Dungeon Farming: Reborn as a Dungeon Lord, cultivating life inside a cave.
Chapter 64:The Dungeon Lord set some traps...
As I walked back to the Dungeon, I started imagining what I could do to rise the security of the Dungeon, what traps to use and how I should project my dungeon layout.
By the time I reached the Dungeon my head was filled with thoughts about traps and tactics, so I decided to go ahead and implement it first before taking care of the refugees.
All right, let's start by changing the entrance path, right now it's a path almost directly to the farming camp, that doesn't give us a lot of room if we are to set some traps and fight. To fix this, instead of going straight to the farming camp, I will go East instead and make a few big corridors going north and south where I will set my traps.
Corridors were the easiest thing to do in the Dungeon, just make the Mana plate, start the building mode and walk toward the walls. Fifteen minutes later, I connected the new path to the old path and sealed the old entrance and the first part of my project was done.
Next I will summon some traps and make those corridors into killing machines...
The art of invading Dungeons is completely different from invading castles. While in castles you can shot siege weapons from afar and destroy the enemy walls before invading, Dungeons can only be invaded through the front door.
I know that life is not a game, but even I think that Dungeon traps are unfair, they can kill hundreds if not thousands and stay clean thanks to the recycling function of the dungeon. The more they kill, the more supplies the dungeon has to install even more deadly traps or summon creatures. But that's not all! It's possible to add traps over traps, making a multilayered trap that kills the enemy no matter it is resistant to poison, piercing, smashing, burning or freezing. All we need to do is set one trap after another and one of them is bound to do the job.
But of course that's all theoretical. In reality to make such multilayered traps consumes too much resources so it's not practical at all. I'm not doubting it's efficacy, I'm just saying it's a waste of resources.
Since we know the type of enemies that will be coming, our best option is to choose traps which are specially effective against them, this way we ensure not only that all traps work but also that we will use the least amount of resources to the maximum effect.
I used teleport to go back to the dungeon core and spent some time taking a look at the traps available. Because there was plenty of metal and bones available, the number of possible traps was reaching the hundreds so it was quite hard to decide. Many were terrifying but in the end I judged it was best to use only the classics, so I choose poisonous gas trap, guillotine, earth spikes, oil and flame traps.
With that in mind I rose the first and third corridors quite higher than the second corridor and filled the second corridor with a poisonous gas, to create something like a poisonous gas pool. To ensure the poisonous gas didn't leak to inside, I made two air tight doors, one between second and third corridor and another between the third and fourth corridor. I also added some oil and a fire trap in the third corridor, if they are able to resist the poison, they will roast while locked in there.
Back to the second corridor, along with the gas, I also installed five guillotine traps, that would fall on anyone who passed below it and at the same time added 5 spikes traps which would lift earth lances from underground diagonally with intent to penetrate the target's legs and bellies. So If the orc somehow defended from the guillotine, he would be pierced by the lances, if he defended the lances, he would be divided in two by the guillotine, meanwhile all of them would be breathing poison... damn, I'm starting to scare myself...
On the first corridor I made another airtight door and added a warning: "Visitors wait the Skeletons. Trespassers meet the Grim Reaper."
It was then that it hit me, what if the villagers can't read? Bia and Leticia seem to have been educated, but they had special backgrounds, one being the village chief daughter and the other a healer, as for the farmers, hunters, and so on, it wouldn't surprise me if they didn't know how to read and write, I mean, this is not the capital, there is no school so all skills can only be taught by the parents to their children.
Well, it seems like I will have to add guards again...
Out of the four skeletons that used to guard this place, one is lost and the other were three destroyed. I'm feeling a bit too lazy to search of the lost skeleton and I can't summon more as all my Mana is gone, so I will have to take out the two guarding the food storage and use them here as there is really nothing for them to protect right now...
After having decided, I teleport to the skeletons and bring them to the entrance, telling them the same rules as I did before: If a guest arrived, one will call me and the other make sure the guests don't commit suicide.
