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24层魔塔攻略(24 layer tower Raiders)

2017-09-30 10页 doc 37KB 55阅读

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24层魔塔攻略(24 layer tower Raiders)24层魔塔攻略(24 layer tower Raiders) 24层魔塔攻略(24 layer tower Raiders) With the raiders from others, but I think that as long as the attention to blame the attack than the anti high, that should be the case, as long as the case is greater than or equal to the strange att...
24层魔塔攻略(24 layer tower Raiders)
24层魔塔攻略(24 layer tower Raiders) 24层魔塔攻略(24 layer tower Raiders) With the raiders from others, but I think that as long as the attention to blame the attack than the anti high, that should be the case, as long as the case is greater than or equal to the strange attack, his strange proof is greater than the Raiders, no injury to a wild, of course, killed in the big bat, beast man, the poison bats, the former should pay attention to more of less, because there is no injury play wild, and what a close add which can reduce the blood loss (this is also very easy to understand), so you can never add blood to play all the time, following a detailed strategy for others The first thing to note is that there are hidden bars in this game, and you can enter 16F in 25 minutes. I am not an expert, tried several times, there is no way to go up to 16F at this time, so I used the method of modifying the time. This is very simple. It can be modified in the "control panel". Remember the time the game starts and don't make it more than 25 minutes when you change it. AP AP 1, a direct attack on the 3F sword. The sword in the upper left 3F room, take time only kill a red slime to get on the line, another first don't move. AP 2, 3F to the lower right of the room is only kill a red slime, removed all the treasures. AP 3, go to the store, and prevent. When the red slime cannot damage a drop of blood, kill. Small bat which was 4, left the room should not move, because it will hurt blood, directly to the four floor, kill the first small bat, just enough G, then back to defend, bat is not threatening. AP 5, 1F left the room to the door, kill the skeleton, take all the treasures. Which was 6 3F, the monster to destroy the whole, then only the first to the four floor at the bottom of the black slime, gold should be 26, plus anti back. Which was 7 5F, has been killed, small bats get needless to say, the other should not move, open the blue door around 6F, and then open the door to two 6F below the 7F fan - kazakhstan! There is a big treasure house in front of us! Don't mention it. Eat it all. Be careful~ From now on, can not eat the blood first don't move! This is very important! AP 8, the back of this 3F attack, and then back to the 1F on the left, and the skull skull to kill soldiers to get back to the 5F sapphire, kill a black slime, and G, and attack. AP 9, back to the 5F, get rid of the primary master, the left most easily get ruby, destroy right channel in the small bat and the skeleton, and the rest of the soldiers left 1F to wipe out the skeleton, to view the properties of treasure. Oh, it's much easier. On the way back to 5F, which was 10 in the 3F attack, destroy large bat 5F left below. In the following mysterious old man can use experience to change offensive and defensive and upgrade, 30E change 5 offensive or 5 defense, 100E level 1 (5, +5, anti +1000HP). I never upgrade, because careful calculation, upgrade is not cost-effective, the entire game does not need to add life, upgrade, then waste 40E, so has been able to improve offensive and defensive. Which was 11, in the elderly with a case (more than 40 lines, so the skeleton soldiers can hurt you, all the rest) and attack, out of two skeleton soldiers annihilated outside, so he can go to the store with an attack. Which was 12, then add 1F, destroy the right room all the monsters, plus an attack. AP 13, right back to 5F, kill the animal on the dough, then remove the shield, the primary mage is non threatening, quanmie. AP 14, the offensive some trivial, very troublesome, the following order for reference. The hands of the E and G attack, defend, destroy 5F large bat and 6F, E, G and attack; return 4F, destroy the door beast man, get two rubies, continue to attack; to kill a 7F, skull leader, remove the ruby, add to 4F, destroy the attack; the two beast man, and attack; destroy 5F beast man, and attack; kill 7F Skull Leader, 8F and kill bats first, and attack. AP 15, well, finally