Chapter 25: The Art of the Unseen: Traps and Strategy

The “small deserted island” might be misleading, as the map itself is massive.

Despite being the very first map created, its scale surpasses most of the others.

If one had to pick a defining characteristic of this map, it would undoubtedly be its vastness.

It’s not just about the size; each region of the island features distinct environments.

For instance:

  • The north is a volcanic zone.
  • The west is a desert.
  • The east is a dense jungle.
  • The south is a glacier.

These are just broad examples; in reality, the map contains far more intricately detailed zones.

Depending on where you start, your initial strategy changes completely.

For this game, I chose the jungle in the east as my starting point, planning to use it as my base of operations.

The jungle’s most notable feature is its abundance of cover, making it the ideal spot to execute today’s strategy.

The concept for today’s playstyle is simple:
Win without engaging in a single fight.

Sounds impossible? Not in a game as open-ended as This Battle.

Theoretically, almost anything is possible here. Practically speaking, however, it’s an incredibly challenging feat.

Still, I never attempt something impossible.

Victory is my top priority, and without it, even the most creative strategy is meaningless.

So, my concept for today isn’t just novel it’s viable. If used well, it could provide a significant edge when it matters most.

The strategy revolves around three key principles:

  1. Avoid encounters at all costs.
    Meeting another player inevitably leads to conflict, which goes against the very core of this strategy. Stealth and patience are key.
  2. Prioritize survival over growth.
    Without battles, there’s no need to grow stronger. Instead, the effort and time typically spent on growth should be redirected to ensure survival.
  3. Eliminate opponents indirectly.
    Though I won’t engage in direct combat, I can’t afford to let others roam freely. Leveraging map events, environmental hazards, or traps is essential for reducing the competition without getting my hands dirty.

That’s right today’s strategy revolves around traps and ambushes.

If used skillfully, traps can be devastatingly effective.

However, they come with one glaring flaw: they’re incredibly dull to execute.

Traps slow down the game’s pace, which is already divisive for many players.

It’s one of the reasons why survival elements receive mixed reviews.

Even yesterday, when I crafted a raft during the Sea of Illusions event, the monotony was palpable.

Building traps and ambushes requires far more effort than crafting a simple raft.

The sheer time investment alone deters most players, not to mention the opportunity cost of forgoing traditional character growth.

Yet I remain confident: if done right, traps can be overpowered.

“Let’s do this.”

I began my day in the jungle with resource gathering not for growth, but for crafting. My first goal was to create basic tools.

After crafting a stone axe and pickaxe, I went to work gathering materials in the jungle.

While chopping wood, I reflected on my role today.

‘Another day as the Lone Woodcutter, Bae Gaeul. Soon, I’ll evolve into the Silent Hunter.’

I diligently harvested wood, stone, fibers from plants, and leaves.

Occasionally, I hunted wildlife, ensuring a steady supply of meat while also collecting sinews and hides.

This repetitive labor eventually yielded enough resources.

Judging by the kill feed on my watch, battles had already started elsewhere on the map.

Starting in a remote location paid off; I hadn’t encountered another player before completing my preparations.

With the gathered materials, I crafted a builder’s hammer, an essential item for setting traps.

Now, it’s time to lay the groundwork for my victory literally. It’s trap time.

Placement was key when setting up traps.

A poorly placed trap would waste valuable time and resources, rendering the effort meaningless.

The traps needed to be placed in high-traffic areas, yet concealed well enough to avoid detection.

Relying on instinct alone wouldn’t cut it. The first step was identifying the next safe zone.

The center of the map.

Eventually, the jungle would no longer be a viable area to stay.

Any traps placed here would have limited effectiveness as players moved toward the center.

Still, leaving the jungle empty-handed felt wrong, so I set up a basic snare trap.

It was a primitive design meant to restrain rather than kill due to my lack of proficiency in crafting lethal traps.

This snare would hoist anyone who triggered it into the trees, keeping them stuck long enough for another player to find and potentially eliminate them.

The kill count displayed on my watch indicated there were 51 players remaining.

Only ten minutes had passed, which meant most players were still alive. Likely because no events had triggered yet.

As I cautiously moved toward the central zone, I heard faint movements ahead.

My instincts kicked in, and I quickly ducked behind a nearby bush.

It was a good spot to launch a surprise attack, but I was unarmed.

Attempting anything would likely end with my death.

The figure ahead glanced around briefly, then continued in the same direction I was headed.

“Hm…”

I let out a low hum as I weighed my options.

Following them risked an unwanted confrontation, but taking a detour would cost valuable time.

The essence of trap-based gameplay is claiming a spot first and waiting.

If I fell behind, the chances of someone walking into my traps would plummet.

In the end, I decided to follow them. If discovered, I’d simply run.

Keeping a safe distance, I tailed them silently.

Fortunately, they seemed oblivious to my presence, their focus entirely on what lay ahead.

Eventually, we both arrived at the central zone.

They moved on, but I lingered, pondering my next steps.

First, I crafted more traps and set them up in strategic locations.

Then, an idea solidified in my mind.

‘I’ll turn this area into a minefield.’

Meanwhile, in a small online tournament,

a player known only as “A” froze at the sight of a particular name on the participant list:

Jjamppong Lover the infamous Trident Villain currently dominating the community discussions.

For a moment, “A” wondered if it was an imposter. But no, it had to be the real deal.

After all, this player had competed in a tournament just the day before.

This wasn’t a high-stakes competition; the prize was nothing more than a bucket of fried chicken.

Inspired by recent posts on the forums praising the Trident Villain’s unique playstyle, “A” made a bold decision.

‘Why not just die early and watch her play?’

Uploading a recording of her gameplay to the forums was guaranteed to gain attention.

Craving that spotlight, “A” resolved to execute the plan.

As soon as the match began, “A” jumped from a high ledge, dying instantly and securing last place.

With a clear conscience, they settled in to spectate the Trident Villain’s screen.

Would she use her signature trident? Or showcase her unparalleled parrying skills?

Excitedly recording her every move, “A” quickly realized her gameplay was… bizarre.

Instead of engaging in combat, she seemed to be playing an entirely different game a tranquil survival adventure on a deserted island.

She gathered wood, collected stones, picked plants, and even went fishing.

Then, holding a hammer, she began constructing traps.

At that moment, “A” finally understood her strategy and couldn’t help but post to the forums.

[Real-time: Trident Villain spotted in amateur tournament!]


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Dawnless
Dawnless
3 months ago

Thanks for the chapter