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Hm, Green Dusk, huh? Probably the hardest or 2nd hardest of the bunch.
Core supressions will definitely make life hard for you (fortunately, they can be optionally fought), heh, but the rewards they give are extremely useful. (Especially Hod's!) Malkuth shuffles work around randomly every 2ish meltdowns, so then you'll have say, Instinct consistently become Repression and Repression become Insight, etc, then it changes yet again... And then you suddenly can't cancel work orders anymore...
It sure is a rough wake-up call, the work shuffles, heh. I won't spoil what the other's gimmicks are, but they all provide very unique handicaps to work with, fitting since this is a management/puzzle-ish game. Hod's probably the hardest of the upper-level ones. Should be interesting to see how you handle Netzach's gimmick too.
A small hint, but, you'll probably want to gather energy as effeciently as possible during these core supressions, as the effects/handicaps often become stronger per meltdown. (Unless it's an get-to-midnight mission or something, then just spam easy works since Ordeals give you enough energy on their own. Saves a lot of time.)
(Edit: A good strategy for Malkuth would've been to work on something easy/non-threatening like One Sin, to figure out what a certain work has become, then do that two more times for the works, and the 4th one is whatever work hasn't been done yet.)
The Ordeals of Midnight should be interesting too, you probably need to beat that mission to do mid-level core supressions. But they're pretty easy if you figure out some safe tactics. (Besides Violet Midnight, that one's a real jerk, a lotta micromanagement required on that one to minimize deaths, kinda feels like you're all of a sudden 1v1ing something on the same "puzzle" area, heh.)
I've just finished all Sephirah Upper level core suppression and it's definitely a nice "twist on bosses" in a management-like game. (Special mention to the soundtrack)
Oddly though, the worst core I've did was Malkuth, because of her gimmick. I prefer to have full control of my actions, even if I have some debuff/no heals/vision reduced instead of randomized controls, which can lead to great disaster if you're not paying enough attention.
For the rest, I've managed them in the following order after Malkuth :
I'll see how I will manage Midnight. I need to complete Tiphereth's core supression first, to gain Qliphoth Immunity for several troublesome abnormalities in that department. At worst, I guess I can let the rabbits do the work. Unless it's the Violet one (you're really scaring me with that one. I have the impression that violet ordeals are just jerks).
Another question though : let's suppose some employees get killed during midnight suppression, and I validate the day then. Will I be able to retreive E.G.O. stuff and my died employees if I use the memory imprint just afterwards ?
Hm, figured Hod would be more troublesome, but with how late you are in the game, perhaps all that training paid off, heh. Somewhat fond memories of trying to keep employees alive during a Noon as no healing takes effect in Netzach's event. Figured Yesod's would be pretty easy, most people remember their employees pretty well, and end up designating an employee to often/always work with some abnormality or several.
I should probably tell you that doing Tipereth's meltdown also involves a midnight, so it's kinda pick your poison on that front, doing a midnight + core, or just midnight on it's own. But if you ask me, may as well try beating midnights on their own first, makes her core supression less difficult probably.
And yeah Violet Midnight is a real jerk to deal with, there's reasonable solutions for the others, but that one? No escape from that one, quite likely to pile up casualties while fighting it (but if you're careful and micromanage you might beat it). I wouldn't recommend using the Rabbits on the orange midnight though, if you've got a plan they'll work well enough on Green Midnight and on a part of Violet Midnight, atleast.
If you choose to continue after some employees died, and then reset to a previous checkpoint you will lose the gear but gain back the employees. So it kinda depends on who died using what gear, if you can make more of that gear then it's a non-issue. Any completed missions (and core supressions) stay completed, after all.
(Probably worth noting that opting to reset/restart the current day just brings you back to the start of that day employee/gear-wise. But opting to load up a memory repository will save your progress as-is currently, with any lost gear due to dead employees remaining lost, but anything you achieved/gained also remains, such as unlocked abnormality work info, recently-produced gear, etc. So it's probably best used in the preperation screen where you hire/move around employees.)
