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Defeat The Godmodder

The Apex forces hold off from doing anything this turn, except the Ordnance Cruisers, which still repair the Apex.

FOCUS - NOOBLITERATION

As opposed to the Godmodder's charge, which will turn into "Nobliteration" due to the loss of the o when fired, this is a Noobliteration, or obliteration of noobs. And Kerrigan is nothing if not a noob.

Using Yorehammer once again, he attacks! Instead of some complicated combo, he unleashes his ultimate weapon, and slowly walks up to Kerrigan before flicking her forehead with his finger. This flick is imbued with pure Noobliterating essence, and threatens to utterly wipe Kerrigan from existence... or more accurately it would if she wasn't protected by Godmodding magicks. Still, it does tremendous damage to her very being, and slams her straight into the ground. This is an attack from those who aren't messing around.
 
FOCUS
Action 1: 6 CP

I see that Tassadar needs help to win against Kerrigan. However, Kerrigan herself cannot be touched while the hybrid destroyer lives and additionally ignores attack shields, blockers, and deflectors. As such, I need a new trick. I proceed to spend unreasonable amounts of subjective time staring at maps of the Mansus and glaring at the Flowermaker's catalogue, to say nothing of endless negotiations with the Mirror-Maids and a number of yelling contests with the Masters of the Echo Bazaar. Eventually, I settle on a single way to help.

Firstly, I use inter dimensional portals to access the Woods around the Mansus. Then, I simply walk past the White Door (using coffee to maintain alertness). After that, I tell the Stag Door a really funny joke, distracting it from the Enderpearl I use to teleport past it. (The Mansus has no walls, and the ridges of bone from when the Stag Door fell just aren't the same). After that, I simply stroll past the Spider Door, encountering the Peacock Door. That is my first real roadblock. I possess neither Watchman's light nor Frangiclav, and obtaining either of those seemed inefficient when I first planned this journey. Still, a fellow named Alparen (one of many) eventually opens the door himself, and I simply walk in behind him before the thing closes. Unfortunately, the Peacock Door notices my extra set of footsteps.

What follows is the lovechild of a Monty Python skit and the Bad Ending of a Cosmic Horror game, set to Yakety Sax courtesy of me. Still, I eventually manage to obtain what I want, namely a keg of Amarinthe Nectar from the Flowermaker and some interesting information about the finer points of the Rite Interlacate. (Y'know, the thing that turned the Sun-In-Splendour, greatest of the Hours, into the Sun-In-Rags, god of beautiful endings). Once that is done I leave the simple way, which is to say I power slide into the Malleary, and bang on everything explosive-looking until one of them puts a hole in the wall. Then I grab my Speedboat, laminate the bottom with Martenisite Paste and Rose Pearl Dust (esoteric protection ritual, don't ask) and ride down the Ascent of Knives.

At that point I nip into Minecraft, grab a Totem of Undying, do something very complicated with it, the Nectar, and some quickly summoned potions, and create the (customized) Totem of Life Unended. Then I bestow it upon Tassadar

OOC: the Totem of Life Unended activates only if the wearer would otherwise die. When it activates, the wearer appears to die for a few moments, but then gains (insert appropriate number here) Continuity. Continuity is like HP except that it decays by 50% (rounded up to nearest thousand) at the start of each turn, blocks normal healing unless it is higher than the health of the person "Gifted" with it, and then decreases the holders Max-HP by its current value. This particular amulet is customized so the moment of apparent death is just long enough for Kerrigan to turn around and start trying to figure out why the forcefield hasn't dropped, exposing her back.

Further Note: If Continuity isn't a workable mechanic somehow, just do full heal plus permanent poison-like effect on max-HP and current-HP.
 
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So, wait. This is past you, attacking the Bank of Actions before they were rich? Well, clearly, the attack didn't destroy them, as they still exist today.

1. This is the laziest excuse for the failure of my attack on the BAO of the whole failure saga.

2. If I can't do this without the story marker telling me to do this, I feel way too limited in my freedom as player.

3. look at this:

Should there be a problem... somehow... Hungry visitor also ate their quantum mechanic both physically and mentally and replaced it. After all this time he is a trusted part of the team.
He helped to repel past hungry visitor and countless others. There is no distrust.
Until the defense mechanisms suddenly immobilized everyone and the prion activated. Precautions failed, things went bad and the BAO has no hope left.

