The next few weeks went by in a blur, and before Alex knew it, it was the night before the survival portion of the mid-year exam. Sitting down at his dining room table, Alex picked up his phone and looked over the list McGaron sent him one last time while he ate his meal.
(1) Firey Tundra
Rough Terrain:
A vast frozen landscape covered in ice that is warm to the touch. Patches of red evergreen forest litter the land.
Types of Monsters(In Rough percentage):
-80% Mammal variants like wolves, bears, foxes, and bunnies.
-20% reverse fire and ice elementals(fire elementals that can freeze and ice elementals that are hot).
Some Notable/Boss Monsters:
-Firestorm/Blizzard Twin elementals: Twin elementals are always found in pairs. Unlike normal variants found in other Rifts and similar to the fire/ice elements found in this one, the Firestorm/Blizzard Twin elementals have contrary effects. Firestorm freezes, and Blizzard burns. They share a life, meaning damaging one hurts the other; it also means that you have to kill both at once to defeat them.
-Alpha Dire Wolf(Boss): A six-meter-tall wolf that leads several packs of various dire monsters, including bears, foxes, other wolves and hawks. (Dire monsters are twice as large and several times stronger than their non-monster counterpart. They also typically have additional abilities that normal animals don't have. Dire bears have minor control over the earth around them. Dire foxes can create minor illusions. Dire wolves are typically physically stronger than other Dire monsters. Dire hawks can turn invisible.)
-Living Ent Forest(Boss): In this Realm, you can find one red evergreen forest that is five times larger than the rest. In reality, it's one giant monster whose body is a vast network of interconnected trees, bound together by their roots. To defeat it, you would either need to destroy the entire forest or separate the main tree(The largest one in the center) from the others.
Extra Notes:
The sudden, random shifts from hot blizzards to freezing, sunny days can disorient people. Finding shelter is important, but most likely any you do see are already occupied by monsters. Having suitable clothing that can be easily put on/taken off is important. Potions like Chill and Heat potions last too long and risk making the weather effects more dangerous. You can use the ice to make water, but keep in mind that heating it makes it colder and chilling it starts to melt it.
(2) Living Islands
Rough Terrain:
An archipelago of nine tropical islands with various landscapes that are constantly moving. Despite the name, only one of the islands is alive(the middle and largest one). Each island has slightly different terrain, ranging from lush jungle to volcanic wasteland to above-water reefs.
Types of Monsters:
Varies depending on the island. Expect a lot of aquatic monsters in the water.
Some Notable/Boss Monsters:
-Living Island(Boss): A giant nature elemental whose body is an entire island. Its core is located deep within the volcano at the center of its body. The Living Island rarely moves unless you deal enough damage to its body or you draw close to its core. It's best to avoid collateral damage when on the Living Island. Aquatic monsters tend to avoid the Living Island, making the waters around it safer compared to the water around other islands.
-Tsunami Elemental(Boss): The Tsunami Elemental's body is composed of a large mass of water that flows between the islands. You can spot it by the slightly darker colour of its body compared to the surrounding water. Its core is several dozen meters underwater, and its body is extremely resistant to heat and cold. The Tsunami Elemental will attack anything that swims in or above its body, so keep an eye out for it. The Tsunami Elemental avoids the Living Island, so swimming towards the Living Island is a good way to escape the Tsunami Elemental.
-Ruby Eye Wasp Empress(Boss): Ruby Eye Wasps are 22 cm long insect monsters with sharp mandibles and venomous stingers. The Empress is typically two to three times larger than the normal variant and can command every other Ruby Eye Wasps in a 1200 square kilometres area. The Empress produce 1000 to 10,000 eggs per hour. The eggs take roughly 20 minutes to hatch, and the larvae only need an hour to reach adulthood. Ruby Eye Wasp Empress's swarm is hard to miss, and unless you have strong AOE, it's best to avoid the island they are on. The swarm migrates from island to island every six hours. Thinning the swarm will do very little unless you have a quick way to kill the Ruby Eye Wasp Empress.
