Chapter 17: Elated: Into the Mind's Eye

"We're just a small part of it, aren't we? Darkness and light. It's a war that's gone on long before we were born, and will go on long after we're dead and gone, until the end of time. We're just a small part of it, but we have a role to play. Mazkertis was wrong about you, about all of us. You're not an aberration or a wound in the universe. None of us are. We all choose what to serve... and you and I made a choice."

- Kakamu to Klak

Elated: Into the Mind's Eye is the seventeenth chapter of The Mazkertis Paradox. In this chapter:


 * Kakamu and Axalara venture into the Dreamscape in an attempt to rescue Klak from the magic-induced coma that Mazkertis had trapped him in at the conclusion of the Battle of Datrio.
 * Nu-Stardust tries to forge a weapon capable of defeating Mazkertis.
 * Raziel is paid a visit by an old friend.

Preface
In the wake of the Battle of Datrio, the Claws of the Phoenix convened to discuss how to rescue Klak from his Mazkertis-induced coma as well as how to best recoup after their recent losses. It was decided that Kakamu would continue to lead his half of the Claws of the Phoenix (which now contained Nu-13) while Tezzeret would take over from Klak in leading the other half in the search for Mazkertis. Meanwhile, the Norman assembled a team of Malchiorian scientists and Nynrah Ghosts to find a cure for Klak's coma. Anzu, Tezzeret, and Nadle all protested the Norman's scientific approach, insisting that a combination of both arcane and technological intervention would be required to break the coma. Either way, the Claws split apart once more and Anzu returned to the Dominion to prepare its own strategy to tackle the sudden instability of the Galactic Government and the rise of the Kindred of Dawn.

The Claws of the Phoenix largely spent the next few weeks training, searching, and fighting low-level members of the Kindred. Despite the Claws' various attempts to capture Mazkertis, he eluded them repeatedly, much like he did before the Battle of Datrio. The only positive side of this was that they were able to cross paths with various groups, such as Captain Eurobeat's New Fighting Force and a group of suspiciously familiar looking individuals claiming to be from "Cadmus". All of these groups were new and important allies for the Claws in the war against Mazkertis, though Niflheim kept saying "Fuck No and Fuck U" whenever Caiaphus attempted to recruit him. Meanwhile, Klak remained in his comatose state.

When Anzu returned to the Claws, he came up with the clever idea that they would have to enter Klak's mind themselves to force his subconsciousness to break the spell. This caused the Norman to recall the existence of an old device that was used by the Nynrah Ghosts and the Malchiorian government over 50 years prior to conduct "secret dream walking experiments". However, it could only maintain connections for short periods of time. Anzu then surmised that, with the aid of the machine, he could forge a strong telepathic link that would ensure that multiple Claws members could enter Klak’s mind and help his subconsciousness to break the coma. Once the Norman had finally managed to obtain the device from the Malchiorian government, she called together a meeting of the Claws on Anzu's spaceship in neutral space.

Chapter 17
On Day 76 of The Mazkertis Paradox arc, Anzu warns the Claws that whoever enters Klak's mind will have to pierce through new levels of the Dreamscape dimension created by both Klak and Mazkertis in order to rescue Klak. In addition, Anzu reckons that the coma could also draw memories from the subconsciousnesses of those who enter Klak's mind to add visions of their own thoughts, fears, and desires to the dream world that Klak is trapped inside. While the Claws and Axalara discuss which of them should enter Klak's mind, Anzu sneaks away from the group to privately answer a communication from Malygos, who informs Anzu that the search party on Gasuhigann had managed to capture Mazkertis but that Sefer Yetzirah's foolishness had allowed him to escape. Anzu offers to travel to Gasuhigann to assist Malygos, but the mage instructs him that it is more important that he remains with the Claws and continues to gain their trust. Meanwhile, it is decided that Kakamu and Axalara will be the ones to enter Klak's mind due to their varied experience and close bonds to Klak, with the others remaining on standby.

