Grand labyrinth of Yaso-Katsui

A dungeon in the Lorel Union

First floor, Entrance
The place where all the divergences begin, and even though it is the starting place, it is also an important place that heavily influences the difficulty of the next floors.

As always, the venue is like a festival.

The variety of food is crazy, the number of people is also crazy.

If we are talking about a place in the grand labyrinth of Yaso-Katsui where the difficulty level is low and has a lot of tourists, it would be this place.

It is actually to the point that any mamono that appears is pitiful.

Second floor, Garden.
Each one of the types are not as wide as Entrance, but looking around it, it felt like a space that resembled the outside.

The mamonos that appear and the terrain have their own traits, and the width of the difficulty degrees is incredibly wide.

The number one lowest difficulty is the introductory floor, its name is also pretty easy to understand: Beginner Garden.

In our second day, we left the guiding to Hokuto and the others, and the place we ran past through was the same as the day before, Drake Garden.

Well, if I had to put it in words, it would be like a nest of dragons.

Third floor, Path
This place is narrow.

But this floor is practically a highway, where avoiding battle itself is difficult.

The number of encounters increase and the exhaustion grows drastic as well, so they normally have the cooperation of several parties and the sharing of exp.

The denominator gets bigger, so the amount of deaths here is obviously a lot higher than in the previous floor, and it seems to be the first wall that the beginners hit.

According to the information of Hokuto, if you enter this floor from the Beginner Garden, this third floor will be the Beginner Path and becomes a dead end.

It was a straight path with a number of halls; a monotonous floor. At the straight parts, it was a continuous battle with weak mobs, and at the hall parts, you would fight with a boss.

Fourth floor, Valley
Just as the name states, a valley. It is a floor that you have to advance through the bottom of a valley, and the field of vision is slightly dark.

The extent of actions you can take are limited like in Path, just that the enemies and traps were coming from all directions.

It was an attack from the sky.

It was mainly mamonos that have wings, and at times, there would be worm type mamonos coming for surprise attacks. It was also mainly traps falling onto us. That’s what I thought, but at the end, the valley itself was narrowing on us and that had quite the impact.

By the way, there was no pink anywhere, and the whole floor itself had some sort of debuff effect that reduces all your abilities.

Fifth floor, Maze
It was a depressing floor, but the pathway and ceiling was pretty wide, so there wasn’t a feeling of confinement. That part alone was a saving.

There were armed goblins and Orcs, Lizardmen and Beast type mamonos appearing here, and the moment they found us, they would attack us with all they had, which made this floor a pretty hostile floor.

The floor’s named Sword Maze, so there weren’t many with blunt weapons.

The Boss-like guy was also a big sword.

A sword that’s floating in the air and swinging at you as if dancing is already close to being a horror movie.

Sixth floor, Hill
It wasn’t a hill at all. This is already at the level of a mountain with an unpaved path that was leveled by the steps of previous visitors while surrounded by overgrown trees while being constantly attacked by wriggly mamonos that hide their presence and go for surprise attacks.

Hide Hide Hill, just like the name states, it is a floor where it is hard to grasp the presence of the enemies, and that must be why the Hide is repeated twice. It is an important part after all.

Seventh Floor, Hole
A floor where if you didn’t buy a map, gathered information beforehand, it would partially destroy your party or even wipe them out.

Well, after reaching this far, there shouldn’t be that many people who are like that.

The moment you enter, there’s a big pitfall.

Nothing to grab onto, there’s not even a portal.

You simply fall.

And you get attacked by flying mamonos.

If you don’t control your fall in some sort of way, you can have luck in passing the mamonos and then go *splat* at the end of the fall.

There’s no device floating around or placed at the walls that can assist you with that either.

Going by the information of the map, there’s practically no Holes where you can find gimmicks that can make you float or scaffolds you can hold onto.

This Great Hole is a place where you totally have to manage on your own.

Eighth floor, Lake
Location, a lake.

In other words, the romance of explorers.

I accept all objections you may have towards this statement.

This is a place that made me understand once again that we are deep underground. Ground and rocks in their natural splendor, and the bedrock ceiling that gave out a complete feeling of enclosed.

In that kind of space, the inside of the lake was releasing a gentle light like that of fireflies.

If we look at the whole space itself, it is on the level of being dim, and definitely not a light that you can define as dazzling.

But what was spreading from the lake was giving off a strong sense of presence.

There were a good amount of rocks, big enough for a person to jump on, floating on the lake.

Those were not the top parts of stone pillars, they were floating rocks.

because of the size, it is hard to have two people jump on the same rock.

The portal is as always in a place close to the starting location, and at the center of the lake, there’s a teleport formation leading to the next floor.

In these points, this is a simple floor.

It is easy to understand what you need to do.

Must mean that you need to trail the floating rocks and arrive at the center to continue on.

The mamonos were all aquatic type that live in the lake.

There were no attacks at land.

Leaving aside their presence, the mamonos that were jumping to the water surface as if aiming for flying bugs, their bodies were practically transparent.

Clay Doll Lake

Ninth floor, Gate
In other words, a warping floor.

In this one as well, if you know the correct answer, the pathing is manageable.

The rooms aren’t big by any means, and there’s 4 teleport formations at the rooms, and each room isn’t much different between each other.

It seems like a switch is what opens the door to the next area.

Name’s Cube Gate, it is a simple floor, but that’s exactly what makes it easy to get lost at and a troublesome place. Moreover, there’s quite a lot of rooms where mamonos lie in wait, and after teleporting, it normally ends up in an instant fight.

Tenth floor, Palace
This place’s portal was filled with a number of teleport formations incomparable to the floors before. It is not on the level of Entrance, but there were a number of groups divided and doing talks and discussions at the portal.