Part 118: Day 48 - Gameplay
Day 48: GameplayMusic: neutral 2
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I did a bit of weapon-swapping today. Notably, Medea and Mr.Black are using the Sound of a Star weapon with the Smile E.G.O suit. More importantly, though
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BICEPS has achieved his ultimate form.
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Music: Dark Fantasy Scene
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Levels 1-4 posted:
Only regret awaits you tomorrow. Its a well deserved punishment for someone as trifling as us.
We tried not to put trust in anyone, but we shamelessly woke up our colleagues who had fallen into eternal slumber when we needed them
Do not fear the submergence. Accept it. Let us sink together at Carmens side.
Day 48's challenge is the Middle Layer, but like yesterday it doesn't all happen at once. We start off with Chesed active, and he'll be stuck in 2-color mode all day. The damage multiplier is the same as when we first fought with Chesed, so the same caution applies now as with his suppression. Meanwhile, Tiphereth Well, she's supplied the background music? Arguably she's the reason that this day wouldn't end until Level 10 instead of Level 8, but day 48 rarely ever lasts that long in the first place. So, basically, it's just Chesed again for now.
I'm sorry, Tiphereth. Your suppression is just irrelevant here.
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Our biggest problem for right now is the Pale damage boost making WhiteNight into a terror, but luckily we have a countermeasure for that.
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Mizu's entire plan for the day is to sit up here in a corner and work WhiteNight whenever the opportunity arises. Since her armor is a 0.2x, Chesed's Pale mode will kick it back up to a 1x multiplier, and the CENSWORD's 40% damage refund will effectively let her survive no matter what.
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We will have to use HP bullets between works on occasion, though. Chesed-boosted WhiteNight hurts.
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The downside of having to use one of our Paradise Lost Agents to handle things is that we only have Twee left over to handle any threats. However
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I made sure that Twee would be assigned to Chesed's department for 7 days before today, so that she can get her Captain bonus back. As a reminder, this bonus is a 0.8x multiplier to any damage she takes, stacking on top of every other bonus. Sending her to Knight of Despair will put her 0.5x multiplier on Twee's R/W/B defenses as well-and I was informed just last week that her debuff to Pale damage is only a 1.5x multiplier, instead of a 2x like the game tells us it should be.
This means that Twee's final defenses against attacks are 0.08/0.08/0.08/0.24. On top of this, her weapon recovers her HP/SP with each attack (further boosted by the E.G.O Gift she got from Nothing There), she negates any damage taken below 10, and at random she'll generate 100 point shields to protect her against anything strong enough to overcome her insane defenses.
It is not an exaggeration to say that Twee is functionally invincible. Outside of instant kills, she can take any hit in the game and heal it off before she has the opportunity to get hit again. Using this, we're going to break Day 48 wide open.
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But first, let's talk about some Abnormalities.
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First up is -12, who is a nice old lady in a rocking chair.
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This is also her Abnormality name: Old Lady. Old Lady deals White damage, and is generally easy to work with. She does have one quirk, though: She's rather needy. Every time we work with an Abnormality while she's not currently being worked, her QC will decrease by 1. When it hits 0
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Her room becomes filled by this black fog. Sending someone to work with her in this state will immediately end the work with a Bad, gathering 0 energy but clearing the darkness from the room.
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The Agent sent in is covered in a dark aura, and takes White damage every few seconds. During this period, they cannot move.
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That's all there is to Old Lady. She's completely safe to ignore.
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Our other new Abnormality is -60. It is a collection of scribbles.
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Being a TETH like Old Lady, it's no problem for anyone in the facility to work with it.
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Its name is Fragment of the Universe, and when its QC hits 0 it will breach. As a TETH, this is completely nonthreatening. I'll give it a chance to wander around and kill things once everything's less busy.
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As a final bit of trivia, its Work Preferences and Results data are the same as the ones on Apocalypse Bird's data reference. Neither Abnormality manages to do anything particularly unusual today.
