Sephil is a gamer who just lost his max-level character during a massive war event he organized. But all his friends had a blast, so he has no regrets. Apparently, his war was so legendary that the game’s dev team sent him an offer. Excited and curious, he clicks “Accept” without reading the fine print.
Big mistake. A moment later, Sephil finds himself in a strange room, surrounded by terrified people. And to make matters worse… his family jewels are missing. He quickly realizes he’s somehow inside the body of his character, Luffas (corrected from Luff), and the crowd seems petrified. Trying to stay polite, he asks what’s going on—but the moment Luffas opens his mouth, an immense pressure pins everyone face-first to the floor.
Outwardly, Luffas sarcastically asks if everyone normally greets newcomers by kissing the floor. Inside, Sephil is panicking because he has no clue why this is happening. Then it hits him—Luffas has an intimidation skill that’s triggering all this chaos. After a few tense minutes of fumbling, he finally manages to calm it down. By then, the poor people have been stuck to the ground long enough to contemplate life choices.
Once things normalize, Luffas approaches an elf to demand an explanation. The elf faints on the spot (classic), but eventually, Luffas gets the answer: 200 years have passed since she was sealed away, and the Demon Lord Orm is still alive. To defeat him, the kingdom attempted to summon another hero—which explains how Luffas ended up here.
So yes, Sephil really was sucked into the game—and he’s thrilled about it. But he realizes it must be terrifying to face him in Luffas’ body. Better keep a safe distance before someone has a heart attack.
Finally, Luffas addresses everyone, acknowledging their fear (understandable, since she almost conquered the world once) but assures them that her days of conquest are over. Oh, and by the way… she has zero interest in being their “new hero.”
Luffas tells everyone they can just summon another hero because she’s definitely not sticking around. The king asks where she plans to go. Calm as ever, Luffas says she just wants to take some time to appreciate this world—but she might return if the situation gets serious.
Without much trouble, Sephil somehow figures out how Luffas’ wings work and starts flying like a pro. After all, Luffas was Sephil’s main when Escape originally launched, and thanks to the game’s quirky system, actions by top players became part of official lore. With all the time and effort Sephil spent leveling Luffas, she’s recognized as one of the most terrifying figures in this world.
He could have stayed at the top of the leaderboards forever, but that would have been boring. So, Sephil orchestrated a massive war, splitting all top players into light and dark factions for an epic showdown. The result? Luffas was eventually sealed in a subspace after her defeat. While it was a blast for Sephil, the rest of the world experienced it as… well, reality. Now, nearly everyone fears Luffas for her past deeds.
Meanwhile, the original goal of slaying Demon Lord Orm was entirely ignored. He’s still alive, but that’s not Luffas’ concern—she’ll handle him later. Right now, she’s focused on exploring the game-turned-reality. Her first stop: her old, mouthful-of-a-base of operations. Despite 200 years of dust, it’s still impressive.
Luffas perches on the throne while Sephil reminisces about the good times with his friends here. He remembers chatting endlessly about random nonsense… only to realize it was all in a group chat before.
Why does Sephil remember events as if he were actually there? He’s not sure, but there’s no time to ponder because Luffas notices someone approaching—strange, since the base should be empty. It’s a blue-haired girl named Dina, who’s ecstatic to see Luffas, having waited two whole centuries for her return.
But Luffas has no idea who Dina is. Ouch. Dina is crushed; she was once Luffas’ most loyal adviser. Luffas honestly doesn’t remember ever needing an adviser. Then it clicks: when Sephil built this base, he added Dina as an NPC in the background just to make the place feel lively. Now that the game world is real, she somehow gained consciousness. Feeling a little guilty for leaving her alone for 200 years, Luffas plays along and reassures Dina that she could never be forgotten, thanking her for protecting the base. Dina is overjoyed.
