Part 78: Day 35 - Gameplay
Day 35: GameplayMusic: neutral 4
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The Twilight E.G.O requires 110+ in every stat to equip, which Tenebrais meets. Disciplinary Agents get bonuses to damage with E.G.O weapons, and the Twilight E.G.O is the #1 weapon for pure damage in the game by a large margin. They just make sense together.
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Rules: Complete Gebura's "Our Work" mission. Demonstrate Tenebrais's power. Resolve the Bishop situation.
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Twee gets the Mimicry gear due to her insane Attack Speed working with the sword, and since today's a long day and our Agents are all basically maxed out, I've added three more newbies for training.
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Tenebrais gets a yellow trail when she moves now, thanks to her E.G.O. It looks pretty neat.
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*BANG*
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
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Sorcrane makes it all the way to the entrance of Blue Star's containment cell before our Agents can properly catch up to them. Everyone in this facility is pretty fast when panicked, and it makes them hard to hit.
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So the Twilight gear is really strong. How strong?
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Once the bird gets its one bite off, it returns back to its cell and isn't suppressable anymore-which is lucky for the bird, since it was one attack away from defeat and Tenebrais was going to get an attack off before it got to make another chomp.
She didn't just survive. It gave up just before she killed it.
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Ah, and the most absurd thing about Twilight?. This damage is already so high that, after the 4 hits at once are taken into account, the second-highest DPS ALEPH weapon only reaches ~64% of the total damage output of this weapon doing its base swing. On top of this, the weapon deals more damage as the Agent using it is closer to death. That was its lowest damage setting.
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Here's her base damage before getting eaten by Punishing Bird...
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And after. Between the suit's defenses, the weapon dealing damage with all 4 types at once with every swing, and it having a special attack that hits even harder (240-360 base damage after all the hits in all the colors are totaled up), Tenebrais is a god of death. This reward is absolutely worth the fight required to get it.
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Meanwhile, BICEPS is learning to play piano when something odd happens.
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I notice that this Clerk has been blessed, and is stuck in here, unmoving. If we execute a blessed employee, it removes the bud-we want to do that since we want to keep it from getting to five.
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Trying to do it opens the work menu instead, though. This eventually fixes itself when I send Sorcrane to work with the Tree again, but I'd never seen that bug before.
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Switch happens to be a wander-type panic, making them incredibly difficult to track down. Luckily, we have a solution.
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Slow bullets! These give their target -50% to move speed for 10 seconds, ensuring Medea will be able to catch up. Unfortunately, her attack's short range and its startup time mean that it takes us a little bit longer than expected to suppress our pankicking newbie.
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Luckily, Central is full of people with very fast ranged White attacks.
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It's about now that I remember that I intend to fight a Midnight. Whenever I plan to go deep, I make a habit of clearing out the Clerks in my facility until I have few enough that none of my Clerk's Rights Squad can escape on me anymore. Right now, that would mean 24 or fewer Clerks, so I'll plan to keep around Safety for the healing and possibly Welfare for the extra ammo.
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Red Noon.
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We've actually hit the latest possible Noon, and the next level spawning meltdowns means the Dusk will be the latest possible as well. They don't want to fight with us. It's like they know.
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This time, I just dogpile Sorcrane with every single White weapon in the building.
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SeyserKoze's been in the shelter for over 30 seconds. This was a serious error, and could have cost us dearly-luckily it only freed DRV instead of something truly nasty.
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Talow and SeyserKoze can take it down before it does too much damage.
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Meanwhile, THIS happened somehow. It's a common glitch that moves an Agent's eye slot gift out of place, and I don't know what causes it, but it's harmless and fixes itself at the end of the day.
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At last we make it to the Dusk, and we finally have a new Ordeal to talk about!
