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WARNING WARNING WARNING WARNING WARNING WARNING WARNING WARNING WARNING
EXPRESSION OF QLIPHA DUE TO SEPHIRAH MELTDOWN.
Require of Sephirah Core Suppression.
THIS SECTION HAS MAJOR SPOILERS, READ AT YOUR OWN RISK!
WARNING WARNING WARNING WARNING WARNING WARNING WARNING WARNING WARNING
SephirahMeltdownCoreSuppress

When selecting the Sephirah Core Suppress

Sephirah Meltdown is a 'Boss Fight' event which can be unlocked after completing all the missions of the determined departments, to fight their Sephirah. The player receives the conditions to open the Core Suppression of the department after certain missions but can only be completed after certain days. Usually, it is needed to unlock the previous department's missions to unlock the next Core Suppression.

The Sephirah Meltdown of their respective layers/levels are unlocked at:

  • Asiyah, Upper Layer: After Day 21
  • Briah, Middle Layer: After Day 36
  • Atziluth, Bottom Layer: After Day 41

Once done, the player can start the event by clicking the 'Sephirah Core Suppress' button at the top left of the department in the Deployment Phase. This button is locked when the day is before day 21 or when the day is during a Major Save Point or Memory Imprint day. After activating the Sephirah Meltdown, the department that is selected will have all agents from that department moved out and that department usually will be not targeted by the Qliphoth Meltdown during the event. The player can check the information of the current event and the requirements to pass the day and finish the event.

Depending of the Sephirah Meltdown, the conditions to finish are different. Usually, to finish the player must collect all the energy and start certain Qliphoth Meltdown. Once the conditions are met in the day, the day will end immediately.

The Sephirah take new forms in these events, standing in the Main Room of their Department. They cannot be suppressed by agents and instead produce handicaps through the day which affect the facility, agents, and more to make the Management Phase more complex. Phrases appear through the facility, as do expressions from the Sephirah during the event. They add more effects or trigger abilities after certain Qliphoth Meltdowns.

During this events, the player will not get notified of any breaching Abnormalities or employees deaths or panics (Except in the Work log, at the bottom left of the screen). Only "trumpet" animation on the corners of the screen is still appearing. The respective department of the Sephirah is not affected by the Qliphoth Meltdown during the event.

The player gets a permanent reward after completing the Sephirah Meltdown, which will make the current department immune to the effects of the Qliphoth Meltdown and add another reward depending on the department; besides unlocking a part of the story and changing the appearance of the Sephirah to their 'real' form. When starting a new game, the upgrades will remain, as well with their changed appearance.

Currently, there are only 9 boss events released for these departments: Control Team (Malkuth), Information Team (Yesod), Training Team (Hod), Security Team (Netzach), Central Command Team (Tiphereth), Disciplinary Team (Gebura), Welfare Team (Chesed), Extraction Team (Binah) and Record Team (Hokma).

Malkuth Meltdown Edit

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Malkuth's Boss appearance

Malkuth is the Sephirah of the Control Team and the first Boss available. They can be triggered after day 21. During the Sephirah Meltdown, it takes the form of an amorphous dark being, with a single yellow eye at the middle, and appendages holding parts of its robotic carcass and her notepad.

During their event, a green smoke or water-like filter surrounds the borders of the screen. It covers the screen completely for a moment after the day start and at Qliphoth Meltdown Level 2 and 4.

Their handicaps against the facility are the next:

  • Day starts: Works done by employees can be randomly replaced by other type of work, even works unavailable like Attachment with Der Freischütz. This replacement order remains until the last work of current Qliphoth Meltdown Level will be performed. The last work of each Qliphoth Meltdown Level will randomize the replacement order.
  • After Qliphoth Meltdown Level 2: No visible changes beside of a blur at the start.
  • After Qliphoth Meltdown Level 4: When the player order a work, they will be unavailable to cancel them by clicking the containment room.

To finish the event, the player must collect all the energy and reach the Qliphoth Meltdown Level 6.

After completing the day, Malkuth will reward the player with permanent upgrades: boosted speed for the employees, more LOB Points when ending the day and the department (Control Team) will not be affected by the Qliphoth Meltdown.

