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A Knight Who Eternally Regresses

A Knight Who Eternally Regresses

Soul Pung · Baga Yaga

4.0 1040 chapters 276 views

Though it may be a weathered, crumpled, and fading dream. I held on without surrender. Through each repeated day, I ran toward tomorrow's light. Becoming a knight, bright and resolute.

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Chapter 1 Encrid wakes up to a repetitive cycle of death and rebirth, realizing he has lived the same day three times. He recalls his childhood in a small village where he was told he was a genius, a belief fueled by a village elder and a one-legged mercenary. Driven by a minstrel's song about a 'Knight of Twilight,' Encrid pursued knighthood but realized his lack of talent after being defeated by a twelve-year-old prodigy. Despite his mediocrity, he persevered through years as a mercenary before joining the military as a Decurion in the Cyprus Division of the Kingdom of Naurillia. Now thirty, Encrid leads the '444 Squad,' a group of misfits. On a heavy, ominous morning, he shares a mundane breakfast and conversation about his childhood dreams with his skilled, nonchalant subordinate. As the sun sets, the army is called to assemble for a skirmish. Encrid, carrying a talisman from his mercenary days, joins the charge into a bloody, pitched battle alongside his squad. 14:31
Chapter 2 Encrid engages in brutal melee combat on a dry, hard battlefield. He survives by prioritizing survival and efficiency over glory, using his strength and shield to deflect attacks. During the fray, he witnesses an enemy die from a spear thrust and manages to throw an enemy over his back, eventually finding safety within his allies' lines. He encounters Bell, a soldier whose helmet was split by an arrow, but Bell is immediately killed by a projectile to the head. As Encrid senses an impending disaster, he is warned by his decurion about enemy sharpshooters. He engages in a brief, characteristic exchange with his comrade Rem, who advises focusing during moments of imminent death. Encrid continues fighting, but despite his efforts to exploit openings, he is caught in a critical moment. An enemy pierces his throat with a perfect thrust. As he dies, Encrid experiences a flash of his life and regrets not training more or pursuing his dreams of knighthood. He encounters a faceless sailor on a boat over a black river who finds his regrets amusing. Suddenly, Encrid wakes up to the sound of a pestle, realizing he has regressed in time. He finds himself in a makeshift bed next to Rem, who asks if he had a stupid dream, confirming that the battle was a loop. 15:47
Chapter 3 Encrid experiences a terrifying phenomenon where he repeatedly dies on the battlefield and wakes up at the start of the same day. After several deaths caused by a skilled enemy soldier who delivers a lethal thrust and a subsequent blow to the head, Encrid realizes he is trapped in a time loop. He discovers that his village chief's necklace is missing, leading him to suspect it might be the cause of this repetitive cycle, which he views as a potential curse or a lifeline. Determined to survive, Encrid decides to use the loops to master 'The Heart of the Beast,' a technique Rem taught him to maintain calm and focus during combat. He asks Rem to restart his training, focusing on the ability to keep his eyes open and evade attacks at the last possible second. Through repeated, life-threatening practice sessions, Encrid successfully masters the timing, learning to dodge Rem's axe by shifting his body just before impact. Despite Rem's warning that facing superior opponents requires running, Encrid finds a newfound joy in the rapid growth and the ability to use his 'hundreds of lives' to overcome his limitations. 13:30
Chapter 4 As the sun sets, the 4th squad assembles for battle. Encrid, experiencing his fourth loop, reflects on the fear of death and the danger of the inquisitors. During the battle, Encrid utilizes his newfound calm and the 'Heart of the Beast' to fight with unprecedented precision. He successfully kills two enemy soldiers—one by thrusting a sword through the chin into the throat, and another by using a shield throw to create an opening for a lethal strike to the neck. During the chaos, Encrid attempts to help Bell, but Bell is killed by an arrow to the skull. Rem, noticing the danger, warns Encrid and sets off to hunt the archer. Encrid then engages a skilled enemy soldier in a duel. Despite his improved technique, the soldier manages to wound him with a sharp blade, and a hulking man follows up with a club strike. As the enemy prepares a final blow, Encrid's vision fades. He wakes up to the sound of a ladle tapping a pot, realizing this is his fifth death. He dismisses the trauma with a grim joke to Rem, acknowledging that he must keep repeating the cycle until he succeeds. 15:00
