Today was our fifth day in Ulmutt. Weâd already finished all our business in the dungeonâs simpler subsections, and hence, weâd started digging a bit deeper.
We were currently hunting magic beasts around where the 14th floor was located. We couldâve gone a bit deeper given the fact that we had to handle Aurelâs request and all that, but we decided to take it slow in order to avoid injury.
Speaking of which, Fran was currently in the middle of slowly disarming a trap.
The 14th floor was one of the dungeonâs lower floors, and the traps had been modified to match. They were much more complex than the ones weâd encountered earlier. They were made much nastier too.
What I mean by that is that the traps themselves were full of well, traps. For example, there was a trap composed of a bunch of wires. Youâd normally assume that itâd activate if you stepped on something, and that you were supposed to disarm the trap by cutting its wires. However, that one was instead made so that itâd only trigger if you tried messing with it. Another example would be a trap that fired an arrow that activated another trap.
Some traps had also started causing teleportation or instant death upon activation. We also started hitting areas thatâd seal off our ability to teleport or use Presence Detection â not that it mattered to me seeing as I had the Unsealable skill.
I mean, I knew that the Guildmasterâs managed to get a few negotiations done and all, but this was still technically a dungeon. It wasnât some sort of training ground for adventurers. It was the real deal, a place in which one wrong step could lead to death.
ăNn⊠Done.ă
ăReally? Lemme see.ă
Yup, looks like she disarmed that one perfectly.
Many of the Magic Beasts that thrived in the dungeonâs lower levels had the Trap Detection, Trap Disarm, and Trap Creation skills. The magic beasts themselves werenât actually all that strong, but they could make for a deadly force when when working in conjunction with the dungeonâs traps. And that, to me, honestly seemed rather logical seeing as how the dungeon itself was pretty much crammed full of traps.
Absorbing said magic beastsâ magic stones meant a fair increase in the respective skillsâ levels. Trap Detection had leveled to 7, Trap Disarm to 4, and Trap Creation to 3.
The dungeonâs traps served to provide us with a bunch of practice too. The combination of the skill and practice had led Fran to become much more skillful in the art of disarming traps. The difference between her now and her when she tried disarming her first trap was as clear as the difference between night and day.
Two of the magics weâd obtained from Zeraisâ golems, Ice/Snow Magic and Lava Magic, turned out to be rather useful when it came to their applications in disarming traps.
Moonlight Magic, on the other hand, had been stuck sitting on the backburner. The only two spells we had at the moment were Moonphase and Night Vision. The former would provide us buffs at night. The latter would allow us to temporarily see in the dark. Neither was all that useful; we probably wouldnât be able to get any value out of Moonlight Magic until it leveled itself up a bit.
Ice/Snow Magic allowed us to freeze traps and hamper them from activating. In fact, a single activation of the magic would actually even flat out disarm explosion-type traps altogether.
Lava Magic was actually even more useful than Ice/Snow Magic. We could use it to weld a trapâs subsection and just flat out stop it from activating.
Both Magics had quite the potential for practical use even outside of battle-type situations.
That said though, Fran was still far from being able to disarm every single trap every single time.
ăOops.ă
ăShort Jump!ă
ăWhimper!ă
Holy crap that was close. We were almost hit by a series of super high speed bullets made of water despite the fact that weâd teleported away. The area of effect was insane. We probably wouldâve gotten seriously injured had we not escaped. The bullets were powerful enough to just flat out kill you should they hit your head or some other vital.
ăSorry.ă
ăLooks like youâre still a bit shy of being able to disarm the traps here perfectly.ă
ăNn.ă
ăWoof.ă
Oh well, canât really be helped. That trap was the kind that wouldnât let you go any further unless you did something about it.
Aurelâs request aside, weâd set out to do four other things.
The first was to level up. The second was to finish all the quests required for us to rank up. The third was to git gud and learn how to use all our current skills. The fourth and final was to get our hands on a skill thatâd prevent us from being susceptible to skills thatâd mess with our minds.
To be more specific, we were looking for a skill thatâd prevent us from being affected by stuff like Coerced Camaraderie and Induced Thought.
Skills like those two only guided our thoughts, and didnât provide us with any obvious indicators like status conditions, hence why they were especially troublesome to deal with.
We ultimately managed to discover that there actually was a monster with the skill we were looking for here in Ulmuttâs eastern dungeon, but it was one that only resided in the dungeonâs deepest depths.
Dias and Solas both claimed that their skills simply didnât work on said monster.
Hence, we were currently giving ourselves a bit of practice while advancing towards our goal: the area at and beyond the dungeonâs 18th floor. Getting there would allow us to finish Aurelâs request too. It was a veritable two birds one stone type situation.
