Ordeals
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| “ | By the way, have you seen something creepier than the Abnormalities? [...] We don't have enough data on them. [...] No matter how meticulous our plan is, we can't control the unknown. | ” |
Ordeals (Hangul: 시련, siryeon, lit. "trials") are a mechanic that take place during the Management Phase, which causes facility-wide disruptive events. The Ordeals are designed to add more variety to the days in terms of gameplay, forcing the players to prepare for and train to suppress hostile entities instead of simply preventing Abnormalities from breaching, in addition to making a peaceful day impossible.
Ordeals 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 greatest 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, walk, and wander around every corner of the Facility. Ordeals will not attack other entities of the same color, but will attack and damage other Ordeal types, Abnormalities, and employees. There are fourteen different kinds of Ordeals, with four more appearing at a specific 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 at a specific
Qliphoth Meltdown Level, therefore a certain amount of work must be started (i.e. non-Tool 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 any Ordeal entities 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:
- 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 the worms digging through, can be heard when the Ordeal starts and ends.
- 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 killed) and otherwise causing chaos within the Facility. A carnival tune is played when the Ordeal starts, and the Ordeal ends with a high-pitched noise and laughter.
- Green: Ancient mechanical theme. Enemies are 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.
Types of Ordeals
Dawn
Dawn is the first Ordeal event to appear in the day. The events that appear at this time are not very difficult given basic preparation such as five Level 2 Agents, and will not cause 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.
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.
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.
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.
Ordeals of White
Ordeals of White are dangerous Ordeals that are part of the Keter Meltdown. They appear on days 46-49, replacing normal Ordeals. Every Ordeal except for Midnight spawns the same entities, named Fixers. All Fixers are classified as
WAW. Further details can be found on their dedicated page.
Trivia
- Green is the only standard type to have an Ordeal in all 4 categories.
- 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.
- Files of the Ordeals exist, such as Amber Midnight becoming BugMidnight, however the information appears to be the same as Fragment of the Universe.
Lobotomy Corporation
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Are you looking for the old version of this page: Ordeals (Legacy)
"Ordeals" is using information from the newest version of the game (v1.0.2.13f). The information here includes the most recent gameplay changes.