Chapter 5 Encrid continues his training with Rem, focusing on mastering 'The Heart of the Beast.' After a brief interaction where Rem expresses suspicion toward Jaxon, the two head to the outskirts of the barracks to train. During their session, Rem uses his axe to test Encrid's reflexes, nearly striking his throat. Rem acknowledges Encrid's talent but warns him against overexertion, specifically regarding sleep. Encrid spends his time between repetitions practicing the Valen Mercenary Sword Technique, focusing on deceptive movements and physical endurance. As the days repeat, Encrid uses the knowledge gained from each death to improve his combat efficiency, such as anticipating Bell's death and dodging incoming arrows. However, despite his growing skill and ability to predict certain movements, he continues to die repeatedly to various threats, including thrusts and throwing axes. He remains determined, using the repetitive cycle to push his body and mind to their limits in pursuit of true mastery. 12:56
Chapter 6 Encrid utilizes his ability to repeat time to master swordsmanship and the 'Heart of the Beast.' Through countless repetitions, he learns to navigate the battlefield, including saving the soldier Bell by using a shield to deflect arrows. During these loops, Encrid experiences death multiple times, most notably being struck by a hammer and having his throat pierced by an enemy soldier who finds pleasure in the kill. These near-death experiences strengthen his mental fortitude and courage. Rem, Encrid's squadmate, notices Encrid's rapid improvement and suspects he is learning from someone else. Rem challenges him, noting that while swordsmanship can be learned quickly, the mental toughness required for the 'Heart of the Beast' is harder to acquire. Rem uses his axe to demonstrate combat principles, explaining the concept of a decisive thrust and the importance of target intent. Through their intense sparring sessions, Encrid learns to refine his techniques by imitating the movements of his enemies. By the hundred and twenty-fourth repetition, Encrid's progress reaches a peak where he successfully executes a move that causes Rem's axe to explode, leaving Encrid laughing hysterically despite the danger, much to Rem's embarrassment and confusion. 13:21
Chapter 7 Encrid is experiencing the hundred and twenty-fifth repetition of the same day. He reflects on his previous deaths, including a traumatic instance where he was impaled through the neck by an enemy soldier. To prepare for the upcoming battle, Encrid uses his knowledge of the day's repetitive patterns to manipulate events. He begins the morning by helping Rem with his boots and then avoids morning duty by convincing Rem to cover for him, a strategy that has historically yielded the highest survival rate. Encrid then approaches Krais Olman, the squad's black market dealer, to purchase a specific list of items including throwing knives, oil-soaked leather, a large needle, deer leather gloves, white hellebore flowers, and alum. Despite Krais's high price of seventeen silver coins, Encrid borrows five copper coins from him to fund the purchase. To replenish his funds, Encrid joins a group of soldiers playing dice. Using his perfect memory of the dice rolls from previous loops, he systematically wins the game. He eventually bets his entire winnings—ten silver coins—on the highly improbable outcome of rolling three of the same number. The dice land on three, successfully completing his plan and providing him with the necessary capital for his preparations. 13:25
Chapter 8 Encrid reflects on his repetitive existence, deciding to move forward rather than settle into the safety of a loop. After a successful gambling session where he used his knowledge of dice to win, he is approached by Krais, who suspects Encrid is trying to impress the incoming female battalion commander with flowers. Krais fetches Encrid a bundle containing throwing knives, a single deer leather glove, dried white campions, and rice. Encrid then heads to the outskirts of the barracks to hunt snakes using rice as bait. He successfully catches five snakes and brings them to a skilled, booze-loving squad leader. Encrid trades the snakes to the squad leader in exchange for custom leather armor—gloves and limb guards—using the promise of snake liquor as leverage. Finally, Encrid retreats to a grove to prepare a specialized substance by crushing white moonflowers and mixing them with the collected snake venom. As he finishes the preparation, a loud scream echoes through the camp, signaling the assembly for combat orders. 13:38
