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Ordeals (From left to right: Amber Dawn, Indigo Noon, Violet Midnight (Top center), Crimson Dawn (Bottom center), Violet Dawn, Green Noon.

"By the way, have you seen... them? Some entities that are creepier than the Abnormalities? [...] We know nothing about them. No matter how meticulous the plan is, it can't control the unknown."
- MalkuthArmband.png Malkuth

Ordeals, also known as Random Events, are a mechanic taking place in the Management Phase that cause facility-wide disruptive events. The Ordeals are meant to add more variety to the days in terms of gameplay, forcing the players to prepare and train for suppressing abnormalities instead of just preventing them from breaching, in addition to making a peaceful day impossible.

These events can occur from Day 6 onwards, after a certain amount of work has been performed in the day, along with the QliphothMeltdownIcon.png Qliphoth Meltdowns. A warning of the incoming Ordeal, with their Time (e.g. Midnight) and Color will appear in the Qliphoth Meltdown Gauge when the next QliphothMeltdownIcon.png Qliphoth Meltdown will be replaced with an Ordeal. The maximum Ordeal Time that will appear in a Day is also displayed in the Deployment Phase, below the button to start the day.

Unlike Abnormalities, Ordeals cannot be contained and instead appear and wander around the facilities. The entities will not attack others of their same color, but will attack and damage other Ordeal types, abnormalities, and employees. There are fourteen different kinds of Ordeals, with four more appearing once at a certain point in the game.

The events will happen in order of severity from least to greatest, with one Ordeal per Time per day. There are four Times (tiers), in order from first to last appearing as DawnNoonDusk and Midnight. Ordeals only occur during a certain level of Qliphoth Meltdown, therefore a certain amount of work must be started (i.e. Abnormality containment units must be entered) for the Ordeals to happen. The Color of an Ordeal is chosen randomly when the time is announced in the warning. Midnight Ordeals are the last events to trigger, after which, only standard Meltdowns will occur.

An example of the similarities between Green Ordeals

The creatures that appear in the Ordeals will have a bar with their name (usually indicating the name of the Ordeal), HPIcon.png HP, and Risk Level, once the appropriate Information Team research has been completed. No LOB Points are subtracted when finishing a day with an Ordeal entity still roaming the facility.

Ordeal Types are classified by colors, and their Risk Level is based on the Time where they take place, with Dawn being the easiest and with Midnight being the most dangerous. Ordeals of the same colors are different in each time; the Amber Dawn Ordeal is not the same as the Amber Midnight Ordeal, though they have similar attacks, themes visuals.

There are 6 types of Ordeals known:

  • Amber: Food-related theme with worm-like creatures. Weak individually and strong in swarms, they try to overwhelm lone employees through dealing continuous red damage. A loud noise, presumably them digging through, can be heard when the Ordeal starts.
  • Crimson: Carnival theme. Their main entities are twisted clowns of different aspects. Their main feature is triggering damage or abilities after their deaths (i.e., exploding when being killed). A carnival tune is played when the Ordeal starts and ends with a high-pitched noise and laughter.
  • Green: Ancient mechanical theme. Enemies focused solely on killing targets, with a variety of weapons at their disposal. Foghorns can be heard when the Ordeal starts.
  • Indigo: Modern industrial/war theme, unique to a specific time. The sound of steam being vented can be heard when the Ordeal starts and ends with the sound of a vehicle driving off.
  • Violet: Religious theme with ancestral entities, part of them being limbs or appendages like arms. They take advantage of rooms in the facility, usually as static threats that limit locations and lowering Qliphoth counters in proximity to them. An eerie, vaguely musical sound can be heard when the Ordeal starts and ends with a long loud exhale.
  • White: Each entity has its own different theme, and all entities except for the Midnight Ordeal are normal sized humanoids. They focus on specific types of damage and use them to wreak havoc on the entire facility. A strange sound is heard when the Ordeal starts.

Dawn[]

Dawn is the first Ordeal event to appear in the day. The events in this time aren't very difficult with basic preparation such as five level two agents, and won't bring much trouble if taken care of quickly. They begin to appear from Day 6.

A Dawn Ordeal spawns every day at the end of QliphothMeltdownIcon.png Qliphoth Meltdown Level 2. The entities of Dawn are classified as Risk Teth.png TETH. Defeating a Dawn Ordeal will grant an amount of EBoxIcon.png Energy equal to 10% of the EBoxIcon.png Energy Quota. There are four Dawn Ordeals: Crimson, Green, Amber, and Violet.

Amber Dawn[]

The Perfect Meal 's event

"A perfect meal, an excellent substitute."
- Event Starting

The Ordeal of Amber Dawn, also known as The Perfect Meal, is designed to clog the facility's hallways and easily plow through low-level employees and clerks.

When the event starts, a message will appear on the screen, and brown worm-like creatures with teeth at the front will appear in groups of 5 in one hallway per department. When a target is in the room, they will leap towards it when close enough, dealing 1-2 RedDamageTypeIcon.png Red Damage per hit. The worms will remain in the hallway for 40-60 seconds, but will eventually burrow into the ground and move to another random hallway in the facility. When the worms sprout up from the ground, they will deal 1-2 RedDamageTypeIcon.png Red Damage to those in the room. They have 35 HPIcon.png HP each.

The worms have these defenses:

RedDamageTypeIcon.png Red: Vulnerable (2.0) - WhiteDamageTypeIcon.png White: Normal (1.0) - BlackDamageTypeIcon.png Black: Normal (1.0) - PaleDamageTypeIcon.png Pale: Vulnerable (2.0)

After defeating all the worms, a message will appear, with the event ending.

Since they move in groups and rarely away from their target once attacked, they are a threat against weak employees (Level 1 Fortitude and/or weak against Red Damage). Due to their movement while attacking, they quickly switch to the opposite side of the target. This makes Melee and slow-attacking weapons harder to hit with if the employee's attack speed is low, so it is highly suggested to use Ranged weapons (if possible).

Crimson Dawn[]

Cheers for the Beginning's event

"Let us light a flame yet more radiant in our lives; for life is a candlelight, destined to snuff out one day."
- Event Starting

The Ordeal of Crimson Dawn, also known as Cheers for the Beginning, is designed to keep employees on the move and punish the player for a slow suppression response.

When the event starts, a message will appear on the screen, and small humanoid clowns with grinning faces, hats and thin limbs will spawn. They randomly appear in a hallway which has a containment door, spawning a single clown per department. They move a bit faster than an average employee and are not aggressive towards employees: their objective is reaching the containment units. They have 80 HPIcon.png HP each.

Once they reach a containment unit, they will stop in front of it and start to make a channeling animation for 20 seconds. After this time has passed, they will disappear from the current location in a small smoke cloud, 'stealing' 30% of EBoxIcon.png Unique PE Boxes from the previous containment room and if the previous containment room has a QliphothCounterIcon.png Qliphoth Counter, it will be dropped by 1. After disappearing, the clown will appear in another hallway and repeat their mischief until suppressed. Upon death, they will explode, dealing around 10-15 RedDamageTypeIcon.png Red Damage in a short range(comparable to range of a spear).

