Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
But if it helps...
-It's best to start off experimenting with the new abnormality first before doing any other works, saves time in case it goes awry and you have to restart.
-Insight seems to be one of the most common work types that works on most abnormalities.
-Repression on the other hand, is the most rarework type to work best on a abnormality. So, not many will appreciate that one (Insight is often the 2nd-favourite choice of such abnormalities).
-If it seems like it might respond well to conversation, try Attachment? Or if it seems like it needs feeding or it is some kinda animal, Instinct works wonders for those.
-If something looks rather imposing or is strong/high-level, try unlocking the managerial tips first and just guessing what work works best. The tips can be real lifesavers (especially if you remember them for next time, even after a restart).
-Send your best employee(s) to work on it, worst-case scenario, its a rare type that consistently reacts poorly to, or kills employees with too HIGH stats. (And you still get enough PE boxes from said now-dead employees, so the freshly-unlocked tips will tell you what you did wrong, and you can just manually remember those for the next attempt.)
That's the best that comes to mind so far, those general rules to go by tend to help. I guess it's different for everyone, but ussually its pretty interesting to see what an abnormality would do when it escapes, no? Or just figuring out what it does, it's story, it's equipment, etc, all very fun too.
No wonder this game is kinda popular to show off on YT heh, people love to watch a player's favourite characters get decimated/mutated/mind-controlled/etc and witness their reaction to various things... :P
And I totally appreciate that there should be risk involved. You're dealing with super-dangerous abnormalities that nobody's encountered before; people are going to die. There shouldn't be such thing as a "no deaths run" in this game. However, from my incredibly limited playtime with this game (three hours), it just felt like mistakes were nearly impossible to recover from, so you're forced to restart with the knowledge from your prior failures, and end up, ironically, being able to manipulate the situation with fewer deaths.
thank good you have a reset button.