Overview
This Guide focuses on the originals, traumas, and fairy tail creatures in Lobotomy Corporation. We are always open for feedback and suggestions for this guide. This guide is a work in progress, currently all abnormalities are stated and have information on them. Major spoilers within the guide. You have been warned.Due to the recent release of LoR, updates will be even slower.
Basic Stuff (WIP)
If you are looking for the EXP calculations, please refer to this link:
[link]
Classifications
Each abnormality is classed with a rank (ZAYIN, TETH, HE, WAW and ALEPH). Depending on the classification level, the abnormality will require specific armor and level requirements to counter its damage and effects.
Here is a brief overview of each class:
- ZAYIN: If you leave these abnormalities in a box with nothing in it, the abnormality will probably do nothing. These are abnormalities that can be ignored, possesses close to no harmfully effects and/or no casualties needed to research the abnormality. They also provide very positive effects to the facility like healing staff.
- TETH: If you leave these abnormalities in a box with nothing in it, the abnormality will probably leave containment, activate an ability and/or nothing will happen. Sending an employee into these containment rooms might cause some mental or physical damage, but nothing serious. These abnormalities need low attention and staff of low level can handle and contain the creatures and their abilities.
- HE: Sending an employee into these containment rooms could be very risky as they will sometimes activate an ability or cause higher levels of physical and/or mental corrosion. If handled poorly, these abnormalities could kill several employees under your nose. These abnormalities need moderate attention and staff of decent level to be able to handle the threat of the creature or its ability.
- WAW: The most common classification. Sending an employee into these containment rooms could be super risky as failing to make the requirements could cause high levels of death, of not just the employee but of the staff as well. These abnormalities need high levels of attention and staff of the correct level to at least make a dent in caring and containing the abnormalities. These abnormalities also have more complex methods or harder suppressions then their HE and TETH counterparts that have similar effects. Resistances that can resist the damages are generally 0.6 or above.
- ALEPH: If you leave these abnormalities alone in a box, they will escape their prison and incinerate everything around them. These abnormalities have the highest kill counts of staff and if not contained correctly, can cause a game over situation. These are the worst of the worst and the strongest abnormalities in all of LC requiring the highest level of Staff you could find in order to handle and contain these creatures. Resistances that can resist the damages are generally 0.5 or HIGHER at a WAW or ALEPH class.
The later you get in the game, the more the classes become easier and easier, both because of the increase amount of staff and knowledge of management and suppression. Eventually the abnormalities will become one classification [DATA EXPUNGED].
For abnormalities of classification WAW and ALEPH, they will have a work success rate reduction when worked on. These reductions are -4% and -6% respectfully. These reductions increase additive. So if you work on a WAW 4 times, it will have a -16% reduction in Work Success rate. The maximum for WAWs it is -32% (8 works) and for ALEPHs it is -30% (5 works). The penalty will only last for the Meltdown level and will be removed after a Qliphoth meltdown. Under most situations, you do not want to work on these abnormalities more then 3 to 5 times.
[——-Abnormalities——-]
This guide focuses more on the abnormalities of the game. Major spoilers ahead.
X [0-00-00] Layout Suggestions
I am making this for more of looking for Advice, also to add 0-00-00 or the Training Standard Dummy Rabbit.
Number/letter to the right of the classification will be adjusted with feedback. For right now its being used for Editing reasons.
“dummy abnormality used to train soon-to-be managers.”
Training Standard Dummy Rabbit will decrease its Qliphoth counter when repression work is preformed on the abnormality.
When the Qliphoth Counter is at 0, the Training Standard Dummy Rabbit will leave its containment room and stand outside for a bit, waiting to be suppressed.
Defenses: Red 0.0 – 2.0 (0.5), White 0.0 – 2.0 (1.5), Black 0.0 – 2.0 (1.0), Pale 0.0 – 2.0 (1.0)
The management and suppression of the Training Dummy Rabbit is super complex that it needs its own section to explain it.
[O-03-03] One Sin
“It feeds on the “evil” that surfaces during conversations.”
One Sin and Hundreds of Good Deeds is the first abnormality you can get in the game. It is also the most basic abnormality in the game to start new players off.
If the Work Result is good, the employee will recover 4 SP. If the employee gets 10 PE-boxes or mood at best, every employee in the department where it is located will recover 4 SP.
[O-01-12] Old Lady
“She was so talkative before. In the end, loneliness was the only listener.”
Old Lady will read stories that are very very boring interesting. Old Lady will decrease her Qliphoth Counter when an employee finishes work on another abnormality. This can be prevented by working on the abnormality while other employees finishing up their works.
If the Qliphoth Counter hits 0, Old Lady’s Loneliness will build up in the containment room. If an employee enters the containment room in this condition, they will immediately exit the containment room(this will increase the Meltdown gauge) as a black smoke like thing is placed on their face. The employee will be unable to move for a few seconds taking White damage until the black smoke is gone.
it is best to ignore the Old Lady. Old Lady provides little to no benefit to the facility, other then providing some Prudence farming potential for the early game. Later on it gets harder and harder to work on her, causing her loneliness to build up in the containment room, since the amount of containment rooms increase.
W [T-06-27] 1.76 MHz
“This is a record of the day that we must never forget.”
1.76 MHz is a phenomenon that is made of sound. The Success Rate of working on 1.76 will increase by 1.2x for employees of level 1 Fortitude. Higher leveled Fortitude employees will gain no bonus from working on the anomaly.
1.76 MHz will lower its Qliphoth Counter with a high probability when the work result is bad or, with a normal probability, when the work result is normal. 1.76 MHz will also lower their Qliphoth Counter if someone panics in the Containment room. 1.76 MHz’s Qliphoth Counter can increase at mood best.
When 1.76 MHz’s Qliphoth counter hits 0 the sound will spread across the facility, affecting hallways, sub rooms and elevators of the departments, slowly surrounding all the main rooms. The effect will deal 4 white damage every 3 seconds to anything that is located in the area. When going into the room with the sound, the entity will instantly be hit with damage, so constantly moving in and out of the room will amplify the damage. The effect will be instantly removed from all rooms when the Qliphoth Counter reaches max (4).
Management
1.76 MHz buff to level 1 Fortitude employees is not as strong as the game made it out to be, so its not needed to work on the abnormality. What is needed is to level up Temperance to simulate the 1.2x Success rate increase, which would be Temperance 60 converted to level 3 Temperance (not really needed, but good to know).
As for its potential, it has very high Justice Training potential with its 60% success rate in Repression and its alright 12 PE-boxes. So for the early game and mid game its quite good to have in ones facility.
Ability
Its ability to spread sound across the facility is rather threatening, but I found it to just be an inconvenience, especially in the early game as it starts above its containment room and spreads out from there (well at least in Control Team it does). For re-containment, its as simple as getting 4 good work results, not necessarily in a row, and then its back to normal.
[F-02-44] Beauty and the Beast
“But the curse continues, never removed.”
For most employees, Beauty and the Beast will have a higher success rate when preforming Repression work. However in doing so will cause Beauty and the Beast to bend over, as its health worsens.
If Repression is done a second time in a row, no matter if it’s a different employee, the previous Beauty and the Beast will die, and the employee who preformed repression will transform into the new Beauty and the Beast. This effect can be avoided by preforming any work other then Repression on Beauty and the Beast, so it is recommended to alternate between Insight and Repression to gain the most energy out of them. Alternatively, the safest way of working on it would be to repeatedly preform Insight work.
[F-05-52] Wellcheers
“Somewhere in the distance, you hear seagulls.”
The vending machine will give free drinks to employees. When an employee finishes a work on the Open Can of Wellcheers, they will be possessed and forced to take a drink from the vending machine. depending on the work result and the work they did, the drinks will do different effects:
- Instinct: 40% of the Max HP is healed
- Insight: 40% of the max SP is healed
- Repression or Attachment: 30% of both Max HP and SP are healed
- If the employee gets a bad work result, the drink will knock out the employee, as a ship comes and takes the employee away (Dead).
Simple to understand support abnormality. It is also bad for higher ranked employees as, like most ZAYINs, have a lower success for higher levels. Great, isn’t it.
[O-02-56] Punishing Bird
“People have been committing sins from a long time ago. ‘Why do they commit such a thing? Even when they know that it is bad’ “
Punishing will lower its Qliphoth counter with a 20% probability when an employee enters a containment room that is not Punishing Bird. You will need to have an employee in the containment room of punishing bird in order to prevent it from lowing its Qliphoth Counter. Punishing Bird will also lower its Qliphoth Counter when an employee panics in the facility, this can not be prevented by working on the bird.
First form: The first form of Punishing Bird will wander around the facility. When it is in an area with employees, it will punish the employees in that area for working on other abnormalities, dealing 1 Red damage. If an employee panics when Punishing Bird is escaping, then Punishing Bird will target the panicking employee first before attacking other employees. When attacking a Panicked employee, they will recover SP. When Punishing accumulates a certain total of damage (8~12) or cures the panicking employee, Punishing Bird will return to its containment (does not count as a successful suppression).
Second form: The Second form is a red version of Punishing Bird, and is shown when an employee (not clerks) attacks the bird. The bird will have a 5 times increase in HP. The Bird will target that employee and move quickly towards them. Once Punishing Bird is close to the employee that attacked it, they will receive about 800-1200 Red damage and be eaten by the Bird, as the Bird will return to containment right after and be immune to all damage. If you avoid the bird for about a minute, Punishing Bird will return to containment. You can also suppress the Bird if you are dishing out a lot of damage in a quick amount of time (no reward for doing so).
Defenses: Red 2.0 ; White 2.0 ; Black 2.0 ; Pale 2.0
Suppression
In the early game it is advised to let the punishing bird do its course around the facility, however since it deals such a small amount of damage, it will stay out longer and longer the later you get, to the point were it is faster to kill the Bird (ill-advised but worth noting). Passing the day with the Bird out of its containment room will reduce Lob points, but only by 1, which is insignificant in the long run.