Elsewhere on Anzu's spaceship, Caiaphus confronts Perseus and smugly points out that Perseus is allowing his Red Lantern Ring to fuel a desire for vengeance, turning him into a monster not dissimilar from Mazkertis. Perseus lashes out, but Caiaphus simply laughs and walks away.

The Norman and Anzu configure the dream machine and connect it to the minds of Kakamu and Axalara. The device is activated and the two travellers are pulled into the Dreamscape, arriving in a twisted part of Klak's subconsciousness that had been created by Mazkertis's spell. Kakamu and Axalara appear to be in a classroom that is occupied by Mazkertis, rows of faceless statues, and a girl holding an apple. After a sickly green creature emerges from the apple and bites the girl, Kakamu and Axalara are whisked through a corridor in pursuit of Mazkertis until the wizard trips on the Keruvim. Mazkertis retrieves the Keruvim and marvels at its brilliance, but is immediately wounded by nightmarish interpretations of D-Klak and Zev Raregroove. Eventually, Mazkertis is left alone on the floor, surrounded by four visions of different realities. The first vision is of the Klak of the Utopian Universe; an evil warlord who destroyed the peaceful society of this alleged alternate universe. The second is a child-like alternate Klak who erupts with chaotic energy, levelling a city block. The third is of what appears to be the Klak of the future, who lands a fatal blow on Praepositus and completes his transformation into F-Klak. Accompanied by an army of Dark Lanterns, F-Klak leads an attack on Atuar Sadiares that obliterates the station. The fourth and final vision is of the Klak of the Dark Universe; a calmer, more calculating warrior than most other 'evil' versions of Klak. This Klak ruminates beneath an emblem that reads "Claws of the Phoenix".

After witnessing these visions, Mazkertis collapses and he, Kakamu, and Axalara are all transported to a peaceful beach. Kakamu and Axalara watch as Mazkertis finds comfort in an indiscriminate-looking doll that carries an orb that seems to speak to Mazkertis using his own voice. When Mazkertis looks out towards the sea and makes the choice to proceed towards his destiny, a tornado materializes on the beach that sweeps up Kakamu and Axalara and deposits them into the ocean depths, crushing them both beneath the immense weight of the sea.

Suddenly, Kakamu and Axalara awaken inside an elevator, where they are greeted by a hooded figure that calls itself "The Last Ember". The Last Ember introduces itself as the last part of Klak's subconsciousness that remains unaffected by Mazkertis's spell and explains that it will serve as a guide on their journey through the various levels of Klak's mind. The visions featuring Mazkertis that Kakamu and Axalara had just experienced occurred on "level one", with many more levels to follow. As the elevator begins to descend further into Klak's subconsciousness, Kakamu and Axalara experience various memories of Klak's childhood on Malchior IV, where it is revealed that The Last Ember had taken on the appearance of an individual who had trained Klak how to master his powers and emotions during his early years. In one of these memories, Klak's mentor reveals that he had originated from an alternate universe whose Kakamu was a tormented soul who led an organization named the Church of Ascendants which aimed to "kill the gods". In another memory, Klak and his mentor are battling a group of villains in the ruins of a city. The two heroes successfully behead a pair of hostile werewasps named K'tt and P'moq, but a Ta'har named Photinus wounds Klak's mentor with a plasma blast that seems to be fatal. With his dying breath, Klak's mentor instructs his pupil to find another mentor so that he can complete his training and become who he was meant to be. After the next memory, in which Klak meets Tezzeret for the first time, the Kakamu and Axalara of the present are transported to a memory where Klak and Tezzeret are being hunted by Sephiroth.