Yesod Meltdown Edit

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Yesod's Boss appearance

Yesod is the Sephirah of the Information Team and the second Boss available. During the Sephirah Meltdown, it takes the form of a being covered on a brown substance, with a single purple eye in the middle, with the substance branching to upwards, holding parts of its robotic hull and with part of its middle body covered on black bandages.

During their event, a static filter surrounds the borders of the screen. It covers the screen completely for a moment after the day start and at Qliphoth Meltdown Level 2 and 4.

Their handicaps against the facility are the next:

  • Day starts: The HUD of the game is blurry and pixelated. This include the energy quota bar, the Qliphoth Meltdown counter, employees' stats, work and suppression tasks, bullets' tab, Work log, Game Speed, Abnormality's encyclopedia, pause screen and Management Report. The names of the agents are invisible and breaching Abnormalities and Ordeals don't possess HP bars.
  • After Qliphoth Meltdown Level 2: The facility is blurred and pixelated as well. This affect the background, containment units, entities and particle effects.
  • After Qliphoth Meltdown Level 4: The screen color becomes saturated and a bit scrambled.

To finish the event, the player must collect all the energy and reach the Qliphoth Meltdown Level 6.

After completing the day, Yesod will reward the player with permanent upgrades: PE-Boxes collected are increased by 25% at the end of each task, and the department (Information Team) will not be affected by the Qliphoth Meltdown.

Hod Meltdown Edit

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Hod's Boss appearance

Hod is the Sephirah of the Training Team and the third Boss available. During the Sephirah Meltdown, it takes the form of a entity of gray substance, with an orange eye at the middle and its robotic hull spread on it. It possess black gears around its base and small mechanical legs. Two long mechanical appendages come out from their left side, rising up to the ceiling.

During their event, a filter similar to an old transmission cover the screen. An expansive wave comes from the Sephirah for a moment at Qliphoth Meltdown Level 2 and 4.

Their handicaps against the facility are the next:

  • Day starts: Every stats from the agents in the facility are reduced by -15. This also reduce the level of the agent's stats. The minimum stats can't get lower than 10. The filter at this point are just darker screen's corners.
  • After Qliphoth Meltdown Level 2: The stats decrease are now -25, the screen gets a minor old transmission filter and the music is replaced with a jazz-like or Muzak song.
  • After Qliphoth Meltdown Level 4: Stats decreased are now -35, the screen filter gets major effects, distorting the facility, entities and effects but not the HUD, and the music gets louder and distorted.

To finish the event, the player must collect all the energy and reach the Qliphoth Meltdown Level 6.

After completing the day, Hod will reward the player with permanent upgrades: New hired employees start with all their stats at Level 3 without extra cost, the player can still reduce their level without extra costs, and the department (Training Team) will not be affected by the Qliphoth Meltdown.

Netzach Meltdown Edit

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Netzach's Boss appearance

Netzach is the Sephirah of the Security Team and the fourth Boss available. Hod must have been defeated first before triggering its event. During the Sephirah Meltdown, it takes the form of a gray being made of what seems to be stone, with some green substances dripping from the body. It possess a single green eye at the middle of a spherical base, with the upper half of the eye covered. An appendage branches from the right side to upwards, holding different robotic parts of its real form, with some of them below its base too.

During their event, a green smoke or gas-like filter covers the screen during the day.

Their handicaps against the facility are the next:

  • Day starts: Recovery system from the Main Rooms are slower and employees cannot be healed from any sources except at the start of each Qliphoth Meltdown.
  • After each Qliphoth Meltdown: All employees in the facility are healed up to their Max HP and SP. Employees still cannot be healed by any other effects, even Main rooms.

To finish the event, the player must collect all the energy and reach the Qliphoth Meltdown Level 6.

After completing the day, Netzach will reward the player with permanent upgrades: The healing done by Main Rooms now work in the hallways of the department with 50% healing lower, and the department (Security Team) will not be affected by the Qliphoth Meltdown.