For actual suppression of the Punishing Bird, abnormalities attacking the bird will not trigger its angry state. So, one could just move it around an abnormality and have it die to friendly fire. Another way is using later abnormalities, namely [F-01-69].
[F-04-83] Fairy Festival
“Everything will be peaceful while you are under the fairies’ care.”
Fairy Festival will add a buff to the employee who finishes the work that will heal 10% of their Max HP every second for 8 seconds. This is illustrated with Fairies on the employee while they are healing. If you send this employee to another containment room other then the Fairy Festival while the Fairies are on said employee, the Fairies will eat the employee until there is nothing left besides a red stain on the floor.
The abnormality is mostly used to recover HP, similar to other healing abnormalities, playing a more supporting role to the facility. Not much else to say about it.
[F-01-02] Scorched Girl
“I am coming to you. You, who will be reduced to ashes like me.”
Scorched Girl will lower their Qliphoth Counter with a high probability when the work result is bad. She will also lower her Qliphoth Counter with a normal probability when the work result is normal.
When breaching she will mark a random target from the department she is in, shown with a cigar above their head, and follow them. Employees working on abnormalities will remove the mark and will be temporarily immune from being selected. If there are no one to be selected from the department, she will mark a random employee in the facility. If no one in the facility can be selected, she will move to the main room of the department she is in. When she gets near the target, she will explode within 5 seconds (does not count as suppression work). Anyone in the explosion will receive 300 Red damage.
Defenses: Red 0.5 ; White 2.0 ; Black 1.0 ; Pale 2.0
Suppression
Recommended to simply keep distance from the abnormality with the marked employee while a large group of employees attack Scorched Girl. This abnormality is to teach players about target based suppression for later abnormalities. Other then that, there is nothing else to say about its suppression.
[T-01-54] Forsaken Murderer
“But what’s really pitiful is those like you dying in the hands of the likes of me.”
Forsaken Murderer will lower their Qliphoth Counter when the work result is bad.
(record for smallest management section)
Forsaken Murderer will wonder around hitting workers with its metal face. Forsaken murder can be a little distracted when a worker passes by it, making it target the worker and move towards it.
Defenses: Red 1.0 ; White 1.0 ; Black 1.5 ; Pale 2.0
Suppression
For an early game suppressible abnormality, its probably one of the easiest for its simplicity. All it requires is forging its armor, and you practically have all that’s needed to take it out.
[O-03-60] Fragment of the Universe
“You see a singing in front of your eyes. It is very splendid, and it approaches you…”
Fragment of the Universe will lower their Qliphoth Counter with a high probability when the work result is bad. Fragment of the Universe will also lower the Qliphoth Counter with a normal probability when the work result is normal. When an employee in the containment room panics, the Qliphoth Counter decreases.
When the Qliphoth Counter hits 0, Fragment of the Universe will escape containment. When escaped, Fragment of the Universe will move around the facility stabbing workers, dealing 2-4 Black damage per hit. Fragment of the Universe will play its song (impossible to comprehend do to divine knowledge) after a few attacks, dealing 2-4 white damage every 2 seconds for 20 seconds to the workers in the same area.
Defenses: Red 1.0 ; White 1.5 ; Black 1.0 ; Pale 2.0
Suppression
Something Something Black Resistance.
[O-05-61] Crumbling Armor
“Life is only granted to those who hold no fear of death.”
Crumbling Armor will kill employees with level 1 Fortitude upon work start, via decapitation. If the employee is sent to do Repression work on Crumbling armor, you will get its EGO gift. Employees who have acquired the ego gift will be added to a second list, that if caught preforming attachment, they will immediately be beheaded.
If the employee continues to do Repression work, they will trade Fortitude for Justice. Once the employee receives the red flame, they will no longer get any more buffs from preforming repression.
The full list of gifts:
- Blue Flame “Inspired Bravery”: Justice +10
- Blue Flame “Reckless Foolishness”: HP -5, Justice +10
- Orange Flame “Reckless Foolishness”: HP -10, Justice +15
- Red Flame “Reckless Foolishness”: HP -20, Justice +20
Extra notes:
Removing the gift is as simple as getting it replaced, but getting off the death list isn’t, for some users, an easy task. From my research, it seems like you have to get the gift replaced and then preform an extra, not attachment, work for it to detect that the gift was changed out. If they still can not preform attachment with the gift changed and the extra work doesn’t cure them, passing the day should do the trick. However, if the gift is present on the next day, reset the day and then close and open the game again (reset PC or Laptop just to be safe).
[O-01-92] Today’s Shy Look
“Good day today! Are you still shy today?”
Today’s Shy Look is an okay abnormality. The abnormality will slide between 5 moods the first one being the Best and the last one being the worst and the stuff in the middle doesn’t matter.
Each mood has an effect on the employee:
- The damage has been cut in half (0.5). Recovers HP and SP after each PE-box. The success rate is +30%.
- The damage stays the same. Recovers SP after each PE-box. The success rate is +10%.
- Nothing changes.
- 1.5 increase in damage. The success rate is -30%.
- 2.0 increase in damage. The success rate is -50%.
The abnormality will slide between each face every 3 to 5 seconds while an employee is not in its containment room. The healing is about 20% of the employees Max HP or SP every PE-box.
To put some context into how bad face 5 is. The Success rate for each works is 50%(1), 45%(2), 45%(3), 40%(4), and 40%(5). With the -50%, it would instead look like 0(1), -5%(2), -5%(3), -10%(4), and -10%(5). The highest success rate you can have with Temperance is +26% (excluding gifts and other bonuses), which would bring them up to 26%(1), 21%(2), 21%(3), 16%(4), and 16%(5).
[T-09-09] Theresia
“Do you remember this melody? The professor used to play this song when the students were sleepy. Happy birthday.”
Theresia will heal 10 SP every 5 seconds to the user (?) and the employees of the department the abnormality resides in. If the employee is in the containment room for 30 seconds, they will panic instantly. The work can be brought to an end at any moment, which will reset the timer.
The amount of SP it heals is not worth it in my opinion unless you need it badly. The only time that it might be a good Idea to use Theresia is if it has a Qliphoth Meltdown or there is an employee of the department panicking, which is unlikely.
[T-09-77] Heart of Aspiration
“Excessive aspiration will result in a frenzy.”
The Heart of Aspiration will increase the wearers HP and Attack Speed by 15. If the employee wearing The Heart of Aspiration returns it without suppressing any abnormality or employee, they will go insane with the Murder panic response. This will also happen if the employee returns it before 30 seconds of wearing The Heart of Aspiration.
The heart’s only use is to give a little boost in Fortitude values, allowing for some survivability on red damaging abnormalities, like Little Helper. Its also one of those tools were you can simply leave it on an employee forever and not have to worry about returning it after some seconds or something.
[O-09-81] Mirror of Adjustment
“Satisfaction is only temporary.”
The Mirror of Adjustment will adjust the employees stats. How it does it is by using a simple algorithm, will be a very long explanation, that will shuffle the employees stats around. Doing so will change the employees highest stat, causing the title to be changed to fit the new highest stat. If all stats are the same, the employee will be eligible to obtain the titles Senior (level 3 employee) or Grand Senior (level 5 employee). If the employee uses it again, the stat total will decrease by -20 and distribute the new stat total. It will not go lower then the minimum stat total of 60 (20(15) ; 17(15) ; 15 ; 17(15))
The abnormality is useful in the early game to level up stats that are harder to farm for, such as Justice. Once you reached the mid or late game, you should have enough abnormalities to level up an employee’s stats from level 3 to EX (Max), making the abnormality slightly less useful. Its other use, and probably the selling point, is the ability to shuffle the employees tittles, which they can not be change after reaching employee (overall) level 5, making it useful for late game stat optimization.
[T-09-85] We Can Change Anything
“Now everything will be just fine.”
We Can Change Anything can produce energy over time while an employee is inside of it. The employee will take an increased amount of damage and the speed of the damage will also increase until the employee dies. The big problem is that the employee can not leave and is trapped inside of the Iron Maiden, even when you pass the day. We Can Change Anything is not effected by any Qliphoth Meltdown.
There is no use for this abnormality besides sacrificing lambs to it for energy gain.
[T-09-90] Skin Prophecy
“Save us now and forevermore. The truth shall set us free.”
Skin Prophecy is a book that is made of skin. It has a vast knowledge of many things. The Skin Prophecy, when worked on, will increase the employees Prudence or Knowledge by 15 points per use until they have the Max Prudence (100). However Skin Prophecy will lower the White Resistance by 0.3 until it hits the max of 2.3. All values are reset back to normal at the end of the day.
The uses of this tool are simply to have lower prudence employees work on hard hitting Black damage abnormalities or increase damage EXP.
[T-09-94] You Must be Happy
“Many of those who underwent this operation have found rest and became healthy again.”
Depending on when the abnormality is stopped (Yes/No) the abnormality will provide a specific buff or debuff depending on the result. The Specifics formula it uses to increase your employees stats is T^2 / 6 were T is the time the employee is inside the machine. Time can not go higher then 30 seconds, applies no higher then +/-150. It will also not apply if the stat is either higher then 100 or lower then 15.
If the same employee uses it more then 3-6 times, then they will be killed by the machine. If the employee has a combined 200 stat buff or debuff, then they will die at the end of the day.
This abnormalities use is to increase employees stats to allow them to work on higher ranked abnormalities.
[O-09-95] Luminous Bracelet
“This bracelet does not forgive those with greed so it should be only be worn by those in need.”
Luminous Bracelet is a Health Bracelet. The Luminous Bracelet will increase the wearer’s Fortitude by 15. Employee will be killed if their HP is at full for 1 minute, will reset when the employee is not at full HP. On top of that, the employee must be at full HP in order to return the Luminous Bracelet. The Luminous Bracelet does not heal the employee.
No use for this tool. Immediately return it when the employee has full health.