With pleasantries out of the way, Luffas realizes she’s out of the loop on the world’s current state. She asks Dina for a quick history lesson. Dina happily obliges: after Luffas was sealed, the seven heroes founded their own nations. Four have died of natural causes, while the three long-lived ones are still around. Luffas wonders if these heroes are still friends or just NPCs now—and plans to visit them eventually.
Dina also explains that Demon Lord Orm is still alive because the heroes failed to defeat him after sealing Luffas. In other news, Dina mentions the 12 Heavenly Stars are still around, though most have gone their separate ways. These stars were rare, powerful monster NPCs Sephil collected to serve as elite generals. Luffas asks for updates, and Dina knows the location of six—but two have joined Orm’s demon army, trying to get back at the heroes who sealed Luffas.
Luffas is a bit disappointed that some of her minions turned on her, considering the original feud wasn’t that serious. Still, it gives her something to do, so at least boredom is off the table.
Luffas’ initial plan is simple: explore the world for fun and figure out whether the three remaining heroes are players like her—or just NPCs. But first, she needs to round up the 12 Heavenly Stars; she can’t have them causing trouble for no reason. She asks Dina for the location of the first star. Pulling up a map, Dina points to a place called Svel, where one of the heroes lives and the Heavenly Star Aerys has been trying to invade for months.
Excited, Luffas heads out immediately—but Dina yells for her to stop. She can’t just leave without preparations. For one, Luffas has no money. Dina would help, but inflation over 200 years has made her stash practically worthless. Luffas argues she can earn money along the way, but Dina warns that no one will do business with the legendary conqueror. Luffas insists no one will recognize her after 200 years—but Dina reminds her that races like elves exist, and many are sure to know her, especially if the kingdom has issued a public warning.
If Luffas wants money safely, Dina suggests a simple job: adventuring. She directs Luffas to the trade city of Yiddeller, but warns that her dark wings will draw attention. Luffas stuffs them into her oversized cloak, grumbling about how uncomfortable it is—but desperate times call for desperate disguises.
At the adventurer’s guild, Luffas feels nostalgic, calling it a “den of misfits and degenerates,” since she was once an adventurer before founding her dark nation. She soon realizes it’s weird to feel nostalgic for a place she technically hasn’t visited before. Dina notices her lost expression and asks if something’s wrong, but Luffas brushes it off and heads to the job board.
Scanning the board, Dina spots a job paying 3,000 coins: find a bunch of lost cats. Luffas agrees it’s a good deal, but she doesn’t want to spend a week chasing cats. Luckily, they soon spot a hunting job that looks promising.
The job pays 1,500 coins, and all Luffas and Dina need to do is hunt a few orcs—perfect in Luffas’ eyes. Orcs have a 3% chance of dropping meat, which boosts max health when eaten. Looks like it’s time for some HP farming!
Later that day, they arrive at the village that requested help. The village chief, a weary old man, explains that the orcs have been terrorizing them for ages: kidnapping women, killing men, and destroying everything. He begs them to end the menace. Dina cheerfully assures him that Luffas will take care of it without a doubt. The chief is immensely grateful.
They track the orc den in the forest, spotting two orc lookouts outside. Luffas readies herself—and realizes she hasn’t checked her stats since arriving. Good news: all her max-level abilities are intact. Bad news: mentally, this is very different from killing mobs in a game.
She activates one ability, conjuring a dozen swords, and launches them at the orcs. The resulting carnage is… gruesome. Strangely, Luffas feels calm. Soon, the orc nest is alerted, and dozens of orcs surround her—including a massive leader. Any normal adventurer would panic. Not Luffas. The orcs move so slowly that she doesn’t even need more swords.
She charges, chopping through orcs at top speed. The orc leader is bewildered as his men’s heads fly off. Pausing, Luffas casually tells him, “Hey, I just wiped out your entire squad. What now?” The orc king rampages, trying to crush her—but he’s no match. One slow fist bump later, a gaping hole appears in his head. Basically, Luffas is way too strong.
After the massacre, Dina harvests some orc corpses, thrilled to find one’s tenderloin still intact—bonus loot!
