Lobotomy for Beginners – Steam Solo (2024)

Overview

I made this for my friends who are too lazy to go read a wiki. Also Hod is best girl.

Agents and Stats

Agents are the lifeblood of the corporation and the facility. Without agents, you wouldn’t be able to research and work on the abnormalities that you hold. However, without sufficient stats, your agents are in risk of being instantly killed or rendered insane the moment they enter an abnormality. Some equipment also have prerequisites which are needed for an agent to equip them.

You can level up stats by having an Agent work with the specific stat a certain amount of times OR you can train a new or preexisting Agent to increase their skills with LOB Points

So before all that, let me explain what the stats are.

THERE ARE FOUR MAIN STATS:

Fortitude

This is what you would call HP points in RPGs. Leveling Fortitude increases health and makes agents more beefier, enabling them to take abnormalities that do high Red damage head on. However, don’t think that you can just dump all your LOB points to an agent’s fortitude. Having high fortitude but low prudence is basically a death sentence when sent to an abnormality that does White damage.

Fortitude is also the direct correspondent to Instinct work. In cases it might increase the chances of the work being a success but there are also times where having higher fortitude means lower chances.

Prudence

Prudence is basically the mental stability of an agent. In simpler words, it is their sanity level. Higher prudence means higher sanity. Higher sanity means more resilience against white damage. You might find eyes inside their head but that isn’t cause for concern.

Prudence is directly connected to Insight. No, having more prudence doesn’t mean the agents get more eyes. However, similar to fortitude and all other stats, a higher prudence level may increase or lower your chances of doing an insight task successfully.

Temperance

I honestly see Temperance as how professional an agent is. Leveling up Temperance increases the success rate and the work speed of an agent. Increasing the success rate means what the name implies, more chances of getting a positive PE box while lessening the chances of getting a negative one. Work speed is also what the name entails. The higher the temperance a character has, the faster they work.

Reminder, it is not wise to dump LOB points or specialize an agent onto a single stat. There are abnormalities that can oneshot an agent and relying on a single agent for specific abnormalities can cause you problems later on. It is, in my honest opinion, wiser to train agents to be all rounders.

After all, jack of all trades, master of none is better than a master of one.

Justice

Justice is a rather weird term for something thats used to increase your movement speed and attack speed. I would’ve associated it more as “Righteousness”. Anyways, Justice is important if you’re planning to spread agents out thin, having them react swiftly to a break out or chase those pesky clowns around is fun. Having more movement speed also gives agents more survivability as they can quickly flee from suppressing an abnormality if they get too low.

Attack speed is self explanatory. Low justice = pew pew, High Justice = brrrt.

A basic reminder on what stats are correlated to a work task:

Fortitude>Instinct
Prudence>Insight
Temperance> Attachment
Justice>Repression

Note: You can assign Agents from different departments to abnormalities located somewhere else. Like how I would send a Level 4 Control Team Agent to deal with a WAW Abnormality in Safety Team. By opening the Abnormality menu, selecting the work type and then locating the Agent select bar. Above the names of the Agents should be the department they work for, you can then press the arrows located to its sides to browse the different teams that are available for work

Qliphoth

The Qliphoth Counter is an important part of the game. You can see it at first as a question mark inside a circle above the abnormality’s name. As you work on the abnormality and unlock more details, you will soon see it turn into a number. This is the Qliphoth Counter.

Certain actions will either increase or lower the Qliphoth counter. When the counter reaches 0, the abnormaly it is referring to will attempt an escape. Usually, bad work results will cause the Qliphoth counter to go down.

Another Qliphoth related mechanic is the Qliphoth Meltdown.

A Qliphoth Meltdown occurs every after a set number of work has been done. You can normally see it on the top left corner of the screen, the bar filling up every time an Agent enters a containment room. Once a Meltdown occurs, certain containment rooms will have a timer of 60 seconds for an agent to initiate work. If the timer reaches 0, a certain amount of energy will be deducted from your quota and the abnormality that has the timer will escape.

