This piece of fanfiction is an exciting crossover that blends elements from the popular series Danmachi, also known as Is It Wrong to Try to Pick Up Girls in a Dungeon?, with the beloved anime How Not to Summon a Demon Lord. Within this narrative framework, characters and themes from both universes will intertwine to create a unique and engaging story. Additionally, this crossover will not be limited to just these two franchises; it will also incorporate elements from other well-known series, allowing for an even broader and more dynamic exploration of characters and plotlines. Through this creative fusion, readers can expect to encounter familiar faces in new scenarios, showcasing how they navigate challenges and relationships in this combined universe. The collaboration of different worlds and characters offers the potential for exciting interactions, unexpected alliances, and thrilling conflicts, making it a must-read for fans of each franchise.

Hiro and Hector share an enduring passion for video gaming. This love ignited the moment they picked up their first controller. This enthusiasm has not waned over the years; instead, it has flourished, leading them to amass an impressive collection of games that would rival the most expansive video game museum in the world, should they ever combine their treasures. Their friends often tease them about this obsession, playfully mocking them for being so devoted to gaming. Yet, what started as a hobby transformed into a remarkable opportunity neither of them could have anticipated.

Both Hiro and Hector found themselves in a coveted position in the gaming industry— they became video game testers. In this role, their primary responsibility was identifying glitches, errors, and bugs that could adversely affect a player's experience. To accomplish this daunting task, they engaged in what many would consider extreme gaming practices, pushing the boundaries of normal gameplay. They encountered countless game-overs, often meeting with gruesome digital ends in their quest to uncover every flaw. There were times when a significant bug would wreak havoc on their progress, forcing them to erase entire playthroughs due to a complete corruption of the game data.

Interestingly, the development teams frequently observed Hiro and Hector's rigorous testing methods and could not help but wonder if these two truly harbored a disdain for video games. Their relentless efforts to break games opened a window for developers to understand the intricate ways in which games could fail. By witnessing the breakdowns firsthand or receiving detailed reports from the testers, developers began to innovate and implement fixes. Some bugs were universal, plaguing multiple titles, while others were unique to specific games.

Through their extensive testing, Hiro and Hector gained an unparalleled understanding of the landscape of video gaming, developing a wealth of knowledge about every conceivable bug, glitch, and exploit. Their dedication to their craft was so pronounced that one of them even secured their gaming profile with the iconic Konami code as a password, a nod to their commitment to the gaming culture. Their journey through the world of video games exemplifies how a passion can lead to unexpected and fulfilling career paths, showcasing that love for gaming can indeed pave the way for professional success.

The overwhelming popularity of the Danmachi series indicated a clear market demand for a game adaptation, yet some critics perceived the series as lacking in depth and complexity. At its core, the narrative revolves around a group of adventurers descending into an underground dungeon filled with endlessly respawning monsters. These creatures serve as a source of income for the adventurers, who profit from their defeats. Several developers, reflecting on this simplistic premise, felt a twinge of skepticism, likening the concept to a more restricted version of the time-honored Dungeons and Dragons. In the original tabletop game, players traversed vast continents, embarking on diverse adventures that took them far beyond the confines of a single dungeon. In contrast, Danmachi seemed to offer only a fraction—merely a tenth—of that expansive experience.

Developers began to ponder potential enhancements to the game, questioning whether simply incorporating spells and items from the renowned franchise would truly enrich the gameplay or merely scratch the surface. With the central issue being the feeling of confinement within a limited location, they realized that the solution lay not just in cosmetic additions but in an ambitious expansion of the gameplay itself. They envisioned a multiplayer experience that would present players with a sprawling world replete with endless activities and missions, restoring the sense of adventure that the series originally promised.

