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- ! event log,
- ace attorney: kazuma asogi,
- ace attorney: phoenix wright,
- ace attorney: ryunosuke naruhodo,
- ace attorney: yujin mikotoba,
- adventure time: finn mertens,
- alice in borderland: shuntaro chishiya,
- castlevania (netflix): alucard,
- grishaverse: the darkling,
- grishaverse: zoya nazyalensky,
- gundam seed/destiny: yzak jule,
- star trek aos: james t. kirk,
- star trek aos: leonard mccoy,
- star wars: anakin skywalker,
- star wars: rey,
- the 100: clarke griffin,
- the old guard: andromache,
- the untamed: lan sizhui,
- the untamed: wei wuxian,
- wwdits: guillermo de la cruz
MISSION: ROAD TO ANKATA
● ● ● M I S S I O N 1 5 . 0

It's around noon, after a late breakfast or just before your lunch, when you get a ping in your earpiece with the alert of a new mission file. This time it's a long one, complete with not just an overview of the mission itself but also an explanation of the small companions — Cubits — that you'll be working with for the duration of the mission. Shortly after, you hear Viveca’s voice.
Perhaps this time you start your preparations at a more leisurely rate, not just because you have a full 24 hours to do them but also because the mission ahead doesn't sound so fraught with the dangers you're used to — unless you’re incredibly allergic to all animals, of course … (Meds can and will be provided in such cases.)
The next day you'll have enough time to schedule a proper breakfast, along with some last-minute packing additions, before it’s time to head to the teleportation platform. As ever, Viveca and Degar are already there, almost deliberately focused on their quiet conversation, only pausing every now and then to nod in greeting to a new arrival.
Once everyone has gathered, they both turn their attention to the team.
As if on cue, the hum of the machine amps up just as the lights get brighter and brighter — and then you feel it: the tug in the pit of your stomach, pulling you across space and time. For a moment, there's nothing but the light ... and then there are voices, echoes, whispers letting you know what's required of you during the mission.
And then they’re gone — just as the light, replaced by shining blue sky above you and lush green grass beneath your feet.
Welcome to Ankata, Orbers.

From where you stand in the Stilsweep Fields you'll have the option to choose your path between the following three towns, and a friendly wooden post will provide you with approximate directions. To your left is Goldthorp, marked by a little lightning symbol. To your right is Poppyhurst, marked by a red flame. And finally, straight ahead is Beacon’s Hill, marked by a small leaf shape. Where you decide to go will mark the start of your Cubit journey as you begin your investigations for the orb, all while learning the culture and ways of this world.
Your walk forward is pleasant, with the sun bright and warm (but not too warm!) above you in the blue sky. Puffy white clouds accompany you as you continue your trek by foot, and every now and then you may be met with a passing friendly face, or someone very determined to get to their destination. Some may be traveling alone, but almost everyone else that you pass by has a small creature that walks, glides, or flies beside them.
And soon, once you meet Professor Ginger B. Cress, it will be your turn as well.
1.0 Straight ahead you’ll continue on a path that remains uphill and as you enter the town of Beacon’s Hill, which sits on an elevated plane, you'll be able to overlook part of the ways to Goldthorp, Poppyhurst, and far off towards the horizon, the ocean (and the gentle specks of a seaside town called Mallard Harbour). Surrounded by soft, green grass and plenty of meadows to lie down in, the small and cozy town feels almost suburban with cottages that make up clusters of neighbourhood homes. There are several shops that sell the basics that can also be found in all towns across Ankata as well: empty cubitiles, healing tonics, teaching manuals, tips and tricks magazines, maps, clothing, accessories, footwear, and other beauty products to help keep your Cubit clean and happy. There are also restaurants with fresh food and packed goods that can be used on your long travels in many delicious, and local flavours to that town’s cuisine. This along with spare kindling, tents, blankets and other camping equipment will be useful on your journey.
Beacon’s Hill is home to Professor Cress’ main research lab, though she has plenty of smaller labs located in all of Ankata’s ten towns across the region. When you arrive, she’ll cheerfully greet you, offer you a brief tour of the town (which includes, homes, shops, a medical centre, her research lab … and of course the Beacon’s Hill gym), and allow you to pick your very first Cubit. She’ll also offer you three empty cubitiles and tell you that if you’d like to specialize in the grass-type, you’re in the right place.
