Guide · end game
End-game guide — walls & loops
ISEPS late game is all about compounding multipliers: OC Modules, compounding items, ME talents, Infinity Perks — up to the Ouroborus loops. Here are the walls and the order to attack them.
1. The last particle walls
Juno requires 9·10²⁸⁰ and Kappa 10¹²⁵⁰ — the largest number in the game. At that scale only multiplicative bonuses matter: any additive source is negligible.
2. OC Modules: pure compounding
The 5 Overclock modules cost from 10⁶¹⁵ to 10⁷⁴⁵ — but their bonuses are compounding: they multiply at EVERY level. Across 100 levels, that's the largest growth source of the late game.
3. ME talents: order matters
The ME tree (1 LP/level) contains talents that modify the OTHER ME talents: “QUANTUM CATALYST B” — With Talent ME5-1, increases the maximum level of all ME Talents by 1 Buy them before maxing the rest of the tree, or you leave max levels on the table.
4. Infinity Perks & Masteries
The 4 Infinity Perks are repeatable (“this perk counts as +1 perk in all paths”) — each level amplifies all your “per perk owned” bonuses. The 12 Infinity Masteries require specific Infinity Perk levels (e.g. “REQUIRES 3 LEVELS IN: RED INFINITY PERK”) and carry raw multipliers (×10 DC…).
5. Ouroborus: the final loop
The loop gauge starts at 10¹⁰ and grows by 10¹⁰ per cycle. OG Tech upgrades go up to 999 levels; the Zagreus project takes 100 Shares (the first costs 10²⁸⁰) and opens the 17 ZAT Advancements — the first of which multiplies ALL particles per OG Tech level.
Key synergy: OG Tech levels → ZAT #0 (×1.04 per level) → all particles. Raising OG Tech directly feeds the ZAT.