"Carolina?" A slurred voice is heard from behind you, and before Lawrence can shoot you with a "what do you think you're doing?!" look, both your attentions have already been directed to the lumbering person at your back. "Did you shay Carolina?" drawls the tourist. "And she's -- haec! -- your girlfriend?"
"The gentleman said no such thing," says the bartender curtly, much to your surprise. "I think you've had a drop too much, good sir."
"Non -- hic! -- shensh!" Gesticulating somewhat unsteadily, the woozy visitor lumbers towards you with unstable gait. "He menshuned Carolina, and boy, I got me a pone to -- hoccp! -- bick with that..."
"I've told you, sir," the bartender repeats, this time with a cloudy quality to his baritone. "There's no one by the name of Carolina around here. You must have been mistaken."
"Mish... hic!... taken..."
"Now, why don't you go back to your seat, good sir." Nodding kindly, the bartender gestures towards the tourist's original location, at which the punch-drunk person mumbles something incoherent before shuffling back to his seat -- all the while with the two of you looking flabbergasted at how quickly the source of likely trouble was subdued.
"Heh heh! No need to look so frightened, gentlemen. I'm not going to eat you." With the bartender beckoning you with an assuring voice, you swivel back to face the now-smiling man. "Every now and then some trouble pops up, so I have my little team help me out." Motioning to his side, he directs you to a bunch of Exeggcute you hadn't noticed on the counter, who have begun to leap up and down excitedly at having being spotted. "They use a touch of Hypnosis to calm down any guests on the verge of causing a ruckus. Saves us the cost of having to hire bouncers. But that was some bold move there, kid," notes the burly man, glancing at you. "It takes someone with guts to bring up that name, so I've heard these days."
"Then you know who Carolina is?" says Lawrence, leaning forward such that he barely needs to speak above a hiss. "You know where she is?"
"Victims of her too, are you?" Shaking his head, the bartender hands a pair of polished mugs to the cheery eggs, who immediately start using their psychic powers to assist in the drink-making. "Though we tend to know her as "the Whisper" these days. She's that good a master thief; comes and goes as like a whisper in the wind."
"Then you know where she is?" Lawrence asks, leaning even further and gazing at the bartender with such intensity, you almost swear he could burn holes from his vision alone.
"Whoa, whoa. Calm down, kiddo." Gently patting Lawrence on the shoulder, the bartender glances about briefly before going on. "You're not the only one who's looking for her; I'm sure you noticed. But that's about all I can tell you. She comes and goes without notice, and no one's ever managed to catch her in the act."
"Until today... sort of," you think to yourself.
"What I can tell you, though... somehow, there is one thing that stands out through all this." Coughing slightly, the bartender casts a few more furtive looks to the sides, before leaning in closer such that you're all almost huddling. "I'm guessing that she told you about the thirteenth floor?"
At this remark, your eyelids fly wide open more than they've ever done. "What's that got to do with anything?" questions Lawrence.
"It's a bit of a long shot, I don't mind admitting. But your friend here seems to confirm her modus operandi, anyway," mutters the bartender. "Now, I've been at this job for some time. You tend to meet a lot of people who'll tell you their troubles after a glass or two. From what I understand, the one similarity between the Whisper's attacks... is that she always mentions the 13th floor."
"That's it? That's what stands out?" repeats the Atlas local next to you, skepticism distinct in his tone. "That's what the tourism board tells everyone!"
"Yeah, I know. They mention the 13th floor of Emporium Hotel to draw in the tourists looking for a spirit and a scare," the bartender nods. "This wouldn't be an issue... if not for the fact there is no 13th floor."
"What?!" Lawrence exclaims, almost a little too loudly. "But the Emporium is twenty storeys high!"
"No, no... that's not quite what I meant. Some hotels don't use the number 13 in numerating their hotels; instead they skip from the 12th to the 14th. It's superstition," explains the bartender, just as the Exeggcute nudge two cups of Pecha cocktail next to you. "The management made that decision about a year ago."
"A year ago..." Frowning, you see Lawrence make the connection you established -- the time period seems to match the point in time when Carolina's behaviour supposedly changed.
"Since then all the numbers have been altered from the twelfth floor onwards, and all incorrect references were likewise altered. It's strange that anyone would still mention the numerical 13th floor," adds the bartender. "Now, I might be reading too far into this, but just so you know, there's little else I can tell you about her... Right then, gentlemen, enjoy your drinks. This one's on the house!"
Turning back to handle other duties, the bartender leaves you with your drinks, and a piece of information you're not quite sure what to make of. It certainly seems like a long stretch, but it does seem to be your only available lead...
The Isle of Talas
With her main methods of attacking under proverbial lock and key, Dot ends up having to resort to her mouth to get things done; raising her head high as she can before coming back down with the sharpest Bug Bite she can manage. A jolt of agony seems to shoot through the extended tendril, albeit taking a few seconds before Weepinbell's eyes seem to widen slightly from the sensation, and to your shock the pitcher plant begins to throttle Dot while smacking her against the ground in a painful series of Vine Whip.
Valiantly, Dot executes a few more moments of desperate struggle, but with her insectoid abilities locked down from Weepinbell's earlier Gastro Acid, her natural powers don't seem to kick in. Angrily and painfully she executes another Bug Bite, this one managing to convince the Grass/Poison-type to relent, releasing your Ledian in an upwards swing as the vine retracts. This gives Dot enough time to ready herself, firing another Psybeam from the tips of her antenna, but her weariness is showing as the attack wavers slightly. Still, its aim manages to remain true, socking into Weepinbell as it dizzily recoils from the mental blast, spinning about before collapsing onto its back. From its completely aimless gaze and pooling acid saliva, it's rather distinct that the carnivorous pitcher is no longer capable of continuing the fight. Level up for Dot.
Tired but smiling, Dot flitters her way down to you, landing on your shoulders with her arms holding onto your neck. Patting her on her white hands, you opt to do the proceeding this time, leaving the fourth chamber behind as you run on, while making sure that Dot is safely supported on your back. It just takes a bit longer for you to reach the fifth riddling chamber, where a smiling Chansey is waiting.
"You've made it! I'm so happy for you!" she cheers, clapping her little hands together. "You must be exhausted after all those battles. Here!"
Picking up the egg in her pocket, she motions towards you to touch the white ellipsoidesque object, and as you do you feel a kindred warmth emanate from inside the egg, almost like the healing lights you would normally see in a Pokémon Centre. A surprised cry is heard from Dot, and when you turn to look at her you find that she seems to have recovered fully from her wounds and exhaustion.
"My Softboiled should have healed your team to full health," Chansey explains. "You'll need it to get through the rest of the battles! But to get through here, I need you to show me exactly what this tablet tells you to!"
Producing a small stony slab from behind her, Chansey passes the piece of rock to you, which upon first inspection appears completely blank but even as you watch, lines start to form on the smooth surface, almost as if they were responding to your contact...
Linked to the 127th one in deed, not by name but in sound.
A glare to lower the fence,
A speedy charge offence.
A skill to form a set,
A move we don't know yet.
Can you puzzle out what you need to do this time?