Well, I noticed, since I needed to go to Qliphoth level 10 to succeed. Gotta love that kind of choices...
I decided to try the suppression anyways. The first midnight I've faced was Last Helix. I let the rabbits do the work, but they got wiped and they didn't even removed 1/4 of its health. I was trying to kill it while dodging his beam with elevators, when the effect of insta-panic of Don't Touch Me played, and I wasn't even on it on screen. (And of course, I've lost the day). Welp. Don't worry, I gave it another try...
Guess what ? Guess what ?!?
https://steamcommunity.com/sharedfiles/filedetails/?id=1657539481
On the second try for Thiphereth suppression. I was like : "Fuuuuuuuuuuudge". I gave it a try because I wanted to know what it was all about.
I was not ready for this. But I've managed to only have 3 death on minor employees, everyone else were buckled up. I ran rabbits on the light blue slab (I should have done the other one too, I forgot I could dispatch them in several departments.) and took care of the rest, one at a time, while dodging all the attacks with elevators.
In the end, attacks are well telegraphed (sounds and animation cues), except the Sleeper (the "eye meteor", I name it like that because it shares a strange ressemblance to the eponym monster in Darkest Dungeon) which is just the worst.
But it's just long and tedious to deal with, because of couse, slabs are HP sacks... But oddly, I was more successful on that one, instead of Last Helix, where I had several casualties when employees were bashing it (before they got insta-panicked).
Well, it's an easy enough one, just keep employees to the left of the Information Team's main department (or in the hallway), ALL the employees, then send em in when Last Helix appears, whack it as long as you can until the beam gets uncomfortably close, and do the elevator-dodge. That said, you may wish to avoid using short-range melee weapons that day, as they might get close enough to get injured by the beam. Or just leave them in an seperate elevator if you aren't re-equipping them.
Hm, did you actually press that button, or did something else panic employees? There's a clear unique effect to pressing the button (either a earthquake-esque effect with shaking, or a blood-covers-the-screen effect, the former panics, the latter kills all). It could be that an employee got insane, stood around for a while, and then suddenly ripped their head off (don't ask me how they're able to do THAT), causing massive sanity damage to everyone in the same department, i believe. Employees that panic and start running and yelling stuff also cause gradual SP damage. (Catching them's a ♥♥♥♥♥ too! they run even FASTER then they normally would! You can slow-bullet them though... Or execute the uncatchable ones.)
Now i think about it, the beam does black damage, so, it's also highly possible they got hit by it, lost all their SP, and went mad nigh-instantly. (That beam is STRONG, so strong some use it as a means to supress a certain abnormality through combat...) Even black shields have trouble letting any employees survive as they rush through the beam. So, better to be safe then sorry and have em leave early, that hitbox is wonky at times. No rush anyway (unless you still have clerks who's deaths can make things escape, in which case i'd say, execute em all, bullets refresh per meltdown anyway).
Oh well, guess i recall Violet being harder then it was? It's very tanky though. I recall each slab enables a specific attack of it. And each slab has a resistance/weakness to a specific damagetype. The pale one probably enables it to use it's "eye", and the others are for each type of hand. You have probably witnessed it's eye going to a slab to protect it (by causing damage to anyone near it), or it using it's hands to cover up the slabs to protect them. In those cases you'll want to move away, of course, until it stops doing that. In any case just keep people away from the eye, it hurts anyone near it, that much i remember.
Dunno if you beat Tipereth's core yet, but it's helpful to note that some core supression events and whatnot bypass your meltdown protections, so you may see meltdowns occur in departments you've already supressed. Also a fun fact; there cannot be a meltdown in the department of a core you are supressing, as far as i'm aware. Everywhere else is fair game depending on the core, though.
