Last time on Invisible Inc: Banks receives a mysterious lawsuit for medical malpractice. Someone gave Prism a gun for some reason. Decker is building something in the basement. We stole a vault card. There was a training montage where Banks got stronger/faster, and Decker got stronger/more l33t.
And now, the conclusion.
All of our choices lately have seemed logical. My only concern is if we are keeping pace with the corporations. The last mission is only 28 hours away. Sankaku is getting more and more sup3r10r. Our equipment for k1ll1ng is sub par. We need to be as strong as possible in the coming day.So yeah, finally got that gun into Prism's hands. She looks downright murderous.
Anyway, we have a new friend:
This is an Akuma Drone. It is not cute, it is not happy. Its fondest desire is to kool-aid man through walls, because then there would be nothing it cannot destroy. Fortunately the the game engine won't allow it. Yet. Decker tags it because of course he does. It has an 180 degree vision arc, which means not only does it have a wider arc than normal none of that arc is peripheral vision. This thing is going to be a problem; its surrounded by other security, its sat itself stationary in a chokepoint, and it has four firewalls with a daemon in the way of us and even a single turn of controlling it. Still, we wouldn't have gotten this far if we confronted all our problems directly...
And we can put this particular problem off, because we've found the vault. It has two guards in it, which is actually convenient because Banks has the key card anyway. She heads down, finding a 3D printer on the way. I'm not going to bother giving you guys choices for now since we spent all our funds on a training montage, but we should be able to grab something on our way out of the vault.
The portable server can be placed on the ground to generate power, but you have to pick it up before you leave. The portable server III generates a whopping two power per turn, which is incredible, but it takes four hacking to use, which is not incredible. The flurry gun is the strangest damn item in the entire game. The general rule of Invisible Inc is that all lethal weapons are ammo based. The flurry gun doesn't take ammo though, and it doesn't have a cooldown either. It can be fired ONCE per mission... per agent. That's right, by tossing the gun between agents you get more shots. It basically lets you do anime team attacks.
We are exploring this level blazingly fast. For some reason a lot of the objects here have only a single firewall, which is... less than they had in the last mission? With the one power rapier hack Incognita can hack something, then Prism gives us the power back. Free hack. Prism finds a facility database, and... yup. The Akuma is square in our way.
She likes one so much more than zero.
Just look at all those free hacks. Then Prism finds a daemon database, which reveals all daemons. Normally I consider these a foolish hack, not the least because they usually have a daemon on them, but at one firewall and no daemon its literally free. Banks meanwhile pickpockets a guard and activates the vault console, which throws all the lockboxes open. Each lockbox is like a normal safe that can't be hacked on its own and gives a greater credit bounty; there are four of them. This just the low security stuff though, we haven't got into the vault door yet.
We're about to go over to the first alarm level, so I've hacked everything that doesn't have a daemon on it. I mean it, everything we could see, which was quite a lot! There was a sound bug near the Akuma that had a siphon daemon on it; I hacked it on purpose because there was only one power left. So now we have no power. This is fine, there were some consoles I left behind because so that Decker can get to them with his hacking skills.
Backtracking like that also lets Decker try out our new toy on the trapped safe near the consoles:
I forgot to take a screenshot of this. Suffice to say it was staticy and EMPy.
Banks gets inside the vault.
See our credit count? Yeah, that's not even all the loot. Inside, there are display cases with corporate science projects. Its way over our agent's heads what they actually are, but if the corps want to put it on display clearly some black market one percenter will want to put it on display too. Each of them is worth 500 credits. If Banks can get both of them to the exit that will be 1,000 credits on top of our current gains.
You may also notice an alerted guard. I neglected to mention this guy. Yeah, Vault missions are tricky like that. You go into a well guarded dead end room, and they send an enforcer in after you. Its kind of amazing we haven't fought an enforcer before on this run. They're tough cookies that get called in on the fifth and sixth alarm levels. Instead of blundering into rooms like the rank-and-file, they'll lead with a scanning grenade. The scan will pass through cover but fortunately be stopped by walls. The best defense against enforcers is simply not to be wherever they are. After checking out the vault console he heads up into a dead end room. Because he's alerted he leaves the door open and there's a camera drone inside the room looking out at the remaining two lockboxes. I decide to hack it just to explore the room; there's consoles but I think we're pretty much fine on hacking so no need to go in there. Banks don't want to linger because of the enforcer and she just *quite* can't get out of the vault in one turn. So she tries sprint-stepping to get the guards out of her hair.
There was a sound bug in the vault that I left unhacked because of a daemon. Welp. At least they were successfully distracted, right?