After all, this is the last dungeon in New Arad, so the monsters are naturally extraordinary.
This is so unusual that even player adventurers such as Lao Diao and Youlan Hurricane find it very strange.
After arriving in New Arad, relying on their information advantage, they accumulated and grew faster than the adventurers of the Pirate World.
In ordinary dungeons, they are used to traveling every second - everyone takes it for granted.
The previous plan directly turned ordinary dungeons into white maps in order to make money.
It's different now.
The Silent City has multiple functions, and Fang Fan will not let it become a place where adventurers rush and clash.
The first dungeon in Silent City [Inverted Lookout], the BOSS is Becky.
The first room in this map is "Aircraft", and the requirements for clearance are: protect the engine.
The engine will automatically restart if it is completely damaged.
A small mechanical roller will appear in this room every three seconds. After two seconds, the roller will turn into a mechanical bug to destroy the engine.
Monsters appear quickly, frequently, and attack with great force.
As a result, the adventurers' skill release timing and connection will be tested quite a bit.
Regarding the monster's defense and health, even if strong adventurers use a big skill, they will still have half of their health left.
If you don't have any real skills, you may even be stuck in the first room for a long time.
After a minute, if there is still one engine, a new portal will appear on the ground - this is different from the past where the arrow adventurer jumped and the screen flipped.
Enter the back room through the portal. The monsters are all mechanical creations of Hebron.
A blue attacker that shoots blue circles will be confused when hit...
The charging Hercules will be dizzy if he is contradicted...
"Locust" Baldinger is jumping and moving like crazy everywhere. If you don't gather together to fight, it will take a lot of time...
The green-named elite monsters are even more difficult to deal with - if the domineering level is not enough, it will take a long time to fight.
The person who can train people the most is the dungeon lord.
Adventurers who are familiar with the plot should know that Becky, with her twin ponytails and big slingshot, is Luke's most successful Homunculus - she is also the special being Luke uses to locate Hebron.
When it comes to forbidden creatures like artificial humans, we cannot use common sense to judge her abilities.
Adventurers often say when discussing dealing with Becky:
"When I meet her, the first thing I pay attention to is the color of the floor."
"When the floor changes color, you have to dodge quickly. If you step on it, the restraint net will fall down, and you will directly enter the restraint state and be unable to move."
"At this time, Becky will come over to hit the target, and the health will be bottomed out immediately after the hit!"
"However, if you are good enough at this opportunity to fall off the net, you can avoid it in advance."
"A lot of people are trying this approach."
"This kind of response in critical moments can effectively enhance our domineering power..."
The adventurers were discussing in a lively manner.
"When Becky puts the slingshot in front of him and tightens the spring to perform a rotating strike, once we are hit, we will be forcibly pushed back."
"I'm telling you, the damage from this move is terrifying."
"Also note that when her health drops to 50, the entire floor in the room will change color."
"If you are imprisoned by the floor at this time, Becky will kill you instantly with a 'falling from the sky' move."
"Oh~ is it so scary?"
"No, it's obviously not a team game, but many of us have a team game feel."
"Yeah?"
"Can I still lie to you?"
"Of course, in fact, the latest dungeon does not have the terrifying defense and health volume of the group's local dungeon."
"..."
Increasing the difficulty allows the adventurers to effectively improve their abilities, which is Fang Fan's principle - the final dungeon must prompt the adventurers to integrate their existing strengths.
Becky has floor attacks, super-speed movement, etc., and adventurers' attacks often fail to land effectively on him.
This requires them to improve their knowledge.
When we arrived at [Luke's Condenser], there were "lightbulb" turtles everywhere.
The attack of the mob lantern will knock down the adventurer...
The Electric Turtle's lightning ball tracks...
Luke the bionic robot can bubble attack.
Hits from these attacks will immediately interrupt the adventurers' non-overlord actions.
