Chapter 51: First Exploration of Centipede Cave (Death Valley)

After using the return scroll, I returned to the bustling Red Name Village. There were more than a dozen foreign players gathered on the edge of the grass. Judging from the current discussion, they were still waiting for someone to come and gather.

He has prosopagnosia when it comes to foreigners, so he feels like he has seen all the black and white people before, and this group is no exception. He feels as if he has seen them somewhere before.

But when he saw them all running back to the middle of the grass and looking at him in unison, this familiar expression was enough to prove their identities.

I don’t know which team was so powerful that they wiped out the entire team. It was a relief for the players of WoMa Forest.

There was no point in wasting time here, so he glanced at them and teleported to Shabak.

After arriving at the warehouse, I felt a headache again when I saw the almost full grids. Most of the equipment in there were top-grade equipment of level 15-20. Even if I went to deal with them, few people could wear them.

But it is too extravagant to have equipment attached to the mailbox. I still need to find time to study it. Now that I can fight the Womar leader, I must make some room for the Womar equipment.

We have to spread out the properties of the small premium suit first. We can’t sell the items at a low price or we won’t suffer too much loss.

After storing the equipment, I prepared to go to the Mengzhong safe zone with the remaining skill books and key fragments and sent them to the email attachment.

As a result, after leaving the warehouse and flying to the position of 330:330, he was hit by an arrow.

-19

-23

-17

"Use sun water."

"Poison Hidden Technique."

You are careless. It is not necessarily safe for a red-name player to return to the safe zone. The archers here will not show mercy.

Archer Guard: Level -, HP 2000, Attack 20-35, Defense 15, Magic Defense 15, Agility 15, Accuracy 17, Movement Speed ​​Interval 2.5, Attack Speed ​​Interval 2.5

Fortunately, these archers have not learned Eagle Eye and have no anti-stealth attributes, otherwise they would have to go back to the Red Name Village safe zone.

They deserve to be arranged to explode gold bars!

Today's revenge can only be recorded for now. When the players become stronger, two legends must be added to them. The revenge of the three arrows must be avenged.

I first got the skill book and key fragments, then teleported to the homeless man in stealth mode and bought two bundles of dungeon escape scrolls.

With the teleportation ring, you can deal with the return scrolls stored in the mail. Now it’s almost the same using the dungeon escape scrolls.

The Centipede Cave (Death Valley) is in the upper left corner of Mengzhong, with coordinates of 140:88. After the teleportation command arrives, you will appear at the entrance of the Centipede Cave.

The map you enter is called Dungeon Level 1 (East), which leads to three maps in total.

(Hereafter referred to as Dungeon East, since there is no map name for the second floor.)

"Poison Hidden Technique."

Judging from the number and layout of monsters at the door, there must be quite a few players who died at their hands.

There are three types of monsters piled up:

Centipede: Level 26, Experience 230, Health 230, Attack 12-18, Defense 0, Magic Defense 5, Agility 15, Accuracy 13, Movement Speed ​​Interval 1.5, Attack Speed ​​Interval 2.

Jumping Bee: Level 26, Experience 210, Health 200, Attack 12-18, Defense 3, Magic Defense 3, Agility 15, Accuracy 13, Movement Speed ​​Interval 1.5, Attack Speed ​​Interval 2.

Black Maggot: Level 28, Experience 180, HP 230, Attack 10-15, Defense 5, Magic Defense 0, Agility 15, Accuracy 13, Movement Speed ​​Interval 0.5, Attack Speed ​​Interval 1.5

The image of the centipede is very realistic, and it is quite large in size. Coupled with the unique sound effects, this monster is quite creepy.

The other type is more gentle. They have wings but cannot fly. The sound they make is like the buzzing of a bee. Whether they are being hit or hitting people with their claws, they are still the same jumping bees.

The black evil maggots are affectionately called "tires" by veteran players. This nickname is vivid and descriptive!

There are more centipedes and jumping bees in the east of the dungeon, but fewer black maggots. There is also a small monster called giant worms behind.

This thing is just a large green caterpillar. Its properties are similar to those of a jumping bee. It seems to be designed for species diversity.

However, for him now, dealing with the monsters in the entire Centipede Cave is as easy as eating and drinking. But he has to recall the route to the deep map first.

On the east side of the first floor of the dungeon is a curved map in the shape of a "凵", except that there is a square object on the left side.

The entry point from Mengzhong is in the lower right corner, the upper left corner of the map, the door with coordinates: 52:14, which leads to the Iron Lantern House.

These small connected maps are all square in structure, but the layout environment inside is different, and monsters will not refresh.

There is a lantern-like stone tower in the middle of the Iron Lantern House map. There are only two doors here, and the other one is connected to the west dungeon (1).

The map structure of Dungeon West (1) is similar to that of Dungeon East in that the map is smaller, the passage is larger, and a connecting line is added in the middle.