Tiphereth Meltdown Edit

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Tiphereth's Boss appearance

Tiphereth is the Sephirah of the Central Command Team and the fifth Boss available. All the upper layer (Asiyah) must have been defeated first before triggering its event. During the Sephirah Meltdown, the female Tiphereth takes the form of a circular golden substance with 2 long arms, wearing a brown ribbon on one side and having a singular yellow eye at the middle of its main body. It rest on a mountain of different robotic carcass of Male Tiphereth, piled on each other, with their light green eyes moving and looking around. There are multiple pipes in a row behind them, 3 rows at each side, moving along with Female Tiphereth's movement of their arms.

During their event, an old filter, with small black marks or spots, along with darker corners, cover the screen during the day. A light glow occurs during certain Qliphoth Meltdowns.

Their handicaps against the facility are the next:

  • Day starts: Removes all the previous immunity against Qliphoth Meltdown of the other departments.
  • After Qliphoth Meltdown 4: Background music is replaced by organ music.
  • After Qliphoth Meltdown 7: The intensity of the music increases.

To finish the event, the player must reach the Qliphoth Meltdown Level 10.

After completing the day, Tiphereth will reward the player with permanent upgrades: The maximum amount of Bullets available is increased by 25%, unlocks the Pale Shield Upgrade Bullet, and the department (Central Command Team) will not be affected by the Qliphoth Meltdown.

Gebura Meltdown Edit

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Gebura's Boss appearance at Phase 1

Gebura is the Sephirah of the Disciplinary Team and the sixth boss available. All the upper layer (Asiyah) must have been defeated first before triggering its event. During the Sephirah Meltdown, its appearance doesn't change much of its usual form, it possess a humanoid form, an armored body and a gray mask on its face. During the event, red lines effect covers the corners of the screen during the day.

Unlike previous fights, Gebura becomes a suppressible entity. It will not stay in the Disciplinary Team's main department room for too long, nor provides any handicaps. It will act like an Abnormality, with its name changed to "The Red Mist" and classified as ALEPH. It has an immense amount of HP and must be suppressed 4 times by depleting their HP bar to be defeated completely, and its attacks and defenses will change each time is suppressed. Some text will appear next to it when about to attack. The Red Mist suffer double damage inflicted by Abnormalities.

(All damage values mentioned below is with ALEPH grade armor. You will take 150%/200% more damage if you are using TETH/ZAYIN armor)

