Good episode Stapes. I enjoyed it. To clarify about White Knight’s disciples, once it’s true identity has been revealed and you’ve had the clock completed, it’s next set of disciples onward are chosen randomly from all living employees and clerks. So anyone in the facility has a chance of instantly turning and subsequently dying upon White Knight’s breaching. While I can’t say this with confidence, I don’t believe it’s actually possible to get the Paradise Lost EGO gift from working with it, and instead all employees that survive a battle against White Knight receive it, much like how Apocalypse Bird gives out it’s gift. Also you are correct that the weapon can be gained from suppressing White Knight, though only through actual combat as repenting with One Sin will not give you the weapon. I can’t really say if it’s a good idea to let White Knight out or not, but I will say it’s arguably the hardest boss in the game due to the fact it can potentially instantly kill 11 aleph grade employees. And also that fighting it is entirely optional. Also I’d recommend you read Blood Bath’s lore doc specifically. Like Ice Queen, something was left in it’s lore entry that gives context for some backstory stuff.
"I don’t believe it’s actually possible to get the Paradise Lost EGO gift from working with it, and instead all employees that survive a battle against White Knight receive it, much like how Apocalypse Bird gives out it’s gift." this is just blatently incorrect, it even says in it's document that paradise lost gift is a 1% (doubled with binah) chance from working on it, like all alephs.
Hey, nice work with the third run so far. I've not commented on several video but I watched everything and enjoyed your video a lot. I prefer having whitenight in facility because it can produce a lot of boxes, heal facility, can train 3 stat beside HP as long as you equip the armor, and the stat on armor and weapon only good as long as you have whitenight in facility. Yes, whitenight's previous disciple (blessed) will turn into the 12 servants. So if you remember who the 12 people are, then you can bring them and put them away from whitenight before you try to fight it. One hundred sin can instakill whitenight but you can't get it's weapon that way. I usually prefer to fight whitenight in Binah/Hokma department because the area is large enough to kite two guardian that summoned in whitenight's room. It also beneficial to have large facility so the other 10 servants can roaming around without entering the whitenight room and make the fight more chaotic. There are 4 types of servant, White caster, Red slash, Black lance, and Pale guardian (idk the actual name, I just made up these 4 name with it's weapon/damage type). White caster can deal massive white damage from the range, Red slash can only damage melee, Black lance using spear to rush from onside room to the other side, and 2 pale guardian with instakill move and 2 long-winded attack spawned in the same room as Whitenight. The whitenight itself does a periodic AoE pale ring across the facility and revive died servant that contact with the ring. My strategy is have several range unit and one melee unit, melee unit can kita two guardian to get in animation loop because their long winded attack while the range unit keep hitting whitenight. Also check whitenight resistance you don't want to bring certain type of damage because it will heal him. There is a cheese strategy involving bring only pawn and 1 strong unit with a certain aleph gear from magical girl and then kill every other pawn so the strong unit is alone. Then make the strong unit goes insane using heart of aspiration and wait. The strong unit will become the "Judas" and because he is insane he will attack whitenight while no one can damage him. It's kinda finicky though (need several retry) and not that kind of cheese like geburah and shelter.