About the Instapanic, it was exactly the Don't touch me shake effect. Except the fact my mouse and camera weren't even on it. So I don't know what happened. The only thing I can think of is an already panicking employee trying to release it. I shudder at the idea it can be possible. (Since it's a non-escaped object)
My biggest issue right now is The Red Mist. She deals way too much damage even on ALEPH-geared employees, and poking her safely is extremely long. I tried rabbits and Red Hook on her but it didn't work quite well...
I arrived up to the phase where she got the Mountain's weapon, and another one I failed to recognize. But I did notice that unknown weapon does pale damage while wiping my employees. I wonder however if I can unleash Melting Love or Slient Orchestra on her. I'll test that on my next attempt but I think I'll do Chesed meltdown first.
Well, i could tell you what worked for me strategy-wise, i guess i'll spoil it in case you wanna figure it out yourself. Knowing it all would make it too easy anyway in this case. I'll put it below.
Hm, i'm reminded of another abnormality that has such an effect of panicking... Was it with a scream and static? Might be Wall-Gazer. If enough employees die (seemingly an entire department), abnormalities have their counters set to 0 in departments with no employees, or something akin to that. So maybe that happened? It shouldn't be possible with Don't Touch Me though, it cannot have meltdowns, or be activated by anything but the player themselves.
Oh, reminds me, The Red Mist takes additional damage from abnormalities (not that it lets them win a fight against her, though, she's TOUGH). And don't be afraid to restock on bullets by starting a meltdown, she won't go anywhere for the most part. She kinda calls her attacks too, which may help in identifying what she's about to do and avoiding it. (Such as "There will be Nothing" for Mimicry, "The Movement of Calm" for the scythe, and so on.)
---
Phase 1:
Not much to spoiler here, actually, just beat on her until phase 2, but do try to keep employees in elevators if they're not fighting her, as that will protect them from her Gold Rush attack which involves her running through portals throughout the facility, doing severe red damage to anyone in her way. Best use your toughest ALEPH guys to fight her, check her resistances/weaknesses too, they change each phase. She swings slowly enough that you should be able to avoid her blows (especially if she lifts BOTH weapons). You can afford to bring a group to defeat her faster (since she won't throw spears yet), but be aware, her AI targets the biggest group of enemies attacking her.
Phase 2:
Fight her as usual, but be prepared to use a black shield if she throws The Burrowing Heaven (a spear), keep anyone not fighting her away from her on the left-right spectrum so they do not get impaled by said spears as they pass through terrain.
You can avoid her red damage swings by moving away as she lifts Mimicry to swing it at you, her white-damage dealing scythe is too fast to dodge the first hit of, though. Maybe throw white-resistant employees at her and avoid red swings while tanking most white swings?
She'll occassionally throw her scythe to a main room,dealing notable white damage to anyone in the path, and dashes there, dealing extra red damage to anyone (still) in the way. Just keep everyone away from her as she does that.
As she exits phase 2 and goes into phase 3, she throws her weapons, Mimicry (the red sword) goes infront of her, the scythe goes behind her, they deal tons of red/white damage so shield accordingly. Sending in Little Red can be a good combat aid when she's on low HP to get her to switch phases while keeping employees away from her or otherwise preparing in advance.
Phase 3:
This is where it gets hairy. I assume she can still use Gold Rush, but not 100% sure. She can definitely still throw sprears at you. Dealing with her pale damage is tough, but i suspect you can deal with her well enough if you just fight her near the room's edge and exit the room if you see her prepare a pale-damage attack or if she starts swinging the hammer.
If you want to cheese it the easy way, there's a weapon you probably have... It's... Blue Star's weapon. With that weapon, all you gotta do is send that employee to her while there's a notable distance between the two, and they'll slowly but surely burst her down as she attacks the air, that said, do keep an eye out for random spear throws.
Otherwise, doing hit-and-run's on her works wonders and you can try to engage her with long-range weaponry too, perhaps. Or have someone in pale-resistant armor tank the pale hits and dodge the hammer?
You should prepare in advance for phase 4, you can leave her on low HP and ask Little Red to finish her off, if it helps.