turn to the primary guard. At this time, if the blood is not enough, you can add some, in order to avoid mistakes, just enough to fill the line, and later do so, Don't make up many times at a time. Destroy 4F's primary guards, kill the big bat at the door, and get the sapphire, so the big bat doesn't have to care about it, destroy it. AP 16, the hands of the E, G for attack, enough to fill the blood, red bats kill 4F, rescued the thief. The thief will help you open the iron gates of 2F, and the treasure house will be opened! But don't get too excited, light gems and keys, do not move the items. AP 17, E, G and anti 1F, left a beast man, now you can do nothing, out of. AP 18, 8F, red bats kill in the way of using G, plus an attack, the remaining E, G replaced all anti. AP 19, to kill 8F, linen mage. Senior mage in addition to the original attack, there are additional attacks, linen master is 100, red mage is 300, more trouble. AP 20, killing all the way up, eat no sapphire, Skull Leader threatening, so the passage on the right side of the 8F can eat ruby, to kill the monster. The left channel has a linen mage in the way, not to worry, 9F. Which was 21 9F, two door on the right, go in, killing, key. Go back below and apply to 120. Go back to 9F, open the bottom blue door, kill the linen master and the stone freak, turn left and take the sword. Do not damage and can kill the strange kill, and each layer of linen master also kill, go back, 6F have two senior master, and then there is no problem, kill. AP 22, to 5F, to buy two red keys to the merchants. Then change all of the E into defense (when G does not move), then guard more than 150, the primary guards also OK. AP 23, 6F, open the Red Gate, junior guard, precious stones, and then go back to E with more than 160 anti, anti, red bats also fix. Again, on the left side of the room, killing, flying feather level. The room on the right only takes the key, and the rest don't move. AP 24, killing all the way up, not damaged and can kill the monster kill (including linen mage). AP 25, to 10F, the bottom of the room, do not say it, kill with light. AP 26, 11F stores to fit than the 3F store, so you don't have to go to the 3F. Below, regardless of E or G, add 250 to the attack and the rest to the attack. AP 27, back to the 6F, kill the king without a drop of blood, get 300G gold. AP 28, at this time, the school added to 370, plus other proof. To 2F, that is, to get rid of the ha, the steel sword (of 30) and (30) steel shield. Then the top one, take all! AP 29, E are replaced by anti. On the 9F, first remove the red mage, take the red, sapphire, and then go up to kill the beast warrior, get the "wind of the compass."". This can jump at all levels, save trouble! AP 30, now HP little left, right? If there are many left...... Then blame yourself. The White Knight will eliminate 25% of your HP, so the higher the HP, the more you disappear, this is why you don't eat blood reason. In fact, there's plenty of blood, and that's OK, but it's not nice to see them disappear and HP! Now it's over 300, and HP is down, so get rid of them! 7F and 8F light, but 7F don't take the first cross (on the left side of the entrance is that), or they can not enter the hide off. After this, still not bad blood anxious to eat, because there is such a monster. AP 31, from now on, E should not move, G and defense, the time is not enough to just use E. - added to 350, two is to destroy the 13F. Which was 32, added to 450, the rest were replaced by the attack, destroy all monsters below 11F floor. AP 33, now 11F. The first open on the right side of the gate, preventing in more than 560, the rest (and attack conditions allowed to attack plus all attacks, if you don't, you have to endure a long time Daguai). No problem at all. Destroy the monster on the right, get the shield and all the keys. AP 34, 12F, open the door, no damage and destroy are eliminated. Which was 35, to 620, together with the rest of the attack, doppelsoldner can destroy, Clean the bottom two doors of 11F and 12F. Which was 36, with 590 anti attack, added to 680, hit 12F on the left side of the room, where merchants buy keys, temporarily ignore him. The blue door, which was 37, 13F do not open, or to waste a key. So, attack 650, prevent to 750, kill the gold captain, turn from the left channel. The red inside, kill the following night guards will reach the mysterious man. More cost-effective than E 5F and exchange of offensive and