Our pace wasnât all that bad despite us actively looking for practice. Weâd managed to make our way down to the dungeonâs 14th floor after just 2 days worth of adventuring.
Dimensional Storage made it so that we didnât really have to worry too much about meals, baths, or bedding. More importantly, both Fran and Urushi still looked fairly motivated. In fact, the stronger enemies and more difficult traps were only getting the two even more pumped up.
Several large magic beasts had been standing in the 14th floorâs first notable room.
ăGrowllll.ă
ăMaster. High Ogres.ă
ăI guess that means this room wonât have any traps in it then.ă
High Ogres, unlike the dungeonâs other monsters, lacked the ability to deal with traps. None were placed in the rooms in which they were placed in order to avoid the possibility of them killing themselves.
They compensated for that weakness through pure power. They generally considered strong enough to give a D ranked adventurers a fairly hard time.
We could just flat out take them head on though, so to us, their spawn zones were more or less safe because they lacked traps.
ăHere we go!ă
ăNn.ă
ăGrrrrrrr!ă
Our strategy was to wipe them all out in one go with a surprise attack. Fighting them for an extended amount of time was a bad idea, seeing as how other magic beasts could come back them up.
Urushi immediately leapt towards one of the high ogres and readied himself to bite it.
ăGrowl!ă
A barrage of arrows flew straight towards us the moment he tried to take action.
ăHoly shit! Air Shield!ă
ăRuff?ă
I repelled the projectiles with a spell as Urushi panicked and dove straight back into the shadows.
Apparently the room actually did have traps inside of it. I looked towards the high ogres only to find that the arrows had simply bounced off their skin.
Ahhh, I see. Traps like this can work with them because they canât damage the High Ogres at all. That said, they could prove rather lethal if they hit us.
Man, these traps just keep getting nastier.
ăAlright, you know what, letâs just quickly wipe them out. Inferno Burst!ă
ăGrooowl!ă
The flame spell I used turned one of the High Ogres into a lump of coal as Urushi impaled another with a spear constructed of pure darkness.
ăWell, so much for High Ogre zones being safe zonesâŠă
ăBring it on.ă
Well, I guess at least Franâs motivated, so thereâs that.
ăLetâs try being extra careful just in case. It looks like the traps are going to be getting even nastier from here on out.ă
ăNn.ă
ăYou be careful too, Urushi. Weâll need to avoid stuff like what just happened.ă
ăWhimperâŠă
We discovered a type of trap weâd never seen before shortly after concluding that weâd do best to be a bit more prudent.
ăWeird thread here.ă
ăGood job catching that. I only barely noticed it myself.ă
ăTrap?ă
The thread Fran and I saw looked identical to the infrared sensors youâd normally see in movies and whatnot. The fact that it was visible meant that it was likely linked to some sort of magic, but I couldnât tell what would come out of popping it.
ăWant to try activating?ă
ăSounds like a plan. Itâd be a good idea for us to know what happens when you pop it. You know, just for future reference.ă
We triggered the trap with one of my doppelgangers after moving a fair ways back.
I heard a bit of an odd rumbling sound the moment my doppelganger stepped into one of the infrared-like lines.
ăMaster. Walls moving.ă
ăWhat?ă
It was exactly as Fran described. The walls at the passageâs rear slid along the floor and rearranged themselves. The former straight passageway now ended in a forced right turn.
I see, I see. The trap was on a rather large scale, and honestly, I had no idea how we were supposed to go about disarming. Just looking at it didnât really provide us many clues; we more or less had no choice but to just give it a shot.
The moment I thought that was the moment the walls started to move again.
ăMaster?ă
ăDonât look at me. My Doppelgangerâs already gone. Was it maybe cause of Urushi?ă
ăWoof woof!ă
Urushi frantically shook his head. I guess that means it wasnât him either. So⊠who triggered it then? I mean, someone had to, the walls were moving.
My question was answered as the left wall vanished and opened up a passage that revealed a single High Ogre.
ăOh! I get it now! It was the High Ogre that popped the trap!ă
It seemed that these traps were the kind thatâd trigger regardless of how careful we were. That is, the High Ogres would pretty much just keep setting them off.
Huh, this looks pretty bad. You wouldnât be able to use a map here even if you had one. The traps would move around, so youâd never really be able to know what was coming at you next.
ăGraaahhhhh!ă
The ogre caught sight of us as we were thinking about the dungeonâs traps.
ăAlright, you know what, letâs just get rid of that first, and then think.ă
Man, this dungeon sure is one hell of a pain in the ass to deal with.