Agents D. B. Gengar and Splash Winterfall (along with stowaway Frederick Gerard) descended into the catacombs beneath the Dead End Cell, their way lighted by a single candle. They were now performing the ‘Hatching Egg’, the candle explained, a rite of passage into the Agency inner ranks. Before the agents lay a series of doors, some chained and barred but all bearing placards with ominous descriptors.
Through the Gate of Death the agents found themselves guarding the casket of a certain B. Gengar, whose body was being shipped via Zyphership back to the world outside of Dark Atlantis on behalf of an unknown benefactor. After beating the shit out of Ursula, the half-tarantula/half-ursine terror of the deep, the agents witnessed Princess Daphne restore a new life to this B. Gengar, courtesy of the Raven Queen.
Through the Gate of Birth the agents found themselves deep in the Necropolis overseeing the botched operation to capture Razzil the necromancer. They watched as a photon elemental named Strange delivered a set of beakers containing sentient water, which Razzil proceeded to consume thirstily. Splash was disturbed by the uncanny sensation he’d seen this before — albeit from a different perspective — while D. B. Gengar worked hastily with Zebes The Bounty Hunter to prepare the worst ambush in history. In the resulting confusion Razzil managed to escape, but two of the young water elementals were rescued from the infant drinking necromancer.
Through the Gate of Suffering the agents found themselves imprisoned somewhere in the Feywild, next to the cell of a sad young girl. To ensure her family’s safety from the kings men, the girl was forced to use her power to grant people’s wishes. Since this process was fatal to the wisher, the guards would use mind-controlled prisoners to activate the Killing Wish. In this way King Fancy handled dissidents and tax revenue short-falls in the Autumn Kingdom.
The agents helped the girl discover she could also answer her own wishes, and with their prompting she bent her power to reuniting herself with her family. The result was not exactly heartwarming, which is understandable considering her family were all at room temperature. And so Fair Susan proceeded to free the prisoners in the tower, and led them forward with terrible purpose in her heart.
Through the Gate of the Unknown the agents found themselves leading the brave crew of the XSS ATLANTIS through the wretched depths of the Far Realms. The harried ship was set upon by a class 4 Moonbat and millions of mind hackers attempting to turn the men into insane horrors. Under the concentrated onslaught, the Sanity Wave Generator could barely shield the ship, much less be used as a weapon. Admiral Gerard ordered the field focused to the bow of the ship, sacrificing many men to the madness, and set a collision course with the Moonbat. They blew a hole straight to the heart of monstrous planetoid, where Rouge of the Howling Moon House gave her life channeling a Sanity Wave that collapsed the madness once and for all.
The battered ship’s reprieve was brief, however, as an uncharted Star Eye opened and latched onto the ship with gravity tendrils. As the engines came back online, the ship fired a rail gun along the tendrils, hyper accelerating it into a stunning blow against the hungry star. At the same time the ship thrust forward at a full speed, sling shooting the XSS ATLANTIS outside of the star’s gravity well and straight into another dimension.
The remaining crew braced for impact as the ship crashed down into the ocean just off the coast of what is now known as Dark Atlantis. All hands abandoned ship and made their way to the island as the XSS ATLANTIS plummeted into the unknown depths below.
The agents stumbled free from the last Gate, and this time were presented with the final vision known as Breach, the terrible fate that awaited the universe in general should a Major Player become too powerful. Then the agents (with some misgivings) drank a potion concocted from (among other things): the blood of demons, the flesh of a dead god, Old Bay seasoning, and the tears of time travelers. Known as the L’Essence d’Atlantis, it irrevocably bound the agents to the twisted heart and soul of the land, while also granting them new strengths to face the horrors of the city.