Adventurers with high attack intensity, fast attack frequency, and weak domineering power will not be able to clear the level without a few resurrection coins.
The elite green monsters are relatively easy to deal with. The light and dark archers have no special mechanism, they are just more troublesome than ordinary monsters.
The difficult one is BOSS Argos.
This chimpanzee-like lord looks rough and thick-skinned, and his attack method is not complicated, but the output environment of this room is very painful.
When the BOSS is outputted, adventurers will also be harassed by moving light mirrors and monsters.
The mobs can be dealt with in advance, but the energy light reflected by the two light moving mirrors on the left and right is very painful.
You can't deal with it comfortably, and the multiple waves of damage often make adventurers stunned for a while.
Only those domineering masters who have been "trained" by Becky can pass this map with ease.
The "strengthening" of seeing, hearing, and color is completed, followed by other abilities.
[Arm of Steel], the all-metal mecha focuses on the iron blocks in the six styles of adventurers.
Generally speaking, strong adventurers will actively choose not to destroy those four devices and let the BOSS actively activate the high defense mode.
In this state, when the BOSS closes his arms or advances in a straight line or rotation, the high-gear attack will cause extremely high damage - very few adventurers can persist head-on.
Coupled with the fact that bullets, light beads, and poisons are fired from all directions, the adventurer's iron state also pushes his domineering energy to the extreme.
This state of head-to-head confrontation not only tests the domineering power, but also tests the adventurers' iron level.
Real iron block VS iron block.
If the adventurer can grit his teeth and persevere, the iron block's proficiency will increase quite quickly.
As proficiency increases, its defense capabilities will also increase!
[Light Dance], the number of mobs is three times that of other dungeons!
Various light bulbs are walking around, and they are very scattered.
The rooms here are also larger than other dungeons.
When you clear this special room, some of the adventurer's long-range skills will directly turn gray.
This forces adventurers to use six moves.
Lan Jiao, if you don't have enough level, you can only rely on the skill of gathering monsters to get it together.
Or, no matter how weak your ability is, you can only rely on the most basic positioning.
However, no matter what method you use to annihilate monsters, it will not be easy to pass the level.
Because the conditions for clearing this dungeon are time limited:
If the monsters in this room are not eliminated within the specified time, the adventurer will be automatically teleported to the previous room.
If an adventurer times out in the first room, he will be sent out of the dungeon directly.
Moreover, killing must not only be fast, but also pay attention to method.
The turtle carrying the light bulb will resurrect the robot warrior. If you don't prioritize killing, the scene will easily become uncontrollable.
Elite monsters are not any stronger than ordinary monsters.
One is the knight of light who releases bows and arrows, using bows and arrows condensed by light energy to damage players.
Shooting bows and arrows into the sky or towards adventurers, there is nothing to hide but domineering.
Another elite monster is a dwarf with a sledgehammer. If the sledgehammer hits the adventurer, there is a high chance of being stunned.
Many adventurers surrendered their coins the first time they were tricked.
The BOSS Golden Clown is even more troublesome.
Even player adventurers find it very annoying.
Normal attack method: Hammer.
Use your hand to charge downwards and hammer down. Hitting the adventurer will knock him away - he won't be able to get down within five or six seconds;
Blow out a circus prop ball and suspend it in the air. After a period of time, a small electromagnetic zone will be formed.
It will track adventurers and will be harmed if encountered;
A different-dimensional space is released in the hand, and at the same time, a space is formed behind the adventurer. Those who are not domineering enough will not be able to notice the movement behind them.
This sudden attack has become a nightmare for countless adventurers.
The most disgusting thing is the exchange.
When the clown's blood volume is low, the activation ability will generate a mosquito next to the adventurer.
Then it switches bodies with the clown, and the boss will use one of the adventurer's skills to continuously attack you.
After that, there will be a golden statue nearby saying: I won't tell you that this is my true body...
At this time, if you are slower, you will be killed instantly.