Ordeals

> *"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."*
> -  Malkuth
>
>

**Ordeals** (*Hangul*: 시련, *siryeon*, lit. "*trials*") formerly known as **Random Events**, are a mechanic taking place in the Management Phase that causes 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 different kinds of Ordeals, with four more appearing once at a certain point in the game.

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

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

Ordeal Types are classified by colors, and their Risk Level is based on the Time where they take place, with Dawn being the easiest and with Midnight being the most dangerous. Ordeals of the same Color are different in each time; the Amber Dawn Ordeal is not the same as the Amber Midnight Ordeal, though they have similar attacks, themes, 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 through dealing continuous red damage. A loud noise, presumably them digging through, can be heard when the Ordeal starts.
* **Crimson**: Carnival theme. Their main entities are twisted clowns of different aspects. Their main feature is triggering damage or abilities after their deaths (i.e., exploding when being killed). A carnival tune is played when the Ordeal starts, and it ends with a high-pitched noise and laughter.
* **Green**: Ancient mechanical theme. Enemies focused solely on killing targets, with a variety of weapons at their disposal. Foghorns can be heard when the Ordeal starts.
* **Indigo**: Modern industrial/war theme, unique to a specific time. The sound of steam being vented can be heard when the Ordeal starts, and it 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 lower  Qliphoth Counters in proximity to them. An eerie, vaguely musical sound can be heard when the Ordeal starts, and it ends with a long loud exhale.
* **White**: Each entity has its own unique theme, and all entities except for the Midnight Ordeal are average-sized humanoids. They focus on specific types of damage and use them to wreak havoc on the entire facility. A strange sound is heard when the Ordeal starts.

## Dawn

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

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

### **Amber Dawn**

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

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

When the event starts, a message will appear on the screen, and brown worm-like creatures with teeth at the front will appear in groups of 5 in one hallway per department. When a target is in the room, they will leap towards it when close enough, dealing 1-2  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 to those in the room. They have 35  HP each.

The worms have these defenses:

 **Red**: Vulnerable (2.0) -  **White**: Normal (1.0) -  **Black**: Normal (1.0) -  **Pale**: Vulnerable (2.0)

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

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

The Small WormMovingAttackDigging inDigging outDeadEnd Message
### **Crimson Dawn**

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

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

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

Once they reach a containment unit, they will stop in front of it and start to make a channeling animation for 20 seconds. After this time has passed, they will disappear from the current location in a small smoke cloud, 'stealing' 30% of  **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 the range of a spear).

The clowns have these defenses:

 **Red**: Endured (0.8) -  **White**: Weak (1.3) -  **Black**: Weak (1.3) -  **Pale**: Vulnerable (2.0)

After defeating all the clowns, the event will end, displaying a final message.

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 Abnormalities slower or making them unable 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 ideally be placed in the hallways before the event strikes. Always make sure to keep the dangerous Abnormalities on watch; also, due to the way the clowns behave, they can waste their time by stopping in front of Tool Abnormalities.

The ClownSmall ClownE-Boxes of a Containment being drainedSmall Clown about to explodeEnd Message
### **Green Dawn**

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

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

When the event starts, a message will appear on the screen, and humanoid robots with red eyes – armed with a lance, filled with gears, and wearing an old cloth – will appear in random hallways or small rooms, one per department. They move slowly (at half the 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 and 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 5 times (dealing 3  White Damage to the other employees in the room each time in quick succession), with the last hit making the employee explode into guts. This attack can quickly deplete the Mental Gauge of lower level agents.

The robots have these defenses:

 **Red**: Endured (0.8) -  **White**: Weak (1.3) -  **Black**: Vulnerable (2.0) -  **Pale**: Normal (1.0)

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

The robots will appear in different locations every time and will kill clerks quickly with 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 they are about to kill another employee, to avoid  White Damage.

Mechanical enemyA robot 'overkilling' an employeeA robot defeatedEnd MessageHD Render
### **Violet Dawn**

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

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

When the event starts, a message will appear on the screen, and crawling spherical organ-like creatures will spawn in the facility. One appears per department in a random hallway. 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 to move towards the aggressor for next 10-15 seconds. They constantly glow, dealing 1-3  Black Damage to employees around them. If they aren't suppressed after 60-70 seconds, they will self-destruct, giving off a large 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 assigned to that department. It will also end the Ordeal prematurely.