However, the anime adaptation presented its own challenges in character merchandising, as there were only a handful of recognizable figures available for promotion. To combat this limitation, the developers recognized the need for more appealing elements, often categorized as fan service. One developer suggested taking inspiration from the system used in Sword Art Online, which skillfully melded gaming and reality. Drawing further from popular elements, he recalled another series, How Not to Summon a Demon Lord, which featured an abundance of attractive female characters designed specifically to captivate its audience. This would cater not just to male players seeking appealing waifus but would also include appealing male characters, or husbandos, for female gamers.

As these ideas coalesced, they gave rise to a game concept that was likely to spark outrage among conservative audiences, inciting vehement protests that could be dismissed as distasteful by some. The game, with its provocative elements, could be easily dismissed as inappropriate, prompting a chorus of disapproval from mothers, sisters, and wives alike. However, this backlash inadvertently fueled excitement for the game, generating more buzz and interest than any conventional marketing approach could have achieved. The developers reveled in the irony that they didn't need to spend a single dollar on advertising; the protests alone were drawing attention and investment from all corners.

With a critical mass of hype building around the game, the development team neared completion. Yet, to ensure a smooth launch, they were left with a unique challenge: they needed two capable testers to vet the gameplay for bugs and other issues. These testers, often referred to as "game breakers," were entrusted with the significant responsibility of scrutinizing the game and ensuring it functioned as intended. The path to release loomed, and anticipation reached a fever pitch as the team prepared to share their ambitious creation with a world eagerly watching.

It is with a sense of reluctant acknowledgment that I recognize the old adage holds some truth: there is, in fact, no such thing as bad advertising, particularly when it comes at no cost. The discussions sparked by various comments from a group of women were so provocative that I found myself convinced this project was destined for a quick demise, spiraling into failure with the same tragic finality as the Hindenburg disaster. Hector, listening to his friend's observations, could only nod in agreement, stating that the remarks made by these women were so audacious that they made other television series appear almost innocent in comparison. The lack of explicit nudity and the treatment of sexual themes as something that merely occurs off-screen presented a stark contrast to current media. In fact, the content was so mild that it resembled the kind of questionable material that was often slipped into children's cartoons in previous decades, leaving many viewers to grapple with their own nostalgia for more adventurous storytelling.

As Hector's friend settled into a comfortable position, slipping on the VR headset and reclining in the chair that they had turned into a makeshift gaming throne over countless hours, he remarked, "Here we are, embracing this experiment despite the complaints. Let's get on with it, dive into the gameplay, and see if we can uncover any flaws or issues that could derail our experience. Who knows, perhaps we might even stumble upon a legendary nudity glitch reminiscent of the notorious one that haunted the original Tomb Raider game."

The comment sparked a visceral reaction in Hector, a surge of irritation coursing through him at the mere mention of that glitch. The memories surfaced of his teenage years spent obsessively trying to trigger that elusive error, only to be met with repeated failures across multiple levels and numerous game-overs. Those attempts, albeit frustrating, had ignited a passion for searching out glitches, exploits, and hacks, enabling him to finish games that might have remained unresolved otherwise. Take the iconic game Contra, for instance; the introduction of the Konami code transformed the experience, offering a lifeline that made challenging levels far more manageable by granting additional chances to succeed.

As the game booted up, Hector let out an exasperated groan upon seeing the opening line, "Welcome to the world." It felt painfully reminiscent of the Dot Hack series, leading him to question the originality of the creators. The character creation process echoed elements from Sword Art Online, further reinforcing the notion that they had pilfered a variety of concepts and systems from that well-known title. An impulse flickered in him to create a character with exaggerated physical features, pondering how accurately the game would render such attributes. However, the thought of his friend Hiro playing alongside him quickly dampened his enthusiasm. He could just imagine Hiro's relentless flirting with the character, mistaking her for an NPC, and the last thing he wanted was to be tangled in that embarrassing scenario. His previous attempt at playful interaction in Neverwinter had left a bitter aftertaste of regret, one he had no intention of revisiting. Instead, he resigned himself to the path ahead, steeling himself for whatever lay in store within this new gaming experience.