According to Dina, an orc’s vitality is stored in its tenderloin. If it’s undamaged, eating it transfers that vitality to the consumer. She offers to prepare some for Luffas once they return. Using her teleportation ability, Dina creates several portals and stores the orc corpses—something Luffas hadn’t realized she could do, but definitely handy.
Next, it’s time to rescue the kidnapped villagers. To Dina’s surprise, all the women appear perfectly healthy. Luffas isn’t fazed; in the game’s lore, orcs are surprisingly polite to ladies—they’re just ugly with abysmally low charisma stats, so they skip courtship and go straight to kidnapping. Dina is horrified at this mental image, but it doesn’t change the fact that the women were kidnapped.
To ensure no orc survives, Luffas smashes the cave with a giant rock fist. Dina offers to erase the girls’ memories of the ordeal, but Luffas reacts like it’s the weirdest suggestion ever. She asks if Dina can really manipulate memories. Dina confirms—and casually adds that she could even overwrite a person’s personality if she wanted. Creepy. Luffas decides there’s no need; the girls just need to be safely returned. She summons a golem to carry everyone back to the village.
The mission goes smoothly, but Luffas wonders why no one attempted it before. Dina explains that most people wouldn’t risk it—even though the orc tenderloin vitality alone would have been a great incentive. Apparently, the warriors of this era are… underwhelming. She tells Luffas that the nation which summoned her is called the Sword Kingdom and asks her to guess the level of its strongest swordsman. Luffas, assuming he must rival her strength, is shocked to learn that he’s only level 120.
At first, Luffas is baffled—she knows plenty of players in the game reached level 1,000 alongside her. But Dina reminds her those were elite players from the previous era: the sweatiest of sweats. To hit level 1,000, you’d need to fight constantly, every second of every day, dedicating your entire life to power-grinding. The people of this world simply can’t do that… at least not without dying in the attempt. Suddenly, Luffas understands why reaching the level cap here is so unrealistic. In the game, grinding was fun; in reality, life matters.
Eventually, Luffas and Dina return to the village. The villagers are overjoyed to be reunited, and the women are incredibly grateful to Luffas. She’s happy to see them so cheerful—though if they knew her true identity, their joy might vanish instantly. The village chief presents the agreed-upon reward, which Dina confirms is all in order.
Before leaving, the chief asks if it’s okay for the village to keep Luffas’ Gollum as a guardian. Luffas says she doesn’t mind, and it can protect the village from future orc attacks. The chief is so touched he assumes she must be a messenger of God—but that’s a hard “no.”
The villagers ask her name. Luffas tries to reveal it, but Dina quickly gives them a fake identity instead. Luffas is annoyed, but they’ve been over this: revealing her true identity would cause mass panic.
With travel funds secured, it’s time to head to SW. Luffas isn’t thrilled—it’s only to stop one of her 12 Heavenly Stars, Aries, from causing more trouble. She also wants to check if the surviving heroes are really her old companions. First stop: meet Megrez.
As they approach the city, Luffas notices glowing lights floating around. She asks Dina what they are. They’re specks of mana, proof the land is magically rich. Dina is visibly excited—they’re near the nation of Skull. Luffas, meanwhile, is unimpressed; to her, it just looks like a regular water town.
They head to the front gate, where a guard barks that anyone entering Skull needs a passport. Luffas is stunned—passports? She worries they might be denied entry. Dina, however, is completely unfazed. With her document-forging skill, she casually presents two passports—one for herself and one for Luffas. The guard checks them and, convinced they’re real, lets them pass.
As they stroll through the streets, Dina explains that Skull was founded by the wise elf Megrez and is renowned for its magical knowledge. The city is rich in ambient mana, attracting mages and scholars eager to study magecraft.
Dina asks their objective, and Luffas says she plans to visit Megrez—she has a lot to discuss. Dina panics, thinking Luffas wants to storm the castle, but Luffas assures her it’s just a peaceful visit. After all, Aries has caused Megrez plenty of trouble, so she still needs to apologize. Before that, Luffas wants to visit a library to learn more about this world’s history.
