Part 31: Day 15 - Gameplay
Day 15: GameplayMusic: neutral 1
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No major changes here, but I've started using spare LOB on bringing some 2 stats up to 3 for more mirror abuse.
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Rules: Complete Hod's "I Just Want To Be a Good Person" mission and Netzach's "Lethargic Room" mission at the same time. Punishing Bird must be suppressed.
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Our new Abnormality is
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The boxes from the second work are enough to give us our new dog's name: This is Ppodae. Ppodae is an adorable puppy who just wants pets and food.
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The way Ppodae works is fairly simple: Any work that isn't Instinct has a chance of lowering its QC by 1 upon the work's start. In addition, any Bad results decrease the QC by 1. With a QC of 2, it's entirely possible that any work but Instinct can free Ppodae in a single round.
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Like so. When breaching, Ppodae transforms.
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He runs around and attacks for Red damage, but Mizu could honestly win this fight pretty handily because he's just a TETH.
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Each swing from Ppodae does low Red damage to anything in its path, so it can damage multiple Agents/Clerks at once.
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When Ppodae makes a single kill-be it Agent or Clerk-it changes back to normal and returns to its containment cell. This means it's not likely to do a lot of damage by itself. It also makes it a pain to suppress while there are Clerks around.
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I try making it breach again to get the suppression point towards our mission, but it just kills another Clerk and winds up wasting time.
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Despite my best efforts, Scarecrow is going to be our first suppression of the day. We've seen Scarecrow breach before, and we had significantly fewer strong pieces of gear to deal with it then.
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The fight really doesn't last very long, and since the Scarecrow decides to target D.A.D., we win without incident.
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One down, three to go.
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My options here are to try and beat Punishing Bird right now, or to focus on Ppodae and risk losing the bird 'til later. Since Ppodae is less effort to get to breach, I decide to let it just eat a third Clerk. Now, let's talk about Punishing Bird's AI.
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Punishing Bird first looks in the room that it's in for any Agents. If there aren't any, it will then check rooms next to it for an Agent. If it finds one, it moves towards them to begin pecking. Because of this, we can steer where it goes relatively easily.
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By positioning my Agents like this, with Mizu in the elevator and the rest of them in Training's main room, no matter where Punishing Bird went from the bottom corridor it would find an agent and immediately go towards them. From here it's a simple matter of moving Mizu to the main room, and we're ready to engage.
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Now, once someone hits Punishing Bird, it goes into Red mode. When this happens, Punishing Bird focuses on that single Agent, following after them in order to bite them. Once this happens, every other Agent in the entire facility can gang up on it with reckless abandon. However, we're on a time limit: After a period of time (~a minute or so), if Punishing Bird hasn't managed to kill its prey it decides to go home in a huff and the suppression is failed. Since our facility has a bunch of melee weapons, we don't have time to chase it around by having Mizu just run away from it.
The solution is as badass as it is stupid.
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We have Mizu just walk right past the bird, ignoring it.
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This is the first frame where Punishing Bird's mouth can actually deal damage. Mizu has only 50 Justice, and is a strong contender for the slowest person in the facility. Despite this, by just running past it she can reach here in the time it takes the bird to decide to chow down.
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Finally, the hitbox only exists for the target Punishing Bird is focused on. If other Agents are caught inside, it doesn't deal any damage to them. As scary as it seems, Punishing Bird is actually incredibly easy to suppress once we know how it works. It takes about 3-4 runbys, but eventually
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And with that, we've taken care of two. Just two more to go, and next is going to be Ppodae.
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It takes two more works, but Ppodae finally breaches into our five-man killteam.
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The five of them actually beat it up so quickly that Hod's message saying it escaped doesn't even have time to clear off the screen.
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One final note about Ppodae-when it reappears in its cell after being suppressed, it does so in a cute dog smoke cloud. This is clearly important enough to warrant its own section, and I'm not going to explain why.
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Crimson Dawn.
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Crimson Done.
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Crimson Noon
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*He does not, in fact, manage to get it to breach.
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Rudolta slides along slowly through the facility, and periodically inflicts White damage on everyone in its room. It's got more HP than any of the other HE threats we've seen so far, but its attack is rather lackluster to make up for it.
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The fight ends shortly after this. Not even Rudolta can hold a candle to our Agents. The power curve will catch up to us eventually, but for right now our facility has a decisive advantage.
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This is an even more decisive stomp than Rudolta received a few moments ago.
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This is the second time this has happened-while Punishing Bird's meltdown was going on, I assigned someone to work it, but someone else triggered its breach beforehand. Both times, I got a message saying it breached, but it was instantly suppressed and went back home. It seems like a weird glitch with how Punishing Bird works, but it does still count as a breach. This is important because...
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The Scarecrow does manage to suck out the brains of one of our clerks, healing itself by a pretty good amount even while Medea attacked it the entire time.
Music: neutral 2
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In the end, though, the combined efforts of the Training Team are too much for the Scarecrow.
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Noting this down as a reminder-Every day ending in 1 or 6 is a Memory Repository day, meaning our status will be saved, and whatever Abnormality I pick is staying with us forever. Remember that, because
Music: never frozen bottom flows
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F-05-32: This is a forest full of hearts. No matter how many he cuts down, the forest remains dense.
T-04-50: If you feel an abdominal pain and a tingling sensation in your neck, the best thing you can do now is look at the great blue sky you'll never get to see again.
T-04-53: Bearing the hope to return to dust, it shall go back to the grave with all that desires to live.
Hahahahahaha
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Let's start with -32. It's a mediocre Temperance trainer with an upper stat limit like Scarecrow, but instead of breaking out it instantly kills someone. We could work it once and then ignore it, but it then becomes a guaranteed miss if we hit it on a meltdown, and I don't want any of those because of an upcoming mission. It's also a HE, making its gear only okay at this point in the game. Next is -50. It can and will level your entire facility just beecause you got kind of unlucky. Work with it is very unstable, and while it has incredibly good gear (and possibly the only helmet-slot item better looking than Laetitia's), it's got a decent chance of outright killing us if we get unlucky until around day 23 or so. Finally, there's -53. Its biggest selling point is a ranged White damage weapon, but it's a very picky Abnormality. It likes to breach, with our current gear it would be a pain to suppress again, and we'd be spending a half an hour real time each day just running it down to get it to go back into its cell.
I want none of these. I like none of these. And not only do I have to pick one, it's going to be stuck in our facility forever, because it's getting Memory Repository'd to our facility. The only way out would be a day 1 reset, which I'm not doing.
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After thinking about it, I wind up weighing -32's relative unobtrusiveness against -50's better gear at a higher chance of everyone dying. I then go look up what the gear looks like as a tiebreaker.
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In a choice between crushing, injection, and exhaustion, I choose death by injection.
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Let's hope it wasn't a horrible mistake!
Next time, on Lobotomy Corporation: It is time to talk about the second truth.
New Guidelines
Ppodae
New Gear
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New Story
Ppodae (Part 1)
Ppodae (Part 2)
Ppodae (Part 3)