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Fontaine Party

The Legend of William Oh

The Fontaine Party is a five-person Climber team led by Kyle Fontaine. Its first appearance establishes the group as a compact, specialized Party whose equipment signals distinct combat and support roles, while Kyle’s conduct gives it a recognizable operating philosophy: gather useful information, maintain enough defense to survive mistakes, and treat cooperation as valuable without confusing it with charity. For William Oh, the Party is an early glimpse of what experienced Climbers look like and of the standards required to progress beyond the safer lower floors.

Composition and Visible Roles

The Party is first seen crowded around a countertop, where two women and three men are identifiable through their Relics and equipment. One man wears a simple cuirass and carries a smooth wooden bow that seems to hum with power, marking him as a ranged combatant. One woman carries an energy-crackling wand and wears a ring that radiates ominous energy, suggesting offensive or otherwise dangerous magical capabilities. The other woman keeps a wooden symbol of Granesh at her belt; its aura of calm recalls Gertrude’s presence and marks her as a stabilizing or priestly member of the group.

The remaining man wears a ring on each hand, a helmet, and a waterproof smock. His equipment is less immediately legible as a single weapon specialization, but it reinforces the Party’s broader pattern: each member appears equipped for a defined contribution rather than assembled as an undifferentiated band of adventurers. Their Relics function as a visible map of the team’s internal division of labor, allowing William Oh to read the Party before he knows its members personally.

Kyle Fontaine is the leader. He wears heavy armor, keeps his head close-shaved, and bears scars near his eyes. When he first notices William Oh, his gaze passes over him almost instantly before Kyle turns back to Leon, a small gesture that conveys both his confidence and his habit of judging people by immediate practical relevance. Kyle later identifies the other members as Bess, Amy, Mark, and Roger, fixing the Party’s roster as a five-person unit.

Field Knowledge and Working Methods

Kyle’s most important early contribution is practical rather than spectacular. He directs William Oh toward a hunting ground roughly three miles from the entrance, identifying a large boulder at the edge of a meadow as a landmark and warning that the area contains many Wheat Gremlins. He also advises using the boulder and the entrance for navigation instead of relying on the sun, because the sun moves. The recommendation turns the Party’s experience into a usable route for a less established Climber: its knowledge is local, concrete, and immediately actionable.

Kyle presents the information as something that can be checked and renewed rather than as a permanent secret. Before leaving, he says that if the groups meet again, William Oh should report how the hunting ground performed so the Party can know whether it remains productive from year to year. This exchange reveals a modest but important economy of information among Climbers. Hunting sites are resources, but their value changes with use and time, so knowledge circulates through repeated encounters and mutual reporting.

The Party’s work also intersects with William Oh and Ben’s early efforts. Ben later points out that he has been hunting with Kyle’s team, showing that the Party can absorb or cooperate with other Climbers without losing its own identity. When William Oh approaches Kyle, Bess, and Roger, he addresses Kyle as Mr. Fontaine because he does not want to provoke the Party leader at the beginning of their working relationship. The formality reflects the uneven status between an experienced leader and an Aspirant still trying to establish himself.

Kyle’s Philosophy of Survival

Kyle’s advice becomes more explicit when he explains that Climbers above the Fifth Floor all need strong defense. Defensive strength gives them room to make mistakes and learn from them, a principle he illustrates by pointing to one of the scars over his eye and recounting that he once dropped his sword. He now keeps the sword on a lanyard. The anecdote converts injury into procedure: survival depends not on avoiding every error, but on building equipment and habits that prevent a single error from becoming fatal.

This philosophy also shapes Kyle’s response to William Oh’s suspicion. Kyle approves of William Oh’s way of thinking, observing that paranoia serves a Climber well, but tells him that it is misplaced in the present case. Kyle then emphasizes the difference in their material power, claiming that the ring on his finger alone is worth a dozen people like William Oh and that William Oh is simply not worth the effort of exploiting. The reassurance is deliberately unsentimental. Kyle does not ask for trust as a personal favor; he explains that the economic and tactical calculation does not justify betrayal.

The Party therefore embodies a form of competence that is both protective and hierarchical. Kyle is willing to give directions, accept questions, and offer future pointers, but he remains conscious of the enormous difference between a seasoned Party and a vulnerable newcomer. His generosity is real, yet it is expressed through controlled information and blunt assessment rather than intimacy.

Contact with William Oh’s Advancement

Kyle’s group becomes an early reference point for William Oh’s progress. After seeing William Oh in the context of his Trial, Kyle suggests that the Aspirant might one day fight Arkul beside the Party on the Eighth Floor. The invitation is conditional and aspirational: William Oh has not yet earned a place among them, but Kyle recognizes a possible future in which the gap between them narrows through advancement.

Kyle also advises William Oh to take his Trial when the opportunity appears, nodding toward the glowing Door. In this way, the Party does not merely demonstrate what an established Climber looks like; it points William Oh toward the institutional threshold he must cross. Its presence gives the Trial a social horizon. Advancement is not only a private transformation but a route toward future cooperation with stronger Parties.

The Party’s later activities reinforce its mobility and independence. Kyle explains that he and his team had stopped by after setting up a base camp and were surprised to discover someone else farming the Wheat Gremlins. The remark places the group within a larger cycle of camps, hunting grounds, and contested opportunities. Their movements are strategic, and their temporary bases allow them to extend their reach while monitoring the productivity of the surrounding floor.

Narrative Function and Limits

The Fontaine Party serves as an early model of organized Climber life. Its members’ specialized Relics, Kyle’s armor and scars, the group’s hunting knowledge, and its concern with base camps all contrast with William Oh’s precarious beginnings. The Party makes the Tower’s social structure visible: survival is easier for those who possess strong equipment, a reliable team, accumulated knowledge, and enough defense to survive mistakes.

At the same time, the group is not presented as an uncomplicated ideal. Kyle’s dismissive first glance, his insistence on material superiority, and his careful distinction between useful paranoia and misplaced suspicion preserve a distance between the Party and William Oh. The group can mentor without becoming a permanent support system. Its role is to offer a glimpse of competence, provide a few tools for reaching it, and then continue climbing.

The Party’s significance lies in this combination of assistance and separation. It turns experience into landmarks, scars into safety practices, and hierarchy into a practical calculation of risk. Through Kyle Fontaine and the five-person team around him, William Oh encounters the central discipline of Climbing: no one survives by courage alone. Equipment, formation, information, and the ability to make a mistake without dying are collective advantages, and the Fontaine Party is one of the first organized forms in which those advantages become visible.