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Adventurer's Guild Headquarters

I stood before the imposing Adventurer's Guild Headquarters, a colossal edifice at the heart of the Capital and the main branch of the Adventurer's Guild in Resurgia Continent. It is also considered one of the game's most magnificent hubs. The sheer grandeur of the Headquarters Building eclipsed even the Capital's royal castle, solidifying its reputation as the true seat of power in the realm.

The Headquarters was a magnet for players, drawing a throng of adventurers the moment they reached the bustling Capital. If I aimed to expedite my quest for wealth, seizing the opportunity here was paramount. This establishment catered to both Adventurers and Heroes, offering a space for them to forge alliances, confront menacing monsters, and establish guilds. It was the epicenter of all such transactions, including the coveted ability to open Dungeons.

Dungeons in this world bear a striking resemblance to the labyrinthine realms found in online RPG games on computers, complete with their own share of mobs and hidden treasures. Navigating these enigmatic depths calls for strategy and teamwork, just as one would expect. But what truly sets these dungeons apart is that they house formidable bosses, lurking deep within, unlike field bosses that make sporadic appearances during limited-time events. Defeating these dungeon bosses is the ultimate goal, promising not only riches but also the admiration of countless players.

As for the Adventurer's Guild Headquarters, it currently remains relatively deserted, as our intrepid adventurers have yet to overcome the formidable Gate Guardian. Only the NPC warriors, seeking to fulfill their quests, occupy the space at the moment. This tranquility provides a refreshing contrast to the perpetual turmoil and conflict that used to define the past timelines. I'm well aware of which NPC is in charge of the quests required to access the dungeons.

As I strolled through the bustling headquarters, I spotted a young woman in the distinctive blue and white uniform of a Female Adventurer's Guild Headquarters worker, her beret perched elegantly atop her head. She sat behind the counter, engrossed in a stack of papers and documents. Glasses adorned her eyes, and her hair was neatly braided on both sides, giving her the air of a stereotypical bookish counter attendant. This was Simona, the one responsible for managing dungeon quests.

Summoning my courage, I settled into the chair across from the counter and initiated the conversation. "Umm, excuse me."

Startled, Simona looked up from her paperwork. "Oh, someone is here. What can I help you with?" Her tone was polite and professional.

"I'm looking for Simona. I heard she's the one to speak to about dungeon passes," I said, hoping to learn more about her.

Simona nodded with a hint of pride in her voice. "You've found her. I'm Simona, the go-to person for dungeon passes. However, please be aware that we have strict rules here. Solo adventurers like you need to be part of a team to secure a pass. Do you have your party members with you?"

I hesitated, then replied, "None."

Simona's expression shifted from curiosity to mild surprise. She adjusted her glasses and leaned closer to hear me better. "Pardon?"

I reiterated, "I said I have no party members. I plan to venture into the dungeons solo."

Simona's reaction was a mix of surprise and uncertainty as my words sank in. After all, she had been adamant about the protocol for solo adventurers, and now, faced with one, she hesitated. She tapped her finger nervously on the counter before finally breaking the silence.

"I'm afraid I can't simply issue you a pass," Simona began, her tone wary. "The situation is far too perilous."

I couldn't help but raise an objection. "You haven't even asked me which dungeon I intend to explore with that pass."

Simona's response was resolute. "I don't need to ask. The rules are crystal clear, and we can't afford to bend them lightly. We aim to prevent unnecessary casualties and ensure only the capable take on such challenges. So, if you're set on obtaining a pass, I urge you to assemble a party."

Frustration welled up within me, and I asserted, "I don't require a party. I'm confident in my abilities to do it alone."

Simona hesitated, her glasses perched on her nose. "Still..."

Defiance surged through me as I declared, "Then grant me a quest that will prove my worth and earn me that pass for the dreaded Cave of Purgatory. I'm prepared to show you just what I'm capable of."

Simona's reaction was nothing short of surprise when I uttered those words. I had acted impulsively, eager to kickstart the quest without further delay. Her response was a resigned sigh.

"You're quite the impatient one, aren't you? Well, it seems I have little choice. If you're determined to earn that pass solo, I'll grant you this quest. Just remember, if things get dicey, you can't hold me responsible," Simona cautioned as a quest panel materialized on my interface.

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[Proving Strength]

Type: Hidden Quest

Info: Simona is granting you an opportunity to obtain a dungeon pass for solo play, a direct breach of headquarters' rules. However, your unwavering determination has convinced her. To earn the pass, you must complete a challenging trial: secure a Moss Shell from the Moss-Island Turtle, a Poison Sac from the Green Spider Queen, and a Nose Ring from the Berserk Minotaur. You must complete this task solo without assistance from NPCs.

Requirements: Moss Shell obtained: 0/1

Poison Sac obtained: 0/1

Nose Ring obtained: 0/1

Restriction: Solo play only. Any form of help or purchasing materials results in quest failure.

Difficulty: Very Hard

Level Requirement: ???

Rewards: ???

Do you accept the quest? You can't trigger this quest again if you decline or fail.

"Yes/No"

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It seems the rumors of the past were true. Solo adventurers can still obtain a pass, though the quest to acquire one is a formidable challenge. The rewards, however, are nothing short of extravagant for those who manage to triumph. And it's not just any challenge; it's a quest that pits me against three formidable monsters – the Field Bosses.

Field Bosses, unlike their Dungeon counterparts, are elusive, not because they're tough to defeat, but due to their rarity in the wild. Encounters are as scarce as phoenix feathers. Spot one in the field, and soon, players from far and wide converge, hoping to claim the bounty for themselves.

The quest itself is no walk in the park, but being the sole resident of the Capital, I have no issue gathering the necessary materials. Time is my only adversary now. If I wish to secure these materials before other players close in on the Capital, I must act swiftly, dispatching foes without hesitation. I press 'yes' and nod.

"Once I've gathered the materials, I'll return," I assure Simona before walking away.

Simona remains at her counter, her expression a mix of surprise and curiosity, pondering whether she is witnessing someone writing a new legend or just another fool who is overconfident in himself.

"I doubt he would succeed on this. But I can't blame myself for this. I will just brace for the news in case my predictions are true," she sighed before returning to the mountain of paperwork and starting again.

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