XY014: Difference between revisions

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Thunder flashes and rain falls on an old mansion; inside, a painting shows an old woman wearing a green pendant. Outside the mansion, {{Ash}} and his companions are getting soaked. The run for cover underneath the mansion's porch. A thunder bolt frightens {{an|Bonnie}} and sends her reeling back into the door, which creaks open, and Ash suggests the group take shelter inside. Bonnie runs inside eagerly and yells hello, but no one answers, even after {{an|Clemont}} politely knocks. What they don't notice is that watching them from on the top of the stairs is a mysterious Pokémon, with the green pendant around its neck. After several more unanswered calls, the group deduces the mansion is probably uninhabited. Bonnie suggests that they stay for the night, and the others reluctantly agree.
Thunder flashes and rain falls on an old mansion; inside, a painting shows an old woman wearing a green pendant. Outside the mansion, {{Ash}} and his companions are getting soaked. The run for cover underneath the mansion's porch. A thunder bolt frightens {{an|Bonnie}} and sends her reeling back into the door, which creaks open, and Ash suggests the group take shelter inside. Bonnie runs inside eagerly and yells hello, but no one answers, even after {{an|Clemont}} politely knocks. What they don't notice is that watching them from on the top of the stairs is a mysterious Pokémon, with the green pendant around its neck. After several more unanswered calls, the group deduces the mansion is probably uninhabited. Bonnie suggests that they stay for the night, and the others reluctantly agree.


Clemont insists the others (except Bonnie) are scared only because it is dark, and goes to turn on the lights. The chandelier lights up and the others thank him, but he tells them that it wasn't him who turned the light on. As the others wonder nervously, Clemont hurriedly attempts to justify the occurrence by saying that there must be sensors that can detect human presence. The group attempts to laugh it off, but {{an|Serena}} suggests the place is cursed, she then covers her mouth and asks "Did I just say that?" Ash shudders when Serena makes the statement and quickly loses his confidence and suggests that maybe they should take shelter outside after all. Just as Clemont agrees, the door shuts and locks behind them. Clemont again uses science to explain what happened, but when Serena mentions that a monster might live in the mansion, and she again covers her mouth and asks "Did I just say that?" Clemont decides to look for a way out, saying he can't trust "what is not scientifically proven." Ash agrees and the group begins to look for an exit.
Clemont insists the others, except for Bonnie, are scared only because it is dark, and goes to turn on the lights. The chandelier mysteriously lights up, to which Clemont hurriedly attempts to justify the occurrence by saying that there must be sensors that can detect human presence. The group attempts to laugh it off, but {{an|Serena}} suggests the place is cursed, she then covers her mouth realizing what she had just said. Ash shudders at the thought of a curse and suggests that maybe they should take shelter outside after all. Just as Clemont agrees, the door shuts and locks behind them. Clemont again uses science to explain what happened, but when Serena makes things worse when she suggests a monster might live in the mansion. Clemont decides to look for a way out, saying he can't trust what is not scientifically proven. Ash agrees and the group begins to look for an exit. {{TRT}} also rush inside the mansion to escape the downpour. They soon experience the same eerie occurrences with lights suddenly beaming on and all windows and door locked tight. [[James]] has a bad feeling about it, so he tries to secure their exit back through the window, but it has locked.


Outside, {{TRT}} runs to get out of the rain and come to the mansion, and [[Jessie]] decides it looks like a good rain shelter, though [[James]] is hesitant. Jessie knocks on one of the back doors and after James expresses his doubts, Jessie says that the mansion will be perfect as a front line base for them in the [[Kalos]] region. A window opens wide after the door won't budge, and {{MTR}} and James follow Jessie inside. Jessie, like the children, guesses that the house is vacant, and the window they came from closes behind them. As Jessie wonders where the light switch is, the light turns on. James thanks Meowth, but Meowth insists it wasn't him, and that the mansion must be automated. James has a bad feeling about it, so he tries to secure their exit back through the window, but it has locked.
In another room the travelers scream and fall over as lightning illuminates the painting of the old woman's portrait, except for Bonnie, who tells them it's only a portrait. Ash wonders if the lady pictured is the owner of the mansion, and Serena scares them all again by suggesting that the lady is already dead and a ghost, and once again she covers her mouth at the thought. Back in the window room, Team Rocket hear the group's screams and James bangs on the window, trying to get out. Ash and his friends hear the knocking. Again, when Clemont tries to apply reason to the sound, saying that it must be an antique clock, Serena again suggests it is something far more sinister. In the portrait room, Team Rocket is frightened by the same painting of the old woman. Ash's group hears their screams and there is no denying it.  