  • Day starts (Phase 1): It has Penitence (One Sin weapon) and Red Eyes (Spider Bud weapon). Its mask remains closed.
    • Gebura, now as The Red Mist, will appear in the upper level of the main room of the Disciplinary Team, spawning near a open machine. It will not move out of the room, roaming the room until seeing a target.
    • It will attack with either weapons to deal (30-35) Red or White damage respectively.
    • When 1/3 of her HP is lost, it will use Gold Rush (King of Greed Weapon), creating portals in random places in facility and running through them, dealing (120) Red damage to anyone in the way. The final portal leads to another main department room, where it shoots with Gold Rush, dealing a great amount of (300) Red damage on a small range. The Red Mist will stay there until then. This ability happens twice.
    • Its defenses are: Red: Endured (0.9) - White: Endured (0.9) - Black: Endured (0.9) - Pale: Normal (1.0).
  • Suppressed once (Phase 2): Background music changes. Red Mist uses Gold Rush attack to move to another main department room and changes their weapons to Da Capo (Silent Orchestra weapon) and Mimicry (Nothing There weapon). Its mask opens, revealing a small glowing red eye at the center.
    • 1) Fast attack with Da Capo, deals large (~150 total) amount of White damage in a quick succession.
    • 2) Heavy attack with Mimicry, deals great (150) amount of Red damage.
    • 3) It will often throw a bigger version of Heaven (Burrowing Heaven weapon), dealing (100) Black damage to anyone in the way, piercing through the direction it was sent, through the whole facility (Like Der Freischütz's bullet).
    • 4) When 1/3 of HP is lost, it will throws Da Capo to another main department room, which will fly towards the location and dealing little amount of White damage to anyone in the way. Then the Red Mist will charge to that room after some moments, striking with a much bigger version of Mimicry and dealing heavy Red damage to anyone in the room. Happens twice.
    • Their defenses change to: Red: Resistant (0.4) - White: Resistant (0.4) - Black: Vulnerable (1.2) - Pale: Normal (1.0).
  • Suppressed twice (Phase 3): It throws Da Capo and Mimicry away, dealing great (~160) (Red or White) damage to anyone in the same elevation that it's currently in. Then equips Smile (Mountain of Smiling Bodies weapon) and Justitia (Bird of Judgement weapon). The mask start to break, revealing red cracks around the eye.
    • 1) When it loses 1/3 of her HP, it performs Gold Rush attack. Happens twice.
    • 2) Can perform the previous Heaven attack.
    • 3) It charges (~0.8 seconds), and attacks with Justitia, creating a small wave that deals massive (~80) Pale damage to all employees in front it.
    • 4) It attacks twice with Smile. Its first attack will severely slow (95-99%) everyone in the room, but employees can still attack, and its second attack will deal constant Black damage to all employees in the room (~200, Anyone with 0.5 Black resistance with ~110 MP will barely survive this). (This attack can be shielded mostly)
    • Its defenses change to: Red: Normal (1.0) - White: Normal (1.0) - Black: Resistant (0.2) - Pale: Resistant (0.2).
  • Suppressed thrice (Phase 4): Background music changes. Red Mist changes its weapon to Twilight (Apocalypse Bird weapon). The mask opens, revealing a pitch black face, with the pieces of the mask staying around its face, with some parts giving it the appearance of having horns, as well having a red gas-like aura around itself.
    • 1) The Red Mist will start to chase employees, not limiting itself to be inside main rooms anymore. At different intervals, an agent is randomly marked to be chased, similar to Little Red's contract's mark (Using the same mark's appearance). Any other entity in its way will be attacked with a random Damage Type in a heavy amount. When reaching the agent, The Red Mist will attack it with its weapon. If it doesn't reach the marked agent after some time, it will become tired and unable to move for a while, exposed to attacks before using another ability.
    • 2) It will create portals, like with Golden Rush attack, but instead it will throw Gold Rush into the portal in front of it, and then begins to chase it. Gold Rush deals great amount of Red damage to anyone in the way while leaving a glowing golden trail behind and Red Mist deals normal amount of random attack type damage. When it arrives to another main department room, it does a flurry of attacks with Twilight. Then becomes tired, being unable to attack or move, becoming exposed to attacks for a period of time.
    • 3) Once close to a target or marked agent, it will attack with Twilight, dealing a random attack type damage (~140).
    • Its defenses change to: Red: Vulnerable (1.5) - White: Vulnerable (1.5) - Black: Vulnerable (1.5) - Pale: Vulnerable (1.5).

To finish the event, the player must defeat The Red Mist.

The side rooms of Control Team, as well as the lower part of Information Team aren't target from the Gold Rush attacks in Asiyah. Row 2 and 4 of the Central Command, as well as the top part of the Disciplinary Team and Welfare Team aren't target from Gold Rush in Briah.

After completing the day, Gebura will reward the player with permanent upgrades: all E.G.O. Weapon and Suit maximum count will go up by one, but cannot exceed 5 in number (No other set of most ZAYIN E.G.O. equipment will be granted. The E.G.O. equipment that granted after defeating Apocalypse Bird, Fiery Bird or WhiteNight are also an exception from the upgrade; you will not receive an extra copy of the E.G.O. Weapon or the E.G.O. Suit even if you defeat corresponding abnormality again), and the department (Disciplinary Team) will not be affected by the Qliphoth Meltdown.

Chesed Meltdown Edit

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Chesed's Boss appearance

Chesed is the Sephirah of the Welfare Team and the seventh boss available. All the upper layer (Asiyah) must have been defeated first before triggering its event. During the Sephirah Meltdown, it takes the form of a cross, having a gray body with a cyan eye at center, and with the cross having triangle shaped tips, each one representing one of the four damage types, from the top clockwise: Red, White, Black and Pale. From center of the boss come out multiple arm-like black appendages, each holding part of it's robotic hull, except for one which holds a cup with the Lobotomy Corporation logo on it. Another cross appears at the top of the screen with letters written on each tip for each damage type, exactly equal to the Sephirah, from top clockwise: R, W, B, P.

