by Rypta Gud'n and Capn Carrot
Rhyme Guardian knows that the only people whom he can trust to help him escape this place are the Meta League of Europe. They must have been transported here with the rest of their continent. He finds them to be scattered across all parts of Europe, trying to maintain order.
Rhyme Guardian comes across a metahero he had never met before, a being with psychic powers who goes by the name Psy, and who is maintaining the peace in London, after Rhyme Guardian had searched for what seemed like forever.
Psy: "Hey, I've heard of you, right? Rhyme Guardian! You're the leader of the MBL! I really look up to you!"
Rhyme Guardian: "Thanks... Um, do you think you have any way of using your psychic powers to make contact with our world?"
Psy: "I've tried. The only ones who I can talk to are the ones near death. It seems they have closer contact with the between-dimension borders."
Rhyme Guardian: "Near death?" He thinks of something.
Disco Stave lies comatose in the MBL med lab. Suddenly, a vision of Rhyme Guardian shoots into his head. The Rhymer tells him about the weird dimension and how he needs to get home. Then Psy uses his powers to prod Disco back into the waking world.
Disco shoots up, awake. He walks to the kitchen, where Beer-Drinking Lad is getting something to eat.
Beer-Drinking Lad: "Disco! You're awake!"
Disco: "Apparently. Um, is this a new headquarters?"
Beer-Drinking Lad: "A temporary one. The old one was destroyed, remember?"
Disco: "Oh... I may have been unconscious by then. That whole battle is pretty blurry. Um, did we salvage any stuff from the old headquarters? In particular, that interdimensional teleporter we had in the trophy room?"
Beer-Drinking Lad: "Actually, I think we may have. Check in the store room. Down the hall and turn left."
Disco: "Thanks."
As he walks away, Lioness turns to Beer-Drinking Lad and says, "Teleporter? What was all that about?"
Disco finds what he is looking for and activates it. He is aware that this is dangerous, but he does what Rhyme Guardian has told him to do. He sets the coordinates that Rhyme Guardian gave him and stands back.
In a flash of light, Rhyme Guardian appears.
Disco: "Rhymer!"
Rhyme Guardian: "It's good to see you too, buddy. Now, we gotta go save Gooz and the rest of the team."
Disco: "Um... huh?"
Rhyme Guardian: "On second thought, you should probably stay here and recover. You're not fit for battle just yet."
At that moment, the Caped Cadet bursts in through the main door. Rhyme Guardian and Disco rush to meet him.
Rhyme Guardian: "What happened to you?!"
Cadet: "Long story. And you?"
Rhyme Guardian: "Same. Listen, you and Lioness come with me. Beer-Drinking Lad, you stay here to guard the place and look after Disco and Velo. Are there any helicopters still in that army hangar outside?"
Cadet: "I think so."
Rhyme Guardian: "Good. Cadet, you and Lioness come with me. We're saving the day, and helicopters are always useful when you're doing that."
Lioness looks at Cadet and shrugs. They both follow Rhyme Guardian out the door to save the rest of their team.
"Will the Rhymer and his crew make it in time?
Look out for the next chilling rhyme!"
As they rush toward the hangar, Cadet turns to Rhyme Guardian and says, "Um, I know we're in a hurry, but I may have a clue on defeating..."
"Not now, old chum. I'm trying to remember where I put my tape of Wagner's 'Ride of the Valkyries,' and I can't concentrate with someone chattering in my ear. Ah, the Valkyries. Nothing like the sweet smell of napalm on a sunny morning!"
"WHAT?" blurts Cadet.
"Oh, um... nothing," mumbles Rhyme Guardian.
Cadet looks over at Lioness, who rolls her eyes and shrugs her shoulders.
Meanwhile, the grating, gurgling sound of movement seems to be all around Gooz and Agent F7. They can't clearly pinpoint where the creature called Skizm is located in the darkened room.
"Well, at least we don't have Warlord and his flunkies to deal with," offers Gooz.
"Uh, I think I'd take them over this thing any time, any day," replies Agent F7.
Suddenly the movement stops. The sounds of strained breathing cease.
"Hurry," yells a feminine voice. "A few of us have distracted it, but we can't keep him away for long. You must hurry and leave through the hole created by your enemies."
Gooz and Agent F7 are perplexed by the soft, timid woman's voice. They are quickly snapped into action. "Hurry, you fools! Didn't you hear what she said? This is your only chance. We can't hold it back for long!"
Gooz and Agent F7 immediately head toward the hole created by Warlord. They notice the strong stench of rotted meat as they near and exit through the wall. They pick up speed and run as fast as they can, putting as much distance as they can between the prison and themselves. When they feel they are far enough away, they stop to rest and catch their breath.
A loud, harsh, grating screech permeates the night air.
"Oh, my God," huffs Agent F7. "Do you think that was...?"
"I'm afraid so," interrupts Gooz. "So we'd better keep moving, because I don't think that thing is very happy right now, and I have the feeling that it's probably an excellent hunter."
"Crap!" exclaims Agent F7.
"Exactly, my friend, so let's head into the forest here. We may have a better vantage point from which to defend ourselves."