How to Gnorp your way into Compression 10 in (the) Gnorp Apologue - This guide provides pictures with an analysis of how you can reach Compression 10. Spent a total of over 30 hours to make up this guide, although it might require 17 points.
How to Gnorp your way into Compression 10 in (the) Gnorp Apologue
My carefully selected talents from over 30 hours of gameplay.
Now, this setup may require 17 points, which is a lot, but it will allow you to easily achieve a compression of 10. Not all of these are useful end games, but they certainly help in the process.
Here is a simplified version of (the) Gnorp Apologue Compression 10 Build Guide.
Buildings and the reason they are like that - (Part One)
An essential element of the game. Since this is no ordinary idle game, maxing out everything and waiting for things to work out isn't exactly the way to go.
So here's the build I used along with the talents above.
The buildings are presented in the rough order I built them in case anyone really wants to stick around the guide.
The Shard Stash
Auto-House - Keep it on if you want, but personally, it gets in the way when you're trying to save shards.
Express - the basis of progress.
Slam Club - never used but bought anyway.
House of Shards - Crucial to progress.
Build a home - you can never have too many gnorps. That being said, feel free to buy as many as you want.
Additional housing - becomes essential the further you go and generally really pays off.
Work - keep working, never stop.
Attunement:- Given the sheer number of climbers we'll have, supporting them is worth it.
Runner - You may never have too many gnorps, but you can certainly have too many runners. I speak from experience. Therefore, 20 is the optimal amount, as it will both allow the Zygnorps to tune into them, and also be effective enough.
Capacity - Not really necessary later, but it won't hurt to upgrade.
Speed - preferably at maximum.
G.E.E.T. Protocol - the basis of progress. It's best to maximize it to maximize efficiency.
Breaktime - buy it once and then never give them a break again. Otherwise, you will lose capacity. You do not want it!
Rush for delivery - really useful, considering your runners will end up at the very beginning of the shard field.
Teleportation - Waste of good Zybellium. I seriously think it makes them go slower, killing efficiency.
Yeah... It's empty. It's really not worth it. There is no step-by-step guide. To scroll.
House of Shards
It's pretty simple, but I felt the need to include it.
We won't be buying robotics as they are pretty useless to me and a waste of 3 fine gnorps that could be doing something else.
But hey, if you like drones, then, by all means, go for it. Useless.
Rock Analysis Laboratory
Weakspot Discovery - Very useful in the beginning. They are worth every shard considering how many of them we will spawn.
Weak spot frequency - every second counts.
Weakspot Weakspot - because weak spots have weak spots. We love efficiency.
Reclamation Nullification - I barely used it, it's not my thing.
Zybellium Agitator - You'll want those 3 bonus Zybelliums, trust me. Who wouldn't like to?
The Zybellium Collection - the basis of progress.
Balloon Gunner - with our abilities he will summon rockets and shoot a lot of arrows. Really fast.
Fire - Fire crushes and isn't annoying like ice.
Rocket Arrows - These have high damage output and can affect the gatlegnorp type arrows
Fire Arrows - since we use them, we have to have them. Pretty simple.
Ice Arrows - Although you don't use them at all, they are worth buying because one of our talents will reward us with free gnorps.
Zybellium Arrows - I never bought them. At all. I have no idea if they are good. If they are, I wouldn't know. But we don't need them here.
Climb - let them tear the mountain to pieces. Sometimes it pays to give them a break, to stop the climbers from preventing us from reaching certain levels of compression.
Attunement: Hulk - This is really the only option you have. Trust me when I say this is the best thing to do. Later, the individual pieces become so compressed that they cannot be moved by other means. This significantly increases their effectiveness.
Mountaineer - Just like runners, you can have too many, except if you do, climbers will hang around and do nothing. What a shame. With our talent allowing them to take a friend with them, 25 is the highest reasonable number. That means 50 gnorps for half price.
Improved Digging - Upgrade this too many times and they become a threat that will destroy your shard pile. Upgrading until the Gnorp price starts showing 6 (which I think is an upgrade 6 times? Oh coincidence) seems like the most optimal choice.
Digging width - to the maximum, later it is cheap and definitely worth it.
King of the Pile - after all, why not? Experiment a bit with resting and climbing to make sure the king collects 4 crowns, but make sure he does it alone! Crowns will later be transferred to other gnorps thanks to one of our talents.
Gnorp Propulsion Lab
Attunement: Weak Spots - With so many weak spots popping up every second, it's best to have little helpers around to activate them for you.
Bomber - their only purpose here is to activate weakspots for us. However, if you have a spare Zybellium around, they could also fire pocket rockets.
Time Shift Impact - Not worth it with our current setup as it does almost no damage and doesn't get bonus rockets on impact.
Ultra Boost - Does no damage, not worth it at all.
Concentration - Does no damage, not worth it at all.
Pocket Rockets - as I said, only if you have spare Zybellium around. Otherwise, it's not worth your time.
Gun V. Rock
Modern Warfare - Thanks to our talents, grenades will reduce the time it takes for a weak point to appear. You can have as many as you want, just for shards they are really expensive.
Gatlegnorp - Since we unlocked rocket arrows, we might as well use them. Plus, these guys will spawn rockets.
Gatlegnorp: Ammo - house him. Get him some ammo. Watch in Ave as the rain of arrows flies by.
Grenade Launcher - Unlocks "Modern Warfare". You can use fire arrows before unlocking.
Sticky, Floral Residue - Reduces the time it takes for gnorps to return to the rock after knockback, meaning more damage per second.
Buildings and the reason they are like that - (Part Two)
Damage and collection
BONUS - addition of 19 talent points
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Written By: Ariaventuri