I was their quantum mechanic all the time. Now in the PRESENT I suddenly betray them. Since I have gained control of their defense mechanisms and bodies in the PAST. Of course they were not destroyed by my attack since I DIDN'T ATTEMPT to destroy them, but to gain power over them while perfectly pretending to be their quantum mechanic.

4. Stop breaking my immersion. I can do this myself if I want. Like this is supposed to be a cat and mouse game, not a story with arcs.

CP:26

I agree with the current cult action vote.
 
The Destroyer attacks the hunterbot!
the engineer keeps on working! the farmers, keep farming... and note that their name really should be well-known, or just remove the 'mysterious' prefix, since they're not mysterious any more! The Very (...) Evolve exists!
[1x] I look at The Very Dangerous Entity that should Definitely Not be Allowed to Evolve very, very carefully. specifically, I see if there is any way for it evolving to turn out badly for me. if it seems like it evolving will turn out badly for me, I give it the power to get in the way of attacks, and tell it to go get in the way of the attacks of the hybrid army
[SUMMARY: is very dangerous entity a good for me if it evolve? if not i has block attacks of hybrids. it'll survive this round. barely.]
[1x] but now I have knowledge of exactly what Godmodder energy is like... So I take some charmzard energy and start tweaking it, towards the state of Godmodder energy, Very, Very carefully. I ask the God of dreams to give me some infinileaf clover energy that he had a window to get when i gave him the clover before he gave it to the Godmodder, and which he therefor probably got because what possible downside is there to storing a bit on infinileaf clover energy? using a fraction of what he has (even if he didn't intentionally store it, some of it would probably stick to him!), I boost my chances of succeeding in forming Godmodder energy from Charmzard energy, and then also my chances of successfully forming an anti-Godmodder lock.
[SUMMARY: GIMME LOCK]
[2x] I put an attack redirector on the hunterbot, except inverted, so that when the Hunterbot launches his instakill attack, it gets Redirected into Him.
[1x] I help the death-elite engineer a bit, making the cup finish this turn and be a bit better then it would otherwise.
[1x]so.
I looked back at the early game and with 5 actions way back in the early game, moo made a portal that generated engineers one faster every turn and started at 3.
at that point in the game, it was 3 actions -> 6,000 HP and 2,000 A, or, 3,000 HP or 1,000 A per action, it seems. this was demonstrated by the TankChimeraGuardSquad of update XVI, which was summoned by a player who did nothing else that turn, meaning he used all 3 actions on it.
So, right now actions are 5 times as powerful (15,000 HP / 3,000 HP = 5) ...
which means I can with 1 action cause the amount of space engineers the engineers gain to increase by 1 each turn, with a base of +3 engineers-per-turn. it will only take 38 turns for this to outpace standard generation...
Except there was another thing with the engineer portal, apparently!
the first round it summoned this:
"[PG]Space engineers: 30/30 x 3 HP(builds stuff!)" (they where PG because the Godmodder had a chance of mindcontrolling each batch, that won't happen now because this is an upgrade to an existing entity producer not a new one)
the second round, "[AG]Space engineers: 35/35 x 4 HP(builds stuff)"
the next set had 40 HP, then it stopped growing for a sec cuz they where busy changing sides, then 2 rounds later it rose to 50, etc etc. and this was definitely an intentional real thing that moniker intended because on update XXVI:
"The... place... the Space engineers are coming from is already sending better and better ones over time! And you shouldn't assume that they are a company..."
2 rounds later, the engineers lost only 10 members from a 3,000 damage attack, despite 10 members being only 500 HP, indicating they were somehow damage resistent, or had higher functional HP then they let on. (after that, they got to 60 HP)
So every turn, the new batch was slightly stronger! so this, obviously equally strong portal, will Also increase the health of space engineers as it summons them!
SUMMARY: +1 space engineer per turn each turn, resume increasing engineer MHP and skill each turn.

Cult action vote: close the hunterbots portals shut as he trys to open them, resulting in automatic dodge-failure.

Also, I extend my offer of "give me 10 CP and I'll give you the destroyer, Or give me 2 CP a round and you can control its attacks" to Cloak and every other person who hasn't noticed it yet Goldhero bought the destroyer. whenever goldhero orders it, have it do whatever he says- if goldhero doesn't order it uhhh have it do what i say i guess.
The destroyer is also to remain on the space station regardless. I would like to note for goldhero's benefit that the method of attack is entirely unmentioned, and it may be ranged, so it should still be able to attack from up here.
 