In the next few memories, Klak parts ways with Tezzeret when he leaves to seek employment with the Dominion and bids farewell to Zev Raregroove at the conclusion of their first shared adventure. Afterwards, Kakamu and Axalara find themselves in a vast forest filled with tables that are occupied by almost every friend or neutral ally that either of them have ever met. As Kakamu catches up with Trantoshen, and Axalara has an emotional reunion with the Knights of the Keruvim, the dream-walkers find themselves enthralled by the illusion, slowly beginning to forget why either of them had come. However, the peace is eventually interrupted when a raging army of darkness storms across the forest that is comprised of silhouettes of villains such as Akzer, Blackout, Caiaphus, Eclipse, Krika, Nabonidus, Set, Ultron, Xemnas, and many more. Amid the chaos, Kakamu and Axalara notice Klak charging towards the storm and attempt to rescue him from the darkness, but reality shifts again and the two heroes are deposited into different illusions.

Moments after awakening in a grassy field, Kakamu is held at gunpoint by Keichi, Treskis, Quick Billy, and SM Treveya, who reveal that they intend to hold him hostage to force Klak to come and fight them. Kakamu mocks the pirates' plan, telling them that they could simply try approaching Klak themselves without the need for a hostage because it was not as though Klak was in hiding. Keichi angrily concedes that Kakamu is correct, but Treskis knocks Kakamu unconscious with the butt of his rifle regardless. Meanwhile, Axalara awakens on a snowy mountain where she is approached by Perseus and the Knights of the Keruvim, who congratulate her on securing the Keruvim. However, they are then ambushed by Mazkertis, who quickly dispatches Lancer and Perseus and creates an avalanche that sweeps Axalara away.

Kakamu awakens again in the alley of a vast metropolis set at night, lit mainly by the window lights and neon signs that adorn the immense dark skyscrapers. While exploring the moody but beautiful city, he notices Etende through the window of a sushi bar and runs inside to meet her. After a short conversation, Etende recognizes the Kindred of Dawn member Mink outside on the street, prompting Kakamu to chase after the villain in an attempt to arrest her. However, when Kakamu catches up to Mink, her face transforms into that of The Last Ember, and a mob of hands emerge from the darkness to restrain Kakamu and tie him to a chair. Kakamu's captor reveals himself as Dukamu, who menaces Kakamu by threatening that "terminus" will come. Through sheer force of will, Kakamu banishes Dukamu and the vision collapses.

Meanwhile, in the real world, D-Klak, Nadle, and the Norman enter the Dreamscape to help Kakamu and Axalara, who they fear have become trapped under Mazkertis's spell in addition to Klak. Upon uplinking themselves with the dream machines, D-Klak, Nadle, and the Norman materialize inside the elevator with The Last Ember, who introduces himself as their guide and explains that they will need to travel through various levels of Klak's mind in order to find their friends. As the elevator descends, the group re-experience some of their own memories in addition to Klak's, but also memories belonging to Kakamu and Axalara, including a snapshot of Kakamu's service in the Order of Mata Nui and the Norman's past as a Toa war hero. The group then experience one of D-Klak's memories from the war that engulfed the Dark Mirror Universe's Matoran Universe after the death of Tuyet. In this memory, D-Klak and DM Helryx retreat from a battle outside the Coliseum and agree on a strategy to save their universe, albeit one that comes with a terrible cost. In the next memory, DM Ancient explains that although DM Helryx had had most of the survivors' memories erased in order to preserve the terrible secret that had led to their salvation, he believes that the truth must be told. However, before the dream-walkers can hear what this truth is, the dream changes again.

