20

EC: 6/6
MC: 10
AC: 5/5

[B]ATTACKS[/B]
Ancient Power
Brine
Bug Bite
Crush Claw
Fury Cutter
Harden
Metal Claw
Mud Sport
Protect
Rock Blast
Scratch
Slash
Smack Down
Water Gun
X-Scissor

Aqua Jet
Iron Defense
Knock Off
Rock Slide
Swords Dance

Brick Break
Dig
Earthquake
Rock Slide
Stone Edge

[B]MC Allocation[/B]: 10[/HIDE]
[HIDE=Anorith][IMG]https://play.pokemonshowdown.com/sprites/bw/Anorith.png[/IMG]
[B]Anorith (M/F)
NATURE[/B]: Adamant (+1 Atk, -1 SpA)

[B]TYPE[/B]: Rock / Bug
[B]ABILITIES[/B]: Battle Armor / Swift Swim (H)
[B]ITEM[/B]: Hard Stone

[B]STATS[/B]
HP: 90
Atk: Rank 4+
Def: Rank 2
SpA: Rank 1-
SpD: Rank 2
Spe: 75
Size Class: 1
Weight Class: 2
Base Rank Total: 14

EC: 0/6
MC: 10
AC: 5/5

[B]ATTACKS[/B]
Ancient Power
Brine
Bug Bite
Crush Claw
Fury Cutter
Harden
Metal Claw
Mud Sport
Protect
Rock Blast
Scratch
Slash
Smack Down
Water Gun
X-Scissor

Aqua Jet
Iron Defense
Knock Off
Rock Slide
Swords Dance

Brick Break
Dig
Rock Slide
Sandstorm
Substitute

[B]MC Allocation[/B]: 10[/HIDE]
[HIDE=Mollux][IMG]https://play.pokemonshowdown.com/sprites/bw/Mollux.png[/IMG]
[B]Mollux (M/F)
NATURE[/B]: Modest (+1 SpA, -1 Atk)

[B]TYPE[/B]: Fire / Poison
[B]ABILITIES[/B]: Dry Skin / Illuminate (H)
[B]ITEM[/B]: Weakness Policy

[B]STATS[/B]
HP: 100
Atk: Rank 1-
Def: Rank 3
SpA: Rank 6+
SpD: Rank 4
Spe: 76
Size Class: 3
Weight Class: 3
Base Rank Total: 20

EC: N/A
MC: 20
AC: 5/5

[B]ATTACKS[/B]
Acid
Acid Armor
Acid Spray
Belch
Bide
Clear Smog
Confuse Ray
Ember
Eruption
Final Gambit
Gunk Shot
Heat Wave
Inferno
Lava Plume
Moonlight
Recover
Toxic Spikes
Water Gun
Withdraw

Fire Spin
Gastro Acid
Helping Hand
Trick
Venom Drench

Flamethrower
Protect
Sludge Bomb
Sludge Wave
Thunderbolt

[B]MC Allocation[/B]: 20[/HIDE]
[HIDE=Aurumoth][IMG]https://play.pokemonshowdown.com/sprites/bw/Aurumoth.png[/IMG]
[B]Aurumoth (M/F)
NATURE[/B]: Sassy (+1 SpD, -1 Spe, -10% Eva)

[B]TYPE[/B]: Bug / Psychic
[B]ABILITIES[/B]: Weak Armor, No Guard / Light Metal (H)
[B]ITEM[/B]: Expert Belt

[B]STATS[/B]
HP: 110
Atk: Rank 5
Def: Rank 4
SpA: Rank 5
SpD: Rank 4+
Spe: 81-
Size Class: 4
Weight Class: 5
Base Rank Total: 24

EC: 9/9
MC: 30
AC: 5/5

[B]ATTACKS[/B]
Ancient Power
Bug Bite
Confusion
Dragon Dance
Final Gambit
Heal Pulse
Healing Wish
Light Screen
Lunge
Ominous Wind
Psychic Terrain
Quiver Dance
Reflect
Silver Wind
String Shot
Struggle Bug
Sunny Day
Tackle
Tail Glow
Will-O-Wisp
Wish
Zen Headbutt

Bug Buzz
Counter
Disable
Hydro Pump
Megahorn

Blizzard
Protect
Psychic
Psyshock
Thunder

[B]MC Allocation[/B]: 30[/HIDE]
[HIDE=Genesect][IMG]https://play.pokemonshowdown.com/sprites/bw/Genesect.png[/IMG]
[B]Genesect (-)
NATURE[/B]: Serious

[B]TYPE[/B]: Bug / Steel
[B]ABILITIES[/B]: Download
[B]ITEM[/B]: Expert Belt

[B]STATS[/B]
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 5
SpD: Rank 3
Spe: 99
Size Class: 3
Weight Class: 4
Base Rank Total: 24

EC: N/A
MC: 30
AC: N/A

[B]ATTACKS[/B]
Bug Buzz
Fell Stinger
Flame Charge
Fury Cutter
Hyper Beam
Lock-On
Magnet Bomb
Magnet Rise
Metal Claw
Metal Sound
Quick Attack
Screech
Self-Destruct
Signal Beam
Simple Beam
Slash
Techno Blast
Tri Attack
X-Scissor
Zap Cannon

Giga Drain
Gunk Shot
Iron Head
Magic Coat
Zen Headbutt

Flamethrower
Ice Beam
Protect
Solar Beam
Thunderbolt

[B]MC Allocation[/B]: 30[/HIDE]


Scenarios
Once ravaged by rampant crime, peace has finally returned to the Orre region in recent years. Following the downfall of the region's largest organized crime syndicate, an international team of researchers and Pokemon breeders have established a base at Gateon Port dedicated to replenishing the region's depleted supply of wild Pokemon.

Things had been going smoothly since then... until several months ago, when a series of curious disturbances began hindering their efforts, the latest of which – a sudden radio silence from the organization's base at Realgam Tower – required them to call for outside help. The already-limited resources of the Orre team have begun to run short; there is no time to waste. You've been asked to accompany two of the organization's members to investigate the Realgam Tower. One of your partners, a serious young researcher named Naps, assures you that it's probably just a simple communications failure, but the other, a communications agent named Marcia, tells you that she’s got a bad feeling about this assignment.
After a long and bumpy ride on the back of Naps’s motorbike, you finally arrive at Realgam Tower. It’s stunning. The immense glass spear towers over the barren desert beneath. At the top rests an enormous ivory platform, connected to three more towers that extend even higher into the skies. Its magnificence is only amplified by the emptiness of the wasteland surrounding it. It’s surprising to find that such a majestic piece of architecture exists in a backwater region like Orre.