2.0 If you decided to turn left upon your arrival, you’ll follow the friendly dirt path towards a large and looming city centre known as Goldthorp. Past the manicured stone gates you’ll easily spot the clocktower that takes centre-stage within the city as it’s the highest structure in Goldthorp and it keeps the time to the precise second, chiming a pleasant tune on the hour. The city’s gym is just behind it, a magnificent glass-domed building with a wiry metal structure resembling a gilded cage. Professor Cress will greet you at her research lab to offer you your first Cubit and give you the very basic run-down of the city’s amenities. Like Beacon’s Hill, Goldthorp features residential neighbourhoods, retail shops (with more variety than you'll find in Beacon’s Hill and include all of the necessities in different colours, styles, and makes), a medical centre, and the gym of course. Everything in Goldthorp, including the lighting, the heat, and all household appliances is powered by steam — and if you concentrate for a moment, you may hear the low sounds of pumping valves and softly clicking gears, the beating heart of the city.
Many of the locals here are accompanied by electric type Cubits and Professor Cress will confirm that Goldthorp happens to specialize in a much more concentrated population of electric type Cubits if you’re curious to add one (or two) to your team. Like those in Beacon’s Hill, Professor Cress will also hand you three empty cubitiles to start. You can always purchase additional tiles at the shops if you need more.
3.0 The path leading furthest to the right takes you towards Poppyhurst, a town that can only be reached through the Silverstake Mines. The Cubits that live within the mines are mostly rock, fighting, and ghost types; but they’re friendly enough to any Orber that passes through and can be captured without difficulty. However, without an empty Cubitile, you will have to return here after your meeting in town with Professor Cress if you’re interested in adding any of the Silverstake Mines Cubits to your team.
Cobblestone roads pave the way as you arrive into town. The buildings here are made from heavy-set stone, brick, and magical fire-resistant thatched roofing. The sweet smell of burning wood wafts in the air and the ringing sound of metal clanging against harder, more robust metal echoes from behind walls. Fire-based Cubits move to and fro, helping their masters carry materials. Some have learned to help with the crafting of weapons and goods and accessories. Poppyhurst is a town that makes its wealth through smithing, and sponsorship deals through the efforts of the gym. Even from here, you’ll be able to spot the gym in the centre of the town for its large circular girth and simple pointed roof, the structure resembling a yurt. As all other towns in Ankata, Poppyhurst also offers shops for supplies and gear for both trainers and their Cubits; there are restaurants and residential homes; and Professor Cress’ research lab, and the medical centre located in close proximity to the gym. You’ll be offered your first choice of Cubit and three empty cubitiles, but you’ll have the opportunity to purchase more if needed.

Once you've exhausted all the possibilities from the town of your arrival, it is time to set your sights on the other locations in the region — and perhaps the other gyms — and what they have to offer. The days will be pleasant, but the nights do get a little chilly. It's best to pack a light jacket and a spare pair of socks, and be sure to keep an eye out for any thick cloud-cover that moves in across the sky. Oftentimes, there will be little else you have to do but look at the map or consult the helpful signage that point to roads taking you to the nine other towns outside the one you have familiarized yourself with ... but there is always a chance that your journey may take a turn for the perilous.
4.0 After leaving Goldthorp, you will find that a herd of Volreep have made a home in the middle of a canyon that one must cross on their way to Stonington, and their combined presence there has caused a massive thunderstorm to circle around the canyon, making the journey through it a dangerous one. Going around the storm will add several days of delay, however, and take you off-course to boot, so those not wanting to waste time may want to brave it anyway and figure out a safe way through.
Meanwhile, on the road north from Beacon’s Hill, a massive Cortouga has decided to take a nap right in the middle of the road, and its snores are causing the earth in the immediate area to tremble rather badly, breaking apart the roads and causing a few trees to fall forward ... maybe you want to take a detour into the forest nearby, or maybe you’re confident that you can wake the sleeping Cubit! Either way, the road remains blocked until the Cortouga is woken up.
Right outside the Silverstake Mines, following the shore of a wide river leading downstream towards the sea, some enthusiastic Magsea are causing a bit of a disaster: seeming to be engaged in a competition amongst each other to see which of them can shoot fireballs the furthest, the entire shoreline for a few miles is either scorched or constantly burning — not the ideal conditions to take to a boat to cross the river — or walk along it! Unfortunately, the only way forward to the cities in the south involve crossing it, so you better fireproof yourself or do something about the rowdy Magsea herd.
