Read Sword Art Online - Volume 1 - Aincrad Online
Authors: Reki Kawahara
The players were split into four big groups.
The first consisted of a little over half of the players; they were the ones who still wouldn
’
t accept the conditions that Kayaba Akihiko had put forth and still waited for outside help.
I understood what they were thinking painfully well. Their real bodies would be lying on a bed or sitting on a chair fast asleep. That was reality and this situation was the «fake», if there was even the smallest discovery they might be able to get out
—
of course, the log out button was gone but there might be something that the creators of the game might have overlooked
—
.
And outside, the company who ran the game, Agas, would be trying harder than anyone to save the players
—
if they could just wait they might be able to open their eyes, have a teary reunion with their family and then return to school or work and this would all have been just something to talk about
—
.
It wasn
’
t really unreasonable to think like this. I think I was hoping for the same thing deep inside.
Their plan of action was to «wait». They didn
’
t take even a single step out of the city and used the money they had been allotted at the beginning of the game
—
the currency was called «Coll» in this world
—
sparingly, buying only the food they needed to get through the day and finding cheap inns to sleep in, and walked around in groups spending each day without any thought.
Thankfully the «Starting City» was a city that took up twenty percent of the first floors surface and was large enough to fit a Tokyo district. So the five thousand players would have had sufficient room to live in.
But no help was forthcoming however long they waited. On some days the sky outside was not a crystal blue but covered with grey clouds. Their money couldn
’
t last forever and they realized that they would have to do something.
The second group consisted of about thirty percent, or three thousand players. It was a group where all the players in it worked together. The leader of it was the admin of the largest online game info site.
The players who had gathered under this group were split into several groups and shared all of their gains and collected information on the game and set out to explore the labyrinth area where the stairs were. The leaders of this group set the «Black Iron Castle» up as their base of operations and sent orders to their various groups.
This huge group didn
’
t have a name for quite a while, but after all the members received a uniform, somebody gave them the, somewhat grim, name «The Army».
The third group was made of, at an estimate, a thousand players. It consisted of people who had wasted all their Coll but didn
’
t want to make money by fighting monsters.
As a side-note there were two basic bodily needs that existed in SAO. One was fatigue and the other was hunger.
I understood why fatigue existed. Virtual information and real information were no different to the users
’
brains. If players became sleepy they could go to an inn and rent a room to sleep in depending on the amount of money they had in their pockets. If one hoarded a large amount of Coll they could buy a house, but the amount of money needed wasn
’
t small.
Hunger was a need that many players thought of as strange. Although they didn
’
t really want to imagine what was happening to their bodies in the real world, it was most probable that we were being force fed nutrients somehow. That meant that the emptiness we felt here had nothing to do with our real bodies.
But if we bought some virtual bread or meat in the game and ate it, the emptiness disappeared and we felt full. There was no way to find out how this strange mechanism worked, short of asking a professional in the field of neurology.
So the opposite was true too, the hunger didn
’
t disappear unless we ate something. We most probably wouldn
’
t die if we starved, but the fact that it
’
s a need that
’
s hard to ignore doesn
’
t change. So the players visited the restaurants that the NPCs ran daily and ate some food there, at least data-wise.
Also there was no need to excrete waste in the game. As to what was happening in the real world, I didn
’
t even want to think about it.
Well back to the main point
—
The players who had squandered all their money in the beginning, who couldn
’
t sleep or eat, usually joined the huge organization that I mentioned a while ago, «The Army». This was because they received at least something to eat if they followed the orders from the top.
But there are always those who can never cooperate with others however hard they try. The ones who never wanted to join, or got kicked out for causing trouble set the slums of the «Starting City» as their base and started thieving.
Inside the city, or the places mostly referred to as «Safe Areas» were protected by the system and players couldn
’
t hurt each other. But it wasn
’
t like that outside. The stragglers made teams with other stragglers and ambushed other players
—
which was in many ways much more profitable than hunting monsters
—
out on the fields or the labyrinth areas.
Even then, they never «murdered» anybody
—
well at least during the first year.
This group got slowly larger until they reached the aforementioned number of a thousand.
The final, fourth group was, simply said, the rest.
There were fifty organizations made by the people who wanted to clear the game but didn
’
t join the huge organization. Their number was about five hundred. We called these groups «Guilds» and they had a mobility that «The Army» lacked; and using that, they steadily grew stronger.
Then there were the very few who chose the merchant and craftsman classes. They numbered only about two, three hundred but they created guilds of their own and started training the skills that they would need to earn the Coll they need and get by.
The rest, around one hundred players were called «Solo Players»
—
this was the group I belonged in.
They were the selfish group who had decided that acting alone would be better for strengthening themselves and simply surviving. If one could use the information they had, they could level up quickly. After they had gained the power to fight against monsters and bandits by themselves, there was truthfully no merit in fighting with other players.
An additional feature of SAO was that there was no «Magic», in other words there were no «long range attacks with a 100% accuracy rate» so one could fight large groups of monsters alone. If one had the required skills, playing solo was much more effective experience point-wise than party playing.