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Seeing that the Hunter has already been caught, and now stuck here. There's not much I want to do right now...

I simply just continue construction on 1 of my many other projects... (Charge 3x)
 
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Action 1: I introduce bugs into the hunterbot's portal generator. They're harmless, but very good at covering themselves, and can serve as a base for future attacks.
Actions 2 and 3: I put a muffler on the Hybrid Destroyer. Its Shriek is now appropriately muffled.
7 CP
 
1. That hunterbot is pretty dodgy.... I freeze the field where he is at to absolute zero, where there can be no movement as the particles that compose the hunterbot have no energy to move. That should slow him down...
2. Ahhhh righttttttt..... Ignores shields huh?.... Woops. Take a heal for my failures. I heal Tassadar by turning back his personal timeline to before he was injured.
3. 14 CP.
 
Action 1: I disrupt the Hunterbot's portal by adding a miniature black hole next to the portal in hopes to slow him down.

Action 2-3: I charge up 2 CP
 
JOEbobobob (This is on the topic of your last action, the one with the space engineers. I'm sorry if I misunderstand it, your writing isn't entirely clear)

Firstly, this may not be relevent but the Engineers aren't (currently) summoned through a portal. They come from a large set of breeding/cloning chambers that I installed in the LIVE Space Station.
Secondly, when I built the breeding chambers I got 40 Engineers/turn at the cost of 6 CP and a bunch of flavor text, so it's probably safe to assume that 1 CP becomes 5 engineers/turn before creativity comes in. Which is a good bit more than your 1 engineer/turn, though I appreciate your efforts to make the engineers work more efficiently overall.
(Unless, are you trying to make the number of engineers spawned per turn increase each turn? I once floated that and Moniker suggested it will likely backfire horribly, though just 1 engineer/turn^2 might be low enough to not be a severe issue.)
 
Current CP: 13
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Afterwards, he puts on his favorite suit, utterly uncaring of its unfashionability

Eyowe, who is no longer running from the Nanobots because he had a mechanical duplicate of him doing that instead, looks at the Godmodder with visible confusion.

Eyowe: Your... favorite suit consists of a cactus breastplate that only has thorns on the inside and has a spear running through it, an evil tie that's gonna kill you, inverted shoulder spikes, sleeves that just suffocate your hands, pants that are on fire because you lied that one time, a lack of socks, and shoes with lego bricks inside? Also, is that lemon juice all over you?
Eyowe: I mean, that's quite bold of you to wear, sir. I applaud you for that.
Eyowe: Well then, see you later.


The Godmodder is left in confusion as Eyowe leaves. What did he mean by that? Then, the Godmodder looks down at what he's wearing. He really is wearing a lemon-juice-covered suit consisting of a cactus breastplate that only has thorns on the inside and has a spear running through it, an evil tie that's gonna kill him, inverted shoulder spikes, sleeves that just suffocate his hands, pants that are on fire because he lied that one time, a lack of socks, and shoes with lego bricks inside. But then, he remembers that his favorite suit is indeed a lemon-juice-covered suit consisting of a cactus breastplate that only has thorns on the inside and has a spear running through it, an evil tie that's gonna kill him, inverted shoulder spikes, sleeves that just suffocate his hands, pants that are on fire because he lied that one time, a lack of socks, and shoes with lego bricks inside.

...wearing it hurts a lot. And it's been a long while since he wore it.
__________________________________________________________

The attack shield(?), which remained an attack shield since the previous turn, realizes that it's useless as an attack shield against Kerrigan. It then morphs into a healing salve that applies itself onto Tassadar, healing him.

Watching that happen is pretty weird...
__________________________________________________________
Afterwards, he throws the gun away - it's an inelegant weapon.

Eyowe, hearing Tassadar's comment of how the REAL ASS GUN is inelegant, gives him the REAL ELEGANT GUN, which draws upon the power of properly-done theatrics and drama to boost its own. It also looks very elegant.

"Tassadar" becomes "Tassadar" in a fancy calligraphy font when he's holding the gun.

(Can you even do calligraphy fonts here)
__________________________________________________________

Actions Done:

x1: Still attacking the Godmodder.
x1: Turning the attack shield(?) into healing for Tassadar.
x1: More attack boost for Tassadar.
 