5.0 You may also come across a traveling salesman dressed in sensible camping clothing (including plaid flannel and cargo pants, a warm woolen toque, and dark black boots), riding across Ankata’s plains on his bright red bicycle. His name is Flint Thorn and he’ll happily stop to chat with you if you happen to have any questions about any of the towns — not to boast but he’s really quite well-traveled, and has been back and forth on many an occasion getting to know the people and their Cubits quite well! — but he can also offer all manner of emergency items if you're a little too far from one town or another to help your Cubits as you earn your badges. He can offer: fruits and berries, boosts and tonics, and some very beautiful looking jewels he’d also come across after witnessing a gang who call themselves Team Torpedo attempt to mug a group of Cubit trainers just three days ago. Dangerous sort, he’ll say, and encourage you to steer clear of them if you can help it. If you’re too far away from a nearby town and are in need of emergency supplies, keep an eye out for Flint and have your wallet ready.
6.0 If and when you manage to move past the obstacles to really begin your travels, you’ll have likely acquired a map by now — either from Professor Cress herself, or through browsing one of the town shops. This will help you plot your journey and decide which town (and which gym) you want to venture to next. You’ll need money in order to keep going, and while sponsorship deals are possible if you meet and know the right people, there are also a number of other ways to earn Ankata’s common currency, the Cubit Dollar. The most lucrative way, of course, is through battling others (which lends itself the double benefit of strengthening your Cubit team and earning a profit), but one can find roles across every town in research, medical healing, rehabilitation, breeding, and selling goods which vary in earnings.
If your Cubit can fly and is large enough to carry you, you can always travel part way with your Cubit alone. The rapid-train is the fastest way to reach all of the other towns and a train-pass will take you far. At only 15 CD (Cubit Dollars) for any trainer with their identification, it’s practically a steal. This same pass will cost 20 CD for all non-trainers. Still not bad, but a little more.
Wimseyview: Light and bright, airy and pink, Wimseyview can be reached by traveling through Wimsey Forest, and is one of the smaller villages in Ankata — though it is, by no means, without all of the necessities for any Cubit trainer. Shops, a research lab, and medical centre are its staples, along with a speckling of residential homes. It is surrounded by thick, lush forest cover and trees, and lit up with beautiful glowing mushrooms, fireflies, and enchanted plantlife in all manner of colour and illumination as the ground-level remains dark almost all year round. It makes its home to the fairy-type Cubit, but the occasional water Cubit can also be found in the nearby pond. In order to earn your badge from this town, you’ll need to battle Juliette Kukui at her gym.
Oldenshard: A large graveyard town, Oldenshard is always gloomy and grey with thick cloud-cover. Wrought iron gates, worn-in cool grey stone and dark black shingled roofs characterize the town’s colouring, and its uneven cobblestone roads that wind around large swathes of graveyard plots provide its texture. These are the homes of many local ghost-type Cubits. But there is greenery too: wiry, thorny branches and vines manage to wind their way around built structures, poking into spare holes and broken stone like fingers that dig through the material. It’s quiet and calm in the town, with all the usual trainer's amenities, and while you might feel the faintest hint of unease, the locals are incredibly friendly despite their eerie appearance. Corie Graves is currently leader of the Oldenshard gym and will need to be defeated in order to earn your badge here.
Tarrytown: Straight-lined buildings, flat roofs, and postmodern shapes and silhouettes form the skyline of Tarrytown. For those who come from the 20th century Earth, you’ll almost wonder whether you’ve returned home. There are hydro poles and electrical wires strung up everywhere, and neon signage advertises shops and restaurants and other commercial and retail establishments in a foreign language that takes a moment for you to understand once your comms device kicks in. Psychic-type Cubits can most commonly be found and caught here. You’ll quickly learn that the Team Torpedo headquarters is also located here, somewhere in the heart of the downtown core … but will you listen to Thorn’s advice and proceed with earning your gym badge against Hiro Darkmoon, or will you try and investigate? Or will you try both?
Boothbay: Made up of gritty and worn lower-level storefronts that sit below two-storeys of apartment buildings, all squeezed next to each other on neighbourhood blocks with cracked asphalt roads and concrete curbs to the backdrop of a sparse speckling of taller skyscraper buildings, Boothbay manages to feel out-dated and old in a way that even the oldest towns (Poppyhurst, and Kernelshollow for example) don’t. Still, despite the graffiti art and spray-painted tags on bare walls, the town doesn’t feel unsafe … you may even find fighting-type Cubits feel most at home here, using the city as their own training ground. Emmet Redwood is the leader of Boothbay’s gym and will need to be defeated to gain this city’s badge.
