The world snaps back into focus with a jolt.
Heat hammers into my face, even harsher than Emberdeep, and it smells like burnt glass and old alchemical reagents.
I blink.
The portal dumped me in a chamber so wide it could swallow Clearwaterâs main square three times over. The walls arch high, glassy and warped, veined with shimmering blue and veins of angry red.
No one waits at the entrance. No safety rail. No checkpoint. Just me, alone, standing on rough crystal with my reflection staring back from a hundred jagged shards.
A system prompt hovers in the air.
[Welcome to the Smoldering Glass Crucible â Elite Dungeon]
All exits sealed.
The only path is forward.
Solo-clear required for completion.
Alright. Letâs see what Guildmaster Dornâs deathtrap is really like.
The first step crunches glass under my boots. The sound snaps through the empty space, creating an eerie echo.
I move slow at first, letting my eyes adjust to the refracted light. A narrow corridor stretches ahead, marked by lines of blue runesâthese must be the safe path.
The clerk guy said that the blue runes in here signal the safest path. Thereâs no way to avoid
all
the traps, but he says that the rooms with red crystals are
loaded
with traps.
At the same time,
I think to myself,
theyâre probably full of loot, too, arenât they?
The walls are slick with condensation.
More than once, my foot nearly slides on a patch of glass dust, but I catch myself before I can lose balance.
I push ahead, boots scuffing glass dust, and let the Grimoire flicker behind my eyes, watching for danger.
The hall stretches into a fork.
On the left, a tunnel gapes, walls bristling with thick red crystals. The veins here run wild, almost feverish, glowing with trapped heat and flickering light.
On the right, a broad door opens into a huge, almost empty chamberâno monsters, no visible traps, just a cavernous space filled with silence and a few scattered, knee-high pillars of smoky glass.
From everything the guide said, and what little Sir Greyson drilled into me about this Elite Dungeon, the red-crystal rooms arenât on the main progression path.
Theyâre booby-trapped side chambers.
Detours.
The Guild always warns that the best loot forms where the magic pools, where the arrays havenât been swept in years.
These rooms wonât get me closer to the end, but if there are natural treasuresâglass hearts, mana seeds, maybe even rogue Skill Shardsâtheyâll be there.
Normally, when the Knights sweep a Dungeon, the one breaking the traps gets first pick of whateverâs inside.
âKnights who sweep for traps always go in first,â I mutter to myself. âThey break the arrays, take the treasures, then let the teams through. Thatâs the only way to pay for the work. In a run like this, theyâre the only ones who walk out richer than when they came in.â
Thatâs why you see old knights grumbling about âside hustle runsââthey clear the path, haul out the weird treasures, and leave the main route for trainees.
Here, thereâs nobody else.
Anything I find, I keep.
I check my footing, roll my shoulders, and let the heat soak in. I take three steps toward the main corridorâthe safe pathâbut my instincts gnaw at me. Red crystals mean danger, but they also mean rewards. If I play it safe, Iâll finish the Dungeon with a handful of Skill Shards and maybe the Meditation crystal, if Iâm lucky. If I take a risk, I might find something
good
.
I eye the red-crystal room.
Anyone else at level nine would be signing their own execution by entering there. But me?
I smile.
I have a Rainbow Skill that is
perfectly suited
for this
.
I open the Grimoire Extraordinaire as I step into the red room, which suddenly starts humming. The ghostly blue pages flicker behind my eyes, mapping the energy veins all through the wall.
Thereâs a network of glassy threads beneath the floorârunes, traps, latent enchantments, all primed.
I force myself to breathe slow and steady. I channel mana into the Grimoire, focusing on the flaws. The Grimoire pulses a warning.
[Trap Array â Glassfire Mana Beams]
Primary Effect: Seven Mana lenses focus and fire in sequence, vaporizing the entire room.
The tale has been taken without authorization; if you see it on Amazon, report the incident.
Trigger: Pressure plate at the second step, or excess heat above ambient threshold.
Flaw: The entire array draws power from three crystal cores embedded in the pillarsâif you sever those, the trap canât fire.
HolyâŠ
I look at my feet. One more step and I would have died.
Ok, I gotta be more careful. Next time, Iâll run the Grimoire first, then enter
.
Itâs not one trap. Itâs the kind of death array that wipes parties of Knights. If I miss a core or mistime a step, Iâll die faster than I can blink.
But itâs just the kind of trap a Gold or Platinum Knight would have to deal with.
Me?
Again,
Rainbow
Skill.
[Grimoire: Glassfire Array Core MappingâŠ]
A diagram shimmersâthree pillars at the far end of the room, each one studded with a bright orange crystal, each crystal pulsing in time with the veins in the floor.
I bet those crystals are probably
very
valuable
.
I see channels of power that come from the crystals, probably runes or something thatâs used to keep them together.
I can probably sever those without damaging the crystals themselvesâŠ
The first core sits on the leftmost pillar. I line up the shot, pulse mana through Hellâs Sword, and launch a compressed slashâtight as a wire, as the Grimoire instructed. The blade of fire lances across the room, shattering the channels that lay right beneath the glass.
A great halo floats above the Guildâs main floorâan arc of light nearly two stories tall, glowing with shifting runes and painted lines. Itâs a Dungeon Map, a Mithril Skill, and it makes every head in the hall crane up and those hanging on the stairs tilt their heads to try and guess whatâs happening.