Preperations:
My preferred choice is to place everyone in the Control Team's main room and in the hallways leading to One Sin and your 2nd abnormality, which are both directly connected to the Control Team's main room.
Spread them out a little so you can pick out an specific employee if needed. If she uses Gold Rush, hide them from the portals accordingly.
Phase 4:
This is where she means business, but it's also your chance to finish her off while she's weak. She produces Twilight (probably the strongest weapon in the game) and hunts down your employees.
She has two attack patterns here.
The first one is where she randomly marks an employee (just like Little Red), and chases after then with incredible movement speed, dealing immense random damage to anyone she crosses, and doing an immensely powerful Area Of Effect attack if she sees/locates them.
To have the target survive this, have them leave the room ASAP once she sees them and starts her AOE attack. After she does an AOE attack she gets tired and then is your time to strike, as she is weak to every damagetype. If you have the Rabbits, now's a good time to summon them (if your employees are too far to damage her themselves), she will break through the Rabbit's barricade either way though, if they do not kill her.
You'll want to figure out which employee is marked, isolate them in a room, put everyone out of Gebura's way and have her initiate the attack, have the employee leave, and send em all in to finish her. The ideal spot for this is thus the Control Team area, since you can put employees at standby to finish her off in the lower hallways at One Sin and your 2nd abnormality while putting the bait she's targetting in the central Control Team room.
Her other attack pattern is to throw Gold Rush, and then chase after it with Twilight in hand, it works pretty much the same as before but possibly with more portals now, with Gold Rush itself being a red-damage projectile, and she will do massive random damage with Twilight if she crosses anyone. Once she reaches her destination she'll do a powerful AOE attack and be tired for a bit and then's your chance to send the Rabbits (if employees are too far away) or send in employees to finish her off. Though if she wakes up before you finish her there's a good chance she'll start tearing your employees apart, so make sure you send them ALL for a quick finish, or keep them far, far away (and send the Rabbits if you can?) so you have enough time to deal with her if she decides to chase you without teleporting.
There's also an way to cheese it, if fighting her is too hard... You need two specific abnormalities for this, ideally:
-Blue Star (whom will deal continious damage).
-The Shelter (which protects anyone inside it from all harm)
With this combo, you can send someone of value in the shelter, staff all other teams with disposable employees, and just watch everything escape and wreck havoc. Blue Star's pulse will gradually (but extremely slowly) kill her. Expect this to take like an hour, possibly much longer.
I indeed discovered that Blue Star weapons gave me a tremendous advantage against it, so I used my Blue Star geared employee to deal with it every time. It's also better to solo/duo battle it rather than sending a group against The Red Mist.
After I got too much casualties 2 or 3 times with its last phase, I noticed that the control team hallways are a good spot to keep your employees packed, and also, to check where The Red Mist will go to and ambush it. So I burst it down when I had the occasion. All or nothing. (and it worked!)
Cheesing it with the combo you mentionned would be the last thing ever I would think of (and I indeed have them both), since it means you will kill almost all your employees.
Now the worst for me is The Arbiter. I got rid off Hokma but I suffered several loss in the end due to its gimmick but I still managed it. The Arbiteron the other hand is on another level...
I managed to arrive to a phase where it shoot pillars all around, with "Pillars Meltdown" and this is exactly where I failed : since I got a "commando team" to burst it at safe distance, I didn't have enough employees to clean those meltdowns. And the worst of all, no stop ability at all to think a bit.
I'll retry with a guerilla strategy but I'm not sure if I can face this pillars phase with my facility, since I have several abnormalities that are a huge handicap when multiple meltdowns occurs :
- Logging wood giant, it can be only worked with once in this event, so if he got another meltdown, I cannot do the work on it ;
- Alriune : a pain to deal with, and if it escapes, blocks one hallway temporarily.