[O-09-96] Behavior Adjustment
“Eventually they will lose all Prudence and even forget how to exist”
The Behavior Adjustment will increase Justice by +15 and decrease Prudence by -10. If the wearer returns the Behavior Adjustment before 30 seconds, they will pull their eyes out upon entering the Containment room of Behavior Adjustment. The same will happen when their SP is at 0 (Panic).
Equip this tool on an employee and have them keep it for the rest of the day.
[T-09-97] Old Faith and Promise
“Betrayed hearts were slowly forgotten in the depths.”
Old Faith and Promise is like gambling. The employee has a chance to increase their EGO weapon reinforcement level which will increase the weapons damage. The employee also has a chance that Old Faith and Promise will permanently destroy the EGO weapon. The abnormality can not be worked on if the employee is using the default weapon and has no energy in the quota.
Spoilers: Binah’s upgrade does not work on this abnormality because the employee did not die, the weapon was destroyed in a different way.
Here is the info table:
Once it reaches the 4th use, it will not increase any further.
Super high risk for a very little reward, not really something worth using all the time, especially with the more rarer E.G.O. that exist in the game. It does have its use for more common, easy to acquire, EGO weapons that will show up later on, but for right now just use a few One Sin E.G.O weapons to get the research finished.
— DAWN —
This is the first installment in the temporary Ordeals section. If you are reading this, chances are I forgot to move this section to the bottom with the rest of them, cause who needs a tutorial on Suppression, am I right? Y’all must be good at the game to get this far.
Anyway, at the start of day 6 the player will be exposed to the first batch of Ordeals, which show up at DAWN (Meltdown level 2). Dawn is the first ordeal and the easiest the player will come across.
Class of the abnormalities are usually TETH. The player will gain +10% of energy quota after beating this type of Ordeal.
———————————————————————————————————————————-
“One day, a question occurred to me. Where did we come from? We were born and left in the world against our will.”
The Dawn of Green is a robot that spawns in every department and are built to kill employees. They deal 3-6 red damage at a melee range. Once they kill a worker they will do a finisher dealing 3-6 constant white damage to any workers in the same room.
Defenses: Red 0.8 ; White 1.3 ; Black 2.0 ; Pale 1.0
Advice: Generally, you want to swarm these abnormalities with a large group of employees. When the employee in the front(or who ever is absorbing most of the damage) is weakened (HP is low), you want to have them quickly move out of the room just so it Argos onto a different employee, repeating the process until it dies. Equipment should be the weapon the game gives you at the start of the game, Penitence.
———————————————————————————————————————————-
“Let’s make a stronger fire in a life like a candle that will someday end.”
Dawn of Crimson are tiny clowns that spawn in every department. After a certain period of time loitering on a abnormality cell they will steal a percentage of Unique PE-boxes and lower the Qliphoth Counter, teleporting away right after. They will sometimes spawn or teleport to elevators, empty hallways, sub rooms and main rooms, causing them to instantly teleport to a new area upon entering the area. Once killed, they will explode dealing red damage to nearby workers.
Defenses: Red 0.8 ; White 1.3 ; Black 1.3 ; Pale 2.0
Advice: These little nuisances are the bane of all new LC players existence. Most early game equipment that new players get at the start of the game are not enough to kill these creatures, because of the low damage that most likely Justice isn’t high enough to reach and kill these creatures before they teleport away.
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The Perfect Food
Damage – Red
Opening Text: “Complete food, perfect substitute material”
Dawn of Amber are tiny slugs that spawn in a group of 5. There is 1 group per department. On their own they deal 1-2 Red damage however the more there are means the more damage they potentially could deal. After a while they will dig to another area and this makes it hard if you are using 1 employee to take down all of them.
Advice: Like most Dawn Ordeals, they are weak to a swarm of employees. Due to them being Weak to ranged red because of their way of attacking, Clerks are capable of killing them, not quickly however. I recommend the Fairy Festival or Wellchear’s weapons for extra support for the Clerks.
Defense: Red 2.0 ; White 1.0 ; Black 1.0 ; Pale 2.0
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Fruit of understanding
Damage – Black
Opening Text: “To understand what is beyond comprehension, They see and dreaming.”
The ordeal of Dawn of Violet is a timed ordeal. There will a Fruit of understanding in each department and if you don’t destroy all of them they will release their spores that will do white damage to nearby workers and decrease the Qliphoth counter of abnormalities in that department to 0.
Advice: Like most Dawn Ordeals, they are weak to a swarm of employees. Similar to the Amber Dawn, Violet Dawn can be taken out by clerks. For extra support I recommend the full set of One Sin’s gear to aid them in killing the Fruit of understanding.
Defense: Red 1.0 ; White 1.5 ; Black 1.0 ; Pale 1.0
[T-02-99] Void Dream
“Please, eat my dreams.”
Void Dream decreases Qliphoth Counter when the work result was Bad. Employees bellow Temperance Level 2 are instantly put to sleep forever (dead).
Normal:When escaped, the Void Dream will do a shotgun like spread of lights that on impact will put employees to sleep. Employees can be woken up by simply clicking on them. After a while the Void Dream will return to containment.
When attacked: the Void Dream will become Void Dream-1 and be more hostile then the regular Void Dream. Void Dream-1 has a roar attack that afflicts white damage to the whole department. Employees who fell asleep from Void Dream (outside of Void Dream’s containment) are instantly awoken and panic after a roar from Void Dream-1.
Defenses: Red 1.5; White 0.8; Black 1.2; Pale 2.0
Suppression
[O-04-100] Grave of Cherry Blossoms
“The more blood it has, the more beautiful it is.”
Grave of Cherry Blossoms will decrease its Qliphoth Counter in mood at best. Grave of Cherry Blossoms will activate its Ability when the Qliphoth Counter is at 0.
When the Qliphoth Counter reaches 0, Grave of Cherry Blossoms will posses a few workers in the facility. If a worker walks into the Grave of Cherry Blossoms’ containment room, they will be dragged under the abnormality and die. Any workers still possessed, after someone enters the containment room, they will be dealt 15 white damage and proceed with their daily tasks. If an employee enters the containment room after the worker has died, the Grave of Cherry Blossoms will heal every employee in the department.
Ability
Bald-Is-Awesome! You’re Bald…
“You turned on your electric hair clipper..”
You’re Bald… will activate its ability when an employee is not bald and enters its containment room. If a bald employee walks into the containment room of You’re Bald, they will have a greater success rate (95) then an employee that is not and will not activate its ability.
When a non bald employee’s work is completed, they will lose all their hair and become bald. The next employee that enters will have a similar outcome, but all workers in the same department You’re Bald… is located in will become bald as well. If another employee following the other employees and that is not bald enters the containment room, all employees and workers will become bald, returning You’re Bald… to its first form (making it the only non-bald character).
[F-01-18] Lady Facing the Wall
“Her unbearable sorrow grew long, mournful hair over time.”
Employees with Temperance level 1 will instantly panic when working on Lady Facing the Wall. Lady Facing the Wall will lower its Qliphoth Counter with a high probability when the work result is bad. It will also lower its Qliphoth Counter with a normal probability when the work result is normal. Attachment work has a 95% success rate, however it will lower the Qliphoth Counter by 1.
When the Lady Facing the Wall’s Qliphoth Counter is at 0, its ability will activate, When its ability activates, there will be a static effect and 2 hands will grab the sides of the containment room. This will also deal 18-24 White Damage to every worker in the department she resides in (no matter where they are in the facility).
I wouldn’t bother preforming Attachment work, unless your employees, in the department, have Prudence level IV and you are lacking energy producing abnormalities. Other then that, there is not much to this abnormality.
[T-02-43] Spider Bud
“Unsurprisingly, not a single employee volunteered to retrieve the corpse of their cocooned colleague.”
Spider Bud will activate its ability when an employee has level 1 prudence. It will also activate if an employee completed an insight work.
When the ability is activated it will drop down from the roof of the containment room and drag the employee up. Afterward the employee will dangle from the roof in a cocoon. Each cocoon increases the energy given by 1, independent from the PE-box gauge to the left of the containment room and the acquired PE-boxes after clearing the work.
Ability
Its probably one of the more useless neutral abilities in the game, but at least you can use your very large surplus of lob to get a few extra PE-boxes for the energy quota.
[T-04-06] Happy Teddy Bear
“Its memories began with a warm hug.”
Happy Teddy Bear’s ability will activate when an employee works on the abnormality.
When its ability is activated and the employee is ordered to work on it again, even if they work on a different abnormality before preforming the work, they will become out of control as the bear will tightly hug the employee, suffocate them (dead).
Passing the day before they are confirmed to be dead, will prevent them from dying.
W [O-01-15] Nameless Fetus
“One day, maybe you will know. The meaning of desperation in their faces when the roulette spins.”
Nameless Fetus will lower its Qliphoth Counter with a 90% probability when the work result is bad. It will also lower its Qliphoth Counter with a 30% probability when the work result is normal.
Nameless Fetus will start crying when the Qliphoth Counter is at 0. Any employee assigned to that area will receive a small amount of White damage every time the Nameless Fetus screams. Nameless Fetus will also lower other Abnormalities Qliphoth Counter. In order to stop it from crying, you must use the Wheel of Fortune as a random worker in that area is selected to move to its containment room. Once they reach the door of the containment room, the worker will be instantly eaten by the Nameless Fetus as the crying stops.
This abnormality is annoying and a not very loved abnormality. This is probably due to the Qliphoth Counter being at 1 and the white damage it does to the area, causing most clerks to be killed. At least it is not a WAW, then the abnormality would have the decrease in work success rate, which would in turn making the abnormality harder to keep it calm and quiet.
For keeping this horrible thing handled it is best to have an employee with maxed Temperance and Fortitude, this is to gain a very high work result off of the Nameless Fetus. If it starts crying, have all employees leave the area of the effect and ignore that whole department. Gaining Fetus early game is handy since there is an increase in abnormalities without a Qliphoth Counter. If there is an ALEPH in the area of the Fetus, it is best to not work on the Fetus unless they are melting down, as this would increase survivability.
