Chapter 9: Traps
“Now that we have your Core Minion, we should start looking at traps as well,” Emil suggested, his tone businesslike.
“Ferron,” Brent corrected with a small smile. “His name is Ferron, Emil.”
“Right. Ferron,” Emil nodded, his tone softening with a hint of apology. “Sorry, that’s going to take some getting used to.”
“No worries,” Brent replied with a chuckle. “I get it—no one’s done this before. It’s probably strange. But he’s part of us now. We have to think of him that way.”
Brent turned to Ferron, who stood quietly nearby, his powerful frame looming but not imposing. “Isn’t that right, buddy?”
Ferron’s glowing blue eyes brightened slightly as he dipped his head in a bow, his deep voice resonating through the chamber. “Yes, Brent. I appreciate you including me in this process.”
“Enough with the bowing,” Brent said, his tone light but firm. “That’s way too formal. You’re family now, Ferron. Start acting like it.”
Brent’s words hit Ferron in a way the golem didn’t quite understand. He paused, the mechanical gears inside his mind metaphorically turning slower than usual. Family? The word felt... alien. Ferron was a minion, a construct designed for serving his master. Emotions weren’t supposed to be part of his programming, and yet—there it was, a flicker of something. Confusion? Gratitude? He couldn’t be sure.
“I... will try to remember that, Brent,” Ferron said, his voice steady but with an undercurrent of confusion that was hard to miss.
Brent noticed the hesitation. “Everything okay, Ferron? You seem a bit... off.”
Ferron stiffened slightly, realizing that Brent had picked up on his unease. “Umm... yes. I believe so. It’s just... new. This idea of family.” He paused, his eyes glowing softly before he shifted the conversation, eager to move away from the unsettling feelings stirring within him. “Shall we look at the traps for the dungeon? Could you update me on what you’ve been working on so far?”
Brent’s concern evaporated as his excitement took over once again. “Right! Let’s check out the traps!”
With a wave of enthusiasm, Brent opened his interface and navigated to the Traps page. A list of available traps filled his vision, each one more enticing than the last. His eyes widened as he scrolled through the extensive list.
“Wow, there are even more options here than for the minions,” Brent muttered to himself, then immediately perked up. “Why are there always so many options? Actually, scratch that—I love it. This is great! We can keep the place exciting.”
Emil chuckled. “That’s the right attitude. You’ll never want to limit your options. Flexibility is key, especially when adventurers start exploring your dungeon. You’ll need to be ready for anything they throw at you. More options mean more surprises for them—and more opportunities for you.”
Brent nodded, feeling the weight of the choices ahead but also thrilled by the endless possibilities. "Good point. So, what do you think we should start with? I want to set up something that really makes an impact."
Emil’s metallic face twisted into what could be interpreted as a grin. “I have a few suggestions. Let’s make sure whatever traps you set reflect the fast-paced, race-like nature of your dungeon. It’s time to get creative.”
Brent's fingers hovered over the list, excitement building as he prepared to dive into the next phase of his dungeon's creation.
Traps
1. Spinning Blade Columns
Description: Rotating columns with sharp blades protruding from all sides, positioned in narrow corridors or at turns. Adventurers must time their movements carefully to avoid being sliced.
2. Rolling Boulder
Description: A classic, massive boulder that triggers when a pressure plate is activated. The boulder rolls down a slope or narrow hallway, forcing adventurers to run or evade.
3. Collapsing Floor
Description: Sections of the floor that collapse when stepped on, dropping adventurers into a pit filled with spikes, lava, or smaller enemies. Often hidden to catch adventurers off guard.
4. Trapdoor Conveyor Belts
Description: Conveyor belts that lead adventurers toward traps or dangerous areas like pits or blades. The belts can suddenly change direction, increasing the challenge.
5. Spike Pit Trap
Description: A hidden pit filled with spikes that can be revealed when adventurers trigger a pressure plate. Alternatively, it can be timed to open and close periodically, requiring precise timing.
6. Pendulum Axes
Description: Massive, swinging axes that move back and forth across a hallway. Adventurers must navigate through the rhythm of the swinging blades to avoid being chopped in half.
7. Flame Jets
Description: Jets of fire that shoot from walls, floors, or ceilings when adventurers pass certain points. These can be triggered by weight or proximity and are often used in narrow hallways or passages.
8. Electrified Floors
Description: Certain sections of the floor are rigged with a charge that electrocutes adventurers when stepped on. Some sections may spark visibly, while others are hidden for a surprise shock.
9. Crushing Walls
Description: Walls that slowly close in on adventurers, forcing them to move quickly through the room or risk being crushed. This trap could be timed or activated by stepping on a trigger.
10. Arrow Turrets
Description: Mechanical turrets mounted on walls or ceilings that fire arrows or bolts at adventurers when triggered by motion or pressure plates. They can be aimed at high-speed adventurers to slow them down.
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11. Gear Trap Platforms
Description: Rotating platforms designed to mimic parts of the dungeon’s machinery. These platforms spin and shift unpredictably, knocking adventurers off balance or into dangerous areas.
12. Magnetic Fields
Description: Traps that create powerful magnetic fields, pulling adventurers’ metal weapons and armor toward the walls. Adventurers might need to disarm or drop their gear to avoid being stuck or pulled into spikes.
13. Time Dilation Field
Description: A magical trap that slows time within a specific area of the dungeon, forcing adventurers to move more slowly while traps and obstacles around them continue at normal speed, increasing the difficulty.
14. Mechanical Crushing Hammers
Description: Massive, mechanical hammers that slam down in sequence. Adventurers must navigate between the strikes to avoid being crushed by these heavy, piston-powered traps.