During the event, a rain effect is displayed which covers the whole screen when starting the fight and when going through phases.

  • Day starts: One damage type becomes illuminated in the cross at the top of the screen. While it's illuminated, the corresponding type damage dealt to employees will be multiplied (~x4) (Dealt by Abnormalities, Ordeals, etc).
  • After each Qliphoth Meltdown: Boosted type of damage is changed.
  • After Qliphoth Meltdown 2: Background music changes and 2 types of damage are boosted instead.
  • After Qliphoth Meltdown 6: 3 types of damage are boosted instead.

To finish the event, the player must collect all the energy and reach the Qliphoth Meltdown Level 8.

After completing the day, Chesed will reward the player with permanent upgrades: instead of dying/panicking, an employee has a 25% to come back to life/sanity (once per employee, per day) and the department (Welfare Team) will not be affected by the Qliphoth Meltdown.

Binah Meltdown Edit

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Binah's Boss appearance

Binah is the Sephirah of the Extraction Team and the eighth boss available. All the middle layer (Briah) must have been defeated first before triggering its event. During the Sephirah Meltdown, its appearance doesn't change much of its usual form, it possess a humanoid form, an armored body with a coat and a dark mask on its face.

During the event, dark corners and later on, a granulated effect covers the screen during the day.

Similar to Gebura Meltdown, it becomes a suppressible entity. It spawn in the main room of their department and doesn't provide passive handicaps. It will act like an Abnormality, with its name changed to "An Arbiter", classified as ALEPH. It has an immense amount of HP and must be suppressed 3 times by depleting their HP bar to be defeated completely, and its behavior will change each time is suppressed. Some text will appear next to it when about to attack or do an action. The Arbiter doesn't suffer damage made by Abnormalities.

