Weird live broadcast: I can deduce infinitely
Chapter 405 Tips Left by Agents (1)
(You dispel the effects of mental pollution, and your sense of smell begins to return to normal.)
(You notice that the smell in the air has turned into a rancid smell, the chopping board is full of stinky and sour pork, maggots are crawling in the pork, and flies are flying above your head.)
(A group of chefs in chef's hats and aprons chopping meat, their faces all turned upside down, with mouths on foreheads and eyes on chins.)
(They all look at you over their shoulders, smiling down at the corners of their mouths.)
(Chefs: Hey hey...)
(You hear the laughter and you get chills.)
(You lean your back against the wall vigilantly, lest those people hurt you suddenly. After observing for a while, you find that these people are all serious about cooking, and no one pays attention to you at all.)
(You follow the wall through the kitchen.)
(You find a salt shaker upside down in the corner, spilling all the salt and frost from it.)
(You suddenly remembered something.)
(There is a slug monster in the first passage, if you sprinkle salt on the slug, can you kill him?)
(You didn't hesitate, and you took the salt jar back to the black ball space.)
(You keep going.)
(You spot the footprints left by the previous agent, and you follow them.)
(You found some rags on the ground.)
(The strips are all left in your path.)
(You suddenly realize that this is the clue left by the former agent to guide the new agent. As long as you follow the mark left by him, you can pass the third door smoothly.)
(You find that there are traces of destruction everywhere here, obviously left by the agent. It seems that this agent has a good research on the agency. Not only was he not attacked by the agency, but he even predicted the location of the agency in advance. destroy them completely.)
(You go through the kitchen and into the dining room.)
(There are a few ghost maids singing and arranging dishes in the restaurant. They have no body, only a transparent head floating in mid-air, and there is nothing in the maid outfit.)
(You look around and you notice that the agent has hung a strip of cloth over the chandelier.)
(You guess there should be some kind of trap on the ground, you can only leave from the ceiling.)
(You lean against the wall, come to the edge of the cabinet, climb up the cabinet, jump up and grab the chandelier.)
(As you jump, the floor of the living room collapses in an instant, and the entire floor sinks in, but the ghost maid, dining table, cabinets, etc. are still floating.)
(You look down.)
(Below the ground is a hot magma, if you fall you will not live for three seconds.)
(You climb up the chandelier.)
(The chandelier is so strong that it won't fall off no matter how much you shake it.)
(You touch the ceiling, and you notice that the agent left an arrow mark on the ceiling.)
(You follow the shoulder markings, there's nothing there.)
(You take off the doll and throw it in the direction of the arrow.)
(You: let's go!)
(Doll: Mud!)
(The doll flew out, but did not fall into the magma. It turned out that there was a transparent step in the midair.)
(You tug on the doll's string and bring him back.)
(You kneel on the chandelier, touch the transparent steps, and walk forward step by step carefully.)
(You look down at the ghost maids.)
(You find that they actually walk in a certain way, and maybe there are similar transparent steps under their feet. The agent must have summed up the location of the transparent steps from the dance steps of the ghost maids.)
(You leave the restaurant via the transparent steps.)
(You come to the stairs, there is a rag at the foot of the stairs, you step on the steps without hesitation.)
(You come to the second floor.)
(This is the antique collection room.)
(There are two armored warriors at the entrance of the gate. They should hold spears in their hands, but now those two spears have been taken away in advance.)
(You: Look, this is the worry-free teammate...)
(Doll: Mud!)
(You walk through the corridors guarded by armor, and they all wave their arms when you pass them. If they didn't have no weapons in their hands, I'm afraid you would have died seven times.)
(There are all kinds of antiques in the collection room, all kinds of antiques, ancient and modern, Chinese and foreign. You find that some things on the display cabinets are missing. These should be hidden traps, but the agent has helped you solve them in advance.)
(You come to the very middle of the collection room.)
(You hear a string of meaningless babbles.)
(You feel a splitting headache and fall to your knees.)
(You use psychological hints to yourself, barely resisting this wave of mental shock.)
(You find blood on the spot where you knelt.)
([Don't go in here, go forward.])
(There is also a bloody dagger next to the blood.)
(You speculate that this is the reminder left by the previous agent. He must have suffered a strong mental shock when passing by here. However, he did not choose to explore inside, but chose to escape.)
(You have grown accustomed to mental pollution.)
(You pick up the agent's dagger and head toward the center of the storage room.)
(Your eyes turn blood red.)
(Some twisted shadows loom in front of you, and you can't dispel them even if you keep using psychological suggestions to yourself.)
(This is not mental pollution, but there are so many shadows here.)
(You wave away the shadows in front of you and come to the center of the collection room.)
(There is a half-person-high booth in front of you, with a brilliant ruby on it.)
(You tiptoe and spot a line of writing on the stand.)
(【Dedicated to my dearest.】)
(You reach for the ruby.)
(The surrounding shadows dissipate in an instant, and they recondense together into a red flash that melts into the ruby.)
(You use Psychic to detect rubies.)
(You hear a string of ravings, and shadows appear again before your eyes.)
(You stop using mental power.)
(You guessed that the previous agent was not as powerful as you, that's why he couldn't get close to this ruby. In order to protect other ordinary people, he left the previous string of blood characters.)
(You put the ruby into the black ball space.)
(You go back the same way, follow the arrow left by the agent, and leave the treasure room.)
(You find the stairs leading to the third floor, and there are still strips of cloth left by the agents at the foot of the stairs.)
(You climb the stairs and walk down the corridor.)
(At the end of the corridor, there is a red wooden door with a white dress hanging on the doorknob, but the dress has been torn and tattered, leaving only two sleeves.)