Chapter 9 Encrid prepares for an upcoming battle by collecting leather guards from a squad leader. Despite the squad leader's claims of forgetting the thread, the stitching is meticulous. Encrid uses his sword to craft a sheath for a throwing knife and a leather belt from the leather. Rem questions his actions, but Encrid remains focused on survival. As the battle begins, Encrid enters the fray with calm precision, utilizing his 'Heart of the Beast' to maintain composure. He uses a combination of shield bashes, kicks, and poisoned throwing knives to neutralize enemies, including a recurring club-wielder and a spearman. He prioritizes survival and minimizing injuries, successfully navigating a battlefield he has experienced many times before. Encrid manages to save several allies, including Bell, by predicting enemy movements and arrow trajectories. After successfully navigating the chaos and maintaining his physical condition, Encrid spots his next target: an enemy axe-thrower. He prepares to engage by drawing a poisoned dagger. 16:31
Chapter 10 Amidst a chaotic and bloody battlefield, Encrid utilizes his hard-earned experience and the art of self-preservation to navigate the melee. After witnessing the brutal deaths of soldiers and a rookie, Encrid engages in a series of skirmishes, successfully killing an enemy soldier by striking his neck. His comrade, Bell, intervenes to assist him, repaying a life debt by cleaving an enemy's head. Encrid then encounters a highly talented but inexperienced sadistic attacker. Despite the attacker's superior reflexes and ability to exploit allies, Encrid uses tactical feints, such as pretending to be exhausted, to manipulate the opponent's aggression. After a grueling exchange of strikes and a headbutt, Encrid manages to predict the attacker's rapid thrust and pierces the man's heart with a decisive strike. However, just as Encrid begins to feel the satisfaction of victory, a massive shock hits his side, lifting him into the air. As he loses consciousness, he hears someone shout that it was a 'damn frog,' marking his final memory of the encounter. 15:36
Chapter 11 After a failed attempt to catch a quick-witted archer, Rem returns to the Squad 4-4-4 formation. He engages in his usual verbal sparring with Jaxon, noting that the squad is a collection of individuals who only function due to the Squad Leader, Encrid's charm. Rem observes Encrid fighting a formidable opponent with unprecedented skill and calmness, noting that Encrid seems to have undergone a massive leap in ability. Rem and Jaxon both realize that Encrid's sudden improvement is remarkable, with Jaxon suggesting it might be luck, though Rem suspects it is due to the techniques he taught Encrid. The battle intensifies when a Frog warrior—a powerful, slick-skinned race—attacks Encrid. Rem intervenes, clashing his axe against the Frog's spear shaft. The Frog, possessing an innate ability to gauge combat talent, recognizes Rem's strength and decides not to fight him, instead noting that Encrid's skill is notable. The Frog also comments on Encrid's appearance, implying he is attractive enough to spare. After the Frog retreats, Rem and Jaxon check on Encrid. Encrid has suffered a fractured rib from the Frog's kick but survived due to his quick reflexes and the 'Heart of the Beast' techniques. Rem and Jaxon decide to retreat with the injured Squad Leader, with Jaxon clearing the path while Rem carries Encrid on his back. 13:04
Chapter 12 General Frog reflects on a skilled soldier who died due to bad luck, noting that the soldier's thrusting technique was honed through extreme repetition and survival. Frog expresses interest in a mysterious individual who survived a similar encounter, suspecting the person used up a lifetime of luck. Meanwhile, Encrid experiences a surreal dream involving a mouthless sailor on a boat. The sailor speaks in riddles about sensory deprivation and a 'wall' that will always block Encrid's path, warning him that he will face this fate repeatedly. The sailor calls Encrid an interesting one before the boat vanishes, causing Encrid to sink into an abyss. Encrid wakes up in a medical tent to the sound of a rhythmic chant praising 'Cyprus.' Rem, the squad leader's buddy, is present and teases Encrid about his condition. Encrid realizes he has survived the day, but the dream remains vivid despite the sailor's claim that it would be forgotten. After learning from Rem that he was carried off the battlefield by Frog, Encrid reflects on the nature of his survival. He concludes that if his death triggers a repetition of the day, it is not a punishment, but a trial. 12:56
Chapter 13 After being unconscious for two days, Encrid wakes up in an infirmary tent to find bread and soup. As he recovers, he reflects on his recent battle, analyzing his performance and the effectiveness of his thrust. He recalls the teachings of an old swordsman who emphasized digesting the lessons learned from life-and-death struggles. Encrid contemplates his combat strategy, deciding to focus on a single, decisive thrust rather than relying on luck. As he recovers, various squad members visit him. A soldier with large eyes reveals he used his influence to secure Encrid's placement in the infirmary, providing him with a comfortable recovery. Jaxon visits and provides a medicinal ointment for Encrid's side, advising him to keep it a secret from the rest of the squad. Other squad members drop by with food or apologies, though some seem largely indifferent. The atmosphere changes when Vengeance, the platoon leader, enters the infirmary. Vengeance, who holds a grudge against Encrid, confronts him about his low skill level and his comfortable position in the infirmary. Despite Vengeance's visible anger and his own physical injury to his thigh, Encrid maintains a polite mask, subtly teasing the platoon leader during their encounter. 13:09
