First of all, it is necessary to make clear what to bring into FB: the mission emblem (you can get one from real estate officials in major cities every day), at least 2 magic immortals (generally 1+ is enough, but I usually take 5 if I am prepared), and one blood F (bronze one will do).
Take the above items and talk with real estate officials in major cities to enter the new FB Rubik's Cube of Destiny. After entering, first make a dice exchange roll with 1 magic immortals in the furnace at the starting point (hereinafter referred to as the roll, the roll is not enough, and you can talk with NPC in any room). Then, players who go to the group ask them the status of MM, SS and WX, and then talk with the starting point NPC with the roll and the mission emblem. Finally, you will get a dice with points.
Next, let's talk about the methods used in each room.
Graded monster killing tasks
4-49 level 45 monsters
5-59 level 55 monsters
6-69 level 65 monsters
7-79 level 75 monsters
8-89 level 85 monsters
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Room 2: Dig the treasure chest (non-PK area)
Dig 5, which is very simple. NPC will dig directly after receiving the task and hand in the task after digging.
Room 3: Slaughterhouse (non-PK area)
Kill 5 strange NPCs and find the corresponding strange monsters after receiving the task. Close-range physical attack and long-range water magic attack are not difficult. When receiving the task, senior figures will be prompted that bugs that do not correspond to the names of the monsters to be killed must be killed according to the requirements of the task list.
Room 4: Hit the hamster (non-PK area)
Kill 1. Blades are all seconds. It is estimated that the intention of this level should be that there are very few monsters. Players have to compete with each other to complete the task quickly, but the result is that there are fewer people and more porridge ... The best place for ..YJ to practice BB is NPC.
Room 5: Counting apples (non-PK area)
At present, I count all the three-color balls in the sky. When I enter the door, I can stand in a corner with no dead angle and count the white balls directly and then pick them up. Most times I get the first place accurately.
blue ball options:
1.13, 14, 15-please select 14
2.14, 13, 12-please select 12
3.11, 1, 12-please select 12
4.9. 11-please select 11
----------------. 11-please select 1
three. 1, 8, 9-please select 1
four. 11, 1, 9-please select 11
or more white and blue balls,
Room 6: open sesame (non-PK area)
Kill. Except YJBB, the player's level punishment is very severe. As long as the blame is dead, all players in the room can hand in the task and kill as much as they want. If you die, NPC will pass the task.
Room 7: Listen to (non-PK area)
Crossing, there is a danger that the task computer at the NPC above is not turned on, so it is easier to run with people. Whether there are two kinds of strange active attacks. YJ who attacks seconds can use BB as cannon fodder. Let BB attack the monster behind the same column, and stop BB when it comes to the monster. The whole process is completed and BB is still alive. Prove that this road is safe. Otherwise, if you continue to change roads, other occupations will depend on yourself. Taking the initiative to attack monsters when you are near them will produce sound effects. Slowly, of course. Otherwise, it's no hurry to step back when you hear the sound. It is also a good way to turn off the game music and turn on the sound effects at this level, and then find the NPC to hand in the task after crossing.
Room 8: Bi Pinren (non-PK area)
Dig a box for 2 NPC (you need to have p>1W gold coins in the bag or you can't take the task). After digging, a box appears in the task bag. When you open the bad guy card and the good guy card, you can make money by selling NPC with 1W.
Room 9: Hold it for 1 seconds (non-PK area)
Hold it for 1w. If it's MM, fold a few meditations and then go in. After going in, run to the corner and fold meditation for yourself. 1 seconds will pass quickly. Other occupations are not so cool. Take blood F and run around after you go in. Although I have never encountered a situation where blood F can't come back, please eat steamed bread if you have it. )
There are two kinds of monsters in this room. The monster in the middle is killed by a group, and there are several monsters who patrol. The monster in the middle is immune, but the patrol monster can be killed, which is very easy to kill.) There is an unknown secret skill in this room. Many occupations can't pass this room, but after knowing this secret skill, everyone can easily pass. First of all, you can't just hang up as soon as you enter. At least you should be able to hold on for a while. Then wait for someone else to come. You can estimate the time when he comes out (MM can generally pass, that is, 1 seconds to come out, and other occupations depend on their skills). After estimating the time when he comes out, go in 1 ~ 2 seconds before he comes out, hide in the corner and try your best to survive. When the advanced person goes out, you will find the monster in the middle. But because the hater has left, and you are not within the scope of the monster's active attack, so the monster won't hit you. At this time, as long as you kill the monsters patrolling around you, there will be no monsters hitting you, and you can easily pass the customs.