[O-05-30] Singing Machine
“But nothing was like a music it makes when it eats a human.”
The Singing Machine can decrease its Qliphoth Counter when work is Bad. The abnormalities ability is activated when an employee is eaten by the machine. There are 3 ways this can happen:
- Qliphoth Counter is at 0
- Temperance is equal or bellow 2
- Fortitude is above or equal to 4
When an employee is eaten by the Singing Machine a random employee (will prioritize the same department) will go crazy over the music and will try to keep the music playing. In order to do this the employee will try to kill and drag other employees to the Singing Machine for them to be eaten. The employee thrown into the singing machine will cause it to play more music, making more employees addicted, eventually killing everyone.
Ability
Handling this is simple, kill the manic employee to prevent the music from playing. This can be done similar to how you take on Red Shoes (Pale is the best but you can also use Red or Black damage. White does nothing). Similar to other employee possession, you can kill them with Execution Bullets.
[F-05-32] Warm-Hearted Woodsman
“This is a forest full of hearts. No matter how many times he cuts down the hearts, the forest remains dense.”
The Warm-Hearted Woodsman is Trash. Trash will decrease its Qliphoth counter when the work result is bad or if the employee’s temperance is above level 2. When the Qliphoth Counter is at 0, trash will sit there waiting for an employee to work on it.
When a work is ordered at 0 Qliphoth, Trash will kill the employee as metal plates cover the screen. Afterward it will escape.
When escaping, Trash possesses 2 attacks. One of these attacks being a normal swing to employees near, dealing 5-10 red damage. Trash will occasionally preform a critical hit that shakes the ground, dealing 15-20 red damage followed with a constant 3-4 red damage effect. Once Trash kills an employee, it will add it to the collection of hearts (his chest) which heals for 25 to 35 HP.
Defenses: Red 1.5 ; White 08 ; Black 08 ; Pale 1.0
Management
The big problems with this pile of trash is the fact you need a low Temperance employee (reduced success rate) and when you acquire a bad work result, the abnormality can never be worked on. At most you can probably get around 10~20 works done before this happens.
Suppression
I recommend the usual mix of both long ranged attacks and a meat shield (probably 0.6 Red resistance) because of how good this combo is. This is both to distract the woodsman on a character it can not kill while also taking it out from a safe distance.
[F-01-37] Snow Queen
“Ices are melting…. We don’t know if it’s because spring is coming, or the palace is crumbling.”
The Snow Queen will activate her ability when the work result is normal or bad.
When the ability is activated the employee will be given a Temporary E.G.O. gift stabbed into their chest. If the employee activates the ability a 2nd time, the employee is sealed within a block of ice, becoming a decoration in the Snow Queen’s cell. Ordering a work in this state will have the employee sent to her cell to wield a Rose Sword. Once the work begins, the cell will be covered, as the dual will commence.
The Victory is decided by the working employee’s fortitude stat. The higher the Fortitude, the higher the success rate (level 1 has a 10% chance while Level 5 has a 100% chance).
Ones the duel is complete and the victory animation is triggers both employees will get a permanent E.G.O gift for completing the duel. However, losing the dual will cause both employees to be frozen in the background and will not be set free (both classed as dead).
Extra info: if the employee is wearing the armor of Fiery Bird, they will burn up and die in the containment room of the Snow Queen.
[T-05-41] All-Around Helper
“Blood covered the floors, people were running away..”
This abnormality is an “All Around Helper” to the Facility when it comes to “cleaning” the Hallways. The Helper robot will lower its Qliphoth Counter with a high probability when the work result is bad. It will also lower its Qliphoth Counter with a normal probability when the work result is normal.
The abnormality was recently modified or changed by the X inc, switching the cleaning instructions with the cooking instructions. Be careful in hallways where it cleans.
All-Around Helper will try to help out the facility when it escapes. It will charge through hallways or main rooms and will deal 20-30 red damage to entities in the area with its 4 robotic arms that have blades on them. After a charge, it will stop for a moment and reboot, ready to “clean” again. After it has cleaned the area it will spin its way to the next area, eventually cleaning the entire facility of fodder.
Defenses: Red 0.5 ; White 1.0 ; Black 2.0 ; Pale 2.0
suppression
This abnormality is easy to suppress due to its low amount (my opinion that is) of red damage it deals when charging across the area it is trying to clean. The reboot time also gives lots of time to do a fair amount of damage to it. Also if you are worried your employees can not survive the attack, mostly in the early game or the first time getting the abnormality, you can move the employees outside of the hallway it is in when it prepares another charge(make sure it is standing up and not when it is on the floor). Patience is key with this one.
[O-05-47] Don’t Touch Me
“You’ve been pressing it for numerous times and you still have something you want to know about it?”
Do not touch it
The abnormality is capable of transforming into One Sin, Happy Teddy, and the Singing Machine. It is also able to do ability impersonation luring players to click on Don’t Touch Me by accident. If you have WhiteNight or Plague Doctor in the facility, it is not recommended to get this abnormality.
Don’t Touch Me has 5 types of effects when pushed in certain areas of the Abnormality:
- If the player attempts to assign work (clicks on the containment room) on the abnormality, there is a 50% chance of either all employees will die, followed with blood dripping from the top of the screen, or all employees will panic in the facility, followed with a screen-shake effect.
- If the player attempts to click on the abnormality’s encyclopedia menu, all the Qliphoth Counters in the facility will be set to 0.
- If the player clicks on it in the Deployment phase, the screen will crack. This can be done up to 3 times before the game is crashed.
- If the player spams the button in the Deployment phase(4 clicks) and in the Management phase(4 clicks in a quick succession), the icon from the old Legacy version will appear upside down and the game will crash. This will also give level 1 research for Don’t Touch Me.
Warning: If the game is crashed and observation is not on the abnormality, crashing the game will save all progress done on the day. So it is recommended, if you are getting the observation for it, to click on the details button to prevent employees from dying in the facility, I.e. preventing loss of E.G.O equipment.
[F-02-49] Rudolta of the Sleigh
“With my infinite hatred, I give you this gift.”
Rudolta of the Sleigh will lower their Qliphoth Counter with a high probability when the work result is bad. It will also lower their Qliphoth Counter with a normal probability when the work result is normal.
When the Qliphoth counter reaches 0, Rudolta of the Sleigh will escape containment with it slowly moving around the department. Employees near by will be dealt 5-7 White Damage every 3 seconds. Rudolta of the Sleigh will deal damage when the employee enters the room, causing problems if moving in an out of the room in order to attack.
Defenses: Red 1.5 ; White 0.5 ; Black 1.0 ; Pale 2.0
There is nothing special about the suppression. I recommend just sending as many White Resistant employees and tank the damage (bonus if they deal Red or Pale). This will speed it up and avoid other problems that may come up.
[T-05-51] Bloodbath
“Many hands float in the bath. These are the hands of people I once loved.”
Bloodbath will drag employees into the bath when their Fortitude is level 1. The same thing will happen when the Temperance of the employee is level 1.
When the employee is dragged into the bath a hand will appear in the tub and the PE-boxes outputted will increase by 1 per hand. Caution, if there are more then 3 hands in the bath, the chances of any employee being dragged into the bath increase to 100%, giving full PE-boxes + 3 extra. Afterward the hands will reset to 0.
Ability
[O-01-55] Child of the Galaxy
“The child’s tear dropped, as a star came down from the sky, The world fell into a sleep, as it was trapped in ecstatic lullaby.”
The Child of the Galaxy will start with their Qliphoth Counter at 1 instead of the max of 5. The Child of the Galaxy will give a pebble to the employee as a token of friendship. The Child will lower its Qliphoth Counter by one when the friend(s) works on other abnormalities and will deal 4 Red and White damage times the current Qliphoth Counter. The Child will also lower its Qliphoth Counter by 4 when the friend(s) die. The Child will increase their Qliphoth Counter when a friend works on the Child, keeping it company.
When the Qliphoth Counter hits 0, the employee(s) with the token of friendship will die. If all employees with the Token of Friendship die, then the Child will be very sad (no effects). The child will return to normal when an employee enters the containment room and becomes friends with them, increasing the Qliphoth Counter by 1.
You can take advantage of the increasing Qliphoth Counter, making it possible to decrease and then increase (0 reduction of) the Qliphoth Counter.
Token of Friendship
[O-01-67] Laetitia
“So she came up with this brilliant idea!”
When the work result is normal, Laetitia will give the employee a heart shaped present.
Inside this present is a funny prank, consisting of her friend. The funny prank will activate when the employee is ordered to work on a different abnormality that is not Laetitia (shown by the heart cracking).
When activated, the friend will Burst out of the gift and kill the marked employee. The friend will wonder around dealing red damage to agents and abnormalities on its path.
Defenses: Red 1.0 ; white 1.0 ; Black 1.0 ; Pale 1.0
Ability
suppression
I [O-05-76] Schadenfreude
“Someone’s persistent gaze can be felt from the keyhole inside the machine.”
For those reading this one because you don’t know why it kept escaping, you should have read the dialog above its containment room. For those who have no idea what I am talking about, it is this line: “The warning of, “Do not look at Schadenfreude“ made lots of employees curious and has lead to many terrible incidents.” They do indeed tell you not to look at it, also don’t feel bad about this as I missed it as well.
The abnormality will decrease its Qliphoth counter by 1 every 5 seconds when the entity (I.e. The Box in the cell) is on camera while an employee is inside the room. When looked at the Work success rate will be reduced to 0 (will not apply Work Success Rate bonuses), forcing only NE-boxes.
When its Qliphoth Counter hits 0, Schadenfreude will escape. When looking at the escaped Schadenfreude, it will move around the facility. If an employee is in the room it will stab them with its robotic appendages, dealing 5-7 Red damage. Schadenfreude also has a special attack that deals a constant 2-3 red damage every 0.1 seconds for 4 seconds (80-120 Red damage). If not looked at Schadenfreude will not move or attack.