The clowns have these defenses:

RedDamageTypeIcon.png Red: Endured (0.8) - WhiteDamageTypeIcon.png White: Weak (1.3) - BlackDamageTypeIcon.png Black: Weak (1.3) - PaleDamageTypeIcon.png Pale: Vulnerable (2.0)

After defeating all the clowns, a message will appear, with the event ending.

The clowns tend to appear one per hallway, usually not appearing together in the same room. Due to their ability to steal EBoxIcon.png PE Boxes, they can slow the progress of the player, making their research of the Abnormality slower or not able to purchase Equipment from them; and, because of their ability to subtract from the QliphothCounterIcon.png Qliphoth Counter, they can lead to Abnormalities triggering their abilities or breaching. It is important to kill them as soon as they appear, agents should ideally be placed in the hallways before the event strikes. Always make sure to keep the dangerous Abnormalities on watch; also, due to the way the clowns behave, they can waste their time by stopping in front of Tool Abnormalities.

Green Dawn[]

Doubt's event

"One day, a question crossed through my mind. Where do we come from? We were given life and left in this world against our own volition."
- Event Starting

The Ordeal of Green Dawn, also known as Doubt, is designed to exterminate clerks and low-level employees through dealing Health and Sanity damage.

When the event starts, a message will appear on the screen, and humanoid robots with red eyes – armed with a lance, filled with gears, and wearing an old cloth – will appear in random hallways or small rooms, one per department. They move slowly (half a speed of an agent), and they are hostile to employees; they will attack employees once near, dealing around 3 - 5 RedDamageTypeIcon.png Red Damage with a moderate attack speed, with a short range. They have 150 HPIcon.png HP each.

When dealing a killing blow to an employee, it will perform another movement, 'overkilling' the employee by stabbing them with the lance 5 times (dealing 3 WhiteDamageTypeIcon.png White Damage in quick succession to the other employees in the room) with the last hit making the employee explode into guts. This attack can quickly deplete the Mental Gauge of lower level agents.

The robots have these defenses:

RedDamageTypeIcon.png Red: Endured (0.8) - WhiteDamageTypeIcon.png White Damage: Weak (1.3) - BlackDamageTypeIcon.png Black: Vulnerable (2.0) - PaleDamageTypeIcon.png Pale: Normal (1.0)

After defeating all the robots, a message will appear, with the event ending.

The robots will appear in different locations every time and will kill clerks quickly by their simple attacks and the overkill move. A lone robot can be overwhelmed and defeated easily by using employees with different weapons. It is best not to send any employees to suppress them when these enemies about to kill another employee, to avoid the amount of WhiteDamageTypeIcon.png White Damage.

Violet Dawn[]

Fruit of Understanding's event

"To gain an understanding of what is incomprehensible, they dream, staring."
- Event Starting

The Ordeal of Violet Dawn, also known as Fruit of Understanding, is designed to punish players who prefer to ignore Ordeals to focus on gathering energy.

When the event starts, a message will appear on the screen, and crawling spherical organ-like creatures spawn in the facility. One appears per department in a random hallways. They have 190 HPIcon.png HP each and low MovementSpeedIcon.png Movement Speed, moving around the room, usually staying in the same location. If they are attacked by an agent or clerk, they will try moving toward the aggressor for next 10-15 seconds. They constantly glow, dealing 1-3 BlackDamageTypeIcon.png Black Damage to employees around itself. If they aren't suppressed after 60-70 seconds, they will self-destruct, giving off a large glow. This glow will drop the QliphothCounterIcon.png Qliphoth Counters of all the Abnormalities in the same department to 0 and inflict 10-14 WhiteDamageTypeIcon.png White Damage to all the employees of that department. It will also end the Ordeal prematurely.

The entities have these defenses:

RedDamageTypeIcon.png Red: Normal (1.0) - WhiteDamageTypeIcon.png White: Weak (1.5) - BlackDamageTypeIcon.png Black: Normal (1.0) - PaleDamageTypeIcon.png Pale: Normal (1.0)

After all the entities die (either by being suppressed or by self-destructing) a message will appear, with the event ending.

These creatures don't stand much of a chance in battle against a group of employees, but their glow after self-termination will drop the QliphothCounterIcon.png Qliphoth Counter of all the Abnormalities in the same department to 0 and can easily cause chaos and mayhem. If the employees are distributed well to fight off these beings, they can be taken care of easily.

Noon[]

Noon is the second Ordeal event to appear in the day. The events in this time are more difficult and not paying much attention to them might lead to severe problems. They begin to appear from Day 11 onwards, with the exception of Indigo Noon, which will only appear from Day 26 and onwards.

A Noon Ordeal spawns at the end of QliphothMeltdownIcon.png Qliphoth Meltdown Level 3, 4 or 5. The entities of Noon are classified as Risk He.png HE. Defeating a Noon Ordeal will grant an amount of EBoxIcon.png Energy equal to 15% of the EBoxIcon.png Energy Quota. There are four Noon Ordeals: Crimson, Green, Indigo, and Violet.

Crimson Noon[]

StartCN.PNG

"We marched from time to time, and we would share our pleasure."
- Event Starting

The Ordeal of Crimson Noon, also known as The Harmony of Skin and formally known as A Chorus of Saliva, is designed to punish the player for sending their entire facility after one abnormality.

When the event starts, a message will appear on the screen, followed by a carnival tent appearing in a hallway. The tent will open and a large quadruped clown entity made of red flesh with tumors and faces will appear. It possess 3 heads, all with clown make-up, black hair and hollow eyes, with one being at the back, holding in its mouth a big organ-like part, with a spike coming out of it; and the other two at the front.

The clown wanders through the facility at a slightly faster speed than average employees. They have 550 HPIcon.png HP each and a slow Attack Speed. Unlike most enemies Crimson Noon will not try to chase targets that are in it's current hallway but only start attacking if someone walks in front of it, engaging them with biting or smashing its heads towards the target to deal average RedDamageTypeIcon.png Red Damage. It has 20% chance to sting with its tail-head, dealing 7-9 RedDamageTypeIcon.png Red Damage and 80% chance to bite, dealing 4-8 RedDamageTypeIcon.png Red Damage on attack. These attacks deal damage to all targets in range (A bit higher than range of spear). When the clown is defeated, it will spawn three Crimson Dawns in random hallways. Multiple Crimson Dawns can spawn in the same hallway.

The clown has these defenses:

RedDamageTypeIcon.png Red: Endured (0.5) - WhiteDamageTypeIcon.png White: Weak (1.2) - BlackDamageTypeIcon.png Black: Weak (1.2) - PaleDamageTypeIcon.png Pale: Weak (1.5)

When all the spawned clowns are defeated (including the Dawns spawned after the Noon's death), the event will end, showing a message.