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Day 48's first three levels, outside of the WhiteNight issues I outlined a little bit ago, go more or less the same as during our Chesed suppression. We have to juggle 2 colors from the start, but the handling instructions are effectively all the same. It's actually about equal in difficulty to day 47's opening three levels unless we get very unlucky.
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In preparation for the Dawn, I position our Agents in these three elevators for quick access to the entire facility. Honestly I came up with this method on the fly to deal with the day 46 Dusk, and it's proven much better than my old 'everyone in one elevator and pray you don't get a Black Fixer in Records' strategies from before this LP started. Funny how that works out, really.
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The game's just thrown us a curveball. Under normal circumstances the Red Fixer is the least threatening of the Fixers. However, we've happened to roll one alongside Chesed's Red damage boost. Unlike the White and Black Fixers, who can be reliably dealt with through heavy use of hit-and-run tactics or spamming Black shields, Red Fixers have that 70-100 damage beam. With Chesed's 5x damage multiplier, it becomes 350-500 Red damage. This means a hit from that thing is roughly equivalent to running through King of Greed during her breach.
A Red shield won't protect us against that, and since its death attack is also a 70-100 damage beam we've hit the one situation where a Red Fixer is actually a legitimate threat to us.
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Since its beam will kill anything in its path, I move the team out of the Disciplinary elevator and over to the left side, and clear out the Training team of its Clerks. Under normal circumstances we'd want to closely micromanage engagements inside of an elevator, spam Red bullets after each attack it makes, retreat when it starts its beam, and finish off its last few hit points with Der Shooty in order to ensure that it doesn't hit anyone with its death beam.
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I have Twee, though, so instead I just have her solo it. The beam is the only attack Red Fixer has that can even scratch her, and only if her Paradise Lost shield is down.
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It can't kill her, though-this is slightly over 25% of Twee's total HP, and she regenerates with every attack. Having a full-powered Paradise Lost Agent greatly simplifies the threat of day 48's Chesed-boosted Fixers.
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With the Dawn done, I return everyone to their usual posts and get back to work.
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It turns out that we're lucky today. On day 48, Gebura arrives at Meltdown Level 5. This means that 66.5% of the time, we'll see a Noon either on Level 4 or 5 and have to deal with it in addition to the rest of the day. However, we've landed on the 33.5% chance that the Noon will spawn in on the transition to Level 6. This means we only have to fight one Fixer today, which is a good timesaver if nothing else.
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A meltdown lands on the Mirror, and I have Bishop use it.
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It puts his Temperance back to where I can LOB it back up to EX, so this is basically just free stats for him. Nice.
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Since we won't be advancing the Meltdown Level any more after the next level, I use this opportunity to clear out the rest of the Clerks. Queen of Hatred shouldn't be a problem today.
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I do keep the Clerks in Safety around, just to make sure our regenerators are healing as much as possible. It's fine, since 5 Clerks won't cause any breaches. I also wait to ensure we go into the next level with a WhiteNight work, to maximize the time I have to handle things.
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Music: Insignia Decay
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Levels 5-7 posted:
Dont hold hope in anything. For the sake of our employees who died hopelessly.
If existence itself is an ailment to us, there is only one way to cure it. Just shut your eyes, and never open them again.
We destroyed everything while holding her warmth in our hands.
Tell me, what great purpose did we fulfill with all those actions?
At level 5, two very important things happen.
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The first is that our glitchy Gebura finally shows up. Defeating her is one way to end the day, and it's easily the simpler option.
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This is because of the second thing: Chesed turns off. If we continue to go through the day, he'll turn back on at level 8. We don't want that, because he'll be boosting 3 damage types like he did at the end of his suppression-and there's a firm possibility we'd be dealing with both a White Dusk and a White Midnight under the damage boost.
Suppressing The Red Mist is definitely the better option, here.
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I have everyone in the facility hide in my favorite elevator, and send Twee to pick a fight with the Red Mist. While we could have everyone go after her and kite around (and it'd certainly be faster)...