As they ask around, they meet a man named Grants, who notices they’re new in town. While everyone else knows the libraries are in the eastern district, Grants has free time and offers to guide them. Dina introduces herself as a traveling merchant with Luffas as her “suspicious employee.” Luffas immediately stomps her foot mid-sentence—because seriously, who introduces a companion as suspicious? Grants notices Luffas’ suspicious aura but doesn’t judge; Luffas is grateful.
Walking through the lively city, Dina comments on how cheerful everyone is. Grants agrees, though he notes that since Aries has been attacking for years, most people avoid settling here permanently. Luffas feels slightly guilty—it’s kind of her fault—and Grants notices, but assumes she’s just uneasy about the threat. He reassures her the city is safe: the entire lake surrounding Skull is a golem created by Megrez, and every attack by Aries has been repelled by the city’s guardian Gollum.
Luffas scans the lake and confirms it’s indeed a Gollum. Level 500 might not impress her, but a million HP? That’s insane. If Megrez could create something like this, he’s clearly skilled.
Grants directs Luffas and Dina to the city’s Montreal, which will quickly get them to the eastern district. From there, they’ll continue alone. They thank him, and he wishes them luck with the library. Glancing at his stat sheet, Luffas notes he’s level 82—low by her standards, but top-tier for fighters of this era.
Dina urges Luffas onto the Montreal, and she notices she never saw these in the original game. Once at the library, Luffas heads straight to the history section to learn what happened in the 200 years she was sealed.
Among the shelves, she finds a few unusual books claiming the seven heroes were idiots for sealing her away. Strange—Megrez, one of the seven heroes, runs the city. Dina reminds her that Megrez isn’t a dictator; people can write what they want. Besides, the populace doesn’t really view Luffas as evil. While terrified at first, over two centuries, fear faded, and some realized her rule wasn’t that bad.
According to one book, Luffas, the mysterious Blackwing, appeared 200 years ago and united the world under her rule almost instantly. She was strict but not a tyrant, and many were actually better off under her reign. Humanity eventually rejected her and sealed her away to reclaim autonomy. That might’ve been fine—except her presence kept the demons in check. Once sealed, the demon army took advantage, rising to destroy humanity. The heroes tried to stop them but fell short, and slowly, human lands were lost to demons. Now, the world teeters on the edge of annihilation.
Luffas internally freaks out. That fun war event she started as a game just triggered a chain reaction that nearly destroyed the world. The library trip makes her realize just what she needs to do next.
Luffas tells Dina they need to find Aries immediately. But moments later, the city shudders violently as a massive earthquake rocks the foundations. Alarms blare, and all available mercenaries are called to the borders to prepare for an imminent attack.
Surveying the damage, Luffas asks Dina if earthquakes this severe are normal. Dina says they’re practically unheard of. Luffas quickly deduces that this must be the work of Aries, who’s clearly launching a full-scale assault. No time to waste—she summons a glider and orders Dina on board.
As they fly toward the chaos, Luffas can’t wrap her head around it. Aries was always a harmless sheep monster—why would he invade a nation repeatedly? Could this all be because she was sealed away? And why does she even remember him, considering she never interacted with him in the game? Minor mysteries aside, her priority is stopping him.
Back when Aries was a young lamb, he wandered the forest alone and ran into Luffas. Surprised to see a rainbow sheep—legendary, born once every 500 years—she approached, only for it to recoil and cry. She noticed its tears and guessed it had been hiding from monsters and humans alike its entire life—its wool worth more than gold. She sympathized but asked, “What’s the point of all these tears?” She told it if it wanted to survive, it had better learn to fight, or else spend its life drenched in sorrow.
The sheep took her words seriously and attacked to prove its determination. Impressed by its fighting spirit, Luffas spared it and asked it to join her. She explained she wasn’t at full strength yet, but one day she would conquer the world—and she wanted Aries to be her first companion. When she asked its name, it shook its head. Luffas gazed at the stars and named it Aries.