“That’s the Realgam Colosseum,” Naps explains, as he notices your gawking. “There’s a fair bit of history behind that. In the past, it was used as a battling arena for the elite. But the competitive scene’s moved to Orre Colosseum, so now this building serves as the communications hub for our Desert Branch. All of our research outposts in this area report to Realgam Tower, so we won’t be able to communicate with any of our desert researchers until we get this place back online.”

“That’s odd,” Marcia says quietly. “Someone’s supposed to be waiting for us at the door. It’s the standard protocol for communications failure.”

Naps shrugs and climbs off the motorbike, walking up to the entrance to the tower, which is similarly magnificent: a platform of sparkling ebony and ivory, with a shimmering Sudowoodo-themed fountain to your left and right and a crimson carpet in the middle leading to the door, a small chrome dome connected to the rest of the facility through a series of glass tunnels. Naps walks up to the door, then frowns.

“It’s locked.”

“These are electronic doors. They’re supposed to open automatically,” Marcia gasps. “Someone must’ve cut the power to the security system.”

“Looks like we’ll need to head back to headquarters,” Naps suggests.

“I’ve got a better idea.” Marcia throws two Pokeballs. “Plusle, Minun, let’s go.” She nods to the two electric Pokemon that appear, and the duo strike the door with a combined electric surge. It promptly opens.

“We can supply power to the building from out here. We won’t be able to come with you guys, but I can give you this.” She pulls out her laptop from the backpack she brought with her and hands you and Naps each a headset. “I’ll be able to provide ground support from here.”

You and Naps enter Realgam Tower’s complex system of tunnels, carried by a high-speed electric platform. Through the headset, Marcia guides the two of you through the labyrinth. You try to make a mental map of the building, but with each turn you make, you become less and less sure of your position in the building. Looks like you’ll need to rely on Marcia’s support if you don’t want to get lost in this sprawling glass maze.

The two of you arrive in a room that’s different from the others. Along one of the walls is a hexagonal metal door, with four steel bars locking the door into place. There are four glass Pokeball replicas beside the door: a red one and a white one to the left and a blue one and a yellow one to the right.

You approach the door and try to force it open.

“Don’t bother. Those bars won’t budge,” Naps pulls you back.

Marcia’s voice sounds from your headset. “There must’ve been an emergency. They’ve placed the Tower on lockdown. With the communications system down, we can’t ask the researchers to open the door for us, or even ask them what happened. We can’t even call for backup.”

“We’ll have to head back to Gateon Port for reinforcements,” says Naps.

“There’s no time! They need our help. We need to get inside the Tower now. We’ve created a system to manually override the lockdown in case of a situation like this one. There are four drives that we’ve hidden throughout the Tower’s entrance. If we can get them, we can open the door. I have their locations on my laptop, and I’ll guide you to them. There are two that are close to where you guys are. You two need to split up and get the Douse Drive and Shock Drive.”

Naps sighs. “I guess that’s that. Which one do you want to take?”

Player Options
A
. Search for the Douse Drive
B. Search for the Shock Drive
You follow Marcia’s directions to reach the Douse Drive.

“It should be right behind the next door.”

The automatic door opens, but when you step on the platform that should take you through the tunnel, nothing happens. You looks down and see that the floor of the tunnel has been flooded with water up to your ankles. The water must have short circuited the transportation system.

“I don’t know what’s going on here, but it looks like you’ll have to make it the rest of the way on foot. It’s only one tunnel, though! You should be fine.”

Just as you’re about to step into the tunnel, as if to mock her, an Araquanid jumps up from the water. You move to back away, but a Vikavolt suddenly appears behind you, startling <Target Pokemon> and knocking it back into the water-filled tunnel. The Vikavolt hits <Target Pokemon> with a nasty Thunder Wave before flying away. Then, Araquanid covers <Target Pokemon> with a sticky Spider Web. You try to follow them, but the door abruptly closes in your face.

“What is happening?! I can try to get the door open for you, but it’ll take us a while. Plusle and Minun are all tired out from powering the facility. We’ll need about 2 rounds to charge up the electricity we need to open the door. In the meantime, <Target Pokemon> will have to fend off that Araquanid on its own.”

[Ref Note] Initiate Trap encounter with Araquanid. Arena: Realgam Tower. Trap Moves: Araquanid's Spider Web, Vikavolt's Thunder Wave (EN will be deducted from the Guardian Vikavolt). Trap Target: Fire-type, then lowest Atk. Grant reprieve upon victory.​

With Araquanid <defeated/captured>, the water begins to drain from the tunnel.

“Looks like everything went alright. While you were fighting, I managed to activate the tunnel’s drainage system so you should be able to ride the platform to the Douse Drive now.”

You arrive at an empty room that is completely identical to the one you’ve been to before, checkerboard floor and all.

“Don’t worry,” Marcia laughs. “It’s the right room. Walk three steps forward and five steps to the right.”

You’re confused, but you follow her instructions. As you take the last step, the tile you’re standing on sinks into the ground. A pressure plate. You’ve played enough video games to recognize a booby trap when you see one, so you brace yourself for a fight.

Marcia laughs again. “Look to your right, Indiana Jones.”

A blue card is ejected from a slot in the wall that you hadn’t noticed before.

“Naps got the Shock Drive without any problems, so head back to the room with the locked door.”

When you arrive, Naps is waiting for you. He seems almost surprised to see you as you enter. He then looks down at your feet.

“Nice shoes,” he remarks.

You look down to see that your shoes had gotten soaking wet during the battle.

“We ran into some problems getting the Douse Drive, but we’ve taken care of it," Marcia explains to Naps. "Next are the Burn Drive and the Chill Drive. These are in opposite sides of the facility, so you’ll need to split up again.”

“I don’t care where I go. Which one do you want to take?”

Player Options
A. Burn Drive
B. Chill Drive
You follow Marcia’s directions to reach the Shock Drive.

“It should be right behind the next door.”

The automatic door opens, but when you step on the platform that should take you through the tunnel, nothing happens. You looks down and see sparks flying from the rails. The transportation system must’ve been overloaded by excess electricity.

“I don’t know what’s going on here, but it looks like you’ll have to make it the rest of the way on foot. It’s only one tunnel, though! You should be fine.”

