"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."
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 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 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 random-encounter Ordeals, with four more appearing only 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 Dawn, Noon, Dusk and Midnight. A certain amount of work must be started (abnormality containment unit 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.
The creatures appearing in the Ordeals which can be suppressed by employees will have a bar with their name (Usually the name of the Ordeal), HP, and Risk Level. No LOB Points are subtracted when finishing a day with an Ordeal entity still roaming the facility.
Ordeals' 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 and 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 while dealing 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 event. 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.
- 1 Dawn
- 2 Noon
- 3 Dusk
- 4 Midnight
- 5 Ordeals of White
- 6 Trivia
Dawn is the first time 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 Qliphoth Meltdown Level 2. The entities of Dawn are classified as TETH. Defeating a Dawn Ordeal will grant 10% of Energy to the Energy Quota. There are four Dawn Ordeals: Crimson, Green, Amber, and Violet
"A perfect meal, an excellent substitute."
- Event Starting
The second Ordeal of Amber Dawn, also known as The Perfect Meal , clogs the facility's hallways, killing 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 in one hallway with Containment Units, one per department. When a target is in the room, they will leap towards it when close enough, dealing 1-2 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 Red Damage. They have 35 HP each.
The worms have the defenses of:
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 weapons harder to hit with if the employee's attack speed is low, so it is highly suggested to use Range weapons (if possible).
"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 rooms. They have 80 HP each.
Once they reach a containment room, they will stop in front of it and start to make a channeling animation for 20 seconds. After some time has passed, they will disappear from the current location in a small smoke cloud, 'stealing' 20% of Unique PE Boxes from the previous containment room and if the previous containment room has a 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 Red Damage in a short range(comparable to range of a spear).
The clowns have the next defenses:
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 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 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 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.
"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.
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 Red Damage with a moderate attack speed, with a short range. They have 150 HP each.
When dealing a killing blow to an employee, it will perform another movement, 'overkilling' the employee by stabbing them with the lance 4 times (dealing 3 White Damage in quick succession to the other employees in the room) and dealing a last hit, making the employee explode into guts, dealing around 10 White Damage to the nearby employees. This last movement can quickly deplete the Mental Gauge of lower level agents.
The robots have these defenses:
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 White Damage.
"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 dangerous if left alone for too long, as it will eventually breach all abnormalities in its department.
When the event starts, a message will appear on the screen, and crawling spherical organ-like creatures spawn in the facility. They appear one per department in different hallways. They have 190 HP each and low 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 seconds. They constantly glow, dealing 1-3 Black Damage to employees around itself. If they aren't suppressed after 60-70 seconds, they will expire, letting out a big glow. This glow will drop the Qliphoth Counters of all the Abnormalities in the same department to 0 and inflict 10-14 White Damage to all the employees of that department.
The entities have these defenses:
After all the entities die (either by being suppressed or by expiring) 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 Qliphoth Counter of all the Abnormalities in the same department to 0 and cause more mayhem later on. If the employees are distributed well to fight off these beings, they are taken care of easily.
Noon is the second time 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, for exception of Indigo Noon, which will only appear from Day 26 and onwards.
A Noon Ordeal have a random chance to spawn at the end of Qliphoth Meltdown Level 3, 4 or 5, but will always spawn. The entities of Noon are classified as HE. Defeating a Noon Ordeal will grant 15% of Energy to the Energy Quota. There are four Noon Ordeals: Crimson, Green, Indigo, and Violet.
"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 itself and a big 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 quicker speed than average employees. They have 550 HP each, 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 into it's close range, engaging them with biting or smashing its heads towards the target to deal average Red Damage. It has 20% chance to deal 7-9 Red Damage and 80% chance to deal 4-8 Red Damage on attack. This attacks deal damage to all targets in Range(A bit higher than range of spear). If the clown is defeated, it will spawn three smaller versions of the Crimson Dawn in three different hallways.
The clown's defenses are:
When all the spawned clowns are defeated (including the ones spawned after the initial clown's death), the event will end, showing a message.
This is the easiest Noon event. If the event occurs, the single entity will take 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 HP to resist them. It is not recommended to terminate it, since this will spawn minor clowns in random hallways that can steal E-Boxes and reduce the Qliphoth Counters. Instead, avoiding it is the best choice, as it is fairly easy to avoid and the day can be finished without major damage.
