Prev
Ch. 4786 / 503895%
Next

Chapter 4786

~11 min read 2,171 words

The agent's second skill is running, more precisely, a burst start. When a ghost is within a certain range of him, he can start at double speed. Even if he is attacked by a ghost, this multiplier can increase to three times, which is almost no different from an instant blink.

His third skill is lockpicking, which basically means he can open any door he encounters, regardless of whether it is locked or not. The most interesting part is that he can create lock traps. The locks he has picked will spray out corrosive liquid, which will slow down the ghost's speed, making it a soft control skill, very suitable for playing door tactics.

The focus of the entire skill set is their racial talent. In the previous round, the racial talent was human, which meant that when they gathered together, they could restore a certain amount of mental points. But because they could not gather together, and their time to talk to other humans was also very limited, it had no effect.

However, in this round, the racial talent almost changed the entire gameplay of the game. The five players' talents are all "Gambler", and this new racial talent brings a completely new system, namely the economic system.

All Gamblers come with five chips. Chips can be used to start games at different gambling tables or gambling machines. In the game, they can obtain rich props and key clues.

And if the chips are used up but they still want to continue gambling, they can find a chip exchange machine and use the items in their hands to exchange for chips. This includes valuable items found in the casino, as well as their own health points, that is, exchanging blood and wounds for chips.

If nothing unexpected happens, there should also be five similar seal-like items this time. Completing all of them means the Gamblers win; otherwise, it means the house, Arkham Batman, wins. And whatever they can obtain in the gambling games and machines will be beneficial for completing the mission.

This is equivalent to adding a mall to the ghost-catching game, where they can rely on finding money in the map to buy things, exchange various props, etc., to strengthen themselves, making it richer than before.

After reading the introduction once, the agent roughly understood what was going on. If nothing unexpected happens, these gambling games and machines should be placed in some dangerous places, meaning they have to play games and gamble while being on guard against ghosts coming to catch them. This is truly heart-pounding.

However, with his running skill, when a ghost comes, he can burst start. He knows the map of this kind of game, and there is absolutely no possibility of a complete dead end. If the window is not an exit, then at least there are two doors.

In fact, apart from some private boxes upstairs, in reality, there basically won't be any place that can block a door and prevent everyone from leaving. Because the casino is not entirely safe either, if there is a hostage situation, the kidnappers blocking the door would be troublesome. Places like staff lounges or kitchens, for example, have at least two or three doors.

The agent thought about it, and being born in the first-floor lobby also has an advantage: this place has no small rooms, and most areas are open in sight. With his burst start, he can dodge ghosts and buy time for his teammates.

Thinking this way, the agent left the restroom. He walked along the corridor and cautiously glanced into the lobby. This is not a brand-new casino; the entire lobby looks as if it has been swept by a tornado, not only did the chandeliers fall down, but the tables and chairs are also overturned, various gambling equipment is scattered all over the floor, and the lighting is very dim.

This made the agent somewhat hesitant, because if the visibility is poor, the risk of dodging ghosts increases. He needs to first familiarize himself with the terrain here to ensure he won't be caught.

This lobby is very large, looking at least half the size of a football field, and at a glance, the end cannot be seen. Moreover, both upstairs and downstairs, there are sunken circular areas and raised areas, seemingly to distinguish different games. There is also a buffet and beverage station, and the agent happened to be there when he walked out.

As the agent walked this way, he hadn't even had time to look closely when he heard movement on the stairs behind him. The agent made a silent roll and directly hid behind the dessert counter, cautiously observing that direction, and then saw an extremely tall figure walking down from the stairs.

The agent gasped inwardly. Looking at Arkham Batman usually doesn't feel this oppressive. Arkham Batman is indeed very strong, and among the entire Batman Alliance, he belongs to the big and bulky type. Adding to that, his metal armor is much heavier than that of other Batmen, which can be described as standing out from the crowd.

However, the guy walking down looks like a outright giant. The sound of armor rubbing makes one's teeth ache, and his eyes, shadowed by the bat mask, are flashing with blood-red light.

"Is this right?" the agent silently asked the game designer in his heart. Although asymmetric competition is meant to strengthen the side with fewer people, have you not considered that Batman in reality is just a supermodel monster, and yet you still strengthened him, and still let people play?

The agent complained in his heart. However, due to his extremely fast reaction and the sufficient distance between them, Arkham Batman did not see him and walked toward the other side of the stairs.

The agent certainly would not be foolish enough to shoot him at this moment. Now it's not even a question of whether he can kill or even injure him. Whether the small pistol's armor-piercing bullets can penetrate his armor is still a question mark.

The agent sighed. He originally thought the script was 007, but now it looks like a battle against aliens. Where is Superman? Superman, come save us!

Just as he said "Superman", Superman arrived. To be precise, the person didn't arrive, but the voice did. Because a tragic cry came from the other side of the lobby right on time. It looks like Superman hid slower than the agent.

But soon, there was another flash of red light, almost illuminating the entire lobby. The agent looked over in some surprise. No, how come there are still laser eyes? This has truly become a battle between aliens and iron-blooded warriors.