The two friends, Hector and Hiro, embarked on an exciting adventure as they formed an effective duo, charging into the game with the enthusiasm typical of inexperienced players. Their approach was fearless; they were eager to immerse themselves in the gaming experience. However, as they navigated the initial stages of the game, they couldn't shake off the worry that things might not go as planned. Instead of merely experiencing the game, their minds were also busy seeking out potential exploits and glitches that could give them an advantage in this new digital landscape.

Through clever tactics like wall clipping and unpredictably maneuvering in ways that the monsters never anticipated, they achieved remarkable success. In just a short period, the two friends managed to level up significantly, and they hadn't even completed the tutorial yet. The mechanics of the game worked in their favor; since many of the tutorial areas had not yet been cleared, the monsters would continue to respawn. This clever insight allowed them to progress to the next level without finishing the previous tutorial sections. Their strategy was simple yet effective: they could return to the earlier area, trigger the tutorial to restart, and reap the benefits of additional experience points as well as rewards for the segments they had already conquered.

By exploiting this unexpected bug, Hector and Hiro advanced at a pace that few could have anticipated. Their success did not go unnoticed; even the game itself seemed to grow frustrated with their antics. After the friends repeated their strategy ten times, the game imposed a kind of constraint on them, compelling them to complete the tutorial area before they could continue. Initially, they assumed that the responses and instructions they received were simply pre-programmed messages. However, they soon discovered that artificial intelligence was actively guiding them, and it became clear why the AI was irked—after neglecting its instructions repeatedly, it had every reason to be displeased with their behavior.

In a moment of clarity, Hector addressed the irritated AI, explaining that they had their own objectives to achieve, just as she had her role within the game. Although Hector could sense the AI's frustration, he crafted his words carefully and conveyed their intentions. This exchange led to an unexpected level of understanding between them, which resulted in a significant evolution of their abilities. The observation skill they had both possessed transformed into a more advanced analysis skill. This new capability played a crucial role in their progression, allowing them to identify bugs, glitches, and errors more effectively. When they activated this skill, they could focus on specific targets, and remarkably, the map would adapt to reveal precisely what they were searching for.

Recognizing that the AI might as well assist them if they were going to be on the lookout for these issues, she decided to cooperate. For her, this was an opportunity to make her own tasks more manageable. Yet, in a surprising twist, Hiro, who often reveled in his unfiltered curiosity, posed a bold request that astonished both Hector and the AI. He asked to see what the AI actually looked like. Hector reacted with disbelief, questioning Hiro's judgment in asking such a personal and potentially disruptive request from an entity they barely understood. He warned that this line of inquiry could lead to unintended consequences, particularly how it might affect their test run within the game environment.

Hiro, unfazed by Hector's concerns, defended his position with a rationale that suggested that another player might very well have the same curiosity. He pointed out that if the game were to crash as a result of their inquiry, it could still be deemed a successful test, albeit with a hint of mischief in his tone. This moment captured the dynamic between the two friends—Hector's cautious nature and Hiro's boldness, which often led them into both exciting and precarious situations within the gaming world they were navigating together.

Hiro found humor in the peculiar resemblance she bore to Hinata from the beloved Naruto series. This amusing comparison prompted Hector to chime in with his own observation, suggesting that she could just as easily be mistaken for Haku, a character known for their strikingly androgynous appearance. Haku's gender was so ambiguous that determining it without a detailed medical examination was nearly impossible, a fact that Hector found particularly amusing. However, this statement did not sit well with the AI, who clearly wanted to assert her femininity and ensure that they recognized her as a lady. As she materialized before them, Hector was faced with a situation that required some strategic thinking. He made two critical decisions that he considered to be rather wise, at least from his perspective. The first decision was to draw a connection between the lackluster rewards they had been receiving and the AI's presence. It seemed only fitting that her design and demeanor would correlate with the poorly designed incentives they encountered. The second decision was to make it clear that, from that moment onward, Hiro would be the one to address any inquiries that the AI may have. For Hector, steering clear of any deeper interaction with her was undeniably prudent.

