Fantasy Game: Infinite City

Chapter 703, Floor 94 (5)



Chapter 703, Floor 94 (5)

Besides Lin Ye, there were actually quite a few mid-to-high-level players who also became 'volunteers' for the Ferdinand family. These players had their memories altered to the point that they believed they had escaped the 'strange Infinite City staff' through their own experience, skills, and abilities. Afterward, they would be sent back to Infinite City to complete their 'volunteer' mission.

As the blue light at the teleportation point completely dissipates, the players selected as "volunteers," regardless of their location, will be instantly drawn into a completely new spatial dimension—the 94th floor questline, which is still in the testing phase. No one will know in advance which corner of this floor they will arrive in, nor can anyone predict what they will encounter in the next second. This is because the 94th floor, in essence, is not a floor of a building, but an independent questline within the entire mega-duplex system. It is like a folded, multi-dimensional space, containing countless distinct areas, bizarre units, and endless unknown events. Its massive scale, high degree of freedom, and deadly danger together constitute the most distinctive features of this floor.

When the technicians and designers at Infinite Corporation were modifying this questline, they didn't follow the linear design logic of conventional dungeons. Instead, they adopted a core concept of "multi-dimensional splicing," connecting dozens of distinctly different areas with vastly different environments through spatial folding technology to form a boundless, intricately interwoven space. These areas are independent yet interconnected, with no fixed entry order or mandatory route guidance. Players can choose to explore in any direction based on their own judgment, whether venturing into the frozen frigid lands or stepping into the scorching lava fields, whether wandering under the neon lights of a high-tech city or strolling through an ancient magical city-state—it's all up to their own choices. This is the core freedom of the 94th floor. It doesn't restrict the player's movement, doesn't force the triggering of specific plots, and doesn't even set clear "failure conditions." But behind this extreme freedom lies extreme danger, because every area harbors hidden dangers, and every choice can lead to a dead end.

Alongside this freedom comes a diversity of mission types. On level 94, there is no single mission pattern, no fixed "leveling up by killing monsters" routine, and no linear "item-finding" process. Within the same mission line, various mission types—combat, exploration, puzzle-solving, stealth, diplomacy, and survival—are interwoven. These missions are randomly triggered, sometimes unrelated, sometimes mutually influential, forming a complex network. Sometimes, a player might accidentally trigger a puzzle mission while exploring ruins, requiring them to decipher ancient runic codes to open hidden passages; sometimes, while passing through a neutral camp, a player might be entrusted with a diplomatic mission by the camp leader, needing to negotiate peace with an enemy camp; sometimes, a player might suddenly be drawn into an unexpected combat mission, needing to defend against wave after wave of enemy attacks; and even more extreme, a player might trigger a purely survival mission, enduring in an extreme environment without any supplies or hints. This diverse mission design makes each exploration fresh and exciting, and also requires players to have all-around abilities, whether it is strong combat power, keen observation, excellent communication skills, or tenacious survival skills. A slight deficiency may lead to a desperate situation.

Supporting this highly challenging mission design are the well-equipped and formidable enemies on the 94th floor. To test the dungeon's difficulty and ensure the "volunteers" could fully test the cognitive modification device and dungeon mechanics, the Ferdinand family deliberately teleported these "volunteers" to areas with a high concentration of enemies. Once they rejoined their teams and began exploring, they would quickly encounter a variety of enemy units, including high-tech soldiers, magic monks, energy warriors, and fel cultists, or at the boundaries of some areas, they would encounter teams combining multiple enemy types.

These enemies come from different factions and wield different powers. They cooperate with each other while also clashing with one another, but the player is always their common target. Unlike the enemies in ordinary dungeons, the enemies on the 94th floor are not only numerous but also extremely well-equipped. Each enemy is equipped with weapons and equipment specially made by the Ferdinand family. Whether it's high-tech energy rifles, laser daggers, and protective armor, or magic staves, talismans, and magic scrolls, or fel-based sacrificial blades and corrosive cloaks, they all possess extremely strong offensive and defensive capabilities. Some high-level enemies are even equipped with auxiliary combat units such as small mechs, magical golems, and fel summons, further increasing the difficulty of the battle.