Just as you’re about to step into the tunnel, as if to mock her, a Vikavolt flies up from the sparks. You move to back away, but an Araquanid suddenly appears behind you, startling <Target Pokemon> and knocking it back into the water-filled tunnel. The Araquanid assists Vikavolt with a protective Safeguard before running away. Then, Vikavolt starts Charging up for a powerful attack. You try to follow them, but the door abruptly closes in your face.

“What is happening?! I can try to get the door open for you, but it’ll take us a while. Plusle and Minun are all tired out from powering the facility. We’ll need about 2 rounds to charge up the electricity we need to open the door. In the meantime, <Target Pokemon> will have to fend off that Vikavolt on its own.”

[Ref Note] Initiate Trap encounter with Vikavolt. Arena: Realgam Tower. Trap Moves: Vikavolt's Charge, Araquanid's Safeguard (EN will be deducted from the Guardian Araquanid). Trap Target: Flying-type, then lowest SpD. Grant reprieve upon victory.​

With Vikavolt <defeated/captured>, the electricity begins to drain from the tunnel.

“Looks like everything went alright. While you were fighting, I managed to activate the tunnel’s drainage system so you should be able to ride the platform to the Shock Drive now.”

You arrive at an empty room that is completely identical to the one you’ve been to before, checkerboard floor and all.

“Don’t worry,” Marcia laughs. “It’s the right room. Walk three steps forward and five steps to the right.”

You’re confused, but you follow her instructions. As you take the last step, the tile you’re standing on sinks into the ground. A pressure plate. You’ve played enough video games to recognize a booby trap when you see one, so you brace yourself for a fight.

Marcia laughs again. “Look to your right, Indiana Jones.”

A yellow card is ejected from a slot in the wall that you hadn’t noticed before.

“Naps got the Douse Drive without any problems, so head back to the room with the locked door.”

When you arrive, Naps is waiting for you. He seems almost surprised to see you as you enter. He then looks down at your feet.

“Nice shoes,” he remarks.

You look down to see that your shoes had gotten burnt from the electrified floor during the battle.

“We ran into some problems getting the Shock Drive, but we’ve taken care of it," Marcia explains to Naps. "Next are the Burn Drive and the Chill Drive. These are in opposite sides of the facility, so you’ll need to split up again.”

“I don’t care where I go. Which one do you want to take?”

Player Options
A. Burn Drive
B. Chill Drive
As you follow Marcia's instructions to get to the Chill Drive, you notice that parts of the building have fallen into disrepair. Some rooms have holes in the floor tiles, exposing the water pipes beneath. Others have jammed, unopenable doors that force Marcia to direct you along an alternate route.

"We've gotten a bit behind on maintenance here. It's a big building and money's tight. Since we don't really use this wing for much, renovations have never really been high-priority. I'll have to have them move the Chill Drive to a different location once this is over."

You reach a dead end room that's exactly like the others. Once again, Marcia has you step on a specific tile, which causes a white key card to be released from a hidden card slot.

"Looks like the Chill Drive retrieval went smoothly. Hurry back to regroup with Naps."

You open the door to exit, but a Syclant is waiting for you behind it. Remembering how the Vikavolt and Araquanid caught you off-guard before, you immediately assume a defensive stance, allowing your Pokemon to dodge out of the way as Sylcant attempts to charge your team. Its surprise attack foiled, Syclant looks apprehensively at your team. It evidently knows that it cannot possibly defeat your Pokemon, but it begins channeling an orb of blue light.

"What is it do- OH NO! This is bad. You need to get out right away. Put as much distance from the Syclant as you can!"

You don't need to be told twice. You're halfway through the tunnel leading back to the previous room, when the door explodes behind you. The white orb has become enormous and is racing towards you rapidly, coating everything in its path in a thick layer of ice.

As the orb edges closer and closer towards you, you and your Pokemon brace yourselves for the impact, but a bolt of electricity suddenly strikes the ground behind you, creating a wall of energy that deflects the orb away from your team.

"Nice Light Screen, Minun. We were able to provide some long-distance back-up this time, but it really drained us. We're not in any state to be repeating a feat like that anytime soon."

You looks around. The Light Screen could only deflect the massive orb, which continued to freeze everything in its icy path. Your surroundings are covered in thick ice. Your teeth chatter in the frigid cold.

"That Syclant sacrificed itself for this attack. You have to get away as soon as possible. The temperature's dropped to well below freezing, and every minute you stand out here will only drain your energy more and more."

The moving platform has been completely frozen. It won't budge.

"The transportation system's down in this wing of the building. It's all frozen over. You'll have to make it out of the wing on foot. But wait! I can get you through a shortcut. In the next room, there's a hole in the ground leading to some of the maintenance tunnels. If you follow the water pipes down there, you can get to the next room faster, twice as fast. But it might be dangerous. Those tunnels haven't been used in over a decade. What do you think?"

Player Choice (Note: At this point, the player may choose to select the same choice for all 3 intersections)
A. Follow the shortcut
B. Take the long path

You decide to take the shortcut.

As you walk down the maintenance tunnel, the water pipes next to you begin to groan, but Marcia assures you that they'll hold. In theory, the pipes in Realgam Tower should be able to hold without maintenance for another five years. You're aware that theory and reality are quite different things, but it seems that Marcia's right this time, as you make it through without problems.

[Ref Note] +1 minute​
You decide not to take unnecessary risks, opting to avoid Marcia's shady shortcuts.

[Ref Note] +2 minutes>​

The icy cold drains your team's spirit. Your entire team loses X EN.

[Ref Note] X is equal to the total number of minutes + 4​

"Good. You've made it through safely. I've got bad news though. The door that I was going to take you through's been sealed shut. The cold must be causing some of the machinery to malfunction. I'll have to route you through a roundabout path if you want to take the tunnels. But I've found another shortcut. In the next room, you can climb into the vent and reach the next room through the heating system. It's a tight squeeze and I can't make any guarantees about its safety, but it'll get you through a lot faster."

Player Choice
A. Follow the shortcut
B. Take the long path

You decide to take the shortcut. You climb into the vents. It's sooty and dirty and the heaters are running on full blast, but it's still not enough to counter the icy cold air surrounding you. Your team is about half-way through when Marcia suddenly shouts through your headset, "You need to hurry up. The heating system overloaded and caught fire. If you speed up, you should be fine, but there isn't a minute to lose."

