Chapter 287
Chapter 287
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Translator: Ryuma
Chapter: 287
Chapter Title: Fable (4)
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The Cosmic Monster type unlocked upon entering Transcendence Stage 2.
Unlike other types that offer a one-time reward upon acquisition, this type has the groundbreaking feature of providing additional rewards each time a stage advances.
Even the Stage 1 Cosmic Monster perk alone is proof of that. 'Essence Rearrangement,' which nullifies type penalties, is a reward that wouldn't exist in any game.
An Aimorph's identity lies in devouring as many creatures as possible and storing their genetic essences within its body.
This aspect is systematically embodied as the type penalty. It forces the collection of as many genetic essences as possible, regardless of good or bad.
But with Essence Rearrangement, one can escape such constraints. It allows selective acquisition of only the needed traits.
Of course, that doesn't mean I'll stop gathering traits altogether. The more cards I have, the easier it is to exploit an enemy's weaknesses, no matter what they are.
Anyway, after getting the Stage 1 reward, I wondered what Stage 2 would bring. It turned out to be far more unique than expected.
'A trait that strengthens friendly creatures.'
Aimorphs aren't without traits for handling underlings, like parasites, face worms, or tooth fairies.
However, most only assist the Aimorph player. Even the 'Symbiotic Spores' I favor are mainly for healing face worms and tooth fairies.
'I thought Essence Rearrangement was groundbreaking, but this...'
Implanting my own traits into other creatures.
This was a perk seen only in Outspacers, who modify and strengthen the genes of their legion, or Metallic Gremlins, who determine the paths of their packmates.
'In some ways, it might even be better than theirs.'
Outspacers, like Aimorphs, utilize genetic essences but have limitations. Traits applicable per individual are restricted, and effects vary randomly upon implantation.
For example, implanting my claw trait into a worker Outspacer.
Their front legs resemble claws, so it's possible. But success is a gamble. It might just toughen the claws, or grant powerful psychic resistance like mine.
But 'Monolith of the Double Helix' seems to have no such limits. From the description, it appears to fully transfer traits to other creatures.
'Let's take a closer look.'
Before implanting, there's something to check first.
In the case of 'Starlight Coordinates,' only 'friendly organisms'—those with Symbiotic Spores attached—could be teleported. This seems limited to friendlies too, so I pressed the auxiliary organ against No. 26.
'Good.'
The same message appeared for Adhai and PS-111. Only the Mother of Heaven remains.
'No way players are possible too?'
I honestly thought it unlikely, but pressed the auxiliary organ against her anyway.
I couldn't help but be startled by the text box that appeared before my eyes.
"What's wrong?"
She blinked her pumpkin-colored eyes as I recoiled in surprise from her wary reaction to my close face.
'This is possible?'
Needless to say, no ability exists to implant traits into players. Not among unique traits, nor do boss creatures like Vortex Ones or Red Gallerons possess it.
The closest is Mega Corp's proprietary gene manipulation system, but even that only implants into oneself or NPCs—not other players. Trait implantation is naturally impossible.
I explained the Monolith of the Double Helix to the Mother of Heaven.
"...You can give traits? Even to me?"
[Zuzuzuzu zzuz zuzzuz zzuzuz zuzzuzu (Up to 2 traits I possess can be given)]
"Implanting traits without limits. It's like an upgraded version of Outspacers or Mega Corp tech."
She seemed to feel the same as I did. Arms crossed in thought, she sent another thought.
"A power that strong can't be without drawbacks. There must be some weakness."
[Zuzuzuzu zzuz zuzzuz zzuzuz zuzzuzu zzuzuz zzuz (No separate explanation in tooltip. Of course, fully trusting it would be unwise)]
"Exactly."
From the text box description, two potential downsides: no unique trait implantation, and permanent application of implanted traits.
'The latter needs caution.'
If implanting traits into the kids proves useless or even harmful, it's a big problem. Most of my traits are useful, but no guarantee for them.
Also, how implanted traits function remains unknown.
For instance, implanting 'Three Heads' into No. 26? With no head concept, the effect is unpredictable.
'That could be called a hidden constraint.'
Post-implantation results are unknown. So, judge fitting traits first to avoid side effects. This needs more research and consideration.
'My common sense keeps getting shattered lately.'
Plus the fight with my human-era 'self.' All unprecedented.
I gazed at the text box postscript.
In this context, it felt entirely different.
For Aimorphs, that choice is meaningless by design. Ascension reveals their purpose: closer to Destroyer than Guide.
'Ascension.'
I checked other text boxes besides the perk. New evolution conditions updated upon reaching Adult appeared.
Not that no one in the game reached Aimorph Adult besides me. Some even achieved it sooner.
But all dropped out before Ascension.
The reason: gathering those three 'essences.'
It essentially means fighting each faction's top leader—an insane hurdle from the start. Challenging one triggers war with the entire faction.