So yeah, manage your Qliphoth counter well.

Kinds of Damage

Assuming you’re too lazy to read the manual, I also included this damage guide for you!

KINDS OF DAMAGES:

Red Damage

Red Damage is connected to fortitude. It’s basically physical damage. Just increase Fortitude if the abnormalities that you have a hard time with deal Red damage.

White Damage

White Damage is mental damage. It renders your agents insane and either leaves them dead on the spot, left wandering the facility deranged or instakills them. This depends on the abnormality they work with. Having more Prudence means a bigger sanity bar for a White abnormality to chew through.

Black Damage

Black Damage is both Red and White combined. An enemy with Black Damage damages both sanity and health bar at THE SAME TIME. This makes sure you won’t just specialize agents as juggernauts and mental fortresses. All around stats okay?

Pale Damage

Now this is where I get confused. I have an agent with a weapon dealing Pale Damage and from what I’ve seen throwing her at abnormalities, Pale damage (Note: this is when an agent is outputting Pale Damage, not being hit with Pale Damage) has more damage when the abnormality has more HP. However, if the abnormality is the one DOING the damage, they will deal Pale Damage based on the Max HP of your agent.

Panic State

Assuming you’ve done the tutorial and now know how to calm down a panicked employee, this section covers the TYPES of panic that an agent might get. Panic States are the actions that an Agent will do if they ever find their SP bar drained and their sanity in shambles.

Murder

If the Agent that panics has Fortitude as their highest stat, that Agent will resort to Murder as their panic state. Looking for clerks or fellow employees to fight, they will kill until they’re either dead or suppressed with a weapon that does White Damage. An Agent in the state of Murder CAN cause other employees to Panic so be careful, especially if the Agent is high level and has strong EGOs.

Suicide

If Prudence is the highest stat, Suicide will be the action the Agent in panic will go to. Agents with Suicide will most likely be found either outside the containment room or in place. You’ll have little time to rush Agent’s with white damage there so make sure to give White Damage EGOs to the fastest Agent there is.

If the Agent is successful in committing Suicide, Employees will take white damage and might be driven to panic as well if their SP bar is low enough.

Wander

Wander happens when the Agent has Temperance as their highest state. The Agent will literally wander around the facility, dealing white damage to those in the same room or hallway as them. If the Agent has high movement speed, it’s much better to just put them down or restart the day unless you have a long range White EGO.

Shutdown

This happens to those with Justice as their highest stat. In my opinion, Justice is the most dangerous of all states. An Agent with Justice as their Panic state will go to the nearest Abnormality that has a Qliphoth Counter, lowering said counter after a certain amount of time. This can cause escapes and make even more chaos in the facility.

Ordeals

Ordeals happen every time a certain amount of tasks is done. However, instead of a Qliphoth Meltdown, an Ordeal will happen. You can see which Ordeal is bound to happen on the upper left of your screen.

There are 4 types of Ordeals with varying levels of danger:

Amber

A bunch of bugs will pop up in random locations in your facility. Relying on numbers rather than damage, they will mob and jump on your agents and clerks, dealing acceptable red damage per bug.

Crimson

Clowns will appear on the hallways of your facility. These clowns do no damage but will drain the PE boxes of the containment room they are in front of. When they die however, they deal a moderate amount of Red Damage, enough to finish off an Agent with low HP.

Green

Rather dangerous if you don’t know what you’re doing. Robots will appear inside your facility, dealing Red Damage as they hunt down your clerks and Agents. Do not send low level Agents to them as they do high Red Damage per hit.

Violet

The most dangerous early game ordeal. The Violet bugs that will appear will deal Black Damage and if let alone for long enough, will decrease the Qliphoth Counter of every Abnormality in the department to 0 and cause a lot of chaos.

