Gakuen Alice 16
Mikan and her Tokuryoku group decked out in their Aladdin and the Magic Lamp outfits, ready to welcome the visitors to their RPG. The problem is, their RPG doesn't seem to attract any visitor. It seems people prefer to visit the shows created by the other groups. On top of this, the location of Tokuryoku's RPG game is quite far from the rest of the school festival. Mikan and the group are depressed about this especially after three people who happen to pass by their RPG refuses to play the game. Tsubasa, however, encourages the group to not lose their spirit. They failed to secure those customers because the customers don't know what the RPG is about. So from now on, they should have some people standing on the starting line to explain the game.
Thankfully not long after the incident, Narumi-sensei, Ruka-pyon, and Sumire arrive at the location to see how the group is doing. Ruka-pyon and Sumire are decked out in a costume similar to the rabbit and Cheshire cat from Alice in Wonderland so Sumire asks Mikan what kind of costume she wears. Mikan tells her that she dressed up as a Lamp Djinn/Lamp Spirit and proceeds to ask Ruka-pyon if she looks good in it. Ruka-pyon, however, is too enchanted by Mikan at this point. As a result, he's unable to say anything coherent without embarrassing himself. Anyway, Narumi-sensei looks rather keen to play the RPG so Tsubasa tells him that Aladdin and the Magic Lamp is a game where the participant enters a maze and must defeat the evil spirits who are played by the members of the Tokuryoku group.
However, there are a couple of rules to follow. First, the participant must not use violence in the game. Secondly, they must randomly pick a weapon from a weapon box to be used in the game. Narumi-sensei gets a flashlight, Sumire gets a talking earplug, while Ruka gets a seemingly useless rope. Finally, in order to win, the participant must defeat the Djinns inside the maze using a combination of their weapon and their wits. Unfortunately before Ruka-pyon can figure out the use of his rope, the game already starts. So he has no choice but to enter the maze and encounters his first challenge: Misaki Djinn. She tells Ruka that if he wants to pass this level, he must finds out the real Misaki out of her many doppelgangers within 30 seconds. Ruka-pyon fails miserably.
Narumi-sensei, on the other hand, is confident that he can passes the maze easily after defeating his first enemy using his pheromone Alice. However, much to his disappointment, Mikan turns out to be the last Djinn that he encounters. Mikan tells Narumi that in order to pass the goal, the participant must be able to take her down from her 'Flying carpet' within 30 seconds without physically touching her. Narumi realises that his pheromone Alice won't work here because it'll be nullified by Mikan's cancellation Alice. We then hear Tsubasa explaining how the winner is allowed to choose a lamp belonging to one of the Djinns. He/she then gets to keep it until the Djinn grants the person's 3 wishes. Anyway, since Ruka and Narumi have failed, it's Sumire turns to enter the maze.
While inside the maze, Sumire wonders kind of a weapon her earplug is supposed to be. For an earplug, this thing is unusually noisy, singing a song the entire time. Before she can find out its use, however, a Genie appears and tells her that in order to pass the area, she must not laugh within 30 seconds, no matter what he says. The problem is, this Genie is played by the same Tokuryoku member who has the ability to make people laugh - even though what he says is not funny whatsoever. Sumire suddenly remembers that she can use her earplug to stop herself from hearing the Djinn's words. Unfortunately, the earplug is now sleeping peacefully and as a result, Sumire can't use it to block the the guy's voice. In the end, Sumire can't stop her laughter and ends up losing the game just like Narumi and Ruka.
Soon, the news about the group's interesting RPG travels from one student to another. The three students who first refused to play the game are now surprised to see other students lining-up in queues to play the game. Some people are keen to see if they can pass the game's difficult level while others want to get either Tsubasa or Misaki to do their bidding. The popularity of the game eventually attracts Kokoroyomi-kun and Natsume so the two decide to check it out. Ruka, who's been helping the group selling tickets ends up becoming Natsume and Kokoroyomi-kun first bully victim. The two decide to tease Ruka by pulling her rabbit ears left and right. Sumire, on the other hand, is excited to see Natsume and asks if he's there to save her from the captive of Tokuryoku group. The answer is a big 'No'.
Natsume then turns his attention to Mikan who appears to greet him. He quickly asks her what kind of costume she wears. He also wants to know where she hides her breast and proceeds to pull her top to check it out. Mikan is traumatised by this and runs over to Tsubasa crying. This, however, makes Natsume jealous. So when Tsubasa asks if Natsume has come to try his RPG, Natsume decides to take up the challenge. He and Kokoroyomi-kun then begin to pick a 'weapon' and respectively receive a flower and a talking roach. Once Natsume enters the Maze, he encounters his first challenge: a girl in a mirror. The girl djinn steals his roach and tells him that in order to pass this leve, he must regain his weapon within 30 seconds. However, when she realises that Natsume's weapon is a roach, she is quite happy to return it to him.
Kokoroyomi-kun, on the other hand, manages to pass the girl djinn by reading her thoughts out loud, revealing her secrets. The girl, who's embarrassed by this has no choice but to return his flower. Meanwhile Natsume encounters his second challenge: returning the soul of a guy to its original body without touching the actual body itself. No problem. Natsume simply uses his fire Alice to make the guy feels hot and wants to get a drink. Kokoroyomi-kun, on the other hand, uses his mind-reading Alice again to get the same guy to return to his body. The third challenge is a bit difficult for Natsume since he has to write an answer to an equation within 30 seconds. The problem is, the equation is written on a blackboard that is hang upside down on a ceiling. Because of this, Natsume decides to use his fire Alice to etched the answer.
Natsume then encounters Tsubasa in his next challenge. In order to pass Tsubasa, Natsume must be able to touch him within 30 seconds. However, Natsume has now been captured by Tsubasa's shadow Alice. Because of this, Natsume decides to release his fire Alice. But much to Tsubasa's surprise, Natsume uses it not to harm Tsubasa, but to ensure that the shadow disappears. Then when Tsubasa thinks that Natsume is going to punch him, Natsume simply touches his jaw with a knuckle and tells Tsubasa that he's lost this round. Since Natsume doesn't use violence to win this round, he passes with flying colours. Kokoroyomi-kun, however, doesn't have too much luck since he got stuck at the level where he has to write an answer of an equation. Since there is no one in the area, he can't use his Alice to force them to do his bidding.
Natsume eventually reaches the final obstacle in the maze: Mikan Djinn. The rule is still the same. Natsume must get her to step down from her 'Flying carpet' without using any physical means. After not getting reaction by throwing a cockroach at Mikan, Natsume pretends that he feels sick due to an overuse of his Alice. Mikan, who is worried about him willingly steps down to check out his condition. In the end Mikan realises that the whole thing is a trick. But it's too late for her since Natsume is now the winner of the RPG and can choose any lamp. Natsume wants Tsubasa to do his bidding as a revenge so he tells Kokoroyomi to read his heart to find out which lamp belongs to Tsubasa. Unfortunately, Kokoroyomi-kun thinks that it's Mikan's lamp that Natsume wants so Mikan ends up being the one who has to grant Natsume's 3 wishes.
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