Part 55: Day 26 - Gameplay
Day 26: GameplayMusic: neutral 1
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First things first, Suppressing Malkuth gives us some new upgrades. Firstly, if you remember the Mechanics Talk about LOB gains, we now have the better formula mentioned there. This will give us a not-insignificant amount of bonus LOB every day to use later on. Secondly, the base speeds of all our Agents have increased from 40 to 45, the equivalent of 12.5 points of Move Speed for everyone. Finally, meltdowns will no longer spawn in the Control Team. Gone are the days where 1.76 MHz's static covers everything because I forgot it was melting down-it simply cannot anymore. This also removes the 4 Abnormalities in Control from the total pool of Abnormalities which can meltdown, meaning fewer will spawn as well-though with only one department immune to them we won't see the effect until we hit higher meltdown levels.
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Since today ended in a 6, it's also a Memory Repository day. This is important because
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We cannot do Core Suppressions on a Memory Repository day. (This is actually why I didn't put any in the story update.
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Our new Abnormality is some sort of creepy mushroom. Once you notice that the base is a bunch of screaming faces, you can never unsee it. Sorry.
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Our new Abnormality, Giant Mushroom Chunk, is a complicated thing. The first thing to know about it is that every time we work with it, it increments a secret counter on our agents by +0.2. If it ever hits 1, bad stuff happens at the end of the work. Working with another Abnormality gives that agent a -0.2, so it's necessary to swap back and forth should we be working with the Chonk.
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We'll be having Twee and Talow trade out working the Chonk and working with Yin or Nothing There today, in order to prevent incrementing that counter. Meanwhile, Boksi is preparing Firebird to breach since we need to suppress it two more times at some point.
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The second arbitrary rule of the Chonk: If we go 3 works without doing an Insight work, its QC lowers by 1. This means that Talow is going to be solely on cleanup duty today, since his stats are maxed and we don't need to train him any further right now.
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Immediately, things go wrong: The Firebird is charging to the right in this shot, and this is disastrous. We don't have a room to the right of this hallway, so if I were to engage it here and it were to use its charge attack again, we wouldn't be able to dodge.
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We try engaging it in the main room once it enters, but
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Firebird has a time limit, and if we don't suppress it in time it decides to return home. We'll have to try again in a bit.
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This time, it flies in the right direction and the fight plays out exactly like it did the previous three times on day 24.
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So here's something I found out while recording this episode: If a Sephirah is ready for its core suppression, that Sephirah actually stops chiming in during breaches (and presumably deaths/panics as well) in their department. Since Hod and Yesod have the suppression button now, they're not talking until we fix them.
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Crimson Dawn.
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Crimson D'oh! One of them let Forsaken Murderer out, but on the upside I can show off that Malkuth's robot form persists even in day-to-day talks. She even has new lines for everything to reflect the change in her outlook.
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Meanwhile I lose a bunch of Clerks to an exploding clown. No big deal, Clerks don't count.
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Crimson (finally) Done.
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Around now we finally finish unlocking our new Abnormality's information, alongside its true name-Little Prince. The contamination rule and the Insight rule are the only major twists to this thing, but since it can and will instantly kill Agents if they're not followed, they make it difficult to work with. It's still worth farming for its gear, particularly that spear. Oh yes... We want that spear.
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Crimson Noon.
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Crimson None. Seriously, the only interesting thing that happened was the last clown blowing up on the Clerk in the background behind the banner, who survived because of Red bullets.
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Congratulations go out to Twee and Mr.Blond for joining the maxout club with everyone else. We're hitting the point where I almost want to put together a spreadsheet to see who's maxed what so I can plan training ahead of time.
Music: never frozen bottom flows
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F-01-18: Over time, her unbearable sorrow grew into a mournful obsession, covered in countless, lengthy hairs.
O-04-100: The more blood it has, the more beautiful it is.
T-02-71: Tell the kid today's treat is going to be grape-flavored candy. It's his favorite.
A meh-pick, to be honest. -18 is a TETH Abnormality which gives us a ranged White damage weapon, which are important for dealing with certain types of panics. However, she's not a particularly good training Abnormality, offers no gift, and is generally 'meh' overall. She's also the only instance of a jumpscare in the game-mild though she may be. We'll pass. Then there's -100, another TETH and one whose QC drops on good results. Its gear looks really neat, but dealing with it either causes deaths or is slow, and we can't really afford 'slow' right now, particularly for equipment that's been outdated for over 10 days. That leaves -71 by default which is Meh! A WAW Abnormality, it has the lowest damage weapon in its class, and its suit is basically a slightly worse version of Hornet, though it does give us 3 copies of it instead of 2. It's not even a particularly great trainer, dealing White damage but having Insight as its only bad work type.
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Still, I guess we'll take it.
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Next time, on Lobotomy Corporation: We find out what the hell happened in Training.
New Guidelines
The Little Prince
New Gear
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Requirements: Level 2, Temperance 2
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Requirements: Level 2, Prudence 2
New Story
The Little Prince (Part 1)
The Little Prince (Part 2)
The Little Prince (Part 3)
The Little Prince (Part 4)