(the) Gnorp Apologue – Compression 10 End Guide (17 Talents: Short, Easy, Simple)

This is a guide for someone who is trying to beat this game as soon and as easily as possible so they can move on with their lives (while enjoying the game, of course).

Guide to Compression 10 End Build

Getting to 17 Talents

  • I think I took about 5 or 6 prestiges to get to 17 Talents, resetting whenever I had about 3, with an overall playtime of 14.5 hours to completion.
  • Getting to 17 Talents is important because it gives the talent MULTIPLIER GROWTH, which is likely needed to win (I haven’t tried without it).

Strategy Outline & Talent Selection

A very quick brief on what we are trying to achieve is as follows:

  1. Gnorp Propulsion Lap (GLP): Bombers to deal damage and Timeshift
  2. Timeshift helps collect faster and GEET shards for rockets
  3. Rockets deal damage

Multipliers, Modifiers, and Extras

  1. Maintain fire for Bombers
  2. Maintain freeze and acid for damage
  3. Pocket Rocket damage
  4. Having 3 Zygnorps give inspiration to Bombers
  5. Gnorpcalibur’s extra damage

This is a simple build and it should be easy to understand the logic

We will also try to save on Gnorp usage during the early game stuff to ensure you have enough of them to win in the late game.

With the above strategy in mind, these are the Talents used.

I beat the game with many redundant/unused talents, which are marked by the red line.

I did not hire any Mountaineers and Drones were useless.

  • Given the strategy, these Talents are mostly self-explanatory.
  • Future to the back is only used to get frost arrows onto the guns.
  • Not sure if NOTES were really needed or not.

Since I did not use 4 Talents, it might be possible to win without reaching Talent 17, but MULTIPLIER GROWTH seems to be pretty strong, so it might not be worth attempting Compression 10 without reaching Talent 17.

Execution

Since you got to Talent 17 already I will skip some basic steps, if it’s not listed and it’s something obvious just go with your experience. You can do many of these out of order as long as it’s roughly in line.

Click and recruit Runners, as usual.

Do not recruit any slammers from slam club.

Get Archery Range, fire and Ice arrows.

Get GLP and recruit Bombers

  • Get Gun v. Rock, recruit 3 Riflegnorp with ice arrows over the course of the game.
  • Once you have 2 or 3 Riflenorps, switch the Archers back to fire arrows.
  • This should get you constant fire and ice (4 sec cooldown) debuffs on the rock.
  • At this point, you are done with anything related to the Guns and Arrows.

Yes this build does not use zybe arrows! If there is one thing that you take away from this guide is that they suck and are not worth the zybelliums. You heard it here first. If another guide is telling you to buy zybe arrows you know that they are lying! Listen to me! You trust me, right!?

Get Coca Cafe only to give the Runners a break before a compression.

Remember to get the Zybellium Agitator, sometime around Compression 3, and quickly compress thereafter.

Continue to build Bombers and Runners.

Spend 1 Zybellium in GLP. End the game with at least two Zybelliums in GLP.

  • Get GEET in The Express, and build YX1-AB. Use a Zybellium for Vulnerability when available.
  • Get the additional housing upgrade with Zybellium sometime here.
  • Get the Garden and use only Green. After you upgrade leaves with Zybellium you can add Blue.
  • Get Shrine and upgrade all.
  • Get Academy and get 3 Zygnorps throughout the game, then select the new Inspiration for the Bombers
  • Get Pocket Rockets in GLP when you can.
  • Near the end get the Reclamation Nullifier.

Once you reach Compression 10 you might have to make the Runners take a break if they are collecting too quickly.

Refer to the above for estimates of what your damage and collection figures should be (after turning off collection, as my Runners were too fast to form a pile)

Final Tally

  • Runners: 50 (this was too many at compression 10, had to give them breaks, try maybe 40).
  • Bombers: 50 (or as many as possible).
  • Riflenorps: 3.
  • Zygnorps: 3.

Zybellium

  • Additional Housing: 1.
  • GLP: 2 Timeshift, 1 Pocket Rocket.
  • Zygnorps: 3.
  • Garden: 1.
  • Rock: 1 Reclaimation Nullifer.
  • Rocket: 1 Vulnerability.

If you have any extra Zybellium add all in Timeshift.

Egor Opleuha
About Egor Opleuha 6890 Articles
Egor Opleuha, also known as Juzzzie, is the Editor-in-Chief of Gameplay Tips. He is a writer with more than 12 years of experience in writing and editing online content. His favorite game was and still is the third part of the legendary Heroes of Might and Magic saga. He prefers to spend all his free time playing retro games and new indie games.

2 Comments

  1. Oh, a minor tip: if you get the Zygorp inspiration for bombers, they can do timeshift impacts without spending any zybe on the timeshift upgrade!

  2. Excellent guide. Swapped over to this build pretty late as I was struggling on compression 9.This guide hits so hard that I had to disable express when I had 3 Zygnorps running and only 35 gnorps in the express lol. 100% recommend this guide to anyone lookingfor a quick beat. Took me 17 hours but again, I swapped to this late.

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