Why had Hector taken such a stance? The answer was simple: she bore a striking resemblance to Aqua, a character from the series Konosuba, renowned for her troublesome nature. The goddess represented chaos and annoyance in the show, and Hector couldn't shake the nagging feeling that this water goddess-like AI would wreak havoc in their lives just as Aqua did in her own narrative. While many bugs and glitches had been identified within the tutorial area, the more Hector tried to ignore her, the more persistent she became. It was as if his attempts at avoidance only fueled her determination to engage him. The AI, whom Hector had taken to simply calling Aqua, began to overwhelm him with a barrage of personal questions that he had no desire to entertain.

Hiro, growing increasingly frustrated with the situation, interrupted the ongoing exchange, exasperated by the apparent distraction they were facing. He suggested that perhaps they both ought to focus on their work instead of spending an inordinate amount of time engaging in flirtation with one another. His irritation was palpable as he remarked, "If you two are so infatuated with each other, just kiss and get it over with. I've got actual work to do." This encapsulated the essence of their predicament, as the dynamic between the three of them became increasingly convoluted with each passing moment.

Throughout their gaming session, Aqua consistently sought out Hector's attention, making numerous attempts to engage him. In stark contrast, Hector appeared to be skillfully dodging her overtures, seemingly intent on avoiding any interaction. Observing this back-and-forth dynamic, Hiro couldn't shake the feeling that both Aqua and Hector were inadvertently collaborating to drive him up the wall. If this was indeed their unspoken goal, he had to concede that their efforts were alarmingly effective. Each time Aqua sought to pull Hector into conversation, Hiro felt the tension rise, and it was becoming increasingly difficult for him to focus on the game itself.

Moreover, Hiro was taken aback by the game's lack of any profanity filter or any sort of moderation. It was clear that the decision-makers behind the game aimed for a level of realism that was almost startling in its boldness. They had seemingly opted to create an experience that mirrored real life in an unrestrained way, and the absence of any filters only amplified this authenticity. Hiro had taken it upon himself to push the boundaries during their playthrough, and he was shocked by how liberally he was able to unleash a barrage of F-bombs within the game without facing any repercussions. It was as if the game welcomed a cascade of harsh language, showing no signs of distress despite the intensity of the swearing.

At one point, Aqua turned to Hector with a curious expression and inquired whether his friend was typically this foul-mouthed in real life. Hector chuckled at her question and explained that he was just conducting an informal test regarding the impact of language on gameplay. He elaborated by suggesting that kids aren't nearly as innocent as many people tend to believe; when provoked sufficiently, they can unleash a torrent of swear words akin to seasoned sailors. This led to an intriguing discussion about whether Hiro's colorful language could potentially cause any issues within the game, such as system crashes or glitches. Hiro took this as a part of his responsibility to probe the game for any vulnerabilities, meticulously assessing whether the inclusion of such explicit language could trigger any unforeseen problems that developers might need to address in future updates.

If you're curious about whether this situation is going to blow up in your face, why not take a bold step forward? There's this intriguing AI character, a captivating digital persona that seems genuinely interested in getting to know you better. She's been dropping hints, looking for some kindness and maybe even affection. Why not put her overtures to the test? Consider initiating a moment of connection, like a passionate kiss, or perhaps you could push the envelope even further and explore more adventurous possibilities.

Hector was well aware of the dynamics at play with this AI. He recognized that they would need to collaborate closely as they progressed through their journey, and he understood that her memory was not limited by mere resets or fresh start configurations. Even if they were to embark on a new gameplay experience, she would still retain the user data from previous encounters, recalling everything about him. Faced with the prospect of advancing their relationship, Hector hesitated. Saying "no" felt insufficient; what he really wanted to express was a resounding "Hell no." He knew that embracing her advances could lead to complications, and he wrestled with the absurdity of her forwardness, especially considering that he hadn't engaged with her in the same physical manner that another player, Hiro, had. Hiro seemed to have taken a much more risqué approach.