All ready, set and done! Next let's take care of the bait, I mean, refugees.
By the time I reached the Dungeon my head was filled with thoughts about traps and tactics, so I decided to go ahead and implement it first before taking care of the refugees.
All right, let's start by changing the entrance path, right now it's a path almost directly to the farming camp, that doesn't give us a lot of room if we are to set some traps and fight. To fix this, instead of going straight to the farming camp, I will go East instead and make a few big corridors going north and south where I will set my traps.
Corridors were the easiest thing to do in the Dungeon, just make the Mana plate, start the building mode and walk toward the walls. Fifteen minutes later, I connected the new path to the old path and sealed the old entrance and the first part of my project was done.
Next I will summon some traps and make those corridors into killing machines...
The art of invading Dungeons is completely different from invading castles. While in castles you can shot siege weapons from afar and destroy the enemy walls before invading, Dungeons can only be invaded through the front door.
I know that life is not a game, but even I think that Dungeon traps are unfair, they can kill hundreds if not thousands and stay clean thanks to the recycling function of the dungeon. The more they kill, the more supplies the dungeon has to install even more deadly traps or summon creatures. But that's not all! It's possible to add traps over traps, making a multilayered trap that kills the enemy no matter it is resistant to poison, piercing, smashing, burning or freezing. All we need to do is set one trap after another and one of them is bound to do the job.
But of course that's all theoretical. In reality to make such multilayered traps consumes too much resources so it's not practical at all. I'm not doubting it's efficacy, I'm just saying it's a waste of resources.
Since we know the type of enemies that will be coming, our best option is to choose traps which are specially effective against them, this way we ensure not only that all traps work but also that we will use the least amount of resources to the maximum effect.
I used teleport to go back to the dungeon core and spent some time taking a look at the traps available. Because there was plenty of metal and bones available, the number of possible traps was reaching the hundreds so it was quite hard to decide. Many were terrifying but in the end I judged it was best to use only the classics, so I choose poisonous gas trap, guillotine, earth spikes, oil and flame traps.
With that in mind I rose the first and third corridors quite higher than the second corridor and filled the second corridor with a poisonous gas, to create something like a poisonous gas pool. To ensure the poisonous gas didn't leak to inside, I made two air tight doors, one between second and third corridor and another between the third and fourth corridor. I also added some oil and a fire trap in the third corridor, if they are able to resist the poison, they will roast while locked in there.
Back to the second corridor, along with the gas, I also installed five guillotine traps, that would fall on anyone who passed below it and at the same time added 5 spikes traps which would lift earth lances from underground diagonally with intent to penetrate the target's legs and bellies. So If the orc somehow defended from the guillotine, he would be pierced by the lances, if he defended the lances, he would be divided in two by the guillotine, meanwhile all of them would be breathing poison... damn, I'm starting to scare myself...
On the first corridor I made another airtight door and added a warning: "Visitors wait the Skeletons. Trespassers meet the Grim Reaper."
It was then that it hit me, what if the villagers can't read? Bia and Leticia seem to have been educated, but they had special backgrounds, one being the village chief daughter and the other a healer, as for the farmers, hunters, and so on, it wouldn't surprise me if they didn't know how to read and write, I mean, this is not the capital, there is no school so all skills can only be taught by the parents to their children.
Well, it seems like I will have to add guards again...
Out of the four skeletons that used to guard this place, one is lost and the other were three destroyed. I'm feeling a bit too lazy to search of the lost skeleton and I can't summon more as all my Mana is gone, so I will have to take out the two guarding the food storage and use them here as there is really nothing for them to protect right now...
After having decided, I teleport to the skeletons and bring them to the entrance, telling them the same rules as I did before: If a guest arrived, one will call me and the other make sure the guests don't commit suicide.
All ready, set and done! Next let's take care of the bait, I mean, refugees.
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