Extra Notes:
Upon entering this Rift, you're always placed on one of the nine islands. Each island(except for one) has a source of clean water as long as you can clear out the monsters that guard it. There are sources of food on each island, but they are harder to locate. Each island has its own pros and cons. For example, one island has a large source of clean water but is extremely hot, with few areas that can shelter you from the sun. Another has a lot of food(fruits and veggies), which attracts a lot of monsters to the island, including the Ruby Eye Wasp swarm. There is even an island where you can find a lot of loot(rare monsters, ores, plants, etc.), but it has no source of clean water and little food. No one island is better than the other, just one that is more optimal for what you are looking for.
(3) Eternal Night Graveyard
Rough Terrain:
A large, stereotypical graveyard surrounded by a dense forest. The forest has only trees, and entering it loops you to the other side. The perpetual night, along with the thick fog, makes the area very dark. Littered around the graveyard are crypts as large as houses. At the center of the Eternal Night Graveyard, on top of the hill, sits a large manor.
Types of Monsters(In Rough percentage):
-70% Undead variants
-5% Vampiric variants
-25% Spectral variants
Some Notable/Boss Monsters:
-The Mound(Boss): A monster that is comprised of the other monsters. It is created if enough corpses in an area are left along long enough. The Mound's strengths, weaknesses, looks, and abilities are dependent on the number of bodies and the types of monsters it was created from. Upon death, the Mound turns back into a pile of monster corpses that comprise its body. The only item the Mound drops that wasn't part of the pile of corpses is its Boss core, which forms upon the Mound's creation. Requires a minimum of 12,000 kg of bodies to be created. Buried bodies can't be made into a Mound.
-Blood Rage Leech: A roughly 20 cm long leech-like monster with eight fleshy crab legs. Attaches to other monsters(including Bosses) and empowers them at the cost of some of their life force. The empowerment lingers for up to an hour after the Blood Rage Leech is removed or dies. So it's best to ignore the Blood Rage Leech and focus on its host first. Up to twenty Blood Rage Leeches can be on a monster at a time; any more will kill the host. If a Blood Rage Leech attaches to a person, they become empowered and enter a berserker-like rage. This effect lingers for a few minutes after the Blood Rage Leech is removed or dies. There is no recorded limit on the amount of Blood Rage Leeches a person can have. Multiple Blood Rage Leeches on a person increase the strength of the empowerment and the duration of the rage.
-Graveyard Council(Boss): A group of five powerful spectral/undead monsters that can be found inside the manor. Besides the ability to revive and control other spectral and undead monsters, each council member has unique abilities and weaknesses that set them apart from their peers.
--The Water Banshee: A female-looking spectral monster wearing a light blue dress made out of mist. Wanders around the manor's gardens. Can create and control water. Weak to non-water magic, especially electric magic and resistant to fire magic and physical attacks.
--The Soulfire Wraith: A female-looking spectral monster cloaked in cold blue fire. The Soulfire Wraith can be found in the manor's parlour room fireplace. Can create and control fire. Weak to non-fire magic, especially water magic. Heals from fire magic. Resistant to physical attacks and can burn those who try to make physical contact with her.
--The Black Reveant: Wanders the halls of the manor. A large set of living armour made out of charred bones, wielding a black great sword. A physically strong swordsman. The Black Reveant is resistant to physical damage, but has brittle, weak points at the joints. Separated body parts can move independently of each other. To kill the Black Reveant, you need to destroy the beating heart of bone somewhere in its body.
