Part 110: Day 44 - Gameplay Again
Day 44: Gameplay AgainMusic: neutral 3
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Retry count: 16
It didn't. We'll get into that later.
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Music: Second Trumpet
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Last time we covered all of Binah's phase dialogue, so I won't be copying it again here.
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Last time I showed off what Binah can do in broad terms, to give a general idea how the feel of the fight works. This time, we're going to keep her from even getting to play the game. So, let's take a look at Binah.
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In Phase 1, Binah only has one attack that can hit the entire facility-her initial one, which comes out once a minute at most. While Pillar and Fairy are both dangerous, her AI will never use them unless she's in the same room as an employee. This gives us some time before we need to worry about them.
Much like with WhiteNight, there are three broad strategies for how to deal with Binah:
-Engage with her mechanics as intended. We tried that last time, and I proved very bad at it. Still, Binah is completely defeatable if fought properly. My failed run involved me trying to salvage it by doing it the "right" way, and would have succeeded if not for D.A.D. dying right at the end.
-Build a facility to be as safe as possible, so that no matter what Binah does she doesn't cause too much trouble. This would mean no Clerk's Rights Abnormalities, and nothing that is complicated to handle. Doing this can actually help with both Binah and Hokma's suppressions, but it requires building our facility from scratch to this end. Since we're not going back to day 1, this isn't an option. That leaves us with:
-Introduce something to the mix which somehow disrupts the intended flow of the fight.
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Step 1: We slow bullet Binah. It's important that we keep her in Extraction.
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Step 2 is to deal with her initial attack. We do this by spending our bullets on clearing Clerks standing on top of the bubbles. I should really only need two bullets to accomplish my plan with Binah, so this gives us 20 shots to play with for Clerk removal. Healing our Agents won't be necessary if everything goes to plan.
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I eat through most of our ammo supply to do it. With one shot having Binah's name on it, this gives us six left after I restart time.
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The rest of the setup is simple. I set Agents to work, and order them to stand in separate hallways and elevators so that only one Agent will be in any given place. This will cut down on the possible damage from her next resonate, and keep us from losing anyone.
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When we unpause and the spikes strike, Big Bird's QC stays the same. We lost fewer than 5 Clerks, which is perfect.
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After unpausing, I count to nine and pause again. The reason for this is simple:
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Slow bullets last for 10 seconds, and I want to be sure.
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This is the moment we've been waiting for. Once Binah is asleep, we move forward with the main thrust of our plan.
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Binah is countered very effectively by the Rabbit Team. Their lockdown prevents her from leaving Extraction, and since Extraction is the department being suppressed it's immune to her walking meltdowns-this lets us ignore that part of the fight entirely. Moreover, since Binah's defenses are the same for each damage type the Rabbits can pile it onto her en masse. The Slow bullets were used in order to make sure she didn't leave Extraction before she was asleep. This is because Binah's first attack doesn't have a cooldown, which means she can start a Fairy attack if we call the Rabbit Team immediately. Since her stun phase doesn't interrupt her mid-attack, this means that she'd have a 50-50 chance to kill a large chunk of the team before she's stunned.
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Binah's stun phase lasts for 30 seconds, and after it's over all of her cooldowns reset. This means the rabbits will have ~50-55 seconds to wail on her before she's done.
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The glut of works means that Parasite Tree is assured to try and draw someone in, and since it's a Clerk I just get rid of them. Five bullets left. As for WhiteNight, I'm following the same strategy that I did with Hokma: Every time work with him ends I immediately have the same person work with him. Today that person is Talow.
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As I mentioned before, the Rabbits trap her in Extraction. Binah tries to leave for the elevator
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Only to be warped back to the start of her corridor.
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With the Rabbits keeping the pressure on Binah, I aim for some double kills on our Clerks.
Music: Jukai
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Binah starts Phase 2 with another Resonate, but now that our Agents are spread out none of them are in any actual danger from it. She also adds on her Waves.
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I mentioned earlier that Red defense was the most important one in the early game and Black took that spot for the late game, and this fight is pretty much entirely why. I focused our equipment today on gear that resisted Black damage, so these attacks aren't a meaningful threat.
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I burn one bullet on removing a Clerk who was going to get spiked, and set everyone to work on handling the 18 meltdowns across the facility. Meanwhile, our foresight pays off.
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If we're unlucky, we could have to deal with Woodsman melting down 2+ times over the course of this fight, and we have no choice but to work them. Dimi was created expressly to handle this problem. After today, she's allowed to have Temperance.
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The phase change triggers an attack, which resets Binah's attack cooldown timer. Since our Agents are so spread out, we can work all of the Abnormalities within 20 seconds. This knocks Binah out, so the Rabbits can keep up their attack.
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I use our last bullet on taking out this hypnotized Clerk. We should be clear on Parasite Tree, now.
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Before Phase 3 happens, I pull the camera all the way out and take a deep breath. What we've seen so far is the easy part.
Music: Haunted Streets
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Phase 3 uses the same on-screen quotes as Phase 2. The only difference comes when we try to pause.
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In Phase 3, Binah disables pausing entirely and introduces a new trick into the mix. We'll get to that in a moment.
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As with the other two phases, Binah begins this one with another wave through the facility. The spikes fail to kill anyone once again.
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This time, we get her final type of special meltdowns: The Meltdown of Pillars. She spawns 8 of them across the facility, though only 7 are visible in this shot. These meltdowns apply a -20% success penalty, and have a base 45 second timer. It's vital that we handle them, because if we don't Binah will be able to launch her attack. She's also invincible until the attack resolves, so we can't beat her down before it fires.
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She summons these eight pillars around herself one at a time, and when the meltdown timers have ended she fires them all off. They deal damage according to the glow around them, and will trigger more meltdowns just like her normal pillars do. Working all of the meltdowns will clear the pillars out and stop them from firing. However, Scarecrow wound up escaping instead. This breaks things so that we just have a group of pillars hanging there in midair for the rest of the fight. They're harmless, though, so there's nothing to worry about.
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A few steps later, she fires off another wave. This one comes with spikes as well, so it's important to keep Agents spread out throughout this phase-we don't have time to drag them around to dodge anymore.
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I set our Agents to work as quickly as possible, while Binah summons the pillars into existence.
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Since she didn't set up her usual meltdowns, Binah's defenses remain at 0.8 through this phase. After her second Pillars, her attack cooldowns return to normal, so there's at least 20 seconds before she can attack the Rabbits again. However, all the Rabbits are pooled on the far right side of the room, and when Binah reaches the end of the Rabbit corridor
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She's warped right back to the start. Binah only attacks if she recognizes an employee near her, and while the Rabbits count for her AI, they're too far away for her to register them now.
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In the end, she goes down before a single Rabbit gets killed.
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And that's Binah. She's a worthy challenge just before we hit the endgame, and while she's punishing she also doesn't waste your time. After Hokma, I can appreciate that in a boss.
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Music: neutral 4
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Next time, on Lobotomy Corporation: We hit 90%.
Bonus
VIDEO: Binah Core Suppression