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96.5% Counter Dungeon-Delving / Chapter 303: How to dismantle a train

Chương 303: How to dismantle a train

The natural weak points are of course the couplings that connect the train wagons to one another. However, whoever made this thing new that too. The couplings are protected by metal plates that wrap around the empty space between the wagons. Using multiple plates that can be layered to create a bending wall, the couplings can only be reached from inside the wagons.

Another weakness, the locomotive at the front of the train. All movement comes from the locomotive pulling the wagons that are behind it. The locomotive is under a lot of stress due to different forces acting on it, but the way it's built it can't be broken from the outside.

Looks like my dismantling skill won't be of much help in this situation.

On another, as I stop trying to find ways to dismantle the train, I notice something that dismantling skill completely ignored. As Navi mentioned before, the train can rapidly reverse due to a second locomotive in the back.

That constitutes two weaknesses. First, since they are separate engines, they have to coordinate a switch. The locomotive pull in different directions so for the pull of the back locomotive to have any effect, the first needs to stop.

There are two ways to achieve this. First, the front locomotive shuts off while the back locomotive is subsequently started. Second, the back locomotive is started while the front one is still active and then the front one is shut off.

The first option will cause them to slow down and even come to a stop for a while. The second one minimizes the time they stand still since the back locomotive will already be running when the front one shuts off. However, the second option will inevitably put a large amount of stress on the coupling the moment the switch happens and immense forces act on them in opposing directions.

If they are forced to reverse, an attack during that maneuver will definitely be the most effective. If they are forced to reverse multiple times the stress might even break one or more of the couplings. Though I guess they can repair any damage done during an outing while in a station to avoid breakage.

The only way the couplings might actually break, would be if they reversed multiple times in short succession. Which, in my estimation is an impossibility…

Another bust…

Though what has come of my thoughts thus far is an opportunity. The best moment to launch a serious attack on a train is when it reverses and thereby slows down. But now that I think of it, that was kind of obvious.

How could I not see something so obvious? I guess my brain just glossed over it.

Come to think of it… Navi, can I assume that the adventurers and whoever planned this had full knowledge of these dungeon floors?

{They should have that information, but why would that matter?}

Are there any monsters that habitually climb trees on this floor? Or any flying monsters for that matter?

{There are none of the former on this floor. Flying monsters do occasionally spawn but aren't much of a concern to adventurers.}

Are all trains built the same or are the plans I got specific to my floor?

{You are asking an awful lot of questions. Are you coming up with a plan?}

I have a… potential idea that might work. If none of your answers prove to make my ideas an impossibility. So, about those trains.

{You have the base plan. Most floors use that exact train but some have specializes designs adjusted to specific floors' conditions. The one on this floor is the standard one.}

Do you have any idea how they detect broken tracks or if they can also detect monster ambushes?

{We are working on figuring out their methods of detection but nothing so far. They have the means to notice monsters but it can't be very spot on. They can at most tell the direction the monsters are coming from and roughly how many there are.}

Sounds good.

"Are you done chatting with Navi? There's just some monsters ahead and no train in sight. I thought you had a plan of attack?"

"I do. However, attacking a moving fortress that expects us won't yield much unless we throw more at them than they are expecting. You said you wanted a frontline position. Does your arsenal contain anything that can break an armored train?"

"I have a skill that can shatter most things that aren't horribly over my level. I have yet to see a train but I assume I can break a hole into it with a full power attack."

"Then I do have a rather good plan but I need more time to prepare. If it works, you might be able to be at the very front of the slaughter."

"Hmpff, I suppose. I'll just follow after you then. But you better hurry!"

"I'll do my best."

We have indeed almost arrived at the orc encampment. I can already see the large pig-snouted monsters ambling around.

"Halt, this camp orc! No green skins allowed!"

Orcs have a viariety of colors for their hides. Their hides can range from brown to grey to green and even occasionally to blue. Ironically, the orc telling me that green skins aren't allowed in, has a green hide. I suppose green skins is a term that means goblins like pointy ears means elves. Still, dumb as bricks and not very observant.

Telling a goblin with a wyrm in tow that he can't enter is not the smartest thing to do. Has it even spotted Blood yet?

The orc is not very strong. It's stats range around sixty and it has only one skill for attacking. Stopping me with a slashing skill and a rusty cleaver is a pipe dream. It's not even wearing any decent armor, just rags a cheap looking breastplate.

I could take this guy no problem but I've learned some things since working for another high level dungeon master, Hades.


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