Defenses:
- When looked at – Red 1.2 ; White 0.5 ; Black 1.0 ; Pale 1.5
- When not looked at – Red 0.6 ; White 0.2 ; Black 0.5 ; Pale 0.7
Management
Suppression
Usually you want to send the department that houses Schadenfreude after it. Doesn’t really matter what equipment, unless the whole team is equipped with White damage dealing weapons (will be really slow).
Burrowing Heaven
I am guessing someone will want to know how to deal with this abnormality right next to Burrowing Heaven (its opposite). Most of the time its adjusting the camera to be more on Burrowing Heaven, but it depends on the placement of both of them. You can have a placement where Schadenfreude is in front of Burrowing Heaven in departments such as Training, Security, Disciplinary and Welfare causing it to seem impossible, but really its to stop people from being fully zoomed out and/or want to work on everything at once. You can simply have the camera zoomed in entirely on Burrowing Heaven while its neighbor, Schadenfreude, is being worked on, this will remove Schadenfreude from the view and prevent Burrowing Heaven’s attention from being lost.
When dealing with its escape while Burrowing Heaven is in the same room, is as simple as adjusting the Camera to hide Schadenfreude while also looking at Burrowing Heaven (most of the time its moving the Camera left or right, as Burrowing Heaven’s hit box is wider then Schadenfreude).
[F-01-87] Scarecrow Searching for Wisdom
“The city still remained beautiful and the emerald roads sparkled brighter than ever.”
The Scarecrow Searching for Wisdom will decrease its Qliphoth Counter when an employee with level 3 or higher Prudence works on the abnormality or if the work result is bad.
When the Scarecrow Searching for Wisdom’s Qliphoth reaches 0, it will escape. While escaping it will use its Rake and Scythe to deal decent Black damage (3-7). When it kills a worker, it will absorb their brain, healing 13 HP and be temporally invisible.
Defenses – Red 0.8 ; White 0.5 ; Black 1.2 ; Pale 2.0
Suppression
This one can be soloed and defeated easily. For those who don’t have the gear to suppress the abnormality, you could just out range the abnormality, as its mainly melee attacks. Its also best to not try and out run it due to it using your clerks to heal up some HP.
[O-02-98] Porccubus
“Now it’s time for my head to burst. Good day.”
Porccubus will lower their Qliphoth Counter when the work result is Bad. It will increase their Qliphoth Counter by 1 when the work result is Good. Employees bellow level 4 Temperance will laugh to death upon obtaining a good work result.
When Porccubus’ Qliphoth counter reaches 0, it will escape containment and will teleport to a random containment room door in the facility. Porccubus will do a close range attack, dealing different sets of damage based on the employee’s level. Personnel Level 3 or below will receive 9~24, level 4 will receive 3~8 and lastly level 5 will receive 1~4.
Employees can only do damage when they are in its attack range forcing you to use close range attacks instead of long ranged attacks. If an employee panics from the Porccubus’ attack, they will die of laughter as their head explodes with a smile on their face.
Defenses: Red 1.0; White 0.5 ; Black 1.0 ; Pale 1.5
Suppression
W [O-04-08] Red Shoes
“The girl begged in tears. “Mister, please cut off my feet…”
Red Shoes will lower its Qliphoth Counter with a high probability when the work result is bad. It will also lower its Qliphoth Counter with a normal probability when the work result is normal. If an employee has below Temperance level 3, the Employee will be possessed and forced to wear the shoes.
When the Qliphoth Counter is at 0, the Red Shoes will posses a random employee below Temperance level 3. If none are available, a random office worker will be selected as they move to Red Shoes. You can prevent the worker from entering the containment room by talking to them(repetitively clicking on the worker), forcing them to stand still until the ability wears off.
Once at Red Shoes’ containment room, the worker will take the shoes off the stand and put them on as well as equipped the Red Shoes’ EGO weapon, their HP is also increased by 350% – 450%.
Suppression
The way to stop the rampaging employee is simply use weapons that reduce the HP of the user. It is recommended not to use White damage dealing weapons since White damage only effects SP and the employee is no longer under control (the shoes are). Weapons that deal Pale are very valuable and will do quick work against them. You can also remove them entirely by using Execution Bullets because they are still an employee.
[T-01-68] Funeral of the Dead Butterflies
“What happens when people die?”
I will be using the name Butterfly Man because its shorter. Butterfly Man will decrease their Qliphoth Counter when the employee is bellow level 3 Justice. It will also decrease their Qliphoth Counter when the Fortitude level is above level 3. The Butterfly Man will decrease their Qliphoth Counter with a High probability if the work result was Bad.
When The Butterfly Man escapes it will have 2 attacks.
- The Butterfly Man will use its finger guns and shoot the closest employee, dealing 10-15 white damage.
- It will stop for a second and will place its coffin in front of him, as a swarm of butterflies are released from inside the coffin, spreading to the end of the area. Anything in the swarm will take constant 3-4 White damage every 0.3 second for 10 seconds. It has an initial 10 second cooldown, afterwards 20 seconds.
When an employee panics from its attacks or a panic employee gets hit with an attack, they will instantly die.
Defenses: Red 0.5 ; White 1.5 ; Black 1.0 ; Pale 2.0
Suppression
[F-01-69] Der Freischütz
“This magical bullet truly can hit anyone you say!”
Der Freischütz will lower their Qliphoth Counter with a high probability when the work result is bad. Der Freischütz will also lower their Qliphoth Counter with a normal probablity when the work result is normal. If the employee is below level 3 justice the Qliphoth will decrease.
You can “Request” Der Freischütz to fire a bullet that goes across the screen for the cost of 10% of your current Energy Quota. The Bullet will deal 90 Black damage to any entity that it passes through. Der Freischütz isn’t always accurate and will miss after the 7th bullet is fired, lowering it’s Qliphoth.
If its Qliphoth Counter hits 0, Der Freischütz will fire a bullet in a random location, instantly replenishing its Qliphoth Counter back to 3.
Request
This can be useful if an abnormality has a 1.5 – 2.0 Black resistance, especially against Ordeals. There are other uses for the Ability, such as activating abnormality phases without employees nearby or getting rid of Punishing Bird.
[O-04-84] Meat Lantern
“That’s not a flower, order all the employees to get away immediately.”
Meat Lantern can decrease its Qliphoth counter when the result of the work is bad. Meat Lantern will decrease its Qliphoth counter if an employee spends less then 40 seconds (Max is about Work Speed 30). You can check the time it takes for an employee to complete a work in the briefing menu under work speed.
When escaping, the Meat Lantern will go to a random location in front of a containment room (even the invisible Legacy rooms) and eat anything that goes over it, dealing 500 red damage. The abnormality is undetectable by employees and can not be suppressed by clicking on the containment room forcing players to go over to it and assigning suppression work in person with the abnormality.
Defenses – Red 1.5 ; White 0.8 ; Back 1.0 ; Pale 2.0
Management
It is pretty easy to get the condition, as its just level 1 Temperance, however they are vulnerable to abnormalities with Temperance conditions. If you possess no such abnormalities, then its pretty safe to have the employee around. However, if you do possess one or more, its best to be cautious when their abilities or escapes occur.
Suppression
Its not that its suppression is hard, its the fact that its hard to find in the facility, and it can even be under a containment room with someone working on an abnormality. Pared with the fact that it can’t be targeted, makes this abnormality one of the more deadly ones to have out of its containment room.
When suppressing it is advised to use long range attacks, as melee will be vulnerable to be eaten.
W [T-09-78] Notes from a Crazed Researcher
“The final chapter ends with a sentence, “Born again.””
Employees who equip the Notes from a Crazed Researcher will have an increase in Temperance (Success Rate and Work Speed) by 15. If the employee is ordered to return the Notes from a Crazed Researcher before 30 seconds of being equipped, they will explode. This will also happen if the wearer returns the Note from a Crazed Researcher without working on an abnormality. If the employee accumulates 60 HP or SP damage, they will explode, but also deal 30 Red damage to anyone nearby. Accumulated damage is reset when returning the tool.
This abnormality is pretty bad compared to other stat giving tools, giving a minor 3% increase to Success Rate and a 15% increase to Work Speed, both not that great in the late game but can be used for early game reasons like needing a minor boost in order to work on a new abnormality. As for the explosion, it does have very minor uses but later on it becomes obsolete due to obtaining better damaging weapons. If it scaled with the HP or level (like the Suicide Panic response), it would see more uses.
W [T-09-80] Giant Tree Sap
“The tree reaped from what it sowed.”
Giant Tree Sap will heal employees when they drink the sap. The first employee who works on the sap will 100% not explode, the rest of the times an employee(different employee or the same one) uses the Tree Sap the chances of the employee blowing up increases by 15%. After the 5th use, the next employee who enters the containment room will always have a 60% chance. The chance of exploding is reset to 0 when an employee explodes, 20~30 seconds after leaving the room.
[T-09-82] Shelter from the 27th of March
“It literally becomes “The safest place on Earth.””
Employees inside the Shelter will be granted immunity to most damage (except for O-09-91). Inside the shelter, the employee will also recover 8 HP and SP every 5 seconds. If an employee is in the shelter for more then 30 seconds a random abnormality will lower its Qliphoth counter to 0. This will happen every 5 seconds afterward until the employee leaves the shelter.
The abnormality doesn’t have any practical uses except if you want to cheese suppressions (even though it is the slow method). Under most circumstances its a get in get out type.
[O-09-91] Portrait of Another World
“This portrait captures a moment. It is what we must lose.”
The Portrait of Another World is a portrait that can be used to give immortality to an employee. When an employee enters the portrait’s containment room they will be painted on the canvas and an ugly painting of a employee’s face will appear above their head(we will call them Employee A). There will be another employee not on the portrait with the same painting above their head (we will call them Employee B).
Every time Employee A is damaged, Employee B will take a slightly increased amount of damage (1.5 increase) instead. The damage will not be transferred if the damage from the abnormality exceeds the Max HP or SP of Employee A and will instead kill or panic Employee A (with the former reverting the portrait back to its default state and removing Employee B’s mark).
