Lord Jesseus:
Krillowatt [Delta]
Nature: Quiet (+SpA, -15% Spe and +5% accuracy on enemy attacks)
Type:
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Stats:
HP: 125
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 89 (-15%)
Size Class: 1
Weight Class: 2
Base Rank Total: 21
EC: 6/6
MC: 5
DC: 5/5
Abilities:
Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it.
Shell Armor (DW): (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Attacks (24):
Bubble
Charge
Tackle
Thundershock
Detect
Ice Shard
Charge
Confuse Ray
Imprison
Aqua Jet
Thunder
Hydro Pump
Counter
Mirror Coat
Signal Beam
Thunder Wave
Thunderbolt
Scald
Earthquake
Hone Claws
Waterfall
Low Kick
Blizzard
Rain Dance
Slowpoke [Omega] (Male)
Nature: Brave (+Atk, -Spe)
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference.
Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 13 (-)
Eva: -10%
Size Class: 2
Weight Class: 3
Base Rank Total: 14
EC: 5/6
MC: 0
DC: 5/5
Abilities:
Oblivious: (Innate) This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
Own Tempo: (Innate) This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.
Regenerator: (DW) (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.
Attacks (22):
Curse
Yawn
Tackle
Growl
Water Gun
Confusion
Disable
Headbutt
Zen Headbutt
Psychic
Heal Pulse
Belly Drum
Sleep Talk
Safeguard
Surf
Rest
Trick Room
Pay Day
Dig
Dive
Light Screen
Ice Beam
Galvantula [Omicron] (Female)
Nature: Modest (+SpA, -Atk)
Type:
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 2
SpA: Rank 5 (+)
SpD: Rank 2
Spe: 108
Size Class: 2
Weight Class: 2
Base Rank Total: 16
EC: 6/6
MC: 1
DC: 5/5
Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Unnerve: (Innate) The Pokemon's presence causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Swarm: (DW) (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, Scissor Cross from 8 to 10)
Attacks (35):
String Shot
Leech Life
Spider Web
Thunder Wave
Screech
Fury Cutter
Electro Web
Bug Bite
Gastro Acid
Bug Buzz
Electro Ball
Sucker Punch
Agility
Discharge
Signal Beam
Cross Poison
Disable
Faint Attack
Pursuit
Protect
Thunderbolt
Energy Ball
Thunder
Toxic
Volt Switch
Hyper Beam
Substitute
Struggle Bug
Thunder Wave
Double Team
Charge beam
Light Screen
Hidden Power (Ground 7)
Rest
X-Scissor
Athenodoros:
Ares the Lucario (M) @Expert Belt
Nature:
Brave - Adds * to Attack, - 15% Speed, -10% Evasion
Type:
Fighting - Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Steel - Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Abilities:
Steadfast - If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round.
Inner Focus - When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Justified (DW) - (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts
HP: 100
Atk: ***** (+)
Def: ***
SpA: ****
SpD: ***
Spe: 76 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 20
EC: Fully Evolved
MC: 0
DC: Unlocked
Attacks:
-Quick Attack
-Foresight
-Endure
-Counter
-Force Palm
-Feint
-Reversal
-Screech
-Blaze Kick
-Crunch
-Detect
-Earthquake
-Shadow Claw
-Payback
-Rock Slide
-Magic Coat
-Heal Pulse
-Extremespeed
-Close Combat
-Shadow Ball
-Dark Pulse
-Metal Claw
-Counter
-Bone Rush
-Metal Sound
-Agility
-Dig
-Substitute
Male Swampert (*), "Poseidon" @Damp rock
Nature:
Brave - A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks. Adds * to Attack.
Type:
Water - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
Ground - Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings
Abilities:
Torrent - (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Damp (DW) - (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
HP: 110
Atk: ***** (+)
Def: ***
SpA: ***
SpD: ***
Spe: 52 (-)
Size Class: 4
Weight Class: 4
Base Rank Total: 19
EC: Fully Evolved
MC: 0
DC: Unlocked
Attacks (35):
-Tackle (*)
-Growl (*)
-Mud-slap (*)
-Water Gun (*)
-Bide (*)
-Foresight (*)
-Mud Sport (*)
-Counter (*)
-Mirror Coat (*)
-Avalanche (*)
-Surf (*)
-Rain Dance (*)
-Waterfall (*)
-Toxic
-Earthquake
-Ice Beam
-Hammer Arm
-Focus Blast
-Stone Edge
-Substitute
-Scald
-Hydro Cannon
-Yawn
-Protect
-Wide Guard
-Blizzard
-Rollout
-Focus Blast
-Brick Break
-Earth Power
-Endure
-Sludge
-Sludge Wave
-Bulldoze
-Stealth Rock
-Whirlpool
-Wide Guard
-Sleep Talk
Nestor the Slowking (M) @Expert Belt
Nature:
Quiet (Adds * to Sp. Att., divides Speed by 1.15, -10 Evasion)
Type:
Water - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
Psychic - Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Oblivious - (Innate) This Pokemon is incapable of being effected by Attract or Cute Charm.