--The Breathing Grave: A hulking, several-meter-tall humanoid golem made out of flesh and earth. Guards the manor's front door. Hides by burying its body in one of the graves and will ambush anyone who gets close. Attacks by either crushing its prey using its heavy body or suffocating them by burying them underground. The Breathing Grave is very difficult to kill due to its high resistance to all forms of damage and its regeneration. However, the Breathing Grave has two major weak points: the gravestone on its back and its core. Destroying the large gravestone on its back will weaken the monster, remove its resistances, and its ability to regenerate. Destroying or removing the core deep within the Breathing Grave's body will outright kill the monster.
--The Grinning Reflection: Hides in the manor's various rooms. A pitch black humanoid shade with an ever-present bone white grin on its face. The Grinning Reflection can take the form of and mimic any person(Can copy non-enchanted items) or monster it sees, including other Bosses. While the Grinning Reflection is in its base form, it is completely immune to any physical damage, highly resistant to magical damage and can temporarily become immune to all forms of damage. While in its base form, the Grinning Reflection is also incapable of dealing any damage whatsoever. Will try to stay hidden and trick groups of people by mimicking those it sees as vulnerable. If found, it will mimic the strongest thing nearby, be it a person or a monster.
Extra Notes:
Despite how rotting they look and how smelly they are, the meat of the undead monsters is edible. Be careful of sneak attacks due to the constant low light levels. The crypts, once they are cleared out, make for excellent shelter. There isn't much water in the Eternal Night Graveyard, so make sure to preserve any water you bring along, or you can find.
(4) Crystal Caverns
Rough Terrain:
A massive underground expanse filled with caverns of crystal and tunnels that somehow loop around itself. There is no surface; attempting to reach it by digging up only results in you ending up where you started. The walls of the caverns are made of various types of crystals, with patches of stone and ores. Glowing crystal-like plants fill the caverns and tunnels.
Types of Monsters(In Rough percentage):
-45% Crystal bug variants
-45% Crystal/Stone/Ore golems
-8% Earth elementals of various kinds
-2% Rock eater variants(Moles, Worms, ect.)
Some Notable/Boss Monsters:
-Crystal Ant Monarch(Boss): A 2.2-meter-tall and 6.6-meter-long crystal ant with transparent metal wings. The Crystal Ant Monarch can create and control crystals using potent earth magic. The Crystal Ant Monarch commands a hive of lesser crystal ants of various castes, like workers, soldiers and miners. The Crystal Ant Monarch creates the lesser ants it commands by condensing the crystals the miners harvest from the walls into crystal ant eggs. These crystal eggs transform into crystal ants that are a fifth of their normal size and reach maturity in a week. Most lesser crystal ants are weak and will try to bury you with numbers when they sense danger. Soldier crystal ants are slightly larger and stronger than the other variants. The Crystal Ant Monarch is resistant to most magic and slashing damage. The Crystal Ant Monarch uses its large size and powerful earth magic to attack its enemies.
-Breathing Caverns: Seemingly ordinary caverns with a light breeze flowing through them that you might encounter while travelling through the Crystal Caverns. In reality, the Breathing Caverns are actually giant crystal mimics that slowly crush anyone who wanders inside them. Breathing Cavern's heart is located within its walls. Meaning, unless you can find and destroy the heart fast enough, it's best to avoid any caverns where you feel a breeze coming from. Breathing Caverns always have a clear pool of water located in them to lure in prey, so if you're desperate for clean water, hunting down Breathing Caverns can be a solution.
-Crystal Devourer(Boss): A large, multi-segmented, several dozen-meter-long worm-like monster covered in shiny light purple carapace with a large, filled maw on either side of its body. They move around by digging the crystals, so you can find them by feeling for any string vibrations in the walls. The Crystal Devourer is the apex monster of the Crystal Caverns. The Crystal Devourer eats anything it can get into its mouth, including the crystal walls, ore, people and any non-Boss monster. Dealing enough damage to a body segment causes the Crystal Devourer to split in two, with the two new ends opening up to create a new mouth. Only one of the two bodies is the real Boss, while the other is just a puppet it controls. Bodies under a meter long can't split and will die once they receive enough damage. If you find and kill the real body, the rest will die regardless of how large they are. Areas that the Crystal Devourer have recently hunted in are safe places to rest as long as there aren't any other Bosses nearby.
