So, I grab five anarchy on Banks:
We have no more credits to spend on anything, so now its time to jump on a plane to Toyko, to find a financial executive and hack into his brain Ghost in the Shell style. This will give us a card with access codes for cracking into vaults or occasionally one or two other things. The flight takes 6 hours; distance traveled and time to arrival don't seem directly related when it comes to the jet. Maybe it flies like an ICBM, or maybe Central has it circle around the destination so that the agents can get some rest between missions.
Finding Prism in the detention center was highly fortunate. The primary weakness of Seed is that it cannot build up a power reserve over time. Prism will build up a power reserve for me, as long as I only hack while seed is active.
I do not know what your obsession is with an ideology that advocates a stateless society based on voluntary associations. I suppose you have already invested this much money training Banks as an activist, you might as well finish her training.So, we finally touch down in the mission area.
Right out the gate there are two ways we can go, the team splits up as a result:
We find the executive fairly early:
Unfortunately, the one who found him was Decker. We want to knock this guy out, and we want to have Banks loot him. Decker doesn't even have a weapon capable of KOing. I decide to send Prism down. The executive offices sometimes have other doors, and there's a big screen blocking us from seeing the room. This means the exit could still be down this path. I want Banks to loot every single guard on the level, and there are still guards in her area I want her to pickpocket before she heads to the exit. Prism helps the team simply by being in the level, so she's ideal for more passive jobs like knocking out the executive and guarding his body for 6 turns.
Banks gets to work doing her thing. Or at least she would have, except this happened:
From hacking robots, I know that they are capable of closing doors. However, in their normal operations they choose not to. Maybe as an act of slight rebellion against their masters. So, the iddy biddy attack drone left the door open. When Banks opened this door, a guard saw it out of his peripheral vision, through one door and past the safe. It was pretty unlikely.
When this happened Decker was already most of the way over there, so he comes in, tags the guard, and then steps into his peripheral vision.
This lets Banks go in for the
kill wallet lift.
Apparently this is the only guard the corps employ who actually tries to take people in alive. Well, I'm taking his stunner, now all three of the agents can perform melee attacks. This is where anarchy five really pays off. That's a 500 credit value, because its something actually want (it would be half that if we sold it). You can't rely on finding extra items, and you can't rely on being able to loot all the guards, but because we survived rushing it early we'll have many, many chances to get extra gear before the end of the game.
Prism teaches the executives that there are no innocents in espionage:
She then begins dragging him forward both to hide the body and to scout out the room further. Unfortunately the corps saw the movie Inception, and they've been training their important personal to resist mental intrusions.
Now that I know there's a guard elevator there, and I can see from the console database that there's a console in the corner of the room, I can make an educated guess that this is a dead end room. Guard elevators frequently are. But it also might not be.
Financial office missions give you a keycard, but even if you find a place to use that keycard the payout is only about what you'd get in two missions. However, there's a second payout to these missions, which is what's in the executive's pockets. This reward can be as high as 800 credits; its the other place where anarchy can pay off big time. Sadly this guy didn't have much spending money considering his line of work, but on the other hand we can knick his epi pen.
Banks takes out the enforcer who came to check up on his boss. This causes the building to hit alert level three and another guard is summoned down by the same elevator.
If guard bodies are found, even unconscious ones, the alarm track goes up and the guard who found them goes on alert. So we want to hide bodies whenever we can. Fortunately this place has a lot of hiding spots. The executive gets knocked out for longer than other enemies due to his physical weakness, and the enforcer get a dose of Bank's custom paralyzer. These guys shouldn't be bothering us for a while. At this point, I decide it would be far too much risk to check the elevator room.
Decker's been doing some exploring of his own. And tagging guards for his research of course. He wants to get down to that other room but he wants to get closer to the door before trying, so he goes back... and gets caught through the same obscure "seen out of the corner of the eye through two doors" way Banks got seen before. This time, Decker takes out the guard. But, he's only down for 2 turns, and when he gets up he'll be the way of the other agents. So Decker wastes a couple of turns pinning the guard, that he could have spent trying to find the exit. At this point, I'm REALLY hoping that the exit isn't on the dead end I didn't explore.
Decker moves out one turn before Banks arrives. This causes the guard to progress to one turn left on his KO timer. However, in this game, you can direct attacks against downed guards:
This brings him back up to 2 on the KO timer, and then Bank's special mix will come off cooldown the next turn.
Decker's exploration isn't turning up the exit, instead he's turning up even more doors. And, unfortunately...
This doesn't threaten us at all in the short term. But the enforcer is going to wake up and then there will be three alerted (!) guards in that area, in addition to the 2 other guards and the drone also in the way, AND the next two alarm levels will pinpoint agents and summon even more guards. If the exit is down there, its going to be a long, painful slog that will probably result in everyone dying.
There are two doors we can see from Decker's current position. He explores both of them, to find...
We explore into that to find
Some medgel in a safe. But also another long, hallway-like room.
The scan sends cutebot after us. I hacked him down to one firewall earlier, so even with rapier making our hacking costs horrible we can still get him, but there's a hard limit to how many turns we can hack him down. There's one more connected room here, it better damn well be the exit
OH THANK GOD IN HEAVEN and I'm not even Christian.
Well, its looking pretty definite we'll survive. While Decker's waiting for the others to catch up, he checks out the 3D printer:
Drilling D.A.R.T. does ranged KOs at one armor pierce. The way armor works in Invisible Inc. is you can either absolutely pierce it or you can't pierce it at all. This rifle has no cooldown but it needs to be reloaded as a free action with a charge pack every 2 shots. Predictive Brawling is an augment that causes you to gain six AP with every melee attack. As an augment it takes an augment slot (all of our agents happen to have exactly one free) instead of inventory space and cannot be transfered. The paraylzers are like what Banks keeps injecting guards with but slightly less effective, they need two points of anarchy so Decker currently cannot use them but everyone else can.
What do you think?