It's true. You can't see the fire behind you, but you can smell a faint trace of smoke.

You and your team high-tail it through the vents and quickly end up in the next room. You break off a chunk of ice from the enormous icicles hanging from the ceiling and shove it into the vent, sealing the room off from the approaching fire. That was a close one.

[Ref Note] +1 minute​
You decide not to take unnecessary risks, opting to avoid Marcia's shady shortcuts.

[Ref Note] +2 minutes​

The icy cold drains your team's spirit. Your entire team loses X EN.

[Ref Note] X is equal to the total number of minutes + 4​

"We're almost there. You only have to pass through one more room. The effects of Syclant's attack don't extend past this wing of the Tower, so you'll be safe there. There's good news too. Since it's less cold in this room, Plusle and I can activate the transportation platform and get you out of there in no time!"
Player Choice
A. Follow the shortcut
B. Take the long path

You're grateful for Marcia's help. The cold's starting to take its toll on your team, and you need to get out of there immediately.

[Ref Note] +1 minute​
You decide not to take unnecessary risks, opting to walk through the last tunnel on foot.

[Ref Note] +2 minutes​


The icy cold drains your team's spirit. Your entire team loses X EN.

[Ref Note] X is equal to the total number of minutes + 4​
[Ref Note] Grant reprieve before the Guardians. If Douse Drive was chosen for RP1, enter Guardians (Shock Drive: Shocking Strife). If Shock Drive was chosen for RP1, enter Guardians (Douse Drive: Drenching Disturbance)​
Going through the tunnels, you notice that the closer you get to the Burn Drive, the warmer it becomes. By the time Marcia informs you that the drive is just behind the next door, the brisk, air-conditioned environment has turned into something resembling a sauna. Cobwebs have also begun popping up, a stark contrast to the pristine and well-maintained rooms that you've been in before.

"The computer says that the heating system is functioning properly, so I'm not sure what's wrong with the temperature. The cobwebs shouldn't be there either; we have a cleaning crew sweep through this wing of the Tower on a weekly basis. Well, whatever it is, just grab the Burn Drive and go. You're not gonna want to stick around here. Now once you get inside, take a look at the floor and twelve steps forward and -"

You enter the Burn Drive's room. The floor is not visible.

"...What?"

The entire room – walls, floor, and ceiling – are covered by a thick blanket of silk strands. A small fire is lit in the middle of the room, but the silk threads are in no way damaged by the flames. Surrounding the fire are several large mounds, about two feet in diameter, covered in white fluff. There's no mistaking it.

"...A Volcarona nest? But how?"

One of the mounds shifts slightly.

"This is bad. Those eggs can hatch any second now, and once they do, the mother is going to return. You definitely don't want to face the wrath of a queen Volcarona and her children. You have to find that drive immediately."

The mound starts shaking more intensely.

"It's too late. There's no time."

You hear the groaning of machinery behind you. The mother is returning.

"The mother's activated the transportation platform. You have about 30 seconds before she gets here. But I have good news for you. There's a supply closet in this room. If you turn to your right and dig through the silk, you can get in and hide until the mother leaves."

You do as Marcia says, and sure enough, you find a door.

You hear a thud. The mother has arrived. The door is opening.

Player Choice
A. Hide underneath the silk on the ground
B. Stand your ground and intimidate the Volcarona
C. Hide in the closet

The layer of silk on the floor is thick enough to hide you and your Pokémon as you burrow beneath the sticky strands. You and your team lie as still as humanly possible, terrified to even take a breath. You wait for what seems like hours when Marcia's voice cuts through the tense silence, "The mother's activated the transport system. She and her children should be gone now. Get up and look for the drive."

You don't need to be told twice. Something wet has leaked through the silk and you're eager to get out. Upon emerging from your hiding spot, you notice that the mounds from earlier are now broken, spilling out a mysterious liquid onto the silk below.

"That's amniotic fluid from the hatched insect eggs."

You're going to need a long shower when this is over.

The fire in the center of the room has been put out, and in its place is a small red key card.

"There's the Burn Drive!"

As you walk over to retrieve it, a Mollux crawls up from the silk across the room, moving toward the drive.

You and your team attempt to run to get the Burn Drive before the Mollux can, but the stickiness of the silk strands that you had been covered in before slow you down, allowing the Mollux to get to it and snatch the drive before your eyes.

"The Mollux must be drawn to the heat from the Burn Drive!"

You and your Pokémon approach the little mollusk, hoping to reason with it. The Mollux assumes a fighting stance, challenging you to a fight. Looks like negotiation is off the table.

[Ref Note] Initiate Rare Encounter with Mollux. Arena: Steaming Nest.​

The <captured/defeated> Mollux hands over the Burn Drive to you, acknowledging its defeat.
The Mollux crawls over to the corner of the room, disappearing for a moment into the thick silk. It emerges carrying a Full Restore, which it brings over to you. It seems like the Mollux was impressed by your fighting skills and wants to give you a present.

[Ref Note] Grant Full Restore to the player​


It re-ignites the fire in the center of the room, giving the room a comfortably warm glow and allowing you and your Pokémon a few minutes of rest before Marcia interrupts your relaxation.

[Ref Note] Active Pokemon restore 15 HP and EN​
There's no point in hiding. You rush to one of the mounds in the room and assume a combat stance.

The mother Volcarona enters the room, and stops in shock when it sees you. It appears to be very angry, and is about to unleash a fiery blast onto your team, when you gesture to the mound with a threatening motion. Your intentions are clear.

She freezes, then nods in understanding, but the raging fury in her eyes only intensifies. She does a quick Quiver Dance, and the mounds open up. Little Larvestas emerge from the sacs and clumsily waddle over to their mother.

"The vibrations from Volcarona's Quiver Dance can force her eggs to hatch if she believes her children are in danger. But they rarely do this, since the premature Larvesta tend to be weaker and less healthy than those that emerge on their own."

The mother Volcarona and her young move to the door. The Volcarona does a Quiver Dance again, but this time, a faint red light appears from beneath the silk on the ground. She and her children take their leave, exiting through the transport system, though she gives you one last hateful glance before she goes.

"I'm not exactly sure what that red light is, but it can't be good. Let's get the Drive and get out."

Following Marcia's commands, you retrieve the Burn Drive from within the fire in the center of the room. You and your team take a couple minutes to rest by the fire before Marcia interrupts your relaxation.