"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 Process of Understanding, is meant to kill agents effectively at a very 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 may move slow (half an agents Movement Speed), but they have 300 HP each, and their guns are always firing when not in close range, dealing 1 Red Damage to the first target in their path 3 times per second for ten seconds. When they get into close range against another target, they will use their saw instead to deal multiple quick hits of 1 - 2 Red Damage, to all targets in range comparable to range of a spear weapon, dealing 9-18 Red Damage in total, quickly decreasing the HP gauges of most targets. Both of their attacks can slow the targets for a moment. They will regularly stop in place and become compact, not attacking during this state, being open to other attacks. They will crumble into pieces after being defeated.
The robots have the next defenses:
After defeating all the robots, the event will end, showing a message.
Like Doubt, this Ordeal is focuses on killing your employees. They take advantage of long rooms, like hallways of the main rooms of the Central Command Department, due to their guns always firing in a front line. It is better to take them out with large groups of Agents with different range weapons, with one taking the main Damage by staying at the front or even at melee range, if trying to evading the attacks. Thanks to the addition of Bullet Research, the player can use Red Shields to mitigate the damage of the front tank. If none of the spawned enemies are engaging Agents into battle, is possible to ignore this event and end the Day prematurely.
"When night falls in the Backstreet, they will come."
- Event Starting
The Ordeal of Indigo Noon, also known as Sweeper, is based around simply overwhelming all of a facility's defenses, as well being the fifth Ordeal type. The Ordeal only appears from Day 26 and onward.
When the event starts, a message will appear on the screen, and group 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. Their faces might be different. They appear around in groups of three members, spawning around four groups in different hallways of the facility. They have 200 HP each. They will seek out employees, attacking them with their hooks and inflicting average (4~5) Black Damage, and sometimes they will charge and attack 3 times (18~22, 5~7, 3~5) dealing (26~34 in total) 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, recovering all HP.
They have these defenses:
After defeating all the enemies, the event will end, showing a message.
This event is a new addition that takes advantage of previous corpses left in the facility. Due to them appearing in groups, it will cause severe damage if they gather to attack a single Agent, and if they kill the target afterwards, they will consume it if possible. Swarming a single Sweeper is easy enough with Agents with melee attacks and average Black Defenses, along with a Black Shield if possible. If the scavengers are low in HP and are fighting Clerks, an Execution Bullets on the Clerk(s) will remove their corpses without the Sweepers consuming them.
"We could only hear the weakest and faintest of their acts. We sought for love and compassion from them."
- Event Starting
The second Ordeal of Violet Noon, also known as Grant Us Love, is based around punishing 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 the rooms (except the hallways and small rooms). Large dark stones like monoliths will fall from them, landing on the floor and dealing a staggering 100 Red Damage, capable of killing almost any employee one lands on. They have 350 HP each. In larger facilities, they will only appear on the first half of the facility(from Control Team to Central Command 1) just to reduce the body count.
After landing, they spread dark tentacles and start to constantly deal 1 Black Damage to nearby employees at average intervals of time. If the entities aren't suppressed after a 30 seconds, they will hide their tentacles and start to glow for a moment. After the charge, they will make a Qliphoth Counter of a random Abnormality in the facility drop by 1 and then resume their attacks. When defeated, their tentacles fall limp.
Note: Violet Noon opening attack will only damage agents and clerks assigned to that particular department, agents of different departments present will not take take damage from it.
The giant monoliths have these defenses:
After defeating all the entities, the event will end, showing a message.
Even when the chance for this event to occur might be a bit lower than the other types, it will cause the major damage from every of them just by starting. Moving the employees to the hallways before the event start will help to avoid any causalities and losing employees. If you really want, you can move the agents to different departments, taking advantage of the fact that they only deal damage to those assigned to that department. Their suppression isn't hard that even a level 1 agent can take care of it with some help. Is recommended to suppress them fast since they can decrease the Qliphoth Counter of other Abnormalities if they survive for thirty seconds. The other rooms where they could spawn are the minor rooms of Control Team and Information Team Department.
Dusk is the third time to appear in the day. These Ordeals bring difficult events, trying to disrupt the order of the facility very quickly. They begin to appear from Day 21.
