One Last Solo Dive
"Haha! Once a beginner explorer picks up a few decent Supernatural Abilities wandering Layer 1, heading down to the lower layers is just a matter of money."
"Money? Does the Labyrinth take bribes?"
Haha! Kerolf let out a hearty laugh and took a swig of his beer.
"You know there are four Labyrinths, right?"
"Yes. There are four Labyrinths in total. This is the East Labyrinth, where warrior-specialized Supernatural Abilities are granted. I read that in a booklet."
"Right. This one's for warriors, the west for mages, north for summoners, and south for scouts. To get more Magic Stones and abilities from the lower layers, you hire an explorer who's gotten scout abilities from the south Labyrinth."
Dorne saw the logic but had a lingering question. "But Kerolf, why would a scout explorer—who can find their way even if they're randomly dropped into the vast Labyrinth—come all the way to the East Labyrinth, where they can't get scout abilities? The booklet said explorers who already have specialized abilities have a really low chance of getting another specialization."
"You've read the booklet thoroughly. True, explorers with multiple specializations are rare, but they do exist. The thing is, even they need to party up with explorers from other specializations to explore the Labyrinth properly. So wealthy explorers hire specialists from other Labyrinths and grow without stagnation, while those short on cash grab enough common abilities and get dispatched to other Labyrinths. That's why all the East, West, North, and South Labyrinth cities have specialization matching services."
"Ah... so that's why..."
It made sense now. Warriors needed scouts for wide-area firepower, scouts needed defense and firepower, mages needed defense and scouts. The deeper you went, the more you needed a stable party for safe exploration.
"And even if it's not your specialization, you can still get common abilities. It's like helping each other out on the side. You can't ignore the common ones you luck into. Worth a shot."
Dorne and Kerolf chatted for a while longer, enjoying their stew and beer.
Dorne, now in light clothes after shedding his padded armor, entered his room at the Beginner Forge Inn. After his generous chat with Kerolf—which had cleared up his tangled thoughts—he paid the innkeeper for one night's rest. He'd just come back from the communal shower.
He shook out his still-damp hair, reviewing his plans.
I don't have a backing faction, so first things first: save money. Can't reach the deep layers on pocket change.
According to Kerolf, the Labyrinth changed dramatically at the deep layers. Before that, each entrance led to a separate Labyrinth with distinct specializations, but the deep layers connected no matter which entrance you took. By then, hired parties dissolved, and only true companions remained. Explorers' specializations naturally reached a certain level.
Growth followed a pattern: Start in small groups on the upper layers, build seed money and abilities. Once ready, hire specialists—especially scouts—with your savings to dispatch to other Labyrinths and level up. Dispatch around, save more, grab common abilities. When flush, splurge in your specialty Labyrinth until you're deep-layer ready. Those paid explorers then return to their own Labyrinths to become deep divers.
Others stagnate on dispatch, but not me. With 【Self-Contemplation】, I get three choices per ability. I might grow even on dispatch.
Dorne abandoned the lone wolf idea. Even if one person farmed Layer 1 dry, it wasn't enough to hire a scout for Layer 2 alone. After resting in this decent room, he'd do one more solo run, then join the Labyrinth Guild and Warrior Guild to find comrades.
"Time to crash!"
He shook his hair one last time and flopped onto the bed.
As he closed his eyes, he felt—and saw—his stamina slowly refilling.
Shaking off accumulated stress in deep sleep, Dorne packed before dawn. He sniffed the inside of his leather cap—his helmet substitute—and jammed it on his head. Veterans knew headgear smells required compromise.
At the door, he checked his padded armor from yesterday's hasty wash. Dry enough with glove-touched hands. Fully geared, Dorne stepped out toward the Labyrinth. Eyes closed check: stamina at a whopping 49.
Dorne stood near the Labyrinth entrance portal. He'd planned to make an explorer tag, join the Guild, then dive—but snag. The Labyrinth Guild favored deep divers, and deep layers shared day-night with outside. No sun, no staff.
No issue, just reordered. Bought preserved rations with leftover lodging and meal cash. Banks ran like clockwork, but shops ignored hours.
One more dip to pay it back.
His leather pouch felt light. He pressed his lantern hand to the portal.
Dorne's lantern swept the surroundings. His routine looked seasoned. Shield or club in off-hand? Club. Moderately tense, he advanced randomly. Lantern light probed the floor ahead like fingertips.
Sip... Hoo...
At the crossroads, he heightened senses further. Post-dive reflection: if he were a goblin setting traps, crossroads or corners. Catch explorers off-guard before they recover.
Freshly entered and alert, Dorne dropped his bag and scouted both paths.
Kerruk! Kekekruk!
Kerruk!
Lantern on left: goblin at next corner barked and charged. Right responded with kin cries. Check: two on right.
Quick call: left. Lantern greedily licked the floor like a starving beggar. Dorne ran steady. Had to stop anyway.
Distance right, he checked floor once more, placed lantern precisely. Now 1v1, goblin backlit. Beast indeed—it charged blindly.
Thud! Crack—Kerruk!
Lesson from yesterday: no underestimating weak foes. Shield bash aside. Chest-stomped on ground, it barked—fight over. Two incoming, no time.
High club smash.
Thud! Thud! Thud!
Three hits, skull cracked. No coup de grâce—grabbed lantern, lit rear. Distance good. Quick dead check, set lantern.
Pre-hobgoblin plan time. Advanced, shield-arm hugging wall. Avoid encirclement.
Wide-enough-for-five passage: goblins adjusted stupidly, shifting flank to front-back line.
Sip. Breath steady, club-hand braced shield at chest. Lead goblin close—no turn, straight shield thrust.
Thud!
Shield pinned pelvis with left foot, checked rear goblin. Pulled shield absorbing charge, whipped club from wind-up.
Crack!
Grazed wild head, club smashed shoulder. Kicked rear goblin down, shield edge pinned lead's chest. Claw attempt failed.
Thud! Thud! Thud!
Wet, hoo... Sip!
Club pulverized skulls. Short breath, shield up.
Gack! Kerruk!
Scratch!
Last goblin clawed shield desperately with good arm. Dorne shielded it, smashed club.
Thud! Thud!... Thud! Thud!
Waited for fall, two more hits.
Hoo... Hoo...
Three down. Backpedaled with eyes on unconfirmed, grabbed lantern. Left first.
Thud!
Then right lead.
Thud!
Last one stared, then club down. Deep breaths, turned dead ones behind, walked to bag corner.
Weary Dorne trudged the passage. Magic stone pouch heavy in bag, shoulders slumped, gait loose. Face bored.
Enough stones, but no exit portal.
Enough for beginner—seed for comrades till Layer 2 scout hire. They'd split costs. Portals max six, so five max. Sell stones, join guilds, recruit, rest on savings. But no exit.
Laid blanket mid-passage for nap. Hard floor, uneasy sleep. Half rations gone. Pushed boredom, turned corner, lit space.
Hobgoblin-like clearing.
Kerruk!
Kerruk!
Guk!
Five goblins stared at Dorne.