This story originates from Royal Road. Ensure the author gets the support they deserve by reading it there.
Extra Notes:
Every time the walls of the cavern are damaged or dug out, they will regenerate with harder and harder crystal each time. This includes the ore veins you might find, but they regenerate as tougher and rarer ores. The crystal walls begin to soften after a few hours of being undisturbed. The crystal-like plants are edible despite their rock-like toughness. Pools of clean water are abundant but require digging through walls to find them. Despite being underground, you don't have to worry about suffocation or air quality due to the crystal plant's ability to purify air.
(5) Fungal Forest
Rough Terrain:
A vast mushroom forest filled with an abundance of normal animals. Any plant you think you see is actually a mushroom. The forest is divided into several territories of similar mushrooms that wage underground wars with others in neighbouring regions. It's not uncommon to see territories of mushrooms being overtake by a different kind within the span of hours. A single large lake sits at the center of the forest, with several dozen rivers branching off of it.
Types of Monsters(In Rough percentage):
-100% Fungal variants
-Any creature you see that isn't a fungal monster is, in fact, not a monster but actually a normal animal.
Some Notable/Boss Monsters:
-Mycelium Spreaders/Guardians: Titles given to the stronger variants of mushroom monsters found in territories. They can be differentiated from their normal varieties by their larger size and darker colouring. Mycelium Spreaders can rapidly create and spread mycelium. They can be seen at the edges of their territories or inside others, spreading the mycelium of their territory. Mycelium Guardians have thicker bodies along with the ability to heal nearby mushrooms and stop the spread of foreign mycelium. They can be found patrolling all over their territories, especially near the edges neighbouring the territories of other mushrooms.
-Territory Boss(Not a Boss): Territory Bosses are powerful monsters that have a symbiotic relationship with the mushrooms of the territory they live in. Territory Bosses are towering monsters that look like a cross between a withered treant and the nearby mushrooms. Territory Bosses can control, communicate, heal and empower any fungal monster that is connected to the mycelium network of their home territory. The Territory Boss also maintains, helps grow and heals the mushrooms of its territory. The fungal monsters in its territory don't eat; instead, they hunt down prey and bring them to the Territory Boss. The Territory Boss then consumes the given prey and spreads the nutrients all over the entire territory. Despite how strong Territory Bosses are, they do not have Boss cores and thus aren't considered a true Boss monster.
-Hulking Parasite(Boss): A large monster that looks like a thick mushroom that drags itself on coiled tendrils of mycelium. As the Hulking Parasite wanders around the Fungal Forest, it grabs any creature it can with its tendrils and traps them within itself. The Hulking Parasite will then slowly drain the life out of its captured prey over the course of a few hours to a week, depending on the size of the creature. As it walks, the Hulking Parasite spews out toxic spores with various effects like paralysis, hallucinogens, and Mana blocking, to weaken its prey before it uses its physical strength to finish them off. Hulking Parasites have also been seen attaching their tendrils to other fungal monsters and puppeting them to attack their foes. Hulking Parasites like to attack and consume parts of Territory Bosses, but rarely do they ever kill them.
Extra Notes:
Fungal monsters MAY be edible, but they should NOT be consumed (It's not lethal, but you will feel weak for several hours). How edible the non-monster fungi differ from one species to another. The water in the large lake at the center of the Fungal Forest is safe to drink. Whether river water is safe to drink depends on the mushrooms you find nearby. Be careful when lighting a fire or using any fire-based attack, as some mushrooms are extremely flammable. Although most of the mushrooms in the Fungal Forest spew out spores, only a handful are harmful to inhale. Rule of thumb: the thicker and darker the spore cloud is, the dangerous it is to inhale. Mushrooms from one territory can lessen the symptoms, if not outright cure the poison of one in another territory.