In another room the travelers scream and fall over as lightning illuminates the painting of the old woman portrait, except for Bonnie, who tells them it's only a portrait. Ash wonders if the lady pictured is the owner of the mansion, and Serena scares them all again by suggesting that the lady is already dead and a ghost, and once again she covers her mouth as she states "My mouth's got a mind of it's own today". Back in the window room, Team Rocket hear Ash and co.'s screams and James bangs on the window, trying to get out. Ash and his friends hear the knocking. Again, when Clemont tries to apply reason to the sound, saying that it must be an antique clock telling them the time, Serena wonders if it is the sound of Dracula driving a stake into someone, saying "what's with me today!?" In the portrait room, Team Rocket is frightened by the same painting of the old woman. Ash's group hears their screams and there is no denying it.  
Team Rocket inches along, trying to find an exit. At the end of a corridor they're passing, they see three glowing circles of light. It is an {{p|Espurr}}, using its telekinetic powers to play with a ball. It sends the ball flying towards Team Rocket, who take off down the hallway in fear. Ash and his friends again hear the ruckus and are about to find an exit when they too see Espurr floating down the hallway. Bonnie runs after it,and the others have no choice but to follow her. Clemont, Ash, and Serena round a corner where Bonnie had turned only to find a dead end and no one in sight; their calls are heard by Team Rocket, who are convinced it is the spirits inhabiting the house. Serena, Ash, and Clemont are looking for Bonnie when Clemont lets out a yell: he has figured out that there is probably a {{t|Psychic}} or {{t|Ghost}} Pokémon in the house, hence all the strange phenomena. However Clemont questions why the supposed Pokémon wouldn't let them out.


Team Rocket inches along, trying to find an exit. At the end of a hallway they're passing, they see three glowing circles of light. It is an {{p|Espurr}}, playing with a floating ball with its psychic powers. It sends the ball flying towards Team Rocket, who take off down the hallway in fear. Ash and his friends again hear the ruckus and are about to find an exit when they too see Espurr floating down the hallway. Bonnie runs after it,and the others have no choice but to follow her. Clemont, Ash, and Serena round a corner where Bonnie had turned only to find a dead end and no one in sight; their calls are heard by Team Rocket, who are convinced it is the dead spirits inhabiting the house. Serena, Ash, and Clemont are looking for Bonnie when Clemont lets out a yell: he has figured out that there is probably a physic Pokémon in the house. That would then explain the lights and doors shutting, and the thing that Bonnie followed was probably it. The only question was why the Pokémon wouldn't let them out.
In a room and alone with Espurr, Bonnie says hello and asks the Pokémon who it is and how it came to live in the mansion. Espurr floats the ball to Bonnie, who throws it back, and soon they are playing catch. On top of Bonnie's head, {{TP|Clemont|Dedenne}} attempts to catch the ball, but tumbles, and Bonnie falls forward to try and catch it. Before she hits the ground, Espurr uses its psychic powers to suspend her right above the floor and return her back to her feet. Bonnie quickly realizes that Espurr was behind the ghostly occurrences. When Boonie asks why, Espurr leads her to a playroom, where Bonnie and Espurr play together.  


In a room with alone with Espurr, Bonnie says hello and asks the Pokémon who it is and how it came to live in the mansion. Espurr floats the ball to Bonnie,who throws it back, and soon they are playing catch. On top of Bonnie's head, {{TP|Clemont|Dedenne}} attempts to catch the ball, but tumbles, and Bonnie falls forward to try and catch it. Before she hits the ground, Espurr uses its psychic powers to suspend her right before the floor and float her back into a standing position. Bonnie realizes that Espurr turned off the lights and shut the doors. When she asks why, Espurr leads her to a playroom, where Bonnie and Espurr play together.  
Looking for Bonnie, Ash and his friends follow a sound. They burst in on Team Rocket, who are wrapped in sheets and stammering in fear as they try to deliver their {{motto}}. The travelers accuse Team Rocket of making the mysterious things occur and taking Bonnie, but Team Rocket denies it and just want to get out of the mansion. Just then, they all hear a crash above them and Team Rocket, frightened, runs off. Serena, Clemont, and Ash go and check if the sound can lead them to Bonnie. In reality, the crash was the sound of a rocking horse falling over in the playroom. Dedenne asks Espurr about the green pendant it wears, and Espurr leads them to the room with the old lady's portrait; pointing out that the pendants are the same. Ash and company hear the conversation and rush in the room and find Bonnie, who shows them Espurr. She explains Espurr has been trying to tell her something the whole time, but she doesn't get it. Team Rocket comes in and offers Meowth as a translator. Espurr tells the group that it wants to give the pendant back to the old lady because it means a lot to her. The old lady had given Espurr food, a ball, and they had played many games together. One day, the old lady gave Espurr the pendant. When Espurr returned to play, it discovered that the mansion was empty. It asks where has the old lady gone. The others don't know, but Clemont decides to do some research. Team Rocket, however, don't have time for any of it, and decide to capture Espurr for themselves. Jessie and James send out {{TP|James|Inkay}} and {{TP|Jessie|Pumpkaboo}}, respectively. Pumpkaboo ties Espurr up and drains its energy with {{m|Leech Seed}}, and Inkay follows up with {{m|Psybeam}}, straight towards Espurr and the twerps. Espurr uses {{m|Protect}} and stops the attack, also breaking its own bonds. It proceeds to pick up Team Rocket with its psychic powers and send them flying out a window. However Team Rocket are happy to have finally escaped the mansion.