Next, D-Klak, Nadle, and the Norman find themselves in the dream of the forest filled with tables, which Kakamu and Axalara had already passed through earlier. When the trio notice Kakamu being carried away by Keichi and his pirate crew in the distance, they give chase while battling hostile manifestations of Klak's subconsciousness along the way, eventually ending up at the cave entrance to the pirates' base. After D-Klak shatters an illusion of Rahn that attempts to ambush them, the dream-walkers proceed into the cave and find Kakamu being held prisoner by Keichi and his pirate crew, which now includes 553 and Shadow Blade. A battle breaks out between the dream-walkers and the constructs, but the dream-walkers emerge victorious and rescue Kakamu, renewing their vows to find Axalara and Klak and escape the nightmare together. The heroes find Axalara in another part of the cave and awaken her from the dream within a dream where she was being hunted by Mazkertis, returning her to the group. However, as the dream-walkers turn to leave the cave together, they find their escape impeded by illusions of Mazkertis, Blackout, and Sanox. Blasting their way through the illusions, the dream-walkers run back through the forest of tables in search of Klak, who appears again as he runs straight past them towards the army of darkness rampaging through the forest.

Though the heroes are separated by the storm of chaos, Kakamu makes his way over to Klak. He finds Klak trapped in a cycle of misery and guilt, the nightmares that have tormented him over the previous three weeks having caused him to blame himself for all of the suffering and destruction he has witnessed over the course of his life. Though Klak is despondent, Kakamu kneels down beside his friend and instills new hope in him by insisting that he is not an aberration or a wound in the universe; but a hero whose worth is defined by the righteousness of the choices he makes rather than his failures. Filled with renewed vigor, Klak takes a stand and breaks out of the cycle of guilt, shattering Mazkertis's spell and returning himself, Kakamu, D-Klak, Nadle, and the Norman to their bodies in the physical plane.

Meanwhile, a new member of the Stardust Crusaders named Nu-Stardust works on creating a longsword that he intends to use to defeat Mazkertis, imbuing it with an "Anti-Healing Ray" that will prevent anyone stabbed by it from healing themselves. However, to his horror, Nu-Stardust realizes that a piece of hecklessness that the Heckumvirate had transferred to his predecessor, Stardust the Super Wizard, had also been transferred to him at the moment of his creation, rendering him unable to care about completing the sword or using it on Mazkertis himself.

On Kalta Thaea, Raziel is confronted by Kain, who urges him to return to Nosgoth because his absence has engendered "dire consequences" for their world. When Raziel refuses because he has found a new purpose in serving Mazkertis, Kain remarks on the irony that, despite Raziel's longing for greatness and free will, he always falls under the spell of charlatans, such as Moebius, Caiaphus, and Mazkertis, whose plans for a better future always end in failure. However, Kain remarks that he knows that Raziel will "make the right choice", and leaves.

Back on Anzu's spaceship, Kakamu peers out of a window into space and notices the passing of Santa Claus's sleigh, which is occupied by the saint himself plus his helpers for 2019: Greg Farshtey, FAAAK-Cupcake, and Mike & Dave.

Characters who appear in the 'real world'

 * Anzu
 * Axalara
 * Caiaphus
 * Cassius Calm
 * D-Klak
 * FAAAK-Cupcake
 * GregF
 * Kain
 * Kakamu
 * Klak
 * Malygos
 * Mike & Dave
 * Nadle
 * The Norman
 * Nu-Stardust
 * Perseus
 * Raziel
 * Santa Claus
 * Tezzeret

Characters who appear in memories/illusions

 * 553
 * Akzer
 * Ancient (DMU)
 * Blackout
 * Dukamu
 * Eclipse
 * Etende
 * F-Klak
 * Helryx (DMU)
 * K'tt
 * Karzahni (DMU being)
 * Keichi
 * Krakua (DMU)
 * Krika
 * Lancer
 * Lesovikk (DMU)
 * Mink
 * Nabonidus
 * P'moq
 * Photinus
 * Praepositus
 * Quick Billy
 * Rahn
 * Sanox
 * Set
 * Sephiroth
 * Shadow Blade
 * The Shadowed One (DMU)
 * The Simurgh / The Last Ember
 * Teridax (DMU)
 * Trantoshen
 * Treveya (SMU)
 * Treskis
 * Ultron
 * Veriukii
 * Xemnas
 * Zaktan (DMU)
 * Zev Raregroove