WhiteNight

* Ingame
* Crop
* Idle
* Breaching

**This Abnormality is Capable of Instadeath**

**This Abnormality is Capable of Breach**

**This Abnormality is Capable of Department/Facility Alteration**

**This Abnormality can Benefit the Facility**

**This Abnormality is Capable of Spawning/Summoning/Converting an Employee to gain a Minion/Creature**

## Probabilities

> *"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 its head, and it 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 or by resetting the game through clicking the logo.

## Ability

Its special ability will trigger when its containment chamber's  Qliphoth Counter reaches 0 or when it makes its 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  HP at 1000 and average  **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  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  PE-Boxes/Energy to proceed to the next day, uses the twelfth apostle to confess to One Sin and Hundreds of Good Deeds, or suppresses WhiteNight, who has a huge amount of  HP at 12,000.

If the player defeats WhiteNight with " 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  Pale Damage continuously, reduced into 666 damage with WhiteNight Resistance (0.2), until it dies. A loud scream can be heard and is followed by 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 does not 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 " Confession" work, it will explode into red circles that evaporate upon reaching the top of the main room, returning to its containment room. Similar to performing " 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  Qliphoth Counter will decrease by 1 when not worked on for 90 seconds or after getting a  Bad result while working on the abnormality. Depending on the  Qliphoth Counter, the visual effect will change to Blue, Purple, or Red to signify if the player is close to or far from it escaping containment. The  Qliphoth Counter increases when the work result is  Good or, with a 40% chance, when the work result is  Normal. Depending on the mood, it can   Heal or  Punish the employees after the work is completed. If the work result is  Good, all employees in the facility will fully recover both their  HP and  SP. If the work result is  Normal, all the employees that are assigned to the department WhiteNight is contained in will recover half of their max  HP and  SP. If the work result is  Bad, every employee that is assigned to the department WhiteNight is contained in will be punished with a large amount of  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 Nervous Fear level instead of Calm.
* Agents that are level 4 will receive the  Overwhelmed Fear level, causing them to instantly panic.
* Agents that are level 3 and below will receive the  **Reverence** Fear Level, which acts similarly to  Overwhelmed. 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. 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.

## Origin

The exact details of its origin are currently unknown, though it is linked to the Plague Doctor in gameplay.

## Details

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

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

WhiteNight's emotional state is divided into 3 sections:  Bad,  Normal, and  Good. Completing 0-15 E Boxes will cause it to feel  Distressed, completing 16-25 will cause it to feel  Normal, and 26-35 will make it  Happy. Its usual cooldown timer after a task is around 15 seconds. Its  Qliphoth counter is 3.

### Unlockable Information/Upgrades

**Basic Information** (Cost:  30 PE Boxes)

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

**Instinct/Insight/Attachment/Repression Work Favor** (Cost:  10 PE Boxes)

Unlocks the percentage level list to the respective work.

**Managerial Works 1/2/3/4/5** (Cost:  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:  10 PE Boxes)

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

 Red: Endured (0.5) -  White: Absorbed (-2.0) -  Black: Endured (0.5) -  Pale: Resistant (0.2)

### Observation Level

**Level 1** (1 Section unlocked):  Speed Rate +3

**Level 2** (2 Sections unlocked):  Success Rate +3%

**Level 3** (3 Sections unlocked):  Speed Rate +3

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

**Level 4** (All details unlocked):  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  Confession work.

### E.G.O. Equipment

* Weapon
* Suit
* Gift

**E.G.O. Weapon Paradise Lost**

 **Requirements:** **Agent** Level 5 **Fortitude** Level 5  **Prudence** Level 5  **Temperance** Level 5 **Justice** Level 5

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.*"
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)

**E.G.O. Suit Paradise Lost**

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.*"
Immune to damages that are 5 or lower during suppression

**E.G.O. Gift Paradise Lost**

 **Effects**:  HP +10,  SP +10,  Movement Speed +10, Attack Speed +10

**Observation Level:** 4

## Twelve Apostles

> *Main Article: Apostles*
>
>

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 itself. 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.

1/12
## Story

    "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

#### Start

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

#### 20%

* "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."

#### 40%

* "Only silence fills the air around WhiteNight."

* "WhiteNight absorbs all light and sound which surrounds Him."

#### 60%

* "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."

#### 80%

* " “<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."

## Trivia

* This Abnormality has been reworked since the Legacy version, with an addition to WhiteNight's appearance and reworked animations.
* Whitenight is referred as both "DeathAngel" and "Lucifer" (Legacy) in the game's files.
	+ Their child creature, aka the Apostles, are named "Scythe", "Spear", "Wand" (Staff), and "Guardian" with "Apostle" or "Angel" (Legacy) attached to the end (such as "ScytheApostle").
* WhiteNight and Express Train to Hell are the only abnormalities whose abilities activate after a certain amount of time.
* WhiteNight's leftmost wing clips through the left wall of the containment room.
* WhiteNight is the second most resistant Abnormality in the game, being behind Apocalypse Bird.
* WhiteNight produces the highest PE-boxes in the game at 35.
* WhiteNight is the only Abnormality that can inflict the  **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  ALEPH abnormality to be obtainable, showing up on day 11 instead of day 13 like the rest of the  ALEPHs. This is due to its previous form, Plague Doctor, being a  **ZAYIN** abnormality and the conditions for its Ability including 12 employees. However, it does not require having 12 employees to appear.
	+ This has many other problems, with it primarily showing up more often on earlier days of the week as opposed to most  ALEPHs which show up on later parts of the week, similar to the Army in Black.
* Its classification as ’**T**rauma’ could be because of its religious practices and the way it brings the apocalypse to the facility through them. It could also be that WhiteNight is a powerful being. WhiteNight could represent Theophobia, the fear of gods or religion.
* WhiteNight could very much be a character based on the "Monster of God" type of villain: something so angelic, it's horrific to look at or even try to comprehend, along with the fact that it might be doing what it sees as right.
* WhiteNight may be based on Jesus Christ, evidenced by the twelve Apostles, the "forgiven sins", the "blessings", WhiteNight's "teachings", and how it can be defeated by the twelfth disciple at the cost of that employee's life, similar to Judas Iscariot betraying Jesus Christ and subsequently hanging himself.
	+ 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, leading to destruction through teaching false prophecies.
	+ The lines read when transforming the Apostles of WhiteNight in the game are similar to the lines associated with the Apostles of Jesus Christ in 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, Tiphereth A, Netzach, Yesod, and Chesed), which included a traitor (Hod). Both aim to fundamentally change humanity.
* WhiteNight's appearance might have been inspired by Lucemon Larva Mode from Digimon, as both are Larva-like beings with multiple wings, red eyes and similar themes.
* WhiteNight’s EGO, Paradise Lost, is a reference to the 17th-century epic poem written by John Milton. Its appearance may have been inspired by the Biblical story of the forbidden fruit and the healing staff of Asclepius.

## Gallery

WhiteNight's containment roomBlue effectPurple effectRed effectWhiteNight Breaching, Along with Two guarding Apostles.WhiteNight Details unlocked

**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.