- Silent Orchestra : a pain to deal with, even if escaping is not too much a bother here ;
- Melting Love : because of contamination of course. Or else, I have 3 checks per do before a breach. (Managing it without a strike team is suicide) ;
- Blue Star : if it breaches, it's over ;
- Red Hood : I usually send her hit The Arbiter to avoid her counter to decrease but if I cannot do a contract, I will be obliged to face her ;
- The Burrowing Heaven : the most annoying meltdown to manage when facing the Arbiter, due to obvious reasons.
I'll try a few times more, but I think this will be the ultimate limit before resetting to day 1 to prepare just for this fight.
Well, that tactic is a nice way to beat her without any casualties in any case (bad reflexes may end up costing you the 'bait' employee she's targetting in phase 4, though).
I wonder if you've attempted to get the Twilight sword yet? It's an extremely powerful weapon obtained by defeating an amalgamation of certain abnormalities... Easily solo's most enemies, even ALPEH's, in uh, normal circumstances anyway.
If you need a hint on how to obtain it, then, uh...
-There is a total of three abnormalities.
-It could happen if two of them escaped at the same time with all of them present.
-They're all the same species. They all come from the same place.
-The Twilight sword looks awfully much like Justica, but... improved upon.
---
Yeah, Binah's a ♥♥♥♥♥ to deal with. Worst core to supress - EVER. Seems you got quite far though, that no-pause phase was the last phase! Well, she's tough, so the chance of casualties that day is pretty much 99%, you'd need god-tier luck and god-tier skills to avoid any and all deaths.
I probably don't need to spoiler much here, since you did it all sorta, but what worked for me was...
Preperation:
-It's possible to call the Rabbit Team on her immediately, locking her into the Extraction department for a while. Unlike the Red Mist, she cannot break/bypass blockades or teleport. That said, she'll still turn the Rabbits into mincemeat. She cannot cause meltdowns in the Extraction department - ever, so, don't worry too much about that. Just use the time you're given by this to prepare other things.
-Before you start, have like, 4ish people dedicated to dealing with abnormalities. Setup your teams to accomodate this perhaps, having 4 "workers" and one "fighter", or something like this for every department. Three workers could work too for easier departments.
-It is HIGHLY prudent to split up employees into seperate rooms/hallways/elevators. Have everyone seperated but not too far from the abnormality they're caretaking/working on regularly. This is because she spawns Black Waves in the same room as staff, and the waves stack, so, you'll get a LOT of black damage if you stack your people in the same room. Best time to do this is at the start as the Rabbits stop her.
-Gather up all your top-tier geared "fighters" near her. If you're using the Rabbits, there will be enough time to do this.
Phase 1:
-It's probably worth noting that breaking all "golden meltdowns" stuns her. Breaking all the other special meltdowns she makes makes her vulnerable to damage instead (i think it was called the dark meltdown?). So, if you break both meltdown types entirely, she's stunned AND vulnerable.
-So it's probably wise to distract her with the Rabbits, which also renders her unable to walk past any containment units elsewhere (any containment unit she walks past gets a meltdown). Gather your "fighter" team together. Pause and work on meltdowns as they appear.
-If she breaks out of the extraction department, follow her with your "fighter" team, but do not engage until you've broken all "golden meltdowns" and stunned her (and ideally weakened her). If you must, you can fight her while she's vulnerable, but be prepared to dodge insanely powerful attacks.
-She is able to attack with a uh... Slash attack of sorts, it does damage depending on the colour she's using, could be white, black, red, pale... It deals a LOT of damage, only those with the strongest resistance survive. It hits anything infront of her, so get behind her.
Her other attack is to form a pillar and fire it forwards. If this passes by any containment unit, it will cause a normal meltdown on them, so be aware. Same for other pillars. The colour around the pillar determines it's damage type.
-So, just break meltdowns, get her while she's stunned and/or vulnerable, and avoid attacks! Don't worry too much about your fighter team being stacked up, they'll (probably) survive the black waves. Oh, she also at some point starts dealing damage to everyone in the facility as she causes meltdowns, with some kind of spike attack from the floor. Probably deals black damage so try to avoid black-sensitive armour.