Meanwhile, Grants and his men rush out to intercept Aries’ forces, signaling the start of a full-scale assault.
When Grants arrives at the front lines, he sees a massive army of monsters slowly marching toward the city gates. Panic sets in—there’s no way he can hold them off until the main army arrives. That earthquake earlier? Clearly Aries’ declaration of war. Despite his hatred for formalities, Grants has always followed the rule: no attacking without declaring first.
Soon, the city’s advanced forces arrive. Mages and archers unleash volleys to thin the monster ranks, giving the soldiers time to charge. Grants mows down monsters like a one-man lawnmower, but his subordinates aren’t as strong, and many are being slaughtered. It looks grim.
Just as things near disaster, countless ice spikes rain down from the sky. Turning to the city, the soldiers see Megrez and Leia, the water golem. Relief floods them—they know their guardian deities have arrived. Megrez orders Leia to attack, and in moments, dozens of monsters are obliterated.
Meanwhile, Luffas watches from a distance, prepared to step in if needed. But with Megrez and Leia handling the threat, she can relax. Curious, she checks Megrez’s stats to see if he’s still as formidable as when they played together. To her surprise, he’s only level 500 and suffers from a debuff called the “Curse of the Vanquished.”
Luffas asks Dina about it. She explains that after the heroes failed to defeat the demon lord, all were cursed, sealing away half their power—hence Megrez’s reduced strength. If Megrez can’t use full power, he can’t create more golems like Leia. That means if he falls, the city is truly doomed.
Suddenly, the ground shakes as a colossal monster storms down from the mountains—it’s Aries. After a tense standoff, Aries and Leia clash. Since Aries wields fire, Megrez figures Leia should have the advantage with her water element. Leia launches a water spiral, forcing Aries to back off briefly—but he soon charges back with a massive fireball.
At first, it looks like the fireball misses Leia, but Aries wasn’t aiming for her. His true target? Megrez—all alone. Luckily, Leia intercepts just in time, extinguishing the blast. Megrez sends Leia out as a tidal wave to push Aries back, but Aries hops over it with his flame skill and heads straight for Megrez. The barrier holds for a while, but since Megrez is only half as strong as before, Aries cracks it. Just before disaster strikes, Leia sneaks up and puts Aries in a chokehold.
The soldiers cheer, and Dina asks Luffas how this battle will end. Luffas shrugs: Leia will win the fight, but not necessarily the war. A lot of Leia’s HP has been drained from tanking Aries’ attacks, which was likely Aries’ plan all along. He can’t beat Leia one-on-one, so he intends to whittle her down over repeated attacks. Logical little sheep, that one.
Luffas decides she can’t let Aries’ plan succeed. Grabbing Dina, she jumps onto the battlefield. Just as Aries is about to launch another blast, Luffas kicks him across the mountain range. Soldiers gape in disbelief at the sheer raw power, and Megrez wonders aloud who could possibly be that strong.
Even though Luffas still conceals her identity, Megrez begins to suspect the truth from the way she talks. She doesn’t confirm anything yet, promising only that she’ll handle Aries and return for a proper discussion later. Before leaving, Megrez warns her that someone behind the scenes may be manipulating Aries’ thirst for revenge. Luffas nods and flies off.
In front of Aries, he surprises her by speaking—something he never did in the game, only making sheep noises. Luffas, noticing he doesn’t recognize her, activates her intimidation skill. The pressure instantly reminds Aries of his former master. But even standing right in front of him, he refuses to believe it’s her, convinced Luffas died long ago. Luffas isn’t sure either—technically, she’s reincarnated—but one thing is certain: this is definitely the body of Luffas’ original character.
Luffas doesn’t want to waste time convincing Aries with words. She tells him that if he truly doesn’t believe she’s the real Luffas, he’s free to test her strength—and as a courtesy, she promises not to hurt him too much.
