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Sburb Walkthrough

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  1. Sburb Walkthrough 0.05
  2. 07/13/20
  3. By profoundBadness
  4.  
  5. TABLE OF CONTENTS (incomplete):
  6.  
  7. [0000] Apologies and Accedence
  8. [0001] Phernamia Registry
  9. [0002] Server Abilities
  10. [0003] Grist
  11. [0004] Your Asshole Ghost Sidekick
  12. [0005] Underlings
  13. [0006] The Echeladder
  14. [A000] Walkthrough (incomplete)
  15. [A001] Entry
  16. [A002] The Medium
  17. [A003] A Preface on the Subject of Lands
  18. [A004] Anatomy of a Land
  19. [A101] Name
  20. [A102] Terrain
  21. [A103] Locals
  22. [A104] Quests
  23. [A105] Shops
  24. [A106] Gates
  25. [A201] Land of Spires and Frogs
  26. [A202] Land of Wood and Haze
  27. [A203] Land of Gold and Shade
  28. [A204] Land of Grit and Lamps
  29.  
  30.  
  31.  
  32.  
  33. [0000] Apologies and Accedence
  34.  
  35.  
  36. Sburb broke Earth. Here's how to survive it.
  37.  
  38. Everything you're about to read here is going to be strange. Everything I've seen, all the things I've heard about happening, are all far beyond anything I'd ever expect a game to do. I mean, who ever heard of a video game ending the world? That's stupid, it doesn't happen.
  39.  
  40. Well, I guess it did. If you're from Earth-413, or rather if you were from Earth-413 back before it wasn't a space-rock-battered desert, you really can't deny it anymore. If you were playing the game that ended it, you might be in a worse-off position than the people that got the chance to abscond the hell out of there with the Union evac, back when there were even still people to evac. I don't know yet. I'm sorry.
  41.  
  42. Shit's like having a funeral for a really, really weird uncle. You figure you're supposed to be grieving the hell out and getting your crying on or something, but you guess his part of the family had some really weird cultural origin and now the funeral looks like some goddamn party game, and you're expected to do things for it. Maybe it's not like that, maybe "my home planet dying" isn't a big deal and I'm just reacting in the coolkid way to do it, which would be great and totally expected of me, being as awesome as I am.
  43.  
  44. But this isn't the right place to have to deal with it at all. So I'm gonna give you the critical bit of advice, the sort I'm handing out like cheap metaphorical advice cigars here, and say this. Don't ever stop to think about it. There's going to be monsters where you are. Fight them. Don't ever stop moving, don't ever stop fighting, and when it's time to sleep or eat or whatever, make sure you've been fighting so much you don't have time for messing around with wallowing in horrible self-pity or kind-of-crying-maybe about where your Dad might be, you just get right to whatever it is, eating or sleeping or whatever.
  45.  
  46. Just don't stop. Because, though it sounds mad crazy when I say this, if you stop you'll start figuring out how all this, the dying world and the horrible monsters, they're all our fault, us playing this game. Maybe it's all only our fault, over here in our horrible death session. With how bad this game looks, there's a hell of a good chance it's all only my fault.
  47.  
  48. Sorry.
  49.  
  50.  
  51. [0001] Phernamia Registry
  52.  
  53.  
  54. You're gonna have a ton of weird stuff to deal with. Chances are, if you're reading this, you're not dead, just a guess. So you probably already figured out the puzzle to get in. But if something weird went on, and, shit, I know something weird always goes on with this game, maybe you need to know about it all. Maybe it's just convenient reference. Settle down and get a pen. Or maybe a labeler would be better.
  55.  
  56. Cruxtruder: This thing is the most important bit. It's the one you'll hate. I don't know if it makes meteors, or just shows you the countdown for them, but if you're still not inside the game, those screens on it will show the most important countdown of your life once you pop the top off. Get that top off, everything goes to hell. First time you deploy it, popping the top off releases a Kernelsprite. That's a bright, flashy color orb if you're not familiar. I'll tell you about it later. Turn the wheel to get Cruxite Dowels. I guess there's an infinite number in the thing. It doesn't make sense.
  57.  
  58. Totem Lathe: Another important bit. Watch for flying carved crystal bit, it's kind of dangerous. This carves the Dowels into Totems if you put punched cards into the slot. They can be the punched card below, or punched Captchalogue Cards from the Punch Designix
  59.  