Phase 2:
-Not much changes here, stuff gets a little tougher but focus on the same tactic as before.
-More meltdown types appear, though, i'm not sure what breaking the meltdown of waves does, but i'd imagine it stops black waves from spawning, if they're a persistent feature until stopped, or it prevents them from spawning entirely at all, who knows?
Phase 3:
-yeah here it gets tricky. Pausing is disabled, and she's generally immune to damage until her Meltdown of Pillars is lifted/prevented.
-Your main focus is to do everything in your power to stop the meltdown of pillars, micromanage them as fast as possible - it's possible. You might notice a reduction in meltdowns to accomodate for the lack of pausing and lack of people (since a lot of em die).
If you succesfully break her Meltdown of Pillars, she becomes vulnerable to damage, now's the chance to finish her!
-She causes Meltdown of Pillars as she starts her circular pillar attack, prevent all those meltdowns and her circular pillar attack will be cancelled and she'll be left vulnerable.
-If micromanaging combat's too much just keep your attack team on her and pray they survive. Also possible to just put them near her and send em to her once she's vulnerable. It's helpful to note she will not counter-attack while she's busy doing the circular pillar attack.
Other stuff:
-I'd recommend just ignoring any regular meltdowns on stuff that won't breach anyway, such as tools, some abnormalities, etc.
-Abnormalities cannot damage the Arbiter, probably not even Little Red either.
-I'd suggest avoiding sending Little Red or employees to fight her, she might kill them or be provoked into doing her pillar attack, which means you get MORE meltdowns to deal with.
-If you have the Backwards Clock, object abnormality, it can aparrantly deal with meltdowns and broken out abnormalities. Might work wonders if used after she creates meltdowns or if used after too many things break out.
-If all this is too insanely difficult due to your facility (like the Mountain escaping due to deaths, really bad abnormality picks to work on repeatedly, etc), then you may wish to restart with an, uh, easier facility. It can do wonders if you're having trouble with this or other tough things!
*Pick easy to manage abnormalities!
*Try to go for fire-and-forget tool abnormalities as much as possible.
*Pick Yin/Yang, so they'll reduce the chances of you getting stuck with the... Train... Ugh.
*Restarting gives the benefit of starting with better employees too.
*You may wish to use this oppertunity to build up some LOB points if you restart, by not spending them on stats and training them through works instead. Or atleast minimize the amount you spend (like only buffing their health/SP to lvl 4 or something).
-DO. NOT. EVER... Try this supression with the Train.
-You uh, may wish to beat the Arbiter first before attempting any, shall we say, "bonus bosses". Her supression reward is extremely useful to have for those instances.
I think it's too much to manage with the pause disabled for me, and it's far way the worst thing ever that can happen in this game imo. I think I'll need to reset if I want to progress further.
So now, is it worth to finish the game and get one of the ending or is it better to reset anyway? By the way, how do you reset without losing your progression ?
As for continuing into the final days, hm... You could always take a peek? Maybe get some extra E.G.O items, see what days 46+ are like to mentally prepare yourself, if you so desire. As long as you avoid deaths/losing gear it's no huge worry. Unless you want to keep it a suprise, of course.
You'll eventually stumble into a roadblock that prevents the true ending though, due to not having done her core supression, if you keep going in your current "run". No way around it. And those endings tend to be uh, bad endings, you don't really get anything special for em (and the bad endings are unlocked/viewable in the uh, thing in the main menu next to the codex anyway, if you get to the true ending). So it's probably not worth going THAT far, not if it involves losing gear.
(Though if you're REALLY curious, i believe those bad endings can be seen by attempting, and failing horribly at days 47, 48 and 49, if you persist too long after losing most/all of your employees. You lose no gear if that happens, the day just restarts, and you can try again.)
And resetting back to day 1 is done by simply pressing that Day 1 button on the main menu, i think. Not sure if it asks for confirmation. It starts you off back at day 1 while retaining mission progress, core supressions stay completed, E.G.O gear stays, abnormalities stay completed too, information-wise. Only thing you lose really is your employees and LOB points.