This is the easiest Noon event. When the event occurs, the single entity takes time to roam across the place, regularly stopping to attack clerks, who it takes 3-4 hits to kill. By the time these appear, the player should possess agents with enough defenses and HPIcon.png HP to resist them. It is not recommended to suppress it too quickly, since this will spawn minor clowns in random hallways that can steal EBoxIcon.png E-Boxes and reduce QliphothCounterIcon.png Qliphoth Counters. Getting it to low HP and then positioning Agents to intercept the Crimson Dawns before finishing the Noon off should help mitigate the Dawns' effects.

Green Noon[]

Process of Understanding's event

"In the end, they were bound to life. We existed only to express despair and ire."
- Event Starting

The Ordeal of Green Noon, also known as the Process of Understanding, is designed to annihilate employees effortlessly through high-damage attacks at long range as well as up close.

When the event starts, a message will appear on the screen, and golem-like mechanical beings with one arm being a saw and the other being a gun will spawn in random hallways of the facility, one per department.

They move slowly, but have 300 HPIcon.png HP each, and their guns are always firing when not in close range, dealing 1 RedDamageTypeIcon.png Red Damage to the first target in their path per hit. When they get into close range against a target, they will use their saw instead to deal many quick hits of 1 - 2 RedDamageTypeIcon.png Red Damage, to all targets in range, dealing 9-18 RedDamageTypeIcon.png Red Damage in total, which can quickly decrease the HPIcon.png HP gauges of most targets. They will occasionally stop in place and compact themselves presumably to reload or recharge, and they will not attack during this state. They will crumble into pieces upon being defeated.

The robots have these defenses:

RedDamageTypeIcon.png Red: Endured (0.8) - WhiteDamageTypeIcon.png White: Weak (1.3) - BlackDamageTypeIcon.png Black: Vulnerable (2.0) - PaleDamageTypeIcon.png Pale: Normal (1.0)

After defeating all the robots, the event will end, showing a message.

Like Doubt, this Ordeal focuses exclusively on killing your employees. They take advantage of long rooms, like the main rooms of the Central Command Department, due to their guns always firing in a line. Large groups of Agents with ranged weapons should be used to take them out, with one tanking the Damage by staying in front so the guns don't hit the others. After RedResist.pngWhiteResist.pngBlackResist.pngPaleResist.png Bullet Research is unlocked, the player can use RedResist.png Red Shields to mitigate the damage of the front tank.

Indigo Noon[]

Sweeper's event

"When night falls in the Backstreets, they will come."
- Event Starting

The Ordeal of Indigo Noon, also known as The Sweepers, is designed to simply overwhelm all of a facility's defenses, It is unique, as it is the fifth Ordeal colour, and is the only kind of Indigo Ordeal. The Ordeal only appears from Day 26 and onward.

When the event starts, a message will appear on the screen, and groups of humanoid beings, wearing metallic armor that covers their whole body, will spawn. They have red eyes or visors, gas masks, hook hands, and tanks on their backs.

They appear in groups of three members, with 4 groups spawning in different hallways of the facility. They have 200 HPIcon.png HP each. They will seek out employees, attacking them with their hooks and inflicting average (4~5) BlackDamageTypeIcon.png Black Damage. Occasionally, they will charge and attack 3 times (18~22, 5~7, 3~5) dealing (26~34 in total) BlackDamageTypeIcon.png Black Damage to all targets in a short range in front of them. If they walk near a corpse, they will start to butcher it and consume the body, HPHealing.png recovering all HPIcon.png HP.

Due to a coding error, Sweepers deal damage to themselves whenever they damage enemies. The damage taken by Sweepers is equal to the damage they deal.

The Sweepers have these defenses:

RedDamageTypeIcon.png Red: Normal (1.0) - WhiteDamageTypeIcon.png White: Weak (1.2) - BlackDamageTypeIcon.png Black: Endured (0.5) - PaleDamageTypeIcon.png Pale: Endured (0.8)

After defeating all the enemies, the event will end, showing a message.

This event is arguably the most difficult Noon, due to the large Black Damage the Sweepers are capable of dealing. Uniquely, the Sweepers take advantage of previous corpses left in the facility. Due to them appearing in groups, they can cause severe damage if they gather to attack a single Agent, and if they kill the target afterwards, they will consume it if possible. Thankfully, the Sweepers don't always stick to groups, occasionally splitting up to cover more ground.

Swarming a single Sweeper is easy enough with Agents with melee attacks and average BlackDamageTypeIcon.png Black Defenses, along with a BlackResist.png Black Shield if possible. If the scavengers are low in HPIcon.png HP and are fighting Clerks, ExecutionBulletIcon.png Execution Bullets used on Clerks will remove them from the battle without the Sweepers consuming them.

Violet Noon[]

Grant Us Love's event

"We could only hear the weakest and faintest of their acts. We sought for love and compassion from them."
- Event Starting

The Ordeal of Violet Noon, also known as Grant Us Love, is designed to punish players for idling employees in their main rooms and having a slow suppression response.

When the event starts, a message will appear on the screen, and dark purple portals will appear on the ceiling of certain Main rooms (including the smaller rooms of Control and Information). Large dark monolith-like stones will fall from them, landing on the floor and dealing 100 RedDamageTypeIcon.png Red Damage to those in the room, capable of killing almost any employee. They have 350 HPIcon.png HP each. They will only appear in Control, Information, Training, Safety and Upper Central Command, with one spawning per Department.

After landing, they spread dark tentacles and start to constantly deal 1 BlackDamageTypeIcon.png Black Damage to nearby employees through slamming their tentacles. If the entities aren't suppressed after 30 seconds, they will hide their tentacles and start to glow for a moment. After the charge, they will make a QliphothCounterIcon.png Qliphoth Counter of a random Abnormality in the Department drop by 1 and then resume their attacks. They can attempt to lower the Counter of an Abnormality without one or a Tool, but it will do nothing. When defeated, their tentacles fall limp and the monolith will slump.

Thanks to a coding error, Violet Noon's opening attack will only damage agents and clerks assigned to that particular department it spawns in, agents of different departments present will not take take damage from it.

The giant monoliths have these defenses:

RedDamageTypeIcon.png Red: Endured (0.8) - WhiteDamageTypeIcon.png White: Vulnerable (2.0) - BlackDamageTypeIcon.png Black: Endured (0.8) - PaleDamageTypeIcon.png Pale: Normal (1.0)

After defeating all the entities, the event will end, showing a message.

This Ordeal can cause major damage as soon as it begins. Moving Agents to hallways before the event starts will help to avoid causalities and losing Agents. In addition, you can move Agents to different departments, taking advantage of the coding error mentioned above. Once the monoliths have landed, they exponentially lower in difficulty; even Level 1 Agents can take care of it with minimal help. It is recommended to suppress them quickly since they can decrease the QliphothCounterIcon.png Qliphoth Counter of Abnormalities if they survive for even thirty seconds.