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My primary goal today is safety, and Twee is basically invincible. None of Red's attacks will hurt her in Phase 1.
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After soloing this fight with Tenebrais before, I have to say this feels quite relaxing to watch.
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On day 48, The Red Mist also spawns with fewer HP than normal-60% of its total, or 1800 per phase instead of 3000. This makes fighting her much faster than the first go-around.
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Part of it is because she has fewer HP than she did before, but it's also faster because she's coded to use Road of Gold every time she loses 1000 HP. This means she'll be able to move one fewer time per phase.
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She still can't actually hurt Twee, and as the fastest agent in the facility it doesn't take her long to catch up and knock the Red Mist into Phase 2.
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Phase 2 is just more White and Red damage than Phase 1, but since none of it is enough to scratch Twee
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Things go more or less the same way.
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Her Legato sends her to Safety, the one department we still had Clerks in.
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And she quickly removes them.
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One thing I hadn't had the chance to show off yet: Her spear will actually leave people that it kills splayed out on a strange red tree. It's a cool visual effect.
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She still can't actually touch Twee, though, so we push her through to Phase 3.
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Twee takes no damage from the sword toss, as well-this is from her yellow shield, though.
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For Phase 3 we have to change our strategy. Twee's outgoing damage determines how much she regenerates, and Red Mist has a 0.2x Pale resist in this phase. Additionally, she gains access to Justita. If it hits Twee, even its weakest attack will still deal ~12 HP damage to her, enough to make her bleed. This is where Medea and Mr.Black come in. As I mentioned earlier, they're both wielding Blue Star's weapon and wearing the Smile suit.
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The two of them get hit by a spear while getting into position-but their suit makes the damage they take much more manageable.
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That spear is the only damage they'll be taking this phase.
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You see, Gebura's AI is a little bit buggy in Phase 3. As long as a target is in the room, she will pick a direction, pick an attack, and attack in that direction. However, she never checks to see if the target is actually in range of her attack. Because of this, Very Long range weapons like Blue Star can target her from outside of her maximum range.
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The two of them proceed to melt Red Mist's HP bar.
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Then, after avoiding a Gold Rush, they do it again. Phase 3 is much easier when we aren't trying to do the entire thing with a single melee weapon.
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I finally got a gif of her breaking the Smile E.G.O!
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Red Mist goes for a run, and I burn our first Slow bullet and order our Agents to run like hell.
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This is closer than I would normally like, but we should be fine. It takes her a bit of time to go down each elevator.
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I fire the second slow bullet at the bottom of the elevator, but it turns out I didn't need to bother.
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She takes a knee in the same elevator while trying to leave.
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With only 60% of her original HP, our facility can take her from 100% to dead in seconds. It's over.
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How difficult day 48 is comes down to a combination of how well we handle damage-boosted Fixers and how good we are at fighting Gebura. Because of this, I consider it a breather between the more difficult days 47 and 49. It's very possible to lose someone to Gebura if we're not careful, though, as she hits very hard throughout.
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Music: never frozen bottom flows
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Our first pick of the day is -76, a HE Abnormality with an ability that makes it somewhat hard to show off properly. It's relatively low-risk as long as it's handled properly and is a good earlygame Justice trainer, though, so I can give this one a strong recommendation to anyone playing through the game-its suit, especially, is fairly versatile early on.
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Our second pick, -18, is a TETH Abnormality that's kind of hard to place. It deals White damage, but the most reliable training with it is Instinct, and while it can do Attachment we generally don't want to do Attachment work with it. I don't like it very much, but it's a nice stable Abnormality we can take to round out the department.
Next time, on Lobotomy Corporation: Never go full anime.
New Guidelines
Old Lady
Fragment of the Universe
New Gear
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Requirements: None
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Requirements: None
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Requirements: None
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Requirements: None
New Story
Old Lady
Fragment of the Universe (Part 1)
Fragment of the Universe (Part 2)
Fragment of the Universe (Part 3)
Bonus
VIDEO: Day 48