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Part XIII | Warhammer 40,000: Space Marine 2 Playthrough in XREAL One Pro - Unauthorized Mental Manipulation on Demerium Begins


In Part XIII of our Warhammer 40,000: Space Marine 2 playthrough, our rapid-insertion drop pod crashes into the turbulent, warp-scarred surface of Demerium like an uninsured delivery driver slamming into a storefront. Stepping out of the smoking wreckage into a purple sky of Tzeentchian madness, my XREAL One Pro glasses turn this desolate, ash-covered wasteland into an AR masterpiece so crisp you’ll think you’re legally liable for the property damage. With zero air support and our minds under psychic siege, Squad Damocles has to litigate our way through ruins, crypts, and a highly illegal ambush by a Chaos Sorcerer inside a ruined chapel. We quickly shut down his illusions and execute him for practicing unauthorized mental manipulation, before crossing a treacherous, half-collapsed bridge overlooking the glowing green vents of the Necron tomb.

At the transit hub, the elevator is locked at the bottom, and the local union of Rubric Marines is refusing to let us pass without a heavy-weapons dispute. Just as we hit the elevator recall button, three elite Scarab Occult Terminators arrive on the platform, brandishing power swords and looking like a team of corporate clean-up lawyers ready to draft our death certificates. Through some elite parrying, dodging, and a lot of highly aggressive physical negotiation, we completely liquidate their assets right on the elevator floor. With the platform finally cleared of heretical tenants, we step onto the lift and begin our long, silent descent into the dark depths of the Necron tomb.

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