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Welp, buried in the abyss of Trash. From my previous post on the matter, all 3 are trivialized by the armor Mimicry (0.2 Red) or any rly high Red Resistant armor as all the Dusk Ordeals deal Red damage. The only thing thats important is that all 3 of them have high "Annoyance" factor, making them take a while to kill, with 2 of them becoming exponentially harder without knowing their mechanics. However, that is expected from WAW class abnormalities, like all 3 Dusk Ordeals.
Green Dusk is a factory machine that will generate both Noon and Dawn of Greens. There can be a combined maximum of 15 spawned robots, which is quickly reached since there are 4 of them generating 3 each. However, since the only threat is the Spawned enemies, and the factories just stand their and take the blows, its super easy with an AoE weapon like Magic Bullet, Lamp, or Screaming Wedge (if you target the Dusk ordeal instead of the Noon/Dawn).
Crimson Dusk is 2 funny rolling meatballs, a common one to be ranked harder then the rest even tho it takes the shortest amount of time to beat if you know the mechanics. When they spawn they are given a random hallway to travel to and will take the shortest path to that location. Any employees in the way of that location will be hit for a solid 20 Red damage. Once they reach that location they will check if an employee is in range (3.5 tiles in front of them) and if not they will gain a new location and travel to that one after 5 secs of no one in the room. You simply send 1 (ONE) employee after EACH, make sure they are MEDIUM RANGE (cause 3.5 tiles isn't actually a lot of room), if you don't they will just roll to the next location, snowballing their damage. Once killed, they will burst into a Crimson Noon, which will then spawns 3 Crimson Dawns on death.
Amber dusk is just to not stand in front of it and to take it slow, as they can't deal any damage unless the employee is in their path. Probably the longest one without ALEPH gear in order to cheese it through raw defense.