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Are you looking for WhiteNight's first form, Plague Doctor?

"Rise, my servants. Rise and serve me."
-WhiteNight's Entry

WhiteNight (T-03-46) is a highly powerful angelic Abnormality. It is the second form of the Plague Doctor, although the game treats it as an entirely new subject. It has a white, round head with a curved body, two red eyes, and five pairs of white, feathered wings. A halo of thorns floats above his head, and he wears a golden collar with the number '666' engraved into it. According to in-game text, it resembles an underdeveloped embryo. Its form as WhiteNight remains permanent throughout any future runs, and can only be reverted through manual save editing.


Its special ability will trigger when its containment chambers QliphothCounterIcon.png Qliphoth Counter reaches 0 or when he makes his initial transformation from Plague Doctor to WhiteNight.

Its ability will trigger the transformation of the twelve employees blessed by the Plague Doctor into Apostles (all possessing average HPIcon.png HP at 1000 and average MovementSpeedIcon.png Movement Speed at 30) and not only strips the player of all control over time, but also prevents the player from opening the escape menu. WhiteNight will teleport to its department's main room and remain there until it is suppressed. During its very first breach (Plague Doctor transforming into WhiteNight), WhiteNight will activate the 3rd Trumpet (98 score). For future escapes, they will be calculated normally.

Within a minute, WhiteNight will create a red ring that gradually expands, dealing 40 PaleDamageTypeIcon.png Pale Damage to entities that touch it. The ring will slowly fade out when it reaches the max distance. This attack will also awaken Apostles that have been defeated. Allowing it to remain breaching for too long will likely result in a Game Over. This can be prevented if the player generates enough EBoxIcon.png PE-Boxes/Energy to proceed to the next day, uses the twelfth apostle to confess to One Sin and Hundreds of Good Deeds, or by suppressing WhiteNight, who has a huge amount of HPIcon.png HP at 12,000.

If the player defeats WhiteNight with "ConfessWork.png Confession" work, the 12th apostle will die about 10 seconds after confessing, as beams of light appear from an unknown source in the upper right, cutting through WhiteNight, dealing 3330 PaleDamageTypeIcon.png Pale Damage continuously, reduced into 666 damage with WhiteNight Resistance (0.2), until it dies. A loud scream can be heard and it is followed up with WhiteNight exploding into a red cross-like design. The Apostles will give up, impaling themselves with their weapons. This will not grant the player WhiteNight's E.G.O. Weapon. Also this method doesn't count as suppression in Hod's "I Just Want To Be A Good Person" and Gebura's "Proving our Strength" missions.

If the player defeats WhiteNight without "ConfessWork.png Confession" work, it will explode into red circles that evaporate upon reaching about the top of the main room, returning to its containment room. Similar to performing "ConfessWork.png Confession" work, the Apostles will impale themselves and the 12th will die about 10 seconds after WhiteNight is defeated. Following this, the player will obtain the Abnormality's E.G.O. Weapon. This E.G.O. Weapon can only be obtained through this method and cannot be manufactured from the Abnormality's Details Tab. The Player can save the weapon by using the Memory Repository or passing the day.

WhiteNight's QliphothCounterIcon.png Qliphoth Counter will decrease by 1 when not worked on for 90 seconds or when getting a BadResult.png Bad result while working on the abnormality. Depending on the QliphothCounterIcon.png Qliphoth Counter, the visual effect will change from Blue, Purple, and Red to signify if the player is close to or far from it escaping containment. The player can increase the QliphothCounterIcon.png Qliphoth counter when the work result is GoodResult.png Good or with a 40% chance when the work result is NormalResult.png Normal. Depending on the mood it can HPHealing.png SPHealing.png Heal or WhiteDamageTypeIcon.png Punish the employees after the work is completed. If the work result is GoodResult.png Good, all employees in the facility will fully recover both of their HPHealing.png HP and SPHealing.png SP. If the work result is NormalResult.png Normal, all the employees that are assigned to the department WhiteNight is contained in will recover half of their max HPHealing.png HP and SPHealing.png SP. If the work result is BadResult.png Bad, every employee that is assigned to the department WhiteNight is contained in will be punished with a large amount of WhiteDamageTypeIcon.png White Damage (50~60) followed by a scream from WhiteNight.