There are different levels of Ordeals you will encounter as you progress through the game. In order of easiest to hardest: Dawn, Noon, Dusk, Midnight.

You will also encounter a new Ordeal when you finally unlock Noon-level Ordeals: Indigo.

Abnormality Tiers

Abnormalities are classified on 4 tiers called Risk Levels:

ZAYIN

Safest of the abnormalities. If in the SCP universe, they’d be a mix of Euclid and Safe. ZAYIN Abnormalities are also beneficial to the facility. Some can boost stats while some can protect agents. Usually, they are abnormalities that don’t do an escape. However, they still do damage. There are notable ZAYIN’s that can escape and cause mayhem but usually those can be easily avoided…except one.

TETH

TETH Abnormalities are basically exponentially more dangerous than ZAYIN but still rather manageable. TETH Abnorms are also more liable to try and escape, causing chaos if your agents are unprepared. With proper preparations and knowledge, TETH Abnorms can be equal with ZAYIN Abnorms in terms of difficulty. Keep in mind, never underestimate a TETH Abnorm, they still have the capability to cause harm to your agents after all.

HE

If ZAYIN is tutorial mode and TETH is easy mode, HE Abnormalities would be Normal difficulty. HE Abnorms have big chances of causing chaos in your facility if you do enough mistakes. Usually, you might lose an agent or two just trying to find out how to deal with them. You can always restart the day but the point still stands. Never let inexperienced Agents deal with HE Abnormalities. Get at least level 2 Agents to deal with them to be safe.

However, if the Abnormality is already fully researched, you can let level 1 Agents grind them for experience. Just make sure they can withstand whatever damage said abnormality does though.

WAW

WAW Abnormalities will make you wow in awe of them mowing down your agents. Often requiring at least Level 3 or 4 Agents to work with, WAW Abnorms is the hard difficulty of the game. Working with a WAW Abnorm will trigger a “Qliptoth Overload” which lowers the work success rate everytime you work with the Abnormality. However, this is only temporary and will return to normal after a Qliptoth Meltdown happens.

WAW Abnorms will be the true test of your skills and knowledge. Do not, in any circ*mstances (unless you want to go full USSR), send Agents below level 3 to suppress a WAW escape.

ALEPH

The most rotten of the apples. The blackest of the sheep. The most dangerous of them all.

Never deal with an ALEPH Abnorm unless you’re confident an agent can successfully do their task without a Qliphoth Meltdown. ALEPH Abnorms are extremely dangerous and risky to suppress. Usually needing prerequisite stats to even enter their room, only high level Agents should be sent to work with them.

Keep in mind, you can get ALEPH Abnorms as early as Day 12 in my experience. Possibly earlier than that too. It can ruin an entire game and force you to restart if you get caught with an ALEPH whilst having low level agents.

EGOs

EGOs will be the lifeline of your agents. Ranging from guns to swords and even armor, EGOs are found by fully researching all observational levels of an Abnormality. Some Abnormalities only have armor EGOs available for production. Usually, an Abnormality will have both kinds however.

You might have thought earlier while reading the Abnormality Tiers section, “But why would I ever want an ALEPH in my facility?”. Well, one big reason is that the higher the risk level the abnormality has, the higher the stats you can get from their EGO.

For example, One Sin’s EGO weapon does a measly 5-7 White Damage on hit while a certain ALEPH’s EGO weapon does 8-12 base White Damage that also scales based on the Agent’s SP status. Neat right?

EGO Armor is confusing the first time you see it. Normally in games, the higher the number is, the more protection it gives. However, in Lobotomy Corp., Having lower numbers with EGO Armor is a positive sight to see.

For example, having 0.7 in White Damage would make it a good choice for defense against White while having 1.5 in White Damage would make it a horrible choice. Understand?

Afternote

The rest should be for you to explore and find out. After all, there’s nothing as fun as discovering what a button does.

Face the Fear, Build the Future. Manager.

Lobotomy for Beginners – Steam Solo (2024)

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