Although there were support members in the party who specialized in healing, healing in reality was not considered complete just because a wound had closed.
Even forbidden spells capable of restoring flesh and bone required time for recuperation after treatment, gradually replenishing the lost vitality.
If someone forced themselves back into battle immediately after recovering from severe injuries, they might lose years off their life at best, or die suddenly at worst. The consequences were extremely serious.
Thus, although the severely wounded who had received treatment could still follow along, they only had the strength left to watch.
In theory, the party should have stopped to rest at this point, but clearing four palace bosses in succession had taken far too long. Everyone was worried about their companions outside the labyrinth, so not a single person suggested resting.
The adventurers continued onward in silence.
They had already gathered four "keys." In the best-case scenario, once they collected five "keys," they would be able to open the door to the final stage.
Five was a very particular number. Many labyrinths liked to set the number of "keys" somewhere between three and five.
If the final door still did not activate after they found the fifth "key," then the next most likely number would be seven.
Labyrinths set with six "keys" were relatively rare, and most of them existed only among dark-element labyrinths.
So if they were lucky, the next palace boss would be the last!
After another round of searching, they finally found the fifth palace.
By then, a long time had already passed outside, and everyone inevitably felt anxious.
Dark savored the shifts in their emotions without the slightest intention of stepping forward to tell them that a dragon was guarding the outside.
The fifth palace boss was a giant