Even more frightening is that these enemies don't just rely on brute force; they can also skillfully utilize various powers such as high technology, magic, energy, and fel energy to create diverse attack methods that are difficult for players to defend against. High-tech enemies excel at ranged attacks and area-of-effect strikes. They can fire precise laser beams and powerful energy projectiles, as well as release electromagnetic pulses and nanotoxins to interfere with player equipment and corrode their bodies. Magical enemies excel at elemental attacks and control spells. They can summon fire, frost, lightning, and storms to inflict massive elemental damage on players, and can also cast control spells such as sealing, stunning, and charm to restrict player movement. Energy enemies excel at melee attacks and energy bursts. They can concentrate their energy into their weapons to unleash deadly energy slashes, release energy shields to defend against player attacks, and even detonate their own energy to take the player down with them. Fel enemies excel at continuous damage and summoning spells. They can release corrosive fel energy and withering aura to cause continuous health drain on players, and can also summon fel monsters and undead creatures to create overwhelming waves of attacks. These different types of enemies often work together: high-tech enemies are responsible for long-range suppression, magic enemies are responsible for area attacks and control, energy enemies are responsible for melee breakthroughs, and fel enemies are responsible for continuous attrition and summoning support, forming an unsolvable combat system. Even a powerful player team would find it difficult to escape unscathed when facing such an enemy combination.

Besides the formidable enemies, the sheer size of Level 94 makes exploration exceptionally difficult. According to calculations by the Ferdinand family's technicians, the total area of ​​the Level 94 questline is equivalent to ten normal dungeons, containing dozens of distinct and unique regions. These regions are scattered throughout the space, connected by narrow passages, hidden portals, and treacherous canyons. Each region boasts its own unique environment, climate, and geography, influencing not only the player's exploration pace but also the course of battles and the triggering of quests. From frigid, icy continents to scorching volcanic infernos, from bustling high-tech cities to desolate desert ruins, from mysterious magical forests to eerie fel swamps, each region is like an independent world, with its own ecosystem and rules, unique enemies, neutral and friendly units, and special events specific to that region. These elements intertwine to create the unparalleled diversity and complexity of Level 94.

The Frozen Tundra is one of the outermost and coldest areas of the 94th level. This region is covered by endless ice and snow, a pure white expanse devoid of any life. Only the howling wind, carrying ice pellets, echoes like the wailing of ghosts across the empty tundra. Temperatures here plummet to tens of degrees below zero Celsius. Ordinary equipment is utterly ineffective against such extreme cold. Players entering this area must find resources or utilize their abilities for defense and survival. Otherwise, they will quickly suffer frostbite, and their energy will be continuously depleted. Without sufficient warm clothing, energy replenishment, or means to combat the cold, they will soon be frozen solid, completely incapacitated.

The terrain of the Frozen Tundra region is extremely complex. The flat tundra is dotted with massive crevasses, sharp icicles, thick snow, and abandoned camps and ancient ruins covered in ice and snow. Most of these ruins were left by ancient ice tribes, now completely buried under ice and snow, with only broken stone pillars and walls visible, standing silently in the cold wind, seemingly telling tales of past glory and tragedy. Deep within the tundra lies a vast frozen lake, its surface covered by a thick layer of ice. Beneath the ice, enormous shadows can be vaguely seen moving, exuding a chilling aura. No one knows what lies hidden beneath the ice, and no one dares to easily step onto this frozen lake, for if the ice breaks, what awaits the player is icy water and unknown dangers.

