Otoko Nara Ikkokuichijou no Aruji o Mezasa Nakya, ne?

Volume 1 - Ch 110



Year 7443, Month 8, Day 23

I finished keeping lookout and after waking Bel and Zenom up in the end I was able to fall asleep again by 3 am. And I was woken up at 5 am. After cleaning up our camping luggage, erasing the dirt on the floor, and confirming our equipment, I guess it's around 5:30 right now that we're holding the teleport crystal rod to the 4th floor. I chant the usual teleport incantation that makes no sense at all and we step foot on the 4th floor.

The 4th floor has the moisture of the 2nd floor and the white walls are similar to the 2nd floor as well made of dirt and stone. Also, it smells. It smells a lot. Since the walls are still giving off a faint light there's no for lighting. Gwine immediately uses her Unique Ability {Mapping} and determines if we've come here in the past or if it's an unknown place.

"It seems that this is our first time here."

I see, then it's a good chance to fill in the blanks in our map. After hearing Gwine's words and everyone started searching the pedestal of the crystal rod for the direction of the symbol. When you get to the 4th floor there's about a 50/50 probability of finding a number.

"O..h~ North is that direction."

Ralpha uses her {Spatial Understanding} Unqiue Ability to confirm the direction.

I searched as well but couldn't find a number. Then number 137.

"Bel, 137."

After I said that Bel she lowered her bag and took a brush and bottle of ink out. Then after searching for the direction the symbol on the pedestal points she wrote {}. In order to prevent other parties from reading it, it's important to use numbers in kanji. I was amazed when Toris and Bel first proposed this. Up until then without thinking too much about it we were just using Orth numbers. We thought about a mix of normal Arabia numbers and kanji numbers but since the structure of the characters is too simple someone might be able to figure out the rules to them right away so I thought it couldn't be helped.

By the way, just now we wrote the kanji numbers in alternative kanji but writing {} is fine as well and so is {37}. Since it's fine as long as no other parties can read it. As proof of that occasionally we find some symbols we don't understand either. I think they're probably writing a code instead of numbers.

Bel quickly finished writing and after confirming she put away her tools, I made a wind in the passage and focus on discovering hidden pitfalls like the 1st and 2nd floors. Furthermore, the monsters on the 4th floor have nothing in common with those on the 3rd floor. Orks and Hobgoblins don't come out either. What comes out is just Zombies of those. Goblin-Zombie, Gnoll-Zombie, Ork-Zombie, Hobgoblin-Zombie is what they've become and in exchange for the Speed dropping quite a bit their Endurance has jumped multiple times higher so it takes quite a bit of time to finish them off.

In the end, since they're rotting corpses that are moving around the bad smell when fighting or taking the magic stones is seriously something hard to put into words. Since their HP is high you'd think the experience points they give would increase but their levels have dropped by 1 or 2 so they don't have as much experience points as I thought. Even then since their HP is high they're a bit better than their non-zombie counterparts.

The boss rooms are almost what you could call Ghouls and (as a matter of fact I've never seen anything other than that) in most cases they attack in groups of more than 10 of them. Their attacks are like the Scavenger Crawler where they have the ability to paralyze the targets they bite so it's quite a difficult fight. However, thanks to practicing my Remove Paralysis spell in our case it's not that much of a problem.

Well~ putting it simply since I can use the spell {Flame Thrower} I can just burn them to death in no time at all. Since there's the problem of experience points I'm still fundamentally freezing their lower bodies and after hitting down their weapons which are just being swung around, we cut off their arms and everyone finishes them off so it's honestly not much different from until now.

Since they look disgusting everyone's already tired of the 4th floor. Among us reincarnated people, including the women we assumed there were Zombies and Ghouls that would come out eventually in this world, and we had already known ahead of time that the 4th floor was a nest of Undead Monsters so we had prepared ourselves for it and didn't panic. However, Angela's feelings of disgust towards the "moving corpses" was severe and she's often throwing up. It's pitiful but it can't be helped.

Whether it be Zombies or Ghouls the smell is terrible but the bad smell floating around in the air of the floor itself is bad and Angela Super Sense of Smell isn't very useful. Since Infrared Vision is an ability which feels differences in temperature it's completely useless as well. Since the body temperature of the Undead Monsters isn't any different from the surrounding temperature after all.

There's a small number which get caught up in Zulu's Night Vision and Bel's Super Sense of Hearing but since Undead Monsters don't normally move around much, so honestly speaking other than my Identify Vision they're almost completely useless. Well when it comes to Zulu's Night Vision he can see a bit further down the passage and since they've lost their ability to charge from before they turned into Zombies so it's a big help we almost never get ambushed.

After sending some air down and blowing away any dirt that's camouflaging the pitfalls it's about time for us to proceed ahead. Starting from this floor in most pitfalls there's something like a wooden reverse stake buried inside of them. Also, the traps where arrows shoot at you have increased from the 3rd floor as well. In a position where you can or can't see a turn, on the wall in front of you of about 30-40 m they're fired from somewhere on the floor around there and there's almost always a switch to launch it hidden on the floor somewhere. Since just like the pitfalls it makes these easier to find they're not that much of a threat to us either.

Rather than that what we're all sick of is the hidden doors. The zombies that are in the halls are fine. Since their movements are dull and they have a lot of stamina, other than the fact that they're difficult to defeat right away it's just an extension of everything up to now. However the doors which are skillfully hidden in various places of the dungeon are troublesome. Around 30-60 seconds after we've passed the hidden door it opens and Zombies start coming out in swarms. I can find them with Identify but when that's not the case it's extremely difficult to notice them unless you get close so they're troublesome.

When I first saw one I couldn't even imagine there was a door in the dirt and stone wall so I tried Identifying it. Well it came out as {Door} so I understood right away but when I discovered the hidden door I was in the middle of the formation. It couldn't be helped so I had to wait until we were somewhat close before

"Hey~ isn't that area strange?"


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