And those leaders are mostly players, top rankers at that.
Breaching defenses to face them isn't the end. You must battle rankers backed by their whole faction—a mad gate for Aimorphs.
Among mental essence options, only Vortex Ones are NPCs, but no pushovers.
Vortex Ones vary wildly in power; even the weakest rivals a Red Galleron. As tough as nabbing a Mega Corp CEO or Cult High Priest.
'The easiest is still Aimorph Adult, relatively...'
With few Aimorph players, targeting one is like reaching for stars. I hunted Aimorphs but failed, switching to Outspacer.
Achieve all three essences and conditions, and 'Trial of Ascension' opens. Clear it for the ending.
'Easier said than done.'
Reaching this point is brutally hard and time-consuming. Unique traits and types feel trivial by comparison.
'That's why I saved the Mother of Heaven.'
Original plan: elevate her to top divine stage 'Avatar,' then devour. Instant Adult-to-Ascension progress.
'No such thoughts now.'
We've come too far to sacrifice her.
I glanced at her, then back to the text box.
Regardless of difficulty, my goal was Ascension. I believed seeing the ending returns one to reality.
But now it's shaken. The pre-Adult hallucination lingers.
'That vision—unclear meaning, but likely tied to Ascension.'
Why show a deathmatch with real-world 'me' mid-transformation to Adult? If I lost? Does real 'me' winning erase current me?
Or if I devoured 'me'? Does real 'me' vanish, leaving only this me?
Nothing certain—feels like groping in fog.
'...Transcendence. Could this be the key?'
Transcendence breaks Aimorph limits.
Ascension is Aimorph's ultimate goal.
Retrospectively, they align yet clash often. I debated prioritizing evolution conditions or Transcendence for uniques many times.
Both demand traits, creating competition.
'Not coincidence.'
Rewards per Cosmic Monster stage confirm some link. Exact nature unknown, but certain.
'Need more info.'
With suspicions on vision and Ascension, gather intel. Hold off until confirmed harmless.
'Tell Mother of Heaven later.'
She hasn't reached that vision stage yet. Likely sees similar at Avatar. Delay until clarified, lest it harms her.
'Check with Jason too.'
He cleared high Cult quest system levels. Probably similar experiences. Might know something.
'Finally, the new unique traits...'
The moment I thought to check, a faint anomaly registered. Side heads raised long necks skyward. Auxiliary organs below them tensely scanned the air.
'What is this?'
Auxiliaries detected energy waves. An explosion from far away reached here.
'FTL navigation?'
Focusing senses on both heads, I glared at the pitch-black void. Nothing visible, but chin auxiliaries still felt faint waves.
One ship clearly FTL-jumped near this barren planet. Energy flow suggests massive vessel.
'Whoever it is, perfect timing.'
New uniques 'Variable Bio-Weapon' and 'Black Devourer Cannon' are combat-oriented.
Fresh foes? Ideal test subjects.
Mega Corp, now dominating the cosmos.
Its seven core families weren't always megacorporations.
Yujin Family started as a small farming company in a peninsula nation; T&C a run-of-the-mill finance firm. Others: watchmaker Carmelda, Ezerton from a gunsmith club sans company.
Now, most have evolved far from origins.
Gene-manip masters Yujin; Carmelda leads powered suits and arms; T&C terraforming/colonial experts; Ezerton stellar shipbuilders. Few recall their humble starts.
Some retain core businesses, though.
Noble Capital 'Veda': semiconductors to ship AI.
And Noble Capital 'SaintK,' Mega Corp's resource procurer.
SaintK began eons ago as Earth's top diamond firm.
Once machines and miners dug gems; now megaships mine planets.
Like ancestors, they traverse stars, steadfastly mining. That's SaintK.
"What about that target?"
"Analysis shows 'hyper-tite rich deposits.' No other standout minerals."
"Hyper-tite prices soared with the war, no? Profitable considering."
"Factor in Gigacracker's energy use and time."
In the Gigacracker's—massive mining ship's—conference room, team leaders debated.
"Remember our quotas, everyone."
"Filled one week ago, right?"
"True, but others doubled it. This pace risks bad end-month reviews."
"Hmm. Fair point."
Unlike stratified Mega Corp society, atmosphere was cordial. No shouting, no class-probing.
Gigacracker's prestige ensured it.
This superweapon ion-cannons asteroids/dwarf planets, scoops ores. Superior performance, exorbitant cost. Even SaintK owns just 20.
One mishap = catastrophe. Thus, strict crew management: all leaders here Noble Capital elites from youth, sharing history/goals—no conflicts.
"Captain's call?"
Noble Capital Captain Tyron SaintK pondered, then spoke.
"Can't rest on quota alone, as Navigation Leader says. Activate Gigacracker."
"Understo—"
Then, red emergency lights flashed from the ceiling.
The room shook violently as the urgent broadcast ended.