Rebirth of the Seventh Peak: Conquering a World Ruled by the Fifth
Chapter 354: Catch more and run more, in a moment
"Hmm? Everyone likes to be greedy, so let's play control."
"If the parasite can't handle it, let the native one take it over and fight it. Anyway, don't even think about touching my machine."
"Now you know how powerful I, King Muzi, am. Next, watch me blow the horn of counterattack."
Due to the survivors' mistakes, all four of them were disabled and it was difficult to operate for a while.
This also gives the witch a huge opportunity. If she can seize this opportunity, the ending of the entire game is likely to change drastically.
At the same time, if the survivors can withstand the pressure and slowly adjust their status, there is still hope of a four-person door-opening battle.
After all, the progress of the last machine has reached 95%, and the survivors have great hope of winning.
The bartender and the gravekeeper had already separated and each found a place to start driving away the believers.
There are too many believers on the field now. If this continues, the survivors will not be able to strengthen the cipher machine or improve their status.
At the same time, the witch was seizing the time to switch back and forth between the believers and analyze the situation on the field.
As a result, when the perspective switched back to the legacy machine in the ruins, the witch was surprised to find that the half-status batsman actually dared to come over and force open the cipher machine.
That’s right, it was at this last moment that the witch discovered the batsman who stole the opportunity, and the outcome of the game was completely changed.
When the witch's sword energy was determined to be on the batsman, the motor progress had reached exactly ninety-nine percent.
Just that last bit and the four-person battle to open the door will begin.
Although the batsman himself does not have a big heart, even if he plays a four-man opening game, it can be said that he will die immediately.
But at least he didn't fly up and enter the door opening battle in advance, which also made the witch lose the possibility of defeating the survivors at the last machine.
From a certain perspective, this more aggressive style of play is also one of the ways to win.
You can say his decision was not good enough, but you can't say he was wrong.
The only problem was that in the end the machine couldn't be repaired, just by that one percent.
Of course, competitive games are all about results.
Upon seeing this, the witch quickly pulled the believers outside over, trying to stop the survivors from approaching.
For Muzi, this is such a rare opportunity to turn the tables, she will definitely cherish it with all her strength.
Then, the witch picked up the batsman, intending to hang him up nearby to perform a man-machine joint defense.
The batsman is in second place, and everyone outside is at low health.
If they catch up, they may not be able to rescue people in time. But if multiple people come to rescue together, the witch only needs to target the batsmen who are not brave enough and still have a chance to turn the tables.
Because of the multiple rescues, the survivors will gather together during the door opening battle and no one will stick to the door, which will lead to more people being caught by the witch.
No matter what, the initiative is in the hands of the witch now.
But the antique dealer seemed very smart and came up with a third solution.
At this moment, the bartender and the gravekeeper ran directly towards the gate, intending to stick to it.
The antique dealer planned to take advantage of the witch's killing to turn on the machine and give up the rescue.
In this way, even though it is a three-person open-door battle, the advantage will still be in the hands of the survivors.
However, in such a situation, Muzi's brain still kept working at high speed, thinking about various possible emergencies, and he still did not dare to relax at all.
When she was about to walk to the chair and hang the person up, she suddenly noticed the tinnitus that had not disappeared yet.
The next moment, the witch immediately guessed that the survivor might want to come over and turn on the machine directly.
Then, she decisively gave up on hanging the person and turned around to look. Sure enough, she saw the antique dealer who was about to run to the machine.
Fortunately, this group of witches discovered it in time, otherwise they would have been killed by the antique dealer.
The more critical the moment, the more important it is for the witch to not make any mistakes if she wants to win.
The antique dealer quickly turned around and ran away, and at the same time told the bartender and the gravekeeper that he had failed to steal the machine, and asked them to come together to force it open.
Otherwise, if there are two people lying on the ground, and there are two teammates outside with low health, and the machine has not been repaired yet, this game will be even more difficult to fight.
In order to hold on until his two teammates arrived, the antique dealer was ready to use the only stick and flywheel left in his hand at any time.
But at this moment, the believer who was chasing the antique dealer happened to have a flash in his hand.
Under the game of advantage, how could Muzi give the antique dealer this opportunity?
Everything about these Palace Seven humanoid robots is simulated, which means that under the current circumstances, they themselves are also pressure cookers.
Sure enough, Muzi just swung the knife on the spot, and scared the antique dealer so much that he handed over the flywheel.
As for the remaining stick, of course I can't hand it over if I keep it in my hand.
After all, with the supervisor's A flash, the antique dealer's stick had almost no time to hit the supervisor.
In the end, the antique dealer couldn't withstand the pressure and was knocked down by the witch before his two teammates arrived.
The batsman didn't have a big heart, so the witch chose to pull up the antique dealer first and hang him in the direction of the batsman.
Although the motor was turned on by the bartender who came rushing over when the antique dealer was hung up, in this four-man door-opening battle, one was hung up and one fell to the ground, and no one was close to the door yet.
For the survivors, there is no advantage at all, and even maintaining peace is difficult.
It is worth mentioning that now the believers on the field have been eliminated and disappeared, and there are only one native and one parasite left.
To be on the safe side, the witch will focus on defense for the time being.
While leaving one believer to guard the antique dealer, she used another believer to lead the batsman.
At the same time, in the process of hanging people, the witch would switch the perspective to the antique dealer from time to time to prevent people from being stolen.
But these top seven human-machines can also communicate, and when the witch is killing the batsman, it is the best time for the survivors to save people.
Therefore, the antique dealer was finally rescued successfully.
However, given the current situation, it would be of no use even if the antique dealer was rescued.
The witch's perspective quickly switched back, and she first knocked down the antique dealer. At the same time, her real body caught up with the bartender and gave her another believer.
In the end, after the survivors' desperate struggles, only one gravekeeper who opened the door managed to escape.
The antique dealer and the bartender were still knocked down and flew away.
It was not until then that people realized that the witch had seized the opportunity and turned a situation that could have resulted in an extra run into a situation where three players were caught.
Naturally, no one dared to question the value of this top seven witch.
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