Part 73: Day 33 - Gameplay
Day 33: GameplayMusic: neutral 3
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Now that we've cleared her first missions, let's take a look at Gebura's upgrade options.
Execution Bullets: These bullets instantly delete targets that they hit, but only Agents or Clerks. This is actually more useful than it sounds because no Clerk's Rights Abnormalities notice deaths by Execution Bullet. They also do not leave bodies behind, which some Abnormalities can use to do additional nasty things to us-the only one of these we've seen so far is Sweepers, who can use dead bodies to heal themselves. If someone in our facility has to die (and Clerks frequently do), this is the preferred method of removal.
Qliphoth Intervention Field: Lowers the target's Move Speed by 50%. It doesn't effect things like attack speeds or cooldown timers or anything else, just the specific Move Speed stat. Most of the time this bullet is completely useless, but it's good for slowing an Abnormality down so that our Agents can hit it with melee weapons while it's trying to run away, and for making it so that a Wander-type panic Agent can be hit despite their speed buff. Just remember that this won't stop something from just murdering our Agents, it only makes them move slower.
The Rabbit Team: Calls in a group of mercenaries that really will need their own mechanics talk post to fully go over. The short version is that they lock down an entire department, wiping out anything that's still alive in there before hopping off to other fields. Calling them costs 25% of our current energy per department that you call them into-to a maximum of 4 departments. Central counts as 2 departments towards this. They're a 1/day desperation tactic that can deal with almost any Abnormality in the game, but we shouldn't need them in most situations.
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We really want the Execution bullets. They're why I usually recommend new players go Disciplinary first, the research simplifies handling a number of Abnormalities.
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Retry count: 9. This day required two restarts. One is boring, and everyone died because I couldn't engage Firebird as I wanted to and it charged over my entire team and killed them. The other
In another, more doomed timeline posted:
Both the Firebird and everyone sent to suppress it went into the circled door transition.
And they stayed in there for over two minutes. Now, Agents and Abnormalities in door transitions cannot be damaged in any way shape or form, so everyone's just sort of floating in limbo. With the game effectively stuck, I wind up having to click-drag a box over the general area of the transition to select all the Agents currently in it, and had them run out to Central to see if that unstuck things.
Upside: It unstuck things. Downside: the Agents were no longer in the proper position to deal with Firebird. I had to throw White shields on everyone and pray.
Zeta21 and Medea died from the attack due to Firebird's effect killing anyone reduced to 0 SP in its charge. This caused everyone in the corridor to take 10% max SP damage twice in fear, which sent more aAents over the edge due to the White damage they'd taken from the charge-which in turn made every Agent in the room take 10% more SP for each of them... long story short, there's an immediate panic spiral and everyone dies.
Never lost a day like that before.
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First things first, our new Abnormality is a classy lady sitting at a piano. Clicking on her to perform a work gives us our first unique feature about this Abnormality.
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Some Abnormalities get special yellow work types instead of the normal ones-in this case her Insight work has been replaced with Performance work. As it is not Insight work, it does not train an agent's Prudence. It's generally a good idea to hold off on doing yellow work types until it's known approximately what effect they will have. To be safe, we'll be having Mizu do Attachment work.
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Thanks to Yesod's bonus, that one work is enough to grab her initial data. Meet El Llanto de la Luna, or La Luna for short. She's a White damage Abnormality which cannot train Prudence due to her special work command. She does have some special abilities, but if she breaches she doesn't count as a true breach-this means she's effectively useless for our purposes today. We'll talk more about her some other time, when we don't have multiple WAW suppressions on the docket. Just assume we're having Mizu talk with her about pianos in the background.
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Our first WAW is going to be Firebird. Our strategy is the same as it was back when we first got it. Tenebrais does the heavy lifting of working with it until its QC hits 1.
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At that point, we gather everyone like we did back when it first showed up, and do the dance back and forth in Central until it breaks out.
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Parasite Tree chooses this breach to interfere (at a 30% chance), and to hit Tenebrais instead of literally any of the clerks inside of Disciplinary who would have been closer.
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Like usual, everyone charges.
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Like usual, it attempts to charge and everyone runs away.
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As usual, Chinely gets hit and tanks the-wait what?
Yeah, I made a minor mistake here. Chinely has a melee weapon and a suit with 1.2x Red resist. Because of this he's weak against Red damage, so whenever Firebird's damage goes off, his speed is temporarily reduced to 0.1x what it would normally be. Because of this, he wasn't able to run away with the others. This error then makes me burn my last bullet this meltdown on healing Chinely's SP-in hindsight this was another error since there was basically no way he'd survive a second hit regardless. I swear I'm good at this game.
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Anyways, after the charge our deathball is able to dogpile on the bird again and deliver an onslaught of furious numbers too dense to make anything out. That's how late game combat usually looks in Lobotomy Corporation!
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Now that I've beaten the first five minutes of the day I can go ahead with the rest of the plan. These three will be working with Blue Star and Queen Bee to power up their two remaining stats.
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They'll be fine. In the meanwhile, we need a good plan to get WAWs 2-5. Ideally we'd have an Abnormality with a very easy breach condition we can abuse, which isn't too hard to handle.