(6) Red Dust Metal Rust Desert
Rough Terrain:
A vast desert made out of tiny reddish metallic dust instead of sand. Several lush oases can be found scattered throughout the desert. You can also find several monuments of various kinds buried under the dust. Some examples of monuments you might encounter are large pyramids, small crypts, abandoned villages, steel statues and deep wells. Most of the plant life in the desert, like the iron flower, is metallic in nature. At the center of the Red Dust Metal Rust Desert is a massive forest filled with steel-spined cactuses that can be up to 300 meters tall.
Types of Monsters(In Rough percentage):
-23% Mammal variants like wolves, foxes, and rabbits
-23% Reptile variants like snakes and lizards
-23% Invertebrates like spiders and scorpians
-23% Elementals/golems
-8% Digging monsters like worms, metal eaters and desert trappers
Some Notable/Boss Monsters:
-Desert Trappers: Large monsters with bile-like bodies covered in spikes and writhing, fleshly feelers. At the top of the body, where the head should be, is a large mouth full of serrated teeth and tentacle-like tongues. Desert Trappers bury themselves under layers of sand and wait for any unsuspecting victim to walk over them before manipulating the sand to drag them towards their mouth. If that doesn't work, Desert Trappers will burst out of the sand and attack their prey using their large body. If you suddenly start to sink into the sand, it usually means you're above a Desert Trapper and should get out as soon as possible. Desert Trappers don't unbury themselves unless attacked, so they won't pursue you if you escape their sand traps.
-Thunder Rabbits: Rabbits with yellow and white fur, drooping ears, glowing white eyes and spiky, static-filled tails. Thunder Rabbits can be found in groups of ten to thirty, with a larger female leading the colony. Thunder Rabbits have two main ways of attacking a foe. If a Thunder Rabbit is near at least two others, they surround the foe and blast waves of electricity between themselves, electrocuting anyone at the center. If alone, Thunder Rabbits will jump high up in the air and start indiscriminately shooting lightning at the general location of their foe. Thunder Rabbit leaders are larger, can produce stronger electricity and can command other Thunder Rabbits. Thunder Rabbits can communicate with each other over long distances by flashing signals using their electricity.
-Razor Storm Elemental(Boss): A large elemental made out of razor-sharp clumps of metallic dust. Razor Storm Elemental roams the desert, picking up metallic dust and indiscriminately attacking any non-elemental that comes near it. Razor Storm Elemental typically attacks in one of two ways. The first is that the Razor Storm Elemental creates razor-sharp cumps using the metallic dust it has picked up and launches them at its target with a strong gust of wind. The second method of attack the Razor Storm Elemental typically does is rushing towards the foe and ramming them with its body. The Razor Storm Elemental is resistant to physical attacks, electricity, fire/heat, and earth magic. It's particularly weak to water magi, and its core is located inside its head.
Extra Notes:
While the water in the oases is safe to drink, any water you find in non-village monuments is not and may cause stomachaches if consumed. The inside of steel-spined cactuses is a good source of water, while the non-metallic parts of other plants are a good source of food. The metallic dust tends to get very hot during the day, so it's better to find shelter and travel at night. During nighttime, the heated metallic dust keeps the desert from getting too cold. Be careful around oases, as they tend to attract organic monsters. Monuments, like the pyramids, tend to have traps inside them, so be careful when you are exploring them. DO NOT eat the metallic dust.
(7) Vibrant Jungle
Rough Terrain:
A dense jungle of vibrantly coloured plants, along with rivers filled with light green water. The rivers are all connected to one large lake at the center of the jungle. The jungle is covered in a blanket of mist caused by the frequent heavy storms. You can occasionally find caves or ravines, and rarely an odd monument, like a plant-covered hut.