Once Employee B dies, another employee will be selected, taking the place of the previous Employee B. This will not occur if Employee B goes into panic, so you can work on the White attacking abnormalities all you want.
If Employee A over uses their luck(employees taking the damage instead) and accumulates 100 damage transferred, the portrait will begin to look uglier until the employee is hardly visible any more. These changes will also increase the damage transferred by 2.0 for change one and 2.5 for change two.
If you send an employee that is not Employee A into the containment room of the Portrait of Another World, Employee A will melt (die) and become a puddle on the ground, as the employee who worked on it will take their place and become immortal. Once there is no one left to transfer the damage to, the same will occur, along with returning the portrait to its default state.
This abnormality is really good for cheesing certain entities in the game because of the mechanic of transferring damage from one employee to another. The equation for the damage transferred is the following: (Resistance of First) * (change * 0.5 + 1.5) * (Received damage) * (Resistance of Second).
The best combo is to have both employees equipped with Paradise Lost + the gift of course (0.2 in all stats, and bellow 10 gets absorbed) and in the welfare department (increases the resistance) and if it is not a Pale attacker, add Knight of Despair’s buff. Optional, add the Child of the Galaxy Gift + Pebble. This should make both almost invincible to most attacks thrown at them.
— NOON —
Noon is the second ordeal of the day and are the second easiest to deal with.
These Ordeals also get repetitive after a while, usually because of the large amounts of energy needed. This ordeal appears after day 11. Class of the abnormalities are HE. +15% of energy quota after beating the Ordeal. Note: Indigo Noon appears after day 26 because of complaints of it being “too hard” for day 11(probably not the reason but I will roll with that).
Noon only appears on Meltdown levels 3 to 5.
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Process of understanding
Damage – Red
Opening Text:”In the end, they were bound to life. We existed only to express despair and ire.”
Noon of Green are robots that are designed to kill employees. They have a long ranged rapid fire attack that does a small amount of Red damage. When near the Green Noon, they will do a close range attack that does a small but continues amount of Red damage. After a while they will shut down for a few seconds and then reboot again ready to attack.
Advice: I recommend a group of ranged attackers and an ALEPH armored or high red resistant employee to soak up the damage from the guns and the melee attack. Red shields are recommended.
Defenses – 0.8 Red ; 1.3 White ; 2.0 Black ; 1.0 Pale
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The Harmony of the Skin
Damage – Red
Opening Text:”We marched from time to time, and we would share our pleasure.”
Noon of Crimson is only a singular creature that can spawn in a random hall way. The Abnormality only has close range attacks. If you do kill it, it will spawn 3 Cheers of the start ready to steal your unique PE-Boxes.
Advice: I recommend to ignore it and leave it be while it runs around the facility. If it gets in the way too much it is easy to suppress and takes little to no time at all.
Defenses – 0.5 Red ; 1.2 White ; 1.2 Black ; 1.5 Pale
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Grant Us Love
Damage – Black
Opening Text:”We could only hear the weakest and faintest of their acts. We sought for love and compassion from them.”
Noon of Violet are 5 giant monoliths that can spawn in the big rooms of the Facility (The Upper layer + Central Command 1). Upon spawning, they will fall from the sealing, crashing down dealing a hefty amount of red damage(100) to the entire area. Once they are officially spawned in, they will do a small amount of black damage. After a while, Great love for us will lower the Qliphoth counter of a random abnormality in the department.
Advice: I recommend pulling all your agents out of the main rooms and into a hallway or elevator. After they spawn in, swarm the Monoliths with all the employees assigned to the department. Be prepared to suppress abnormalities that hate seeing workers die. Additionally, in the late and mid game it is super likely employees will survive the initial attack, given the amount of damage, so moving employees gets kinda redundant but it is a good practice.
Defenses – 0.8 Red ; 2.0 White ; 0.8 Black ; 1.0 Pale
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The Sweeper
Damage – Black
Opening Text:”When night falls in the Backstreets, they will come.”
Appears on Day 26
Sweeper is an interesting ordeal. They come in 4 groups of 3 and do a decent amount of Black damage. They also have a jump attack that does a massive amount of Black damage, 3 times more if the whole group is there. Once they are near or close to a body they will tear it up and maybe eat it. This will make them invisible while they are performing the action and also heal them to full or close to full HP.
Advice: You could use 2-3 agents that do Red or White damage, which should be enough to kill a group of them. Also be prepared to suppress abnormalities that do not like it when workers die.
Defenses – 1.0 Red ; 1.2 White ; 0.5 Black ; 0.8 Pale
C [O-01-45] Plague Doctor
1 of 11 varients of Plague Doctor.
“I shall cure you, depriving of every disease and injury you possess.”
Plague Doctor will lower its Qliphoth when mood is at its best or worst. It will also lower the Qliphoth Counter when a level 2 trumpet is set off.
The ability is activated if the Qliphoth counter hits 0 with an agent in the containment room. If there is an employee in the containment room, the employee will be blessed and added to the clock. If the Qliphoth Counter is set to 0 and there isn’t an employee in its containment room, an agent will be forced to be blessed by Plague Doctor. If the employee dies on their way to Plague Doctor, another employee will take there place. This will continue until all workers are dead. Plague Doctor will not allow blessed Agents(An agent on the clock) or that have the EGO gift to work on it. This is because it does not want to bless the same employee more then once. Resetting or Passing the day during the blessing, will prevent the employee from being added to the clock. Resetting the day after the blessing, will not have the same effect, as Plague Doctor will still remember that the employee had worked on them. If Plague Doctor blesses 12 employees you will get T-03-46 permanently until it is removed via a hard reset or file alteration.
If you pass a day or enter a certain loading screen, Plague Doctor will move to a new department and switch places with an abnormality not in its department. This is for players who do not have the ability to send employees from other departments to plague doctor.
Ability
(full observation can be viewed after getting the escape info of T-03-46)
[F-04-42] Snow White’s Apple
“When the day a ripe apple fell off the tree in the garden where the princess and the king stood, the witch’s heart was shattered.”
Discarded Apple Seeking Revenge. Snow White’s Apple will lower its Qliphoth Counter with a high probability when the work result is bad. It will also lower its Qliphoth Counter with a normal probability when the work result is normal.
When Snow White’s Apple Qliphoth counter reaches 0, she will be engulfed by vines, appearing in a random hallway within the facility. When in a hallway, vines will slowly spread out from her position every 2 seconds, slowly filling up the hallway. If an employee is in the vines they will have a 40% speed reduction. If Snow White’s Apple is in that hallway, a spike like object will come out from the vines and deal 20-25 Black damage. After 20 seconds, Snow White’s Apple will relocate to a random hallway in the facility.
Suppression
I recommend to out range the Snow Whites Apple to prevent the employees from getting hit by the vines and to allow for an easy escape when it moves between hallways. It is also possible to run in there with strong White weapons or any Pale weapon and tank the damage thrown at them.
Defenses: Red 0.5 ; White 1.0 ; Black 0.0 ; Pale 1.5
[T-04-50] Queen Bee
“If you feel a sharp pain in the stomach or a tickling sensation in the neck, the only available action will be to look up at the blue sky one last time.”
Queen Bee will lower their Qliphoth Counter with a high probability when the work result is bad. Queen Bee will also lower their Qliphoth Counter with a normal probability when the work result is normal.
Queen Bee will release spores when their Qliphoth Counter is at 0. These spores will attach to the workers in the department the Queen is situated in. These spores deal 8 Red damage every 2 seconds for 20 second and managers will be unable to heal the employees that have these spores on them, however you can use Red Shields. The object T-09-82 will remove the spores off the employee once they enter.
If the worker covered in spores dies, then they will become a worker bee(a Drone) as they attack employees in the area. If a worker dies to the Drones, then they too will became one as well, eventually making an army of bees. They can not be killed with execution bullets because they are now classified as an abnormality.
Defenses: Red 1.2 ; White 1.5 ; Black 0.8 ; Pale 2.0
Ability
In order to quarantine the spread of bees is a simple as locking down the department with adjacent department(s). Once all the clerks are cleared out of the department via (1) quarantine or (2) execution bullets, you can then just Red Shield the agents with spores and prevent a second spread of bees. As for how to do the first set if needed, just use the Red Shields and dish out as much damage as possible (doesn’t really matter what type). They are also a very weak abnormality but strong in numbers.
I [T-04-53] Alriune
“With her hope to return to dust, It will return to grave with everything that desire to live.”
Alriune will decrease its Qliphoth counter with a high probability when the result is Good or Bad.
When Alriune’s Qliphoth counter reaches 0, it will escape containment, teleporting to a random hallway in the facility. After 15 seconds, a petal will appear besides the Abnormality every 5 seconds. Once 3 petals appear, workers in the same room will be dealt 50-70 White damage. It will also teleport to another area in the facility after 30 seconds only if no one is in the area.
Defenses: Red 1.2 ; White 0.0 ; Black 0.5 ; Pale 1.5
Management
It is recommended to have level 5 prudence employee just for the level 5 insight work result and keep the Temperance at a low level to prevent employees from getting the mood at good, but not too low or else they will get a bad work result (around level 2 or 3).
Suppression
[F-01-57] Little Red Riding Hooded Mercenary
“I will hang his head over my bed. Only then I can fall asleep without having a nightmare.”
If the employee worked on Big and Might be Bad Wolf before working on Little Red, the Qliphoth Counter is reduced. The Qliphoth counter can decrease when abnormalities escape containment, making it on the list of constant escape abnormalities.
You can “Request” Little Red to suppress a specific abnormality with a coast of energy you have collected (80 for TETH, 120 for HE, 160 for WAW, 200 for ALEPH).
When requested to attack the given abnormality, she will mark them with a target like icon. She will only focus on the marked entity. She possesses a few attacks:
- single slice, deals 9-12 Red damage.