Dusk Ordeals have a random chance to spawn at the end of Qliphoth Meltdown Level 6 or 7, but will always spawn. The entities of Dusk are classified as WAW. Defeating a Dusk Ordeal will grant 20% of Energy to the Energy Quota. There are three Dusk Ordeals: Amber, Crimson, and Green.
"To accustom oneself to the taste was an inevitable process."
- Event Starting
The Ordeal of Amber Dusk, also known as Food Chain, is the third event released for this time. 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 hallways with Containment Units, one per department. The worms will punish players who do not strategically use the facility terrain and the animations of abnormalities to their advantage.
These worms spawn at one of the sides of the hallway(dealing 30-40 Red Damage on spawn), moving slowly to the opposite side. They deal around 50-70 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, they will burrow and go to other random hallway in the facility. The smaller worms will follow the big worm that spawned them, burrowing too and appearing along with the big worm in another room. The big worm will only spawn minor worms when there are less than 3 smaller worms alive, moving to just burrowing instead when the condition is not met. The Dusk worms have 550 HP each.
The big worms have the next defenses:
After defeating all the worms, big and small ones; a message will appear, with the event ending.
This is the first Dusk Ordeal after Legacy, and provides a decent challenge to the players by the worms overwhelming the employees easily. At the start, the big worms appear alone, but once they reach the other side of the hallway, they will spawn the minor worms. Defeating them is dangerous task without proper HP and Red Resistance. The big worms should be defeated first to avoid them from spawning more smaller ones when the others are defeated.
"Throwing away our old bodies, we all become one, infinitely continuing the red march."
- Event Starting
The second 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 creature appearing in randomly chosen hallways. The creatures are multiple chunks of flesh, sewed together, with multiple upper limbs as arms, holding a hammer, a cleaver and a spear. On the middle of its body, it has a hole on it, with two small eyes a the top sides, and with the head of a clown coming out of the hole.
The amalgamation clown will roll through the facility's rooms, preferring to move into hallways that have employees, dealing 20 Red Damage to employees on its path, same employee can't take rolling damage more than once per second from one clown. It will stop randomly, near the entrance to another room or elevator, taking 5-8 seconds to recover. If employees are near it before it start to roll again, at melee range the clown will use its weapons, dealing 12-14 Red Damage to them on normal attack and 20-30 Red Damage on special attack. If there are enemies in range clown has 0-120 seconds time to start rolling again(it makes check every 20 seconds, that has 10% + (15% for each failed check) chance to start moving again), if no enemies are present it will roll away after recovering. When the clown is defeated, the entity will explode in a burst of blood, spawning a Harmony of the Skin where it died. They follow the same behavior, spawning a total of 6 Cheers for the Beginning's clowns when both are dead. They have 850 HP each
The amalgamation clown's defenses are:
When all the clowns are dead, the event will end, showing a message.
This event becomes the escalation of all the previous Crimson Ordeals. Like Crimson Noon, this event is not very difficult on the surface, since the creatures just deal average damage and lack any range attacks. A difficult part will be chasing it to try to suppress it. Once they are defeated, they will spawn a total of two The harmony of the skin that will roam the facility. Depending on the player, try to suppress The harmony of the skin one by one, so the lesser clowns will not come in a horde to take away the PE Boxes from the abnormality and drain quickly the Qliphoth Counter.
"We constructed a looming tower to return whence we came."
- Event Starting
The Ordeal of Green Dusk, also known as Where We Must Reach, punishes players without threat prioritization.
When the event starts, a message will appear on the screen, and 4 square metallic structures will appear on the hallways of the facility, one per department. These structures will start idle for a moment before becoming activate. The machines possess high HP, are unmovable and don't possess any attacks on their own.
When active, they will start to charge a small bar beside them, with machinery starting up. Once the bar is charged, it will open a side of its structure and let out up to 3 Robots of Doubt or Process of Understanding types with chance to spawn any combination of those, each type having 50% chance to spawn. After spawning them, it will enter in cooldown for 45-60 seconds and become idle. The robots will proceed with their usual behavior and don't damage each other. All Dusks combined can have 15 spawned robots at the same time, if the number drops below that, it will reactive itself and reload, until reaching the cap again. This will continue until they are destroyed. They have 1000 HP each
The structures have the next defenses:
After defeating all the structures and robots, the event will end, showing a message.