The entities have these defenses:

 **Red**: Normal (1.0) -  **White**: Weak (1.5) -  **Black**: Normal (1.0) -  **Pale**: Normal (1.0)

After all the entities die (either by being suppressed or by self-destructing), the event will end, displaying a final message.

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, which can easily cause chaos and mayhem. If the employees are distributed well to fight off these beings, they can be taken care of easily.

The 'Fruit'The 'Fruit of Understanding'The 'Fruit' being defeatedA big glow after self-deathEnd Message
## Noon

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

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

### **Crimson Noon**

> *"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 random hallway. The tent will open and a large quadruped clown entity made of red flesh with tumors and faces will appear. It possesses 3 heads, all with clown make-up, black hair and hollow eyes, with one being at the back, holding in its mouth a big organ-like part, with a spike coming out of it; and the other two at the front.

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

The clown has these defenses:

 **Red**: Endured (0.5) -  **White**: Weak (1.2) -  **Black**: Weak (1.2) -  **Pale**: Weak (1.5)

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

This is the easiest Noon event. When the event occurs, the single entity takes its 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 suppress it too quickly, since this will spawn minor clowns in random hallways that can steal  E-Boxes and reduce  Qliphoth Counters. Getting it to low HP and then positioning Agents to intercept the Crimson Dawns before finishing the Noon off should help mitigate the Dawns' effects.

HD Render of the clownAttacking an employeeThe tent where it spawns (legacy)End MessageDefeated
### **Green Noon**

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

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

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

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

The robots have these defenses:

 **Red**: Endured (0.8) -  **White**: Weak (1.3) -  **Black**: Vulnerable (2.0) -  **Pale**: Normal (1.0)

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

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

The Mechanical GolemMechanical Golem enemyIn a compact positionDefeatedEnd Message
### **Indigo Noon**

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

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

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

They appear in groups of three members, with 4 groups spawning in different hallways of the facility. They have 200  HP each. They will seek out employees, attacking them with their hooks and inflicting average (4~5)  Black Damage. Occasionally, 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.

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

The Sweepers have these defenses:

 **Red**: Normal (1.0) -  **White**: Weak (1.2) -  **Black**: Endured (0.5) -  **Pale**: Endured (0.8)

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

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

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

The 3 Sweeper VariantsSweepers in the facilityA Sweeper consuming a corpseDefeatedEnd Message
### **Violet Noon**

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

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

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

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

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

The giant monoliths have these defenses:

 **Red**: Endured (0.8) -  **White**: Vulnerable (2.0) -  **Black**: Endured (0.8) -  **Pale**: Normal (1.0)

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

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

The MonolithLandingCharging to decrease the Qliphoth Counter of an AbnormalityThe entity defeatedEnd Message
## Dusk

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

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

### **Amber Dusk**

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

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

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

These worms spawn on 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 of them every 1.5-2 seconds. If they receive 18 or more Damage from single attack, they will be slowed considerably for next 1-2 seconds.

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

The big worms have these defenses:

 **Red**: Weak (1.2) -  White: Endured (0.8) -  Black: Endured (0.5) -  Pale: Vulnerable (2.0)

After defeating all the worms, big and small, the event will end, displaying a final message.

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

Big WormCropMovingAttackSpawning Perfect MealsDigging inDigging outEnd MessageDead
### **Crimson Dusk**

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

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

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

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

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

The amalgamation clowns have these defenses:

 **Red**: Endured (0.6) -  White: Endured (0.8) -  Black: Endured (0.8) -  Pale: Weak (1.5)

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

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

The amalgamation clownBurstingCropEnd Message
### **Green Dusk**

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

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

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

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

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

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

The structures have these defenses:

 **Red**: Endured (0.8) -  White: Normal (1.0) -  Black: Vulnerable (2.0) -  Pale: Normal (1.0)

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

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

The Factory StructureLoading to build robotsDeploying robotsDefeatedEnd Message

## Midnight

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

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

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

### **Amber Midnight**

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

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

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

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

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

The giant worms have these defenses:

 **Red**: Normal (1.0) -  White: Endured (0.6) -  Black: Resistant (0.4) -  Pale: Endured (0.8)

After defeating The giant worms, the event will end, displaying a final message.

