Part 8

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Your Nightmare spent the rest of the night giving you instructions for getting him out of Wonderland. Luckily by the time he was finished it was time to leave, so you woke up and left the cave toward Gravity Falls, determined to get directions to the Mystery Shack, a tourist trap run by a money-happy old man named Stanford Pines. You knew he was actually Stanley, however. Your Nightmare had spent his time wisely, running over to you everything he knew about the Pines family, including how to get behind the vending machine in the giftshop.

You walk along the main street, avoiding those who would no doubt be disgruntled if a girl came up asking for directions this time of night. You have no luck. You decide to check in at the diner, despite your rabid hater of the place. You let yourself in and cloak yourself in the steamy rabble drinking themselves silly. You sidle up to the bar and sit on a free stool. You are surprised to se a carved watermelon on the bench next to you. You look wildly around. 'Surely not, it can't have been that long, it couldn't be Summerween already...could it?'

You look out the window. Sure enough, despite the late hour, the younger children were still circling round, stubbornly checking the doorsteps of black-windowed houses for signs of sweets. You facepalm internally. The Pines family wouyld be huddled around the TV, no way they'd be asleep this time of night on Summerween! Ho were you supposed to get to the basement now?! You calm yourself. All was not lost, you could get past those nitwits any day, Summerween or no Summerween. But something would have to be done about Sixer. He wouldn't be asleep if the family wasn't, he would be bustling around underground, ferociously guarding what you had no choice but to fetch before the night wore off.

You attract the bar lady's attention. She walks up. "Yes, can I help you?" You ask her for directions to the Mystery Shack, and she graciously gave you a detailed set of such. Before you leave the bar, you ask for the location of the chemist. You leave and set off down the road.

A bell tinkles somewhere when you step inside the chemist, and you immediately go to the section for induced sleep. You take a packet off the shelf and walk up to the desk. You wave to the shopkeeper. He comes up. You say; "Ummm...a friend of mine left something here a few days ago, Wendy? I'm here to pick it up for her." The shopkeeper nods, and walks backwards to the backroom, oddly never showing his left side. Quickly, you duck beneath the counter and take a small sringe gun meant for elephants, and an empty dart. The shopkeeper returns. "Sorry, there's nothing here." You smile. "That's alright, I'll call Wendy and see where she put it. The shopkeeper waves you out and you leave the shop.

You take out the sleep serum and carefully insert some into the dart, which you them load into the gun. The gun you slip inside your coat. You contine on your way and finally come upon the Mystery Shack. As was expected, the window light was on, and the theme of Ghost Harassers could be heard. You creep into the yard and test the door of the gift shop. Luckily, it was unlocked, Stanley clearly didn't think anyone would trespass if he and his family were up. His mistake. You steal into the giftshop and imput the code on the vending machine. It opens with a small swish and you close it carefully behind you. After a quick elevator ride, you wait with baited breat for the door to slide open. It does so. "Who's there?" Someone, definetly Sixer, calls out.


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