Dusk[]

Dusk is the third Ordeal event to appear in the day. These Ordeals are rather difficult events, trying to disrupt the order of the facility very quickly. They begin to appear from Day 21 onwards.

Dusk Ordeals spawn at the end of QliphothMeltdownIcon.png Qliphoth Meltdown Level 6 or 7. The entities of Dusk are classified as Risk Waw.png WAW. Defeating a Dusk Ordeal will grant an amount of EBoxIcon.png Energy equal to 20% of the EBoxIcon.png Energy Quota. There are three Dusk Ordeals: Amber, Crimson, and Green.

Amber Dusk[]

Food Chain's event

"To accustom oneself to the taste was an inevitable process."
- Event Starting

The Ordeal of Amber Dusk, also known as the Food Chain, is designed to punish players who do not strategically use the facility terrain and the animations of abnormalities to their advantage.

When the event starts, a message will appear on the screen, and huge brown worm like creatures with teeth at the front and different orange tumors on their body will appear in the hallways, one per department.

These worms spawn at one of the sides of the hallway (dealing 30-40 RedDamageTypeIcon.png Red Damage on spawn), moving slowly to the opposite side. They deal around 50-70 RedDamageTypeIcon.png Red Damage to targets in front them every 1.5-2 seconds. If they receive 18 or more Damage from single attack, they will be slowed considerably for next 1-2 seconds.

If it reaches the opposite side of the room, it will start to birth Amber Dawn worms. These worms roam in the hallway and attack targets, in their normal behavior patterns. Afterwards, the Amber Dusk will burrow and go to another random hallway in the facility. The Dawns will follow the Dusk that spawned them, burrowing too and appearing along with the Dusk in another room. The Dusk will only spawn Dawns when there are less than 3 Dawns alive, simply burrowing instead when the condition is not met. The Dusk worms have 550 HPIcon.png HP each.

The big worms have these defenses:

RedDamageTypeIcon.png Red: Weak (1.2) - WhiteDamageTypeIcon.png White: Endured (0.8) - BlackDamageTypeIcon.png Black: Endured (0.5) - PaleDamageTypeIcon.png Pale: Vulnerable (2.0)

After defeating all the worms, big and small, a message will appear, with the event ending.

This Dusk Ordeal provides a decent challenge to the players by the worms overwhelming employees easily. At the start, the big worms appear alone, but once they reach the other side of the hallway, they will spawn minor worms. Defeating them is a dangerous task without proper HPIcon.png HP and RedDamageTypeIcon.png Red Resistance. The big worms should be defeated first to avoid them from spawning more smaller ones when the others are defeated. Attacks should be conducted from the rear of the big worms, to remain out of their attack range.

Crimson Dusk[]

The Struggle at the Climax's event

"Throwing away our old bodies, we all become one, infinitely continuing the red march."
- Event Starting

The Ordeal of Crimson Dusk, also known as The Struggle at the Climax, is simply meant to disrupt players' operations through requiring a great amount of firepower to take down and then dividing and teleporting to random places in the facility.

When the event starts, a message will appear on the screen, with two big 'round' flesh creatures appearing in randomly chosen hallways. The creatures consist of multiple chunks of flesh, sewn together, with multiple upper limbs as arms, holding a hammer, a cleaver and a spear. On the middle of its body, it has a mouth-hole on it, with two small eyes a the top sides, and with the head of a clown coming out of the mouth-hole.

The amalgamation clown will roll quickly through the facility's rooms, preferring to move into hallways that have employees, dealing 20 RedDamageTypeIcon.png Red Damage to employees on its path. It will stop randomly, near the entrance to another room or elevator, taking 5-8 seconds to gather its bearings. If employees are near it before it starts to roll again, the clown will use its weapons at melee range, dealing 12-14 RedDamageTypeIcon.png Red Damage to them on a normal attack and 20-30 RedDamageTypeIcon.png Red Damage on a charged, special attack.

If there are enemies in range the clown will make a check every 20 seconds to see if it will start rolling again. This check has a 10% + (15% for each failed check) chance to get the clown to start moving again. If no enemies are present it will roll away immediately after getting its bearings. When the Dusk is defeated, the entity will explode in a burst of blood, spawning Noon where it died. Noons follow their normal behavior, spawning Dawns as usual when dead. The Dusk clowns have 850 HPIcon.png HP each.

The amalgamation clowns have these defenses:

RedDamageTypeIcon.png Red: Endured (0.6) - WhiteDamageTypeIcon.png White: Endured (0.8) - BlackDamageTypeIcon.png Black: Endured (0.8) - PaleDamageTypeIcon.png Pale: Weak (1.5)

When all the clowns are dead, the event will end, displaying a message.

This event is the escalation of all previous Crimson Ordeals. Like Crimson Noon, this event is not very difficult on the surface, since the creatures deal average damage and lack any ranged attacks. A difficult part of the Ordeal will be chasing it down to suppress it. Once they are defeated, they will spawn Noons that will roam the facility. It is recommended to ignore the Noons until both Dusks are dead, before dealing with the Noons one by one to handle the problematic Dawns.

Green Dusk[]

Where We Must Reach's event

"We constructed a looming tower to return whence we came."
- Event Starting

The Ordeal of Green Dusk, also known as Where We Must Reach, is designed to punish players without threat prioritization.

When the event starts, a message will appear on the screen, and 4 square metallic structures will appear in random hallways of the facility. These structures will be idle for a moment before becoming active. These machines possess 1000 HPIcon.png HP, are immobile and don't possess any attacks of their own.

When active, they will start to charge a small green bar beside them, with an accompanying sound of machinery starting up. Once the bar is charged, the right side of the structure will open and release 3 Green Ordeals, with a 50% of each robot being a Green Dawn or a Green Noon. After spawning these, the Green Dusk will enter a cooldown period of 45-60 seconds, becoming idle. The Dawns and Noons will proceed with their usual behavior and don't damage or attack each other.

All Dusks combined can have a minimum of 15 spawned Dawns or Noons active at the same time. If the number drops below that, any available Dusks will reactive themselves and continue to spawn Dawns and Noons until reaching the cap again. This will continue until the Dusks are destroyed.

Due to a coding error, Green Dusks count as ALEPHs for the purposes of Fear, Defense and Little Red's requests.

The structures have these defenses:

RedDamageTypeIcon.png Red: Endured (0.8) - WhiteDamageTypeIcon.png White: Normal (1.0) - BlackDamageTypeIcon.png Black: Vulnerable (2.0) - PaleDamageTypeIcon.png Pale: Normal (1.0)

After defeating all the structures and robots, the event will end, showing a message.

This Ordeal is a great challenge due to the mass-production of Green Dawns and Green Noons. Since the structures don't possess any attacks or protection beside their ALEPH-tier defenses and high HPIcon.png HP, they can be taken out faster if there are no other threats around. It is be better to avoid contact with the attacking robots than to face and defeat them directly since they will respawn if enough robots are killed from the same machine that they came from. After the Dusks are defeated, carefully comb the facility for the rest of the Dawns and Noons.