Chapter 14 While recovering in the infirmary, Encrid is confronted by Vengeance, a squad leader who is visibly irritated by Encrid's casual attitude. Their bickering is interrupted by the arrival of the company commander, a fairy woman with a dry, commanding presence. She questions Encrid about his survival against Frog and his performance on the battlefield. During the encounter, a soldier named Krang (who appears to be using a pseudonym) introduces himself to the commander. After the commander departs, Encrid focuses on physical conditioning, specifically grip strength, to prepare for future battles. Krang engages Encrid in a philosophical conversation about his aspirations; when Encrid states his goal is to become a knight, Krang accepts the dream with unexpected gravity. A week passes, and Encrid's injuries heal. However, upon waking up, Encrid realizes he is experiencing a time loop. He recognizes the bard's singing and Vengeance's complaints as identical to the previous day, leading him to conclude that he died in his sleep and has reset to the start of the loop. 14:41
Chapter 15 Encrid reflects on his previous death, realizing he was killed while sleeping by a highly skilled assassin using a method that caused no pain. He deduces the killer likely used a paralytic poison and suspects Krang or the Fairy Company Commander due to their access to the infirmary. During the day, Encrid interacts with Vengeance and Krang. When Encrid questions Krang's identity, Krang refuses to reveal his true self but makes a profound declaration that he will never betray the kingdom, leaving Encrid with a sense of his extraordinary presence. That night, Encrid remains awake to avoid a repeat of his previous death. He is struck in the neck by a small wooden needle containing a severe paralytic poison. As he loses consciousness, he sees a small, blurry shadow, possibly a woman or a child. He wakes up three days later, having successfully reset the timeline. Now prepared, Encrid decides to stay awake and prepare a plausible excuse to remain vigilant throughout the night to catch the assassin. 15:41
Chapter 16 Encrid experiences a repetitive cycle of death as an assassin repeatedly targets him and his companions. After twenty failed attempts to survive the night, Encrid realizes that his current skill level and isolation are insufficient to defeat the highly skilled assassin. In his previous lives, the assassin—a slender woman identified as the newly appointed company commander—killed him using poison needles, blades, or poisoned arrows from stealth. He has tried various tactics: attempting to cause a commotion, bringing a torch into the tent, and even trying to warn his superiors, Vengeance and Krang, but his warnings are dismissed as madness. Realizing he cannot bring his squad members like Rem or Big Eyes without raising suspicion, Encrid decides to seek advice from a more reliable source. He locates Big Eyes, who is too busy to talk, and is directed to Jaxon, a squad member known for his preference for maintenance over combat. Encrid approaches Jaxon in a secluded maintenance tent, hoping to find a way to break the cycle and survive the upcoming assassination attempt. 14:13
Chapter 17 In the military camp, Jaxon, a squad member known for his ability to avoid injury and his tendency to exploit weaknesses, finishes a passionate encounter with a woman. He encounters Enkrid and Rem, who are engaged in their usual bickering. Rem, a fierce warrior, and Jaxon, a more calculating soldier, frequently clash, but Enkrid often intervenes to prevent physical violence. Enkrid, driven by a relentless desire to learn and improve his survival skills, approaches Jaxon to learn how to detect enemies sneaking up from behind, a skill Jaxon uses to avoid being hit. Jaxon initially finds Enkrid's persistence strange but eventually agrees to teach him. They sit near the infirmary, where Jaxon explains that true awareness comes from training the five senses, specifically hearing. Jaxon demonstrates this by identifying the direction of the wind, the location of the doctor's tent, and a mechanical flaw in a passing cart's wheel. He explains that by distinguishing subtle sounds, one can effectively 'see' with their ears. Enkrid quickly grasps the concept, showing a level of comprehension that surprises Jaxon, who realizes the Squad Leader's potential to master even such unconventional training methods. 14:06