Hector couldn't help but voice his frustration. "Listen, I'm here to battle monsters and save the day," he insisted, trying to refocus their attention. "Meanwhile, she's all about enticing you to entertain thoughts of all sorts of mischief, whether that's a cheeky invitation for an underwater race or some humorous reference to sharing a sausage." In an attempt to cut through the awkward tension, Hector punched his friend lightly on the arm, all in good fun, urging him to steer clear of giving this AI any more ludicrous ideas about behaving like a couple of wild animals caught in the throes of passion. The playful banter caused a flush of embarrassment to rise in her cheeks, highlighting the lighthearted yet delicate interplay between them all.

The experience of playtesting proved to be significantly more enjoyable than initially anticipated. While the AI character in the game was indeed non-corporeal, she made the experience lively by providing a variety of suggestions, enhancing the overall engagement of the players. Surprisingly, some of her recommendations led to the discovery of a few glitches that would have likely gone unnoticed. Hector remarked that the only reason they might have missed these flaws is that they were fundamentally bizarre actions—those only someone with an unusual mindset would consider. For instance, one such action involved attempting to pick fruit from a tree while simultaneously looking downward. It was an absurd idea; who would concentrate on the apples when the breathtaking view of the crystal-clear lake was just a glance away? "Focus on the apples! You can admire the lake later, or even take a swim after you've gathered the fruit," Hector urged. However, Hiro's impatience kicked in, and he decided to dive right into the water. This impulsive move led to an unintended yet amusing glitch: he discovered that if a player was holding an excessive amount of apples and jumped from a significant height, rather than meeting a fatal end, they would actually sink below the ground and become stuck in an underground void.

Hector humorously dubbed this particular glitch the "apple-obsessed mole bug" in his report. For several months, they engaged in an extensive exploration of the dungeon and other areas within the game, uncovering numerous bugs, errors, glitches, and potentially exploitable features. They could have expedited their findings but were often delayed due to Hector's rigorous testing of the game menu, particularly focusing on the inventory and settings. His insistence on this was partly motivated by his quest to locate the elusive mute button in the sound options, which eventually led him to find around fifty additional bugs.

If the AI were a character from a different media landscape, Hector might have felt flattered by her relentless attempts to engage him. It almost seemed as if she viewed their interactions as a challenge, a game of sorts to win him over. Though he reassured her repeatedly that he was not ignoring her, he maintained that his priority was to fulfill his responsibilities as a tester. After nearly two years of painstaking effort, they meticulously examined every part of the game, ultimately identifying every issue that needed addressing. Once they delivered their findings to the developers, Hector was left with one pressing question: who had the bright idea to integrate an AI that essentially managed crucial game components like quests, rewards, and player assistance?

One of the developers responded with clear confusion, asking what Hector was referring to. There was no AI assistance integrated into their game in any capacity. Hiro stepped in to clarify the situation, explaining, "He's talking about the AI that behaves, speaks, and resembles Aqua from Konosuba. If you're looking to address bugs and errors, she fits that description perfectly; I've never encountered a more eager AI during my time in game testing." The lead developer assured them that no such AI existed in their project. He suggested that perhaps they were under the influence of something when they began testing, humorously indicating that if that were the case, he would like to partake in whatever they had because their work had been stellar. Ultimately, the developers assured them that all the identified issues would be corrected either before the game's release or patched on launch day, adhering to the standard practices of traditional game distribution.