Midnight[]

Midnight is the last and strongest Ordeal event to appear in the day. They begin to appear from Day 26 onwards. They always spawn at the end of QliphothMeltdownIcon.png Qliphoth Meltdown Level 8. These events are the most dangerous of the game, although these are rarely seen by players because of how far into the day they are and how there is little need to get to this Level unless forced to (such as during Sephirah Meltdowns or for Missions).

Unlike other Ordeals, Midnight Ordeals are completely immune to the effects of Backward Clock.

The entities of Midnight are classified as Risk Aleph.png ALEPH. Defeating a Midnight Ordeal will grant an amount of EBoxIcon.png Energy equal to 25% of the EBoxIcon.png Energy Quota. There are three Midnight Ordeals: Amber, Green and Violet.

Amber Midnight[]

Eternal Meal's event

"They fought amongst themselves to eat the others."
- Event Starting

The Ordeal of Amber Midnight, also known as the Eternal Meal, is simply meant to kill employees in a mildly unpredictable manner.

When the event starts, a message will appear. The ground will shake and dust will rise in two random Main Rooms of the facility. After some time, two giant worms will rise from the floors where the ground was shaking. These giant worms appear to be covered with rocks and earth, with rocky teeth and with several big lumps on some parts of them. They will chomp upwards, dealing 500 RedDamageTypeIcon.png Red Damage to entities who are in the Main Room, usually killing all but the most Red-resistant Agents and entities. The worms don't possess any defensive attacks, and have 7000 HPIcon.png HP each.

Every 15-20 seconds idle, it will descend into the ground slightly and wriggle, spawning two Amber Dusk worms next to itself. The worms will move to the sides of the Main Room and once reaching them will burrow and move to hallways, before resuming their normal behaviour. Each Amber Midnight can spawn up to 8 Amber Dusks, after which it will not spawn more until some have been suppressed.

After spawning Amber Dusks (or not) the giant worms will remain for a few seconds before burrowing to a new Main Room and repeating its entry chomp.

The giant worms have these defenses:

RedDamageTypeIcon.png Red: Normal (1.0) - WhiteDamageTypeIcon.png White: Endured (0.6) - BlackDamageTypeIcon.png Black: Resistant (0.4) - PaleDamageTypeIcon.png Pale: Endured (0.8)

After defeating all the worms, the event will end, showing a message.

This Ordeal is considered to be one of the easier Midnight Ordeals. It is, overall, rather predictable, as the high amount of RedDamageTypeIcon.png Red Damage dealt when the giant worms emerge is easy to avoid, and they can be swarmed easily if Agents are gathered together. Large groups can get rid of Amber Dusk worms and Amber Dawn worms without much stress, and these Dusks and Dawns will be suppressed automatically if they don't lose HP and their corresponding Eternal Meals is suppressed, though occasionally they will be left alone, usually to having been underground at the time.

Unlike the other two Midnight Ordeals, weaker or problematic (i.e. Magic Bullet) agents do not need to be micro managed to survive as they are completely safe from the Eternal Meal and its spawns if they are positioned in elevators or the side rooms of the Control and Information Departments.

Green Midnight[]

Helix of the End's event

"The tower is touched by the sky, and it will leave nothing on the earth."
- Event Starting

The Ordeal of Green Midnight, also known as Helix of the End, is designed to kill every last employee in the facility through "cleansing" the whole facility in line-based attacks.

When the event starts, a message will appear on the screen as a colossal metallic structure, in the form of a shell, appears in the Main Room of the YesodArmband.png Information Team. This will crank open, preparing its machinery for the real attack.

After some set up, two green lasers will be deployed from the structure, the first laser pointing always upwards and the second laser, starting in the same direction, moving clockwise at a slow speed. Both lasers go in a straight line, crossing the whole facility and reaching further than the end of the facility. Any entity caught in any of the lasers will take 12-20 BlackDamageTypeIcon.png Black Damage around five times a second. This amount is usually enough to break Shields and liquefy employees almost instantly. This laser also slows the movement speed of anything hit by it by 50%. The structure can be suppressed, and it has a drastic amount of HPIcon.png HP at 22000, more than any other entity in the game bar the Apocalypse Bird.

When the second laser reaches its original position again, the lasers will stop functioning for around 30 seconds, before activating again. If it is suppressed, the event will finish and the ending message will appear.

The structure has these defenses:

RedDamageTypeIcon.png Red: Endured (0.5) - WhiteDamageTypeIcon.png White: Endured (0.8) - BlackDamageTypeIcon.png Black: Weak (1.2) - PaleDamageTypeIcon.png Pale: Normal (1.0)

This Ordeal is the most powerful of the Green Ordeals, but is also one of the easier Midnight Ordeals to deal with if handled properly. Its laser is fired in a way that can kill every employee in the facility if you aren't careful. The structure itself doesn't possess any dangerous qualities, though the lasers can cause mass havoc if not handled carefully.

The best and most effective strategy in dealing with the lasers is to send employees into the nearest elevators and use them to "teleport" past any approaching lasers. This tactic is very useful in dealing with this Ordeal, though you need to time it right as there is a short delay right before the teleportation occurs.

It is possible for Agents to survive the lasers if given adequate shields and armor, but given how easy the alternative is and how costly this one is, it should be used only as a last resort, which should ideally never happen.

Agents with Very Short ranged E.G.O Weapons (such as The King of Greed 's Gold Rush) will take damage from the laser in the center of the machine, so it's advised to send Agents using weapons with at least a Medium-range (spears are both common and available at high levels) to avoid accidentally killing an Agent.

Violet Midnight[]

The God Delusion's event

"We incessantly tried to accept it. We wanted to understand them in our heads by any means, regardless of the consequences."
- Event Starting

The Ordeal of Violet Midnight, also known as The God Delusion, is designed to require players to "kite" the event enemies with moving employees around constantly and not simply sitting several teams in front of the entities simultaneously.

When the event starts, a message will appear on the screen, and four stone shrine-like stones, each one a different colour, will spawn in random hallways of the facility. One of each of these appear: Red, White, Black (purple), and Pale (blue), one for each damage type. They have 6000 HPIcon.png HP each.

After appearing, 3 portals with the colour (Red, White, and Purple) of the shrines will appear in random locations on the facility and at different directions. The 'limbs' summoned from each portal will take time to prepare before they attack. There is a 25-30 second interval before a portal of the same damage type appears in the facility. The Pale Shrine has a different effect; an Eye will appear in the background of the facility, travelling randomly across the background.

Once the shrines drop to 70%, 40% and 10% of their HPIcon.png Max HP, they will summon portals around them to protect themselves, one at each side of the hallway, taking time to prepare and attacking in the same manner as a normal attack. In the case of the Pale Shrine, the Eye will appear by its Shrine instantly.