Dear manager. The Knight Arrives, manager I have a request. Her tears are a gift, one which I must bear the burden of. Make it so her blessing only falls upon me. Also I want her EGO gift, it goes well with my heart hairpin~
Information to the manager: Ah, whitenight. Funnily enough the first time you could normally get an aleph is day 13, but Whitenight is funnily enough an aleph obtainable on day 11, because they are normally plague doctor. As a semi experienced manager I have been able to suppress whitenight from the plague doctor form by letting sacrifices get the gift of plague doctor and letting everyone Else fight it. Only lost 4 agents along with the sacrifices, but the facility had multiple alephs breaching and sort of unable to be contained without more deaths. You unlock the weapon from suppressing it, but I do not suggest doing it until you might have done either Binah suppression for the benefits or gotten every department unlocked other than architechture (the very bottom one) meaning 50 employees and thus 38 to fight it. For dealing with Whitenight you should do someone with Judgement bird armor, as it has 0.5 pale resistance. This also comes with the apocalypse bird armor. For suppressing it... Well first no white damage, as it heals whitenight. Then as many people shoulf have proper pale resistance and pale bullets should be ready. Hp bullets will also help a ton. Whitenight itself is not a big threat, the only attack he has is a pale beam which does 40 pale damage or 40% of a normal resistant persons health. (80% for those with a 2.0 weakness) but he Will have 2 pale damage dealing scythe apostles with him. He Will always appear into the department where he is stationed at, and because of it I suggest any department with elevators right next to the main room, those including safety, training, record and extraction. Personally I like record or extraction for the extra space, but safety and training work too, you will just have to move the employees a bit more often. About the employee placement too, you can't have everyone wait in the same room, as if that is done the 11 apostles will automatically make everyone panic, even if some of them were there for 1 single frame. About the apostles, they will be completly random employees after the time you awakened plague doctor. Those with the blessing have no priority over anyone Else. This means the apostles will be highly unpredictable. There are also 5 different apostle types. 2 guards next to whitenight who deal pale damage, 3 scythe apostles who deal red, 3 staff apostles who deal white and 3 spear apostles who deal Black. The last apostle is a traitor that COULD work with one sin to suppress whitenight, but that doesn't give you the weapon. Now for possible cheeses. You remember the green midnight?... well you have not had it, but if you want to cheese it with a constant beam of Black damage, make sure whitenight is in CONTROL department and the midnight is green (most easily done with a mod that tells your ordeals) and just breach whitenight while the green midnight is there. You could also use information, but most of the time the guard apostles kill the midnight before it kills whitenight. After suppression MEMORY REPOSITORY. You do not want to restart the day, as you will not keep the weapon. While you lose the gear on the agents who died most of the time (binah lets you keep 25%), those can be gained back. The weapon holds immense strenght while whitenight is in the facility, and is strong even without him.
If youre going to defeat whitenight, make sure to memeory repository right afterwards to get your employees back. Youll save the ego as well. It'll take a bit of progress away but its better then having all but one employee in your facility live (thats what happened to me!)
Also i would love the ego gift of whitenights as it looks so cool however my blue star kit is my one and only... And ofcourse the hardworking employee that i am i have no problme "babysitting" whitenight
I recommend reading up Bloodbath's lore, perhaps on your own. It's one of the very few abnormalities who has a blurb that's related to the game's main story.
First day of work, it seems like the job openings only existed for about a week but some people here seems like they've been working here for years, either I'm *missing something* or that's just the TT2 protocol at work. As for what I want to do in this company, I'd love to be the one known to rip and tear, so any aleph gear that's free please send my way (and if at all possible, the combo of aleph gear I think to be the best until Twilight / Paradise Lost would be Mimicry's Weapon and Adoration's Armor. Day 1 Data Log: Shy look didn't seem to like me, so I reciprocated those feelings, didn't get many boxes but it felt good doing it. Day 2 Data Log: Heard a light explosion beneath me, wonder what poor sap went and drank the sap too much. (heh) Day 3/4 Data Log: Nothing to note. Day 5 Data Log: I had a chill run down my spine as I entered today. I believe I know what this chill was if my research is correct. Let's pray it never escapes containment. It appears the Knight has been picked. Utilize it's ability for combat, though this comes at a price.
White Night is the most dangerous abno, I don't think it's worth keeping it, you could use the memory repository to return to day 11 while keeping all the info and gear unlocked for the codex. The benefits of White Night: - Good work results heal everyone, so you can strategically work with it during something dangerous (like midnight ordeals or if multiple abnos are breaching) and have a way to keep everybody alive through it. - The armor has amazing stats but it only works if White Night is in the facility (if you don't have White Night the armor becomes a generic gear with average stats), so as long as you keep it you can have two agents become pretty much indestructible. The downsides: - It will shuffle your abnos locations every day, making it difficult to have a consistent daily routine to finish the days efficiently. - If it breaches is pretty much an instant loss since 12 random employees will become apostles (aka lose 11 employees by default and 1 who survives as a "traitor"), you can't pause or restart the day until White Night is suppressed or everybody dies. - It's a worse version of the "Train to Hell" since you also have to keep checking on it frequently while worrying about the massive pale damage and the possibility of it breaching. This does become easier once you get the armor, since it only takes 0.2 damage you can have one dedicated employee specifically to work with it without worrying about the massive pale damage. I personally advice to go back to day 11 so you can avoid White Night altogether.