  60. Alchemiter: The last really critical bit. This reads totems and makes whatever was in the punchcard code that was on the card you put into the lathe was. Put two cards in, you can combine them. Punch two codes on the same card, you combine them too. This thing uses "Grist", I'll talk about that later.
  61.  
  62. Pre-punched card: One use, at least as far as I can tell. Make whatever's on this, you'll get... Something. Doing something with it will bring you into the game. It's not really clear what all it is, all the time. You'll figure it out.
  63.  
  64. Punch Designix: Critical only after you get past the part with the meteor trying to kill you, and progress to the part with the monsters trying to kill you. Remember how your Captchalogue cards had those captcha codes Skaianet put on the back since the eighties? I guess those were for this. You use this to enter the captcha codes, and punch the cards with a hole pattern the code makes.
  65.  
  66. Grist: Grist is some kind of in-game currency or material or resource or something. The monsters drop it when they die, and you can make stuff out of it. You've got a cache limit on how much you can have at any one time. No idea how many Grist types there are, I've seen tons. Maybe I'll document them all.
  67.  
  68. Jumper Block Extension: I eventually got around to this, though I've not figured out any practical uses for it. This connects the Punch Card Shunts to the Alchemiter. Make sure your Alchemiter is in a position where the Jumper Block Extension can be added. This costs a ton, ten thousand build grist.
  69.  
  70. Punch Card Shunt: This costs ten build grist each. When you put a card punched with a code into it, and stick it on the Jumper Block Extension, the Alchemiter gets changed around to include the object in the card in its mechanical functionality somewhere. This means you can change your alchemiter. I've not managed to get this to do anything but be useless, more on this later.
  71.  
  72. Holopad: I'm gonna guess this projects something. Pretty expensive .
  73. CD: This has Gristtorrent on it. That's got it's own damn built-in guide, use that.
  74. Intellibeam Laserstation: Don't even know, too expensive.
  75. Ectobiology Apparatus: See above.
  76. Cloning Pad: See above.
  77.  
  78.  
  79.  
  80. [0002] Server Abilities
  81.  
  82.  
  83. As a Server player, you'll get to mess with whatever poor sap finds himself needing to be client player. Please, please resist the urge to start screwing with whoever it is in a life-threatening situation.
  84.  
  85. You can move stuff around, and edit the house, with the select and revise tools respectively. You can also deploy anything out of the Phernalia Registry with the deploy tool, as well as keep track of the punchcard alchemy results with the Explore Anetheum and the Grist cache with the option named as such. You can put things into the Phernalia Registry too, and recycle anything you alchemize when it's in there.
  86.  
  87. The Explore Anetheum keeps track of the alchemization everyone's done. My list is all dense packed as hell, so this is kind of a big thing. I don't think there's any limit. All that you need to keep track of is Grist. This doesn't keep track of the alchemizations outside your session though, at least it seems that way. Other people posted walkthroughs involving alchemization, but I think all of this is just my co-players' alchemizations. I'll be writing a lot about alchemization soon. (It doesn't list the entry artifact. Kind of inconvenient since my client player won't tell me about hers.)
  88.  
  89.  
  90. [0003] Grist
  91.  
  92.  
  93. Grist seems to be a construction object of some kind. It comes in a lot of shapes, sizes, and colors. There'll be some monsters in the Medium, called Underlings, that drop Grist. Most of it's Build Grist, and the bigger a piece of Grist is, the more you get out of it from picking it up. The stuff disappears, think of it like coins in some obtuse platformer.
  94.  
  95. Here's the Grist types I've seen in the game. I've looked over some other guides; besides Build Grist, a lot of it doesn't match up.
  96.  
  97. Build Grist - About first-tier in commonality, and most commonly consumed in alchemy, Build Grist is also the thing used up in editing your house. It's light blue and 18-sided with 12 of the sides appropriated to two 6-sided faces and looks like Fruit Gushers crossed with gems. I'm gonna call the shape hexagonal even though that's as not-3D as it is stupid.
  98. Steel - Second-tier in commonality. Looks like brushed-metal hexagons.
  99. Bone - Second-tier in commonality. Off-white and kind of square. Not sure why it's called bone.
  100. Rock - Second-tier in commonality. Looks like stone hexagons.
  101. Ink - Second-tier in commonality. Looks kind of like a droplet. Jet-black.
  102. Rust - Third-tier in commonality. Dark brown cubes.
  103. Glass - Third-tier in commonality. Transparent hexagonal shape.
  104. Gold - Third-tier in commonality. Shiney gold cubes.
  105. Lead - Third-tier in commonality. Dull grey hexagonal shape.
  106.  