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So, The Struggle at the Climax. It's not 'difficult' so much as 'annoying,' having a speed faster than our fastest Agents-for reference, Twee is our fastest Agent in the entire facility by 30 and her total overall speed is 103. It can't deal any real damage with its roll, however, and it has to stop moving in order to use any of its other attacks-making it a very ineffectual opponent since by the time we can fight them we should be able to handle its attacks with ease. We don't even really need a strategy here, we just have to pick one or two of our ALEPH-geared agents for each opponent and have them go after the Crimson Dusks until they stop moving, at which point our Agents win in a straight fight. We send Tenebrais after this one.
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We have Talow and Twee help out because it stops right next to Welfare, but Tenebrais really doesn't need the help.
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We know this because Mizu is up here soloing this one.
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When they die, they burst into a single Crimson Noon.
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Each Noon also still pops into three Dawns, meaning we have to keep everyone spread out.
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In the end, they barely qualify as a footnote. Unless a facility is hugely underpowered, Crimson Dusks just can't keep up with what the corporation's Agents can do.
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There are three possible Midnight ordeals, and we got the hardest one by a large margin while we have three newbies around. That's not ideal!
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We gather everyone together in one spot to help make running around easier, get right to the edge of the next level, and
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So, Violet Midnight. When it starts, it spawns four monuments around the map in four random corridors. Three of them are right near the elevator we've chosen to hang out in.
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The fourth is in Welfare. Down here we can see the Pale monument, and the eyeball behind it-anything that is within a certain radius of that eye will take constant Pale damage, which slows the Agent so that they take more Pale damage. Without a Pale shield bullet-which we don't have yet-we don't have a good way to deal with it.
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Luckily, we don't have to. Pressing the orange button along the bottom of the screen brings us to the Rabbit Protocol window. This allows us to call in a squad of Rabbits to up to 4 different areas, at the cost of 25% of our current energy per area. Central counts as 2 areas and costs 50%.
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Defeating the Midnight will give us back 25% of our max energy, so a single area is effectively free. We just select it, hit 'Authorize Call,' and
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Four groups of four rabbits spawn in. Each group has a rabbit with a Red, White, Black, and Pale colored stripe on their gun, which shows the damage they will deal when attacking-this type never changes. Their defenses and offenses are all considered to be WAW tier, and their resistances are a solid 0.6x against everything. They have 150 HP and SP, and if their SP hits 0 their suit terminates them before they can panic-which is a really cool touch to be honest.
According to the information I have here, they have a melee weapon which will have a 70% chance of dealing 17-19 or a 30% chance of dealing 5-7 of their respective damage type, and from range they fire their gun for 2-3 damage every 0.4 seconds for 15 seconds.
Honestly, when I call them I just sort of let them do their thing so I can focus elsewhere so I just assume that's right.
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These portals can appear anywhere, and are the main attacks of the other three monuments. The Red and Black portals fire out only in a straight line, with the Red claw opening up to cover a little more surface area. The White one, on the other hand
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It just hit about half of the Middle Layer at once. Come late game, enemy White attacks tend to be about one order of magnitude bigger than any other color of attack.
With that said, let's get down to the plan:
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Outside of proper monument prioritization (Pale/White > Black/Red) there's not a lot else to be said other than 'be very ready to dodge'.
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That monument has a -1 White modifier, meaning that White damage heals it. On the plus side, Twilight will still deal damage, since the positive multipliers outweigh the -1 White. On the minus side most of our facility deals White damage. We cannot use them to attack it. It it takes me a minute or so to remember this.
I swear I'm good at this game.
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Here's the approximate attack ranges of each of these portals. It's important to keep an idea of where they'll hit in mind when dodging-just to be safe I pull back from the White Monument.
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The Red portal is just close enough to be dicey, so I pull back again.
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They've triggered the first Pale 'counterattack,' which is just where the Eye will automatically show up over the monument's hallway each time it loses 30% of its health. This will inevitably whittle down the Rabbits caught up in the eye, but we have a trump card that ensures the Rabbits will win.
