Agents that are level 4 will receive the Overwhelmed Fear level, causing them to instantly panic.Agents that are level 5 will receive the Nervous Fear level instead of Calm.WhiteNight deals an increased Fear level, similar to CENSORED: 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. 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 Good, all employees in the facility will fully recover both their HP and SP. Depending on the mood, it can He al or Punish the employees after the work is completed. The Qliphoth Counter increases when the work result is Good or, with a 40% chance, when the work result is Normal. 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. 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. The Player can save the weapon by using the Memory Repository or passing the day. Weapon can only be obtained through this method and cannot be manufactured from the Abnormality's Details Tab. Following this, the player will obtain the Abnormality's E.G.O. Similar to performing " Confession" work, the Apostles will impale themselves and the 12th will die about 10 seconds after WhiteNight is defeated. 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. 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. This will not grant the player WhiteNight's E.G.O. The Apostles will give up, impaling themselves with their weapons. A loud scream can be heard and is followed by WhiteNight exploding into a red cross-like design. 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. 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. Allowing it to remain breaching for too long will likely result in a Game Over. This attack will also awaken Apostles that have been defeated. The ring will slowly fade out when it reaches the max distance. Within a minute, WhiteNight will create a red ring that gradually expands, dealing 40 Pale Damage to entities that touch it. For future escapes, they will be calculated normally. During its very first breach (Plague Doctor transforming into WhiteNight), WhiteNight will activate the 3rd Trumpet (98 score). WhiteNight will teleport to its department's main room and remain there until it is suppressed. 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. 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.
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