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

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

'Eternal Meal' wormIdleSpawning/Entering a departmentMoving to another departmentSpawning wormsDead
### **Green Midnight**

> *"The tower is touched by the sky, and nothing will remain on the ground."*
> - Event Starting
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>

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

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

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

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

The structure has these defenses:

 **Red**: Endured (0.5) -  White: Endured (0.8) -  Black: Weak (1.2) -  Pale: Normal (1.0)

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

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

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

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

The Tower, ready to fireThe lasers through the facilityAn employee being liquefied by the laserEnd's MessageAvoiding Green Midnight using elevatorsClosedOpenedReady to FireDefeated
### **Violet Midnight**

> *"We incessantly tried to accept it. We wanted to understand them in our heads by any means, regardless of the consequences."*
> - Event Starting
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The **Ordeal of Violet Midnight**, also known as **The God Delusion**, is designed to require players to "kite" the event enemies with moving employees around constantly and not simply sitting several teams in front of the entities simultaneously.

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

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

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

Each Shrine has different attacks, detailed below:

* **Red Shrine**: It summons red portals with Red Hands. These sharp red hands will wait for a few seconds before lunging in its direction and dealing 60-90  Red Damage to every entity in its way, and after reaching a certain distance its hand will close and go back to the portal. After it has taken certain amounts of damage, it will summon two portals to defend itself, one on each side of the hallway where it is located. These hands will stretch after a few seconds and deal (same as above) large Red Damage to any entity in the way.
	+ The Red Shrine has these defenses:  Red: Absorbed (-1.0) -  White: Endured (0.7) -  Black: Weak (1.2) -  Pale: Normal (1.0)

* White Shrine: It summons white portals with White Tentacles. These tentacles will float slowly while preparing to unleash an attack, expanding first before attacking in a sweeping movement in a wide arc, dealing 45-60  White Damage to any entity hit before returning to the portal. After the shrine has taken certain amounts of damage, it will summon two portals to defend itself, one at each side of the hallway where it is located, with the limbs acting like before and sweeping at the hallway, dealing (same as above) large White Damage to any entity in the way.
	+ The White Shrine has these defenses:  Red: Normal (1.0) -  White: Absorbed (-1.0) -  Black: Normal (1.0) -  Pale: Weak (1.2)

* **Black Shrine**: It summons purple portals with Purple Spikes. The spikes will remain still for a few seconds before stretching in its current direction and dealing 45-55  Black Damage to any entity in its path, returning back to the portal when reaching a certain distance. When the shrine takes a certain amount of damage, it will summon two purple portals to defend itself, one on each side of the hallway, the spikes extending as before and dealing (same as above) large  Black Damage to any entity in the way.
	+ The Black Shrine has these defenses:  Red: Weak (1.2) -  White: Endured (0.7) -  Black: Absorbed (-1.0) -  Pale: Normal (1.0)

* **Pale Shrine**: This shrine is different from the others, because it summons a meteor-like object in the facility with an eye on its front. This object will spawn along with the shrine, in the same location. Any entity in its area will consistently receive 5-7  Pale Damage. This meteor will move throughout the facility, phasing in and out at different time intervals, appearing only in hallways and remaining in one for 5-10 seconds before moving to another. While moving, it can also deal  Pale Damage to entities it is passing through. When the shrine takes a certain amount of damage, the Eye will move to the Shrine immediately.
	+ The Pale Shrine has these defenses:  Red: Endured (0.7) - White: Normal (1.0) -  Black: Endured (0.7) -  Pale: Absorbed (-1.0)

After defeating a shrine, its abilities will be disabled, and it won't be able to summon any more limbs. Any active portals will also 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 along with the end of the Ordeal.

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

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

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

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

Red Shrine DefeatedRed ShrineRed Tentacle AttackAttackingDefending its ShrineThe Red HandWhite ShrineWhite Shrine DefeatedWhite Tentacle AttackThe White TentacleAttackingProtecting its ShrineThe Black ShrineBlack Shrine DefeatedBlack Tentacle AttackThe Purple SpikeAttackingGuarding its ShrinePale ShrinePale Shrine DefeatedPale EyeThe Pale Eye

## Ordeals of White

 WARNING WARNING WARNING WARNING WARNING WARNING WARNING WARNING WARNING
 MANIFESTATION OF QLIPHA DUE TO SEPHIRAH BREAKDOWN  Suppression of Sephirah’s Core Required  THIS SECTION HAS MAJOR SPOILERS, READ AT YOUR OWN RISK!