  107.  
  108. [0004] Your Asshole Ghost Sidekick
  109.  
  110. Seriously, this guy? Fuck this guy.
  111.  
  112. As mentioned before, when you first deploy a Cruxtruder and get that cap off, the client player in that instance gets a Kernelsprite. It's a seizure light orb that buzzes and makes garbled noises that mean absolutely nothing, and it's kind of annoying. To make it incrementally reduce in stupidity, throw something in. Literally, simple as that. This is called Prototyping, and you can do two tiers of it. The Kernelsprite takes on some properties of whatever it was, and suddenly you have the worst sidekick ever.
  113.  
  114. We'll get to how this thing actually helps out later. Put something in it, though, otherwise you'll be screwed for help and explanations once you get in. So, you can put in two things and it makes a ghost guy! They'll help out, or sometimes they won't help out and instead they'll stab you. I think that's just mine, though.
  115.  
  116. So, once you've gotten two ghost bits in there or something. Fun times! Make sure they were good ones. This thing will be dispensing advice to you in the form of cryptic bullshit riddles and making you suffer through a wide variety of adventures. He'll also help you out with the monsters, though. So, balance this out between something you know will try to be direct with you, and something you know will be powerful. Maybe one of each for each item?
  117.  
  118. Here's a speculative bit: I think this mess with the monsters. They transform when new entries happen, and seem to have some qualities from various prototypings. Keep an eye out, and maybe don't prototype anything TOO powerful in large numbers.
  119.  
  120. One last note. Dead things work great in this. If you've got a dead pet, or a dead family member? Toss them in. I mean, I didn't, because I'm too cool to have dead family members or dead pets, but if you miss one, here's your chance. Pretty sure they'll be more familiar with you that way. Hopefully it means they'll also not riddle incomprehensibly at you too.
  121.  
  122. [0005] Underlings
  123.  
  124. Fuck these guys too.
  125.  
  126. There's a lot of these horrid monsters. I don't know where they come from and I don't know why they all want to kill everything that isn't an Underling. All I know is they're probably there for me to fight in incredible awesome ways or to try to kill me ruthlessly. They seem to have a variety of types. We've got Steel, Bone, Rock, and Ink Underlings so far. When they die, they turn into Grist, usually an amount roughly proportionate, as far as I can tell, to their strength.
  127.  
  128. Here's a list of some I've encountered, and the apparent name for them:
  129.  
  130. Imp - These guys are small, about three feet tall, sort of stout, and have these little claw things and sharp teeth. I hate them. They find random objects to use as weapons. After a while, you'll be able to handle groups of them. I've seen dudes take down dozens or even hundreds at a time. I think they're pretty much the weakling cannon fodder unit.
  131.  
  132. Ogres - Big dudes, they're built like a giant green comic hero. They got tusks for days, it's unreal how much these dudes can gore you. Watch out, if you got past the Imps these guys are going to be your stumbling block, and if they aren't, they're going to be a goddamn stumbling bat to the kneecaps.
  133.  
  134. Basilisks - Big lizards. I hate them. They try to eat you and I've not managed to kill one yet, but I saw someone ram a Basilisk's head into a wall over and over until it died a pretty horrible death. She was scary as all hell and I don't think this says anything about Basilisks being within my ability to kill. They've got giant teeth and they move hella fast.
  135.  
  136. Other??? - These aren't the limit. There's tons of these, I think. I've seen a giant cat looking one, but only the one. I think there are some unique, strong types, and it seems like they give a TON of grist when killed.
  137.  
  138. [0006] The Echeladder
  139.  
  140. No clue where this came from, or where it goes. It's an arbitrary leveling system. I've not seen any sense in the thing. The Achievement Rung names don't make any sense.
  141.  
  142. I think this thing is making me better, though. I seem stronger, faster, and actually kind of not as much of a horrible wimp anymore. It also gives me "Boondollars", which turned out to be something you can spend in shops down in the Lands, which I'll detail below. They increase your Grist Cache Limit too, so work on this.
  143.  