[Ref Note] Active Pokemon restore 15 HP and EN​
You hurriedly open the door and rush inside, hoping that the mother Volcarona didn't see you. It's a bit cramped in the small closet, but it's certainly preferable to experiencing the wrath of a nesting Volcarona. You and your team stand as still as humanly possible, terrified to even take a breath. You wait for what seems like hours when Marcia's voice cuts through the tense silence, "The mother's activated the transport system. She and her children should be gone now. Get out and look for the drive."

You don't need to be told twice. One of your Pokémon had been stepping on your feet and now you can't feel your toes.

The fire in the center of the room has been put out, and in its place is a small red key card.

"There's the Burn Drive!"

As you walk over to retrieve it, a Mollux crawls up from the silk across the room, moving toward the drive. You and your Pokémon rush to the drive before the Mollux can get to it, snatching it away just as the Mollux arrives.

The Mollux concedes the Drive to you. As a gesture of good-will, it re-ignites the fire in the center of the room, giving the room a comfortably warm glow and allowing you and your Pokémon a few moments of rest before Marcia interrupts your relaxation.

[Ref Note] Active Pokemon restore 5 HP and EN​


"There's no time to rest. Hurry back and re-group with Naps."

[Ref Note] Grant reprieve before the Guardians​
[Ref Note] If Douse Drive was chosen for RP1, enter Guardians (Shock Drive: Shocking Strife). If Shock Drive was chosen for RP1, enter Guardians (Douse Drive: Drenching Disturbance).​
You're about half-way back to the room with the large door.

"Alright, now take the tunnel on your ri-"
Marcia pauses abruptly. You hear the rapid shuffling of papers through your headset. "Wh-where is he?" The sound of Marcia frantically typing into her laptop can be heard.

She keeps you in the dark for several agonizing minutes.

"Naps disappeared. His tracker isn't responding and he isn't talking to me. He could be in danger! His last reported location was at the <Burn/Chill> Drive room. You have to investigate there immediately!"

You run through the facility until you end up back at the room where you and Naps split up.

"You're halfway there, now take the door straight ahead."

Before you can get there, the door opens, and the Araquanid from earlier jumps out, accompanied by a Lanturn.

"They're hostile. We don't have time for a fight. Try to get to the door."

You run for the door, but the Lanturn blocks your way. The Araquanid, which you now see is carrying a blue key card, jumps over you, inserting the card into the blue glass Pokeball in the wall. Immediately, an alarm sounds and all the doors in the room click shut.

"These Pokémon have activated the defense system?! This isn't good. All the doors have been sealed shut. Did you see what that bug was carrying? It was the Douse Drive that Naps retrieved earlier! You need to take it
out of its slot to disable the security alert."

The hostile Pokémon have moved in front of the glass Pokeball. They will not allow you to pass.

"They want a fight? Listen, the Drive is boosting their Water abilities and making them far more powerful. Be careful, but please hurry. I'm really worried about Naps. I don't know what happened to him, but it can't be good."

[Ref Note] Initiate Guardian Fight with Araquanid and Lanturn. Arena: Douse Gate.​
You're about half-way back to the room with the large door.

"Alright, now take the tunnel on your ri-"
Marcia pauses abruptly. You hear the rapid shuffling of papers through your headset. "Wh-where is he?" The sound of Marcia frantically typing into her laptop can be heard.

She keeps you in the dark for several agonizing minutes.

"Naps disappeared. His tracker isn't responding and he isn't talking to me. He could be in danger! His last reported location was at the <Burn/Chill> Drive room. You have to investigate there immediately!"

You run through the facility until you end up back at the room where you and Naps split up.

"You're halfway there, now take the door straight ahead."

Before you can get there, the door opens, and the Vikavolt from earlier jumps out, accompanied by an Alolan Golem.

"They're hostile. We don't have time for a fight. Try to get to the door."

You run for the door, but the Alolan Golem blocks your way. The Vikavolt, which you now see is carrying a yellow key card, flies over you, inserting the card into the/yellow glass Pokeball in the wall. Immediately, an alarm sounds and all the doors in the room click shut.

"These Pokémon have activated the defense system?! This isn't good. All the doors have been sealed shut. Did you see what that bug was carrying? It was the Shock Drive that Naps retrieved earlier! You need to take it
out of its slot to disable the security alert."

The hostile Pokémon have moved in front of the glass Pokeball. They will not allow you to pass.

"They want a fight? Listen, the Drive is boosting their Electric abilities and making them far more powerful. Be careful, but please hurry. I'm really worried about Naps. I don't know what happened to him, but it can't be good."

[Ref Note] Initiate Guardian Fight with Vikavolt and Golem-A. Arena: Shock Gate​
"Look's like you've taken care of them. Hurry to the <Chill/Burn> Drive. There's no time to waste. The coast is clear now."

The universe apparently loves proving Marcia wrong, and, right on track, the door that you had been running to suddenly opens, revealing an Armaldo and her two children. Upon seeing the fallen bodies of her comrades, whom you've just defeated, she flies into a rage. She lunges at your team with her sword-like claws, and the two Anorith follow close behind her, ready to assist their mother.

"Where do these bugs keep coming from?!"

[Ref Note] Initiate Nest Fight with Armaldo and 2x Anorith. Arena: Realgam Tunnel​

[Ref Note] Grant reprieve before the next RP.​

[Ref Note] If Burn Drive was chosen for RP2, enter RP4 (Chill Drive: Frozen Flight 2). If Chill Drive was chosen for RP2, enter RP4 (Burn Drive: Embryonic Embers 2).​
"Alright, you're done with them. I've done a full scan of the building while you were fighting. There's still no trace of Naps, but I see hordes of Bug-type Pokemon patrolling the facility. The route to the Chill Drive should be safe for now, but keep your guard up. And hurry."

As you follow Marcia's instructions to get to the Chill Drive, you notice that parts of the building have fallen into disrepair. Some rooms have holes in the floor tiles, exposing the water pipes beneath. Others have jammed, unopenable doors that force Marcia to direct you along an alternate route.

"We've gotten a bit behind on maintenance here. It's a big building and money's tight. Since we don't really use this wing for much, renovations have never really been high-priority. I'll have to have them move the Chill Drive to a different location once this is over."

You reach a dead end room that's exactly like the others. Once again, Marcia has you step on a specific tile, which causes a white key card to be released from a hidden card slot.

"Looks like the Chill Drive retrieval went smoothly. But where on earth is Naps?"