Each Shrine has different attacks, detailed below:

  • Red Shrine: It summons red portals with Red Hands. These sharp red hands will wait for a few seconds before lunging towards its direction and dealing 60-90 RedDamageTypeIcon.png Red Damage to every entity in its way, and after reaching a certain distance its hand will close and go back to the portal. After it has taken certain amounts of damage, it will summon two portals to defend itself, one at each side of the hallway where it is located. These hands will stretch after a few seconds and dealing (same as above) largeRedDamageTypeIcon.png Red Damage to any entity in the way.
    • The Red Shrine has these defenses: RedDamageTypeIcon.png Red: Absorb (-1.0) - WhiteDamageTypeIcon.png White: Endured (0.7) - BlackDamageTypeIcon.png Black: Weak (1.2) - PaleDamageTypeIcon.png Pale: Normal (1.0)
  • White Shrine: It summons white portals with White Tentacles. These tentacles will float slowly while preparing to unleash an attack, expanding first before attacking in a sweeping movement in a wide arc, dealing 45-60 WhiteDamageTypeIcon.png White Damage to any entity hit before returning to the portal. After the shrine has taken certain amounts of damage, it will summon two portals to defend itself, one at each side of the hallway where it is located, with the limbs acting like before and sweeping at the hallway, dealing (same as above) largeWhiteDamageTypeIcon.png White Damage to any entity in the way.
    • The White Shrine has these defenses: RedDamageTypeIcon.png Red: Normal (1.0) - WhiteDamageTypeIcon.png White: Absorb (-1.0) - BlackDamageTypeIcon.png Black: Normal (1.0) - PaleDamageTypeIcon.png Pale: Weak (1.2)
  • Black Shrine: It summons purple portals with Purple Spikes. The spikes will remain still for a few seconds before stretching towards its current direction and dealing 45-55 BlackDamageTypeIcon.png Black damage to any entity in its path, returning back to the portal when reaching a certain distance. When the shrine takes a certain amount of damage, two purple portals will be summoned to defend itself, one at each side of the hallway, the spikes extending as before and dealing (same as above) large BlackDamageTypeIcon.png Black damage to any entity in the way.
    • The Black Shrine has these defenses: RedDamageTypeIcon.png Red: Weak (1.2) - WhiteDamageTypeIcon.png White: Endured (0.7) - BlackDamageTypeIcon.png Black: Absorb (-1.0) - PaleDamageTypeIcon.png Pale: Normal (1.0)
  • Pale Shrine: This shrine is different from the others, because it summons a meteor-like object in the facility, with an eye at its front. This object will spawn along with the shrine, in the same location. Any entity in its area will consistentlyreceive 5-7 PaleDamageTypeIcon.png Pale Damage. This meteor will move throughout the facility, phasing in and out at different intervals of time, appearing only in hallways and remaining in a certain one for 5-10 seconds before moving to another one. When moving it can also deal PaleDamageTypeIcon.png Pale Damage to entities it passing through. When the shrine takes a certain amount of damage, the Eye will move to the Shrine immediately.
    • The Pale Shrine has these defenses: RedDamageTypeIcon.png Red: Endured (0.7) - White: Normal (1.0) - BlackDamageTypeIcon.png Black: Endured (0.7) - PaleDamageTypeIcon.png Pale: Absorb (-1.0)

When defeating a shrine, its abilities will be disabled, not being able to summon more limbs, with any active portals also disappearing. The Blue Eye of the Pale Shrine will disappear immediately as well if defeated. When all the shrines are destroyed, the ending message will appear with the Ordeal ending.

This event has the ability to attack any parts of the facility without the need of direct entities fighting employees, but through summoning limbs to attack employees. The shrines are the only entities needed to be suppressed, but as they lose more HPIcon.png HP, they will use their abilities to defend their locations from employees. Each shrine has one absorption immunity, the same damage type of their color, so damaging it with that type will make them recover HPIcon.png HP instead losing it.

Using the Rabbit Team on the Pale Shrine is useful to reduce risk of Agents taking damage from the Pale Eye. If the Pale Shrine is not in Central, completion of the Midnight Ordeal will refund you the 25% energy used to contract the Rabbits.

Focusing on one shrine at a time will reduce the chances of not noticing attacks on other groups of Agents trying to suppress different shrines. When a shrine is defending itself, sending the Agents to escape right away is the best solution. With the Red and Black Shrines, use elevators to move vertically, whereas with White you want to move employees as far away as possible to dodge its large attack radius.

If you want certain Agents safe, move them into elevators as they are the best places to hide in. The limbs and portals rarely target them, and quick usage of elevators also help to avoid attacks directed to them.


Ordeals of White[]

WARNING WARNING WARNING WARNING WARNING WARNING WARNING WARNING WARNING
MANIFESTATION OF QLIPHA DUE TO SEPHIRAH BREAKDOWN
Suppression of Sephirah’s Core Required
THIS SECTION HAS MAJOR SPOILERS, READ AT YOUR OWN RISK!
WARNING WARNING WARNING WARNING WARNING WARNING WARNING WARNING WARNING
Ordeals of White are dangerous ordeals that are actually part of the Trials or Kether Meltdown. They appear on days 46-49, replacing normal ordeals. Every ordeal except for Midnight spawns the same entities, named Fixers. All Fixers are classified as Risk Waw.png WAW. There are four types of them, one for each Damage type:
  • Red Fixer

    Red Fixer: An armored robotic humanoid with blades and cannons that deal Red Damage. It possesses 1000 HPIcon.png HP and has decent MovementSpeedIcon.png Movement Speed. It roams the facility until it encounters an employee. It will engage at close range, with multiple attacks at its disposal:
    • It will fire a short blast dealing (14~17) RedDamageTypeIcon.png Red Damage.
    • It takes out a blade to stab targets in front itself at close range, dealing (5~6) RedDamageTypeIcon.png Red Damage.
    • It will expose a blade and then charge both forward and backward, hitting enemies in front of it and behind it, dealing (25~30) RedDamageTypeIcon.png Red Damage on hit.
    • Occasionally, it can perform a charged beam attack that takes a short time to prepare. The beam travels straight forward to where it is facing, piercing the walls and dealing (70~100) RedDamageTypeIcon.png Red Damage to anyone in its way similar to The Queen of Hatred's laser attack but hitting once. The laser has a range limit, like most other beam attacks in the game.
    • On death, its laser will fire in a wide arc from up to down (the side depending on which way the Fixer was facing), dealing (70~100) RedDamageTypeIcon.png Red Damage to anyone struck by the beam. This laser has a range limit as well.
  • Advice: While not being all that dangerous by itself, its laser in its two attacks can lead to death of some agents if you're not cautious. Sending Red-resistant Agents to engage is a good decision, while moving other employees away to avoid its death laser.
  • The Red Fixer has these defenses: RedDamageTypeIcon.png Red: Immuned (0.0) - WhiteDamageTypeIcon.png White: Endured (0.5) - BlackDamageTypeIcon.png Black: Normal (1.0) - PaleDamageTypeIcon.png Pale: Endured (0.5)