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DRV's QC lowers whenever it's worked for more than 40 seconds. After Firebird's penalty, Tenebrais takes exactly 41 seconds, making her ideal for letting it out of its box.
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When Dimensional Refraction Variant breaches, it moves to a random location inside of its current department. Given that it is a blur, it is very hard to see. With most Abnormalities, if we don't know where it is we could simply click on its cell and dispatch people to suppress it that way-however, this does not work with DRV. We have to find it. Luckily the breach gave us a big hint this time. Can you find DRV?
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The damage number at the beginning of the corridor was a huge giveaway, as DRV automatically deals decent Red damage to anything it passes over. Anything that dies due to this is left floating in a cloud of interference, so tracing the dead Clerks to the end is a decent plan to find it.
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Kind of like this. Anyways, now that we've found it we can select Agents and have them attack the Abnormality directly. It's only a threat to things in front of it and I've never seen it turn around, so attacking it from behind is the best way to approach it.
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DRV is actually immune to Red damage, so Tenebrais-and any other Red damage source-would be useless against it.
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Since its HP is low, it's suppressed by the end of the main room. Two down, three to go.
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Thankfully, a Red shield is enough to make sure nobody else dies while I have everyone in Safety dogpile on the bee. At this point a Queen Bee breach barely qualifies as a threat anymore-our Agents have come a long way since day 17.
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Can you find DRV in this picture? It's at the end of the hallway near the elevator again.
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The fight goes without any complication, which puts us at 3.
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All the deaths between Firebird and DRV have lowered Big Bird's counter to 1. When this happens, we can either ignore it and hope we don't have 5 more deaths, do Good works with it to raise its QC back up...
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Or have Tenebrais bully it with Repression work so it escapes after a Bad.
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We discussed this a little bit earlier, but the basic idea with suppressing Big Bird is simple-we wait for it to shake its lamp, escape to another department to ensure nobody gets marked for an instakill, and then charge back in to continue the beatdown.
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During one of our attempts to flee, Twee is the one who's marked. This yellow halo protects her, but it enables Big Bird to use its instakill when in melee so it has to go.
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I also got a gif of Big Bird instakill chomping a clerk. This proved harder than expected, since the Bird shakes the screen with every step when the camera's zoomed in on it. Still, as long as we keep to our basic battle plan Big Bird by itself is no problem.
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Four down. One to go.
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La Luna doesn't offer a lot of gear, but it's among the most stylish in the game, and she does have an Insight work rate-this can be useful to know in the event that Malkuth should ever shuffle her work rates around-Perform will hide whatever Insight was hiding but act like Perform, while Insight can move to another option and function as it normally would. It's an incredibly niche thing to keep in mind, and pointless now since we've suppressed her.
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While working on getting DRV to breach one last time, we hit the next level. Also, Punishing Bird gonna Punishing Bird.
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Here we have both Shelter and Yang melting down. When this happens I like to make sure to keep the screen out wide so I can keep an eye on both of them. When the bar goes away, I click on their cells to make sure that they don't backfire on me. It's a good way to handle their meltdowns as efficiently as possible.
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This time, I ran into a little trouble actually finding it-the DRV spawned near the edge of Welfare and moved right on into Central. When having problems locating it, it can be a good idea to pause the game and slowly sweep the mouse over each corridor at the height where it floats. Whenever we go over it, the mouse cursor changes from its normal color to a distinctive red-that's how we know where it is.
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There are two main schools of thought about using Execution bullets. The first is that it's best to immediately clear out as many Clerks as possible, aiming to remove all of them and avoid any problems with Clerks dying the rest of the day. The second is to only use them on Clerks that are about to die in order to avoid triggering the effects of Abnormalities like Big Bird. The exact strategy I use depends on the challenge in question, but for the most part I prefer to only execute Clerks who are about to die anyways.
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The main problem, though, is that Clerks have no sense of self preservation so we go through a lot of bullets with this method. For instance...
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Kit would have probably survived contact with DRV, but try not to forget Agents that in works can't receive orders. It can get Agents killed-or worse, mildly inconvenienced!
Setting that aside, the DRV suppression finishes just after this-which means
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It wouldn't be a Fortitude training day if Clerks weren't exploding into bees.
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The newbies are coming along great, they're all just about maxed out now. Not bad at all!
Music: never frozen bottom flows
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T-09-80: "The tree simply reaped from what it sowed."
T-09-96: Eventually, intellect loses all meaning as they forget even how to exist.
T-09-77: Excessive aspiration would bring about unwarranted frenzy.
Tool time! We've seen -80 before, it randomly kills Agents instantly in return for some healing, making it strictly worse than bullets (which can either kill or heal reliably at our option). The other two are new, and actually very similar. Both are equip-type tools, both of them can be carried for the entire day without a problem, and both of them buff Justice at least somewhat. The main differences are that -96 lowers Prudence while -77 boosts HP, but not Move Speed. Both are incredibly solid picks, and which one to take is basically a matter of personal preference.
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Between the two, I just prefer -77 overall.
Next time, on Lobotomy Corporation: Gebura's tragic backstory.
New Guidelines
El Llanto de la Luna
New Gear
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Requirements: Level 4, Fortitude 3
*Not affected by Attack Speed
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Requirements: Temperance 3
New Story
El Llanto de la Luna