The Moon Goddess's zombie army has rapidly expanded to over a hundred thousand, but it is currently daytime, so the Moon Goddess hides in the shadows and no longer releases neurotoxins to cause contamination.
The Green Zone is already the territory of the Rampaging Zombies, but there are also those Space Spiders competing for the remaining survivors!
After a night of chaos, thousands of Space Spiders still survived and successfully parasitized, breaking through genetic barriers and evolving into giant Spider Monsters.
These Spider Monsters create nests in buildings and then reproduce, sparing neither living humans nor zombies.
The Space Spiders also adopted the Rampaging Zombies' berserk characteristics as a new species, giving them the ability to rapidly hatch berserk little Spiders.
These berserk little Spiders only have a lifespan of a few minutes, but they possess similar toxicity and strength to their mothers and are highly aggressive, reaching hundreds in scale within minutes.
If multiple Spider Monsters unite to hatch berserk little Spiders to fight enemies, it would be astonishing.
The Arachnid Jumpers and Cutters have already headed to the outer ring of Manhattan, but General Ross is still resisting midway, with the Black Hawk Armed Helicopters becoming the last fortress; if even these pilots cannot stop the Cutters, the Arachnid will begin to hatch in this World.
The Arachnid's tech tree is very extreme. They have a very strong reproduction speed, with almost every unit carrying parasitic eggs that can quickly serve as breeding units.
However, the gene sequences within these parasitic eggs are very unstable, making them impossible to decipher or absorb. At the same time, the quality and quantity of units are directly proportional; the Arachnid forgo quality for quantity, allowing the Zerg to advance through self-evolution, selecting the most elite warriors.
The Rocket pods on the Black Hawk Armed Helicopters have less than half remaining, making it difficult to fight the speed-advantaged Cutters, as they still do not have tracking missiles and can only temporarily delay them.
At this time, the Big Claws are trying to occupy the Green Zone as a hatching nest. They suffered extremely heavy losses in previous conflicts and need to restore their numbers.
At the same time, Rampaging Zombies, mutated with the Moon Goddess as their radius, are surging onto the streets.
A torrent of corpses collided with the Arachnid.
The Moon Goddess's Foundation is still very weak; if there were over 1 million Rampaging Zombies, even if these Rampaging Zombies only had first-tier physical strength, they could overwhelm three hundred thousand Arachnid by sheer numbers.
The Big Claws are very strong; with a bite of their giant pincer jaws, several Rampaging Zombies were cut in half, but more Rampaging Zombies climbed onto them, gnawing with their teeth and striking with their arms, but these had extremely weak effects against the Big Claws.
The Arachnid are not humans; their basic melee units have evolved for so many years, they certainly have extremely strong resistance to melee attacks, so the Rampaging Zombies, aside from creating impact pressure through the momentum of the zombie tide, cannot cause any trouble for the Big Claws.
Moreover, the Moon Goddess does not have the specialized intelligence to control these Rampaging Zombies, allowing the Big Claws to gain some biomass replenishment. Otherwise, with even a little command, they could, through close-range contact, directly exchange lives to dig out the Big Claws' weak compound eyes.
Tens of thousands of Rampaging Zombies were exchanged for the Death of thousands of Big Claws, and this casualty count is still decreasing, with fewer and fewer zombie tides making them seem to lose their power.
The Spider Monsters, moving at the scent, began to hatch berserk little Spiders, competing for the scattered remains of the Rampaging Zombies for reproduction.
The fist-sized berserk little Spiders are very fast and agile, making it somewhat difficult for the Big Claws to deal with them, just like humans catching mosquitoes.
The berserk little Spiders' venomous fangs also had no effect on the Big Claws, not only because the Arachnid possess powerful immune cells, but also because potent venom has little effect on the Zerg by nature.
If we talk about experts in using poison, it must be the Zerg; it's just that in evolution, the use of poison became a unique ability of certain unit types, becoming an extreme application.
Therefore, the Zerg's resistance to toxins is many times that of other creatures; this is almost a passive ability of all Zerg.
Seeing that even a large number of berserk little Spiders had no effect, the Spider Monsters could only let them gnaw on the corpses and then use highly adhesive spider silk to slow down the Big Claws.
Lin Fan observed from the air, thinking: Whether it's the Moon Goddess's Rampaging Zombies or the giant Spider Monsters' berserk little Spiders, their evolution and development are merely at the crawling stage of a baby. Against an ancient civilization like the Arachnid, an existence that has evolved countless times, it's a completely unequal confrontation.
Humans possess thermal weapons, missiles, vehicles, and so on; their powerful destructive force can at least allow them to contend with the Arachnid for a while.
While Rampaging Zombies and giant Spider Monsters can cause severe damage to humans, they are merely evolutions geared towards humans, lacking consideration for facing more brutal natural predators.
Without General Ross, the Green Zone is practically territory where the Arachnid can roam freely.
Seeing the berserk little Spiders stealing their biomass, a Tank Worm burrowed out from underground, its head sparking with electricity, spewing stomach acid from its mouth, and sweeping out a wave of Fire; wherever it passed, the berserk little Spiders turned to ash.
The originally surging zombie tide, like a gnawed biscuit, was quickly and steadily devoured by the Big Claws.
Ding! God's Eye has scanned enough biological samples, unlocking the Hydralisk variant branch Lurker.
Lurker: Hydralisk variant branch. A fixed-area utility unit that can generate continuous Bone Fork strikes within a 30-meter radius, with high frequency and large range, particularly effective against lightly armored units. Possesses third-tier physical ability and second-tier mental ability. Hatching requires 1 Hydralisk, 100 biomass, 50 energy blocks, and 30 seconds. Can evolve further.
Lin Fan was surprised, not expecting God's Eye to have such a function, where scanning biological samples could unlock new variants. It seems he should use God's Eye more often in the future.
"Izsha, hatch 100 Lurkers. It's time to settle scores with the Arachnid; a Fire in the backyard is not something comforting," Lin Fan commanded through his mental connection.
Originally, Lin Fan wanted to use Splitters to fight the Arachnid head-on, but now it seems that Lurkers can reduce casualties to a minimum.
