Impenetrable Dungeon 22 Chapter 22: The Honour Guards' Push

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The Honour Guards were fighting hard in the 1st Floor of the Dungeon. Recently, they had been getting less and less rest and they had to fight more and more often. In fact, most times they had to fight successive battles without any rest. They felt that the adventurers had suddenly gotten faster somehow and they were able to find them faster and it seemed like they were attacking in a certain rhythm. However, this wasn't actually the case. The adventurers simply had more angles of attack, therefore, their attacks had become more and more frequent. It was also highly unlikely that they were being led by anyone nor were they working together since adventurers were greedy at heart. In fact, their slogan was "What is mine is mine and what is yours is also mine." There was also a "finder's keepers" mentality running in the job and unless they grew up together, adventurers would never team. They are always very careful and suspicious of new people. It is simply too difficult to find an honest and upright adventurer. They were so rare that they could be deemed impossible! Adventurers only cared for their own gain and would never help others much less let them profit. Even in teams of adventurers who have been together since childhood, there would still be a predetermined hierarchy of which people would be given the spoils of the battle. Therefore although such a team is indeed more inclined to act in unison, they still did it for the benefits that they could get by putting in less effort. The only positive thing is that they didn't have to guard against the possible attacks of their teammates.

This was the core difference between them and the Honour Guards. The Honour Guards were fighting for the benefit of their teammates and not caring about their own benefit or well being. They had absolute trust that their teammates would save them from a possibly devastating and life ending situation unless they were stopped by a powerful force that transcends the realm of mortals. This was especially true for Mimphralgos who have been recklessly charging into large groups of adventurers by himself and counting on Drathalsiel to heal him and wrestle him away from Death's Hands. This caused Drathalsiel to be extremely depressed and feel suffocated. She didn't like it that she was only able to fight using a single fighting style. Unfortunately, she was really helpless in this matter. Mimphralgos was simply being too reckless and she was the only one who had the healing to bring him away from Death. In fact, there have been many close calls due to Mimphralgos imply going too deep and leaving Drathalsiel far behind. Fortunately, Delsair would always spare an eye for him and she would launch multi-target spells once she sees that the situation is bad. Pharos and Xato also helped in controlling large groups of adventurers as the adventurers, especially the human ones, had an innate fear of fire. Therefore even though they wouldn't be hurt by it they still opted to retreat and give up a valuable opportunity to attack.


"Pharos and Xato go hold up the new group! Azzid clean up the remaining adventurers. Drathalsiel heal up that reckless fool." Asura was constantly giving out commands to the Honour Guards as he managed every detail of the situation. If a single mistake was made then all of them would die. The moment one of them dies everyone else dies.

"Pharos and Xato go intercept the new group! Azzid clean them up quickly! Drathalsiel heal up that reckless fool!" Asura gave out a series of commands as he fought and observed the battlefield. He paid great attention to the battlefield as the constantly controlled every single detail. Any mistake would probably get someone killed. The moment anyone dies then they were doomed to follow. Even if no one did die then they would most certainly lose the push that they currently had. They had no idea when the next opportunity to push forward would come so they had to cherish this opportunity. They had been able to rest for longer than usual after the last wave adventurers and they were invigorated! This extra energy allowed them to push forward an astonis.h.i.+ng 250 metres! This was a ma.s.sive movement as the most they were able to move in a day was simply a single meter. The incessant attacks of the adventurers would simply slow them down too much and prevented them from moving. Unfortunately, fortune comes with danger! After pus.h.i.+ng forward for 250 metres they suddenly encountered a larger group of fifty adventurers this group slowed them down considerably. This allowed the adventurers to gather themselves up and reorient themselves. This has also allowed the groups chasing them to catch up! Kerrigan had been constantly casting [Thunder Storm] to suppress the adventurers and prevent them from moving at their fastest speed. With this and his innate ability to teleport, Azzid should be able to make quick work of the remaining ten adventurers. However, if he did this then he would be too exhausted and would ultimately be vulnerable when the next wave of adventurers come. So Asura sent Pharos and Xato to intercept the new group of adventurers and slow them down or possibly kill some of them so that the load on the rest of the team would decrease. He also had Drathalsiel heal up Mimphralgos as much as she could before the group of adventurers arrive. This also needed time. Despite being reckless, Mimphralgos was a major part of the team's success. He would attract the attention of the adventurers allowing the rest of the team to attack indiscriminately. Of course, this made Drathalsiel even more miserable as she had to increase her speed of healing to the point that she was barely able to fight if not at all. Her battle intent had already risen to the sky yet she was unable to do anything about it.

Impenetrable Dungeon 22 Chapter 22: The Honour Guards' Push

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Impenetrable Dungeon 22 Chapter 22: The Honour Guards' Push summary

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