Stonington: Partially hidden away within the protection of a valley and surrounded by a mountain range, the humble town of Stonington is very brown and very dry, with wooden buildings and metal framework to keep everything anchored. There is very little lush greenery here, with the cactus and desert grasses being the most common plants. A large water tower providing the town with fresh water sits next to the gym. This is the perfect place to collect your rock Cubits as they can most commonly be found here, thriving within the environment. When you’ve added one or two (or more) to your team, it’s time to challenge gym leader Heath Steele for the rock gym badge.
Mallard Harbour: With its pristine white sands and clear blue waters, arriving at Mallard Harbour may feel more like a vacation than a milestone in one’s very serious trainer’s journey to capture all of the badges before challenging the Champion. Buildings hover above the water on strong wooden stilts buried deep into the ground, reachable by bridges or by small paddle boats. These house are mostly private residences and a few exclusive restaurants. Other structures, such as shops, Professor Cress’ small research lab, and the medical centre, float on platforms, anchored to the coast with thick rope. Most of these houses are made of wood and straw and mud, with thatch roofs for shelter … or are otherwise open to the skies and the elements. Mallard Harbour is, unsurprisingly, the easiest town to capture any manner of water Cubits, but its gym leader, Nico Seabreeze, is a well-renowned sailor in his own right and will pose a challenge to capture his gym badge.
7.0 Wherever your journey takes you, if you decide to collect the gym badges, you’ll need to build your team and train them. With the spare cubitiles given to you by Professor Cress, you’ll want to use your first Cubit, whoever or whatever it may be, to challenge a wild Cubit of your choosing. As you continue to train your starter Cubit, you’ll quickly learn that certain attacks are more effective than others depending on your opponent’s ‘type’.
Other trainers that pass by may bestow certain words of wisdom to you after seeing your struggles, or they may encourage your victories, or want to challenge you to see what you’ve got. You might choose to curate a team with a finite number (five, ten, twenty), or you may decide that you want to go beyond that, to collect as many Cubits as you can to fill your Cubidex as this may not only test your strengths and ability, but collecting more information on the Cubits that live in the wild will broaden your knowledge through learning from them, studying them, and letting them, in their way, teach you.
Battle another trainer’s Cubit on your own, or team up with another trainer (whether they’re your friend or a random passerby) and find others to double-battle with. The combinations are endless, and the more experience you gain, the stronger you and your Cubits will be — all the better to prepare you for each gym battle you embark on.
Even if you decide not to pursue collecting gym badges, collecting Cubits and filling one’s Cubidex can be a great exercise in learning more about the region of Ankata and its local fauna: their personalities, their habits, their preferences, strengths, weaknesses, variations of attacks and abilities — the works.

For those who want to pursue the sweet thrill of competition, becoming a Cubit trainer and going after the title of Champion starts with victories from the gyms — and what could be more convenient than starting with the gym in the town of your arrival?
In Beacon’s Hill, a winding path through beautiful meadows will lead you to the gym. The building itself is made from brick-like stone, grass and flowers growing in its crevices, and vines climbing up towards the narrowing, moss-covered tile roof. Once you make it to the doorway, you will see a video greeting from Yuuki Comet, leader of the gym:
The gym in Goldthorp lies just past the clocktower, its glass dome reflecting the sunlight, the building itself sleek and elegant. Finding the entrance is easy: it is a heavy metallic gate — one that remains closed even as you walk closer. In front of you, a video feed of the gym’s leader, Bia Watts, starts to play.
The cobbled streets of Poppyhurst will lead you to their gym, torches lining the road there. The building, underneath its high, pointed roof, is divided into two levels, the lower of which consists of a large room with stone walls lined with engraved images, while the tiles on the floor all bear different marks. At the back of the room there is a door with an inscription on it; but before you have a chance to read it, Solara, the gym’s leader, speaks into a video screen on the side of the door.
But if chasing the gyms for glory isn't quite your bag and all you really want to do is try and find the one who carries the Champion's title already, it'll prove more tricky than you anticipated. The current Champion, Yasuo Fern seems to be a little more elusive than you'd hoped. In Mallard Harbour, you hear of him having just visited Wimseyview, but when you hurry there, you’re told he's just left for Oldenshard. And when you try to follow his footsteps there, you’re only in for disappointment as you've just narrowly missed him — but why not try Boothbay? He was definitely going there next. Or was it Stonington …?
