Alchemist Yuki's Strategy

Lesson 5 Resource Labyrinth

I asked the ground from the ground and made sure no one was in particular.

Start building labyrinths for players and soldiers quickly.

First, synthesize all six Sponsors obtained this time.

A rough classification of the six production nuclei results in one seafood, four meats and one for levelling.

You won't eat goblins on boulders.

For that reason, six areas shall be created in the labyrinth by purpose.

Meat, vegetables, seafood, minerals, wood, leveling, these six.

The first thing to do is build a long staircase and the first big hall.

The entrance is left hidden.

Inside the labyrinth, it was kept not too bright but too dark, making it bright or dark in some places.

There are cavities in the Wangdu basement, both artificial and natural, so the stairs are facing towards the forest side.

The space was wide-spread and slanted so that vehicles such as luggage vehicles could be brought in.

Besides, I'll make some space for a break.

Of course, there are no demons on the stairs.

followed by the first great hall.

Make a small crease in the center and install a red crystal about my waist in the middle of it.

This red crystal is just a crystal engraved with magic that slightly aids the specified organism.

Then place 300 goblins.

The level range is about 3-5, not very strong.

When all this is eliminated, the red crystal in the center of the Great Hall turns blue, and the great hall is stretched with boundaries, so that no demons can occur.

From the foot of the crystal, just delicious water overflows, specifications that make it a small spring.

The kingdom has endurance, and when it runs out, it is destroyed.

The method of checking endurance can be judged by the brightness of the mysterious glowing ball located inside the crystal.

The way to recover is to let the crystal touch the Demon Stone.

To put it plainly, throw demonic stones into the fountain.

Inside the junction, automatic labyrinth retrieval and DP reduction do not occur.

Then, the defeated goblins leave the drops and return everything else to DP.

When the crystal is red, auxiliary effects such as restoring fatigue and improving healing power are activated on the creatures on the labyrinth side of the hall, and when blue, the same effect is activated on creatures other than those on the labyrinth side.

This completes the first hall.

There are six corridors in the Great Hall that lead to each area.

Almost all areas have specifications for unlimited goblins to occur, and their goblins are ordered to proceed towards the ground.

When the goblins moving towards the ground touch the blue crystal, the colour of the crystal turns red and the fountain withers.

The performances would be perfect with this.

Of course, unlimited does not mean that it occurs in that large quantity, so that the frequency of occurrence improves in proportion to the degree of labyrinth progression.

Next, create a corridor to proceed from the Great Hall to the next.

The six passages were given specifications for goblins occurring very rarely.

Install small red crystals at equal intervals so that you can better understand that they are enemy territory.

These crystals turn blue when you turn the crystals in the next great hall.

However, since that was boring when it was over, the tiny crystal colour shimmered purple from time to time.

When demons are thinned in the area at the end of the aisle, they return from purple to blue, but when left unattended, they turn red, a specification that produces goblins around crystals that turn red.

For now, this completes the first aisle.

Next, make Stage 1 for each area.

It starts with the far left, on the ground, on the road to the direction of the mountain, in the vegetable area.

The field is about five times the size of the first large hall.

4 It is a wide field divided.

At the center is a red crystal about the size of my chest, and a dead waterway runs towards the field.

Inside the fields are filled with walking radishes and dancing radishes, while those cultivating the fields are walking radishes and dancing radishes.

Levels range from 1 to 5.

Defeating it will not immediately restore it to DP, but it will be restored if it is bordered by labyrinth ground or walls for more than 24 hours.

They are specifications that will be replenished little by little over time.

In short, it's a creepy cute area with two strands of radish running, dancing and diving!

The ceiling was high and a light field was installed in the center that shed warm sun-changing light.

The Vegetable Area, Stage 1 Boss has 4 'Big Walking Radishes' Level 8.

The size is about my chest.

There is no reason to work together, but it is buried in the field around the crystal divided by the waterway.

Touching the leaves out on the ground moves, desperate to get out of the ground.

There is nothing particularly offensive about being on the ground, but when attacked, it strikes back.

The way to fight back is to summon the radishes from your field to fight, and say that you run around the field (just) at great speed... it is a terrible nasty combat method.

... Well, even when I say I fight, I get a good feel for myself.

The strength of the flesh is hard compared to normal radishes, but it can't beat metal.

Giant roots, when you run tired, fall to the ground and become just giant radishes until you recover.

There are limits to rolling and running.

Destroy four such giant roots before they revive you, and the red crystal will turn blue, just overflowing with delicious water, and a junction will occur around the blue crystal.

When the junction is destroyed and the crystal is touched, the color changes from blue to red, and the giant root is revived in no time.

That's why, vegetable area, stage one.

"The Running Daikon Fields," done with this.

Put up a bill.

Note that the experience earned by the demons is that almost all of them will be returned to the labyrinth nucleus, so the radishes are in a position to be hunted forever.