(You pick up the clothes and find a special agent medal hanging on the chest.)
(You sigh and push open the red wooden door in front of you.)
(You notice that the smell in the air has turned into a rancid smell, the chopping board is full of stinky and sour pork, maggots are crawling in the pork, and flies are flying above your head.)
(A group of chefs in chef's hats and aprons chopping meat, their faces all turned upside down, with mouths on foreheads and eyes on chins.)
(They all look at you over their shoulders, smiling down at the corners of their mouths.)
(Chefs: Hey hey...)
(You hear the laughter and you get chills.)
(You lean your back against the wall vigilantly, lest those people hurt you suddenly. After observing for a while, you find that these people are all serious about cooking, and no one pays attention to you at all.)
(You follow the wall through the kitchen.)
(You find a salt shaker upside down in the corner, spilling all the salt and frost from it.)
(You suddenly remembered something.)
(There is a slug monster in the first passage, if you sprinkle salt on the slug, can you kill him?)
(You didn't hesitate, and you took the salt jar back to the black ball space.)
(You keep going.)
(You spot the footprints left by the previous agent, and you follow them.)
(You found some rags on the ground.)
(The strips are all left in your path.)
(You suddenly realize that this is the clue left by the former agent to guide the new agent. As long as you follow the mark left by him, you can pass the third door smoothly.)
(You find that there are traces of destruction everywhere here, obviously left by the agent. It seems that this agent has a good research on the agency. Not only was he not attacked by the agency, but he even predicted the location of the agency in advance. destroy them completely.)
(You go through the kitchen and into the dining room.)
(There are a few ghost maids singing and arranging dishes in the restaurant. They have no body, only a transparent head floating in mid-air, and there is nothing in the maid outfit.)
(You look around and you notice that the agent has hung a strip of cloth over the chandelier.)
(You guess there should be some kind of trap on the ground, you can only leave from the ceiling.)
(You lean against the wall, come to the edge of the cabinet, climb up the cabinet, jump up and grab the chandelier.)
(As you jump, the floor of the living room collapses in an instant, and the entire floor sinks in, but the ghost maid, dining table, cabinets, etc. are still floating.)
(You look down.)
(Below the ground is a hot magma, if you fall you will not live for three seconds.)
(You climb up the chandelier.)
(The chandelier is so strong that it won't fall off no matter how much you shake it.)
(You touch the ceiling, and you notice that the agent left an arrow mark on the ceiling.)
(You follow the shoulder markings, there's nothing there.)
(You take off the doll and throw it in the direction of the arrow.)
(You: let's go!)
(Doll: Mud!)
(The doll flew out, but did not fall into the magma. It turned out that there was a transparent step in the midair.)
(You tug on the doll's string and bring him back.)
(You kneel on the chandelier, touch the transparent steps, and walk forward step by step carefully.)
(You look down at the ghost maids.)
(You find that they actually walk in a certain way, and maybe there are similar transparent steps under their feet. The agent must have summed up the location of the transparent steps from the dance steps of the ghost maids.)
(You leave the restaurant via the transparent steps.)
(You come to the stairs, there is a rag at the foot of the stairs, you step on the steps without hesitation.)
(You come to the second floor.)
(This is the antique collection room.)
(There are two armored warriors at the entrance of the gate. They should hold spears in their hands, but now those two spears have been taken away in advance.)
(You: Look, this is the worry-free teammate...)
(Doll: Mud!)
(You walk through the corridors guarded by armor, and they all wave their arms when you pass them. If they didn't have no weapons in their hands, I'm afraid you would have died seven times.)
(There are all kinds of antiques in the collection room, all kinds of antiques, ancient and modern, Chinese and foreign. You find that some things on the display cabinets are missing. These should be hidden traps, but the agent has helped you solve them in advance.)
(You come to the very middle of the collection room.)
(You hear a string of meaningless babbles.)
(You feel a splitting headache and fall to your knees.)
(You use psychological hints to yourself, barely resisting this wave of mental shock.)
(You find blood on the spot where you knelt.)
([Don't go in here, go forward.])
(There is also a bloody dagger next to the blood.)
(You speculate that this is the reminder left by the previous agent. He must have suffered a strong mental shock when passing by here. However, he did not choose to explore inside, but chose to escape.)
(You have grown accustomed to mental pollution.)
(You pick up the agent's dagger and head toward the center of the storage room.)
(Your eyes turn blood red.)
(Some twisted shadows loom in front of you, and you can't dispel them even if you keep using psychological suggestions to yourself.)
(This is not mental pollution, but there are so many shadows here.)
(You wave away the shadows in front of you and come to the center of the collection room.)
(There is a half-person-high booth in front of you, with a brilliant ruby on it.)
(You tiptoe and spot a line of writing on the stand.)
(【Dedicated to my dearest.】)
(You reach for the ruby.)
(The surrounding shadows dissipate in an instant, and they recondense together into a red flash that melts into the ruby.)
(You use Psychic to detect rubies.)
(You hear a string of ravings, and shadows appear again before your eyes.)
(You stop using mental power.)
(You guessed that the previous agent was not as powerful as you, that's why he couldn't get close to this ruby. In order to protect other ordinary people, he left the previous string of blood characters.)
(You put the ruby into the black ball space.)
(You go back the same way, follow the arrow left by the agent, and leave the treasure room.)
(You find the stairs leading to the third floor, and there are still strips of cloth left by the agents at the foot of the stairs.)
(You climb the stairs and walk down the corridor.)
(At the end of the corridor, there is a red wooden door with a white dress hanging on the doorknob, but the dress has been torn and tattered, leaving only two sleeves.)
(You pick up the clothes and find a special agent medal hanging on the chest.)
(You sigh and push open the red wooden door in front of you.)
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