Room 1: Bomb Panic (non-PK area)
Bomb Panic (a simple level, this room will give you a 1-minute time bomb, asking you to disarm it in 1 minutes in rooms 17-22, which is very easy, usually 2-5 minutes)
Room 11: Very boring (PK area)
Room 12: the fork of fate (non-PK area)
Fate, NPC takes over the task and then hands it in to get a sign, which is equivalent to a share, but it is possible to go forward or backward before and after signing. Look at RP.
Room 13: Qi Xin for 6 people (non-PK area)
Six people with one heart (either set up a team of six people in this room, and all the members of this team must be in this room. Maybe it's because there are not many people who play the Rubik's Cube, or maybe my post hasn't come out yet, and everyone can't play the Rubik's Cube. Anyway, it's difficult to set up six people here, and it doesn't matter if they don't get together. You can get through by bribing an NPC with three rolls.
Room 14: Actually, I don't want to go (PK area) to kill people.
At first, no NPC had to witness the death of one person before an NPC could take over the task and hand it in. At the beginning, there was a full-screen attack in the middle of the room and it hurt immunity. There are two trees diagonally. Do not attack but reduce the maximum life by 9%. A strange brush will be brushed near the ball. The goal of adding blood to the player in full screen is to kill one person to see who has lived long, and then watch the other person return to the starting point to watch the other person sing. In fact, they don't want to leave. After one person dies, the ball disappears and NPC takes over the task and passes the task. One person must die at this level. The ball is not attacked at first, when there are many players in the room. It depends on who has a thin skin, and when the blood monster appears, it should be killed first, otherwise no one will die. MM's ability to add blood to herself is extremely strong here. When the room is just for you, you have to wait for someone or commit suicide. When there is no one in the middle of the night, you can only choose to commit suicide. In fact, you don't want to go ... If you take an F and are strong, you may not be able to hit the ball and commit suicide. If you can't go back to the city, you can try to take off your clothes and pants to reduce your life limit. < P > Room 15: The poor or the rich (non-PK area) will win the mystery chip in one minute. < P > Dig a box for 2,
Room 16: Qi Xin War Demon (PK area)
Qi Xin War Demon (don't use Qi Xin's, just hit a monster with thick blood and high attack power. I hit YJ and MM one-on-one. YJ is very relaxed, and MM is a little tired, but it is not difficult to fight. You can pass directly if you don't want to hand in three papers. This is a big difficulty for legal professions, especially MM and YJ. YJ can't put BB here, so many YJ are very sad. Here, the legal profession should learn to run. If you operate well (if you are an hardcore player like me, I can't touch you even if you are strange), the so-called running means attacking the monster first (it is best to let the monster settle down and abuse it for a while), and then you use the skill of breaking the opponent's skill when the monster comes to attack you. Like YJ's boulder. Master's rock-breaking, firebird. M really has nothing to put, so I have to sleep. MG can stun and repel. When the monster comes over again, and your skills are not cooling down, please retreat (MM is not suitable for retreat), and then call back when your skills of breaking the opponent's skills are cooled down. This is safe and secure, and it is definitely faster than playing with your shoulders.
room 17: good guy or bad guy (non-PK area)
1W digging box 2 is the same as room 8. 1W Dig the box and pick up the task at 2 NPC (you need to have 1W gold coins in the bag or you can't pick up the task). After digging, hand over the task. After this level is completed, there will be an RP reward of 1,,.
room 18: not strong enough (non-PK area) (this is a place where you can earn strongman cards, and you can sell them when you earn them)
strongman cards need 1 strongman cards from NPC when you take over tasks, but only 9 cards are given when you come to this room once, or you are not strong enough to exercise again when you go back to the starting point, and then you will have 18 cards when you pass by this room, or you can buy one from another player with money. If it is too dark, you can sell it yourself and hand in the task after the task is completed.