Oof white night in the facility, it isn’t really ideal to get it this early if you plan on suppressing it, but if you only want the armor I’d say grab the boxes for the suits and repo. The armor is the best in the game….. if white night is in the facility, otherwise it’s an aleph suit with standard resistances (either 0.8 or 1.0) which ia lot better than it seems considering the limited amount of aleph gear you can obtain and the fact that it provides a minimum of 33% less damage against aleph type abnormalities ordeals and suppression targets, aleph vs aleph is 1 to 1, aleph to waw is 50% higher damage. On the topic of pale damage it’s important to remember that it deals percentage damage to your employees, so if you can’t get pale resistant armor make sure whoever is going in has aleph gear so they don’t take that extra 50% damage from the damage class difference. Lastly on giant tree sapling. It’s a decent abnormality for suppression targets, as like behavioral adjustment it provides regen, it starts off at about a 10% chance to kill the employee who drinks it and increases by about 10% per use per day. It’s a risky tool to be sure but like the other healing tool abnormalities the benefits can massively improve the facility. Though my favorite to use is the flesh idols for its facility wide healing. Gotta say though didn’t expect to become mulch for the healing juices Edit: I forgot about 1.76ghz, possibly the best repression trainer in the game, not only is it super handy with how early it can appear it’s also one of the least threatening escaping abnos. Considering the higher fortitude An employee has the success rate it can be a bit of a pain to clean up but not entirely necessary, however it IS still possible to hire employees with rank 1 stats, you can select to decrease an employees stats when hiring them if you want to meet those conditionals
I enjoy this serise so much!!! I suggest u get the armor and see a video about how to supress white nights as their are strategies (not cheese) that can be applied... if u feel its to tough dont feel bad to just get rid of it as its arguably the hardest battle in all of lob corp... good luck
...so I take it we're getting Lobotomy Corp Run 4 for episode 49? Jokes aside, good luck. I agree it'll probably be beneficial (for most days), but just don't forget about it. If you need it, I'll work with it yeah (SPEEEEED)
Good episode Stapes. I enjoyed it.
To clarify about White Knight’s disciples, once it’s true identity has been revealed and you’ve had the clock completed, it’s next set of disciples onward are chosen randomly from all living employees and clerks. So anyone in the facility has a chance of instantly turning and subsequently dying upon White Knight’s breaching.
While I can’t say this with confidence, I don’t believe it’s actually possible to get the Paradise Lost EGO gift from working with it, and instead all employees that survive a battle against White Knight receive it, much like how Apocalypse Bird gives out it’s gift. Also you are correct that the weapon can be gained from suppressing White Knight, though only through actual combat as repenting with One Sin will not give you the weapon.
I can’t really say if it’s a good idea to let White Knight out or not, but I will say it’s arguably the hardest boss in the game due to the fact it can potentially instantly kill 11 aleph grade employees. And also that fighting it is entirely optional.
Also I’d recommend you read Blood Bath’s lore doc specifically. Like Ice Queen, something was left in it’s lore entry that gives context for some backstory stuff.
"I don’t believe it’s actually possible to get the Paradise Lost EGO gift from working with it, and instead all employees that survive a battle against White Knight receive it, much like how Apocalypse Bird gives out it’s gift."
this is just blatently incorrect, it even says in it's document that paradise lost gift is a 1% (doubled with binah) chance from working on it, like all alephs.
Hey, nice work with the third run so far. I've not commented on several video but I watched everything and enjoyed your video a lot.
I prefer having whitenight in facility because it can produce a lot of boxes, heal facility, can train 3 stat beside HP as long as you equip the armor, and the stat on armor and weapon only good as long as you have whitenight in facility.
Yes, whitenight's previous disciple (blessed) will turn into the 12 servants. So if you remember who the 12 people are, then you can bring them and put them away from whitenight before you try to fight it. One hundred sin can instakill whitenight but you can't get it's weapon that way.
I usually prefer to fight whitenight in Binah/Hokma department because the area is large enough to kite two guardian that summoned in whitenight's room. It also beneficial to have large facility so the other 10 servants can roaming around without entering the whitenight room and make the fight more chaotic.
There are 4 types of servant, White caster, Red slash, Black lance, and Pale guardian (idk the actual name, I just made up these 4 name with it's weapon/damage type).
White caster can deal massive white damage from the range,
Red slash can only damage melee,
Black lance using spear to rush from onside room to the other side,
and 2 pale guardian with instakill move and 2 long-winded attack spawned in the same room as Whitenight.