Own Tempo - (Innate) This Pokemon moves at its own pace and cannot be confused by any method.
Regenerator (DW) - (Innate) When this Pokemon is switched out during a switch batttle, it reacts to the energy in the Pokeball and ten (10) HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.
HP: 100
Atk: ***
Def: ***
SpA: ***** (+)
SpD: ****
Spe: 26 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 19
EC: Fully Evolved
MC: 0
DC: Unlocked
Attacks (46):
-Curse
-Yawn
-Tackle
-Growl
-Water Gun
-Confusion
-Disable
-Headbutt
-Future Sight
-Mud Sport
-Me First
-Ice Beam
-Flamethrower
-Grass Knot
-Surf
-Psychic
-Slack Off
-Shadow Ball
-Light Screen
-Bide
-Heal Pulse
-Slack Off
-Brine
-Nasty Plot
-Mud Sport
-Counter
-Endure
-Signal Beam
-Psyshock
-Protect
-Earthquake
-Dig
-Brick Break
-Swagger
-Scald
-Bulldoze
-Dragon Tail
-Substitute
-Drain Punch
-Zap Cannon
-Icy Wind
-Pay Day (wtf?)
-Fissure
-Teleport
-Reflect
-Fire Blast
-Toxic
-Thunder Wave
-Block
-Skill Swap
-Magic Coat
-Trick
Timeless Tower
Timeless Tower is an unfathomably large structure seated on an impregnable cliffside. The tower's main spire looms over its entrance hundreds of feet into the air. Bridges extend from the main tower to three separate spires, each on an island pillar of immense density. The ocean roars violently below, beckoning you to stay away.
The bridge to the east leads to a tower frozen over in a massive pillar of ice. The sunlight glistens against its reflective surface, yet no melt can be shown. You look cold just staring at it.
The bridge to the west leads to a craggy pillar that seems to be etched from the very earth itself, impossibly dense and immovable.
A third tower can be seen behind the structure on your map, but it is eclipsed by the sheer enormity of the main spire. It is made of the sturdiest looking metal you have ever seen, an unnaturally purely refined solidity that shares the brilliant sheen of the icy tower and the sheer density of the crag.
As you go up to the entrance, the drawbridge on the main gate opens and falls with a loud crash onto the only access to the mainland. On either side of the bridge are statues of Golurk holding up massive spears. As you enter the main atrium, a massive statue of Golem rolled up into a ball takes the centre of the arena. You look around the room and see exits your east and west going to the towers, stairs built into the floor going down presumably to the tower behind the main spire, and a massive door with 3 slots in the gate. Depictions of the gate are on the left and right, and show 3 stones being placed in the gate. Both mosaics are completely sand-colored except for the stones. One is an azure blue, one is a dull brown, and the other a shimmering silver. You attempt to push the gate, but it is so massively heavy you feel tired just pushing on it. It will not budge.
What could this all mean? And where do you go from here?
Your Options are as follows...
Enter Ice Spire
Enter Rock Crag
Enter Iron Dungeon
A Chatot sits on the Golem statue, taunting you both about your inability to access the Heaven's Ascent. He then flies away, to a nest on the cliffs you've just left. It seems you have a choice...which of the three towers will you choose?
Krillowatt [Delta]
Nature: Quiet (+SpA, -15% Spe and +5% accuracy on enemy attacks)
Type:
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Stats:
HP: 125
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 89 (-15%)
Size Class: 1
Weight Class: 2
Base Rank Total: 21
EC: 6/6
MC: 5
DC: 5/5
Abilities:
Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it.
Shell Armor (DW): (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Attacks (24):
Bubble
Charge
Tackle
Thundershock
Detect
Ice Shard
Charge
Confuse Ray
Imprison
Aqua Jet
Thunder
Hydro Pump
Counter
Mirror Coat
Signal Beam
Thunder Wave
Thunderbolt
Scald
Earthquake
Hone Claws
Waterfall
Low Kick
Blizzard
Rain Dance
Slowpoke [Omega] (Male)
Nature: Brave (+Atk, -Spe)
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference.
Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 13 (-)
Eva: -10%
Size Class: 2
Weight Class: 3
Base Rank Total: 14
EC: 5/6
MC: 0
DC: 5/5
Abilities:
Oblivious: (Innate) This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
Own Tempo: (Innate) This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.
Regenerator: (DW) (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.
Attacks (22):
Curse
Yawn
Tackle
Growl
Water Gun
Confusion
Disable
Headbutt
Zen Headbutt
Psychic
Heal Pulse
Belly Drum
Sleep Talk
Safeguard
Surf
Rest
Trick Room
Pay Day
Dig
Dive
Light Screen
Ice Beam
Galvantula [Omicron] (Female)
Nature: Modest (+SpA, -Atk)
Type:
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 2
SpA: Rank 5 (+)
SpD: Rank 2
Spe: 108
Size Class: 2
Weight Class: 2
Base Rank Total: 16
EC: 6/6
MC: 1
DC: 5/5
Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Unnerve: (Innate) The Pokemon's presence causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Swarm: (DW) (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, Scissor Cross from 8 to 10)
Attacks (35):
String Shot
Leech Life
Spider Web
Thunder Wave
Screech
Fury Cutter
Electro Web
Bug Bite
Gastro Acid
Bug Buzz
Electro Ball
Sucker Punch
Agility
Discharge
Signal Beam
Cross Poison
Disable
Faint Attack
Pursuit
Protect
Thunderbolt
Energy Ball
Thunder
Toxic
Volt Switch
Hyper Beam
Substitute
Struggle Bug
Thunder Wave
Double Team
Charge beam
Light Screen
Hidden Power (Ground 7)
Rest
X-Scissor
Potion: 2 slots
Super Potion: 1 slot
Ether: 2 slots
Revive: 1 slot
Pokeballs: 24/50
10 Heal Balls
9 Ultra Balls
5 Sport Balls
Berries: 0/30
Battle Items: 3/20
Gems: 0/20
Spare Pocket (any item): 0/3
Super Potion: 1 slot
Ether: 2 slots
Revive: 1 slot
Pokeballs: 24/50
10 Heal Balls
9 Ultra Balls
5 Sport Balls
Berries: 0/30
Battle Items: 3/20
Gems: 0/20
Spare Pocket (any item): 0/3
Athenodoros:
Ares the Lucario (M) @Expert Belt
Nature:
Brave - Adds * to Attack, - 15% Speed, -10% Evasion
Type:
Fighting - Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Steel - Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Abilities:
Steadfast - If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round.
Inner Focus - When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Justified (DW) - (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts
HP: 100
Atk: ***** (+)
Def: ***
SpA: ****
SpD: ***
Spe: 76 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 20
EC: Fully Evolved
MC: 0
DC: Unlocked
Attacks:
-Quick Attack
-Foresight
-Endure
-Counter
-Force Palm
-Feint
-Reversal
-Screech
-Blaze Kick
-Crunch
-Detect
-Earthquake
-Shadow Claw
-Payback
-Rock Slide
-Magic Coat
-Heal Pulse
-Extremespeed
-Close Combat
-Shadow Ball
-Dark Pulse
-Metal Claw
-Counter
-Bone Rush
-Metal Sound
-Agility
-Dig
-Substitute
Male Swampert (*), "Poseidon" @Damp rock
Nature:
Brave - A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks. Adds * to Attack.
Type:
Water - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
Ground - Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings
Abilities:
Torrent - (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Damp (DW) - (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
HP: 110
Atk: ***** (+)
Def: ***
SpA: ***
SpD: ***
Spe: 52 (-)
Size Class: 4
Weight Class: 4
Base Rank Total: 19
EC: Fully Evolved
MC: 0
DC: Unlocked
Attacks (35):
-Tackle (*)
-Growl (*)
-Mud-slap (*)
-Water Gun (*)
-Bide (*)
-Foresight (*)
-Mud Sport (*)
-Counter (*)
-Mirror Coat (*)
-Avalanche (*)
-Surf (*)
-Rain Dance (*)
-Waterfall (*)
-Toxic
-Earthquake
-Ice Beam
-Hammer Arm
-Focus Blast
-Stone Edge
-Substitute
-Scald
-Hydro Cannon
-Yawn
-Protect
-Wide Guard
-Blizzard
-Rollout
-Focus Blast
-Brick Break
-Earth Power
-Endure
-Sludge
-Sludge Wave
-Bulldoze
-Stealth Rock
-Whirlpool
-Wide Guard
-Sleep Talk
Nestor the Slowking (M) @Expert Belt
Nature:
Quiet (Adds * to Sp. Att., divides Speed by 1.15, -10 Evasion)
Type:
Water - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
Psychic - Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Oblivious - (Innate) This Pokemon is incapable of being effected by Attract or Cute Charm.