Chapter 18 Encrid undergoes intense auditory training through repeated time loops, focusing on distinguishing subtle sounds to improve his battlefield awareness. He practices by listening to wind, carriage wheels, and flag movements. During the day, he interacts with Jaxon, using the repetitions to learn how to listen more effectively and even using a fake backstory about a grandfather to explain his skills. After approximately fifty-six repetitions, Encrid's training pays off when he successfully hears a subtle sound indicating an approaching assassin. An assassin attacks him in his tent with a blade and poisoned needles. Encrid uses the 'deceiving breath' technique to feign exhaustion, creating an opening to slash through the tent wall to escape. However, he is met by the fairy company commander, who deflects his attack and pins him down with poisoned needles. To his surprise, the commander and Krang appear to be on the defending side. The assassin flees the scene, and the commander, expressing surprise, asks Encrid if he is alive after witnessing the intense struggle. 12:45
Chapter 19 Following a repetitive day of intense training and dodging lethal attacks, Encrid finds himself in the aftermath of an assassination attempt. The newly appointed fairy company commander inspects the scene, checking for casualties and examining a poisoned needle. Krang, who had been targeted by the assassin, remains characteristically relaxed, though he uses his presence to exert a subtle, commanding influence. Krang makes a request to the company commander, asking that no more lives be lost that day, a request she accepts. To cover up the incident and protect Krang's identity, Encrid proposes a plan to make the attack look like an accidental fire. The plan succeeds; a fire breaks out in the medical tent, causing chaos among the soldiers and allowing Encrid to move the unconscious guards outside under the guise of rescuing them from the flames. Once the situation is stabilized and the fire is extinguished, the company commander departs, acknowledging that Encrid's quick reflexes saved them from a much more dangerous outcome. As Krang watches her leave, he reflects on Encrid's sincere dream of becoming a knight, feeling inspired by the soldier's unwavering determination despite the hardships he faces. 14:58
Chapter 20 Encrid executes a plan to set a fire in the supply tent to create a distraction, using sound to locate the patrol guard and oil. He successfully causes a fire, smudges himself with soot to look like a victim, and collapses in front of the infirmary with a freckled soldier. The next morning, Encrid wakes up with a headache and encounters Vengeance, who asks why he saved him; Encrid simply replies that he is a comrade. Meanwhile, Krais reflects on the chaos that has plagued the squad during Encrid's absence. He recalls how previous squad leaders were either killed in battle or left due to the squad's unruly nature. The squad, consisting of members like Rem, Jaxon, and Ragna, is highly dysfunctional. Upon Encrid's return, he finds Rem and Ragna in the middle of a heated confrontation. Encrid physically intervenes to stop their fight. Krais informs Encrid that the squad has been in constant chaos and mentions a rumor that the entire camp is cursed, which leaves Encrid feeling bewildered. 13:15
Chapter 21 Following a sudden, unseasonable rainstorm, Rem and Ragna avoid each other after a previous conflict. Inside the tent, Encrid discusses recent mishaps among the scouts—including Bo's broken nose, Jaxon's broken arm, and Rotten's snake bite—with Kreise Allman and Big Eyes. Rumors of a curse circulate, but Encrid privately knows he caused the medical tent fire to cover his tracks. After a brief nap, Encrid engages Rem in a sparring match to test his progress. Rem uses a deceptive maneuver, kicking Encrid's ankle to disrupt his thrust and throwing him to the ground, but acknowledges that Encrid's skills have significantly improved. Over the next three days, Encrid maintains an obsessive training regimen, focusing on physical conditioning and honing his hearing. During a rest period, Kreise Allman approaches the exhausted Encrid, who is drenched in sweat from his relentless drills. The chapter concludes as the 4th platoon leader approaches Encrid, requesting a private conversation. 14:31