In the end, the best and most foolproof way to get a chance to speak to Yasuo seems to be beating all ten gyms — after all, it's the leader who gets the chance to meet the current champion and challenge him for the title.
F Y I
• If you have questions about any of the prompts or the mission in general, please direct them HERE.
• Search requests will be handled a little differently for this mission. Please note you can only choose one or the other:
Regular investigations can only be conducted individually — this includes exploring specific areas and seeking to look into or speak with an NPC — submit your request HERE.• For an opportunity to get interrupted by members of Team Torpedo, reply HERE.
For an opportunity to speak with Yasuo Fern and receive prizes, players must form groups and engage in the gym battling mechanic. More info on that is located HERE.
• And finally, your soundtrack for this log: ♪ ♪ ♪ ♪
GYM BATTLES: GROUPS.
At the start of every Cubit tournament season, to account for large number of trainers wishing to compete, every trainer must sign up in the preliminaries as a group. This is how the mechanic is broken down OOCLY: Sign-ups will remain open till JULY 14, 6PM GMT. Puzzles will need to be solved by JULY 18, 6PM GMT.
Three-ish Russians and a Jedi walk into a gym
Gym Location: Tarrytown!
Cubits: Charbra, Luxtini and Volreep (Yelena)
Artimog, Lumask and Sandrina (Natasha)
Shellchan, Venoby and Ivylithe (Mal)
Lucarade, Mewther and Genedge (Rey)
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Heyyy guys, welcome! To complete your prelims, all you need to do is step in, and figure out what to do after. Easy peasy, right?
As they open the door, a kaleidoscope of colour assaults their senses — the near-round room has walls, ceiling and floor of ever-changing colour, neons blending into one another. On the sides of the room, there are four doors, all different colours: one red, one blue, one purple, and one brown.
If they look up, they will see the following words flashing in neon letters on the ceiling:
OPPOSITES ATTRACT.
What will they do?
no subject
Through the red door, they will send Mal's Shellchan, a water cubit.
Through the blue door, they will send Rey’s Lucarde, a grass cubit.
Through the purple door, they will send Yelena's Volreep, a fairy cubit.
Through the brown door, they will send Nat's Sandrina, an electric cubit.
no subject
The team will see that one more door has appeared: this one flashing in all neon colours, waiting to be opened.
Hir's voice comes through the speaker system: Congrats! You made the right choices. Now, you're free to advance to the next stage.
ICly, your characters will now have to battle each other's teams, to see which one of them will then advance to challenge Hiro, the leader of the gym. OOCly, you are free to decide this among yourselves.
Once you have chosen which one of you advances, that person can then comment underneath THIS HEADER and proceed according to the instructions there. Note that whoever you choose to advance is the character who signs up for the possible NPC thread.
THE CUBE GIRLS WORLD TOUR
Gym Location: Beacon’s Hill
Cubits:
SEAN: Pikapinch, Ivylithe, Glooish
FINN: Jake, Pikapinch, Bulbkip
CAL: Blazeot, Flarig, Forrechic
ZIGGY: Glooish, Flarig, Seaquaza
no subject
In the middle of the room, there are four round pedestals, and in front of them, a large stone slab with a screen embedded into it. On it reads the following:
One brightly flares,
one blithely grows,
one a bud carries,
one long it flows.
Four keys you need,
so these clues must you heed.
What will they do?
no subject
-Sean’s Ivylithe
-Finn’s Bulbkip
-Carl’s Flarig
-Ziggy’s Seaquaza
no subject
Well done! Yuuki's voice is bright as it sounds through the speaker system. You've solved the first stage of the preliminaries. Now, proceed to the second stage. Good luck, all of you!
ICly, your characters will now have to battle each other's teams, to see which one of them will then advance to challenge Yuuki, the leader of the gym. OOCly, you are free to decide this among yourselves.
Once you have chosen which one of you advances, that person can then comment underneath THIS HEADER and proceed according to the instructions there. Note that whoever you choose to advance is the character who signs up for the possible NPC thread.
what we do in ankata
Gym Location: Goldthorp
Cubits: Jigglyki, Dusknette, Glooish (Guillermo)
Slowysaur, Seaquaza, Charbra (Yujin)
Luxtini, Hopgar, Venoby (Ryunosuke)
Gaslord, Genedge, Bimar (Kazuma)
no subject
In the middle of the room, there are ten metallic plates, set in a triangle formation on the floor. Each plate has the diameter of roughly 1,5 meters.