Guildmaster Dorn stands beneath the ring, hands clasped, a little too satisfied with himself. The map displays the first floor of the Smoldering Glass Crucibleâdozens of rooms, each rendered in smoky light, tiny motes representing traps, hazards, and moving threats. The red chambers pulse menacingly. A single green dot marks Jacobâs position.
âGather round, folks!â Dorn calls, projecting his voice so everyone can hear. âYou wanted to see what happens when a mud-rat with a death wish enters an Elite Dungeon unswept? Todayâs your lucky day. The ratâs marker is liveâSmoldering Glass Crucible, first floor! Letâs see how long it takes before we need a mop. Place your bets with my assistants, Iâm anxious to make some money off this disgrace for Clearwater!â
The crowdâhalf adventurers, half bored noble brats, the rest guild officialsâjostles for position. Felisia stands just off to the side, jaw tight, arms folded so hard her knuckles go white. Sir Greyson hovers behind her, eyes glued to the map.
âHeâs barely made it ten meters,â Dorn crows. âLook at that, how slowââ
But this time, the words hang for a beat.
Everyone in the guild quiets. The noise drains out of the hall as Jacobâs marker moves, slow and steady, toward the first fork. All eyes track the little green dot, watching as it hesitates at the branching path.
The room goes dead silent. A few of the adventurers tense up, their betting slips halfway to their mouths. Someone mutters under his breath.
No one expected him to do it. No one expects him to be this bold.
Jacob's marker turns, slides directly toward the first red-crystal chamberâthe most dangerous on the map.
A breath catches in the back row. You can hear the coins freezing in midair.
For a second, nothing happens.
Then Guildmaster Dorn breaks the tension, laughing out loudâcruel, performative, shameless, his voice filling the silence with poison.
âThere it is!â Dorn shouts, slapping his thigh. âWhat did I tell you? The little rat just walked into the red room. You canât fix stupid. You warn him and he does it anyway. Dead in a minute, I guarantee it. He might as well have slit his own throat. Watch closely, folksâthis is how overconfident idiots end up as stains on the glass.â
A few in the crowd snicker, relieved to have someone tell them what to feel. A handful just keep staring at the map, waiting for the kill.
The map flickersâJacobâs marker crosses the threshold, and every trap in the room lights up like a bonfire.
Dorn starts to grin.
âLetâs see how many seconds he lasts, shall we? Should we start counting?â
A few guild officials laugh, trading silver coins and muttering side bets.
âI give him five seconds,â someone says. âTen, if heâs lucky. Isnât that a vaporizing array?â
âHeâll explode like confetti.â
âWhat a foolish kid. He deserves it for what he did to the Shellford Family.â
Felisiaâs voice slices through the crowd.
âYouâll eat your words.â
Dorn grins.
âLady Felisia, Iâve seen what happens to âgeniusesâ who wander into the Crucible. They become stains, if theyâre lucky. If he makes it out of the first room, Iâll triple the payout on him surviving the floor.â
âIâll take that action,â Sir Greyson says, taking a large bar worth five hundred platinum coins. âWhat are the odds for the first floor? And whoâs paying, Guildmaster Dorn, you or the guild?â
âThe guild doesnât accept bets,â a clerk sighs from the side.
âYes,â Guildmaster Dorn grins at Sir Greyson and accepts the bar of platinum. âIâll take that. Wow, this is mana-enfused? Sir Greyson, you really trust that kid. A pity that you shall lose all this money now.â
âThe odds,
Dorn
,â Sir Greyson says, narrowing his eyes. âOut of the first floor? One-to-ten. If he makes it after
that
red room, Iâll make it one-to-thirty for you.â
Everyone starts placing bets with Guildmaster Dorn to make sure that they get a piece of that platinum bar off Sir Greyson.
âIâll place the same bet,â Felisia says, interrupting everyone. âFive hundred platinum coins.â
She takes out a piece of parchment, scribbles on it, and hands it to Guildmaster Dorn. Every Bank in Clearwater knows of Lady Felisia and would immediately allow her to withdraw such an amount of money.
Sir Greyson frowns but says nothing.
His eyes never leave the shifting green dot on the map.
Suddenly, the Dungeon Map shiversâa pulse of blue-white flickers over one of the red chambers.
Dornâs eyes widen.
âWhatâ? Thatâs the array activating. He mustâve set off the glassfire beams.â
The whole hall quiets. Adventurers lean forward. Someone whistles. Dornâs mouth twitches, ready to call the bet in his favor.
But the next second, the room on the map dimsâthe rune cluster goes dark. The red warning fades. The green dot moves forward, unscathed.
A young Bronze-ranked adventurer blurts, âDid he justâdisableâthe whole array?â
âThatâs not possible!â another exclaims.
âItâs a trap that could kill a Gold Rank Adventurer!â
Felisia lets out a tiny exhale. Sir Greyson cracks a smile.
Dornâs laughter dies in his throat. He tries to cover it. âHe got lucky. Must have stepped just right. That array hasnât killed anyone in years. The next one will.â
Dornâs face goes red. âJust you wait. The next roomâlook, thatâs the Core Trap Chamber. Itâs only a matter of time.â
He doesnât see Felisia and Sir Greyson share a lookâa silent, wordless confidence that no one else in the hall understands.
The map cycles. The Crucible holds its breath.
But Jacob Cloud keeps moving forward.
Someone mutters from the side.
âI wonder what he got from that side room. He stopped for a few moments. Must have been something interesting.â