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2024-11-10 The tests can be accessed through the Backdoor Portals located all over Cloudbank. Each portal within the Backdoor represents the different tests. Con
The tests can be accessed through the Backdoor Portals located all over Cloudbank. Each portal within the Backdoor represents the different tests.
Contest()
Clear every Test.missable, challenge set
Just to give a quick summary: Speed tests are time trials. Planning tests require you to kill all enemies in one planned execution of Turn(). Stability tests require survival until the end. Performance tests require you to clear waves of enemies with function combinations that you are free to choose (with limitations). Agency tests are similar to the final boss fight.
Agency()
Complete each Agency Test.missable, challenge setPerformance()
Complete each Performance Test.missable, challenge set
For the purpose of this guide, I have refrained from mentioning anything about the Performance and Agency tests (this applies to the Limiter achievements as well). Both tests give you a lot of freedom as far as your loadout goes. The most important thing is to use loadouts that work to your advantage especially if you are aware of what you will be facing. Nerava’s combat guide is an excellent source of general combat advice. Check it out as it provides helpful information to increase overall competence in the game.
http://steamcommunity.com/sharedfiles/filedetails/?id=262295455Sandbox()
Clear one of each Test.missable, challenge set
The Agency tests only become available on your recursion playthrough (NG+).
Speed()
Complete each Speed Test.missable, challenge setSpeed Test 1
– You’ll be surrounded by Creeps and Badcells for this test. Simply go into their line of sight to bunch them up and kill them more efficiently with Bounce().
Speed Test 2
– For this speed test, you’ll by facing 1 Jerk, 1 YoungLady, and 4 Weeds. You get to use Get() and Flood(). Simply snipe the Weeds with Get() for fast kills and then group the YoungLady and Jerk before freezing time and spamming Flood(). You’ll want to do the second part quick because the YoungLady spawns Badcells upon death so you’ll want to be in a good position to collect all the cores after it dies to reduce the new spawns.
Speed Test 3
– You are faced with 4 Snapshots and you have Load() which is basically a mine you can forcefully trigger. Keep in mind that you can get away with pre-casting Load() to help kill the enemies faster. Once the Snapshots spawn, shoot the mines and a direct hit should kill them instantly. They’re spaced out just as the previous enemies were so take note of that when laying down Load().
Speed Test 4
– Speed Test 4 was quite tricky for me. The best advice I can offer is to stay on top of laying down Purge() on each enemy. Combine it with Void() whenever you have a clear shot at multiple targets. Purge() doesn’t stack so you’ll want to make each shot count. Do note that the projectile you get to shoot follows the enemy but has limited distance.
Speed Test 5
– Your loadout for this test is Ping()+Mask(), Cull()+Spark(), and Jaunt()+Crash(). You’ll be facing 4 Man (men). Activate Turn() right away, Jaunt THROUGH one of them, shoot them as many times with backstab Ping() as you can while leaving enough to cast your last attack, then finish off with Cull() (backstab). This is more than enough to finish off the enemy. Simply repeat 4 times.
Speed Test 6
– The main trick for this speed test is to micromanage your Help() Fetch. Use it to kill Weeds in one Bark() or Cheerleaders with three. The enemies are mostly Tier 1. The most important thing you need to avoid is having Badcells hatch when you kill the YoungLady. Having them hatch will most likely result in failure of the test.
Stability()
Complete each Stability Test.missable, challenge setStability Test 1
– You’ll have to survive 1 Jerk and a handful of Creeps. Some general advice to surviving this is to basically switch the Jerk over to your side whenever possible (while hitting as many as you can) and rotate it with the usage of Mask(). When you are able to to possess a Jerk successfully, use it for cover. Other than that, don’t overcommit when using Crash(). Using Jaunt() as a passive reduces the cooldown of Turn() Planning, Use this to your advantage especially when tight on cooldowns.
Stability Test 2
– For this second stability test, you are given a trio of functions that are great outside of turn planning. You have 2 projectiles, Purge() and Ping() and you are also given Jaunt() with the ability to create a copy of yourself. You’ll be facing 1 YoungLady, several Cluckers, and Snapshots. The copies generated by Jaunt() are more than enough to complete this test. Simply keep dashing around the outer edge of the octagon. Make sure you do long dashes otherwise you increase your chances of getting bombarded.
Stability Test 3
– You’re given Help()+Spark(), Tap(), and Jaunt()+Get() to face 4 Man (men). Simply dashing around will not be sufficient this time around. Use Help() whenever you are not in immediate danger (when Haircuts have only been newly cast). The companions will serve as meat shields to increase your survivability. In between cooldowns, it’s essential to use Jaunt to group the enemies together and steal HP using Tap().
An alternate strategy by Chasmyr:
“If you can get to a quiet corner, you can just camp there, sending out a dog to deal with the occasional Haircut that wanders over to you.”
Planning()
Complete each Planning Test.missable, challenge setPlanning Test 1
– The first planning test pits you against 4 Badcells that can be lined up to be killed in 2 executions of Breach().
Planning Test 2
– This time you have to kill a Jerk. Simply take advantage of backstab to maximize damage output. Get behind it and use Crash(), Breach(), Breach().
Planning Test 3
– You are given Ping() and you have to shoot 5 Badcells. This test is quite easy. Just pay attention to the trajectory of your shot. You’re told whenever it will get blocked or is out of range. Sometimes, even when it projects a hit, it’s possible for the attack not to connect. In that case simply try again.
Planning Test 4
– Cast a Load() past the wall and hit it with Crash() to propel it forward. Thanks MIB & BloodBobbles for the tip.
Planning Test 5
– Use Get() on all 3 Fetch then double Tap(),
Planning Test 6
– From your initial position, shoot the first Cheerleader with a Flood(). Place a Load() in between both Cheerleaders but place it so that it still gets hit by the first flood to maximize damage on the second Cheerleader. Next, line yourself up with the 2nd Cheerleader and the Clucker to shoot 2 more Flood() to finish them all off.
Planning Test 7
– The final test is surprisingly simple. You are given Crash(), Cull(), Mask(), Void() against a Jerk 3.0. Just Cash Void() 3x, get behind the Jerk, Crash(), Mask(), then Cull().