"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 events that disrupt the progress of the player. The Ordeals are meant to add more variety to the days in terms of gameplay, forcing the players to overcome the events instead of preventing them. These events can occur from day 6 onwards, after a certain amount of work has been performed in the day, along with the Qliphoth Meltdown. A warning of the time will appear in some sections of the counter, and the Ordeal which will occur can be identified by the color of the time.
Unlike Abnormalities, Ordeals can't be locked in containment rooms and instead float around the facilities, showing up from time to time. The entities will not attack others of the same type (color).
At the moment, there are 18 Ordeals in-game (23 in total including the previous version), with one removed.The events will happen in order, one Ordeal per time. There are four times, going in order as the day goes on: Dawn, Noon, Dusk and Midnight. A certain amount of work must be started for the ordeals to happen. Events of different times can trigger in the same day. Midnight Ordeals are the last events to trigger.
The creatures appearing in the ordeals which can be suppressed by employees will have a bar with their name, health, 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; i.e., the Amber Dawn Ordeal is not the same as the Amber Midnight Ordeal.
So far, 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 more 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.
- 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. The sound of steam being vented can be heard when the Ordeal starts.
- 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. An eerie sound can be heard when the Ordeal starts.
- 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 is the first time to appear in the day. The events in this time aren't very difficult with basic preparation, and won't bring much trouble if taken care of quickly.
Currently, there are five Events in this time, with one from Legacy.
Amber Dawn Edit
"Complete food, perfect substitute material."
- Event Starting
The second Ordeal of Amber Dawn, also known as Complete Food, is the third event released for this time. 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 around 2 Red Damage per hit. The worms will remain in the hallway for a while, but will eventually burrow into the ground and move to another random hallway in the facility. 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).
Amber Dawn (Legacy) Edit
"The perfect food, the perfect substitute."
- Event Starting
The first Legacy Ordeal of Amber Dawn, also known as BongBong Apple, and BongBong Orange, was the first event released for this time. When the event starts, a message will appear on the screen, and small slug or snail-like creatures will appear in different hallways of some departments. They come in two colors, green and orange. Those creatures crawl on the floor, moving very slowly. Employees might step on them, inflicting Physical and Mental damage to the employee, thus killing the slug. Alternatively, the player can kill the slugs by clicking on them once.
This is a simple event which could cause trouble if not taken care of correctly, especially for new agents. Due to the small size, they might pass unnoticed if the facility is big enough; however, most of the time, clerks are hurt instead of agents. The player can pause to spot their locations and get rid of them easily.
Crimson Dawn Edit
"Let's make a stronger fire in a life like a candle that will someday end."
- Event Starting
The Ordeal of Crimson Dawn, also known as Cheers for the Start, is the second event released for this time, along Green Dawn. 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 a while. 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 4 Red Damage in a short range.
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.
Green Dawn Edit
"One day we got a question. Where did we come from? Received a life to someone, and left unattended irresponsibly."
- Event Starting
The Ordeal of Green Dawn, also known as Doubt, is the second event released for this time, along Crimson Dawn. 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 the facility. One will appear in each unlocked in a random hallway or small room. They move slowly, and they are hostile to employees; they will attack employees once near, dealing around 3 - 6 Red Damage with a moderate attack speed. 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 several times (dealing 3 - 6 of 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.
Violet Dawn Edit
"To understand what is beyond comprehension, They see and dreaming."
- Event Starting
The Ordeal of Violet Dawn, also known as Fruit of Understanding, is the fourth event released for this time. 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. They constantly glow, dealing low Black Damage to employees around itself. If they aren't suppressed after a period of time, 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 average White Damage to all the employees in the 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.
Currently, there are five Events in this time, with one from Legacy.
Crimson Noon Edit
"We march every time and share our joy."
- Event Starting
The Ordeal of Crimson Noon, also known as The harmony of the skin, is one of the second events released for this time, along with Violet and Green Noon. 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. It only engages in battle at close range, biting or smashing its heads towards the target to deal average Red Damage. 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.
Green Noon Edit
"They eventually bounded in life. We were only to throw out despair and anger."