Aries hesitates. The woman before him looks like his master, but he convinces himself she must be a fake—there’s no way she could have returned. He charges with full power. Luffas is thrilled: finally, a monster strong enough to survive her attacks. This is her first real fight.
Aries pushes her back a few hundred meters—but Luffas stops his momentum effortlessly with one hand. She comments on how much he’s grown over the past 200 years. He tries again, but Luffas refuses to budge and even calls him adorable for trying so hard. As a “reward,” she teases him with a hug, lifting him by his head and throwing him into the air. Not done yet, she flies after him and announces she’ll “lightly pet” him, only to punch him with the force of a ten-ton truck, sending him crashing down. Before he lands, she flies beneath him and pets his chin, flinging him back up.
The onlookers are stunned. They’ve never seen such overwhelming power. Luffas finally slams Aries into the ground again, leaving him battered, but he’s far from finished. Brilliant blue flames ignite around him—his strongest attack. Luffas tells him to give it everything he’s got. He charges at her, and with a huge grin, she intercepts him, resulting in a massive explosion visible for miles. When the dust clears, Luffas has stopped him effortlessly with the palm of her hand—and casually flicks him into the rocks.
She asks if he still doubts her identity. Suddenly, Aries leaps from the rubble and transforms into his human form, apologizing for his foolish behavior. Luffas is shocked—she knew he had a human form but didn’t remember designing him as a fanboy. Then she recalls a group chat where she and her friends jokingly gave Aries a feminine design, and he had agreed to it.
Twenty minutes later, Aries finally stops crying and apologizing. Luffas checks his stat screen: his level is unchanged from the game, but his abilities have improved significantly—proof of 200 years of effort. She tells Aries that she is on a mission to reclaim her 12 heavenly stars, and he is her first stop. There will be no excuses.
Aries is glad Luffas came to get him first and readily agrees to join her mission once more. But he has a few questions—like who the blue-haired woman following her is. Dena can’t believe he doesn’t recognize her. She rushes up, locks eyes with him, and reminds him that she’s been by Luffas’ side the entire time.
Suddenly, fuzzy memories return to Aries—he vaguely recalls Dena standing next to Luffas’ throne. But considering her memory-altering powers, he’s suspicious. From what he remembers, she literally never moved from that spot, so he assumed she was a piece of furniture—and now he’s surprised to discover she can talk.
Hearing Aries call her a piece of furniture, Dena sulks to the side in offense. Luffas chuckles, noting that she didn’t recognize Dena at first either, but she’s been invaluable since arriving. She asks Aries not to tease her too much.
Luffas then asks why he tried to invade the city. Aries explains that he only did it to avenge Luffas for what humans did to her. After all, if she hadn’t been sealed away, humans would have already been defeated and the world would be at peace. Luffas understands his feelings and appreciates his loyalty, but assures him she holds no desire for revenge against humanity.
Recalling Megres’ warning about someone manipulating Aries, Luffas asks him who planted thoughts of vengeance in his mind. Nervously, Aries admits it was a demon.
Meanwhile, on the demon continent, that same demon is preparing to unleash his army to occupy Spo. He’s been patiently waiting for Aries to weaken Levia’s health before invading. His army is filled with monsters over level 80, confident nothing can stop them.
He orders his forces to march on the city of Skull, intending to slaughter every human there. But suddenly, Luffas crashes down in front of his castle, annihilating every one of the demon’s men instantly. The demon, Mars, doesn’t know who she is, but can immediately sense her overwhelming strength. He decides he must confront her personally.
Mars asks Aries why he suddenly stopped attacking, given his hatred for humans. Aries admits he still hasn’t forgiven humanity for what they did to Luffas, but he now realizes that destroying them won’t help either him or Luffas. In fact, the only ones who would benefit are demons like Mars, which is the last thing Luffas would want. Determined, Aries swears to stop Mars here and now.
