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46.03% Counter Dungeon-Delving / Chapter 144: Testing the memorial falls (2)

章 144: Testing the memorial falls (2)

For my second serious try, I go with a very similar strategy. If the way along the wall will be blocked what about above the wall. Navi, I need a grappling hook for this one.

<Oh, you mean a standard one?>

Yup, a hook on a rope.

The basic dungeon exploration tool appears in my hands and I set out. The skeletons are honestly nothing but a nuisance as I make my way toward the wall once again. This time I begin to climb the wall using my earth magic to create handholds as I had already practiced.

After scaling the wall I lay my eyes on the blazing skull. It isn't my target so I just ignore it. Since it's placed above the river all the skeletons are washed down into the lake first anyway.

I throw the grappling hook to the other side of the river and jump of the wall. Using the grappling hook to adjust my fall I swing through the waterfall and land before the entrance to the next floor.

This version is a bit risky with the climb, the hook, and the well-executed jump but makes it possible to completely circumvent the lake and its murderous inhabitants.

Given, the landing hurt like hell but with a well-timed roll to disperse the force of the swing that wouldn't be a problem. The main thing again is information. I had known that there was a flat surface behind the waterfall that I could use for a landing but...

I might suggest something a little devious here, Navi. Can the path right in front of the entrance to the next floor be changed or does it need to be a flat open surface?

<You want to change how the entrance looks? As long as it is still accessible it shouldn't be a problem. What were you thinking of?>

The waterfall obscures the vision of the entrance to the next floor. Most entrances are usually a flat rock plateau of 16 square meters. The method of swinging overhead depends on having that space to get rid of the kinetic energy from the swing. If the entrance was accessible through a half-meter stone path and the rest of the plateau was covered in spikes...

<It would force the adventurers to enter in single file increasing the time they need to spend close to the lake and the piranhas in it. And if someone tries to swing in with a grappling hook they need to know exactly what angle is necessary to stick the landing.>

That's that taken care of then.

<Do want to do another run?>

No, I can't think of any other easy ways to get past the piranhas. But concerning ideas for improving the boss room I still have some suggestions.

<Fire away then. I'll save your ideas and directly transmit them to Hades and Daedalus.>

First of all, I think it's a horrible idea that the blazing skull drops all the skeletons into the water and leaves none to guard the riverbanks where the treasure chests are located. At the very least there should be some kind of monster up there to stop adventurers from occupying that superior position.

<I'll relay your thoughts but remember this is just the first boss room. This is just meant to halt the progress of some low-level adventurers. It will be considered a great success if you can rout some mid-level adventurers.>

You mean it's best if I move on?

<Might be for the best. We haven't got all day after all.>

Can I move on within this VR simulation? I'd like to get a look at the problems I need to fix before I try to do so.

<Shouldn't be an issue though let me teleport you directly to the entrance of the next boss room.>

That would be floor ten then? Going by the trend so far.

<Floor eight. Read the files you were given, will you. The next boss room is known as mage's respite. Nothing much to say about it except that it has skeleton mages.>

The name is somewhat comical since respite is usually used with a positive connotation but here it refers to the resting place of undead monsters using magic.

I enter the room and immediately find myself frowning deeply. It's a wide-open area with bits and pieces of flora everywhere. Tents are pitched and there are clear remnants of campfires.

Did adventurers come by recently? Is this VR simulation advanced enough to include random adventurer tracks?

<That'd the default look of the boos room. Go further in and you'll understand.>

I walk past the first few tents and see the first skeleton lie on the ground in a position that indicates that it had been under attack before dying.

I think I get it now. This is intentionally set up as an abandoned campsite that was attacked. It's on the eighth floor in order to make people think the boss room is still way off. They'll get too far in and split up to look for survivors or loot when the skeleton mages will suddenly attack from all sides.

I'd assume that they will use mostly fire magic since the flora around here means a lot of combustible material. Once the first fireballs fly this campsite will be turned into a burning hell.

<Wow, how did you figure all that out by yourself.>

It's rather obvious really. This dungeon seems to use a lot of undead typed monsters and you said that the boss room always looked like this. Combining it with the knowledge that there are skeleton mages in here, it becomes a matter of guessing.

I reach the center of the campsite where a large tent stands open as if the owner had hurried out. Inside I can see a chest and other things probably meant to entice me to enter but I don't do so.

Those barrels, what in them?

<Oh, I don't know, the usual... Maybe some crude oil or something like that. >


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