Types of Monsters(In Rough percentage):
-30% A mixture of mammal, reptile, bird, and amphibian variants of monsters
-30% A mixture of invertebrates like centipedes and spiders, variants of monsters
-30% Plant/Fungal variants of monsters
-10% human-like variants, like sirens, doppelgangers, lamias and were-animal
Some Notable/Boss Monsters:
-Forest Mimic(Boss): A giant mimic in the form of a large cluster of trees. You can tell the Forest Mimic from the rest of the jungle by the lack of any other life form in the area and the fact that the trees that make up its body aren't actually made out of wood, but instead rubber-like flesh. The majority of the Forest Mimic's body is buried deep underground, with the majority of its vital organs located at the center of the forest. The Forest Mimic attacks by using its tree-like limbs to crush any living thing that enters the forest. The Forest Mimic then bring its dead prey back to its mouth, located with the rest of its vital organs. The Forest Mimic is blind and uses other senses like touch, smell and sound to find its foes.
-River Siren Queen(Boss): River sirens are humanoid monsters with a long scaly tail for their lower body and a human-like upper body. River Sirens are semi-intelligent monsters that hunt in packs of two to three. River sirens use their enchanting voice to lure prey near the river before ambushing them. They also tend to use hand-crafted weapons like spears, hatchets, bolas and blow guns along with basic non-fire magic to take down their foes. The River Siren Queen is the leader of the River Sirens and is typically three to four times stronger than the rest. They can command the other River Sirens, can use stronger and more advanced magic, and have a harder-to-resist voice. You can differentiate the queen from the other River Sirens by her golden and jewel-like scales, slightly larger size and her mesmerizing appearance. Unlike the typical River Sirens, there have been instances of people negotiating with the queen and that she can be bribed with jewelry, fresh exotic fish or other Boss cores. It's not recommended to try to cheat the River Siren Queen or break any deals you have made with her.
-The Were-Beast(Boss): A hulking mound of flesh that can transform parts of its body into various mammal variants of monsters, like wolves, tigers, bears and rabbits. Wanders around the jungle looking for any flesh it can find to kill and assimilate itself. Will pursue and hunt down any non-Boss creature that it encounters. The Were-Beast can create and control mini clones of itself by ripping off chunks of its own flesh. The size, strength and abilities of these clones depend on how much of its flesh the Were-Beast used to create it. The Were-Beast uses these clones to scout, chase after fast prey in smaller areas, and help fight stronger foes. Flesh that is cut off of the Were-Beast, if sufficiently large, can become clones. Other abilities the Were-Beast possess is massive strength, blunt damage resistance, and strong regeneration. Some weaknesses of the Were-Beast are fire, ice magic, its slow speed when not transformed, and the fact that it has little to no resistance to poisons.
Extra Notes:
The water you can find in the Vibrant Jungle is perfectly safe to drink, despite how slightly toxic it is. The worst drinking the water will do to you is give you a slight stomachache. DO NOT consume anything that isn't vibrantly coloured, they are more toxic than any non-boss things you can find in the Vibrant Jungle. Almost all the monsters living in the Vibrant Jungle are resistant, if not outright immune, to poisons in some way. Unlike in some other densely forested Rifts, using fire poses little risk of causing a blaze due to the high humidity and the fact that most of the trees found in the Vibrant Jungle are fire-resistant.
(8) Breathing Mountain
Rough Terrain:
A large mountain floating in a sea of clouds, with three distinct biomes that gradually transition to each other as you climb. At the bottom and near the sea of clouds is a wide grassland. The grassland gradually transitions into a dense forest near the middle of the mountain and then into thick layers of ice and snow near the top. All over and throughout the Breathing Mountain, you can find interconnected windy caves and tunnels. While the temperature on the mountain heavily depends on which layer you are in, inside the caves and tunnels is a stable 22-25°C.
