The Second-Floor Labyrinth, known among players as the Spiral Mountain, was infamous for its intimidating design—a chaotic network of natural caverns and unpredictable tunnels that seemed alive with motion. The labyrinth sprawled upward within the hollow mountain, its passages and burrows winding like the coils of some ancient beast. The caverns varied in size and structure, ranging from narrow, claustrophobic paths to grand chambers filled with looming shadows and eerie echoes.
With no central structure, players were forced to navigate a network formed by giant native insects—massive, armored creatures whose burrowing created many of the twisting tunnels and treacherous passages throughout the labyrinth. The walls were rough, covered in claw marks and dirt, with portions where players would have to crawl or squeeze through in single file, a nerve-wracking task for even the bravest adventurers.
At the heart of this network, players had two primary options for climbing to the labyrinth's peak.
The first option for scaling the labyrinth was to follow a spiraling slope that hugged the walls of the mountain. This path was deceptively straightforward: it offered a direct route to the top without forcing players into the maze of burrows below. However, it came with its own dangerous twist—players would need to avoid the constant, rumbling threat of the giant armadillidiidae monsters that infested the peak. These massive, pill bug-like creatures rolled down the slope with alarming speed, each the size of a boulder, forcing players to constantly seek cover behind jagged rocks or the occasional crystal outcropping.
The rolling pill bugs were relentless, tumbling downward in a seemingly endless stream from the top of the mountain, their rocky shells gleaming faintly in the dim light. Each one would crush any unprepared player in its path without hesitation, and so travelers on this route had to stay constantly alert, timing their movements with precision and seeking out alcoves or cracks to shelter in as each new wave of pill bugs passed.
The perilous ascent up the spiraling slope required a steady pace, a sharp eye, and excellent reflexes. Those who misjudged a turn or failed to duck into cover in time risked being swept back down to the foot of the mountain—or worse, taking heavy damage and losing precious progress.
The second option was to take the network of burrowed tunnels within the mountain, created by the labyrinth's native giant insects. These creatures had been tunneling within Spiral Mountain for ages, creating a maze of intersecting paths, some leading upward and others descending back into the earth. The tunnels varied greatly in width and height, forcing players to adapt constantly. Some paths required players to duck low, while others forced them to crawl through narrow openings.
These tunnels were risky in their own way; the wrong turn could lead players to a dead end, trapping them or forcing them to backtrack. However, there were certain advantages for the patient and cautious. Some of the tunnels were marked with subtle inclines, offering clues to those who carefully observed their surroundings. By following these slopes, players could eventually find routes that ascended toward the peak, allowing them to avoid the rolling hazards of the spiral path above.
Adding to the challenge, the tunnels were lit only by massive crystals embedded in the walls. The crystals emitted a soft, pulsating glow that illuminated the way, casting shadows that seemed to dance along the rocky walls. These crystals, while beautiful, were immortal objects, immune to damage or collection. They provided light but no tangible reward for treasure hunters.
Yet, the most menacing aspect of the tunnels was not their twisting paths or dead ends. The giant insect mobs that populated the tunnels were incredibly sensitive to sound and movement. A player wearing metal armor could inadvertently draw attention just by letting it scrape against the tunnel walls, and even the smallest clang of a weapon could bring the creatures scuttling. These mobs, drawn to vibrations, had powerful mandibles and thick, armored exoskeletons, making them formidable opponents for anyone who disturbed their nests.
While the presence of these insects was a constant danger, some players took advantage of the mobs' sensitivity, using sound and vibrations to lure them away or set up distractions. A clever player could throw a rock, clang a weapon against the stone, or use any noise to lead the mobs in another direction, creating an opening to slip by undetected.
The Spiral Mountain labyrinth offered no traps, but in some ways, it didn't need them. The constant dangers were enough to keep players on edge, forcing them to make every movement carefully, every choice strategically. Whether taking the direct, perilous spiraling slope or braving the maze of insect tunnels, players needed to weigh their approach carefully.
The only guaranteed path to the top of Spiral Mountain required a combination of keen observation, timing, and adaptability. The slope offered a more direct but constant struggle against the rolling hazards, while the tunnels demanded careful navigation, patience, and stealth. Neither route was "safe," but each was manageable with the right approach.
For the seasoned or daring, the burrowing tunnels might offer a slower but safer path, assuming they could handle the insects and the risk of dead ends. For those with sharp reflexes and an eye for timing, the spiraling slope would provide a faster, albeit riskier, way up the mountain.
And for anyone entering the labyrinth, one thing was clear: Spiral Mountain didn't want visitors. It was a fortress of stone, insects, and hazards, a testament to Aincrad's cruelty and a challenge that tested the wits, bravery, and adaptability of all who entered.
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I think I did pretty well with this one. The anime never explained the second-floor labyrinth, so I had to do some research. I hope you liked it. I'm working on the next chapter now.
Almost forgot... here's a poll.
Weapon of choice for the assholes Blackwolf and Sylvana.
I'm thinking of gauntlet claws for Blackwolf (Zev)
And a poisoned thorn whip sword for Sylvana (Aubrie)
Or
Great Sword
Daggers
Rapier
Mace
Halberd
Morningstar
Hammer
Etc.