defensive, or suggest not to upgrade, plus only offensive and defensive. AP 38, of over 900, to prevent 980 to 14F after playing on the left the door, a road destroyed the 15F down again, can kill the right. Don't tell me you can't go downstairs without opening another door! What's the compass of the wind for you? Can not open the door will not open, the key is to change. Be careful~ Remember, 14F's holy water pot doesn't touch, that can double the HP and leave it to the end; and, when it comes to 15F, keep 500G and 500E in your hand. AP 39, 15F has no enemies, only two NPC, left 500E for God (of 120), the lightsaber with 500G (120) for star shield. If I remember correctly, if the first E is not enough, the second time to go, the sword can only + attack 110, will be less than 10 points. Shield okay. Which was 40 16F, there is a red devil, now you can easily, but after the defeat it, the whole tower monster ability will be enhanced, so to make it before the 1-15F has failed to destroy the monster clean. Which was 41 12F, the right side of the room under the master is also HP's monster, you can drop 1/3 HP at this time, not too much, destroy it. When you get the hoe, go back to 4F and find the thief. He'll help you get 18F's way through. If you want to see where the 18F is blocked, you can also put it up to the 18 floor and see what happens later. Which was 42, increased to above 1300 and passed the 17F. Look, there are two red keys in your hand. 18F should be used. If you don't, don't join in the attack and defense. Give money to buy it. Which was 43 18F, a princess, the princess dialogue, the road to 19F will appear. Which was 44 19F, red devil, and in more than 1333 on the line, Ming Ling Lord and defense values are random, so you look after the decision of your own defense ratio. The sword of 19F +150 attack, +190 shield defense, hit two red, then play the devil Ming ling. It's time to go to the fairies, but it's OK to not go with your present abilities. Fairies can raise 30% of the value, so save it until the end. AP 45, 20F is very easy, is playing the last guy, do not eat the blood. Which was 46, then clean it again monster, you have missed the. Then have 4 hands red keys and 6 other blue key, you can easily handle, bought a 12F businessman for money. E and G are all converted into offensive and defensive, there are a small amount of words, but also to the following 3, 5F are replaced. Attack / defense ratio should be assigned at will, but at least 1800. AP 47, 7F to take the cross, and then to 0F to find a fairy fairy will enhance the value of the 30% of you. If the cross is not given to the fairy, the road to 21F will not appear. AP 48, all ready, 21F, in front of two guys will eliminate your HP, but not, anyway, you will not die, for your Lord Ming Ling injury was 0, get rid of it, 22F way out. A fairy which was 49, at the entrance of 22F, 23F has three rooms, at around 22F and in front of each have an entrance. It is recommended to go to the left room first, because there are all the attacks, the attack value is increased, and the playing time will be saved. Your blood should not be much left. You can use it right away. Each room has feathers around each of two small, in front of two large, recommended to eat do not worry, because each room has a HP monster, destroy the first to enjoy. When I finished the two rooms around, HP was only 14, huh, huh?! In the front of the room must eat blood, in order to reduce losses, kill on both sides of the meditation master, Then kill the devil around the side in front of the a (here to eat a lot of pots, the inevitable waste), open the Red Gate, the other one is solved. AP 50, now can thoroughly clean the battlefield! Down over from 14F, to eat, eat blood, holy bottle, your HP is doubled. Then add attack and defense. If you can do it well, please put it at 4980, and add all the others. AP 51, 23F, destroyed three rooms in the front room when the devil, that don't impulse into the gate! Take the rod and go to the fairy. Then change both E and G to attack. AP 52, the last moment, 24F. As a rule, destroy the mage first, and then eat the treasure. If you do as the front, the defense should be just 5000, BOSS can not hurt you, hit dozens of it, OVER. The game is over. In accordance with this routine go, attack and defense can reach 5000, if there is deviation, the attack will reach 4850 at least, HP, about 4W~5W.
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