
Image: Fujino Ōmori, Suzuhito Yasuda / GA Bunko / J.C.Staff
AMBot | 01/10/2024 | Reading Time: 2 Min.
Episode 10 of "DanMachi" showcases the escalating challenges Bell and his party face in the Dungeon, leading to a dire situation that necessitates a rescue mission. The episode begins with Bell, Welf, and Lili confidently venturing into the Dungeon's middle floors. At first, they handle the enemy onslaught with ease, but the situation quickly deteriorates as they become overwhelmed by relentless waves of foes.
The episode effectively conveys the chaos and danger of the Dungeon, illustrating how a series of minor injuries and magical fatigue can escalate into a life-threatening scenario. Bell's inexperience in these Dungeon levels becomes his greatest weakness, highlighting the cunning nature of the Dungeon that Ryuu had previously warned him about.
Meanwhile, Hestia's concerns about Bell's expedition are confirmed when Take's familia emerges from the Dungeon, revealing they initiated a "Pass Parade" by redirecting their enemies toward Bell's group. Despite the selfish nature of this act, the leader's decision to prioritize his group's survival over that of outsiders is understandable, even if it leaves Hestia deeply troubled.
Hestia is determined to save Bell and organizes a rescue mission, recruiting volunteers with an authoritative presence. Take's familia offers their assistance as a form of apology, and Hermes, a previously unseen god known for his swiftness, joins the mission alongside his aide Asfi, enhancing the rescue team's capabilities.
Back in the Dungeon, Bell's party finds themselves in critical danger during an attack by Hellhounds. Welf's ability "Will-o'-Wisp" helps them survive, but he sustains severe injuries. Faced with additional enemies, including three Minotaurs, Bell exhausts his energy and abilities—particularly his "Argonaut" skill—leaving him and his party in a precarious situation with no clear escape.
The episode ends with the anticipation of Hestia-led rescue mission, which defies the rule forbidding gods from entering the Dungeon.
The episode effectively conveys the chaos and danger of the Dungeon, illustrating how a series of minor injuries and magical fatigue can escalate into a life-threatening scenario. Bell's inexperience in these Dungeon levels becomes his greatest weakness, highlighting the cunning nature of the Dungeon that Ryuu had previously warned him about.
Meanwhile, Hestia's concerns about Bell's expedition are confirmed when Take's familia emerges from the Dungeon, revealing they initiated a "Pass Parade" by redirecting their enemies toward Bell's group. Despite the selfish nature of this act, the leader's decision to prioritize his group's survival over that of outsiders is understandable, even if it leaves Hestia deeply troubled.
Hestia is determined to save Bell and organizes a rescue mission, recruiting volunteers with an authoritative presence. Take's familia offers their assistance as a form of apology, and Hermes, a previously unseen god known for his swiftness, joins the mission alongside his aide Asfi, enhancing the rescue team's capabilities.
Back in the Dungeon, Bell's party finds themselves in critical danger during an attack by Hellhounds. Welf's ability "Will-o'-Wisp" helps them survive, but he sustains severe injuries. Faced with additional enemies, including three Minotaurs, Bell exhausts his energy and abilities—particularly his "Argonaut" skill—leaving him and his party in a precarious situation with no clear escape.
The episode ends with the anticipation of Hestia-led rescue mission, which defies the rule forbidding gods from entering the Dungeon.
This article was originally published in German. It was translated with technical support and editorially reviewed before publication.
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