Chapter 22 A platoon leader approaches Encrid to issue an order: he is to be temporarily reassigned to the scout unit to bolster their numbers, as one of their platoon leaders is incapacitated by food poisoning. Encrid's squad members, Rem and Ragna, react with varying degrees of protest and indifference. Rem is protective of Encrid, while Ragna offers to go in his place, despite his notorious inability to navigate. A large, devout soldier in the squad also prays fervently for Encrid's safety. The platoon leader explains that the decision came from the new company commander, though Encrid suspects it was a casual suggestion rather than a targeted attempt on his life. Encrid accepts the order, noting that his ability to sense danger makes him a good fit for scouting, and he views the mission as an opportunity to utilize his survival skills. Back in the barracks, a lighthearted but tense argument breaks out between Rem and Jaxon regarding what Encrid has learned from the squad. Despite the chaotic energy of his teammates, Encrid remains focused on his training, reflecting on his lack of natural talent and his determination to keep moving forward. After a night of training and sleep, Encrid prepares for his new assignment. Meanwhile, the fairy company commander reveals to the 1st platoon leader that the decision to send Encrid to the scout unit was based purely on intuition, sensing that Encrid's quick wit and self-preservation instincts would make him a perfect fit. 14:28
Chapter 23 Before departing on a scout mission, Encrid receives training from Jaxon on how to use heightened hearing to detect anomalies in the environment, such as the sound of rustling grass. Jaxon notes that while Encrid has an impressive hearing range, his ability to distinguish specific sounds is still at a novice level. After the watch, Jaxon interacts with Rem, who teases him about his helpfulness toward Encrid. The scout team, led by an arrogant and impulsive squad leader, sets out across the Green Pearl grasslands. The squad leader's incompetence is immediately evident when he mistakes gazelle tracks for nu tracks and threatens the team with a barbecue. Encrid forms a brief camaraderie with Enri, a hunter-turned-soldier, who teaches him how to spot animal trails. As the mission progresses, the squad leader's reckless behavior continues when he decides to cut through a field of tall weeds to track enemy scouts, a move Encrid considers highly dangerous and foolish. Encrid decides to observe the situation and see if the squad leader's recklessness leads to disaster or if they simply return empty-handed. 14:54
Chapter 24 While traversing the Tall Grass Meadow, Enri points out unusual patterns in the grass and a lack of animal dung, suggesting something is amiss. Encrid observes the environment, reflecting on the repetitive nature of his current existence. A soldier accompanying the squad leader apologizes for the squad leader's immature behavior, which Encrid accepts to maintain focus on the mission. Suddenly, the scout squad is ambushed by enemy soldiers using crossbows and spears. An arrow kills the soldier at the front, and Encrid shouts for everyone to get down. To create an opening, Encrid charges through a volley of bolts, taking a hit to his shoulder but successfully engaging the enemy. Using a combination of his arming sword and a captured spear, Encrid kills three enemy soldiers in rapid succession through precise, brutal movements. Despite his impressive combat skills, the squad is severely depleted, with only four scouts remaining against over twenty enemy soldiers from Aspen. Realizing they are outnumbered and facing heavy crossbow fire, Encrid orders a tactical retreat. 13:10
Chapter 25 Encrid begins a new day by reviewing his previous failed attempt to escape, where he was killed by a crossbow unit while fleeing east. He realizes that to succeed, he must find the correct path through the tall grass field. Accompanying a scout squad, Encrid observes the formation and the skills of the squad leader and a rough-looking soldier. As they enter the grass, an ambush by crossbowmen occurs. The rough-looking soldier saves the squad leader, and Encrid uses the chaos to engage the enemy. Using the 'Heart of the Beast' to maintain composure and applying lessons learned from Rem and Ragna, Encrid kills several enemies, including a shielded soldier, through precise and brutal strikes. However, the squad eventually encounters a platoon of fifty spearmen. Encrid charges them to buy time but is impaled and killed. Through numerous repetitions of this day, Encrid dies dozens of times in different directions—east, north, and west—using each death to refine his combat skills and instincts. Eventually, during a battle in the north, Encrid achieves a breakthrough, executing a strike so perfect and effortless that it feels like slicing through a rotten branch. This moment of martial transcendence brings him overwhelming elation despite the repetitive cycle of death. 14:47