Room 19 (with reward): Happy Robbery (non-PK area)
This is the best room in the whole FB. NPC will let you go through the customs directly and give you five volumes.
Room 2: Fate diverged again (non-PK area)
Same as Room 12.
fate, the NPC receives the task and then hands it in to get a sign, which is equivalent to a share, but it is possible to go forward and backward before and after signing. Look at RP.
Room 21: Monster Hunter (PK area)
Monster Hunter (Kill 2 monsters in 2 minutes. Monsters can suck blood, and their attack ability is high. The blood volume is not too high, but it is difficult to do it because they can suck blood. It is best to have many people fight together, but I haven't seen anyone else in this room at present, probably because my post didn't come out. First, fill your blood and then take on the task. Therefore, if you can break their skills, it will be better if you can stun them. If you hit two monsters, as long as it is not too slow, there is no problem.) This level is a big difficulty for legal professions, especially MM and YJ. YJ can't put BB here, so many YJ are very sad. Here, the legal profession should learn to run. If it is operated well (if you are a hardcore player like me, you can't touch it if you are strange), the so-called running means attacking the monster first (it is best to let the monster settle down and abuse it for a while first), and when the monster comes to attack you, you use the skill of breaking the opponent's skill. Like YJ's boulder. Master's rock-breaking, firebird. M really has nothing to put, so I have to sleep. MG can stun and repel. When the monster comes over again, and your skills are not cooling down, please retreat (MM is not suitable for retreat), and then call back when your skills of breaking the opponent's skills are cooled down. This is safe and secure, and it is definitely faster than playing with your shoulders.
Room 22: the treasure chest is not dug enough (PK area)
There is only one box to be dug at the NPC of Treasure Capture, and it is brushed once a minute. The box is surrounded by PK area, and often one person digs it here and leaves
Room 23: It is difficult to tell the truth from the falsehood (PK area)
This room is difficult to say, and it is not easy to say. The key depends on the skills. After reading my post, I think. Send it to the strange room first, and choose any one to fight. If it feels difficult to fight, click NPC to return to the room where you took the task, and then send it to choose a strange to fight. If it feels difficult to fight, send it back until you choose a strange that is easy to fight and kill it. )
When you were just introduced by NPC, the first moving BB must be the one with little blood. If not, please pass it out and come in again. You can basically choose the room within three times.
Room 24: The predecessors planted trees and the descendants enjoyed the cool (non-PK area)
The predecessors planted trees and the descendants enjoyed the cool (this room is super BT, and you may get five, 2. When you hand in the task after digging, you can choose whether the next person who comes to this room wants to dig 5, 2 or 1 boxes. We strongly urge everyone to choose 5 boxes. If you are good to others, others will be good to you. If you want others to dig 1 boxes, you will be the next one to come here. Isn't that harmful to others? This room also has a secret skill, that is, giving up the task will not return to the starting point. What does this mean? It means that you don't have to dig for 1 boxes, so you can give up and wait for a good person to dig for the task of putting down five boxes. I often do this. There are still many good people in the world, so I usually wait there and then play the trumpet. Great
Room 25: Longmen Array (PK area)
Crossing. Come to an NPC to take over the task and cross the minefield to hand in the task. After the mine is blown up, it will be no problem.
Room 26: Mastering Life and Death (PK area)
It is required to dig a box. There are 1 boxes in the room, and each box is watched by an NPC. If someone clicks the corresponding NPC to summon a monster when you dig a box, that monster will kill the person who digs the corresponding box. But I don't think there is such a sinister person. PS: I did it once, and I saw a rival gang and used it for an experiment. . . I'm sorry) the place where the box is dug in this room is a safe area, and the place with NPC is an unsafe area where PK can be performed. In fact, hit the monster, then pull the monster to the NPC, and then don't let the monster hit you, and dig the box in the middle.
room 27: really listen to it (non-PK area)
7 enhanced version has more dead ends. Also, check whether there are any volumes before entering
room 28: real apples (non-PK area)