Colony City 27λ Beginner Guide

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Colony City 27λ Beginner Guide – Hey guys, here we are again with another guide for those players of this video game. This guide shows you some nice skills and strategies to beat your opponent.

Colony City 27λ Beginner Guide

General Tips/Quick Start

Beat the game once to unlock the gallery. It’s actually quite complex.

NG+? Beating the game once gives you a clear bonus (as well as additional skill unlocks) that you can toggle on and off when starting a new game.

However, your skills won’t transfer to make things challenging.

Read, make sure you read all the red labels under your enemy and your own HP bar.

They give very, very important advice on what you should or shouldn’t do.

All fights are 1v1, but each mob has its own unique and sometimes very nasty debuffs.

Since we don’t have the luxury of adjusting the deck after the battle starts, you will need to adjust your playstyle for certain mobs.

Corruption Value (CV) only affects the ending and is capped at 33/66.

Once you hit the cap, you’ll have to lose to see some defeat scenes to get to the next level.

Lose until your resume takes off because nobody will scold you for losing.

It’s okay for Youzi to have sex with anything he comes across.

Since the resume is closed, there is no need to worry about it being too high unless you lose.

In fact, there are a number of successes from having sex with everyone. Just go around and collect each sperm sample on the first run.

Skills overview

Colony City 27λ Beginner Guide

The skills you get are random. You must clear the game twice to unlock all skills.

Winning a battle will give you a choice of 3 skills, one from each passive, activateable and consumable skill category (see below for details)

When choosing a skill, you should consider both its effects and resource costs.

By default, your deck does not contain any yellow or purple cards. If you have acquired a skill that requires them, you will not be able to run it.

You must have 1 of each skill type equipped and you can use up to 10 skills at once.

These are the cards for your deck.

There are 8 types in total. By default, you start with red (attack), blue (shield), and skin color (healing).

Each skill you equip grants some cards to your deck (see #5).

You only draw 5 cards at the start of each turn, so make sure you have a balanced resource base.

Until you get used to the game mechanics, it might be a good idea to have a spare card of each suit… just in case your card gets blocked by a grab.

For example, if you need 2 yellow cards to trigger your skills, try to have a 3rd as a spare.

Passive skills

These cards do not require a card to activate. When you meet their trigger conditions, they will give you the corresponding buff, card or various bonuses.

Activatable skills

Line up the cards in the queue to match the pattern to activate it.

You can activate the same skill more than once. For example, you have 2 blue and red pattern to trigger the Meditation skill twice and increase its effectiveness.

You can choose skills with a similar pattern and activate them all at once.

Avoid having too many (eg don’t let it take up more than half of your queue) to give yourself room to build your consumption skill mix.

Consumer skills

Consumable skills must follow a pattern similar to activatable skills. However, when triggered, it also removes cards of the same pattern from your queue (ie consumes them).

You can either charge or activate a skill in the same turn.

Charging and releasing on the next turn or later gives you a 1 point energy bonus when you trigger the skill. This is a key strategy that allows you to play more cards each turn.

Additionally, leaving a skill in a charged state locks the corresponding cards from your pool and can be an effective way to draw the cards you need.

Track Youzi’s excitement meter. It would climax if it’s maxed out and this will lock all of your consumption skills.

Cards added to your deck if you equip a skill

Most skills are not self-contained, so you have to be creative when choosing a combination of skills.

Availability of resources is very important.

You also want to avoid overblowing on one card type unless you have enough spending power to remove it from the game.

Advanced strategies

Balance skills that give energy and card licks. You need both to play more cards per round.

Watch out for kills that allow you to gain cards… these cards can unbalance your queue, especially in long fights.

Gaining energy is good. You have to watch out for profit cards.

Against hard hitting enemies, the Evasion buff is a better counter than the Shield and Heal tactics.

Escape negates direct attack, combat, and sex damage (the shield would still be consumed).

However, it doesn’t bypass damage from your enemies and debuffs

Feint and Ascension in Pleasure are two examples of skills that give this buff.

Colony City 27λ Beginner Guide

Choose skills that complement each other.

For example, Feint pairs well with Energy Retrieval.

Turns a useless flawed card (gray) into an energy source + leak stack.

Always have 1 free skill equipped

Cardiotonics prevents HP from dropping below 1 and makes life safer if you’re aiming for perfect success on the way. #OMGbuttonColony City 27λ Beginner Guide

Against enemies that like to jam your hand, use the release to prevent them from ♥♥♥♥♥♥♥ing into you and stacking up.

It’s still manageable if you only have 2 flawed or explicit cards per turn.

Against the final boss, if your goal is to ♥♥♥ together… You’ll need a purple explicit card to help control your excitement meter.

If done correctly, his status will change from Frenzy to Quell.

Stacking an electric field buff works wonders if you want to beat the final boss quickly.

Thanks for reading our post on Colony City 27λ Beginner Guide, make sure always to drop comments, and don’t also forget that suggestions are allowed.

Written By: Bladewind

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