Chapter 26 Encrid reflects on his repeated deaths and the necessity of making better split-second decisions to survive the day. He realizes that simply trying to protect everyone while acting passively is insufficient. To change the outcome, he decides to change his position within the squad dynamics. He initiates a physical altercation with a tough-looking soldier to test his skills and establish a new dynamic, eventually learning that the soldier is acting as a protector for the scout squad leader, who is a fallen noble. Through multiple repetitions of the day, Encrid uses the time to study the combat patterns of the squad leader and the archery skills of Enri. He observes that while Enri is a skilled archer, he lacks the composure for the chaos of battle. Encrid also notes that the enemy forces are professional, well-trained soldiers rather than mercenaries. By the end of the chapter, Encrid has gathered extensive intelligence on the environment, the equipment of his allies, and the combat styles of his comrades, preparing himself to actively manipulate these elements to find a way to escape the ambush and move toward tomorrow. 14:50
Chapter 27 Andrew Gardner, the heir to a fallen noble family, is a dedicated scout squad leader driven by his mother's dying wish to revive his family's prestige. Despite his competence, he views the current squad leader, Encrid, as a lazy, bottom-tier soldier who lacks true professionalism. This tension culminates in a confrontation when Andrew and his three loyal, thuggish soldiers surround Encrid. Encrid, who has been using time loops to practice subduing opponents through coercion, quickly and efficiently incapacitates two of the soldiers using superior skill and movement. When the third soldier hesitates, Encrid challenges Andrew to a duel to decide who will lead the squad. Andrew, feeling insulted by Encrid's perceived lack of experience and maturity, accepts the challenge. Despite Andrew's training, Encrid dominates the fight with a single, precise elbow strike to the solar plexus, leaving Andrew incapacitated and questioning the true nature of Encrid's skill. 12:22
Chapter 28 Encrid defeats the current scout squad leader through superior skill and assumes command of the unit. To ensure the squad's survival, Encrid uses a psychological tactic, repeatedly asking each soldier about their personal dreams and goals—such as settling down with a loved one or restoring family honor—to instill a fierce desire to return alive. Through countless repeated time loops, Encrid memorizes enemy positions and identifies a strategic opportunity for an ambush. He leads the squad to a grassy field where he orders Enri to fire a crossbow at an unseen target, successfully killing an enemy soldier from Aspen's crossbow unit. This triggers a chaotic ambush. Encrid, Andrew, and a veteran soldier lead the charge, efficiently killing the remaining enemy soldiers. During the skirmish, Encrid uses a knife to defend a small black panther that had inadvertently distracted the enemy. The squad successfully wipes out the enemy unit, though one ally dies in the fray. Despite the victory, Encrid remains focused on the mission, ignoring a veteran soldier's warning about the path ahead and pushing the squad forward toward their escape route, accompanied by the watchful eyes of the black panther. 15:48
Chapter 29 Following a series of successful but costly ambushes, the scout unit is reduced to seven survivors, including Encrid, Andrew, and Enri. The group is exhausted and wounded, with Andrew suffering a facial wound. As Encrid leads the group deeper into enemy territory, a stern-looking soldier challenges his leadership, accusing him of madness and insubordination. Encrid counters by explaining that retreating is certain death because the enemy has already blocked their path. He uses his knowledge of the day's repeated loops to navigate the group through a dense thicket of enemies, guiding them through a 'safe island' of movement that would be impossible to find without his foresight. To maintain stealth, Encrid orders the soldiers to lie low like moles. He successfully uses the sound of approaching footsteps to time their movements, guiding the squad in single file through the tall grass. As the sun sets and darkness falls, Encrid prepares to execute the final stage of his escape plan, having navigated the group through the first two objectives of his strategy. 12:42
Chapter 30 Encrid leads a squad, including Andrew, Enri, and a veteran soldier named Mac, through the heart of the Duchy of Aspen's encampment. Having experienced this night through multiple time loops, Encrid possesses intimate knowledge of the enemy's layout and patrol patterns. Upon reaching an enemy tent, Encrid takes the initiative by slashing through the tent wall, prompting Andrew to enter and kill a sleeping soldier. Encrid then kills a second soldier, and Mac finishes the third. Despite Mac's intense anger and suspicion toward Encrid's reckless behavior, the squad is forced to follow Encrid's lead to avoid detection. Encrid navigates the dark camp with uncanny precision, leading the group through the center of the enemy territory without being caught. The squad eventually reaches a specific barracks guarded by four soldiers. Encrid reveals his objective to the group: they are to set fire to that barracks. 12:16

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