(the) Gnorp Apologue

(the) Gnorp Apologue

67 ratings
Compression 10 End Guide [17 Talents] Short, Easy, Simple
By nk
This is a guide for someone who is trying to beat this game as soon and as easily as possible so they can move on with their lives (while enjoying the game, of course).
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Getting to 17 Talents
I think I took about 5 or 6 prestiges to get to 17 Talents, resetting whenever I had about 3, with an overall playtime of 14.5 hours to completion.
Getting to 17 Talents is important because it gives the talent MULTIPLIER GROWTH, which is likely needed to win (I haven't tried without it).
Other guides have builds that might gain prestige faster in the early game, so I'd refer to them (or better yet, just play the game for yourself at this point).
Strategy Outline & Talent Selection
A very quick brief on what we are trying to achieve is as follows:

1. Gnorp Propulsion Lap (GLP): Bombers to deal damage and Timeshift
2. Timeshift helps collect faster and GEET shards for rockets
3. Rockets deal damage

Multipliers, Modifiers, and Extras
1. Maintain fire for Bombers
2. Maintain freeze and acid for damage
3. Pocket Rocket damage
4. Having 3 Zygnorps give inspiration to Bombers
5. Gnorpcalibur's extra damage

This is a simple build and it should be easy to understand the logic

We will also try to save on Gnorp usage during the early game stuff to ensure you have enough of them to win in the late game.

With the above strategy in mind, these are the Talents used.
I beat the game with many redundant/unused talents, which are marked by the red line.

I did not hire any Mountaineers and Drones were useless.

Given the strategy, these Talents are mostly self-explanatory.
FUTURE TO THE BACK is only used to get frost arrows onto the guns.
Not sure if NOTES were really needed or not.
Since I did not use 4 Talents, it might be possible to win without reaching Talent 17, but MULTIPLIER GROWTH seems to be pretty strong, so it might not be worth attempting Compression 10 without reaching Talent 17.
Execution
Since you got to Talent 17 already I will skip some basic steps, if it's not listed and it's something obvious just go with your experience. You can do many of these out of order as long as it's roughly in line.

Click and recruit Runners, as usual.
DO NOT RECRUIT ANY SLAMMERS FROM SLAM CLUB

Get Archery Range, fire and Ice arrows

Get GLP and recruit Bombers

Get Gun v. Rock, recruit 3 Riflegnorp with ice arrows over the course of the game
Once you have 2 or 3 Riflenorps, switch the Archers back to fire arrows
This should get you constant fire and ice (4 sec cooldown) debuffs on the rock.
At this point, you are done with anything related to the Guns and Arrows.
YES THIS BUILD DOES NOT USE ZYBE ARROWS!!

Get Coca Cafe only to give the Runners a break before a compression.

Remember to get the Zybellium Agitator, sometime around Compression 3, and quickly compress thereafter.

Continue to build Bombers and Runners.

Spend 1 Zybellium in GLP. End the game with at least two Zybelliums in GLP.

Get GEET in The Express, and build YX1-AB. Use a Zybellium for Vulnerability when available.

Get the additional housing upgrade with Zybellium sometime here.

Get the Garden and use only Green. After you upgrade leaves with Zybellium you can add Blue.

Get Shrine and upgrade all.

Get Academy and get 3 Zygnorps throughout the game, then select the new Inspiration for the Bombers

Get Pocket Rockets in GLP when you can.

Near the end get the Reclamation Nullifier

Once you reach Compression 10 you might have to make the Runners take a break if they are collecting too quickly.


Refer to the above for estimates of what your damage and collection figures should be (after turning off collection, as my Runners were too fast to form a pile)

Final Tally:
Runners: 50 (this was too many at compression 10, had to give them breaks, try maybe 40)
Bombers: 50 (or as many as possible)
Riflenorps: 3
Zygnorps: 3

Zybellium:
Additional Housing: 1
GLP: 2 Timeshift, 1 Pocket Rocket
Zygnorps: 3
Garden: 1
Rock: 1 Reclaimation Nullifer
Rocket: 1 Vulnerability

If you have any extra Zybellium add all in Timeshift
11 Comments
toede^^ Mar 17 @ 4:39am 
Great Guide. Working fine!
sunburnedslayer Jul 5, 2024 @ 1:02pm 
Great Guide, definitely helped me beat the game. I ended up with 120 bombers with 4 timeshifts and around 20 upgraded runners and won in 22 min. Love how the Gnorp Propulsion Lap is shortened to GLP instead of GPL lol, had me confused for a bit.
linkywink21 May 1, 2024 @ 2:48pm 
Okay never mind, I didn't read the execution lol
linkywink21 May 1, 2024 @ 2:35pm 
Also, how many slammers do you get?
linkywink21 May 1, 2024 @ 2:32pm 
Please accept my request of the following: Can you add where you Additional Housing is? I'm only asking for the newbies.
sam Mar 21, 2024 @ 9:36am 
Did this strat with 14 talent points, so minus all the talent 17 perks. Used Super Shatter thinking it was good (it was not that great, it harnesses damage for 20 seconds, not optimal for the rockets.)

At the end of the day, I had to micromanage my 30 runners so it only donates shards towards the rockets and not pocket the rest. Works great.

Thanks for the guide! Very helpful!
Y O U K N O W Mar 16, 2024 @ 8:09pm 
I just managed to do it following this strat with 15 talent points, just had to put the runners on break for a few minutes for the last few compressions.
lettland Feb 19, 2024 @ 2:38am 
i m trying to do this with 16 talents but do like half your damage guess i have a skill issue and didnt get the 17th.
Frostygale Feb 1, 2024 @ 8:29am 
Oh, a minor tip: if you get the Zygorp inspiration for bombers, they can do timeshift impacts without spending any zybe on the timeshift upgrade!
Hevy Jan 23, 2024 @ 5:16pm 
Ay, thanks for the help!