* **Red Fixer**: An armored robotic humanoid with blades and cannons that deal Red Damage. It possesses 1000  HP and has decent  Movement Speed. It roams the facility until it encounters an employee. Unlike the other Fixers, the Red Fixer may lock onto a target it comes across and begin a chase, which may last infinitely if it never reaches it or encounters anything else. Upon reaching a target, it will attack at a short distance, preferring to use its blast attack, but will switch to its blade if the target is close enough. The Red Fixer's attacks are as follows:
	+ It will fire a short blast dealing (14~17)  Red Damage.
	+ It takes out a blade to stab targets in front itself at close range, dealing (5~6)  Red Damage.
	+ It will crouch, unsheathe its blade, and rapidly slash forwards, backwards, then forwards again in a short area around it. Each slash acts like a small area attack, hitting multiple targets and dealing (25~30)  Red Damage
	+ Occasionally, it can perform a charged beam attack that takes a short time to prepare. The beam travels straight forward to where it is facing, piercing the walls and dealing (70~100)  Red Damage to anyone in its way similar to The Queen of Hatred's laser attack but hitting once. The laser has a range limit, like most other beam attacks in the game. It will use this attack at both melee and blasting range.
	+ On death, its laser will fire in a wide arc from up to down (the side depending on which way the Fixer was facing), dealing (70~100)  Red Damage to anyone struck by the beam. This laser has a range limit as well.
* **Advice**: While not being all that dangerous by itself, its laser in its two attacks can lead to death of some agents if you're not cautious. Sending Red-resistant Agents to engage is a good decision, while moving other employees away to avoid its death laser.
* The Red Fixer has these defenses:  **Red**: Immuned (0.0) -  **White**: Endured (0.5) -  **Black**: Normal (1.0) -  **Pale**: Endured (0.5)

Using its blade attackDuring its defeat animationBeing defeated and triggering its last laser beam* **White Fixer**: An angelic-looking, knight-like humanoid who levitates when moving, wearing a halo and a cannon-like weapon. It possesses 1000  HP. It has slow  Movement Speed and will wander around the facility. The White Fixer takes a longer time to attack other employees compared to the other Fixers. Both of its attacks have fairly long cooldowns, but it will always prefer to use its forward cannon attack rather than its arc attack if both are available. It only perform its attacks if there are employees in the same room, but does not give chase and will otherwise continue to wander in between attacks.
	+ It can take out its cannon and its halo in preparation; after a short delay, it will shoot a single white beam towards the direction that is facing, passing through rooms and dealing (10~12)  White Damage to anyone in its path. This beam also leaves a white cloud behind it that deals constant (5~6)  White Damage every ~0.3 seconds to entities who remain within it, and slows them by 50%. The cloud will fade out after 5 seconds. This attack can happen 12~15 seconds after the White Fixer spawns, and subsequently 19~21 seconds after each use.
	+ With its weapon, it charges its weapon first and then will shoot a laser beam upwards, dealing (10~12)  White Damage to anyone caught by it, and marking the area affected by it with white smoke that deals constant (5~6)  White Damage every ~0.3 seconds to entities in its area and slows them by 50%. This cloud will fade out after 5 seconds. The Fixer will turn the aiming of the laser into a wide arc (about 270 degrees), affecting a large area with the same lingering white smoke, until stopping and continuing with its walk. Dealing enough damage can stop its attack or decrease the arc as it will enter its counterattack stance. This attack can happen 40~45 seconds after the fixer spawns, and subsequently 55~60 seconds after each use.
	+ Every time the White Fixer reaches 70%, 40% and 10% Max HP, it will raise its weapon like a shield and enter a 'praying' position, reflecting damage back to attackers and becoming immune to all Damage. A noticeable ringing sound will occur when damage is reflected. This lasts for a while before it lowers the weapon and moves again.
	+ Upon death, the weapon will raise above the Fixer and impale them, turning them into white smoke and dealing (12~15)  White Damage to the nearby employees.
* **Advice**: Due to its longer periods between attacks, it is easy to swarm it with multiple employees. However, be careful of its damage reflection and make sure to move every agent out of the room when it uses this ability. It is advised to be careful when it fires its cannon, as the slow effect means that agents caught in it will take longer to move out of the way, so pausing should be used to evacuate Agents beforehand.
* The White Fixer has these defenses:  **Red**: Endured (0.5) -  **White**: Immuned (0.0) -  **Black**: Endured (0.5) -  **Pale**: Normal (1.0)