The whitenight itself does a periodic AoE pale ring across the facility and revive died servant that contact with the ring.
My strategy is have several range unit and one melee unit, melee unit can kita two guardian to get in animation loop because their long winded attack while the range unit keep hitting whitenight. Also check whitenight resistance you don't want to bring certain type of damage because it will heal him.
There is a cheese strategy involving bring only pawn and 1 strong unit with a certain aleph gear from magical girl and then kill every other pawn so the strong unit is alone. Then make the strong unit goes insane using heart of aspiration and wait. The strong unit will become the "Judas" and because he is insane he will attack whitenight while no one can damage him. It's kinda finicky though (need several retry) and not that kind of cheese like geburah and shelter.
I think this is the first comment I have seen in favor of White Knight haha
Dear manager.
The Knight Arrives, manager I have a request. Her tears are a gift, one which I must bear the burden of. Make it so her blessing only falls upon me.
Also I want her EGO gift, it goes well with my heart hairpin~
Information to the manager:
Ah, whitenight. Funnily enough the first time you could normally get an aleph is day 13, but Whitenight is funnily enough an aleph obtainable on day 11, because they are normally plague doctor. As a semi experienced manager I have been able to suppress whitenight from the plague doctor form by letting sacrifices get the gift of plague doctor and letting everyone Else fight it. Only lost 4 agents along with the sacrifices, but the facility had multiple alephs breaching and sort of unable to be contained without more deaths. You unlock the weapon from suppressing it, but I do not suggest doing it until you might have done either Binah suppression for the benefits or gotten every department unlocked other than architechture (the very bottom one) meaning 50 employees and thus 38 to fight it.
For dealing with Whitenight you should do someone with Judgement bird armor, as it has 0.5 pale resistance. This also comes with the apocalypse bird armor.
For suppressing it... Well first no white damage, as it heals whitenight. Then as many people shoulf have proper pale resistance and pale bullets should be ready. Hp bullets will also help a ton. Whitenight itself is not a big threat, the only attack he has is a pale beam which does 40 pale damage or 40% of a normal resistant persons health. (80% for those with a 2.0 weakness) but he Will have 2 pale damage dealing scythe apostles with him. He Will always appear into the department where he is stationed at, and because of it I suggest any department with elevators right next to the main room, those including safety, training, record and extraction. Personally I like record or extraction for the extra space, but safety and training work too, you will just have to move the employees a bit more often.
About the employee placement too, you can't have everyone wait in the same room, as if that is done the 11 apostles will automatically make everyone panic, even if some of them were there for 1 single frame.
About the apostles, they will be completly random employees after the time you awakened plague doctor. Those with the blessing have no priority over anyone Else. This means the apostles will be highly unpredictable. There are also 5 different apostle types. 2 guards next to whitenight who deal pale damage, 3 scythe apostles who deal red, 3 staff apostles who deal white and 3 spear apostles who deal Black. The last apostle is a traitor that COULD work with one sin to suppress whitenight, but that doesn't give you the weapon.
Now for possible cheeses. You remember the green midnight?... well you have not had it, but if you want to cheese it with a constant beam of Black damage, make sure whitenight is in CONTROL department and the midnight is green (most easily done with a mod that tells your ordeals) and just breach whitenight while the green midnight is there. You could also use information, but most of the time the guard apostles kill the midnight before it kills whitenight.
After suppression MEMORY REPOSITORY. You do not want to restart the day, as you will not keep the weapon. While you lose the gear on the agents who died most of the time (binah lets you keep 25%), those can be gained back. The weapon holds immense strenght while whitenight is in the facility, and is strong even without him.
If youre going to defeat whitenight, make sure to memeory repository right afterwards to get your employees back. Youll save the ego as well. It'll take a bit of progress away but its better then having all but one employee in your facility live (thats what happened to me!)
Oof okay, thanks for the tip haha
Also i would love the ego gift of whitenights as it looks so cool however my blue star kit is my one and only...
And ofcourse the hardworking employee that i am i have no problme "babysitting" whitenight
I recommend reading up Bloodbath's lore, perhaps on your own. It's one of the very few abnormalities who has a blurb that's related to the game's main story.
First day of work, it seems like the job openings only existed for about a week but some people here seems like they've been working here for years, either I'm *missing something* or that's just the TT2 protocol at work.