You open the door to exit, but a Syclant is waiting for you behind it. Remembering how the Vikavolt and Araquanid caught you off-guard before, you immediately assume a defensive stance, allowing your Pokemon to dodge out of the way as Sylcant attempts to charge your team. Its surprise attack foiled, Syclant looks apprehensively at your team. It evidently knows that it cannot possibly defeat your Pokemon, but it begins channeling an orb of blue light.

"What is it do- OH NO! This is bad. You need to get out right away. Put as much distance from the Syclant as you can!"

You don't need to be told twice. You're halfway through the tunnel leading back to the previous room, when the door explodes behind you. The white orb has become enormous and is racing towards you rapidly, coating everything in its path in a thick layer of ice.

As the orb edges closer and closer towards you, you and your Pokemon brace yourselves for the impact, but a bolt of electricity suddenly strikes the ground behind you, creating a wall of energy that deflects the orb away from your team.

"Nice Light Screen, Minun. We were able to provide some long-distance back-up this time, but it really drained us. We're not in any state to be repeating a feat like that anytime soon."

You looks around. The Light Screen could only deflect the massive orb, which continued to freeze everything in its icy path. Your surroundings are covered in thick ice. Your teeth chatter in the frigid cold.

"That Syclant sacrificed itself for this attack. You have to get away as soon as possible. The temperature's dropped to well below freezing, and every minute you stand out here will only drain your energy more and more."

The moving platform has been completely frozen. It won't budge.

"The transportation system's down in this wing of the building. It's all frozen over. You'll have to make it out of the wing on foot. But wait! I can get you through a shortcut. In the next room, there's a hole in the ground leading to some of the maintenance tunnels. If you follow the water pipes down there, you can get to the next room faster, twice as fast. But it might be dangerous. Those tunnels haven't been used in over a decade. What do you think?"

Player Choice (Note: At this point, the player may choose to select the same choice for all 3 intersections)
A. Follow the shortcut
B. Take the long path

You decide to take the shortcut.

Immediately after dropping into the tunnel, you're hit by a crushingly-strong burst of water. <Pokemon 1> and <Pokemon 2> dive in front of you to protect you from the blast, giving you time to get away. You've taken no real damage, but your Pokemon can't say the same.

You look at the pipe that spewed the water at you. Around a large hole in the pipe is an enormous dent jutting toward the inside of the pipe, as if someone had hit the pipe with a sledgehammer.

"I'm so sorry about what happened. I have no idea what could've done this kind of damage to the pipes."

You make it through the rest of the tunnel without further problems, besides your drenched clothes and dripping hair.

[Ref Note] Two Pokemon of the ref's choice are hit by Hydro Pump, which always hits and is calculated with Rank 5 SpA and STAB. +1 minute.​
You decide not to take unnecessary risks, opting to avoid Marcia's shady shortcuts.

[Ref Note] +2 minutes​

The icy cold drains your team's spirit. Your entire team loses X EN.

[Ref Note] X is equal to the total number of minutes + 4​

"Good. You've made it through safely. I've got bad news though. The door that I was going to take you through's been sealed shut. The cold must be causing some of the machinery to malfunction. I'll have to route you through a roundabout path if you want to take the tunnels. But I've found another shortcut. In the next room, you can climb into the vent and reach the next room through the heating system. It's a tight squeeze and I can't make any guarantees about its safety, but it'll get you through a lot faster."

Player Choice
A. Follow the shortcut
B. Take the long path

You decide to take the shortcut. You climb into the vents. It's sooty and dirty and the heaters are running on full blast, but it's still not enough to counter the icy cold air surrounding you. Your team is about half-way through when Marcia suddenly shouts through your headset, "You need to hurry up. The heating system overloaded and caught fire. If you speed up, you should be fine, but there isn't a minute to lose."

It's true. You can't see the fire behind you, but you can smell a faint trace of smoke.

You keep moving through the vent, but there's something slippery on the floor that makes it difficult to move fast. There's a strange, greasy smell as well.

The vent quickly heats up, and the smell of smoke has gotten much stronger. You look behind you. There's a roaring fire just a few meters behind you.

"How is the fire moving this quickly?! It started at the opposite end of the tunnel."

Your team was already moving as fast as they could, but somehow, you find the energy to double your speed. When you reach the end of the tunnel, you're about to celebrate your successful escape, but when you look behind you, you notice that <Pokemon 1> and <Pokemon 2> have been injured. They must've taken the brunt of the flames, forming a living shield to protect you. There is a crushing mix of gratitude and guilt in your heart.

"There's no time to treat their injuries. You have to keep moving."

You don't want to stick around to let the fire catch up. You run to the next room, knocking over an empty can that someone had left on the floor. You don't have the time to go back and examine it, but as you look over your shoulder, you can see the bold print on the front of the can that clearly reads, "KEROSENE."

[Ref Note] Two Pokemon of the ref's choice are hit by Will-O-Wisp, which always hits. +1 minute.​
You decide not to take unnecessary risks, opting to avoid Marcia's shady shortcuts.

[Ref Note] +2 minutes​

The icy cold drains your team's spirit. Your entire team loses X EN.

[Ref Note] X is equal to the total number of minutes + 4​

"We're almost there. You only have to pass through one more room. The effects of Syclant's attack don't extend past this wing of the Tower, so you'll be safe there. There's good news too. Since it's less cold in this room, Plusle and I can activate the transportation platform and get you out of there in no time!"

Player Choice
A. Follow the shortcut
B. Take the long path

You're grateful for Marcia's help. The cold's starting to take its toll on your team, and you need to get out of there immediately.

You hop onto the platform, and it must be your lucky day, because as the platform begins to move, a loose cable starts discharging massive bursts of electricity from its exposed wires. <Pokemon 1> and <Pokemon 2> immediately grab the cable, shielding you from its wrath by taking the voltage into their own bodies. They're so worn out by the shocks that when the platform reaches its destination, they barely have the strength to stand. You're forced to carry them off into the next room. A room with proper heating and no damn electricity.

You examine the cable. There's a clean, straight break in the wires, as if someone had cut the cables with a knife.

[Ref Note] Two Pokemon of the ref's choice are hit by Thunder Wave, which always hits. +1 minute.​
You decide not to take unnecessary risks, opting to walk through the last tunnel on foot.

[Ref Note] +2 minutes​


The icy cold drains your team's spirit. Your entire team loses X EN.