- Will preform 2 slices, deals 9-12 Red damage twice.
- Will throw her axe, deals 7-13 Red damage
- Fires gun, deals 15-18 Red damage.
- Moving forward while rapid fire shots with gun when trying to escape from her, deals 15-18 Red damage per shot.
- Getting hit with a ranged attack will cause Bleeding. Bleeding deals 5 times the stack amount (max of 3) every 0.5 seconds or as additional damage for melee attacks.
When the Qliphoth Counter hits 0, she will escape and run around the facility. She will mark the closest entity she runs into, including agents and clerks. The mark can be removed by ordering employees to work on an abnormality.
If the Wolf is out of containment, they are top priority to her. When in the same room as Big and Will be Bad Wolf, she will enter Berserk mode, increasing her movement speed and damage by 1.5x. If someone, other than her, kills the wolf, she will not return to containment and act like her regular escape but with the buff.
Defenses: Red 0.9 ; White 0.6 ; Black 0.8 ; Pale 1.2
Request
Suppression
Employees with 0.6 Red resistance should be right outside the door of Little Red’s containment room to prevent them from attacking any low leveled employees or clerks. Taking advantage of her complete focus on the marked entity, swarming the mercenary from behind could be a viable option to quickly suppress her. Red Shields are your friends when suppressing Little Red.
[F-02-58] Big and Will be Bad Wolf
“Actually I didn’t really care. I must be called Big Bad Wolf. “
The Big and Will be Bad Wolf will activate its ability when an employee obtains a Bad work result. They will also activate its ability when an employee that worked on Little Red Riding Hooded Mercenary before working on the Big and Will be Bad Wolf enters the containment room.
When the ability is activated, the Big and Will be Bad Wolf will eat the employee (Out of Control) and lower its Qliphoth Counter in the process. You can get back an employee by doing instinct work on the Big and Will be Bad Wolf.
When The Big and Will be Bad Wolf’s Qliphoth Counter reaches 0, it will escape containment. When escaped, the Big and Will be Bad Wolf will quickly shadow dash their way to the moon (marked department) in the facility, causing employees to go great distances in order to suppress it. When at a moon, the Big and Will be Bad Wolf will take a break (immune) and, shortly after, attack employees that are in the area. It possesses 3 attacks:
- Bite: deals 10-14 Red damage
- Scratch: deals 7-16 Red damage
- Casting (?): deals 15-19 Red damage
After a 20 Seconds, the Wolf will Howl at the moon, dealing 15-20 white damage to everyone in the department and move the moon to a different location. The moon will also be in a different area after a certain amount of damage is dealt to the Big and Will be Bad Wolf. The moon will become red once 1/2 of the HP is lost. When Howling at a Red Moon, the Qliphoth Counters of the abnormalities in that department will be reduced by 1 along with the white damage it inflicts.
Extra: If an employee is eaten by the Big and Will be Bad Wolf and Little Red Succeeds in suppressing the wolf, the employees will be saved and be granted an EGO gift for living through that experience. The EGO gift, “Sheep Skin”, gives +9 HP and -3 SP
Defenses: Red 1.0 ; White 0.7 ; Black 0.7 ; Pale 1.0
Suppression
When the Big and Will be Bad Wolf is out of containment, best to try and quickly reduce the HP of the Wolf. This will prevent it from howling if you have enough damage dealt to it. If you have Little Red Riding Hooded Mercenary, it is best to send them after the wolf because they will inevitably escape. If you have weak employees suppressing the wolf and Little Red is out, send them to a room without a moon that is far away from the Wolf. As for Equipment, 0.6 Red resistance and Red damage weapons do the trick. Make sure to let Little Red get the kill.
[O-04-66] Little Prince
“Even if this is my curse, I will love this curse as a blessing.”
The Little Prince’s Qliphoth counter will decrease by 1 if 3 works, that are not insight, are carried out in a row and if the work result is Bad. If the same employee is continuously working on it, the Little Prince’s ability will activate on the 5th work. To prevent this, that employee must work on a different abnormality the equivalent amount of times to not get transformed.
If the Qliphoth Counter hits 0, 4 to 5 workers in the facility will be spored. They will start to walk to the Little Prince’s containment room. You can prevent them from getting to the containment room by clicking on the workers multiple times. Once one of them reaches the containment room, the other employees will be released as the Little Prince will activate its ability.
If the Little Prince does activate its ability, the employee will transform and become Little Prince-1 (has the same name as the employee). The employee is no longer an employee, and has become a suppressable WAW class abnormality. The creature has 2 attacks:
- A simple stab dealing 4 – 6 Black damage
- Will use its “Arms” to do a smash attack that deals 7 – 10 Black damage
When the Little Prince-1 dies, it will release spores that deal 1 – 3 white damage every 2 second for 10 second to all employees in the same area. If an employee panics to these spores, they will be drawn to the Little Prince and become another Little Prince-1.
Defenses: Red 1.2 ; White 1.3 ; Black 0.8 ; Pale 2.0
This abnormality is powerful when it comes to farming Stats. All you have to do is remember the work order. That order being 2 Attachment/Instinct/Repression, 1 insight, work on a different abnormality 3 times. Messing up the order is easy, which is why its not picked that often and even despised by a lot of people.
Ability
Simply put it, more employees equals higher success in suppressing. Just remember to make them have decent White and Black resistance, so they don’t become a Little Prince-1.
[F-02-70] Dream of a Black Swan
“What happens when the black swan wakes up from the dream of being a white swan?”
The Dream of a Black Swan is a Swan that appears when the Qliphoth counter hits 0. There are 5 ways to decrease the Qliphoth counter:
- By getting a Normal Work Result with the Abnormality.
- By getting a Bad Work Result with the Abnormality.
- Each time 5 employees die.
- Each time 5 employees panic
- Each time 3 Abnormalities breach.
Just looking at the many ways to decrease the Qliphoth Counter feels like it can easily escape but actually that is not the case as these can only activate once. You simply don’t have to worry about it reaching 0, and can simply work on it without any stress.
The Dream of a Black Swan shows her appearance when it escapes. The Dream of a Black Swan has 2 phases:
- Phase 1
She will posses a basic attack, which will deal 5-8 Red damage to employees in close range. After the initial 10 second cooldown, she will move her umbrella in front of her. She will become immune to attacks and reflect any incoming damage back at the target for 10 seconds. Afterward, it will have a 15 second cooldown. When the Swan passes by an abnormality’s containment she will decrease the Qliphoth Counter (if it has one) by 1. - Phase 2 (40% Max HP)
The Dream of a Black Swan will put on the Swan Mask. She will instantly start a screech as the opening attack, dealing 30-45 White Damage and lowering Qliphoth Counters in the department by 1. Will have a cooldown of 10 seconds following this.
Warning: The Dream of a Black Swan is given immunity against the Dragon from Yin and Yang and the Backward Clock.
Defenses: Red 1.2 ; White 1.5 ; Black 0.8 ; Pale 2.0
Suppression
[T-02-71] Dreaming Current
“Tell the kid today’s is going to be grape flavored candy. It’s his favorite.”
The Dreaming Current is a shark. The Dreaming Currents Qliphoth counter will decrease by 1 when an employee is bellow level 2 temperance or panics in its containment room. If both conditions happen at the same time the dreaming current will escape. It can do the same condition more then once.
The Dreaming Current will travel through hallways covered in a rainbow water like background. Entities traveling in these hallways will have a 50% reduced movement speed. The Dreaming Current will pass through these areas at a super fast pace (fastest escape abnormality), traveling to every single one of them, and deal 150 Red damage to any entity it passes through. Once it travels to all possible spots once, it will take a break at the end.
Defenses: Red 1.5 ; White 0.5 ; Black 1.0 ; Pale 2.0
Suppression
I recommend having 2 red resistant employees on either ends of its path. Slow Bullets can be helpful if you have a 200 Justice employee, but not very practical against the Dreaming Current due to it still being pretty fast.
W [O-04-72] The Burrowing Heaven
“Don’t look away, just keep on watching. Contain it inside your sight.”
The Burrowing Heaven has to be looked at when an employee is Working on the abnormality. The abnormality will lower its Qliphoth counter by 1 when not looked at for 5 seconds. When you are not looking at The Burrowing Heaven for a total of 15 sec, it will escape. You can increase the Qliphoth Counter by 1 when the work is Normal or by 2 when the work result was Good.
If the Qliphoth Counter is at 0 and an employee is in the containment room of Burrowing Heaven, they are instantly killed, this will start its escape. When not looked at, The Burrowing Heaven will deal 150 Black damage and move to a random worker in the facility.
Defenses: Red 0.0 ; White 1.2 ; Black 0.5 ; Pale 1.5
Suppression
Just to keep employees from dying, you can zoom out to the maximum amount. Other then that, just remember to not send red attacking units to attack it, and everything will be just fine.
If for some reason Schadenfreude and Burrowing Heaven are in the same room, it is best to keep looking at the Burrowing Heaven and adjust the camera to make Schadenfreude not visible.
[O-02-74] Naked Nest
“It can enter any hole of your body.”
The ability starts once the employee finishes work. The percent chance of an employee being infected is shown by the amount of HP once the ability has been activated and the mood it is on. Good Mood will not have a chance of infecting the employee. Calculation of the probability is shown here:
- Normal Mood: {30 * (HP/max HP)}%
- Bad Mood: {60 * (HP/max HP)}%
If the employee does get infected, they will have small brownish circles on their face (more prominent when zoomed in on). After 9~14 seconds, they will show signs of slower movement speed as well as green smoke on their face. They can also infect nearby employees with a 30% probability every 5 seconds. The employee will transform into Naked Nest-1 after a total of 39~54 seconds. Like other infections, it can be prevented with passing the day before the infection takes full effect.