Using its main attackPraying and reflecting damagePerforming a wide white beam attack, leaving smoke behindDeath animation, impaled by its own weapon* **Black Fixer**: A humanoid entity which wears black armor with yellow goggles and multiple feathers. Its weapon is a hammer with a hook at the base. It also resembles a mix of the bird abnormalities. It possesses 1000  HP and has slow  Movement Speed. It wanders throughout the facility, attacking employees and abnormalities it comes across. Its attacks are mostly at close range:
	+ It swings the hammer's hook to deal (8~16)  Black Damage to targets in front of it.
	+ The Fixer raises up the hammer and slams it against the direction that it's facing, hitting 6 times (20~25, 4~5 x4, 5~7), dealing 41~52  Black Damage in total.
	+ 29~31 seconds after spawning, and subsequently 50~60 seconds after each use, if it is in a hallway with Abnormalities, it can crouch and hold its hammer, which will pulse. This deals constant (10~12)  Black Damage to the employees in the same room, and after a period of time, it will deplete the  Qliphoth Counter of all the Abnormalities in the same hallway to 0. Note that this attack does not require a target and can occur as soon as it enters a viable hallway.
	+ Upon death, the hammer will levitate and impale the Black Fixer, creating Qliphoth Meltdowns on all Abnormalities in the department.
* **Advice**: Depending on the location and abnormalities around it, the effect of it lowering Qliphoth Counters can range from barely anything to potential day-restart scenarios. Sending a swarm of employees after the Black Fixer can preoccupy it and potentially kill it before it can start dropping Qliphoth Counters.
* The Black Fixer has these defenses:  **Red**: Normal (1.0) -  **White**: Endured (0.5) -  **Black**: Immuned (0.0) - Pale: Endured (0.5)

WalkingAttack 1Attack 2Attack 3Using its ability to drop Qliphoth CountersDeath* **Pale Fixer**: A human Fixer who dresses in business attire, with a coat and fedora,    carrying a briefcase in one hand. The Fixer only appears during the Dusk of White. It possesses higher  HP than the other Fixers at 1300. It has moderate  Movement Speed and roams the facility until it encounters an employee. Its attacks and abilities are the following:
	+ Once spotting an employee it can perform a close range attack with a blade, stabbing 7 times (5~6, 2~4 x5, 10~12), dealing 25~38  Pale Damage in total.
	+ When agents are out of range of the blade attack, it can shoot at the target with a pistol, dealing (8~9)  Pale Damage.
	+ Once every 17~19 seconds, it will hold up its briefcase and a blue tentacle-like blade will shoot out of the briefcase performing a ranged area attack, dealing (15~25)  Pale Damage twice.
	+ If it hasn't managed to find any employees after 25~35 seconds of roaming, it will teleport to a random employee in the facility by entering its briefcase, slowing them to zero for 1~2 seconds.
	+ When defeated, the tentacle-like blade will shoot out of the case and cut through the direction the Pale Fixer was facing on death, dealing massive (50~70)  Pale Damage in a very short range and executing/beheading the Pale Fixer.
* **Advice**: It is best to use employees with very high Pale resistance to tank the Pale damage, with ranged employees assisting in taking it out. You should use  **Pale Shields** to protect against the heavy hitting attacks it does. Alternatively, its attacks can be avoided entirely by quickly moving close-range agents behind it as it begins each attack's windup.
* The Pale Fixer's defenses are:  **Red**: Endured (0.5) -  **White**: Normal (1.0) -  **Black**: Endured (0.5) -  **Pale**: Immuned (0.0)

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

Dawn

*"From meaningless errands, to exploration, to contract killing; they will do whatever you wish, so long as you pay them sufficiently."*- Event Starting
    The **Dawn of White**, also known as **A Request**, is the first Ordeal of White. At this event, one random non-Pale Fixer will spawn.

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

Noon
*"They search constantly, be it for the Backers of the Wings, the Inventions of the Backstreets, the Reliques of the Outskirts, the Artefacts of the Ruins…"*- Event Starting
The **Noon of White**, also known as **Armaments**, is the second White Ordeal. At this event comes two non-Pale Fixers. The Fixer that has already appeared at Dawn won't appear in this event.
Two Fixers might be slightly difficult to handle, but the Ordeal is not actually that hard. The worst combination of Fixers that can occur is the Black Fixer with the White Fixer, since the former can potentially unleash Abnormalities if you take too long to defeat it, and the latter requires close attention because of its damage reflection and huge area attacks. If White Dawn had the Red Fixer spawn, you may find White Noon troublesome to deal with.

