Inscryption - Playing Act 2 as P03 pt2. Deleting P03

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Inscryption
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Duration: 17:18
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With the first Scrybe down and the bridge opened up, I head for P03's Factory. As I've mentioned before, I think P03 might be intended to be the second Scrybe you beat anyway, since he only has two minion fights and is such an easy Scrybe himself. That aside, I'm actually heading there to build up my Techno deck. Off the first room's chests I get Double Gunners, Plasma Jimmys, an Energy Bot, Curve Hoppers, and Steel Mice. Every one of these is an excellent card. Curve Hopper is a great rare, as his stats are extremely high for 4 Energy. Steel Mice are great because toward the end of a fight they essentially mean you're guaranteed to be able to play a 1/1 card every turn, regardless of other circumstances. Plasma Jimmy is a great way to snipe easy kills or burn excess energy, and Double Gunner has the Techno Deck's highest damage output, 4 points per turn (not counting a lucky Gamblobot roll). At this point my deck becomes immediately overpowered. I struggle with my deck building because of my sudden abundance of riches.

I go to purchase another Energy Bot, and I wanted to pick up another Sentry Drone but come up one Foil short. In the next room I get a Shutterbug, which is just a bonkers card. It's 5 energy so you can only play it fairly late, but it's a combination of a Sentry Drone and Adder. And yes, the Death Touch effect does apply to the ambush hit. There aren't too many situations in the game where an enemy plays their strongest cards super late, but if nothing else it's super effective against Grimora cycling her Bone Hound and Sarcophagus.

I also pick up a Mox Module here, which is a decent card if you're running a Magical deck. It costs 3 Energy while all other Mox is free, but it can allow you to play a full 3 color deck more easily, if you're so inclined. Also it does have 3 Health, which is excellent for Mox. Personally I'd rather stick with Green/Blue and spend that 3 Energy on the Stim Mage.

My draw against the Inspector isn't great, but a Curve Hopper takes out the right Buff Conduit and makes it work. My draw against the Melter, on the other hand, is almost hilariously good. Plasma Jimmy makes it easy to keep one side of the conduit out of commission, and then two Double Gunners covering all four spaces is more than almost anything in the game can handle.

I struggle a bit with the P03 fight because, as always, it's chaotic. But watching it back I don't think I was ever in any real danger. The fact that he replicated my Plasma Jimmy is funny, since that card can't hurt me and can only hurt him. I probably should have killed my Shutterbug before he got it, but it didn't wind up being an issue. This fight always feels more difficult than it actually is because you're trying to think through so much.

I come out of the Factory with tons of extra Sentry Drones for the Tower and Crypt, which was exactly what I wanted.

0:00 Factory chests
1:47 Rebuilding deck
3:23 Shopping
4:02 First Factory puzzle
4:56 Inspector
6:39 Second Factory puzzle
7:12 Melter
8:54 Third Factory puzzle
10:25 Dredger
11:15 P03







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