Not as bad as it might sound though. New hires immediately get 3 in all stats from Hod's effect, and you retain your gear, so rushing through the days is easy, Ordeals hardly stand a chance! You'll undoubtedly encounter some new abnormalities too, which helps in getting more good gear. Just be mindful of the day, you get a "checkpoint" every 5 days (day 1, day 6, 11, 16, 21, etc), so uh, hope you don't pick a unmanagable ALPEH or something while also hitting a checkpoint, you can uh, retract recent bad abnormality choices by loading the previous checkpoint. (Except a certain "doctor" once he does his thing. He has spectacular anti-pale armor, though!)
I guess by restarting, you can also obtain more LOB points, it'll help to stock up on those, especially for day 46+, as deaths are quite likely there. So i guess it's up to preference for most part.
In her later phases, you can disable those extra attacks by responding to the new meltdowns. So the dark waves will vanish, or you interrupt her 8-direction coffin attack. I will admit, though, I went through a total rerun of the game to make sure that I had easily managed abnormalities only.
If there's ever an abnormality you don't want to deal with in the long term, but you need the logs from it, you can try a last-minute progression strategy. For me to earn Melting Love's equipment, I stuck her in a suppressed department, and the last thing I'd do each day is send in someone for attachment work, and triggering the next day as soon as the agent was out of the room.
Viridian Midnight is easy to suppress and easy to avoid. Amber Midnight is easy to suppress, but mildly tricky to avoid. Violet Midnight is on the level of a Super ALEPH, and yet I think it's the most likely to spawn.
The first two phases are no big deal, I even can manage them without stucking her with the rabbits. In fact, I wanted to keep them to finish her if needed, but I should definitely give them a try right at the start.
I think I've managed to have an even worst facility than before. I only have Blue Star as ALEPH, but I've got more troublesome abnormalities... Lots of less dangerous class ones, but if the game taught me something, it's that nothing is really harmless.
-The Queen of Hatred : Easiest WAW to manage and farm. EVER. She even helps you during second trumpet. The drawback is to "only" kill 3 clerks every Qliphoth level ? I don't know what she will do if she breaches, but I cannot be fooled, I know that sh** will hit the fan if she ever breaches. Nothing gives you so much benefits without a MASSIVE drawback.
- Singing machine : nothing special here and it even placed in Extraction team, so I don't even bother with its meltdown. But its requirements are harsh. And that thing litterally scares me and makes me uneasy at best.
- Big bird : I wanted to farm its EGO gear (and I did), and I completely forgot that he goes for a walk if 25 people die or if it's a second trumpet. Since pillars wipe an entire line, way to go...
- Big "Darkest Dungeon like" door : I don't know how, but a giant black door appeared when I fail to suppress Binah at some point. I don't know its origin, but something tells me that I do not want to know what will happen if it ever opens.
- Plague Doctor : that d**k shuffles the layout at every day and blessed employees cannot work on it ever again. When he's blessing, it takes hours to finish. Worst of all, this shuffle is done even when resetting the day and the blessing is kept between days or resets ! This one is a ZAYIN but, in my opinion, it smells fishy. Reaaaally fishy : I cannot unlock its escape info because I need 10 million boxes... Yeah, sure, the max is 999, no problem. Blessings stands out with that big clock and catchphrases... Seems like a hidden Qliphoth counter if you ask me, with the big party beginning when that clock will hit 12 o'clock.
Seems like I'll waste more days on this core suppression...
EDIT :
https://steamcommunity.com/sharedfiles/filedetails/?id=1677672029
I endured this for too long. Really thanks the advice, CarThief and Ekimmak ! Locking her from start with the rabbits was really effective and I was quick enough to manage meltdown and let them finish the work. My strike team did nothing and was waiting outside. XD
But I feel I'll get serious issue with the Plague Doctor, he have blessed even more employees.