WhiteNight deals an increased Fear level, similar to CENSORED:

  • Agents that are level 5 will receive the EmergencyLevel1Icon.pngNervous Fear level instead of Calm.
  • Agents that are level 4 will receive the EmergencyLevel4Icon.png Overwhelmed Fear level.
  • Agents that are level 3 and below will receive the EmergencyLevel5Icon.png Reverence Fear Level. (This particular Fear level is exclusive to WhiteNight.)

Similar to Plague Doctor, WhiteNight may switch containment rooms randomly with any other Abnormalities at the beginning of a day; this can also happen when using Retry or the memory repository. This may confuse the player and lead to mistakes. The change is at the start of the day, in the Deployment Phase, so the player can check the Abnormalities and change agents if WhiteNight swapped with another Abnormality.


The exact details of his origin are currently unknown, though they are linked to the Plague Doctor in game perspective.


WhiteNight responds to the four works in order of best to worst: Attachment.png Attachment and Repression.png Repression, Insight.png Insight, and Instinct.png Instinct.

Like all Abnormalities, its energy output is determined by the number of EBoxIcon.png PE Boxes (Positive Enkephalin boxes) at the end of the interaction.

WhiteNight's emotional state is divided into 3 sections, BadResult.png Bad, NormalResult.png Normal, and GoodResult.png Good. Completing 0-15 E Boxes will cause it to feel BadResult.png Distressed, completing 16-25 will cause it to feel NormalResult.png Normal, and 26-35 will make it's mood result GoodResult.png Happy. Its usual waiting time after a task is around 15 seconds. Its QliphothCounterIcon.png Qliphoth counter is 3.

Unlockable Information/Upgrades[]

Basic Information (Cost: EBoxIcon.png 30 PE Boxes)

Unlocks and shows the name of the Abnormality, subject classification, Risk Level (Risk Aleph.png ALEPH), portrait, Damage Type (PaleDamageTypeIcon.png Pale, 7 - 8), the amount of EBoxIcon.png E-Boxes (35) and their emotional states and their QliphothCounterIcon.png Qliphoth counter (3).

Instinct/Insight/Attachment/Repression Work Favor (Cost: EBoxIcon.png 10 PE Boxes)

Unlocks the percentage level list to the respective work.

Managerial Works 1/2/3/4/5 (Cost: EBoxIcon.png 10 PE Boxes)

  • "Managerial Tips 1"
    • "Once the Qliphoth Counter reaches 0, WhiteNight and His disciples shall advent again."
  • "Managerial Tips 2"
    • "<Caution> WhiteNight, unlike other Abnormalities, will periodically decrease His Qliphoth Counter. It is recommended to frequently check up on WhiteNight."
  • "Managerial Tips 3"
    • "When the work result was Good, the Qliphoth Counter increased; the physical and mental health of every employee in the facility was healed."
  • "Managerial Tips 4"
    • "When the work result was Normal, the Qliphoth Counter increased with a normal probability; the physical and mental health of the employees stationed in WhiteNight’s department were healed."
  • "Managerial Tips 5"
    • "When the work result was Bad, the Qliphoth Counter lowered; every employee stationed in WhiteNight’s department took WHITE damage."

Escape Information (Cost: EBoxIcon.png 10 PE Boxes)

Information if the Abnormality can escape or not, plus its QliphothCounterIcon.png Qliphoth Counter (3). This includes its defenses when breaching:

RedDamageTypeIcon.png Red: Endured (0.5) - WhiteDamageTypeIcon.png White: Absorbed (-2.0) - BlackDamageTypeIcon.png Black: Endured (0.5) - PaleDamageTypeIcon.png Pale: Resistant (0.2)

Work Level 1 Chance Level 2 Chance Level 3 Chance Level 4 Chance Level 5 Chance
"Very Low"


"Very Low"


"Very Low"


"Very Low"


"Very Low"


"Very Low"


"Very Low"




























Observation Level[]

Level 1 (1 Section unlocked): WorkSpeedIcon.png Speed Rate +3

Level 2 (2 Sections unlocked): WorkSuccessIcon.png Success Rate +3%

Level 3 (3 Sections unlocked): WorkSpeedIcon.png Speed Rate +3

Unlocks an E.G.O. Gift 'Paradise Lost'.

Level 4 (All details unlocked): WorkSuccessIcon.png Success Rate +3%

Unlocks the E.G.O. Suit 'Paradise Lost'.

The E.G.O. Weapon is unlocked by suppressing WhiteNight without using One Sin's ConfessWork.png Confession work.