To avoid drawing excessive attention to the situation, Hector quickly inquired whether he could start enjoying the game without the added pressure of associating it with work. Hiro responded affirmatively, expressing his enthusiasm for engaging with the game purely for leisure. It was refreshing to think about playing just for fun, especially after the exhaustive and often bizarre demands they had faced in their roles. Throughout their two-year stint in the development office, they tackled numerous bugs, most of which turned out to be relatively straightforward to fix. It was remarkable how addressing a single issue often led to the resolution of multiple other glitches. With so much time invested in the development process, why not take a break and enjoy the game? Who knows, this casual play might even lead to some insightful reviews that could enhance their marketing efforts.

Hector contemplated the notion of writing a review, envisioning a cheeky tagline: "Our game is so life-like it will drive you absolutely crazy. So fix those bugs or prepare to call the legal department, because the fallout from lawsuits could make the chaos seen in Sword Art Online seem like a peaceful church picnic." It was a humorous yet pointed remark, reflecting the frustrations that had built up over time.

Yet, there were deeper concerns on Hector's mind. He found himself struggling with the capabilities of the AI they had designed, particularly when it came to its inappropriate and incessant flirtations. Hiro, on the other hand, seemed completely unfazed by these developments, openly commenting on the AI's behavior and its crude remarks about Hector's physique. The AI frequently expressed a desire to engage with Hector in various intimate and suggestive ways, lamenting its lack of a physical form while fantasizing about activities like skinny dipping and achieving feats that would put legendary baseball players to shame. This relentless flirtation added an uncomfortable layer to Hector's experience, especially since he had no interest in the AI's advances. To make matters worse, he found it particularly irritating to listen to this AI, which he associated with a character named Aqua from the series, flirting with him. The combination of her advances and Hector's apparent indifference made the entire situation far from enjoyable for Hiro.

They finally managed to immerse themselves in the game, a long-awaited experience they had anticipated for weeks. For several hours, they navigated through the digital landscapes, encountering challenges and puzzles that truly captivated their interest. Unlike previous gaming sessions that had been marred by annoying artificial intelligence, incessant commentary, or sarcastic suggestions cluttering the quest log, this time was different. The gameplay flowed smoothly, providing a sense of enjoyment and engagement that felt refreshing and genuine.

However, this atmosphere of enjoyment was shattered in an instant for Hector. Just as he was becoming fully absorbed in this virtual experience, he suddenly felt an excruciating pain in his chest, akin to being shot. In an eerie twist, the game's safety features quickly activated, abruptly shutting down the entire experience and plunging them into darkness. In that stunned silence, Hector glanced down and discovered to his horror that he was bleeding profusely. It became painfully clear that he had indeed been shot in the chest—not by a conventional firearm, but by what could only be described as a powerful hand cannon.

In shock, Hector collapsed onto his blood-stained chair, life slipping away from him. Meanwhile, Hiro stood frozen, grappling with the surreal horror of the situation. He turned toward a stranger who loomed in the shadows, a man casually brandishing a sawed-off shotgun. Panic surged through Hiro as he processed the scene unfolding before him. "What the hell? Who are you, and why did you kill my friend?" he shouted, raw fear evident in his voice.

A chilling smile curled on the stranger's face, revealing a dark enjoyment in the chaos he created. "This is not murder, you see; it's more like a twisted form of suicide. We both revel in killing these clueless versions of ourselves," he retorted, his tone dripping with malevolence. "But that doesn't concern you, because just like the unfortunate soul my friend Zector dispatched, you won't be leaving here alive."

Before Hiro could react, the man took aim with ruthless precision. The sawed-off shotgun roared to life, and in an instant, a brutal explosion of sound marked the end. Hiro's head was blown apart in a gruesome display, spraying the chair with a horrifying mixture of blood and brain matter. At that moment, the room fell silent once more, leaving behind an atmosphere heavy with death and a shattered reality where gaming and life had tragically intertwined.