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Using my first action I create a large rectangular Vat
Using my second action I melt all my rocks into the Vat and light an eternal flame underneath to keep them melted
Using my third action I proceed to lay at the bottom of the Vat where I shall stay for several turns

I agree to cult action
 
This looks interesting... I'll join as a neutral for now, though I'm considering PG. I input the Konami Code, than whack a random AG entity with the result.
 
Wha-what's going on? And w-why are there lines everywhere? I look in front of myself, and see a dude (the godmodder) surrounded by chaos. Immediately knowing what I must do I summon nanothorns then use my Mystic Eyes of Death Perception to cut the Godmodder's lines! If Shiki can kill types I can at least damage this SOB right?
 
hungry visitor, I believe I'll be taking out that 3CP loan for this turn.

Seeing the newcomers, I Wel[URL='https://forums.spacebattles.com/members/flamingflapjacks.387313/']come [/URL]them to the HEXAGONAFIELD. I also give out warnings to each that siding with the Godmodder will usually end up you being repaid with pain since if you're here, then the Godmodder has killed you in Real Life and now you're stuck here. Which is bad, since he's sent your soul here so he can beat it and absorb it to get stronger. I also mentioned that your attacks may not work as the Godmodder and will Godmod (Hence the name) in some fashion to utterly render your attack useless. I do give compliments on the less known Type/Moon shenanigans as I haven't seen them been done to the Godmodder yet... And no, Gae Bolg and EXCALIBLAST has already been used on the Godmodder.
 
(3 Actions) I ask Concept:[[PLANT]] to assist with Lemon Matters

I close in the Hybrid Destroyer,and activate a Reality Marble

"Infinite Lemon World"

Within this World of Lemons,I create a Vortex of All Kinds of Lemons centered around the Hybrid Destroyer,Normal Lemons,Pink Lemons,Combustible Lemons,lemon Cheesecake,Lemon Party and even more surrounding the Hybrid Destroyer in a Flurry of Lemons and Lemon-based Products

This Vortex then curves in on itself and hit the Hybrid Destroyer,splattering Lemon Juice everywhere

I then head towards its quivering mass and hold out a spray bottle filled with concentrated Lemon Juice and spray it everywhere,even in its eyes and all of its internal systems through converting some parts of its body to lemons to spray the Concentrate

I then have [[PLANT]] throws a single LEMON from the Tree of Life at it as well a L E M O N,which was used to answer the Riddle of the Rocks for Extra Lemon and Surreal Damage while i force it to also read all the Lemon fics,no matter how bad in the Naruto,Homestuck,Undertale,Starcraft and Harry Potter Fandom and smell the Lemon Air Fresheners

I then call upon the Reality Marble to collapse and leave the Hybrid Destroyer to face an ever-growing tide of Lemons and Lemon-based products while also simultaneously having the Lemon Sun undergo Superlemova
 
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tCP: 20 actions

3 ACTION FOCUS: MONADO SPEED - Monado Speed is cast upon the nanobots, allowing them to run faster for a short time! Hooray game mechanics!
 
Charge: 7/???

Saria thanks the space engineer, her curiosity sated for the time being. After having spoken with the locals, she casts an analysis spell centered on the godmodder and encompassing a large portion of the HEXAGONAFIELD. "Well, that's a sight for sore eyes." She says after the scan reveals something coming out of the portal that was nearest to her own.
 
Thanks for the warm welcome fellow forumgoers, though it seems we are going to be enemies, as I have decided to join the Godmodder.
I teleport the Teenage Rebellion into the dimension of Very Pointy Painful Objects. They will remain in there for a turn or two, taking damage.
I then build the Flapjack Flinger. It will fling flapjacks into the mouth of random PG entities every turn, healing them. If it is attacked, it will begin charging up a powerful flaming flapjack barrage to throw at the faction that attacked it. Otherwise, it won't attack, just heal.
 
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Thanks for the warm welcome fellow forumgoers, though it seems we are going to be enemies, as I have decided to join the Godmodder.
I teleport the Teenage Rebellion into the dimension of Very Pointy Painful Objects. They will remain in there for a turn or two, taking damage.
I then build the Flapjack Flinger. It's a robot that will will fling flapjacks into the mouth of random PG entities every turn, healing them. If it is attacked, it will begin charging up a powerful flaming flapjack barrage to throw at the faction that attacked it. Otherwise, it won't attack, just heal.