15. Sawblade Runners
Description: Sawblades mounted on the floor that shoot forward at high speeds along designated tracks. They can be timed to activate when adventurers step on certain tiles, requiring quick reactions to dodge.
16. Poison Dart Walls
Description: Hidden holes in the walls that fire poison-tipped darts when adventurers activate a trigger. The darts can slow adventurers down by causing damage over time.
17. Illusionary Pathways
Description: Magical traps that create illusions of safe passage over dangerous areas, like pits or lava. Adventurers might step on what they think is solid ground, only to fall through the illusion.
18. Gear-Triggered Trapdoors
Description: Hidden trapdoors that open when gears in the dungeon are activated. They can drop adventurers into lower sections of the dungeon or directly into other traps.
19. Chain Net Trap
Description: A heavy, mechanical net that drops from the ceiling and tangles adventurers. The net can be electrified or weighted to slow down or immobilize adventurers, making them vulnerable to attacks.
20. Lava Flow Release
Description: A trap that opens up channels or vents in the walls or floor, releasing streams of lava that flow across the dungeon path. Adventurers must jump, dodge, or find higher ground to avoid being burned.
Brent cackled with excitement as he skimmed through the trap descriptions, his imagination running wild with the endless possibilities. He could almost picture adventurers scrambling through his dungeon, only to be met with clever and deadly surprises.
“These are awesome! I think I’m really starting to love being a Dungeon Core,” he exclaimed, his core glowing with a gleam of mischievous energy.
Emil raised his tiny hands, his metallic face reflecting a hint of amusement. “Let’s not get too far ahead of ourselves, Brent. We need to explain the layout and the plan to Ferron first. He’ll be crucial for maintaining the traps and resetting them after each dungeon run.”
Brent nodded, his excitement bubbling over. “Right, right, I almost forgot. Good call. Let’s get Ferron up to speed.”
For the next half hour, Brent and Emil worked together to explain Brent’s vision for the dungeon to Ferron. The golem listened attentively, occasionally nodding and asking questions to ensure he fully understood the concept. His large, stone-like form remained perfectly still, but his eyes glowed brighter as the details unfolded.
“I believe I understand the concept. I will be happy to help ensure we kill as many adventurers as possible,” Ferron said in his deep, measured voice.
“Not too many,” Emil reminded them quickly, his voice calm but firm. “We need people to know the dungeon is challenging but still completable. If we kill too many adventurers, we won’t get return visitors, and worse, they might band together and try to destroy us.”
Ferron bowed slightly before catching himself and standing upright, nodding. “Of course. My apologies. I will make sure it’s deadly but fair, as you intend.”
“Exactly!” Brent beamed, thrilled by Ferron’s dedication. But then something caught his eye in the trap descriptions. “Hey, Emil, I keep seeing a lot of lava options, but when I try to select them, they’re grayed out. Why can’t I use them?”
Emil stepped forward, his tone taking on a more instructional note. “That’s because you need a Magma Room first. Lava needs a source, after all. The room provides that, and it also serves as the living quarters for any magma-based minions. Without it, they’d cool down and turn to stone if they stayed out too long.”
Brent opened the Rooms page and quickly found the Magma Room listed. It was expensive—5,000 Dungeon Points—but Brent knew it was an investment worth making. Without hesitation, he purchased the schematic and turned his attention to the dungeon map, looking for the perfect spot to place it.
“I wouldn’t recommend putting it too close to the Core Room,” Emil warned, stepping in quickly. “The temperature around the Magma Room will rise, and the Control Room in your Core Room won’t be able to withstand such high heat levels.”
Brent nodded. “Good point. Thanks for the heads-up.”
After scanning the map, Brent noticed a recess at the far end of the dungeon, a secluded spot that had been naturally carved out during the automatic expansion. “How about here?” Brent asked, moving the outline of the room into the space. The border glowed green, indicating it was a valid placement, and with a quick confirmation, Brent locked it into place.
“Perfect!” he exclaimed.
As soon as the room settled, a faint hissing sound echoed through the dungeon, coming from the far end where the Magma Room had appeared.
“What’s that?” Brent asked, a sudden pang of panic rising. He had a vision of molten lava melting its way through the rest of his dungeon.
“Relax,” Emil said, his voice steady and reassuring. “Use your Dungeon Vision to check it out.”
Brent switched to Dungeon Vision, and for a moment, he felt an out-of-body sensation as his perspective shifted. His vision detached and floated in front of him, giving him a bird’s-eye view of the dungeon.
“Whoa, this is trippy,” Brent muttered as he spun his vision in a full 360 degrees, marveling at how he could see every corner of his creation—even his own glowing core.
Focusing his thoughts, Brent navigated the vision through the corridors of the dungeon. It felt like controlling a character in one of the video games he had played back on Earth, though the stakes were much higher. He moved through the rooms at a deliberate pace, taking the opportunity to admire the work he had done so far. The layout looked clean, the traps ready to be placed.
When Brent finally reached the Magma Room, the hissing sound intensified. The molten red liquid inside was bubbling and settling, eating away at loose rocks that had fallen into the central pit. A narrow ledge encircled the pit, and several large platforms hovered over the lava—perfect resting spots for the creatures that would eventually inhabit the room.
“Awesome,” Brent whispered, taking in the sight. The heat from the magma was palpable, even in his detached form, and he could already envision how adventurers would struggle to navigate this deadly, sweltering chamber.
After a few more moments of inspection, Brent pulled his vision back to the Core Room and re-centered himself, looking at both Emil and Ferron with a satisfied grin. “That was pretty cool. So, now we can use all the lava options, right?”
“Exactly,” Emil confirmed. “Now that the Magma Room is set up, you can place any of the lava-based traps. And I think we should get started on those traps right away.”
Brent nodded eagerly. “Let’s do it.”