gr If not enough players sacrifice themselves by one minute, the slab will lower into the ground and Perfect Memento grabs his staff, preparing to chase while the timer gets extended to 4:29. Initially, Perfect Memento chases players in a slow pace, being slower than the player's sprint, but can change to running if he is chasing for too long, in which he can reach a speed similar to the Glass Coil. Once close enough to a target, Perfect Memento will either swing, slam, or poke his staff on the player, doing a small AoE attack that hits the target and anyone nearby; players hitted will be given a withering effect, which drains the players' health and displays an infection effect on the affected players' screens. Perfect Memento will consider the withering players as dead(even if they haven't died yet) and go for the next closest target. Players that died to the wither will desintegrate into ash, and fall to the floor. Occasionally, Perfect Memento will halt for half a second and shoot six torpedo darts from his back, which will target random players and home in on them, doing moderate damage on impact; even if a dart fails to hit the player, it will turn and still home in on the player, they will keep turning until they either hit a wall, or the floor. Perfect Memento will repeat this cycle until the timer hits 2:48, in which he will drop his staff and do a loud roar, indicating that he became enraged. Perfect Memento won't move traditionally anymore; he will now float towards the nearest player in a high speed, still being compared to the Glass Coil. He will lose his withering attacks and unlock four new ones, while remaining his torpedo darts. Stab - Once Perfect Memento is close enough to a player he will stab them with his hand, instantly killing them upon contact. Dash - If a player is within Perfect Memento's line of sight, regardless of distance, he will stay still for a second, and right after, he will RAPIDLY charge at the player until he hits a wall; if contact is made, the player and everyone in his path will be instantly killed. Shockwave - If a player is close and in Perfect Memento's line of sight, he will slam on the ground and erupt a line of spikes of the ground, any player caught by the spikes will die instantly. Jump - This attack is similar to his dash attack; however, if a player is not necessarily within Perfect Memento's range, or line of sight, he will jump and stay on the air for a short time, right after, he will IMMEDIATLY charge at a random player and land on the location of the player, players caught by this attack will die instantly; the Emerald Coil and the Wormhole Scissors are enough to avoid this attack. Darts - Perfect Memento will still halt while shooting his darts, however, sometimes he may halt for a full second and shoot multiple darts at once instead of six, this makes the darts targets a bigger number of players.
@@ThyEndIsNOW.1"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.
I still think Compass is a strange choice of music for Perfect Memento but I can’t complain too much, the song is a banger
Uhmmhmh acacthtuallyyli peerfecet moememntto is bassed on theb doosmsday clcok on limcbus copmapny!!!1🤓👆👆💯🗣🔥🥶
In my opinion this song fits for it/him.
@@Fatou608its made for a bossfight against an angry guy who wants to kill a whale
@@PotatoGod2electricboogaloo ok. But still fits this killer.
@@PotatoGod2electricboogaloo The lies... Are all against you Ishmael!
PROJECTMOON ARMY RIIIISE
gr If not enough players sacrifice themselves by one minute, the slab will lower into the ground and Perfect Memento grabs his staff, preparing to chase while the timer gets extended to 4:29.
Initially, Perfect Memento chases players in a slow pace, being slower than the player's sprint, but can change to running if he is chasing for too long, in which he can reach a speed similar to the Glass Coil. Once close enough to a target, Perfect Memento will either swing, slam, or poke his staff on the player, doing a small AoE attack that hits the target and anyone nearby; players hitted will be given a withering effect, which drains the players' health and displays an infection effect on the affected players' screens. Perfect Memento will consider the withering players as dead(even if they haven't died yet) and go for the next closest target. Players that died to the wither will desintegrate into ash, and fall to the floor.
Occasionally, Perfect Memento will halt for half a second and shoot six torpedo darts from his back, which will target random players and home in on them, doing moderate damage on impact; even if a dart fails to hit the player, it will turn and still home in on the player, they will keep turning until they either hit a wall, or the floor.
Perfect Memento will repeat this cycle until the timer hits 2:48, in which he will drop his staff and do a loud roar, indicating that he became enraged. Perfect Memento won't move traditionally anymore; he will now float towards the nearest player in a high speed, still being compared to the Glass Coil. He will lose his withering attacks and unlock four new ones, while remaining his torpedo darts.
Stab - Once Perfect Memento is close enough to a player he will stab them with his hand, instantly killing them upon contact.
Dash - If a player is within Perfect Memento's line of sight, regardless of distance, he will stay still for a second, and right after, he will RAPIDLY charge at the player until he hits a wall; if contact is made, the player and everyone in his path will be instantly killed.
Shockwave - If a player is close and in Perfect Memento's line of sight, he will slam on the ground and erupt a line of spikes of the ground, any player caught by the spikes will die instantly.
Jump - This attack is similar to his dash attack; however, if a player is not necessarily within Perfect Memento's range, or line of sight, he will jump and stay on the air for a short time, right after, he will IMMEDIATLY charge at a random player and land on the location of the player, players caught by this attack will die instantly; the Emerald Coil and the Wormhole Scissors are enough to avoid this attack.
Darts - Perfect Memento will still halt while shooting his darts, however, sometimes he may halt for a full second and shoot multiple darts at once instead of six, this makes the darts targets a bigger number of players.
@@ThyEndIsNOW.1"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.
Nice
bon voyage your mermaid's settimg sail
For some reason this video makes me laugh until you put the screen shake for Perfect memento
Could you consider his head as a compass?
0:25
and its cool
HIVE
Is he wearing a diaper
He does infact wear a stone diaper