Fenric had seen the film series [Final Destination].
The story followed a protagonist who could foresee future events—particularly fatal disasters—and used this foresight to avoid death. One would think such foresight meant safety, but in a cruel twist, the god of death would still hunt down each survivor, taking their lives one by one.
What made it terrifying was that Death didn't strike directly. Instead, it manipulated the environment, triggering seemingly coincidental events—freak accidents—to claim its victims.
That was the core of [Final Destination].
Fenric guessed the main mission of the dungeon themed after this film would naturally revolve around avoiding death.
He read the official strategy guide in advance to better understand the objectives of the dungeon. With foreknowledge, he could make more calculated plans to tackle the main tasks.
In truth, the government's release of these guides wasn't purely out of goodwill—it was also to nurture more powerful Samsaras who, supported by official resources, could eventually serve the nation.
Fenric opened a guide specifically focused on the [Final Destination] dungeon.
"The 10th-floor dungeon of the Samsara Tower is another assessment dungeon—and [Final Destination] is one of the most challenging!"
"According to the Samsara Tower's rules, every five floors features a small assessment dungeon, while every ten floors holds a major assessment dungeon."
"These assessment dungeons are far more dangerous than regular ones, with the highest death rates. [Final Destination] is one of them."
"No more preamble—let's get into it. This is an extremely dangerous dungeon. Participants must remain vigilant at all times!"
"You might not even have time to react—death comes swiftly and unexpectedly in this copy."
"Like the 5th-floor dungeon 2012, the main objective is survival."
"Survive for 1 day and you'll get an E-rank evaluation. Two days earns you D-rank. Three days is C-rank, four days gets you B-rank, and so on until S-rank and even higher!"
"The longer you survive, the higher your evaluation."
"And remember—if something feels off, return to Samsara Space immediately!"
"Unlike 2012, which was a disaster-themed dungeon where everyone had at least some reaction time, [Final Destination] allows Death to strike instantly. You might not even realize you're in danger until it's too late."
"Upon entering the dungeon, the system will assign you a civilian identity that cannot be changed."
"You will begin on an airplane."
"Within ten seconds, a panicked young man will scream that he has foreseen a disaster and demand to get off the plane."
"Here's the critical part: you must disembark with him. Otherwise, the plane will explode shortly after takeoff!"
"The moment you get off that plane, you're marked—added to Death's list."
"A tattoo resembling a horizontal bar will appear on your wrist. This is vital—it's the Samsara System's warning mechanism. Monitor it closely."
"When you're being targeted by Death, the bar turns red. If you successfully avoid fatal danger, it turns green."
"Use this as your danger radar to determine whether you're currently safe."
"The rules of Death's game are bizarre. Just when you think something's safe, it becomes lethal. It's not about logic—it's about inevitability."
"Now, some personal experience from the editor…"
"I once survived for three days in the [Final Destination] dungeon. During that time, I faced seven life-threatening events—car crashes, falling debris, even malfunctioning high-voltage wires!"
"I won't describe every detail. Just know that every time Death struck, it looked like a freak accident. But it wasn't—it was deliberate."
"By the end of the third day, I was gravely injured and had no choice but to quit."
"Don't try to outsmart Death. Death is everywhere."
"I've heard of others locking themselves in sealed rooms, asking to be jailed, or hoarding food in isolation. None of them worked."
"If you're on Death's list, it will find a way."
"Also, special items won't work in this dungeon. The only thing you can rely on... is yourself."
After finishing the guide, Fenric's brows furrowed.
He recalled the plot of the first [Final Destination] movie. There was a character who managed to survive by committing herself to a mental hospital—avoiding all accidents. She eventually reappeared in the second film... only to die shortly after.
But according to the official strategy, that method won't work here.
Fenric was now certain: for Samsara players, the god of death's pursuit had been amplified. Stronger. Smarter. More persistent.
It will find a way to kill you.
Fenric's frown deepened.
Originally, one of his backup plans had been to imitate the character in the movie—to get himself committed and hide from Death in a mental institution.
Now it seemed that plan was no longer viable.
But that was only a backup. If his primary—and far bolder—plan succeeded, then everything else would fall into place.
Closing the official guide, Fenric returned to the Samsara forums, hoping to find additional guides. More backup plans meant more chances of survival if his primary strategy failed.
He didn't find more walkthroughs—but one post caught his eye.
"It's On! Bet Tonight! Can the God of Shura Achieve an SSS-Rank in '[Final Destination]'?"
That was the post's title.
Fenric, intrigued, clicked in.
The first comment, from the thread's host, read:
"With the momentum the God of Shura has shown—having just cleared the 9th floor dungeon—he's definitely headed into the 10th-floor assessment tonight. And that dungeon is none other than [Final Destination]!."
"Everyone knows the difficulty of this dungeon. It's been called the hardest in history."
"So far, no one has ever managed to earn even an S-rank in this dungeon."
"Can he do the impossible and achieve an SSS-rank Super God evaluation?!"