E.G.O. Equipment[]

E.G.O. Weapon Paradise Lost
Paradise Lost
Grade: Cost: Max Amount: Damage: Attack Speed: Range: Observation Level:
Risk Aleph.png ALEPH N/A 1 PaleDamageTypeIcon.png Pale
22 - 28
Fast Very Long 4
Requirements: Agent Level 5
FortitudeIcon.png Fortitude Level 5
PrudenceIcon.png Prudence Level 5
TemperanceIcon.png Temperance Level 5
JusticeIcon.png Justice Level 5
Special Information
Details Special Ability
"Behold: you stood at the door and knocked, and it was opened to you.

I come from the end, and I am here to stay for but a moment.
At the same time, I am the one who kindled the light to face the world.
My loved ones, who now eagerly desire the greater gifts; I will show you the most excellent way.

"Unable to recover HP,SP by regenerator when equipped with the weapon

Decrease the target’s movement speed and recover HP,SP when performing a normal attack (The amount of damage and heal varies according to the number of targets)
Create a shield that blocks every type of damage when performing a special attack. (However, special attacks are only carried out when the Abnormality is inside the facility.)"

E.G.O. Suit Paradise Lost
Paradise Lost
Grade: Cost: Max Amount: RedDamageTypeIcon.png RED Defense: WhiteDamageTypeIcon.png WHITE Defense: BlackDamageTypeIcon.png BLACK Defense: PaleDamageTypeIcon.png PALE Defense:
Risk Aleph.png ALEPH EBoxIcon.png 333 1 0.5
Observation Level: 4 Requirements: Agent Level 5
FortitudeIcon.png Fortitude Level 5
PrudenceIcon.png Prudence Level 5
TemperanceIcon.png Temperance Level 5
JusticeIcon.png Justice Level 5
Special Information
Details Special Ability
"My loved ones, do not worry; I have heard your prayers.

Have you not yet realized that pain is but a speck to a determined mind?
You pray unto me to prove my miracles.
That you may believe in me, and that by believing you may have life in my name; I shall show you the power.

"Defense increased if the corresponding Abnormality exists in the facility (R: 0.2 / W: 0.2 / B: 0.2 / P: 0.2)

Immune to damages that are 5 or lower during suppression
When wielder has WhiteNight’s E.G.O Gift equipped: Absorb damages that are 10 or lower during suppression"

E.G.O. Gift Paradise Lost

Paradise Lost (Left Back)

Effects: HPIcon.png HP +10, SPIcon.png SP +10, MovementSpeedIcon.png Movement Speed +10, Attack Speed +10

Drop Chance: 1%

Observation Level: 4

Twelve Apostles[]

Main Article: Apostles

Apostles' encyclopedia portrait

The Twelve Apostles are employees who were blessed by the Plague Doctor, and were transformed into monstrous missionaries. They appear to be skinless, with white and red markings on their body resembling muscles. They have a pair of white feathered wings, heeled feet as if they were wearing high-heeled shoes, a plague doctor like mask, black and glowing red or blue eyes, grey feathers around their neck, and a set of large, blunt teeth. Each carries a black weapon shaped like a cross, and retains the hairstyle they had when they were human. The Apostles will kill all remaining employees, and the player will not be able to regain control over the facility until the event is over.

However, only eleven employees will turn into missionaries. The twelfth Apostle is deemed a heretic by the WhiteNight himself. They are mostly unchanged, but they wear a three eyed plague doctor mask stained with blood. The player can still control them. The player can now assign the twelfth Apostle to confess to One Sin and Hundreds of Good Deeds to defeat WhiteNight at the cost of the employee/Apostle.


WhiteNight's encyclopedia portrait

"It takes the form of a newborn fetus, though the appearance is so grossly grotesque, it's hard to even call it a fetus. While communication is possible, it doesn't occur in a normal way. Every word He utters echoes throughout the entire Containment Unit."

" “My disciples, whom I blessed, ye shall leave the way of evil that once ye were following and find me. When the time comes, I shall forgive your sins and descend to the earth ye are living on.” "

"The twelve employees who were blessed by Him will transform and roam the facility to deliver redemption to every single employee. Wings will grow from their backs, and they will wear masks in the shape of beaks and bear crosses that forgive all sins."

