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used it in battle against dungeon monsters.  She knew they could do things like throw fireballs, shoot sharp icicles, create damaging whirlwinds, and even cause isolated earthquakes; however, she never paid attention to that because they never did those things when she was around.

Nevertheless, Sandra based her traps off of stories that Heroes inevitably recited of their own prowess, and merchants acquired those stories as just another form of information.  The only real issue she encountered was the strength and duration of the traps; most of the traps that she set up could only be so strong before their Mana cost was unreachable at her current Core Size, and when she was able to set them up, they wouldn’t last that long.  For instance, the longest duration for any of her traps was just over a minute, while there were others that were much less than that.

In the room closest to the surface, she got rid of the slamming tunnel trap and instead infused a thin film to the walls, ceiling, and floor filled with Nether energy; her idea was to give the advantage right to her constructs by sucking out all the light, allowing her Dungeon Monsters to see where the intruders could not.  She had noticed that a natural glow permeated her dungeon whenever she excavated, giving plenty of light to see by – if she had needed it.  When asked, Winxa told her it was standard for all parts of all dungeons to be lit up with enough light for anything to at least marginally see.

That doesn’t seem smart to make it like that, especially if the Creator wanted the Dungeon Cores to survive…

“The Creator made it so that, in the cases where the Dungeon Core was too much of a danger to the survival of the nearby sentient races, they could send down people to find the Core and destroy it if the need arose.  Keep in mind that the Creator created dungeons in the first place to ensure the survival of the seven races, even if it sounds strange thinking about it that way.”

It definitely sounds strange.

Regardless, her Nether elemental energy trap would negate that “standard” light, so that only her constructs could see – since they didn’t need light to see in the traditional sense.  She also placed four Basher Totems inside the room, which would hopefully pulverize the blinded invaders before they could fight back.

In the event that they got through, Sandra did the exact opposite in the next room.  A thin film of Holy elemental energy was enough to light the room up so bright that anything would be blinded, especially coming from the insanely dark room before.  She placed a dozen Singing Blademasters, which would hopefully confuse and disorient those blinded by the intense light.  She also placed her Ironclad Ape inside the room, which would use its fists to pound into whatever got past her twirling blade poles.

In the third room, she created a trap that would produce a thin, half-inch pool of water that covered the entire floor, using Water elemental energy.  In different triggering sections in the room, the water would form sharp icicle spikes that would jut upward in the blink of an eye, impaling anything passing by.  Small Armored Sentinels roamed throughout the room, careful to avoid triggering the icicle spike traps – but should be more than capable of forcing any invaders into them with their Steel short swords (one per hand) that were made before she had stopped crafting.

In the fourth room, she actually ended up using the most Mana of all of the rooms to create her trap.  Sandra turned up the heat and essentially made a large forge filled with Fire elemental energy; sixteen flame-jets would shoot from the ground in unison, quickly raising the temperature to a dangerous-for-living-creatures level.  The downside, unfortunately, was that because of the sheer size of the flames in comparison to her little forge, the flames would only stay lit for ten seconds before they had to recharge from ambient Mana for more than a minute.  Still, it was sure to be deadly – and not for just living creatures – which was why she didn’t have any constructs in there.

In the fifth room, she used her Natural elemental energy and went with a green poisonous cloud that would seep into the room as soon as anything crossed the threshold.  The poison was fatal in concentrated amounts, but because of the expense in making it, Sandra was only able to create a trap that made it highly irritating to the bare skin, eyes, and lungs of anything passing through it.  With a little construction work, she built three walls that were four-feet high that crossed the room, forcing whatever invaders that were left to have to waste time climbing over them, and breathing in the poisonous cloud longer.

She also created little ledges on the ceiling that held a dozen Segmented Centipedes, which would drop from above and land on the distracted – and hopefully coughing, itching, and blinded – enemies.  They worked well against the Territory Ants, so Sandra was hoping they would be just as effective if they could get close enough to do some serious damage, even with their small size.

In the sixth room, Sandra used an Air elemental energy trap similar to the ones she had with Nether and Holy energy; the thin film lining the walls created a something like a large bubble that would suck all the air out of the room, leaving it an airless void that would suffocate anything living.  Similar to her flame-jet trap, however, it wouldn’t last very long, but 30 seconds was likely enough to send whatever was in there into a panic, even if hit didn’t kill them.  Since her constructs didn’t breathe and didn’t care about the lack of air, she was able to place 20 Articulated Clockwork Golems inside, armed with double-bladed

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