

"Employees with Temperance Level 2 or lower should not work with The Red Shoes, as inside The Red Shoes’s Containment Unit, went insane.Managerial Works 1/2/3/4/5 (Cost: 6 PE Boxes) Unlocks the percentage level list to the respective work. Instinct/Insight/Attachment/Repression Work Favor (Cost: 5 PE Boxes) Unlocks and shows the name of the Abnormality, subject classification, Risk Level ( HE), portrait, Damage Type ( Red 4 - 6), the amount of E-Boxes (16), emotional states, and its Qliphoth Counter. Its usual cooldown timer after a task is around 10 seconds and its Qliphoth Counter is 1. Completing 0-7 PE Boxes will cause it to feel Distressed, completing 8-11 will cause it to feel Normal, and 12-16 will make it Happy. Red Shoes's emotional state is divided into 3 sections: Bad, Normal, and Good. Like all Abnormalities, its energy output is determined by the number of PE Boxes (Positive Enkephalin boxes) at the end of the interaction. Red Shoes responds to the four works in order of best to worst: Instinct, Insight, Attachment, and Repression. The shoes are implied and suggested to be the same shoes from The Red Shoes. If the possessed Agent dies, it will still trigger the Fear Damage to nearby Agents in the same room. Shields, Healing Bullets and Execution Bullets can be applied to the possessed Agent - but Slow Bullets will not take effect. The possessed employee is still affected by other status effects, like Portrait of Another World and/or The Child of Galaxy's effects. On depletion, it will heal back to half of their gauge. White Damage dealt to the enchanted Agent will subtract HP instead, but Black Damage will still deal damage to the SP of the possessed Agent. Unlike other minions, the possessed Agent will not activate the reduction of HP and SP regeneration of main rooms and will still heal from them like a normal Agent. When killing another employee, the possessed Agent will continue attacking the corpse 3 more times and heal itself by 4% of its Max HP with each hit. The Abnormality uses the Defenses of the current armor that the possessed employee is wearing. The Possessed Agent roams the facility, attacking nearby employees and Abnormalities, dealing average Red Damage (3 ~ 4) per hit, with a 30% chance to deal 10 ~ 15 Red Damage. Since Red Shoes 'leaves' the containment unit and employees can no longer work with it, this is considered breaching. Afterwards, the employee will leave the containment room. The player should continue to click on the lured employee until the possession effect is gone or the employee will recover their Movement Speed and continue to the containment chamber.Īt the end of the work, the employee with Temperance Level 2 or lower will be possessed by the shoes, changing their appearance and replacing their weapon with a red axe, healing their HP to the maximum, and increasing their own Max HP by 450% (minimum of 45, maximum ~1000). Clicking on them also slows down their movement. They can be saved by clicking on them multiple times before they reach the containment chamber. ' Enchanted' employees who are being lured towards the containment chamber can be recognized via pink clouds above their head. A pink message warning will appear on the containment unit of Red Shoes when this occurs.Īn employee wearing the shoes can not be saved and has to be killed. The possession is visible by a pink cloud around the head of the enchanted employee. If there are no agents available, it will possess a clerk instead. Once its Qlipoth Counter is depleted, it will enchant a random Temperance Level 2 or lower employee, prioritizing an employee of the same department, and attract them to its containment room - forcing them to wear the shoes once inside. Decrease by 1 with 70% chance when getting a Bad Work Result.Decrease by 1 with 50% chance when getting a Normal Work Result.Its Qliphoth Counter can fluctuate in the following ways:

Red Shoes' ability will trigger after its Qliphoth Counter reaches 0, targetting the next employee who enters its room through its enchantment or if they have Temperance Level 2 or lower. 5.2 When an employee is killed by the abnormality.