Wait. If a PG person does a one-turn summon, what happens? I despise your idiocy, but acknowledge that you are treading new ground.
 
I've read the entirety of the first two DTG games, I'm not a noob. Though I realize that I may have been a bit dumb with that summon, it isn't meant too last for long, just to distract and do a bit of healing.
 
I've read the entirety of the first two DTG games, I'm not a noob. Though I realize that I may have been a bit dumb with that summon, it isn't meant too last for long, just to distract and do a bit of healing.

You are a noob. You understand the basic idea of the game, but that's about it. DefTG has several major differences from regular DTG, the most important in your case being the Neutraladder. The general idea is that if you're only here to serve the Godmodder, you get perma-AGd by the other players.
 
Action 1: Suddenly, an army of all tier 5 monkeys in the game (as well as their supporting towers) arrive and decimate the bloons. Then, they engage the Godmodder for associating with Bloons, forcing him to pass through their gauntlet of defenses that have now classified him as a new type of MOAB. This gauntlet includes the following:

Dart Monkeys:
*Super Juggernaut (launches a giant spiked ball that explodes into multiple other giant spiked balls).
*Plasma Monkey Fan Club (ability turns 40 dart monkeys into extremely powerful plasma vision super monkeys).
*40 dart monkeys (powered up by the Plasma Monkey Fan Club)
*Crossbow Master (shoots crossbow bolts really fast and really accurately).
Tack Shooters:
*Inferno Ring (Melts everything near it).
*Super Maelstrom (Ability launches hundreds of razor-sharp blades that can pierce through anything in every direction).
*Tack Zone (creates bullet hell but with tacks around it).
Bomb Launchers:
*Bloon Crush (Massive bombs that stun anything they hit).
*MOAB Eliminator (Ability deals massive damage to the target MOAB, and charges really quickly).
*Bomb Blitz (If the Godmodder is about to get through, this activates and deals heavy damage and stunning to him).
Boomerang Throwers:
*Glaive Lord (Throws homing glaives, surrounded by 3 orbiting glaives that spin rapidly and do huge damage)
*Perma-Charge (Fires boomerangs at hypersonic speeds).
*MOAB Dominator (Deal massive damage to MOABs and knocks them back).
Ice Monkeys:
*Super Brittle (Weakens enemies in range, causing them to permanently cause additional damage).
*Absolute Zero (Ability freezes/slows everything on the field).
*Icicle Impale (Impales and freezes MOAB-class targets, and deals heavy damage).
Glue Gunners:
*Bloon Solver (Ridiculously corrosive glue melts victims for massive damage.
*Glue Storm (Ability is never used because this guy is garbage).
*Super Glue (Glue immobilizes its victims, can affect MOAB-class targets)
Sniper Monkeys:
*Cripple MOAB (Stuns MOAB-class targets and makes them more vulnerable to damage.
*Elite Sniper (Calls down supply drops with money for additional monkeys, gives other snipers elite targeting for additional damage).
*Elite Defender (When the Godmodder is about to get through, fires ridiculously fast, does high overall DPS).
*2 2-0-4 Full Auto Snipers (fire fast, do heavy damage, positioned on Carrier Flagship)
Monkey Buccaneers:
*Carrier Flagship (Sends powerful fighter jets, has 2 snipers stationed on it).
*Pirate Lord (Ability throws out three grappling hooks to pull in MOAB-class targets and plunder them for loot).
*Trade Empire (Generates loads of money to power additional monkeys, buffs merchantmen).
*10 2-0-4 Merchantmen (Generates lots of money to buy additional monkeys, minor attack power).
Monkey Submarines:
*Energizer (Allows Sub and Buccaneer abilities to fire twice as fast, and irradiates passing enemies).
*Pre-emptive Strike (Launches a nuclear missile at any bloons that arrive on the track, or as an ability).
*Sub Commander (Greatly increases the power of nearby submarines).
*10 2-0-4 Submarines (High popping power, buffed by the Sub Commander).
Monkey Aces:
*Sky Shredder (bullet hell of darts in all directions).
*Tsar Bomba (drops the namesake nuclear bomb as an ability).
*Flying Fortress (launches lots of darts and bombs at target bloons).
Heli Pilots:
*Apache Prime (uses a plasma machine gun, also launches missiles).
*Special Poperations (can move towers, drop supplies, and call down marines to shoot opponents).
*Commanche Defense (can ram enemies backwards, calls in additional helicopters for backup).
Monkey Wizards:
