You don't scare easily since danger is a constant in Morgana City. That said, you've always had someone to rely on when the chips are down. When alone, however, there are instances when you lose yourself and break down. This is one of those times.
You scramble away from the automaton as it looms over you. It strikes you once, twice, a third time, hitting so hard that you know you'll be bruised tomorrow, despite your naturally durable evo physiology.
You look up with sweat-stung eyes as the robot continues its assault. It's almost unstoppable.
Suddenly, the ceiling light turns from red to green. You can finally let your powers loose and show the Wardens of Truth what you can really do. They better be watching.
What is your superpower?
The automaton lands some good hits before you've gathered enough concentration. You spit blood and release your powers, however, lifting the robot into the air using only your mind.
Telekinesis is a powerful ability, but it requires a lot of discipline, which you certainly have right now.
With one hand on your temple to maintain focus, you wave your other hand to disassemble your opponent systematically. First, you hold it in place, not allowing it to move, no matter how strong it is. Then you rip the automaton's arms off, one by one, followed by its legs, each limb dropping to the ground with an all too familiar, once-menacing clang. You turn your hand in a claw formation, resulting in the robot's body twisting like a washcloth being wrung out. Instead of water, however, sparks and battery acid spill from the robot.
When you let go of your control, its scraps fall to the ground. That was grueling, requiring a moment to recover from such intense mental stress.
The White Room Trial is over.
Next
The soft green light turns back to white, but it only briefly hurts your eyes before all the brightness is turned off. You're in a holographic training room, not unlike the one you have back at home. The walls and floors are crafted of the same material called echo metal, an alloy created by Gearhead years ago. It is simultaneously hard and soft to the touch, baffling the senses. The room's color scheme consists of parallel lines of blue and green that project whatever the programmer desires once activated.
The automaton wasn't part of the projection, so it remains in a pile of parts on the floor. It was a worthy opponent, and it served its purpose.
The entry doors open again, and some of the Wardens of Truth now stand before you in full regalia: Gearhead, Gladiator, and the Cloak. Even though you guessed their identities earlier, being in their physical presence is completely different.
Next