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I've circled two groups of Rabbits here who started upstairs and came down the elevator to confront the monument. They're actually outside the range of the eye's attack, and will be able to fire at the monument until it dies. Unless we get incredibly unlucky with the attacks of the other three monuments, they'll be able to finish it off.
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A little bit later, our Agents trigger the White Monument's counterattack: Two tentacles, one in each direction. I have everyone run to the bottom of the elevator, but the attack is so huge it'll likely hit them there.
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We take precautions, and try to run a bit further.
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Nobody panics, but both tentacles do sweep right over the bulk of our forces.
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Meanwhile, the Rabbits have triggered the second counterattack, and as predicted it's killed half the team. (This is actually the new version of the quote from the OP, by the by)
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For the second White counterattack, I have everyone move to the circled elevator. I noticed before that it seemed to be just outside of the tentacle attack, so it might be a safe spot.
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This is the closest a tentacle manages to come. We have a hiding spot, so from here the problem is just one of waiting and hoping that nothing spawns that can hit our-
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THIS is what makes Violet Midnight hard. More than any other ordeal in the game, we can't just stick to a single plan and rely on it to win. We have to see its attacks and respond quickly or we're going to be in big trouble. Opponents we can only react to are rare in this game-usually there's some way to simplify things.
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Still, our agents are whittling down the biggest problem monument.
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And the Rabbits are nearly done grazing.
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Another tentacle pops up, and I have everyone move up an elevator to hide in the blind spot right behind the portal, but the attack never comes.
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When we destroy a monument, Violet Midnight loses access to that color entirely-any attacks it's in the middle of simply vanish.
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When the Rabbits have killed everything in their designated sector, they wander around for a moment to check for any other threats.
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Then, any living Rabbits warp out. We can't call them again for the rest of the day-it's important to make any time the Rabbits are called count. I generally think of them as a 1/day 'Get me out of this jam' button and treat them accordingly.
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Black's counterattack. At this point we're mostly in mopup mode-the hardest part of the Violet Midnight is when all four monuments are active. Red and Black are too linear to be much of a threat alone.
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Not to say they can't still be a threat. Sometimes lineups like this just happen. I decide to burn a Black shield and go up.
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The spike stays on my Agents long enough to hit twice, tearing through the shield and dealing notable damage to the ones in the back-but nobody dies, and that's what counts. The Black monument falls shortly after.
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And then there was one.
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The Red counterattack, and also an idea as to how wide its claws spread when it attacks.
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Once it's down to just a single monument, the fight is basically over. There goes the hardest Midnight in the game, bar none.
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Chiral finally joins the maxout club, and all three newbies are level 5 Agents already. And of course, a new week means...
Music: never frozen bottom flows
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T-01-75: The smiling faces are unfamiliar yet sorrowful.
D-03-109: ...and my dear employees, I do hope you all put on the gas masks we distributed to you before we enter.
F-01-02: I am coming to you. You, who will be reduced to ash like me.
Well hello again -109. Unlike Disciplinary, either of the next two departments are terrible places to put this particular Abnormality. They're relatively closed off areas and putting it in either place would be a disaster waiting to happen unless the person working with it was the only one doing work the entire day. With meltdowns on, that's not a thing we can afford. Sorry, -109, but it doesn't look like you'll be getting the nod in this cycle. Maybe another time.
Then there's, -02 which is a TETH. It has one of the best weapons in the game, holding up in terms of damage to many WAW weapons despite being just a TETH, but its suit is weak and we really want to be doing better than TETHs at this point in the game. It's a safe pick, and I don't generally do safe. That leaves -75, which will be our third proper ALEPH Abnormality and one of the best Justice trainers in the game if our facility can handle it.
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We should be fine. With a Memory Repository saving this Abnormality to our facility, we really can't afford not to be.
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*CRASH*
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Next time, on Lobotomy Corporation: Everything goes to shit.