*Archmage (uses a massive variety of spells on enemies).
*Pheonix Lord (ability transforms into an overpowered pheonix).
*Soulbind (linked to the 40 dart monkeys, if an enemy would escape, will sacrifice those dart monkeys in a ritual to kill the escaping enemy and recover lives).
Ninja Monkeys:
*Grandmaster Ninja (throws craptons of homing shurikens).
*Master Saboteur (ability slows down every enemy to half speed, also attacks enemies before they arrive on the field).
*Master Bomber (throws overpowerd sticky bombs onto MOAB-class targets).
*10 2-4-0 Shinobi Tactics ninjas (make themselves and other ninjas attack much faster, can also slow down enemies on the field with their abilities)
Druid Monkeys:
*Superstorm (can blow back even the biggest MOAB-class targets, also attacks using lightning, smaller whirlwinds, and balls of lightning that zap anything near them).
*Spirit of the Forest (covers the entire field in thorns that heavily damage enemies while they attempt to advance).
*Druid of Wrath (shoots a LOT of thorns)
*4 2-0-4 Poplust druids (shoot lots of thorns, and also buffs the Druid of Wrath's attack speed).
Alchemist Monkeys:
*Permanent Brew (provides permanent massive buffs to allies, has been maneuvered around by the Special Poperations heli pilot to buff every single monkey on the field).
*Total Transformation (transforms self and 5 dart monkeys into terrifyingly powerful attack monsters with laser eyes).
*Master Alchemist (special potion can turn ANYTHING into a red bloon that will get instantly popped by the amassed firepower).
Super Monkeys:
*The Anti-Bloon (very high firepower, ability will delete everything near it).
*Legend of the Night (when enemies are about to escape, creates a black cloud at the exit that instakills anything entering it).
*TRUE SUN GOD (ridiculously overpowered, with way too many abilities capable of deleting opponents).
Banana Farms:
*Banana Central (creates massive crates full of bananas to fuel operation).
*Monkeynomics (manipulates investments to generate massive amounts of money during a round).
*Monkey Wall Street (at the end of the round, generates huge amounts of cash).
Monkey Villages:
*Primary Expertise (gives all nearby towers significant boosts to their effectiveness).
*Homeland Defense (ability greatly increases the attack speed and attack power of all towers for a long duration).
*Monkeyopolis (Produces free dart monkeys, has absorbed banana farms that generate massive cash).
*10 2-4-0 MIB Call to Arms villages (spread out to cover all towers, giving those towers the ability to penetrate any amount of stealth or immunities/resistances, ability increases attack speed and attack power of all nearby towers for a moderate duration).
Spike Factory:
*Super Mines (mines do massive damage when contacted, deleting almost any threat).
*Carpet of Spikes (lays out spikes across the whole track at the start of the battle, ability can be used to lay out more spikes across the whole track, spikes do massive damage to MOAB-class targets).
*Perma-Spike (spikes last forever, and have been slowly built up over 10 very long rounds before the Godmodder fight).

The Godmodder must somehow beat all of these defenses to escape back to the battlefield.

Action 2: I mind-control the sixth-dimensional eatbeast, have him spit out the fifth-dimensional gobblebeast (NOT inside-out), and have him eat the Godmodder's Noobliteration charge. At the same time, the fifth-dimensional gobblebeast continues his original orders to eat the Godmodder and spit him out inside-out. The seventh-dimensional whateverbeast won't be able to eat both of them.

Action 3: I introduce FlamingFlapjacks to the Neutraladder, aka PG-aligned players get to get attacked, by backstabbing him 24 times with daggers that are also high-powered magitek railguns, delivering multiple bulets to his innards with each backstab.

If he somehow isn't vulnerable despite working against us from the beginning, I instead backstab the fire on the space station, killing some of it.
 
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Semi-OOC:
"If you could put the Relic in Stasis, that would be great. I would do it myself, but my Shekiah Slate doesn't work here and my Relic is too far away..."

I toss Moniker a Shekiah Slate with Stasis +++++ to freeze the Relic until I'm back.

"If you have something better to keep it unchanged, do that instead please." I restart focus on scribbling down spells in the side quest.
 
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