Navigate the East Rooms in Resonance of Fate, including strategies for Pistol Dwellers, Machinegun Gears, and the Tesla Tortoise boss.
Room 4 - Green
Enemies: Stray Cur Lv 5 x1, Outcast MG Lv 7 x1, Pistol Dweller Lv 6 x2
The Pistol Dweller requires you to first remove its protective barrel casing before attacking the dweller itself. This area contains Drum Cans. Start with a hero run going straight ahead to target the Dweller and then the Stray Cur in the top left corner. Follow that up with the HG (Hand Gun) user who can target a Drum Can, blowing up the dweller and then the cur. Alternatively, stay behind the first bunker and go directly for the nearest Drum Can when the dweller is close by. Use the terrain to protect everyone.
Room 5 - Pink (Sealed Room)
Enemies: Pistol Dweller Lv 6 x3, Machinegun Gear Lv 13 x2
This is a confusing room with limited clear space for tri-attacks. Bunkers are located on top of two of the box walls, requiring you to walk up ramps or hero jump to reach safe positions behind them. Pistol Dwellers are useful here as you can quickly replenish bezels (a resource used for special attacks) by attacking them. One Machinegun Gear is at the far end of the room; leave it alone until you have defeated the other one. Ignore the dwellers and use them for bezel fodder until both gears are defeated.
Warning: Never do a hero action with just one bezel left unless you are certain the path is clear and you will defeat the target. Take your time with this battle, plotting the course and checking enemy positions.
Room 6 - Turquoise
Enemies: Stray Cur Lv 5 x2, Outcast MG Lv 7 x2, Outcast STG Lv 7 x1
Gold Box: MG HIGH BARREL x1
Bronze Box x2: ENERGY HEX 1 x3, MULTI-AID x1
Before engaging, ensure you do not have Metal-Coated Rounds equipped to your MG, as it is a waste on these enemies. From your arrival point, there are two curs directly ahead, and two outcasts lurking in the shadows to the left behind a bunker, with another hidden behind the far wall. One strategy is to hero run and jump straight ahead, targeting one cur and jumping over the far wall. Then, kill that cur with the HG and tri-attack the outcast to kill him too. The other two enemies will not move until these are dealt with.
Open the boxes for your reward. Return to the Pink room where the same enemies have respawned. The exit to the yellow room is now straight ahead, but there are two gears in the way and only one Pistol Dweller this time. One way to tackle this is to hero jump with the MG and target the top of the wall next to the visible Gear, then use the HG on it to destroy it or follow up with a tri-attack starting with the MG. After that, go for the second gear, using the Dweller to add bezels if needed.
Room 7 - Yellow
Enemies: Dwellest Lv 12, Machinegun Gear Lv 13 x1
Bronze Box x2: ENERGY HEX 1 x3, FIRST AID x3
There is a wall with a bunker directly facing you and another bunker at a right angle to the wall, providing additional protection. The second Gear is close to it and might move around the bunker; if so, go for it first. The Dwellest is a large enemy that throws fire grenades. Target the drums next to the enemies to blow them up quickly and use the bunkers to shield everyone.
After this, you should have plenty of scrapped guns for other missions and might be low on Metal-Coated Rounds. It is not worth fighting your way back to the junction at the orange room from here. Use an Escape Hex to leave and return to Ebel City to save and rest before completing the rest of the dungeon.
West Rooms
Room 4 - Blue
Enemies: Dwellest Lv 12 x1, Pistol Dweller Lv 6 x1
There are plenty of Drum Cans in this room, along with protective walls. You will see one right next to the Dwellest from your starting position. Start with an HG user and send them running to the left of the area, firing at the drum can. The first one should destroy a dweller even if the large enemy moves away from it. Then, you will automatically target the next drum just to the right, and with luck, that will nearly kill the Dwellest. Finish him off with the second HG.
Room 5 - Red (Sealed)
Enemies: Machinegun Gear Lv 13 x3, Stray Cur Lv 5 x2
Gold Box: ESCAPE HEX x1
This room is not simple with three gears, although there are two drum cans again. Both sides of this room have a metal cage that blocks movement, and there is less protection with only two bunkers. Gears and curs can move fast, making it difficult to defeat them before they damage you.
Move to shelter behind the first bunker and wait until the cur and gears are closer, then target the left drum and hope to damage the enemies as much as possible. You could use grenades when the gears bunch together, but it is tricky if you are still behind the bunker.
Run with the MG out to the left side of the area, firing at one gear, and then finish that one off with the HG. After that, do your best, using the other drum or even setting up a tri-attack, although it is awkward due to the obstacles. Keep an eye on your bezels; if they are down to 1, stand and shoot if they are down to 1. That usually sends the gear into the air, stunning it and giving you an advantage.
Room 6 - BOSS (Green exit)
Enemies: Tesla Tortoise Lv 28
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