" “Follow my teachings as I told thee. Thou wilt abandon flesh and be born again.” "

"His disciples will be born again as ones who shall reach out to those far away from the light, ones who shall embrace their neighbors, missionaries who shall spread the gospel to all their fellows. They are…"

" “The time has come. Soon, the bell shall ring. A new world will come. Rise, my servants. Rise and serve me. I am death and life. Darkness and light.” "

Flavour Text[]

During work[]


  • "<name>, repented, enters the Containment Unit, following His divine light."
  • " “What maketh thee hesitate? I work miracles here.” "


  • "WhiteNight looks like a fetus, but it seems as though He needs no nannying."
  • "When the bell struck twelve, the facility was swallowed by a blinding light. It was the light of redemption for His disciples."


  • "Only silence fills the air around WhiteNight."
  • "WhiteNight absorbs all light and sound which surrounds Him."


  • "WhiteNight came here to redeem you and lead the new world."
  • "WhiteNight arrived from the end of the world, and He walks towards the beginning of the new world."


  • " “<name>, why art thou in fear? I shall not leave thee until I have completed my mission.” "
  • " “<name>, be not frightened. I am thy savior and I shall be with thee.” "
  • " “I heard thy cries. Thy heart reached me. <name>, thou hath called me.” "

During breach[]

Trying to open the menu[]

  • " Do not fear, for I am with thee. Thou shalt not leave until I permit thee."

Trying to change the flow of time[]

  • "Do not trust time. I shall guide thee."

Trying to open the manual[]

  • "Do not deny me. Why dost thou doubt me when I am in front of thine eyes?"
  • "My story is nowhere, unknown to all."


  • This Abnormality has been reworked after the Legacy version, with an addition to WhiteNight's appearance and reworked animations.
  • WhiteNight is the only abnormality to lower its QliphothCounterIcon.png Qliphoth Counter from not working on it for a certain period of time.
  • WhiteNight is one of the two abnormalities to activate their abilities after a certain amount of time. The other one is the Express Train to Hell.
  • WhiteNight's left most wing clips through the left wall of the containment room.
  • WhiteNight is the most resistant breaching Abnormality in the game.
  • WhiteNight produces the highest PE-boxes in the game at 35.
  • WhiteNight is the only Abnormality that can inflict the EmergencyLevel5Icon.png Reverence Fear Level.
  • WhiteNight has the most resistant armor in the game at 0.2 for all resistances, but only when WhiteNight is in the facility.
  • WhiteNight is the earliest Risk Aleph.png ALEPH abnormality to obtain, with it showing up on day 11 instead of day 13 like the rest of the Risk Aleph.png ALEPHs. This is due to its previous form, Plague Doctor, being a Risk Zayin.png ZAYIN abnormality and its conditions for its Ability needing 12 employees, but it does not require having 12 employees to still appear.
    • This has many other problems, with it primarily showing up more often on earlier days of the week as opposed to most Risk Aleph.png ALEPHs, showing up on later parts of the week, similar to the Army in Black.
  • Because it’s classified as ’Trauma’, it could be because of the religious practicing and how it brings the apocalypse to the facility through them. It could also be that WhiteNight is a powerful being, equivalent to God. WhiteNight could represent Theophobia, the fear of god or religion.
  • WhiteNight could very much be a character based in the Monster of god type villain. Something so angelic its horrific to look at and even try to comprehend. along with the fact that it might be Doing what it sees is right.
  • WhiteNight is similar to Jesus Christ, evidenced by the twelve Apostles, the "forgiven sins", the "blessings", WhiteNight's "teachings", and the fact that WhiteNight can be defeated by the twelfth disciple at the cost of that employee like Judas Iscariot betraying Jesus Christ, then subsequently hanging himself. Jesus Christ once says: "I am the Alpha and the Omega, the First and the Last, the Beginning and the End" like WhiteNight says: "I am death and life. Darkness and light."
    • The collar WhiteNight wears has the number of the Beast from The Earth in Revelation (666), who was in turn the false prophet. It is possible that WhiteNight is a sort of interpretation of The Beast from the Earth, through teaching false prophecies, leading to destruction.
    • Each line also known as each Apostle of WhiteNight in the game is similar to each specific Apostle of Jesus Christ based on the Bible.
    • The Legacy ability 'Rapture' refers to the Rapture, an event that marks the end of the world.
    • WhiteNight also resembles Carmen - a red eyed being seemingly working miracles, transforming people, and leading a group of apostles (Ayin, Hokma, Geburah, Malkuth, Tiphereth B, Tipheteth A, Netzach, Yesod, and Chesed) which included a traitor (Hod). Both aim to fundamentally change humanity.


Notice About the Article "WhiteNight":
Are you looking for the old version of this page: WhiteNight (Legacy)
"WhiteNight" 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.