Marionette Guide
So decided to write a simple guide to the game. It won't cover everything, but tries to give helpful information. This mostly applies to normal, though I'll share how I beat madness with cheated money and tech, (money doesn't help during the optional final fight).
Basic tips:
- Rank from best to worst goes S -> A -> B -> C -> D -> E -> F
- Girls are named by hair color in this guide.
- Girls are best used in their specialties, purple for play, green for operations, pink for security.
- Guests are lazy, they take the girl to nearest unoccupied playroom most of the time.
- Operations staff are needed to get tech points, use blues until you get greens.
- If there is no girl in operations, and a customer needs service, the service request simply doesn't come in, robbing you of possible tech points.
- Build a single security station on each floor, violence disrupts floor operations until dealt with.
- Up until about midgame you just need a single red in security on each floor. They work well with sniper rifles when you get them. If need be remember to move them.
- You can move security girls, and by holding ctrl, can select multiple ones and move them as a group.
- Melee sucks by endgame, save the melee tech tree for absolute last.
- Techs are a bit complicated, but generally you should prioritize the money making ones first, then operations upgrades, then security last, but you can't just ignore any tree besides melee, so spread the points out.
- Have each greenroom girl equip at least one body/personality mod, and try to vary them. Midgame you might want to have them equip two, I do one body and one personality.
Layout:
- Early game, money is tight, and maintenance is expensive. Use 4-5 greenroom girls (blues and one red), 2 in operations (blues), and a red with basic taser in security on each floor.
- Use the floor with your control room as a maintenance and operations room initially.
- Put greenrooms between playrooms and as close to elevators as reasonable.
|xox OR x|ox = | elev, x play, o green
- The starting position for the elevators is fine, just build up as needed.
- You will only need a single maintenance room for early game, two total in midgame, and a few additional small ones late game.
True Ending:
- You need a purple in a playroom by day 9, and a pink in a playroom by day 18.
- Build at least one bar when available.
- Keep at least one of each type of girl in the playrooms.
- One green is needed in operations, and one pink in security.
- There are different day requirements, but there's plenty of time besides the purple and pink mentioned first.
Madness Final (optional) Fight:
- Save the game at least a few hours before the fight.
- Elevators can't be breached. (from my observations)
- Security rooms are resistant to being breached. (not impossible though)
- Move the elevators to far left or right.
- Move the control room on opposite end.
- Get all pinks in security.
- You may wish to cover the entire control room floor with elevators (or security rooms), though this may not be necessary.
- If you use the previous trick, no elevators except on far left/right besides control room floor.
- Out of 30 security girls, arrange for about 12-15 to have assault rifles, 10 uzis, and 5-8 snipers.
- All girls should have S tier guns, heavy body armor, and tac googles.
- When fight starts, immediately move all security to control room floor. (use CTRL and click and drag)
- Basic idea is to create a shifting front line, moving back towards the control room as injuries mount.
- In case of breach on control floor, move girls AWAY from opening in small clusters.
- Move girls back as they get badly injured on the front line, either individually or in very small groups.
- You may need to slow down the game, but you should be able to win. If you get a breach right next to the control room, load a save from before the attack and use the elevator or security room tactic.