- Event Starting
The Ordeal of Green Noon, also known as Process of Understanding, is one of the second events released for this time, along with Violet and Crimson Noon. 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 slow Movement Speed, but they have 300 HP each, and their guns are always firing when not in close range, dealing 2 Red Damage to the first target in their path each second. 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, quickly decreasing the HP gauges of most targets. Both of their attacks can slow the targets for a moment. Sometimes, they will 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 at melee attacks. Thanks to the addition of Bullet Research, the player can use Red Shields to mitigate the damage of the melee attacker. If none of the spawned enemies are engaging agents into battle, is possible to ignore this event and end the day.
Indigo Noon Edit
"When the night falls in the Backstreet, they will come."
- Event Starting
The Ordeal of Indigo Noon, also known as Sweeper, is the third event released for this time, as well being the fifth Ordeal type. The Ordeal only appears at 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 Black Damage, and sometimes charging their attacks to inflict increased Black Damage. If they walk near a corpse, they will start to butcher it and consume the body, recovering an amount of 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.
Violet Noon Edit
"Only weak actions were heard to us, and we sought mercy and love for them."
- Event Starting
The second Ordeal of Violet Noon, also known as Great Love For Us, is one of the second events released for this time, along with Green and Crimson Noon. 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 huge amount of Red Damage (around 120 of damage), capable of killing almost any employee one lands on. They have 350 HP each
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 long period of time, 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.
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. 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 the stand for too long. The other rooms where they could spawn are the minor rooms of Control Team and Information Team Department.
Violet Noon (Legacy) Edit
"Only helpless hand of the weak could reach us, and fled for mercy and love of them."
- Event Starting
The first Ordeal of Violet Noon, also known as Rain of Hands of Redemption, is the first event released for this time. When the event starts, a message will appear on the screen, and soon, dark purple portals will start to appear on the ceiling of the rooms, except the hallways; at different lapses of times. The portal starts from small and transparent, growing bigger and becoming more visible. When the portal reach its maximum size, a dark hand will come out of the portal quickly, grabbing or smashing the employees below it, killing them instantly. The player can click on the portals several times to close the portals before they hands take action.
After a while of the portals spawning across the facility, the event will end, showing a message.Players must be aware of this event when is in progress, because ignoring this will cause the death of several agents. The player must eliminate mainly the portals which spawn in the main rooms to avoid the death of their idle agents. 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. This is the last time to trigger before Midnight.
Currently, there are five Events in this time, with 1 from Legacy. Another event was added previously but was removed.
Amber Dusk Edit
"Getting to know its taste was an unavoidable 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.
These worms spawn at one of the sides of the hallway, moving slowly to the opposite side. They deal around 35 of Red Damage to targets in front them. If it reach the opposite side of the room, it will start to spawn from its body, smaller worms, the same ones from the Amber Dawn Ordeal. These worms roam in the hallway and attack targets, like their normal behavior. 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. They 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.
Crimson Dusk Edit
"Abandon the old body and become all one, and continues the red carnival constantly."
- Event Starting
The second Ordeal of Crimson Dusk, also known as Struggle of the Peak, is the third event released for this time. 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, dealing around 10 of Red Damage to employees on its path. It will stop randomly, near the entrance to another room or elevator, taking its time to recover. If employees are near it before it start to roll again, at melee range the clown will use its weapons, dealing average Red Damage to them. When the clown is defeated, the entity will explode in a burst of blood, spawning a The harmony of the skin where it died. They follow the same behavior, spawning a total of 6 Cheers for the Start'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.
Crimson Dusk (Legacy) Edit
"Let us abandon our old flesh. We shall become one and continue this red march."
- Event Starting
The first Ordeal of Crimson Dusk, also known as Cirque du Sang, was the second event released for this time. When the event starts, a message will appear on the screen, followed by striped tents with red and yellow lines spawning in random 1 hallway of each department. From the tents, 2 big fleshy creatures, appeared that their body parts were stitched together, they possess two arms and one leg, wearing stripped clown overalls and a harlequin cap. The clowns will roam the facility, trying to seek for employees or breaching Abnormalities. Once they get closer to one of them, they will stop and inflate, turning red, and soon exploding, dealing a high amount of Physical Damage to the nearby employees and/or Abnormalities. The player can click on them to make them explode prematurely before reaching any target, but still they need to charge for a short time before exploding.
