"Wait, Green Codex? But we just saw the completion of a monumental LP that used the Green Codex, what else is there to say?"
I hear you little grass-hopper, but as it turns out our honored Damned Registration
just missed out on the the final set of stuff from his
Nurgle Green Codex, allow me to explain. One of the last missions DR did before embarking on his epoch-making Cydonia mission, was a City infiltration to capture a Corrupt Clerk following his leads about the Technocracy and Optronics Smuggling. Capturing that clerk unlocks the Smuggler Lair mission, a relatively simple Sewer type map with city limitations (no mutants, no heavy armour) where you need to find the smuggler warehouse. That warehouse will contain some random loot typical of the smugglers but more importantly this document:
This manifesto details the wares moved by the Smugglers out of Technocracy. Not only Optronics, but also UAC technology, restricted guns and explosives, medicines and drugs, the list is quite impressive. Disappointingly, there is no mention of Shadowtech, but the list doesn't add up - it is unclear how the Smugglers were meant to pay for all these goods. However, the log does mention secret frequencies used by major Smuggler hideouts. If there is a definitive answer somewhere, it must be in one of these forts!
Wait a couple of months (!) and you get to raid that hideout!
This is it, our chance to get some answers on Shadowtech trading! The Smuggler facility is well stacked with stationary defenses, so we need to pretend we're customers. They won't care too much about our weapons, but too warlike-looking armor is sure to raise their suspicions - so we won't be using these. Once we get inside, we can start shooting away. Our goal is to capture a Smuggler Negotiator. If the mission goes south, we can seek escape through a lift.
So off you go and murder a bunch of smugglers and renegade catgirls, nothing too special except for THIS guy that can't be captured (disolves when it should get stunned). More on him later.
But eventually the foes are dispatched and here is your loot!
Four items of note that are the unique loot from this mission. First two are these that are unique to something Jaedar alluded to a while ago, the Chaos Saint path. From digging around it seems like you need to choose a Captain's personality that's opposite to your Codex choice, but I'm not clear on what else it entails. Not terribly useful for a normal playthough though.
The medallion at least gives a useful boost to Warp resistance besides the aforementionned Chaos Saint stuff.
Here is the main reason we went there though, the negotiator and her Communicator.
Researching these two gives us some more information about the golden saint. Apparently the smugglers have a much bigger role in the X-Piratez universe than one would expect, another of those unending webs of intrigue that makes this mod's so unexpectedly enjoyable. Also explains why I couldn't capture her.
Exhausting the Negotiator eventually leads to this. A sadly unfinished path to victory perhaps? Or a reason to have all those deep space worthy craft that have too little crew space to be of any use besides gimping yourself for the final mission? Maybe one day Dio will get around to finishing that path.
But fear not, this was not in vain! Researching all of this unlocks this research...
Which allows to research these!
First up is the market of Wishing. Too much cash in your hands? No enough runtpower or mental fortitude to manufacture the fuel cell? Say no more, you can now buy the 250 fuel cells required for the Conqueror for the cool sum of about $750 000 000! Not waiting necessary! You can also now have full complements of (crap) power armours to defend all your bases!
Researching the Light Force gives us this screen...
Which gives access to this! Finally the main reward from the Green Codex, turn any of your gals (expect Blitzgal!!!) into potential Lenneths for the paultry price of 7 living blood, 30 porn magazines (I guess they need the models for inspiration?) and 30 glamour! This works with Weirdgals, Zombiegals and also Repentias (more on that in part Two), allowing for some truly busted stats on all your gals! Only limiting factor is the 50 VPWR, so some of your favourite gals might suddenly look less impressive by comparison.
On the other side of the force, we have the Dark side. This unlocks the Green Codex end gear which is pretty spicy in its own right albeit more niche.
First is the Moloch Armour, actually shared with the Red Codex. That's a lot of shields and while purple is the most niche of shield types (a glaring weakness is that Lasers bypass it), all shields are created equal in the face of plasma.
You could combine it with the Crystal Skull for that One Infinite Turn where you never run out of TUs and Energy and then switch to a vampiric sword (since those two don't stack their effect) to get back the health. Still need to test this. Would probably be hillarious with that Eye artifact DG found in the demon level of the final mission.
EDIT: Nevermind, they don’t stack and the armour always takes precedence so you can’t even have one mega turn with the skull then put it back in your inventory to recover your energy. Fun not allowed.
Also gives +60 strength and while it take away -20TUs it can sprint, so should have decent mobility. 40% resistance to mind and 60% to plasma makes it look pretty attractive for the final mission.
Next is the Pestulator Armor. A straight upgrade to the Bio Suit with better resistances and +90HP (!). Of particular note is the inbuilt Corrosive Cloud weapon, a 30%TU, power 25+50% of current TUs small AOE ranged attack that deals Chem damage and ignores 2/3rd of armour. While not an overwhelmingly powerful weapon, having chem damage on demand is very useful if you remember that chem damage bypasses blue shields, the ones that the Star Gods love so much. Sectopods also have no resistances against it. Also noteworthy are the 50% warp resistances (I'm sure DG would have liked those for the Black Sun missions) and 0% Chem resistance. But I hear you say, there's barely anything that deals chem damage out there, what's the point?
This is the point. DG found it in the final mission but this is actually one of the Green Codex specific weapons. Not too hard to craft but does require 300 boom fruit each, make sure you start planting in earnest! This is basically tailor made to go with the Pestulator armor, as not only it scales off the massive HP buffs of the armor, but you'll also be protected from melting yourself with the AOE attack. Tragically, it requires both hands to be used so you can't combo it with the crystal skull. But with that Power scalling and its 50-150% damage spread you can expect to do 150-450 Chem damage in a large AOE. That is an UNGODLY amount of chem damage, and if you remember what I said about blue shields and Sectopods, you can expect to vapourise one every time you swing this thing. Not for every situation, but very strong for those situations.