  144. Leveling up on this trash system seems to be based on doing... Anything. I literally have not found an immensely difficult task that I do not gain a rung or two for completing, though it only seems to happen when you actually complete whatever it is.
  145.  
  146. Do stuff. Don't be lazy. You'll get better and things! That's how this works, I guess. Awesome.
  147.  
  148. [A000] Walkthrough (incomplete)
  149.  
  150. This is based on one run and one run only, mostly because a second run would involve destroying the world again, and the first run has been dangerous enough.
  151.  
  152. [A001] Entry
  153.  
  154. I've not gotten through the game. Given what I've seen, I'm barely starting. But here's what you do.
  155.  
  156. The stuff listed in the Phernamia Registry? A lot of it's free. Deploy it all. See, your server player can drop stuff in the client player's environment. All the stuff in the Phernalia Registry. Break the cap off the Cruxtruder, get a dowel, carve it with the pre-punched card, put the Dowel on the Alchemiter and make it manifest whatever is in the card. I think it's randomized. I don't really know.
  157.  
  158. It's never that simple. There were a lot of mistakes made at mine, though I think that's because I'm an incompetent, obtuse idiot. You'll wind up cutting it close on the countdown, probably. Don't waste time. Try to get a good connection and a good computer before you start, both the client and the server. Otherwise, stuff will go wrong and you'll spend minutes fixing it that are hells kinds of valuable now that your life has turned into some kind of attempt to play chess on a roller coaster.
  159.  
  160. For fuck's sake leave the bathroom fixtures alone if you're the server player.
  161.  
  162. Get friends to help. If you're still playing this game, there's friends out in the multiverse. Get into contact with them. Make sure. Because things will go nuts, and you're gonna have a problem if you don't. One gamer, dealing with all the weird, horrible bits of the crisis going on at once suddenly probably finds out that the quick solution I listed before gets really complex really fast.
  163.  
  164. And that's the critical bit. Once you do that, you'll be in the game, or at least whoever was client at the time will. That's where things will start getting weird in a more comprehensive way, as opposed to being really severely weird in a specific way.
  165.  
  166.  
  167. [A002] The Medium
  168.  
  169. Alright, this is going to be a problem.
  170.  
  171. This place has a ton of monsters. And, you know, I bet you're thinking, ooh, scary bats and slimes and stuff. No, that's for babies, evidently. Instead, you get three-foot-tall death machines trying to chew your eyes out. Lucky you, you've got me doing all kinds of covering in your back's general direction. Not an inch bare to treacherous back-assaults with my advice here.
  172.  
  173. You're going to have the sprite you made. He or she or it will help you fight off the monsters, keep you healed, all that. I think this is sort of a tutorial kind of environment, maybe. They'll back you up, but you're still going to be doing most of the work yourself. You're going to need some Grist to start off with; try finding an Imp or two you can take on your own. The damn things are hard to take down initially until you get more Echeladder rungs.
  174.  
  175. The Grist you get from these is something you're going to need. Craft something basically useful and start progressing through groups of Imps. If you're lucky, they won't kill you. See if you can get any help from generous multiversal heroes, this is a lifesaver while you're all alone here. Now, from here on out, have your server player build up. There's going to be a gate above your house. Be ready. Building up hella agitates the monsters and you're going to deal with a lot of trouble if you don't manage this right.
  176.  
  177. [A003] A Preface on the Subject of Lands
  178.  
  179. The Lands are a complicated thing.
  180.  
  181. These planets seem mostly isolated. They're not a part, at least in some significantly contiguous way, of the Multiverse. Which is fine, because each of them seem like functional independent ecosystems and civilizations on their own, and it would be hells kinds of terrible if I had to deal with the problems of sustainability.
  182.  
  183. No, there are different problems. Mostly the locals. Partially the world itself. See, I get the feeling these worlds are designed so that some kid, somewhere, probably never fought a day in his life, will be able to become a fantastic, powerful, hella legendary figure all up in the general psyche and shared cultural paradigm that the whole planet's population seems to have.
  184.  
  185. Thing is, this means it's not really built to handle a whole lot of multiverse people suddenly showing up and making waves. A lot of these guys fight wars. They punch gods, or take down thousands of bad dudes, or they hunt monsters, or sometimes they even are monsters. This makes the lands delicate under their touch, you know?
  186.  