When all the clowns are dead, the event will end, showing a message.
This event could pose a serious threat to the employees if this happens when the facility is in peace. Checking where they spawn will help to locate them and shot them before they reach the employees. If they appear when the facility is under the breach of one or multiple Abnormalities, the clowns will also target them and try to explode near them.Fun fact: ''Cirque du Sang'' means ''Circus of the Blood'' in French.
Green Dusk Edit
"They set up a far high tower to go where they came."
- Event Starting
The Ordeal of Green Dusk, also known as Where to reach, is the fifth event released for this time. 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 activate, 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 an amount of 1 or 2 Doubt's Robots and 1 or 2 Process of Understanding's Robots. After spawning them, it will enter in cooldown and become idle. The robots will proceed with their usual behavior and don't damage each other. When a certain amount of robots are defeated, from the respective machine they came from, it will reactive itself and reload, until spawning the amount of robots that were destroyed. This will continue until they are destroyed. They have 1000 HP each
The structuress 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.
Violet Dusk (Legacy) (Removed) Edit
"A god, an evil, them. They embraced us on the day of rest."
- Event Starting
The Ordeal of Violet Dusk, also known as Rushing Arms of Rest, was the first event released. It was removed with the addition of the new ones in June's Update, but with the note that will come back in a later update.
It used to occur in middle of long days at random times, once per day. In the Deployment Phase, in the goal's list, it may show 'Dusk's Ordeal detected'. After a random lapse of time, a warning message will appear to announce the event in the Management Phase, and after sometime, another message will appear when the event starts.
This event makes that different purple tentacles or appendages, named FloodTentacles; come out from the floor in every department's main room and almost every hallway in the facility. The tentacles may be different in appearance but all do the same actions. The tentacles possess decent health and deals an average amount of damage, which increases when are more of them together attacking the same target. In the main rooms always have more tentacles than the hallways. The player can suppress the tentacles individually to defeat them.Overall, this is a difficult event to survive through, because once it start, it may trigger other effects of some Abnormalities, like leading the breach of the three birds; and the tentacles will attack everyone in range, while the main rooms become even more dangerous for the employees.
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.
Once the amount of works are started, the Midnight Event will trigger. These events are the most dangerous of the game, meant to end in a 'Game Over', due to being "time penalties"(Legacy), these are rarely seen by players because of how far in the Qliphoth Meltdown they are at(level 8+).
Currently, there are four Midnight events in-game, and one Legacy Midnight event.
Amber Midnight Edit
"They fought to eat each other."
- Event Starting
The second Ordeal of Amber Midnight, also known as Eternal Meal, is the third event released for this time and second after Legacy. 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 a great amount of Red Damage (500-501) to employees who are in the zone of the impact. The creature doesn't possess any defensive attacks, has 7000 HP each and overall decent defenses.
After some time 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 on the number of 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 sometimes even take themselves out when the main worms are killed. 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.
Amber Midnight (Legacy) Edit
"We fought to eat each other."
- Event Starting
The first Ordeal of Amber Midnight, also known as The Ultimate Buffet, is the first event released for this time in Legacy. When the timer ends, a message of the event will appear, and 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 in a random main room of the facility. When appearing, it will start to spawn big worms similar in appearance to the previous creature, and these creatures can spawn smaller worms at random intervals. The giant worm will change of location after an amount of time, moving to different main rooms across the departments, spawning more worms.
The giant slugs deal a drastic amount of damage to the employees and Abnormalities in front them, killing them almost instantly. They travel across the facility, burrowing when reach the end of the room, and spawning in another random room of the facility in one side. When appearing in another room, they might stop and spawn a couple of minor worms. The smaller worms jump to the nearby employees or Abnormalities in front them to deal high damage, moving in a straight line. These worms burrow themselves when the room where they are doesn't have any more targets, and appear in another room with employees or Abnormalities in them. The player can click on the big worms to slow them down for a short time and in the smaller worms to kill them. The giant worm can't be suppressed.
