No way. You didn’t want to pretend to be a calf or some nonsense like that. Not only would you lose your current costume, you’d lose progress on your bonus perk. There seemed to be way more cows than bulls, which meant making all cows more aggressive to avoid the bulls made very little sense. The bulls seemed more dangerous, but that was no excuse for making everything else more dangerous. Also, if you had to get a bad ending, the calf one was your least desirable.
You refused to even open your mouth, in case the game counted any word as tacit approval of the perk. After about 10 seconds, your watch beeped and 4 hours were subtracted, leaving you with around 18 hours remaining.
With that done, you began the grind once more. Find cows, milk them, drag them into hallways, then lead back bulls or milk machines if one started chasing you. It didn’t take long to get the bonus perk, which was just an upgrade in milking speed. You opted for the four hours.
Over the next hour, you found a bonus room that demanded a milk machine and a cow be trapped in the stall. It offered a technician’s outfit, which made machines non-aggressive and bulls more aggressive. This one had the bonus of emptying machines for a bonus trait, but you were already halfway through your second perk from your current outfit. Altogether, you were down to only nine hours remaining.
The next two hours were spent looking for five unmilked cows. They apparently weren’t resetting and you couldn’t remember every corner of this labyrinth. Or the machines were grabbing them before you could. Regardless of this frustration, you eventually achieve the next bonus perk, which was the following:
Raise the Steaks: The next 5 captures from milk machines do not cause defeat. Instead, being captured grants a stacking movement speed penalty and removes 2 hours from the exit timer.
This was an interesting perk. You still had 7 hours left, and converting this into 4 hours left you with 3 hours of running and hiding. If you took the perk and got yourself captured 4 times, you’d move slower, but the exit would become immediately available and the perk would still have 1 anti-capture left.
All that was left now was to decide your next course of action.