  187. So when you get out of your house, through your First Gate, and down to your Land, you had better hope it's one built to handle everything you're going to put in it. If it's not, I don't know what will happen. But I do know it looks and feels like one hell of a powder keg, and I do know that sort of volatility isn't going to be a good idea in a context like this.
  188.  
  189. Be careful with the Lands. I don't know anywhere else to go if you set off the explosion under your feet.
  190.  
  191.  
  192. [A004] Anatomy of a Land
  193.  
  194. I've only gotten a little bit into the Lands, just enough to see what might turn up in basic adventuring. And we're not very far along that line, still fussing around with a lot of stuff that looks and sounds a lot like setup. But some things look like basic elements, things shared between worlds and that might be in every session of this game, so they're gonna be noted here.
  195.  
  196. There are some basic properties every land has. I'll talk about those below in sections designated A1XX. Examples from my session will go in sections designated A2XX
  197.  
  198.  
  199. [A101] Name
  200.  
  201. This is a pretty straightforward deal here. As far as I can tell, each Land has a name based on pretty much the same structure, usually being called the Land of [Something] and [Something Else]. Now, if you're in a new session and you've got a new guardian, soon as you're in the Medium you're probably going to hear about your Land. You need to know this name, because the name usually has some important info about the terrain, the properties, or some of the stuff in it.
  202.  
  203.  
  204. [A102] Terrain
  205.  
  206. This usually takes one part of the name and has it as a defining feature. Whole planet, far as I can tell, is goddamn subsumed all in one biome and using one geographical feature as its base. There's only a little bit of variation from this and it's usually significant when there is. Whatever you see walking out of your first gate, expect to see a whole lot more, even if it's hells kinds of unsightful.
  207.  
  208.  
  209. [A103] Locals
  210.  
  211. This planet is going to be populated. And I mean these guys are gonna be all over the place. I've seen iguanas and that's about it so far, but I get the feeling there are probably some others, since local carvings show three other species. Be on the lookout for those. They'll usually be about three feet tall, and really kind of hyper and dumb, but they're sapient and dexterous. They're also really easily impressed by stuff, and seem to have this whole local mythos all about whoever shows up from the outside. That seems to be about it.
  212.  
  213.  
  214. [A104] Quests
  215.  
  216. These are most of what you're going to be dealing with. The locals love dispensing quests. I mean tons and tons of quests, like I don't think there's enough time in my life to go through all the inane stuff they want done. Do any of them actually do anything? I'm not planning on doing every bit of labor on the planet. Anyway, these seem specific to a planet and a person so I don't know really what's up with it, except for locating gates.
  217.  
  218.  
  219. [A105] Shops
  220.  
  221. As far as I can tell there's always a local buying/selling infrastructure, and despite the fact that most of the locals are gonna be real deep down in some kind of poverty most of the time, they sell stuff at high prices. Maybe this is some kind of quest to fix the economy, but I get the feeling it's just so there's stuff for the actual heroes to buy. There's weapons, substances, armor, all kinds of stuff you can find. I found a "fraymotif" shop but everything is mad expensive in there so I don't know what they do. I'll detail that later.
  222.  
  223.  
  224. [A106] Gates
  225.  
  226. Apparently each land has a lot of gates in it too, not arranged like the gates above the houses. There are littler ones you'll find everywhere, called Return Nodes, that take you back to the house and let other people get back into the whole warpgate system or whatever. Then there are bigger gates that are apparently hidden somewhere. I'm still looking for mine, and trying to get up to the second one above my house. I'll update this later, when I find out more about them.
  227.  
  228.  
  229. [A201] Land of Spires and Frogs
  230.  
  231. It's full of spires and also frogs. As far as I can tell the whole planet is covered in these big spires made out of rock and dirt and stuff you'd expect a planet to be made out of. These are connected with a ton of bridges. At the bottom of all this is a big ocean I've never gotten to because I'm not a dunkass who falls off towers. It's inhabited by iguanas that are really mystic and kind of stupid. There are a lot of really specific settlements and locations, and I'll write those down later if I ever get the chance to do something probably pointless. It'll maybe be a while before I work out all the details.
  232.  
  233.  
  234. [A202] Land of Wood and Haze
  235.  
  236. Not explored. Forthcoming.
  237.  
  238.  
  239. [A203] Land of Gold and Shade
  240.  
  241. Not explored. Forthcoming.
  242.  
  243.  
  244. [A204] Land of Grit and Lamps
  245.  
  246. Not explored. Forthcoming.
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