As an extremely cold region, the enemies in the Frozen Tundra have mostly adapted to the environment. They are predominantly ice and snow-related, adept at using the cold and snow to attack, and are formidable and highly stealthy. The main enemies in this region are the "Ice Guardians" and the "Frozen Hunters," two types of enemies that combine the genes and mechanical parts of ice and snow creatures, allowing them to adapt to the extreme cold and unleash formidable combat power.

The Ice Guardians are the main defensive force of the Frozen Tundra. They are towering figures, over three meters tall, covered in thick ice armor studded with sharp ice spikes. Their heads are adorned with expressionless ice masks, and they wield massive ice warhammers that radiate a chilling aura. The Ice Guardians possess formidable defensive capabilities; their ice armor not only withstands physical attacks but also most elemental attacks, especially fire, which is absorbed by the ice energy within the armor and converted into their own power. Offensively, the Ice Guardians excel in melee combat. They wield their massive ice warhammers, each swing accompanied by howling winds and biting cold, creating a vast area of ​​ice spikes upon impact, inflicting massive damage on players within its range and slowing their movement speed. In addition, the Ice Guardians can unleash "Frost Rays," shooting a cold ray from their eyes. If it hits a player, it freezes them in place for several seconds. During this time, the player cannot move or use skills, and can only passively endure the attacks. Ice Guardians are mostly stationed in abandoned camps, ancient ruins, and area entrances. They will not actively pursue players, but once a player enters their warning range, they will immediately attack and relentlessly pursue them to the death.

The Frozen Hunters are the primary hunting force in the Frozen Tundra. Agile as cheetahs, they are covered in white fur that conceals sharp claws and teeth. Their blood-red eyes radiate greed and ferocity. Unlike the Ice Guardians, the Frozen Hunters excel at stealth and ranged attacks. Using the cover of ice and snow, they silently approach players before launching a sudden attack, tearing through armor with their sharp claws and severing throats with their razor-sharp teeth. Furthermore, the Frozen Hunters can unleash "Ice Traps," creating invisible ice spikes on the ground. Players who step into these traps will be impaled by the ice spikes, suffering massive damage and being frozen, unable to move. The Frozen Hunters are also adept at ranged attacks; they can exhale a blast of icy air, creating an ice and snow shockwave that damages players at a distance and leaves a patch of ice on the ground, slowing their movement. Frozen Hunters typically move in packs. They are extremely fast, quick-reacting, and difficult to hit. They are also highly intelligent, cooperating effectively with a clear division of labor: some distract the player, some set traps, and others deliver the fatal blow. Their sheer numbers make them difficult to defend against. Fortunately, these dangerous creatures are neutral units in the tundra; they will not attack unless provoked or their territory invaded.

Besides these two main enemies, the Frozen Tundra region also has some scattered high-level enemies, such as "Ice Wizards" and "Ice Giants." Ice Wizards are magic-based enemies; they are thin and wield tattered ice robes, holding ice staffs, with wrinkled faces and eerie blue eyes. Ice Wizards are skilled in ice magic, able to summon massive blizzards that deal huge elemental damage to players within range. They can also cast "Ice Seal," sealing players in an ice cage, rendering them unable to move or use skills, and forcing them to passively endure attacks. Furthermore, Ice Wizards can resurrect fallen Ice Guardians and Ice Hunters, bringing them back into the battle, further increasing the difficulty. Ice Giants, on the other hand, are energy-based enemies. They are enormous, over ten meters tall, covered in thick ice and rock, holding huge ice stones that radiate powerful energy fluctuations. The Ice Giants possess immense strength. Each swing of their ice stones creates a massive tremor, slamming into the ground and generating a huge shockwave that inflicts massive damage on players within its radius. Furthermore, Ice Giants can unleash "Energy Shocks," concentrating their energy into ice stones before hurling them. These shockwaves deal massive energy damage to players and knock them back. Most Ice Giants inhabit the depths of the frozen tundra and are neutral units; they will not attack players unless disturbed. However, if players disturb their rest, they will become extremely ferocious, launching a relentless attack until the player is completely destroyed.


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