Own Tempo - (Innate) This Pokemon moves at its own pace and cannot be confused by any method.
Regenerator (DW) - (Innate) When this Pokemon is switched out during a switch batttle, it reacts to the energy in the Pokeball and ten (10) HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.
HP: 100
Atk: ***
Def: ***
SpA: ***** (+)
SpD: ****
Spe: 26 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 19
EC: Fully Evolved
MC: 0
DC: Unlocked
Attacks (46):
-Curse
-Yawn
-Tackle
-Growl
-Water Gun
-Confusion
-Disable
-Headbutt
-Future Sight
-Mud Sport
-Me First
-Ice Beam
-Flamethrower
-Grass Knot
-Surf
-Psychic
-Slack Off
-Shadow Ball
-Light Screen
-Bide
-Heal Pulse
-Slack Off
-Brine
-Nasty Plot
-Mud Sport
-Counter
-Endure
-Signal Beam
-Psyshock
-Protect
-Earthquake
-Dig
-Brick Break
-Swagger
-Scald
-Bulldoze
-Dragon Tail
-Substitute
-Drain Punch
-Zap Cannon
-Icy Wind
-Pay Day (wtf?)
-Fissure
-Teleport
-Reflect
-Fire Blast
-Toxic
-Thunder Wave
-Block
-Skill Swap
-Magic Coat
-Trick
Potion: 2 slots
Super Potion: 1 slot
Ether: 2 slots
Revive: 1 slot (contains Revive)
Pokeballs: 46/50
11 Heal Balls
20 Sport Balls
10 Timer Balls
5 Cherish Balls
Berries: 0/30
Battle Items: 3/20
Gems: 0/20
Spare Pocket (any item): 2/3 (Revive, Elixir)
Super Potion: 1 slot
Ether: 2 slots
Revive: 1 slot (contains Revive)
Pokeballs: 46/50
11 Heal Balls
20 Sport Balls
10 Timer Balls
5 Cherish Balls
Berries: 0/30
Battle Items: 3/20
Gems: 0/20
Spare Pocket (any item): 2/3 (Revive, Elixir)
Timeless Tower
Timeless Tower is an unfathomably large structure seated on an impregnable cliffside. The tower's main spire looms over its entrance hundreds of feet into the air. Bridges extend from the main tower to three separate spires, each on an island pillar of immense density. The ocean roars violently below, beckoning you to stay away.
The bridge to the east leads to a tower frozen over in a massive pillar of ice. The sunlight glistens against its reflective surface, yet no melt can be shown. You look cold just staring at it.
The bridge to the west leads to a craggy pillar that seems to be etched from the very earth itself, impossibly dense and immovable.
A third tower can be seen behind the structure on your map, but it is eclipsed by the sheer enormity of the main spire. It is made of the sturdiest looking metal you have ever seen, an unnaturally purely refined solidity that shares the brilliant sheen of the icy tower and the sheer density of the crag.
As you go up to the entrance, the drawbridge on the main gate opens and falls with a loud crash onto the only access to the mainland. On either side of the bridge are statues of Golurk holding up massive spears. As you enter the main atrium, a massive statue of Golem rolled up into a ball takes the centre of the arena. You look around the room and see exits your east and west going to the towers, stairs built into the floor going down presumably to the tower behind the main spire, and a massive door with 3 slots in the gate. Depictions of the gate are on the left and right, and show 3 stones being placed in the gate. Both mosaics are completely sand-colored except for the stones. One is an azure blue, one is a dull brown, and the other a shimmering silver. You attempt to push the gate, but it is so massively heavy you feel tired just pushing on it. It will not budge.
What could this all mean? And where do you go from here?
Your Options are as follows...
Enter Ice Spire
Enter Rock Crag
Enter Iron Dungeon
A Chatot sits on the Golem statue, taunting you both about your inability to access the Heaven's Ascent. He then flies away, to a nest on the cliffs you've just left. It seems you have a choice...which of the three towers will you choose?