The exit of the cave is in the middle of the map. There is a door on each side of the passage. The left one can directly enter the north of the dungeon (2), and the right one is another connecting room - the gloomy stone road.

The north of this dungeon (2) will spawn two evil claw worms in the original version. It has three doors in total, and the other two lead to Stone Tomb Stream and Amethyst House.

There are two dungeons in the Centipede Cave (West and North), and he prefers the other path. After recalling the coordinates, he turned his thoughts back to the East Dungeon (the first map that Meng Zhong entered).

The door in the lower left corner of the map is the connecting passage to the Serpent Valley Mine Area. In the original version, evil pincer worms would also spawn inside.

However, if you play here, it is easy for other players to break in. To avoid wasting time and increasing PK value, you should go deeper into the map!

The door at the upper right corner of the east side of the dungeon leads to a gloomy stone house with a peanut-shaped stone tower in the middle. Some people also say it is a sarcophagus that looks like a slipper.

It also has only two doors, and the other side connects to the north of the dungeon (1), not the map just past it on the left.

(These maps are not marked with 1.2, the author just makes it easier for everyone to distinguish.)

It’s better to go to the right side, which is closer. However, the upper right corner of the east dungeon cannot be teleported to. I don’t know if the coordinates are wrong or a monster has occupied the spot.

After recalling the approximate location, he succeeded in teleporting again. Seeing the large number of giant worms in front of him, he understood the reason for the failure.

In the old version of Legend, as long as the warrior has learned the Crescent Moon Scimitar and wears high-imitation equipment, he can stay in the entire Centipede Cave without any damage, but many people like this position.

The monsters refresh quickly and in large numbers, and most importantly, the distance to run away is not far. As long as you don't want to avoid evil claw worms, this is a golden AFK spot for warriors.

However, for him now, there are more simple and crude solutions to these problems.

Just drag them along like in the WoMa Temple. If the road is blocked by monsters, use teleport to fly away. When they are almost gathered, you can become invisible and poison them.

It only takes two rounds, then you can become invisible and wait for experience to increase. If you are in a good mood and have a lot of mana, you can cast a healing spell.

They drop a small number of equipment, and they are all white, but the production rate of potions is quite high, and there is a chance of dropping solar water, which makes it worth the price.

But I seem to have forgotten to deal with the potion just now? When I opened my backpack, I saw three 999s.

"Use the Dungeon Escape Scroll."

With the teleportation ring, running away is not a problem, and when he was selling medicine in Shabak, the reminder to increase experience continued to sound.

Medicines can also be sold in bulk by placing them on the shelf. If they needed to be sold one bottle at a time like before, I would have given the game a bad review long ago.

The two types of sun water were exchanged for more than 200 silver coins, which means the money for the materials of the green poison was returned.

When I returned to the upper right corner of the east dungeon, the dropped potions had not yet disappeared. After a quick sweep, I passed the gloomy stone house and arrived at the north dungeon (1).

The attributes of the Pincer Worm are 2 or 3 points higher than those of the Jumping Bee, and the number of Pincer Worms refreshed here begins to increase.

They look like enlarged catalpa beetles, so they shouldn't be that scary, right? And the evil pincer beetles are enlarged pincer beetles.

Now you can verify by walking around to see if the map has been refreshed.

While searching, gather the monsters together and pull them together, then poison them.

The experience will slowly increase, and you can pick up the potions that fall at your feet. It's quite satisfying to watch the claw worms being poisoned and then turned into experience.

The reason why we are not in a hurry to get the first kill of the evil clamp worm is very simple. First of all, the properties of the evil clamp worm are:

Evil Pincer Worm: Level 60, Experience 1400, Health 1000, Attack 22-45, Defense 20, Magic Defense 10, Agility 15 Accuracy 17, Movement Speed ​​Interval 0.7, Attack Speed ​​Interval 1.8.

This is still the attribute of the old version. The current BOSS will be improved. If the equipment is not up to standard, the defense will be broken when you attack it.

Coupled with its recovery speed, there is no need to worry about the first kill reward before the green poison.

While verifying the BOSS point, he also went through the maze-like Centipede Cave and recorded the coordinates of each cave entrance. What's more, he was still a red name and could not go to the Corpse King's Palace.

After walking around, I didn't even see the shadow of the evil pincer worm, so I could only prepare to enter the next level.

Following the lower left corner is the entrance. Going up the path on the left, there is a door very close to it, which is the entrance to the gloomy stone road.

There are four doors in this map, which are completely separated by a stone wall. The two sides cannot communicate with each other, but you can use random flying, which is a good place to escape.

The entrance is on the right side of the upper area, and the door on the left is the first dungeon west (1).

(The one on the left side of the east side of the dungeon.)

There are two doors in the lower area. The right one leads to a dark area, and the left one leads to another dungeon west (2).