  • White Fixer

    White Fixer: An angelic-looking, knight-like humanoid who levitates when moving, wearing a halo and a cannon-like weapon. It possesses 1000 HPIcon.png HP. It has slow MovementSpeedIcon.png Movement Speed and will wander around the facility. The White Fixer takes a longer time to attack other employees compared to the other Fixers. Both of its attacks have fairly long cooldowns, but it will always prefer to use its forward cannon attack rather than its arc attack if both are available. It only perform its attacks if there are employees in the same room.
    • It can take out its cannon and its halo in preparation; after a short delay, it will shoot a single white beam towards the direction that is facing, passing through rooms and dealing (10~12) WhiteDamageTypeIcon.png White Damage to anyone in its path. This beam also leaves a white cloud behind it that deals constant (5~6) WhiteDamageTypeIcon.png White Damage every ~0.3 seconds to entities who remain within it, and MovementSpeedIcon.pngslows them by 50%. The cloud will fade out after 5 seconds. This attack can happen 12~15 seconds after the White Fixer spawns, and subsequently 19~21 seconds after each use.
    • With its weapon, it charges its weapon first and then will shoot a laser beam upwards, dealing (10~12) WhiteDamageTypeIcon.png White Damage to anyone caught by it, and marking the area affected by it with white smoke that deals constant (5~6) WhiteDamageTypeIcon.png White Damage every ~0.3 seconds to entities in its area and MovementSpeedIcon.pngslows them by 50%. This cloud will fade out after 5 seconds. The Fixer will turn the aiming of the laser into a wide arc (about 270 degrees), affecting a large area with the same lingering white smoke, until stopping and continuing with its walk. Dealing enough damage can stop its attack or decrease the arc as it will enter its counterattack stance. This attack can happen 40~45 seconds after the fixer spawns, and subsequently 55~60 seconds after each use.
    • Every time the White Fixer reaches 70%, 40% and 10% Max HP, it will raise its weapon like a shield and enter a 'praying' position, reflecting damage back to attackers and becoming immune to all Damage. A noticeable ringing sound will occur when damage is reflected. This lasts for a while before it lowers the weapon and moves again.
    • Upon death, the weapon will raise above the Fixer and impale them, turning them into white smoke and dealing (12~15) WhiteDamageTypeIcon.png White Damage to the nearby employees.
  • Advice: Due to its longer periods between attacks, it is easy to swarm it with multiple employees. However, be careful of its damage reflection and make sure to move every agent out of the room when it uses this ability. It is advised to be careful when it fires its cannon, as the slow effect means that agents caught in it will take longer to move out of the way, so pausing should be used to evacuate Agents beforehand.
  • The White Fixer has these defenses: RedDamageTypeIcon.png Red: Endured (0.5) - WhiteDamageTypeIcon.png White: Immuned (0.0) - BlackDamageTypeIcon.png Black: Endured (0.5) - PaleDamageTypeIcon.png Pale: Normal (1.0)


  • Red Fixer

    Black Fixer: A humanoid entity which wears black armor with yellow goggles and multiple feathers. Its weapon is a hammer with a hook at the base. It possesses 1000 HPIcon.png HP and has slow MovementSpeedIcon.png Movement Speed. Its attacks are mostly at close range:
    • It swings the hammer to deal (8~16) BlackDamageTypeIcon.png Black Damage to targets in front of it.
    • The Fixer raises up the hammer and slams it against the direction that it's facing, hitting 6 times (20~25, 4~5 x4, 5~7), dealing 41~52 BlackDamageTypeIcon.png Black Damage in total.
    • 29~31 seconds after spawning, and subsequently 50~60 seconds after each use, if it remains in a hallway that has Abnormalities for too long, it can crouch and hold its hammer, which will pulse. This deals constant (10~12) BlackDamageTypeIcon.png Black Damage to the employees in the same room, and after a period of time, it will deplete the QliphothCounterIcon.png Qliphoth Counter of all the Abnormalities in the same hallway to 0.
    • Upon death, the Black Fixer will impale itself on the hammer's hook, creating Qliphoth Meltdowns on all Abnormalities in the department.
  • Advice: Depending on the location and abnormalities around it, the effect of it lowering Qliphoth Counters can range from barely anything to potential day-restart scenarios. Sending a swarm of employees after the Black Fixer can preoccupy it and potentially kill it before it can start dropping Qliphoth Counters.
  • The Black Fixer has these defenses: RedDamageTypeIcon.png Red: Normal (1.0) - WhiteDamageTypeIcon.png White: Endured (0.5) - BlackDamageTypeIcon.png Black: Immuned (0.0) - Pale: Endured (0.5)


  • Pale Fixer: A human Fixer who dresses in business attire, with a coat and fedora,

    Pale Fixer

    carrying a briefcase in one hand. The Fixer only appears during the Dusk of White. It possesses higher HPIcon.png HP than the other Fixers at 1300. It has moderate MovementSpeedIcon.png Movement Speed and roams the facility until it encounters an employee. Its attacks and abilities are the following:
    • Once spotting an employee it can perform a close range attack with a blade, stabbing 7 times (5~6, 2~4 x5, 10~12), dealing 25~38 PaleDamageTypeIcon.png Pale Damage in total.
    • When agents are out of range of the blade attack, it can shoot at the target with a pistol, dealing (8~9) PaleDamageTypeIcon.png Pale Damage.
    • Once every 17~19 seconds, it will hold up its briefcase and a blue tentacle-like blade will shoot out of the briefcase performing a ranged area attack, dealing (15~25) PaleDamageTypeIcon.png Pale Damage twice.
    • If it hasn't managed to find any employees after 25~35 seconds of roaming, it will teleport to a random employee in the facility by entering its briefcase, slowing them to zero for 1~2 seconds.
    • When defeated, the tentacle-like blade will shoot out of the case and cut through the direction the Pale Fixer was facing on death, dealing massive (50~70) PaleDamageTypeIcon.png Pale Damage in a very short range and executing/beheading the Pale Fixer.
  • Advice: It is best to use employees with very high Pale resistance to tank the Pale damage, with ranged employees assisting in taking it out. You should use PaleResist.png Pale Shields to protect against the heavy hitting attacks it does.
  • The Pale Fixer's defenses are: RedDamageTypeIcon.png Red: Endured (0.5) - WhiteDamageTypeIcon.png White: Normal (1.0) - BlackDamageTypeIcon.png Black: Endured (0.5) - PaleDamageTypeIcon.png Pale: Immuned (0.0)


Note: In each Ordeal, there won't be more than one Fixer of same type. For example: there cannot be 2 Red Fixers in Noon, or 3 Black Fixers in Dusk.

Dawn[]

Starting

"From meaningless errands, to exploration, to contract killing; they will do whatever you wish, so long as you pay them sufficiently."
- Event Starting

Ending

The Dawn of White, also known as A Request, is the first Ordeal of White. At this event, one random non-Pale Fixer will spawn.