This Ordeal is a great challenge due to the spawning of other robots of the same Ordeal Type, in a mass production. Since the structures don't possess any attacks or protection beside their defenses and high 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.
Midnight is the last and strongest time to appear in the day. This time is the last part of the Qliphoth Meltdown, after all the others have been passed. They begin to appear from Day 26. They always spawn at the end of Qliphoth Meltdown Level 8.These events are the most dangerous of the game, although these are rarely seen by players because of how far in the Qliphoth Meltdown they are at (Level 8) and how there is a low chance to get onto this state unless on purpose or forced to (such as during Sephirah Meltdowns).
"They fought amongst themselves to eat the others."
- Event Starting
The second Ordeal of Amber Midnight, also known as Eternal Meal, is simply meant to kill employees in a mildly unpredictable manner.
When the event starts, a message of the event will appear. The ground will shake and dust will rise in two of the main rooms of the facility. After some time, a giant worm covered with an armor of rocks and earth, with rocky teeth and with several big lumps on some parts of them, will rise from the floor where the ground was shaking. It will deal an unpreventable amount of 500 Red Damageto employees who are in the zone of the impact, instantly killing them. The creature doesn't possess any defensive attacks, has 7000 HP each and overall decent defenses.
Every 15-20 seconds idle, it will start to spawn Amber Dusk's worms next to itself. The worms will act like usual, but will start to move to the sides of the Main Room and once reaching them, will burrow and go to other hallways. They will still spawn smaller worms of the Amber Dawn. They still follow the basic behavior like in the other Ordeals. There is a limit of six Amber Dusk worms that can be spawned, and once the limit is reached they will not be spawned further.
The giant worm's defense are:
After defeating all the worms, the event will end, showing a message.
This Ordeal is considered to be the 'easiest' of the Midnight Ordeals. It is - overall - predictable, the high amount of Red Damage dealt when the giant worms emerge is easy to avoid, and they can be swarmed easily if the Agents are gathered. A large group can get rid of the Amber Dusk worms and the Amber Dawn worms without much stress, and they will get Suppressed if they don't lose HP & their own Eternal Meals are Suppressed. Unlike the other two midnight ordeals, weak 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 and the side rooms of the departments.
"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 thing in line-based attacks.
When the event starts, a message will appear on the screen as huge metallic structure, in the form of a shell, appears in the Main Room of the Information Team, and rarely in the Control Team. This will start open, preparing its machinery for the real attack.
After some set up, the real struggle will begin. 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 more far away than the visible map. Everyone and Anything that is caught in any of the lasers will suffer a quick succession of hits (once every fifth of a second) of around 12-20 Black Damage. This amount enough will break Shields and liquefy any employee who die by it, killing low level employees and those who lack Black Defenses almost instantly. Laser also slows movement speed of anything hit by it by 50%.
The structure can be suppressed, but it has a drastic amount of HP at 22000. After enough damage is done, the structure will malfunction for a short moment, slowing the laser's movement. The malfunction can happen several times during the suppression. Its defenses are:
When the second laser reaches its original position again, the lasers will stop functioning for a while, before activating again. If it is suppressed, the event will finish and the ending message will appear.
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 could kill every employee in the facility if you're not 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 the lasers. It is possible for a few Agents to survive the lasers if given adequate enough 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.. This tactic can be very useful in dealing with this Ordeal, though it's best that you time it right, as there's a short delay in the teleportation. Agents with Very Short ranged E.G.O Weapons (such as The King of Greed 's Gold Rush) may take damage from the laser in the center of the machine, so it's advised to send at least a Medium-range weapon (spears are both common and available at high levels) to deal with it once the spinning laser has finished its cycle.
"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, requires the player 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, followed by four stone shrines or group of tombstones, also similar to an altar, each one of different colors, spawning in random hallways of the facility. They appear in color Red, White, Black (purple), and Pale (blue), one for each damage type. They have 6000 HP each
After appearing, portals of the respective 3 colors (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 25-30 second interval before the summoning of another portal of the same damage type on the facility. After the shrines have taken some amount of damage, when they drop to 70%, 40% and 10% of their Max HP, they will summon portals around it to protect themselves, one at each side of the hallway, taking time to prepare and attacking afterwards at similar time. This can happen at different times.
