Quetta Dojo is the fourth dojo through which players pass by playing Tested. This dojo becomes accessible after you enter the third island of the game, Turkey. Metal Dodo is a home for the Tints of the crystal and toxic type and is the place in which the memories and the spirit of Turkey are stored. Not necessarily a safe place, but the tamers like it more than anyone else.
- How to go through a crystal maze to get to Metal Dodo
- Teem Fair
- The best tone to defeat Yarn
- How to defeat Yarn in Tested Quetta Dojo
If you ever tried to go through any dojo, you may know that most of them are confusing and rather puzzling. This is due to the fact that they have their own set of layers and requirements that players must fulfill in order to eventually meet with the leader.
But do not worry anymore; Below we described exactly what you need to do to solve a puzzle in order to get to the leader of Metal Dodo and defeat Yarn.
How to go through a crystal maze to get to Metal Dodo
As in any labyrinth, we recommend that you be prepared to meet with the tamers that you will encounter in your path. Unfortunately, in fact, there is no strategy that will help you avoid danger when solving these puzzles, so it is better to prepare in advance.
Now that you know, let's go into the riddle. Firstly, go straight to the dojo and go along the path to the north. Here you will see how two bumpers change their corners every second. When the bumper turns to you, take a step towards him, and he will throw you north.
Now go down to the stairs located in the direction to the west. From here look to the south, and you will notice three lanes.
Go through the middle lane and head south from this point. Here you will find the tamer you will need to fight, so do this to clean the coast. Continuing to move in the middle lane, go to the right.
Having met a bumper here again, use it to bounce to the north and land on the next island. Here you will meet a torn tamer without a shirt that you will have to fight. When you finish this, go to the island in the West, and then turn face to the north.
Use the corner bumper and wait until it turns to you. Wait a bit, and then use it to bounce left, right and upwards to the north. Here you will encounter three tamers that you need to kill. Now go north.
From here go to the right and use the bumper to move north. At this moment, you will bounce on different bumpers until you land on a narrow path. Then again go north from here and wait until the bumper sinks, and go to the north.
You will have a second series of constant rebounds from various bumpers, and then you will find yourself on the stairs, which, finally, will lead to Yarn.
Teem Fair
Below is the Yarn Tested command, which initially consists of 6 creatures and their specifications.
mix
- Level: 33
- Type: Crystal/Mental
- Weakness: fire, earth, digital, crystal
Poland
- Level: 36
- Type: toxic/wind
- Weakness: electric
Madrid
- Level: 39
- Type: Earth/Crystal
- Weakness: close battle, water, nature, earth
Gazump
- Level: 34 Type: electric / wind Weakness: Crystal
Noksolotl
- Level: 35
- Type: toxic
- Weakness: wind
Shrine
- Level: 35
- Type: water/crystal
- Weakness: nature, close battle
The best tone to defeat Yarn
Here are our recommendations for throwing Tested in Quetta Dojo.
Lubricants: Our first recommendation will be Smaze, which ultimately evolves in Baboon. This is a great Tested and refers to the Melee type. He has strong SPD and ATK, and he works best against Shrine.
Chuck: This Tested is good against My. This is a mental creature with a decent attack and protection. In addition, he can play very well against his opponents with his incredible Speak.
Such: Such is becoming a great choice against all weak beings against near-fight and neutral type. In general, it is a high performance being that causes trouble, even when it is on the opposite side.
Village: Viplampus copes with attacks like Earth and uses attacks like water and wind to deal with its enemies. You can use it against My, Axolotl and Madrid.
Halls: The last Tested, which we would recommend, will be Goals, which is quite stable against Gazump. This is one of the most powerful creatures of the crystalline type, which has excellent speed and attack. In addition, his shock techniques Kick, Glass Blade and Drill are remarkable.
How to defeat Yarn in Tested Quetta Dojo
In order to successfully defeat Park, players must remember the weaknesses of her team and what attributes they lack. Judging by the general appearance, the Yarn team suffers from a lack of effective attacks in close combat, wind and water.
Therefore, when the battle begins, make sure that you use a pair of TEM TEM, which can cope with a lot of poisoning, and also cause great damage. Strong will help you accept the direction of battle and exhaust the opponent’s health.
Unlike most battles in Dodo, the Yarn team is actually quite strong, and it has several dangerous rivals. Nevertheless, with the right pair, every time you go to the fight with her being, you should easily win the battle.
Try to attack the creatures of her teams, such as Knoksolotl, and put them up, as this can help you a lot during the battles.
Noksolotl is ten to make a return stronger when he wakes up from sleep, but if you manage to hold it in a dream, you will be fine, and you will apply a lot of damage, having only one Te meta standing at the enemy.
Try to use your attackers in close combat for larger enemies, such as Shewn and Gazump, since both of them can be a dangerous threat and can destroy your creatures at a time. Otherwise, you can use theme with contrasting elements and remove them.
The victory in the battles in Dodge is to calculate that it works stronger against the Te meta, and then strategically use this information.
With many back and forth, you can ultimately defeat Carla and move forward in history.
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