I Can Gain One Skill Point Per Second - Chapter 476: Special Bonus Dungeon—The Choice to Win or Lose
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Chapter 476: Chapter 476: Special Bonus Dungeon—The Choice to Win or Lose
The people of Xia are not particularly obsessed with trending topics.
The discussion about Lin Yi did not last long before it completely quieted down.
The keyword on the hot search successfully changed to Atlantis.
Atlantis, recorded by a certain philosopher.
This mysterious realm possesses technology and power far beyond human imagination, with strength so exaggerated that it can command the endless ocean, the vast continent, and the desert forbidden to humans.
To put their power simply, it is the absolute force that controls the entire Blue Star.
Atlantis is a once-in-three-century doomsday-level dungeon.
This dungeon is open to the entire Blue Star Professional Alliance.
It is also the only purely welfare dungeon on the entire Blue Star.
Due to the influence of the moon’s gravity, every three hundred years, there is an exaggerated tide in Antarctica.
The bottomless sea water beneath the ice layer will completely disappear within a short span of one week.
A part of the legendary Atlantis will be fully revealed to the world.
The professionals on the entire Blue Star have the opportunity to obtain rare treasures hidden in the deep sea and the lost realm.
Why is this dungeon marked as doomsday-level difficulty?
It is because the dungeon has treasure restrictions.
Atlantis is a very special dungeon, divided into three sections.
Two of them are the entrance and exit of the dungeon.
The most important is a Long Snake Array welfare area that passes through the whole of Antarctica.
Besides its pure welfare attribute, the welfare area is notably different from other dungeon maps because of the irreversible progress.
What does this mean?
The map of the Long Snake Array, once entered, allows only forward movement, no retreat.
Each participant will be teleported to an independent and fixed-shaped space once they enter the dungeon.
Various treasures are scattered along both sides of the map, within reach of the dungeon participants.
From rare materials to rare Skill Books and even Law items, all are available for choice.
This level of welfare, doomsday-level difficulty? It truly lives up to its reputation.
Atlantis comes with restrictions.
Restriction 1: The treasures in the map are completely random, and each dungeon participant, during the period of entering and leaving the welfare area, may only touch one treasure.
Restriction 2: The welfare area has a fixed shape, uniformly a Long Snake Array, and different participants may have welfare areas of varying length, with unknown end, and the exit is invisible.
Participants are free to choose their advancement speed (no retreat allowed, but stopping is possible). No one can leave the dungeon early before the dungeon duration ends. After the duration ends, participants who haven’t left the welfare area will be trapped in the dungeon permanently.
They will never be able to leave!
It sounds quite complicated, but upon closer reading, it is not difficult to understand.
Simply put, Atlantis is a dungeon that greatly tests human nature.
The interpretation of Restriction 1 is roughly as follows:
Dungeon participants choose treasures in a forward-only welfare area, with only one opportunity to pick a treasure.
For example, a participant who encounters an S-grade treasure right when entering the welfare area can choose to pick it up or not.
If they pick it up, then they can only watch if they encounter SS-grade or SSS-grade treasures later.
If they pass it up, they may only encounter A, or even B- or C-grade treasures later.
Whether it is foresight or overestimating oneself, the choice is entirely personal.
The interpretation of Restriction 2 is as follows:
The welfare area has a protector mechanism, so even if the strong do not obtain their desired treasure, they can seize it from weaker participants before the dungeon ends.
If weaker participants want to take their hard-won treasures out of the dungeon, they can seek the protection of strong participants from their countries by trading treasures for protection, thus preserving their lives.
They can also time their exit at the dungeon’s close, leaving the welfare area at the last moment safely. (The Blue Star Professional Alliance has introduced a weaklings’ protection mechanism for the Atlantis dungeon, whereby treasures produced in Atlantis can only be seized within the dungeon)
This means, as long as the timing is right, the acquired treasures can basically be taken out.
But there is a considerable risk to this; if the timing is poor and they cannot leave the dungeon in time, they will be completely engulfed by Atlantis.
Participants who failed to leave the Atlantis dungeon are not uncommon; every time the dungeon opens, many lower-level participants are completely overwhelmed by this lost realm.
Rather than saying participants are engulfed by Atlantis, it is more accurate to say they are engulfed by their own greed.
Calling Atlantis a welfare dungeon is not an exaggeration.
The trick to passing it is quite simple.
Rewards in the dungeon are all very good.
If participants choose something suitable for themselves, weaker ones can bring out their rewards without suspense.
Strong ones won’t regret their choices; being open-minded allows them to leave the dungeon happily, with satisfying items.
Despite the fact that avoiding conflict can resolve everything, for thousands of years, no one has grasped this point.
Human nature really cannot stand the test.
The treasures of Atlantis are endless.
In their lifetime, if they encounter the dungeon’s opening, powerful families in Xia will contact each other in advance to form alliances, ensuring that their family members or descendants can bring rare rewards back to Xia.
As for those with ordinary status and few resources, they can only rely on each other and seek warmth in numbers.
There are still three days until the opening of Atlantis, yet Antarctica, usually deserted, is already crowded with people.
Atlantis, worthy of being a welfare dungeon encountered once in centuries, its liveliness far surpasses that of ordinary dungeons.
The participating team from Xia is particularly large and lavish.
Countless Eighth and Ninth Transformation strong ones, with War God giants escorting them.
Other countries also have luxurious lineups, and any country with some strength will call their War God giants to protect their participants.
Compared to countries on Blue Star, the lineup from the Beautiful Country this time is particularly lavish.
They dispatched six War Gods at once, one more than Xia.
Apart from the quality of the dignitaries from each country, the number of participants in the dungeon this time is exceptionally terrifying. It’s feared that Antarctica has gathered no fewer than a million people.
Under the constraints of the Blue Star Professional Alliance’s regulations, nothing much has occurred over these three days.
The biggest conflict was between East Japan and Xia.
East Japan sent two War Gods to the dungeon, namely Mitsui Yasushi and Jing Shiyu.
The loss of Heavenly Following Cloud caused East Japan to lose an important Law item, putting tremendous pressure on Mitsui Yasushi, who was determined to retrieve East Japan’s rare Law item, the esteemed Heavenly Following Cloud.
Mitsui Yasushi started hurling various accusations at Xia as soon as he saw their team.