Dusk
*"The colossal tower of light was titled The Library. It is only natural for the Fixers to be drawn to such a mystic place of life and death."*- Event Starting
The **Dusk of White**, also known as **The Fixers**, is the third White Ordeal. At this event all four Fixers spawn, including the Pale Fixer.
This ordeal can be very hard if not treated correctly. Generally you want to eliminate the Black and Pale fixers first, and the White and Red Fixers second, as the latter two will not perform attacks until they see employees and the former two have abilities that can easily wreak havoc among the facility.

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

Midnight
*"To know and manipulate all the secrets of the world; that is the privilege of the Head, the Eye, and the Claws. It is their honor and absolute power."*
The **Midnight of White**, also known as **The Claw**, is the fourth and final Ordeal of White.
During this event an entity called **The Claw** is spawned. It is classified as  **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.
The Claw has two basic attacks that are used normally. It can use its massive claw to swipe overarm or underarm at nearby targets, dealing (15~25)  Red damage to a single target. It can also thrust its claw forwards, before retracting it, with the thrust and the retraction dealing (25~40)  Red damage each to multiple targets.
After roughly 30~40 seconds it will inject itself with the syringes that are on its body, triggering different abilities depending on which is injected.
* When using the Orange injection or  Serum R, the Claw will crouch down, flicking its claw, before charging at an extremely high  Movement Speed horizontally until it hits the end of the facility, dealing 100  Red Damage to anything in its path.
* When using the Blue injection or Serum W, the Claw will open a 'map' of the facility and highlight 8 random employees in the facility, marked with a blue circle. After loading the map, it will crouch down before teleporting to them one at a time and performing a swipe attack, dealing 25-35  Black damage to the target. After the Claw finishes attacking all marked employees, it will teleport to a random room in the facility. The blue circle can be removed by having a targeted Agent enter a Containment Unit. This attack can be prevented by dealing more than 200 damage before it begins its attack, stunning it for 10~12 seconds, and leaving it open for more attacks.
* When using the Green injection or  Serum K, the Claw will hold its hand out as a green glowing aura floats in its palm,  healing 150  **HP** after 8~10 seconds. This syringe will only be used if the Claw has lost at least 120  **HP**. This healing can be prevented by dealing more than 200 damage before it begins healing, stunning it for 10~12 seconds, and leaving it open for more attacks.
* When the Claw's  **HP** drops below 25% of its  **max HP**, it will use a special attack as soon as it enters a non-stun and non-attack state. The Claw will crouch down and inject all 3 syringes. 6 random employees will be marked with a blue circle. After 6~9 seconds, the Claw will dash towards each of them (similar to the Red Mist's Mimicry dash in Phase 2), and perform a swipe attack before moving to the next. Any entity in the path of the dash will take 60-65  Pale damage, and the swipe attack used on the target will deal 60-85  Pale damage. While performing this attack, The Claw will be immune to all damage. Similar to Serum W, the blue circle can be removed by having a targeted Agent enter a Containment Unit. This attack has a very long cool down (about 2~3 injections), however it can use it again quickly if it follows this attack up with a Green injection.

**Advice**: Due to The Claw canceling abilities when a specific amount of damage is dealt in a quick succession, it is advised to send all Agents in the facility to suppress The Claw when it is using  Serum K or Serum W. There is precise timing involved with this strategy, with it relying on precise micromanagement to avoid the Claw's Serum R or Tri-serum attack. Once the Claw's health gets close to about 25%, pull your Agents back and wait for the Claw to use  Serum K or Serum W, so you can stun it and finish it off without worrying about the Tri-serum attack.

The Claw's defenses are:  **Red**: Resistant (0.4) -  **White**: Resistant (0.4) -  **Black**: Resistant (0.4) -  **Pale**: Resistant (0.4).

## Trivia

* Green is the only standard type to have an ordeal in all 4 categories.
* 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.
* Usage of Backward Clock can be risky when suppressing certain Ordeals, as when used against Crimson Noon and Dusk, They will spawn their respective lower tiers and not truly be suppressed, using it for Amber Dusk can be very dangerous as due to a bug, when Amber Dusk worms are burrowing and Backward Clock is used, It will count the ordeal as suppressed, but the Amber Dusk worms will be invincible and still be able to attack employees and clerks, but immune to being targeted or attacked by any sources.

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

 "Ordeals" is using information from the Newest version of the game (v0.1). The information here is from a newer version of the game including the most recent gameplay changes.