[Ref Note] X is equal to the total number of minutes + 4​

[Ref Note] Grant reprieve before the boss fight.​
"Alright, you're done with them. I've done a full scan of the building while you were fighting. There's still no trace of Naps, but I see hordes of Bug-type Pokemon patrolling the facility. The route to the Burn Drive should be safe for now, but keep your guard up. And hurry."

Going through the tunnels, you notice that the closer you get to the Burn Drive, the warmer it becomes. By the time Marcia informs you that the drive is just behind the next door, the brisk, air-conditioned environment has turned into something resembling a sauna. Cobwebs have also begun popping up, a stark contrast to the pristine and well-maintained rooms that you've been in before.

"The computer says that the heating system is functioning properly, so I'm not sure what's wrong with the temperature. The cobwebs shouldn't be there either; we have a cleaning crew sweep through this wing of the Tower on a weekly basis. Well, whatever it is, just grab the Burn Drive and go. You're not gonna want to stick around here. Now once you get inside, take a look at the floor and twelve steps forward and -"

You enter the Burn Drive's room. The floor is not visible.

"...What?"

The entire room – walls, floor, and ceiling – are covered by a thick blanket of silk strands. A small fire is lit in the middle of the room, but the silk threads are in no way damaged by the flames. Surrounding the fire are several large mounds, about two feet in diameter, covered in white fluff. There's no mistaking it.

"...A Volcarona nest? But how?"

One of the mounds shifts slightly.

"This is bad. Those eggs can hatch any second now, and once they do, the mother is going to return. You definitely don't want to face the wrath of a queen Volcarona and her children. You have to find that drive immediately."

The mound starts shaking more intensely.

"It's too late. There's no time."

You hear the groaning of machinery behind you. The mother is returning.

"The mother's activated the transportation platform. You have about 30 seconds before she gets here. But I have good news for you. There's a supply closet in this room. If you turn to your right and dig through the silk, you can get in and hide until the mother leaves."

You do as Marcia says, and sure enough, you find a door. Unfortunately, it looks like someone boarded up the door with planks and nails. You pull as hard as you can, but that door isn't opening.

You hear a thud. The mother has arrived. The door is opening.

Player Choice
A. Hide underneath the silk on the ground
B. Stand your ground and intimidate the Volcarona

The layer of silk on the floor is thick enough to hide you and your Pokémon as you burrow beneath the sticky strands. You and your team lie as still as humanly possible, terrified to even take a breath. You wait for what seems like hours when Marcia's voice cuts through the tense silence, "The mother's activated the transport system. She and her children should be gone now. Get up and look for the drive."

You don't need to be told twice. Something wet has leaked through the silk and you're eager to get out. Upon emerging from your hiding spot, you notice that the mounds from earlier are now broken, spilling out a mysterious liquid onto the silk below.

"That's amniotic fluid from the hatched insect eggs."

You're going to need a long shower when this is over.

The fire in the center of the room has been put out, and in its place is a small red key card.

"There's the Burn Drive!"

As you walk over to retrieve it, a Mollux crawls up from the silk across the room, moving toward the drive.

You and your team attempt to run to get the Burn Drive before the Mollux can, but the stickiness of the silk strands that you had been covered in before slow you down, allowing the Mollux to get to it and snatch the drive before your eyes.

"The Mollux must be drawn to the heat from the Burn Drive!"

You and your Pokémon approach the little mollusk, hoping to reason with it. The Mollux assumes a fighting stance, challenging you to a fight. Looks like negotiation is off the table.

[Ref Note] Initiate Rare Encounter with Mollux. Arena: Steaming Nest​

The <captured/defeated> Mollux hands over the Burn Drive to you, acknowledging its defeat.

The Mollux crawls over to the corner of the room, disappearing for a moment into the thick silk. It emerges carrying a Full Restore, which it brings over to you. It seems like the Mollux was impressed by your fighting skills and wants to give you a present.

[Ref Note] Grant Full Restore to the player​


It re-ignites the fire in the center of the room, giving the room a comfortably warm glow and allowing you and your Pokémon a few minutes of rest before Marcia interrupts your relaxation.

[Ref Note] Active Pokemon restore 15 HP and EN​
There's no point in hiding. You rush to one of the mounds in the room and assume a combat stance.

The mother Volcarona enters the room, and stops in shock when it sees you. It appears to be very angry, and is about to unleash a fiery blast onto your team, when you gesture to the mound with a threatening motion. Your intentions are clear.

She freezes, then nods in understanding, but the raging fury in her eyes only intensifies. She does a quick Quiver Dance, and the mounds open up. Little Larvestas emerge from the sacs and clumsily waddle over to their mother.

"The vibrations from Volcarona's Quiver Dance can force her eggs to hatch if she believes her children are in danger. But they rarely do this, since the premature Larvesta tend to be weaker and less healthy than those that emerge on their own."

The mother Volcarona and her young move to the door. The Volcarona does a Quiver Dance again, but this time, a faint red light appears from beneath the silk on the ground. She and her children take their leave, exiting through the transport system, though she gives you one last hateful glance before she goes.

"I'm not exactly sure what that red light is, but it can't be good. Let's get the Drive and get out."

Following Marcia's commands, you retrieve the Burn Drive from within the fire in the center of the room. You and your team take a couple minutes to rest by the fire before Marcia interrupts your relaxation.

[Ref Note] Active Pokemon restore 15 HP and EN​


"There's no time to rest. We need to find Naps. Get back to the main room and we'll figure it out from there."

[Ref Note] Grant reprieve before the boss fight​
Marcia takes you on a roundabout path back to the control room, just in case Naps had gotten lost in some of the side tunnels, but there's still no sign of him. Marcia's cheery, sunny voice, despite her attempts to sound calm and collected, has taken a frantic edge as she guides you through the facility.

"It's gonna be okay. I know he's out there somewhere. We'll find him. Don't worry. Don't worry about Naps. Don't panic."

It looks like she could take some of her own advice. You're back at the control room, but Naps is still nowhere to be seen.

"Maybe he found another way in, and he's standing just behind the door?"

It's worth a shot. You insert the four keycards you've collected into their respective colored Pokeballs. The steel bars holding the door in place retract.

"Wait a second! I'm getting a signal from Naps's transmitter. He's on the other side, waiting for us! I'll open the door right away!"

It's dark behind the door. You step into the pitch black, but there's no light at all, save for what little can peak out from the room you entered from. The door shuts behind you abruptly, leaving you in complete darkness.