When it following the end of the event, showing a message. If it is suppressed, the event will end and the message will appear once again.This is an extremely difficult event, which once it starts, it can't be stopped or suppressed. The ability of the worms to spawn in any part of the facility makes it hard to keep the agents alive. Even when it will cause a Game Over, the player can still end the day if taking quick actions in the early part of the event. The smaller worms can be suppressed by clicks but is still difficult to do since all the bigger worms can spawn them constantly and the smaller worms go to where there are targets to damage.
Green Midnight Edit
"The tower is touched by the sky, and nothing will remain on the ground."
- Event Starting
The Ordeal of Green Midnight, also known as Last Helix, is the second event released for this time and the first one after Legacy. 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 (less than a pair of seconds) of around 15 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.
The structure can be suppressed however, but it has a drastic amount of 22000 HP each. After some amount of Damage 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 new event of the Midnight time is the most dangerous and hard Ordeal of Green. The Ordeal was created to kill off a lot of employees once the lasers are deployed. Even when the structure itself doesn't possess any harmful defense beside of the lasers, it will be challenging to defeat while the laser is doing a full cycle. The best thing to do is trying to finish the day as soon as possible without many casualties, moving the Agents to better locations as the laser goes through. Even when the amount of damage dealt is very high, some Agents can survive it with enough Defenses and Shields, even when these last a few seconds. Agents with Very Short ranged E.G.O Weapons (such as The King of Greed 's "Gold Rush") may take damage when suppressing the laser, regardless of which direction the laser is pointing. The parts where the laser passes most quickly is in the diagonal sections, dealing slightly less damage in those spots. Damage from the laser can be avoided entirely by moving Agents from one elevator section to the other, allowing them to "teleport" through the laser. This tactic can make the fight considerably less dangerous, but good timing will be needed since there will be a short delay when moving from one elevator room to another.
Violet Midnight Edit
"We tried to accept it endlessly. We wanted to understand them in our head whatever the consequences."
- Event Starting
The Ordeal of Violet Midnight, also known as The God Delusion, is the fourth event released for this time and the third one after Legacy. 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 are some intervals before the summoning of another portal of the same damage type on the facility. After the shrines have taken some amount of damage, usually 25% 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 heavy 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 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 heavy 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 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 heavy 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 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 average 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 some time 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 Edit
| 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.
"From minor chores to murder by contract, they do anything you want once they have paycheck."The Dawn of White, also known as Request, is the first Ordeal of White. At this event comes one random non-Pale Fixer.
The first Ordeal will determinate which will be the next Fixers in Noon so put attention in what you would like to face next. They are fairly more weak alone and their effects can be avoided with enough effort. The Black Fixer is the more difficult to deal with due to its ability if used in departments with multiple breaching Abnormalities, so is better to take it early in this time.
"They search endlessly. Patron by the Wings, Inventions from the backstreet, Loots from the Outskirt, Artifacts from the Ruins…"
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 Ordeal is not actually that hard. Worst combination that can happen: Black Fixer + White Fixer, because former can unleash big wave of Abnormalities if you take too long to defeat it, and latter requires very much attention because of deflection and area attack. That said, you are in big trouble if Red Fixer has appeared in Dawn already.
"The colossal tower of light is called The Library. It is natural for Fixers to be drawn to such a mystical place of life and death."
The Dusk of White, also known as Fixer, is the third White Ordeal. At this event all four Fixers come, including Pale Fixer.
That ordeal can be very hard if not treated correctly. Red Fixer is adviced to be last to kill, with Black Fixer being the priority. Pale Fixer is not really powerful, but considering it's teleporting abilities and the fact it deals Pale damage, it can be really annoying, especially when other Fixers are around.
"They handle the secrets of the world. That is the privilege and absolute power of the Head, the Eye, and The Claw."
The Midnight of White, also known as The Claw, is the fourth and final Ordeal of White.
During this event comes a creature called The Claw. It is classified as ALEPH and possesses a high amount of HP at 3000. 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. He 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 with its medium attack (~15-25) to a double attack (25-40, twice) dealing 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 or most of the employees in the facility to suppress The Claw when it is performing the Green or Blue Abilities. There is precise timing involved with this strategy, with it relying on The Claw to not preform the 3 injection attack or the Orange injection too early and kill employees.
|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|