Looking for Bonnie, Ash and his friends follow a sound. They burst in on Team Rocket, who are wrapped in sheets and stammering in fear as they try to deliver their speech. The travelers accuse Team Rocket of making the mysterious things occur and taking Bonnie, but Team Rocket denies it and just want to get out of the mansion. Just then, they all hear a crash above them and Team Rocket, frightened, runs off. Serena, Clemont, and Ash go and check if the sound can trace them to Bonnie. In reality, the crash was the sound of a rocking horse falling over in the playroom. Dedenne asks Espurr about the green pendant it wears, and Espurr leads them to the room with the old lady's portrait; pointing out that the pendants are the same. Ash and company hear the conversation and rush in the room and find Bonnie, who shows them Espurr. She explains Espurr has been trying to tell her something the whole time, but she doesn't get it. Team Rocket comes in and offers Meowth as a translator. Espurr tells the group that it wants to give the pendant back to the old lady because it owes a lot to her. The old lady had given Espurr food, a ball,and had played many games together. One day, the old lady gave Espurr the pendant. When Espurr returns to play, he finds the mansion empty. It asks where has the old lady gone. The others don't know, but Clemont decides to do some research. Team Rocket, however, don't have time for any of it, and decide that the best way to get rid of Espurr is to capture it.
In the morning, the rain has cleared and a car pulls up to the mansion. Ash and others promise to find the old lady as a woman steps into the room, asking if they meant Grandma {{OBP|Lacy|XY014}}. The woman introduces herself as [[Elise]]. She explains that Grandma Lacy has passed away, and stops to calm herself down. Espurr floats the pendant over to her, and Elise is startled to see her grandmother's favorite pendant again. Ash and the others explain that Espurr had hoped to return the pendant as well as its friendship with Lacy. Elise reveals that they had initially decided to demolish the mansion and that she came to do an inspection on the property. However, meeting Espurr has changed her mind, and she decides to renovate it instead. She promises to hang up the portrait of Grandma Lacy and play with Espurr, too, when she moves into the mansion. She offers to take Espurr to Grandma Lacy's grave to pay its final respects, and Espurr agrees. Elise's car drives away with Espurr in the back with a flower for Lacy, as Ash and his friends wave goodbye. On their way to the cemetery, Elise gives the pendant back to Espurr to keep forever, as the two become fast friends.
 
The two send out {{TP|James|Inkay}} and {{TP|Jessie|Pumpkaboo}}, Pumpkaboo ties Espurr up and drains its energy with {{m|Leech Seed}}, and Inkay follows up with {{m|Psybeam}}, straight towards Espurr, Ash, and his friends. Espurr uses {{m|Protect}} and stops the attack, also breaking its own bonds. It picks up Team Rocket with its psychic powers, and blasts them off, but Team Rocket are happy to have finally escaped the mansion.
 
In the morning, the rain has cleared and a car pulls up to the mansion. Ash and others promise to find the old lady as a woman comes into the room, asking if they meant Grandma {{OBP|Lacy|XY014}}. The woman introduces herself as [[Elise]]. She explains that Grandma Lacy has passed away (this proves one of Serena's statements from earlier as a fact), and turns away. Espurr floats the pendant over to her. Elise reveals that they have decided to destroy the mansion and that she came to do a checkup. However, meeting Espurr has changed her mind, and she decides to renovate instead. She promises to hang up the portrait of Grandma Lacy and play with Espurr, too, when she moves into the mansion. She offers to take Espurr to Grandma Lacy's grave to pay its final respects. Elise's car drives away as Ash and his friends wave goodbye. On their way to the graveyard, Elise gives the pendant back to Espurr to keep forever, and the two become fast friends.


==Major events==
==Major events==
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* {{p|Inkay}} ({{OP|James|Inkay}})
* {{p|Inkay}} ({{OP|James|Inkay}})
* {{p|Espurr}} (debut)
* {{p|Espurr}} (debut)
* {{p|Ponyta}} (rocking horse)
* {{p|Wailmer}} (plush toy; flashback)
* {{p|Wailord}} (plush toy)
{{right clear}}


==Trivia==  
==Trivia==  
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