Mars isn’t concerned; he expected this turn of events eventually. Now that Aries is no longer useful, he plans to eliminate him. Luffas tells Aries to sit this one out since he’s still recovering from his earlier battle. Mars is taken aback—he didn’t expect anyone this strong on humanity’s side—but dismisses it, confident he can defeat her as one of the seven demon generals.
He begins charging his fire and ice powers, going into excruciatingly detailed explanations about his technique. Luffas, growing bored of his endless yapping, punches him square in the face with enough force to send him blasting away like a cartoon rocket.
With Mars taken care of, there’s nothing more for Luffas to do here—for now. But before leaving, she has questions about the seven demon generals he mentioned. Aries starts to explain, but Dena pops out of a portal, insisting she handle it instead.
Dena tells Luffas that the seven demon generals were formed eight years ago and comprise the strongest subordinates under the demon lord. Luffas is shocked to learn that Mars is considered one of the most powerful demons, despite appearing to be at most level 300. Dena continues, explaining that humanity wasn’t the only side to weaken dramatically over the past 200 years. While the heroes were cursed and have since grown weak, they had already eliminated nearly all of the demon lord’s truly powerful subordinates. Now, the only ones on Luffas’ level are the demon lord himself and his son.
Just then, Aries notices that Luffas didn’t actually kill any of the monsters when she landed earlier. He asks if she plans to leave them alive. Luffas confirms that she does, believing it’s wrong to kill creatures who haven’t done anything to deserve it. Dena questions the decision, warning that sparing them could lead to future harm if they’re left unchecked.
Luffas has already thought of a brilliant solution. Using her power, she subjugates all the monsters in the area, bringing them under her control. Dena asks if she intends to bring all the monsters back with them, but Luffas doesn’t want Megres to have to deal with such a massive task. Instead, she issues a command: all the monsters are to return to their natural habitats and avoid attacking humans without cause. Obeying her orders, the monsters wander off, free to live out the rest of their lives in peace. Satisfied, Luffas considers her work here done.
Afterward, she heads back to the city of Spel to meet with Megres and provide an update. She explains that Aries is under control and that she has defeated the demon general orchestrating the attacks. Megres is relieved, but asks about all the monsters that had been under Mars’ control. Luffas tells him she placed them under her command to ensure they wouldn’t be a problem.
Hearing everything Luffas has accomplished, Megres becomes certain of her true identity. He asks her to accompany him for a private discussion. Luffas hesitates slightly, anticipation running high. The player who had used Megres in the game was a top-ranker and a close friend, and she hopes that the Megres before her is the same one she knew back then.
As Megres returns to the castle, several nobles of Seville gather around him, feigning concern. They warn him to be careful, claiming that without him or Levia, the city couldn’t hope to defend itself from invaders. Dena, however, notices that their words are hollow; there’s no true concern behind their flattery. Megres passes by them with a look of resignation.
When Luffas catches up to him, he remarks that she must be appalled by what she saw. These were supposed to be the city’s protectors, yet their focus is solely on self-preservation, using flattery to secure their own safety instead of genuinely defending the people.
Megres leads Luffas and the others to his office, assuring her that there is no surveillance here, so she is free to reveal her full form. Luffas obliges, spreading her wings, allowing Megres to confirm that it is truly her.
Luffas feels a pang of disappointment. The look on Megres’ face is one of sheer terror, suggesting he has no memories of being a player. This means she might truly be alone in this world. However, Megres misinterprets her expression as disappointment in his current state. He explains that over 200 years, a lot can change—people can grow stronger or weaker—and in his case, he has grown far weaker than he once was.
He asks if she has returned to take revenge for being sealed away. Luffas calmly explains that her return is purely coincidental. The humans were trying to summon a hero and accidentally summoned her instead.
Luffas begins to ponder what’s wrong with this world’s Megres. If he isn’t a player, then shouldn’t he oppose her? According to the lore she’s learned so far, that’s what she would expect. Then she realizes that Megres must feel guilty. If he and the other heroes hadn’t sealed her away, the demons would have been defeated long ago. Being celebrated as a hero while blaming himself for humanity’s near downfall must have been eating at him. Perhaps he has been seeking punishment for his perceived failures.
