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Chapter 1257: Chapter 535 The Mechanism of the Fallen Celestial Marshal_2

If both reviving healers have "fallen," it’s declared a failure.

When the Fallen Celestial Marshal’s health is halved, it will release "Falling Sun" and switch forms.

This is a "headcount check."

This skill cannot be evaded; it requires focusing and using eight group damage mitigation skills to withstand it—however, in the game Ring of Ouroboros, each player can only equip one stackable group damage mitigation skill.

Therefore, missing one person means a group wipe.

"Liberation Form·Fallen Celestial Marshal" is the second stage, also known as "Boxing King Form."

In the situation where "laser" and "falling ball" mechanics persist and the pace speeds up, he will teleport every three seconds to the nearest player and punch, knocking them back to the edge of the map.

If the first punch fails to knock back for any reason, or if the target is still within attack range after being knocked back, the Fallen Celestial Marshal will immediately follow up with two more punches. Each punch deals about eighty percent damage to normal classes, while defenders take about thirty to forty percent damage; and every eighth punch in the cycle is a guaranteed execution for non-tank classes, while tanks must rely on single-target damage mitigation skills to barely survive the "death sentence mechanic."

As long as the Fallen Celestial Marshal is approached by two or more players simultaneously, it will immediately use an ability similar to "Heavenly Return," knocking everyone around to the edge of the map, with a cooldown of only fifteen seconds.

For first-timers, it’s a hellish landscape. People flying everywhere, sheer chaos.

—This mechanism is also referred to as "the gym teacher teaching math." If you miscount the eighth punch, you’ll be hammered to death in one blow.

However, according to foolproof guide videos released by Bilibili content creators, the movement pattern of the Fallen Celestial Marshal during this phase is actually controllable—in the absence of melee classes, everyone only needs to stand on one side to avoid other mechanics, with two tanks standing on opposite ends, running forward immediately after being knocked back.

At twenty percent health, the "Mark of Sin" mechanic returns, locking two people at a time, with cooldown reduced to fifteen seconds each. Because players locked in place disrupt distances, once forced into a corner, they won’t move anymore, and the other tank will definitely be hammered to death in a corner... then you need to adapt accordingly.

And at this stage, even the best-coordinated group starts to gradually fall apart.

Fortunately, once this stage is endured, it’s manageable—when the Fallen Celestial Marshal’s health drops to ten percent, it transitions and enters the third stage. There is ample transition time to revive teammates and heal, as long as there’s at least one healer left, it’s not a wipe.

After the transition is complete, the Fallen Celestial Marshal’s name is no longer "Sealed Form·Fallen Celestial Marshal" or "Liberation Form·Fallen Celestial Marshal."

Instead, it’s a two-character name.

—[Fallen].

Just like the Fallen Celestial Marshal in front of us.

Some believe this is the hardest stage, while others think it’s the easiest. However, regardless of the perspective, this phase of the Fallen Celestial Marshal cannot allow anyone with a "weak mind" to get close.

The Fallen Celestial Marshal’s roar gradually subsides; he struggles less and less.

His recently severed left arm regenerates—or rather, it reforms into a terrifying and sinister Demon Hand made from pure darkness energy.

The Fallen Celestial Marshal’s eyes also turn into two pure black holes, with black lightning flickering within them.

"Serpent..."

The Fallen Celestial Marshal stares fixedly at Aiwass, his expression gradually calming.

His face is expressionless, whispering dreamily: "I want to see you..."

His hands hang low, seemingly without any resistance.

—Yet they cannot advance a single step.

The tidal-like and surging fallen aura emanating from him is no longer the previous "purple," but gradually becomes pure, hopeless, and untainted pure black.

The "Fallen" levitates, his feet leaving the ground.

His hands open naturally, palms facing upward.

Above his head, a pitch-black sun rises—

It looks like an illusory crown, or a halo suspended behind his head.

It pulsates like a heart—with each beat, an invisible, unavoidable light of falleness bursts forth, and its size increases with each pulse.

The overwhelmingly powerful fallen energy prevents any approach—like an extreme acrophobic stepping onto a narrow bridge over the abyss. The body instinctively resists moving forward, unable to take a step.

Taking even a slight step forward fills the heart with myriad malice.

Even Helquinn, the Wild Hunt King, his eyes vaguely turning blood-red from this aura. As evil intentions seep out, his entire body freezes motionless, seemingly about to transform back into an evil spirit—

The intangible and formless fallen aura spreads in all directions from the center of "Fallen!"

Cannot be looked at, cannot be approached. Simply sensing His presence ahead, just cognition of this archetype of "fallen," incurs wicked thoughts that should not have existed!

"—Come behind me!"

Aiwass speaks without hesitation.

He spreads six white wings, shielding everyone.

Though moving forward is impossible, retreating is an option—people come to their senses, stumbling backward.

Even if someone stands in front, the mind immediately clears.

As the next dark halo spreads—Aiwass’s mind surges with malevolence, causing his pupils to start turning red.

Though aware during the "second stage," Aiwass realized the actual difficulty in the game had decreased significantly... yet now facing [Fallen] truly, Aiwass finds it absurd—

He knows this phase’s BOSS will charge an unconditional full-screen instant-kill skill with a long cast time, while also periodically releasing a low-damage shockwave that knocks back everyone but can be blocked by the closest player. Simultaneously, it maintains the previous "laser," "falling ball" mechanisms, but this time must not be hit.

Whether due to fallen aura or other mechanisms... any damage taken will add a layer of fallen aura, randomly applying one of eight debuffs: "Stun," "Madness," "Silence," "Exhaustion," "Slow," among others.

Only when holding any three debuffs can full damage be dealt to "Fallen," otherwise, only one-third damage is possible; however, upon reaching eight layers of "fallen," one directly "falls" and transforms into a demon—this means the control cannot be lifted through revival.

Hence, the strategy is to avoid primarily two base mechanics while continually switching players to the front to block the balls. If each takes one hit without error, by the fifth layer for each, it’s nearly cleared.

—Five is indeed the Holy Number of Balance.

Another approach is to stack three layers and sacrifice two healers to block at the front without switching... after all, healing is no longer needed at this stage. And Demons heales transform into have little attack power, unable to kill a recently healed tank at full health. If the healers are all sacrificed and it’s still not cleared, tanks can be sacrificed next.

...But now, seeing this, why need eight stacked states for someone to fall?!

Aiwass barely endures the first "fallen," feeling his vision start to blur. Endless desires, hatred, fury, sloth, and lust surge from his heart. His body stays still, narrowly avoiding acting out of control purely because the conflicting cacophony in his mind forms a balance.

It feels like numerous voices chatter in his head, akin to the incessant recollection of a "brainwashing song," only a hundred, a thousand times stronger! To the extent even normal "thought" gets instinctively blocked by the brain... freewёbnoνel-com

"—I’ll do it."

Saint John’s gentle yet firm voice echoes.

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