Types of Monsters:
-Most common monsters in each layer:
--Bottom layer: Flying variants of monsters like winged serpents, birds, and winged fish
--Middle layer: Fey, slime and plant variants of monsters
--Top layer: Ice/snow/water elements, ice golems, and other cold-based inorganic monsters
--Caves/Tunnels: Golems, and Inveravrant variants of monsters
Some Notable/Boss Monsters:
-The Flying Rainbow Serpent(Boss): A 15-18 meter-long rainbow-scaled flying snake riding on rain clouds. Circles around the base of the mountain, hunting down anything that comes near the sea of clouds. It can control the colour and brightness of its rainbow scales, allowing it to blend into its surroundings. The Flying Rainbow Serpent can also emit light out of its scales, giving it the ability to create a blinding flash of light when threatened. Has mastery over wind magic and will try to launch you into the air before physically striking you, either by slamming you with its body or biting you. Can control the cloud it's riding on to launch various weather effects like hail at people under it. It can be knocked out of the air by dispersing the cloud it's riding on; however, if you do so, the Flying Rainbow Serpent will try to blind you before creating a new cloud to ride on.
-Slime Broodmother(Boss): A 4-meter-tall and 4.23 meters wide slimmering black slime. The Slime Broodmother wanders throughout the forest, eating anything that it can absorb into its body. The Slime Broodmother can control any slime smaller than it in a wide area around it. It can also absorb other slimes into its body to heal itself. The Slime Broodmother can radially split portions of its body to create various kinds of slimes to protect itself. The slimes it creates do not have monster cores and thus can't be killed the typical way. To kill the created slimes, you either need to split them into small enough pieces where they can't maintain their form or damage the Slime Broodmother enough that it is forced to absorb them. The Slime Broodmother's only way of attack is running over its foe using its large gelatinous body or commanding slimes to attack for it. The Slime Broodmother is resistant to all forms of damage. The best way of defeating the Slime Broodmother is to last long enough for it to create enough slimes to expose its core while destroying the created slimes before they can be reabsorbed.
-Blizzard Wraith(Boss): A feminine wraith wearing an ice dress and surrounded by a constant blizzard. The Blizzard Wraith wanders around the top of the mountain, hunting down and consuming the various elements and golems. It has mastery of ice magic and likes to create walls of ice to defend itself before launching them at its foes. Despite how thin the ice dress the Blizzard Wraith is wearing, it can block a lot of damage before breaking. If the ice dress does break, the Blizzard Wraith can use its ice magic to repair it. If sufficiently threatened, the Blizzard Wraith will let out a loud screech that most likely will cause an avalanche to occur. This attack can be interrupted if you damage its body underneath the ice dress. Immune to ice/water magic, and the dress is resistant to physical damage. Weak to fire magic, and its body can be harmed by physical attacks.
-The Breathing Mountain(BOSS): The mountain itself is alive and a Boss. Not much is known about the Breathing Mountain besides the fact that it is a Boss monster. Not even what kind of monster the Breathing Mountain is, the most popular theory is that it's some kind of earth elemental. The Boss core has been located deep within the mountain, but any attempts to damage it have been unsuccessful. The wind you feel in the caves and tunnels is from the Boss breathing. The Breathing Mountain is currently dormant, and it is unknown if or when it would wake up. If such a case were to occur where the Breathing Mountain wakes up from its slumber, emergency protocols will take place, and every person currently in the Rift will be evacuated. Depending on how long the survival test has been running, the students in this Rift will either be graded using their current accumulated points or be placed into another Rift to continue with the exam.
Extra Notes:
The middle layer is a great place to find food, as the forest is filled with non-monster mammals such as wild boars, rabbits, and foxes. The bottom layer and the caves are great places to find water. The clouds can be scooped up and drunk, while the caves house several underground lakes. The more valuable items, like rare plants, monsters and other such loot, are found at the top layer. Staying in one layer of the mountain during the entire survival test is not recommended. The area where the Breathing Mountain's core is located is a safe place to rest if you find it, though it's not recommended to stay longer than three hours due to how thick the mana in the area is.