Each entity has a different effect, detailed in the following:
- Red Shrine: It summons red portals with Red Hands. These sharp red hands will wait for some moments before lunging towards its direction and dealing 60-90 Red Damage to each entity in its way, and after reaching a certain distance, its hand will close and go back to the portal. After it has taken some amount of damage, it will summon two portals, one at each side of the hallway where it is located to protect itself, with the hands stretching after some moments and dealing (same as above) drastic Red Damage to any entity in the center or same hallway of the attack.
- White Shrine: It summons white portals with White Tentacles. These tentacles with circular shapes on it will move slowly while preparing to unleash an attack, expanding first before attacking in a sweeping movement in a wide arc, dealing 45-60 White Damage to any entity in its area before returning to the portal. After the shrine has taken some 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) drastic White Damage to any entity in the center or same hallway of the attack.
- Black Shrine: It summons purple portals with Purple Spikes. The spikes will remain still for some time before stretching towards its current direction and dealing 45-55 Black damage to any entity in its path, returning back to the portal when reaching some distance. When the shrine takes some amount of damage, two purple portals and spikes from it will be summoned, one at each side of the hallway, preparing to attack and dealing (same as above) drastic Black damage to any entity in the center or same hallway of the attack.
- Pale Shrine: This shrine is different from the others, because this 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 constantly receive 5-7 Pale Damage. This meteor will move through the facility, phasing in and out at different intervals of time, appearing only in hallways and remaining there for 5-10 seconds before moving to another one. When moving it can also deal Pale Damage to entities it passing through.
When defeating a shrine, its abilities will be disabled, not able to summon more limbs and any active portals will disappear. 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 by summoning limbs to attack the employees. The shrines are the only entities needed to be suppressed, but as they lose more HP, they will start to use their abilities to defend their locations from the employees. Each shrine has one weakness and one absorption immunity, the same damage type of their color, so damaging it with that type will make them recover HP instead losing it. Focusing on one shrine at a time will reduce the chances of surprise attacks on other groups of Agents trying to suppress another shrines. When a shrine is defending itself, sending the Agents to get off there right away is the best solution, and usually it is good to stand at least with 1 room in-between the shrine and the Agents to avoid any damage of the defending limbs. If you want a certain amount of Agents safe, putting them to the sides of the facility in the minor rooms that connect the elevators are the best spots, as the limbs and portals rarely target them, and the quick use of elevators also help to avoid attacks directed to them.
Ordeals of White
|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 WAW. There are four types of them, one for each Damage type:
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.
The Dawn of White, also known as Request, is the first Ordeal of White. At this event, one random non-Pale Fixer will spawn.
The Noon of White, also known as Weapon, is the second White Ordeal. At this event comes two non-Pale Fixers. The Fixer that have already appeared in Dawn won't appear in this event.
Two Fixers might be a bit difficult to handle, but the Ordeal is not actually that hard. The worst combination that can happen is Black Fixer with 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 area attack. If the Dawn had the Red Fixer spawn, you may find this troublesome to deal with.
The Dusk of White, also known as Fixer, is the third White Ordeal. At this event all four Fixers spawn, including the Pale Fixer.
That ordeal can be very hard if not treated correctly. It's advise that you kill the Red Fixer last, with Black Fixer being the highest priority. Pale Fixer is not really powerful, but considering its teleporting abilities and the fact it deals Pale damage, it can be really annoying, especially when other Fixers are around, so it's advisable you have someone sent to fight it and prevent it from teleporting.
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 ALEPH. It possesses a high amount of HP at 3000 and decent 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) Red damage, or a double attack dealing (25~40 x2) Red damage. 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.
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 performing the Serum K or Serum W Abilities. 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.
- 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.
|Mechanics||Bullet Research - Challenge Mode - Daily Cycle - Damage Type - Emergency Level - Employees - Equipment - Hiring - LOB Points - Missions - Ordeals - Qliphoth Meltdown - Rabbit Team - Research - Risk Level - Sephirah Meltdown - Stats|
|Departments||Asiyah: Control Team - Information Team - Security Team - Training Team|
Briah: Central Command Team - Disciplinary Team - Welfare Team
Atziluth: Record Team - Extraction Team - Architecture Team
|Characters||X - Angela - A - B - Malkuth - Yesod - Netzach - Hod - Tiphereth - Chesed - Gebura - Hokma - Binah|