Chereads / Terror Infinity: Shadowed Endgame / Chapter 14 - **Chapter 14: God must be Crazy**

Chapter 14 - **Chapter 14: God must be Crazy**

The remaining days in God's Domain passed in the blink of an eye. After the initial training session, Kris and the others settled into their routines. Kris met up with them occasionally to show his progress, but he spent most of his time refining his Nen abilities.

Biscuit, taking on the role of his mentor, had Kris go through a training montage similar to Gon and Killua's, but with a sharper focus on honing the abilities he already possessed. The routine was exhausting, often pushing Kris to his limits in ways he hadn't expected. Repetitive drills, precision focus, and physical exhaustion became his new normal. At first, he resented the monotony. He was used to finding shortcuts, figuring out solutions on the fly. This, however, was different. Every repetition, every technique had a purpose. It wasn't about speed—it was about mastery.

Kris quickly realized the value of Biscuit's method. While he'd always preferred taking a more unconventional approach, his Nen required something different. Something steady. Over time, he started feeling the results in his body, his mind, and most importantly, his aura. It was there, subtle at first, but undeniable as it began to flare when he focused his will.

One of the biggest revelations during his training was his alignment as a transmuter. He had always suspected it, but confirming it through water divination gave him a clear path forward. Unlike an Enhancer, whose power was about raw strength, Kris's ability to alter the very aura around his body meant he could play with how it reacted with the environment. While not as "flashy" as his initial ideas of raw power, Kris learned to appreciate the finesse and versatility of transmutation. It felt like a toolkit rather than a sledgehammer, and that suited him just fine.

Currently, Biscuit had him training in KEN, the technique that reinforced his body with the combination of TEN and REN. It was a crucial skill, as Kris had noticed gaps in his defense during their earlier training. KEN provided him with a sturdy defense against blunt and slashing damage, and some minimal protection from piercing damage.

Despite his improvement, Kris was still working on other areas too. During his free time, he experimented with the sheet-like substance he had briefly created after taking the power pill, hoping to somehow replicate it. Though it wasn't working out just yet, he felt he was on the right track.

His current ability to maintain KEN for 15 minutes, just two inches above his skin, was a significant milestone. This defensive skill, combined with his Geppo—his ability to jump off air—gave him confidence that he'd be able to survive the next movie and, perhaps, the one after that. His continued experimentation in Nen felt like building a foundation for future development, and he was determined to keep improving.

Still, the real challenge came with combining NEN and Geppo.

The first time Kris tried it—launching himself off the air like a human rocket—it was more a catastrophe than a victory. He barely managed a few feet before crashing into the ground, his body protesting the violent attempt at flight. The concept itself made sense, but executing it? That was another story. His legs were strong, but not strong enough for that kind of force. He had the mental focus, but not the control.

He spent hours in the training grounds, running, jumping, falling, and getting back up. Geppo required an unusual combination of physical strength, balance, and Nen control. Kris had strength, but balance was something he had to develop. At first, his jumps were weak—he barely made it a foot off the ground before plummeting back down. The feeling was jarring, almost humiliating, but he kept pushing. He refused to let it defeat him.

Gradually, the key clicked: it wasn't just about pushing off the air. It was about using Nen to "anchor" his movements in the space around him, like the invisible tether of a kite. Kris learned to "push" his Nen toward his feet as he jumped, allowing the air beneath him to become a platform of sorts. His feet had to meet the atmosphere with controlled bursts of force, a constant, measured pulse that would keep him in the air long enough to take the next step—or, more accurately, the next jump.

Days passed, and by the end of it, Kris could maintain the ability for small leaps. Fifteen minutes of KEN had given him better control over his body and aura, and now Geppo was becoming a part of him. He could leap a few feet off the ground and stay suspended for a heartbeat, his body stiffening and adapting to the flow of energy. The technique was still raw, still not as graceful as the masters he'd seen in his head, but it was there.

Every small success pushed him forward. Kris even began testing his new abilities in the training grounds, jumping higher, moving faster. The sense of air beneath his feet, the subtle hum of his aura, all these things became more familiar with each use. It was exhilarating, and yet, Kris knew this was just the beginning. His goal wasn't to just survive *Alien*—he wanted to *master* his powers, to be ready for whatever came next.

The results were undeniable: his Nen-infused Geppo was improving. It wasn't perfect, but the effort was paying off. He could maintain his jumps longer and land with greater precision. Soon, he'd be able to move through the air like he moved through his training: with confidence and control.

When the time came to prepare for the *Alien* mission, Kris didn't hesitate. He knew this was the perfect opportunity to leverage everything he'd learned. While the others stuck to civilian gear, Kris went all in. He had a skin-tight, acid-resistant bodysuit made, practical for the harsh environment he anticipated in *Alien*, and tactical gear to complement it.

He'd also invested in a pistol grenade launcher, a bandolier of 16 .40-caliber rounds, a utility knife, and an M16. The M16 wasn't his ideal weapon, but it was the one he'd trained with during his military service, and it would suffice for the mission.

As Biscuit joined him, dressed in similar tactical gear, they made their way to the others.

"That's basically it. Three grenades each, one hemostatic spray, an oral antidote, a bandage, and an amulet," Jie announced. His voice had a note of finality to it. "Thanks to Zheng, these cost only 100 points. Without his help, we wouldn't have had enough to exchange for them."

Zheng, looking a little drained after all the purchases, smiled bitterly, running his fingers through his hair. "I've only got 276 left from my original 6,502," he said. "But we've got good gear now."

Kris just nodded. It wasn't the best gear, but it was enough. "You're all under-prepared," he muttered, almost to himself. "None of you have any real protection. You'll die faster than you think, especially with no armor. But it's your choice."

The group continued preparing, packing their gear, adjusting their weapons. Kris then turned to Jie. "How do we enter the next movie? Do we just disappear suddenly?"

Jie shook his head, chuckling at Kris. "No, when the time comes, there will be twenty beams of light. You'll enter one of them."

"After twenty minutes, the space around them began to glow. Twenty beams of light shot down from above, one for each member. A voice echoed in their minds: 'Enter the beam in thirty seconds. Target locked. Transportation to Aliens starts.'

The others rushed into position, Kris, stunned by the announcement, muttered, 'Well, shit!'

Without a second thought, Kris stepped into the beam."

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**GOD'S MISSION** - *ALIEN 2, ALIENS* - **TWELVE-MAN MISSION**

**Main Quest:** *The Mission*

**Objective 1:** Clear the terraforming colony of Xenomorphs and defeat its Queen. Mission failure will result in death for all players.

**Objective 2:** Protect Newt and Ripley.

**Base Survival Reward:** 1000 Points.

**Combat Mission Reward:**

- Xenomorph Queen - 1000 Points and two D-rank rewards

- Xenomorph Drone - 500 Points

- Xenomorph Face Hugger - 100 Points

- Xenomorph Eggs - 10 Points for every 100 killed

**Side Quest:** *Bonus Points*

1. **Orientation** - The first player to explain to the new players the inner workings of missions, exchanges, and how to return home earns 100 points.

2. **The A-Team** - If Higgs is alive by the end of the mission, every player will be rewarded with a D-rank reward.

**Penalties:** *Negative Points/Death*

1. **New Players** - Negative 1000 for a player killing a new player. A new player remains "new" until the start of their second mission.

2. **Spoiler** - Negative 10 points per sentence.

3. **D-Zero** - Any player with 0 or negative points at the end of a mission will be killed with no exceptions.

4. **Save the Girl** - If Newt or Ripley dies, players will be deducted 4000 points.