On the left side of the room, there is a lever in the wall.
What will they do?
no subject
While they're distracted, Yujin and Guillermo decide to test the plate in the bottom left corner by having Yujin step on it. GREAT JOB BOYS.
no subject
no subject
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The same happens on the third plate on the bottom row, and it moves the third gear from the left; nothing happens when they step on the two other plates on the bottom row.
no subject
The two bottom plates that actually seem to turn the gears: Ryunosuke will stand on one alongside his hopgar. Guillermo will stand on the third from the left with his dusknette. Hopefully the extra weight gets a full turn out of both gears.
Assuming it does: Kazuma and his bimar will take the plate at the apex of the pyramid, and see if that does anything. If it doesn't, he and Yujin will just go around stamping on the various plates starting from the top and working their way down, to see which ones get a reaction. Yujin will stand with his slowysaur on whichever active plate is the closest to the lever.
no subject
Kazuma will find that the topmost plate does indeed turn the second gear from the left, while Yujin will need to make it all the way to the last plate before the bottom row before the final gear moves a full turn, helped along by the combined weight of the professor and his slowysaur.
As soon as all gears are turned, they will see that the lock on the door is now very much unlocked. Bia's voice from the speakers accompanies their triumph: Hey, guess you can do it that way, too! The lever would'a shown you the right formation, but you solved it, alright! Now, go on to the next stage.
ICly, your characters will now have to battle each other's teams, to see which one of them will then advance to challenge Bia, the leader of the gym. OOCly, you are free to decide this among yourselves.
Once you have chosen which one of you advances, that person can then comment underneath THIS HEADER and proceed according to the instructions there. Note that whoever you choose to advance is the character who signs up for the possible NPC thread.
no subject
Danni doesn't want Yujin to proceed, Lex has decided that Kazuma sucks at cubit battling and it would break the fiction to have him move ahead, and Sam is progressing with Finn, so Ryunosuke moves forward by default apparently! Converting the power of believing in his clients to the anime magic of believing in his cubits, I guess.
clown crew has arrived at the last moment
Gym Location: Mallard Harbor
Cubits:
MINIMUS: Luxtini, Malithe, and Lumask
YZAK: Luxtini, Arcken, Charbra
PETER: Malithe, Mewther, Omaem
(we did try to snag a 4th but with the deadline I wanted to submit and I don't think editing one more in after the fact would be shway)
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As they enter the hall, they see the walls are made out of a beautiful material that reflects all the colours of the water that still fills the bottom of the hall — though at least here, wooden platforms on the water ensure no more wet feet. At the back of the room, there is a waterfall, the water cascading from a purposeful crack in-between the wall and the ceiling. There are no doors except the entranceway, and no windows.
My dear would-be champions! The voice of Nico Seabreeze echoes in the room from some hidden speaker. In order to pass the preliminaries, here is what you need to do:
Behind the curtain, show me the power of a ruby, a sapphire, and a topaz!
What will they do?
no subject
Raiju, Yzak's Luxtini, contributes his electric powers to cover the topaz. Yzak orders him to use his Electro Ball attack. The sparks all circle tightly together, forming a ball of lightning that the Luxtini sends upward toward the waterfall.
Molly, Minimus's Mawlithe, contributes a Flame Wheel to the answer. She spits out a thin line of fire that quickly splits into five small fireballs that form a ring around the Electro Ball. They spin in a orbit around the center orb.
Finally, it's Peter's Omaem, Bruce Springsteen, that pulls the trio together with a trick Seabreeze should find familiar enough. Using 'bouncy bubble', a myriad of spherical shapes float towards the waterfall, contributing what Peter hopes is the power of the sapphire as requested. When it meets the Mawlithe's 'Flame Wheel', the water bubbles begin to steam, sending a sparkle of light and reflected colour to reflect off of the falls.
no subject
Congratulations! You have passed the trial. Now, on you go, to the next stage! The voice of Nico Seabreeze instructs them after the successful solving of the puzzle.
ICly, your characters will now have to battle each other's teams, to see which one of them will then advance to challenge Nico, the leader of the gym. OOCly, you are free to decide this among yourselves.
Once you have chosen which one of you advances, that person can then comment underneath THIS HEADER and proceed according to the instructions there. Note that whoever you choose to advance is the character who signs up for the possible NPC thread.