Shatei Kyokufuri Yumi-Ojisan

Data.94 Uncle Bow, Labyrinth of the Four Seasons

I can't get a glimpse of what's going on across the door.

There's no peephole, and there's no such thing as a hint to show the contents of each dungeon.

In other words, the only ingredient that determines the order of the offense is the image to each season.

Normally, spring, summer, autumn and winter, the seasons should go according to the order in which they tour......

"Let's not have weird twisted thoughts here"

When I defeat the boss, a flower blooms in my head, and I have to fight to protect it.

Given that, turning a simple dungeon at the end is the most efficient way forward.

But I don't know for the first time where it's easy and difficult.

Spring, summer, autumn and winter, this time proceed with the trials in this order.

I opened the cherry spring door.

Waiting in it was... blue skies, white clouds, sprouting primitives of young leaves.

Lots of cherry trees grow and warm winds are causing cherry blizzards.

I see this is the phantom element of the Four Seasons Phantom Tree.

Even though it's a dungeon in a tree, it's a setting that shows hallucinations like you're adventuring outside...

The dungeon is a different space, so it's natural, but if the entrance was a cave, it was cavernous inside, and if it was a castle, it was also castle-like inside.

In that sense, this place is different from other dungeons, but I'm impressed that there are good reasons for it to be different.

It looks like a ruinous game, and it's the NSO who has a solid outlook on the world.

Keep your perimeter alert and move forward.

No enemies come out, but something about this meadow... isn't that strange?

Surrounded by countless trees, the meadows appear to be separated by a kitchy square.

When I try to enter the trees, I am prevented from proceeding to the mysterious wall.

It's like a strange low light game where dungeons are randomly generated every time.

The game of that hand adventures a map made of square rooms and narrow aisles.

When this dungeon also tries to get out of the square meadow, it has to go down a narrow passage where one person finally passes.

Through the narrow passage, he went out to the square meadow again.

Still this dungeon...... low glike style.

I gained certainty by grasping the structure of the map and conducting the battle.

The enemy monster that came out is Tree Man (Trent), a tree monster who walks around with his roots on his feet.

My head looks afro with cherry blossoms.

No problem so far. It's bizarre to look at, but it's no different than a regular monster.

The difference is... if this one doesn't move, neither will the enemy.

When I'm jittery, Trent starts stepping on the spot.

As I move forward, Trent moves forward one step.

Now try opening or closing the status window again and again.

Then Trent approached me at a terrible speed.

After all, 'turns' in low glike games are incorporated into this dungeon.

If I do anything, my enemies will do the same.

But it doesn't seem like it's strictly one action for one.

The perception of a 'pseudo-turn system' may be more correct when this one increases the speed with which the person behaves.

Garboy is more important than usual because this system is employed.

Usually you start wandering around there when you don't have enemies, but you keep behind me in this dungeon.

This is also one of the evidence that 'pseudo-turns' have been adopted.

If you want to clear it easily, you have to act less often.

And the enemy won't come close unless this one moves, so don't worry if you knock him out while the enemy is far away.

Long-range bows and arrows, for example...

Cyrillic...... Shh! Zaku!

This dungeon rule fits my style!

The scariest thing about long range is being approached unnoticed and being stuck by surprise.

But that can't happen with a 'pseudo-turn system'.

If you even know where the enemy is, you just need to slowly aim and hit the arrow.

Oh, I can definitely name the strongest with all the dungeons and bosses like this...... I can't believe it.

If it's enough to immerse yourself in paranoia, let's move on.

It's a rare rule with a long range of chase winds, and I want to make it easy and clear.

◆ ◆ ◆

Use warp floors for floor movement in this dungeon.

When you step on a circular pattern like a well-designed local manhole, you can instantly move to the next floor.

Warping three times while easily destroying monsters on the road.

Coming up to the fourth level, I discovered a warp floor instead of a large manhole.

I guess this... means the boss is next.

Enough for both HP and MP.

Restoration items are as luxurious as ever.

I don't have a problem with the cool-time of the depths.

There are four bosses in Charin's story, so one shouldn't be so strong.

Plus, if "pseudo-turns" are employed in boss fights, there's no way they're going to warp and get killed fast.

I stepped on the warp floor and warped to the boss floor.

"... hmm?

I suddenly went out into the dark.

The moon shines in the sky, not as dark as a cave.

Large cherry tree behind the floor.

Illuminated by the moonlight...... no, the cherry blossoms themselves are pale and glowing.

Under that cherry tree is one knight.

He rides a white horse, wears a bow on his hand and a crown on his head.

Its name is… 'White Rider'.

Your ex is still the Four Horsemen of the Apocalypse.

Four seasons (shiki) and death (shiki), knights (shiki) upside down... you're connected well.

Now, don't forget to use that skill first.

"Letter Arrow!

◆ White Rider

Attribute: Angel

Skills: [Arrow of Dominance] [White Apocalypse]

Description:

The Four Horsemen of the Apocalypse supposedly appearing at the end of the world.

Whiterider, the first knight, presides over 'domination'.

Arrows that deprive opponents of their freedom and white horses with excellent mobility can be a major threat.

What do you care about the bowman showdown...... that's odd.

Is an arrow that deprives an opponent of their freedom a [arrow of domination] of skill okay?

But what does it mean to deprive you of your freedom?

Are you gonna stop moving like a lion labyrinth boss lion?

Or......

"Gar! Gar!

Garboy rings.

And he took the arrow that was unleashed on me instead.

How about what I did concentrated on deciphering enemy information from the narrative.

Again, 'pseudo-turn' seems to be employed here, and the white rider doesn't come shooting the next arrow.

Then leave the avant-garde to Garboy, as always, and I'll even be good with the golden pattern of attacking the boss.

The arrow is a physical attack. It shouldn't hurt for Garboy......

"... Garboy?

"Gar! Gar!

Garboy turns this way and rings.

But this is not a reply to me, it's an intimidating noise...!

No way, the effect of [arrow of dominion]... will you put the person you hit on your side!?

Bad...... Garboy is in front of me.

If you attack the White Rider in this turn, you will die eating the Righteous at the turn of the Garbo.

Garboy is definitely stronger in melee, even if he does damage and goes back to normal.

It would be nasty to be killed fast.

Then you have one choice...!

"Meteor bow!

Garboy breaks down and merges with my bow.

All right! Combined depths can be used!

I couldn't open the status to see if I could use it, so it turned out to be a bet of one or eight, but apparently the goddess of victory smiled at me.

White riders are swallowed by arrows when meteors.

One of the four bosses, whose abilities themselves are set to be low... they did it!

I didn't know it would be the wings cutting the trump card from the first dungeon......

The last trial still seems destined not to be a glimmer.

Otherwise it's not funny...... and I laugh unexpectedly.

You want to clear it easy, you want to clear it hard, isn't it Brevre?

Well, I mean both.

When I got the seasonal flower "Cherry Blossom" dropped by Whiterider, a large cherry blossom blossomed on my head.

It feels more like wearing a flower-inspired hair decoration than growing a little on it.

It might not suit my uncle a bit......

No, do you want to go outside...?

As, well, aside from that, the remaining dungeons are summer, autumn, and winter.

As we first decided, we'll try the summer dungeons next!

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