How to survive the three clowns in Labyrinthine. How to survive the three clowns in Labyrinthine . How to survive the three clowns in Labyrinthine? Many players are still not sure about it. The editor has compiled relevant content and hopes it will be helpful to everyone.
A guide to dealing with Labyrinthine clowns
New monsters added------Map Monster----Three Brothers from the Clown House
red clown
Running speed: fast
Vision range: Medium, it will be locked when seen from the front, and the charge will be triggered after a few seconds.
How to find out: The red clown has strange footsteps, which is the most obvious of the three clowns when it moves.
Monster characteristics: The red clown is the tallest monster in the picture. If you are far away, you can see his eyes glowing red like a pig's head. But when you can see him glowing red, you have almost already been seen. The red clown will First pretend not to see it and stop. At this time, you can even walk by, but after a few seconds he will let out a huge laugh and start charging. When the red clown follows the person to the safe area, there is a chance that he will find one outside. The cat gets up and squats on people. When squatting, the red clown will lower his head and pretend to sleep. In fact, he is hiding the red light in his eyes.
How to deal with it: Run away when you see the red clown. Because of the red clown's ability to pretend to be invisible, you can use the red clown's charge to quickly distance yourself before launching, causing the red clown to quickly lose sight. During the charge, he will infinitely lock on the first person he sees. After the charge ends, if there is no one in sight, they will return to the wandering state. Unless you are stuck on a dead end, it is not recommended to pass by the red clown while he is pretending not to be seen, because this will consume part of the escape time. Due to the nature of the red clown squatting, be sure to carefully check the slightly recessed paths before going out.
New monsters added------Map Monster----Three Brothers from the Clown House
white clown
Running speed: same as human
Field of vision range: Medium to near, shorter than the red clown's field of view. Medium to near triggers pursuit, too close behind triggers pursuit.
How to find it: The white clown has almost no footsteps and must be distinguished by the naked eye.
Monster characteristics: The white clown cannot chase people under normal circumstances, but the white clown takes a shortcut to intercept people, so if you are chased, don't run around and look for a safe area, otherwise the white clown can chase very long distances. The white clown not only roams around, but can also hide on the ceiling. There is a chance that the white clown on the ceiling may have a bug, that is, it may disappear without chasing after it when it comes down. After the white clown catches someone, it takes a very long time to kill. Teammates can wait in front and back. After the white clown kills the person, one of the teammates will pull the slow-moving white clown away, and the other will pull up the teammate.
How to deal with it: There is no threat when the white clown is wandering, because it moves slowly, and it will be fine just like a group of mummies hanging behind it, as long as you don't get into a dead end. When the white clown is hidden in the ceiling, he is hidden in the ceiling. When running the map, pay attention to look up to see if there is a sealed opening. If you see such an opening, you must run to it. Anyone who walks past will be instantly killed by the falling white clown. But the person running past just missed him. If the white clown wants to escape, it's best to find a safe area.
New monsters added------Map Monster----Three Brothers from the Clown House
Green Clown (cannot move variant)
Running speed: extremely fast
Field of vision: None. Moving at medium or short distances will trigger alert. After alert, continue to move and trigger pursuit.
How to find it: When it is nearby, there will be a clown giggling. When it is close, it will return to the immobile sound characteristics. When it enters the alert, it will light up all over the body and make a warning sound.
(Compared to the original version which cannot move, it is much quieter)
Monster characteristics: It is almost the same as being unable to move, but its voice has changed. It becomes very quiet when walking, but it will make a clown laugh. The walking sound is similar to that of a red clown, so you need to distinguish red clowns and green clowns through their laughter.
How to deal with it: If you find that you can't move, don't move if you get close. If you stand in the middle of the road and you may be killed by a wanderer, squat and move to the side. The first time he turns on the light and roars is an alert. After turning off the light, the alert is released, etc. After turning off the lights and moving again, he will return to the alert state, so you can move a little, stop, move a little, and stop until you move to a safe position.
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