The first Ordeal will determine which will be the next Fixers in Noon, so pay attention to know which Fixers you will face next. They are weaker alone, and their special effects can be avoided rather effortlessly. If the Black Fixer spawns at Dawn, it may save you some trouble from having to deal with its ability to decrease Qliphoth Counters and generate Meltdowns at the same time as killing another Fixer during Noon.

Noon[]

"They search constantly, be it for the Backers of the Wings, the Inventions of the Backstreets, the Reliques of the Outskirts, the Artefacts of the Ruins…"
- Event Starting

The Noon of White, also known as Armaments, is the second White Ordeal. At this event comes two non-Pale Fixers. The Fixer that has already appeared at Dawn won't appear in this event.

Two Fixers might be slightly difficult to handle, but the Ordeal is not actually that hard. The worst combination of Fixers that can occur is the Black Fixer with the White Fixer, since the former can potentially unleash Abnormalities if you take too long to defeat it, and the latter requires close attention because of its damage reflection and huge area attacks. If White Dawn had the Red Fixer spawn, you may find White Noon troublesome to deal with.

Dusk[]

"The colossal tower of light was titled The Library. It is only natural for the Fixers to be drawn to such a mystic place of life and death."
- Event Starting

The Dusk of White, also known as The Fixers, is the third White Ordeal. At this event all four Fixers spawn, including the Pale Fixer.

This ordeal can be very hard if not treated correctly. Generally you want to eliminate the Black and Pale fixers first, and the White and Red Fixers second, as the latter two will not perform attacks until they see employees and the former two have abilities that can easily wreak havoc among the facility.


While the Pale Fixer is not as devastating as the Abnormality-releasing Black Fixer, it is still a threat considering its teleportation abilities and the fact that it deals Pale damage. When ignored, it can often drop onto groups of Agents unsuspectingly. This can cause havoc, especially when other Fixers are around, so it is advised that you have someone Pale-resistant sent to stall it and prevent it from teleporting.

Midnight[]

"To know and manipulate all the secrets of the world; that is the privilege of the Head, the Eye, and the Claws. It is their honor and absolute power."

The Midnight of White, also known as The Claw, is the fourth and final Ordeal of White.

During this event an entity called The Claw is spawned. It is classified as Risk Aleph.png ALEPH. It possesses a high amount ofHPIcon.png HP at 3000 and decent MovementSpeedIcon.png Movement Speed. The Claw takes the appearance of a tall man in a business suit with a large iron claw-like gauntlets on his hands and three colored syringes: orange at his elbow, blue at his shoulder and green at his head. It wears a helmet that looks similar to The Naked Nest.

For the first part of the fight, it will use its massive claw to hit nearby targets dealing (15~25) RedDamageTypeIcon.png Red damage, or a double attack dealing (25~40) RedDamageTypeIcon.png Red damage twice. After roughly 30~40 seconds it will inject itself with the syringes that are on its body, triggering different abilities depending on which is injected.

  • When using the Orange injection or RabbitTeamIcon.png Serum R, it will crouch down, flicking its claw, before charging at an extremely high MovementSpeedIcon.png Movement Speed horizontally until it hits the end of the facility, dealing 100 RedDamageTypeIcon.png Red Damage to anything in its path.
  • When using the Blue injection or Serum W, it will highlight 8 random employees in the facility, marked with a blue circle around them. After a few seconds, it will teleport to them and perform a stab attack dealing 25-35 BlackDamageTypeIcon.png Black damage to the target. The blue circle can be removed by having a targeted Agent enter a Containment Unit. This attack can be prevented by dealing more than 200 damage before it begins its attack, stunning it for 10~12 seconds, and leaving it open for more attacks.
  • When using the Green injection or HPHealing.png Serum K, it will hold its hand out as a green glowing aura floats in its palm, HPHealing.png healing 150 HPIcon.png HP after 8~10 seconds. This attack can only be performed if it has lost at least 120 HPIcon.png HP. This healing can be prevented by dealing more than 200 damage before it begins healing, stunning it for 10~12 seconds, and leaving it open for more attacks.  
  • When the Claw's HPIcon.png HP drops below 25% of its HPIcon.png max HP, it'll use all 3 injections as soon as it enters a non-stun and non-attack state. 6 random employees will be marked with a blue circle. After 6~9 seconds, the Claw will dash towards each of them. Any entity on its way will take 60-65 PaleDamageTypeIcon.png Pale damage, and the targets will be hit by 60-85 PaleDamageTypeIcon.png Pale damage. While performing this attack, The Claw will be immune to all damage. Similar to the Serum W, the blue circle can be removed by having a targeted Agent enter a Containment Unit. This attack has a very long cool down (about 2~3 injections), however it can use it again quickly if it follows this attack up with a Green injection.

Advice: Due to The Claw canceling abilities when a specific amount of damage is dealt in a quick succession, it is advised to send all employees in the facility to suppress The Claw when it is using HPHealing.png Serum K or Serum W. There is precise timing involved with this strategy, with it relying on The Claw to not perform the 3 injection attack or the Serum R too early. Once the Claw's health gets close to about 25%, pull your Agents back and wait for the Claw to use HPHealing.png Serum K or Serum W, so you can stun it and finish it off without worrying about the 3 injection attack.


The Claw's defenses are: RedDamageTypeIcon.png Red: Resistant (0.4) - WhiteDamageTypeIcon.png White: Resistant (0.4) - BlackDamageTypeIcon.png Black: Resistant (0.4) - PaleDamageTypeIcon.png Pale: Resistant (0.4).

Trivia[]

  • Indigo Noon sticks out for not following a pattern and appearing one Memory Imprint later; Indigo Noon is a specific in-universe reference to its titular group called the "Sweepers" mentioned in Tiphereths' backstory. It appears a cycle later so that the player may encounter them immediately after completing Tiphereth's missions and hearing the story.
  • The Legacy version of the game contained five ordeals, one each Dawn, Noon, and Midnight, with two Dusks. The Legacy ordeals have many ties to the current Ordeals:
    • The current Amber Dawn and Dusk were originally parts of Amber Midnight, and were since spaced out into their own ordeals. Legacy Amber Dawn does not have any clear successor.
    • Amber Midnight is virtually unchanged mechanics-wise.
    • Despite having the same name, Crimson Dusk is completely different mechanically, but is visually and thematically very similar. The lack of distinctive concepts for the Crimson Dusk indicates why there is no Crimson Midnight.
    • Legacy Violet Dusk is mechanically similar to the current Violet Noon with the primary attack and the secondary breaching effects, though much more aggressive and pervasive. It was viewed as too difficult for a Dusk, and removed partway through Legacy.
    • The white and red projected portal attacks of Violet Midnight resemble Legacy Violet Noon.
Notice About the Article "Ordeals":
Are you looking for the old version of this page: Ordeals (Legacy)
"Ordeals" is using information from the Newest version of the game (v0.1). The information here is from a newer version of the game including the most recent gameplay changes.


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