Of course there were risks involved. To give an example if a person was «Paralyzed» if he had party members with him they
’
d just cure him and that
’
d be that, but if the person was playing solo it could lead straight to death. Actually, in the very beginning, solo players had the highest fatality rate amongst all the players.
But if you had the experience and knowledge to win through all this danger there was a much better compensation for all this risk, and the beta testers, including myself, had both of these things.
With this precious information the solo players leveled up at a fierce pace and soon a huge gap appeared between them and the rest of the players. After the game had calmed down a bit most solo players got out of the first floor and used the cities in the upper levels as their bases.
Inside the Black Iron Castle, where the «Room of the Resurrected» had been during the beta testing, there now stood a huge metal monument that hadn
’
t even existed during beta testing. The names of all ten thousand players were carved on its surface. In addition, a line appeared on the name of the people who were dead and it gave the time and reason of death next to it.
The first person to get the honor of having his name crossed out appeared three hours into the game.
The reason of death was not losing to a monster. It was suicide.
He believed in the theory that “according to the structure of the NERvGear, if a person is cut off from the system they
’
ll automatically regain consciousness.” He climbed over the iron fence at the north end of the city, or the edge of Aincrad, and flung himself off.
Beneath the floating castle that was Aincard no sort of ground could be seen, however much you squinted. There was only an endless sky with several layers of white clouds. As countless players watched him; the boy got steadily smaller, leaving a long scream and finally disappearing into the clouds.
The short line was crossed mercilessly over the boy
’
s name two minutes later. The reason of death was «Falling in midair». I didn
’
t even want to imagine what he went through during those two minutes. There was no way of knowing if he had returned to the real world or
—
as Kayaba had said
—
had had his brain fried. But, most people believed that if there was such a simple way of escaping the game; the people outside would have already pulled the plugs and saved us.
But there were still some who gave in to this easy way of dealing with things. Most people, including me, found it hard to take the «Death» in SAO in as reality.
That had still not changed. The phenomenon of the HP bar reaching zero and the polygons that consisted our bodies being destroyed was too much like the «Game Over» that we were all too familiar with. It was probable that the only way to understand the real meaning of death in SAO would be to experience it yourself. This shaky truth would have been the reason that the decrease in players slowed.
On the other hand, a lot of the players who were part of «The Army», especially the ones who had first belonged to the first group, started losing their lives while trying to clear the game and fighting monsters.
Fights in SAO needed a bit of getting used to. It was less like trying to force yourself to move but «entrusting» your movements to the system.
For example, even for a simple uppercut with a one-handed sword, if the player learned the «One-handed Sword Skill» and then equipped «Uppercut» from the list they would only need to assume the starting motion then the system would almost automatically move their body for them. But if someone without the skill tried to copy the movements it would be too slow and weak to use in actual combat. It was like inputting commands in a fighting game.
The people who didn
’
t adjust to this just swung their swords around and even lost to the boars and wolves that they would be able to beat if they used the single strike skills that they had on as default. Even then, if they just gave up and ran away after losing some of their HP they wouldn
’
t have died but
—
Unlike the attacks of 2D monsters that we see through a monitor screen, the battles in SAO were so real that you feel afraid. It was as if a real monster was baring its teeth at you and giving chase with the intention of killing you.
Even during the beta testing there were some people who panicked in the middle of a fight, but now death awaited you if you lost. The panic-stricken players forgot about using their skills and even running away, their HP disappeared and they were expelled from this world forever.
Suicide, losing to monsters. The number of crossed out names multiplied at a terrifying pace.
When these reached two thousand, one month into the game, a cloud of despair hung over the surviving players. If the number of deaths kept increasing at this speed, all ten thousand would be dead in less than half a year. Clearing the hundredth floor seemed like a mere dream.
But
—
humans adapt.
A little over a month later, the first labyrinth was cleared and the number of deaths started to slow quickly. People started spreading information in order to survive and most people started to perceive that monsters weren
’
t all that scary if you gained enough experience points and leveled up properly.
It might be possible to clear the game and return to the real world. The number of players that started thinking like that increased slowly, but steadily.
The top floor was still far away, but the players started moving with this vague hope
—
and the world started turning again.
Now, two years later and with twenty six floors left, the number of survivors is around six thousand.
This is the current situation in Aincrad.
After ending my fight with a formidable enemy that prowled the «Labyrinth Area» of floor seventy-four, I recounted my way back, as well as the past, and let out a sigh of relief as I saw the light of the entrance.
I emptied my head, walked quickly out of the passageway, and took a deep breath of the fresh, clean air.
In front of me, a narrow lane went into the thick, overgrown forest. Behind me, the labyrinth area I had just come out of soared high into the sky
—
until the bottom of the next floor to be more precise.
Because the game was based on getting to the top of the castle, the dungeons in this world weren
’
t underground labyrinths but existed as towers. However, the basic setting hadn
’
t changed: monsters stronger than the ones you met out on the fields roamed within, while the boss monster waited for you in its deepest reaches.
Right now, eighty percent of the seventy-fourth floor labyrinth area had been explored, or in other words, had been «mapped». In a couple of days, the boss room would most probably be discovered, and a large-scale team would be made. Then, even I, a solo player, would take part.