As for what I want to do in this company, I'd love to be the one known to rip and tear, so any aleph gear that's free please send my way (and if at all possible, the combo of aleph gear I think to be the best until Twilight / Paradise Lost would be Mimicry's Weapon and Adoration's Armor.
Day 1 Data Log: Shy look didn't seem to like me, so I reciprocated those feelings, didn't get many boxes but it felt good doing it.
Day 2 Data Log: Heard a light explosion beneath me, wonder what poor sap went and drank the sap too much. (heh)
Day 3/4 Data Log: Nothing to note.
Day 5 Data Log: I had a chill run down my spine as I entered today. I believe I know what this chill was if my research is correct. Let's pray it never escapes containment.
It appears the Knight has been picked. Utilize it's ability for combat, though this comes at a price.
White Night is the most dangerous abno, I don't think it's worth keeping it, you could use the memory repository to return to day 11 while keeping all the info and gear unlocked for the codex.
The benefits of White Night:
- Good work results heal everyone, so you can strategically work with it during something dangerous (like midnight ordeals or if multiple abnos are breaching) and have a way to keep everybody alive through it.
- The armor has amazing stats but it only works if White Night is in the facility (if you don't have White Night the armor becomes a generic gear with average stats), so as long as you keep it you can have two agents become pretty much indestructible.
The downsides:
- It will shuffle your abnos locations every day, making it difficult to have a consistent daily routine to finish the days efficiently.
- If it breaches is pretty much an instant loss since 12 random employees will become apostles (aka lose 11 employees by default and 1 who survives as a "traitor"), you can't pause or restart the day until White Night is suppressed or everybody dies.
- It's a worse version of the "Train to Hell" since you also have to keep checking on it frequently while worrying about the massive pale damage and the possibility of it breaching. This does become easier once you get the armor, since it only takes 0.2 damage you can have one dedicated employee specifically to work with it without worrying about the massive pale damage.
I personally advice to go back to day 11 so you can avoid White Night altogether.
ohhh thanks for the ups and downs, will definitely take this into consideration!
Oof white night in the facility, it isn’t really ideal to get it this early if you plan on suppressing it, but if you only want the armor I’d say grab the boxes for the suits and repo.
The armor is the best in the game….. if white night is in the facility, otherwise it’s an aleph suit with standard resistances (either 0.8 or 1.0) which ia lot better than it seems considering the limited amount of aleph gear you can obtain and the fact that it provides a minimum of 33% less damage against aleph type abnormalities ordeals and suppression targets, aleph vs aleph is 1 to 1, aleph to waw is 50% higher damage.
On the topic of pale damage it’s important to remember that it deals percentage damage to your employees, so if you can’t get pale resistant armor make sure whoever is going in has aleph gear so they don’t take that extra 50% damage from the damage class difference.
Lastly on giant tree sapling. It’s a decent abnormality for suppression targets, as like behavioral adjustment it provides regen, it starts off at about a 10% chance to kill the employee who drinks it and increases by about 10% per use per day. It’s a risky tool to be sure but like the other healing tool abnormalities the benefits can massively improve the facility. Though my favorite to use is the flesh idols for its facility wide healing.
Gotta say though didn’t expect to become mulch for the healing juices
Edit: I forgot about 1.76ghz, possibly the best repression trainer in the game, not only is it super handy with how early it can appear it’s also one of the least threatening escaping abnos. Considering the higher fortitude An employee has the success rate it can be a bit of a pain to clean up but not entirely necessary, however it IS still possible to hire employees with rank 1 stats, you can select to decrease an employees stats when hiring them if you want to meet those conditionals
I enjoy this serise so much!!!
I suggest u get the armor and see a video about how to supress white nights as their are strategies (not cheese) that can be applied... if u feel its to tough dont feel bad to just get rid of it as its arguably the hardest battle in all of lob corp... good luck
Definitely will try to read up on the fight... sounds like it is going to be tough lol
...so I take it we're getting Lobotomy Corp Run 4 for episode 49?
Jokes aside, good luck. I agree it'll probably be beneficial (for most days), but just don't forget about it. If you need it, I'll work with it yeah (SPEEEEED)
Anyways, you talked about pale resistant armour. Isn't Justitia 0.5 all?
And you will be getting it haha
Yippee! Jesus is back, here for our sins!