While the agent was hesitating whether to go over and help, he heard a loud shout: "Stop!"

The agent looked over in some shock. Are we playing a ghost-catching game? Shouldn't this be a variant of hide-and-seek? How come someone is fighting the ghost head-on?!

And indeed there is. Only heard a "bang", then a series of very rapid footsteps, not knowing who is hitting whom. Anyway, the agent hid behind the dessert counter and just saw two black shadows, "whoosh" past. And that tall figure also chased after them not long after.

Immediately followed by another "bang", a table was pushed over, and Arkham Batman was blocked. The agent saw clearly this time: Matt, running in front, directly gave Arkham Batman a stick, knocking him out.

The agent covered his forehead. Matt, you lawyer, are really brave. You dare to go up and hit him like this?!?

Wait, Matt can't see. Even if he has a mind's eye to sense things, without eyes, he cannot sense some atmospheres, so naturally he doesn't fear. Batman's tactic of making himself the embodiment of fear to intimidate criminals is useless to him; it's purely winking at a blind man.

Arkham Batman also discovered that Matt's stick technique seems to allow consecutive strikes, that is, the more he hits, the faster he gets. The more Batman chases, the more Matt uses him to rack up combo numbers, making it easier for Batman to be hit. Although ghosts are invincible and won't be beaten to death, taking hits is completely a waste of time.

Arkham Batman chased and chased, then stopped chasing. He stood in place for a moment, then suddenly, as if he had seen something, walked straight in one direction.

The agent had a bold idea. Anyway, he has burst start, so why not follow up and see what Arkham Batman is looking for?

Say do it, then do it. He silently followed behind Arkham Batman, and Arkham Batman seemed eager to go to a place, possibly having noticed him, but also didn't bother with him.

They passed through the lobby, first arriving at the restaurant on the other side, and then from the restaurant to the kitchen. The lights in the kitchen are very bright; this place obviously has independent lighting, so the agent immediately saw Lucifer playing the slot machine there.

Although I don't know where the slot machine in the kitchen came from, nor how Lucifer can be so leisurely, the agent knows that if he doesn't save Lucifer, he will die right here on the spot.

After Arkham Batman walked in through the door, Lucifer finally saw his shadow, but by then it was already too late. Arkham Batman is now about three meters away from Lucifer, almost face to face.

Lucifer turned his head, gasped, and tried to run. But at this moment, Arkham Batman had already made a move; although I couldn't see what weapon he used, his hand had already been raised. The agent directly rushed into the kitchen, raised his gun, and aimed.

"Bang!"

After being hit, Arkham Batman felt dizzy for a second and staggered a step in the opposite direction of the bullet's trajectory. Lucifer took the opportunity to dodge to the side and then quickly ran to the back of the island counter.

Only then did Lucifer's eyes also flash with a hint of red light. Suddenly, several ghost hands appeared under Arkham Batman's feet, immediately tripping his steps. Lucifer took the opportunity to slip out of the kitchen through the side door, not forgetting to shout to the agent: "Run fast!"

The agent ran faster than anyone. He directly ran out through the door he came in from, but still felt amazed that this casino is truly a gathering of heroes, with hidden tigers and dragons. One is an iron-blooded warrior with glowing eyes, one is a double-flower red stick immune to fear atmospheres, and now even a Satan who can use magic has appeared. And what about me? I am just an ordinary agent whose skill is running.

However, the agent also had some doubts: Arkham Batman's skills don't seem very strong; is it only his appearance that is intimidating?

But soon he had no time to think about these, because he saw a table emitting a faint light. This should be the place to start the gambling game. The agent looked; this table is in the side hall next to the lobby, seemingly used for holding some activities. This table is the one in the corner, and it looks playable.

Because he has burst start in hand, the agent is not too worried about Arkham Batman coming after him, so he directly walked over and threw in a chip. The game started instantly.

This time it was 21 points. However, the chair opposite him was pulled out of thin air, as if a ghost were sitting opposite him playing with him. Only see the cards, not the person.

In the agent's hand was a 7 and an 8, totaling 15. This number is actually a bit awkward; drawing another card would easily cause a bust, but not drawing would be a bit low. The agent gritted his teeth and decided to draw another card. As a result, a 10 came, and sure enough, he busted. The opposite side easily won this round.

The good news is that this game allows best of three; the bad news is that the agent hasn't won a single round and quickly lost a chip.

Not only him, but also Lucifer, who was found again at the slot machine, and Matt, who was found similarly at the gambling table playing Texas Hold'em, all looked somewhat gloomy at the blood-red "Failure" characters in their field of vision.

But Arkham Batman revealed a smile of strategic planning. In his field of vision, his first skill extended three red lines, firmly binding to three bright machines.

"Presidential Order: The President orders the casino person in charge to lower the winning probability of gambling games. At the same time, bind up to three gambling facilities, making their failure probability increase by 50%. All chips lost by Gamblers when using these facilities are converted equally into 'Presidential Prestige', with each chip adding 10 points."

?? Wits and courage

◈

End of Chapter

Prev
Ch. 4786 / 503895%
Next
Prev
Ch. 4786 / 503895%
Next