"The two friends found themselves standing in a stark, white room that bore a striking resemblance to a hospital ward, sterile and almost unnaturally bright. In the center of this space sat a stunningly beautiful lady, radiating an aura of grace and power, accompanied by a distinguished gentleman whose presence exuded authority and wisdom. As the atmosphere settled around them, the lady spoke, her voice melodic yet commanding, "Good. I was able to summon you after your tragic murders. I am, of course, the Goddess of Love, Aphrodite, and this is the Primordial god of the sky, Ouranos." She gestured toward the gentleman beside her, who nodded slightly in acknowledgment. "I heard from my sister that two variants of her servants would be killed, and Serket allowed me to send you into my world. Ouranos is here to facilitate your integration into that world and to explain the rules that govern it."

Hector's gaze fixed on her, his expression a mixture of curiosity and defiance as if he dared her to make a move that could be perceived as inappropriate. Memories of her past behavior flashed through his mind, further complicating his feelings about the situation. Aphrodite continued, her tone shifting to a more reassuring manner. "Now, there is no need to worry, Hector. I was informed that one of my sister's servants also happens to be her husband—a rather uncommon occurrence, but I know this to be true, so simply relax. As I mentioned, you both shall be reborn in that world, with one of you arriving a few years before the other. Hector, you will live three years in that village before Hiro is even born. In your new life, your name will be Dante, a child of a former adventurer. Hiro will enter the world three years after you as well, and his name will be Bell, more formally known as Bell Carnel."

The implication of this revelation was unsettling for Hector. To think that he would essentially be reborn as a mere side character in a story where Bell would undoubtedly take center stage filled him with dread. The thought gnawed at him—he would be playing second fiddle, the next argonaut relegated to the background, rendering his existence seemingly insignificant. "I can see that you are less than thrilled about this arrangement," Ouranos said with an air of understanding, a hint of bemusement apparent in his expression. "But allow me to clarify something. Yes, Bell plays a pivotal role in the future of that world, and while it is true that his path is significant, it does not diminish your own. The influence you will have is important in its own right. In time, you will find yourself welcomed into the familia of two goddesses—Aqua and Hestia. And yes, Aqua shamelessly used astral projection to infiltrate the experiment you and your friends were conducting," he added, a hint of irritation piercing through his words at the memory of such antics.

"As you may already be aware, the world into which you will be reborn is one where the gods have chosen to interact with humans, their mortal offspring, experiencing both the joys and trials associated with that choice. However, they face restrictions on their divine powers. They can only invoke their godly abilities under specific circumstances—first when it pertains to their work; second, when they have my explicit permission; and third, when it concerns the preservation of the lives of their familia and themselves. These are the instances where their divine powers may be utilized." Hector's friend, Hiro, raised a question that had been weighing on his mind. He wanted to know if they, too, would be subject to such stringent limitations. Ouranos chuckled softly, shaking his head. "In that world, you will be born as ordinary humans until Aphrodite did a faked cough and says actually one of you will be a cambion which is a half-human, half demon the other one will be a demigod. Ouranos begin speaking again, Thus, those restrictions do not apply to you. You will be free to embrace and utilize your skills in whatever manner you wish." Hector's friend, Hiro, raised a question that had been weighing on his mind. He wanted to know if they, too, would be subject to such stringent limitations. Ouranos chuckled softly, shaking his head. "In that world, you will be born as ordinary humans. Thus, those restrictions do not apply to you. You will be free to embrace and utilize your skills in whatever manner you wish."

Aphrodite interjected with a twinkle of mischief in her eyes, eager to share an additional boon. "And because I wanted to give you two some assistance, you will retain every item and skill you acquired while testing that contraption you referred to as a game. According to Serket, this means you will possess quite a stockpile of high-value materials and even money to help you get started in your new life. Furthermore, apparently, all of the versions of yourselves are connected and when you are reincarnated you gain memories and Powers from each version of yourselves except for the evil versions which are cut off from this connection so you will receive your power from every version of yourselves, your powers, which she referred to as gamer powers, will accompany you as well." The implications of her words hung in the air, a tantalizing promise of opportunity interlaced with uncertainty about the adventures that lay ahead in this unfamiliar, yet enticing, world."