Luffas reassures him, saying there’s no point in beating himself up over the past. The truth is, he defeated a powerful foe and should take pride in that. He should continue forward on the path he believes is right.
Megres is stunned. He can’t believe Luffas is being so kind to him. He asks why she doesn’t resent him, considering she was on the verge of unifying the world, only to be betrayed. Luffas responds that she holds no hatred toward him because the battle only took place in the game; she never truly experienced it. She wants to give a fair answer, so she tells him that if he and the others rose up against her rule, it was her own fault for being an inadequate ruler.
Megres tries to argue that he still deserves to pay for what he did. But then he looks up and meets Luffas’ face, filled with genuine forgiveness, as she tells him to stop blaming himself. Regardless of what happened, he is the hero of this country and must stand proud. Megres understands her point, though she could have phrased it better considering his wheelchair—standing isn’t exactly feasible.
He has a brief flashback to the old days when he and Olith were best friends, recalling how much fun they used to have. Inspired by Luffas’ words, he promises to take her advice to heart.
Afterwards, Luffas uses her magic to restore Leivia’s lost HP. Megres thanks her, admitting that in his current weakened state, he wouldn’t have been able to do it himself. Leivia then returns to the water. Luffas apologizes for the trouble Aries caused, but he refuses to apologize himself, still holding a grudge against Megres.
Megres asks what Luffas plans to do next. She tells him she will continue traveling the continent until she has reclaimed all her 12 stars. Dena informs her that the next target is Libra, the guardian of the Blackwinged grave. Luffas asks what the Blackwinged grave is, and Dena explains that after she was sealed, her followers worked together to construct the world’s largest memorial in her honor. At the very top, all of Luffas’ old treasures and loot were stored, with Libra acting as a protector against grave robbers.
Luffas is puzzled, asking why anyone would risk fighting Libra just to steal a grave. Megres explains that it’s not just the people’s levels that have declined—legendary weapons have also been lost during the battle against the demon lord. The only ones left are those in Luffas’ grave. Humanity has desperately tried to retrieve these weapons to aid in the fight against the demon army, but Libra has ensured that every attempt ends in brutal failure.
Luffas acknowledges how frustrating this must have been for Megres, but unlike Aries, Libra is not doing anything wrong—she is simply expressing loyalty by guarding her master’s treasures. Megres sees her point, but he makes a request: after Luffas retrieves Libra and her treasures, he asks her to leave behind anything she doesn’t intend to use. It would be a huge help to him. Luffas agrees without hesitation.
As they prepare to leave, Megres tells her he has something to give her. Though weakened, he still possesses considerable magical power. He casts a spell to hide Luffas’ wings, sparing her the trouble of constantly covering them with her cloak to keep her identity a secret.
Megres also provides Luffas with a new outfit, and she is truly grateful—this one allows her to move much more freely. On their way out, Luffas goes to find Gansce outside the city. At first, he’s confused, unsure why such a beautiful lady is talking to him. Then, Luffas removes her glasses, revealing her identity as the person he helped earlier that day.
Gansce is stunned—he had no idea she was this beautiful all along. Luffas explains that she came to say goodbye and to thank him for all his help. He wishes her safe travels on her journey. Just as she is about to leave, he hesitates and begins to ask if she is the same Luffas from the legends. But thinking better of it, he stops and tells her to forget he said anything—there’s no way it could be true.
Meanwhile, elsewhere, Mars has crash-landed in a forest. While flying, he realizes that the only being capable of hitting him with such force would be Luffas’ Mafal. If she has truly returned, all of his plans are doomed. Suddenly, a woman approaches him, telling him that his role is over and that it’s time for him to vanish like the pathetic puppet he is. With a snap of her fingers, Mars is erased from existence.
The woman responsible looks strikingly familiar—she bears an uncanny resemblance to Luffas herself.