  • Day starts (Phase 1): The Arbiter summon Special Qliphoth Meltdowns, Dark Meltdowns and Golden Meltdowns.
    • Binah, An Arbiter, will appear from their main room and will roam through the facility with a yellow aura, trying to get into the upper departments. Their defenses start at Resistant (0.1) against all types of damage.
    • Along with it spawning and summoning the Meltdowns, it will also raise dark spikes in the below the agents of the other departments, dealing great Black Damage(~33-40) to anyone standing on its position, but take a short time to trigger.
    • Upon seeing a target in the same room, the Arbiter will perform an attack. It will take pauses between attacks before starting a new one.
      Pillar Attack: It will charge a pillar in front their direction, of a random damage type which can be identify by their aura, and shot it across the facility in a straight line, horizontally. It deals massive damage(~70-84) of its damage type. Any containment units in the way of the pillar will get a Qliphoth Meltdown added.
      Slash Attack: It will charge an aura on it hand of a random damage type and soon after, deal a wave of slashes in front its position, reaching the end of the room. It deals great damage(~220-300).
    • Upon passing next to a containment unit, it will add a Qliphoth Meltdown to it, with dark effects on its containment door.
    • Special Qliphoth Meltdowns: The meltdowns summoned by the Arbiter are different from the usual Qliphoth Meltdown, but work similar to them and if the counter reach 0, it will still add the penalty of the normal Meltdown. They summon 5 Dark Meltdowns and Golden Meltdowns, but only a maximum of 2 them can be added in each department. Working and removing a special Meltdown will help to stop the Arbiter's power.
      Dark Meltdown: A gray Qliphoth Meltdown. Abnormalities with this Meltdown will get a penalty addition of -10% Success Rate. Upon removing them, a gray orb will be shot towards the Arbiter and upon all of them are removed in time, the Arbiter's defenses will decrease, becoming Vulnerable (2.0) against all the Damage Types for a while, before decreasing to Endured (0.8).
      Golden Meltdown: A gold Qliphoth Meltdown. Upon removing them, a golden orb will be shot towards the Arbiter and upon all of them are removed in time, the Arbiter will be stunned, unable to move and attack for a while, becoming open to attacks.
      If not all the Special Qliphoth Meltdowns are removed in time, the Arbiter will summon them later again. After being removed completely, it will only summon it back in their next start of phase.
  • Suppressed once (Phase 2): Background music changes. The Arbiter summon Special Qliphoth Meltdowns again: Golden and Dark Meltdown, along another one, Meltdown of Waves.
    • Their attacks remain the same, with their same behavior. Their defense return back to Resistant (0.1). When summoning the Meltdowns, dark spikes will raise below the agents position to try to damage them with Black Damage.
    • Meltdown of Waves: 5 purple Meltdowns that keep minor dark invulnerable creatures spawning across the facility. These beings act similar to King of Greed or the Ordeals of Amber, going straight forward and dealing a considerable amount of Black Damage(~17-20) to the employees in its path. They move slowly and cannot be damaged, often burrowing and appearing in other part of the facility. By removing all the Meltdown of Waves, the creatures will disappear. If the Meltdowns aren't removed, the Arbiter will summon them later.
  • Suppressed twice (Phase 3): The screen filter change similar to a snow storm, dust particles or a granulated screen effect. The Arbiter will stop in its current position and summon 7 Meltdown of Pillars and charge a special attack. Screen Filter changes. Stopping time is disabled.
    • During this phase, the Arbiter will become immune to damage and charge pillars around itself in the cardinal directions, up to 8 pillars of random damage types.
    • Meltdown of Pillars: 7 cyan Meltdowns will appear across the facility. They have an additional penalty of -20% Success Rate. Removing them will cause the Arbiter to stop their attack, not using it, with its defenses decreasing to Endured (0.8) and moving to other spot, going to repeat its special attack once again and adding the Meltdowns of Pillars again. If not all the Meltdowns of Pillars are removed in time, the Arbiter will shot the pillars to the direction that they are facing, dealing massive damage of their type to any entity in its way and applying a normal Qliphoth Meltdown to the containment units in the way. Afterwards, the Arbiter will add again the Meltdowns of Pillars, repeating.

To finish the event, the player must defeat The Arbiter.

After completing the day, Binah will reward the player with permanent upgrades: E.G.O. equipment will no longer be lost when the employee wearing it dies and the department (Extraction Team) will not be affected by the Qliphoth Meltdown.

Hokma Meltdown Edit

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Hokma's Boss appearance

Hokma is the Sephirah of the Record Team and the ninth Boss available. All the middle layer (Briah) must have been defeated first before triggering its event. During the Sephirah Meltdown, it takes the form of a huge machinery with different circular parts resembling clocks, with a big one of them at the middle, along with clock handles and an eye at the center. The machine rotates at different intervals at random directions. It is held by smaller pieces near the base, which has the remains of its original form.

During their event, the screen start to lose color and enter into the gray scale after some Qliphoth Meltdowns. It covers the screen completely with a static effect for a moment after the day start and at Qliphoth Meltdown Level 7, 8 and 10.

Their handicaps against the facility are the next:

  • Day starts: Removes all the previous immunity against Qliphoth Meltdown of the other departments, the player can no longer change the Game Speed (Stuck at 1x speed) and pausing will cause 3-5 random agents to panic or die afterwards. The pause is followed along with a screen breaking effect which last for some seconds. Trying to pause or change the game speed will make a text show up on the screen for a moment.
  • After Qliphoth Meltdown Level 7: The game speed will increase every meltdown until it hits the max of 2.5 (1.5x speed, 1.7x speed, 1.9x speed, 2.1x speed, and 2.5x speed).

To finish the event, the player must collect all the energy, reach and complete the Qliphoth Meltdown Level 10.

After completing the day, Hokma will reward the player with permanent upgrades: now the maximum cap of stats is upgraded to 130, employees get an additional stat level (EX or Level 6, but doesn't increase the employee's overall Level) that can be upgraded by works, hiring and improving employees' stats, and the department (Record Team) will not be affected by the Qliphoth Meltdown.