"For some reason, I can't turn the lights on here. Are they broken? Good thing your headset has a headlight attached to it. The switch is at the back."

You fiddle with it for a while to find the switch for the headlight. It's a mess. The lush red carpets covering the floor are charred and dotted with electricity burns. The communications equipment that fill the room are all in completely disrepair, some crackling with excess electricity, others drenched in water and short-circuited, others covered in a thick layer of ice. It's no wonder that you've been unable to communicate with them.

A familiar voice from behind you says, "Well, there you are. I thought you'd never make it."

It's Naps.

"The people here have been attacked by Bug Pokemon. They've holed themselves up in the old Colosseum for protection. I've been trying to get up there myself so I can help evacuate them, but the elevators won't work without security clearance. I've already contacted headquarters about reinforcements. They'll be here in ten minutes."

Marcia's voice is filled with relief. "That's Naps for you. Always one step ahead of us. I'll go get the elevators working."

"Great. Let's go."

You step into the elevator.

"Prepare yourself," Marcia warns. "Your first time on this elevator can get a little dizzying."

She wasn't lying. The elevator shoots up at what feels like a hundred miles per hour. The Colosseum is thousands of feet above the ground. You make an effort not to look beneath you as you accent.

Naps starts chuckling, first quietly, then getting louder and louder. You ask him why he's laughing, which only makes him break out into full-blown guffaws. He finally stops just as you reach the top.

"You humans are a gullible lot, aren't you."

The elevator doors open. The seats of the Colosseum are filled with people, the workers at the base who had fled to the Colosseum for protection. They eye you warily.

"I think it's time for my feast to begin. Thank you for getting the elevator working."

Naps steps out, and a dazzling light suddenly shines from his body. You close your eyes to shield them from the light, and when the light dies down, you open them to see an enormous insect standing where Naps once was. Panic ensues from the seats.

"Oh god, no. It's played us for a fool this whole time," Marcia cries.

"I must also thank you for recovering the Drives," says Aurumoth.

You reach into your back pocket, where you'd put the Drives. They're gone.

"These resourceful little humans managed to deactivate my master." The Aurumoth points to a hunk of purple metal standing in the center of the Colosseum. "But thanks to your help, I can bring him back online."

Aurumoth lifts up one of its wings, revealing the four Drives that it had stolen from you. He hurls them toward the pile of metal, using his telekinetic abilities to insert the cards into small slots embedded in the surface of the metal.

The hunk of metal stirs. The worried murmurs from the seats quickly elevate into sheer terror and horrified screams.

"My lord Genesect has returned. I think you and your Pokemon will make for a wonderful breakfast."

[Ref Note] Initiate boss fight with Genesect and Aurumoth. Arena: Realgam Colosseum​

Arenas
A spacious room with ivory and ebony tiles on the floor in a checkerboard pattern beneath an exquisite red carpet. It was clearly not meant for battling.

Effects:
No natural Rock, Water, or Grass
Camouflage: Normal
Secret Power: Paralysis
Nature Power: Tri Attack
A large room that serves as the entrance gate to the Realgam Colosseum. The Douse Drive has been activated, increasing the power of Water.

Effects:
If "B" was chosen during the Burn Drive RP, Araquanid and Lanturn's natural SpA, SpD, and Spe stages become +2.
Water-types gain Mold Breaker when attacking non-Water types.
Water Bubble boosts teammates' Water-type moves by 2 BAP.
No natural Rock, Water or Grass
Camouflage: Water
Secret Power: Drenched (3 actions)
Nature Power: Hydro Pump
A large room that serves as the entrance gate to the Realgam Colosseum. The Shock Drive has been activated, increasing the power of Electricity.

Effects:
If "B" was chosen during the Burn Drive RP, Vikavolt and Golem-A's natural SpA, SpD, and Spe stages become +2.
Electric-types gain Compoundeyes.
Battery also boosts Physical attacks by 2 BAP.
No natural Rock, Water or Grass
Camouflage: Electric
Secret Power: Paralysis
Nature Power: Thunder
A dark tunnel that connects two rooms of the Realgam Tower. The close quarters makes communication between teammates easier. A strange force makes Bug-type Pokemon more alert.

Effects:
The natural accuracy stage of Bug-types is +1.
Spread moves can be synchronized even if Pokemon do not act together.
No natural Rock, Water or Grass
Camouflage: Dark
Secret Power: Flinch
Nature Power: Dark Pulse
A humid, damp space that lies beneath a Volcarona's nest. Sticky strands of Volcarona silk surround you, making wide-range attacks somewhat dangerous.

Effects:
All spread moves have 35% recoil that is not prevented by Rock Head.
All rain-based abilities are activated.
All indirect sources of damage (excluding Future Sight and Doom Desire) deal double damage.
Dry Skin's healing is doubled.
No natural Rock or Grass
Camouflage: Bug
Secret Power: -1 Speed
Nature Power: Fire Blast
A state of the art battling facility that sits high above the ground. Aurumoth and Genesect have made certain renovations that make their attacks especially powerful.

Effects:
If "B" was chosen during the Burn Drive RP, Genesect and Aurumoth's natural SpA, SpD, and Spe stages become +2.
There is no active Drive when the battle begins.
Genesect can change the active Drive once per round without consuming an action for 6 EN.
An active Drive increases the BAP of all moves of its type by 3 for all Pokemon.
If Genesect and Aurumoth successfully target the same Pokemon in the same action with damaging moves of the same type, the target(s) take a flat 5 damage at the end of the action.
Techno Blast can be ordered at any time.
Techno Blast gains effects depending on the active Drive.
  • Douse Drive: Techno Blast ignores abilities. Techno Blast can target 1 Pokemon for each unique Drive that has been activated. (Max 3)
  • Burn Drive: Techno Blast costs an extra 2 EN and has 5 additional BAP for each unique Drive that has been activated.
  • Chill Drive: Techno Blast ignores all status effects except cooldown, including sleep, full paralysis, flinch, or confusion, and gains 3 additional BAP when Genesect is inflicted with a major status condition. Chill Drive increases the Atk and SpA of Aurumoth and Genesect by 1 upon activation, adjusting the natural stage.
  • Shock Drive: Techno Blast has 8 BAP and is a +1 priority move and flinches on its first usage. If Shock Drive is removed, then reactivated, Techno Blast can flinch again.

Camouflage: Normal
Secret Power: Sleep
Nature Power: Tri Attack
 

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