If the employee stays in this state, they will become a rock like creature that looks like the Naked Nest, and will be referred to as the Naked Nest-1. The Naked Nest-1 will discard the EGO weapon of the nested employee and infect 3-5 Red damage with their nested hands. Workers have a X chance of being infected when attacked. Infected employees will not be ignored by the Naked Nest-1. Similar to Red Shoes, the Naked Nest-1 can be killed with Execution Bullets (probably forgot to get rid of their ID) but can still be killed by the Backward Clock.
Ability
[O-03-88] Dimensional Refraction Variant
“The only advise that can be given is to be cautious and be aware of your surroundings.”
The Dimensional Refraction Variant is a Wraith (ghost). It can lower it’s Qliphoth Counter by getting a work time above 40 seconds or when the work result is bad. You can check the amount of seconds it takes in the Briefing Menu.
When the Dimensional Refraction Variant escapes, it will be temporarily invisible for a few seconds. When an employee passes through the Dimensional Refraction Variant, they will suffer from 40 Red damage. The abnormality is undetectable by employees and can not be suppressed by clicking on the containment room forcing players to go over to it and assigning suppression work in person with the abnormality.
Defenses: Red 0.0 ; White 1.5 ; Black 0.8 ; Pale 1.0
Suppression
Just like the dust bunny, Meat Lantern, the problem is just finding the abnormality in the facility. What makes it easier is that you can trace the path it could have gone if it escaped, unlike Meat Lantern. The recommended equipment that should be used is ranged White or Black weapons. You can use Melee weapons if the employee has enough Red resistance and HP to handle massive DOT Red Damage.
[O-02-101] The Firebird
“Those who succeed in the hunt are granted with one of the very feathers that countless hunters once yearned for.”
The Firebird will decrease its Qliphoth counter when work is good and a chance to when work is normal. The Firebird can increase its Qliphoth Counter at mood bad. When the Qliphoth Counter decreased the damage that was output by the Firebird increased. The Firebird will heal employees when its Qliphoth Counter is at 1 and when the employee had 20% of their HP left.
When the Qliphoth Counter reached 0, the Firebird escaped containment. The hallway or area where the Firebird is will be very bright and employees will take constant red damage in the area. The Firebird will also charge through rooms doing a lot of White Damage and give a debuff that will halve the employees’ Temperance for the day(this does not effect an employee with the EGO gift Justitia). After a while the Firebird will return to containment(This does not count as Suppression work). If an employee walks into the containment room of the Firebird with the debuff, it will be removed. By completing suppression work you will get 1 of The Firebird’s feathers (Weapon). This can be done to a maximum of 3 times.
Defenses: Red 0.8; White 0.4; Black 1.2; Pale 2.0
Management
Suppression
Because it returns to containment after a period of time, you must be quick in suppressing it. The simple way of suppressing the Firebird is to swarm the bird with Black or Pale damage(similar to the Silent Orchestra). This will cause the bird to die off quickly due to the constant amount of damage.
[T-09-79] Flesh Idol
“And the prayer always ends with eternal despair of the worshipper.”
When an employee is order to use The Flesh Idol, it will deal 5 damage of a random type every 5 seconds while other employees will be healed. After 21-45 seconds, everyone, excluding the employee in the containment room, will recover 5 HP every time the employee takes damage. After 45-90 seconds, everyone, excluding the employee in the containment room, will recover 5 SP every time the employee takes damage. If the employee goes under 20 seconds, the employee will die in the containment room. If the employee goes over 90 seconds, the employee in the containment room will die and all the abnormalities in the facility will have their Qliphoth Counter’s set to 0. It is hard to get all the observation at once because of these rules and it is very easy to forget that the employee is in the containment room.
The Trick with this abnormality is to count to four. Once it deals 4 ticks of damage, release the employee from the containment room, or not. The reasoning behind it is after the fourth tick, 20 seconds have already passed and the employee can safely leave the containment room at anytime, except after 90 seconds. This was found out using abnormality timers, more specifically tool abnormalities, to find out an easy way to not go below the safe area.
— Dusk —
Dusk is the 3rd ordeal and the 2nd hardest.They are to swarm or to reduce the amount of employees you have. This ordeal appears after day 21. Class – WAW. +20% of energy quota after beating the Ordeal.
Dusk mostly appears on Meltdown levels 6 and 7.
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The Food Chain
Damage – Red
Opening Text: “Getting to know its taste was an unavoidable process.”
Dusk of Amber are big slugs that go across the hallways of the facility. They do a large amount of Red if an employee walks through them similar to the King of Greed. They will sometimes spawn Complete food when they burrow to another hallway.
Advice: I recommend using a similar method to suppress the King of Greed, attacking from behind. Take advantage of the Slow Bullets and/or weapons that slow down abnormalities, Snow Queen’s EGO weapon is recommended. You can also have an employee with high red resistances (0.4 or better) stand in front of them. This will force them to attack, making them stand in place for a few seconds.
Defenses – 1.2 Red ; 0.8 White ; 0.5 Black ; 2.0 Pale
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The Struggle at the Climax
Damage – Red
Opening Text: “Abandon the old body and become all one, and continues the red carnvial constantly.”
Dusk of Crimson are 2 big ball like Clown that rolls around the facility dealing lots or a small amount of Red damage(depending on if they roll over them more then once). They will take a break to beat up employees that are in the same hallway as them. Once you defeat a Gigantic clown, they will explode into The Harmony of the Skin.
Advice: Due to the low amount of Red damage to a WAW armored employee, you can have 2 employees take out both of them. By this point it is recommended to at least see 1 WAW classified abnormality, so it should be a piece of cake to take out the Crimson Dusk.
Defenses – 0.6 Red ; 0.8 White ; 0.8 Black ; 1.5 Pale
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Where We Must Reach
Damage – Unknown
Class – ALEPH
Opening Text: “They set up a far high tower to go where they came.”
Green Dusk are Machines that will will spawn in random hallways in the facility, there are usually 4 of them, with an increased risk level compared to normal Dusk Ordeals. After a few seconds of being idol, illustrated by the tank on the left, they will spawn 3 robots, either being a Doubt or Process of Understanding, with a max of 15 robots spawned per machine. These Machines are to overwhelm the player, and slaughter any employee next to it.
Advice: You can swarm the spawners and use a meat shield to prevent attacks form the Process of understanding. The Doubt robots shouldn’t really be a problem because of the low amount of damage they cause. I recommend Nothing There’s EGO armor or anything similar to that(0.4 or better). You can also use an employee with the Gun from Der Freischütz which can solo Doubt and can do a pretty decent job against the Process of understanding, but I don’t recommend it because of the friendly fire.
Defenses – 0.8 Red ; 1.0 White ; 1.2 Black ; 1.0 Pale
C [O-01-04] Queen of Hatred
“In the name of love and justice, here comes Magical Girl!”
The Queen of Hatred will decrease its Qliphoth Counter if 3 workers are not killed before the meltdown level is increased or when obtaining a bad work result. When a work is cleared in her normal form (Hero), she will fully recover the employee’s HP and SP (lowers damage EXP multiplier). She will escape in this form if a 2nd trumpet is activated. When a level 2 Trumpet Occurs (unlikely), she will escape in her Hero form.
If the Qliphoth Counter is at 1 she will be in her Hysteric form (Villain). While she is in this form, the success rate will drop by -20% and if the employee gets bellow 16 PE-boxes(mood Good) she will lower her Qliphoth Counter causing her to escape. She can increase her Qliphoth Counter if the the employee gets over 16 PE-boxes(mood Good). She will still lower her Qliphoth Counter if 3 workers
are not killed before the meltdown level is increased.
Heroic Escape
Upon escaping in her Hero form she will teleport to a random hostile entity. She possesses 3 attacks with her staff.
- Normal Attack: deals 13-16 Black damage and employees in the attack heal 13-15 HP and SP
- ‘Bang’: deals 80-121 black damage and employees in the attack heal 40-60 HP and SP
- ‘Arcana Slave’: A laser like attack. Will deal constant black damage (healing for employees) to entities in the area every second for 9.8-10 seconds. The laser will deal 12-15 for 4.5 to 5.5 seconds and 15-18 for 4.5 to 5.3 seconds. Employees will heal 4.5-5 HP and 7-8 SP. After firing, she will become tired for about 5~8 seconds.
When 20% of the employees in the Facility die while she is escaping, she will stop attacking and enter her Hysteric Form. Shortly after preform the normal Villain transformation.
Villon Escape (Suppression)
Upon escaping in her Villain form, she will become a giant snake and fire lasers at employees that are in the area in front of her, dealing 4-6 Black damage every half a seconds for 3 to 3.5 seconds. If an entity is detected in the laser still, the laser will enter phase 2 and deal 6-8 Black damage every half a second for 3.45 to 3.5 seconds. If there is still an entity, still fighting for their lives in that laser, it will turn bright red and deal 8-10 Black damage every half a second for 3.35 to 3.4 seconds. Every hit will heal the Queen of Hatred for 5-8 HP (total of 114~158 Black damage and heals 100-160 HP). Anything trapped in the laser will have their movement speed reduced by half. After firing the big laser she will recharge for 5~7 seconds, afterward Teleport to a worker in the facility. Once the teleport is ready, she will preform a big explosion in the room she teleported to, dealing an average amount of Black damage (20-26) to all entities in the blast area. If there are 0 employees left in the facility, she will slither around and will not teleport anywhere.
Defenses: Red 0.7 ; White 1.2 ; Black 0.3 ; Pale 1.5
Management
You can take advantage of the Qliphoth Counter decreasing due to not sacrificing 3 employees after a Qliphoth Meltdown. By using this condition, you can set off a meltdown while an employee is working on her, lowing the Qliphoth Counter even though an employee is in the containment room. This allows the player to bypass the reduction of the work result in the hysteric form. After you get execution bullets or an Abnormality to do the job for you, you can then kill 3 workers every meltdown, but I do recommend to remember the other way as well, just in case if you no longer have any sacrificial lambs to offer.
Suppression
Usually a large group of attackers with 0.6 Black damage resistance should be enough to take on the snake. Taking into a count that her teleport deals black damage. It is best to not have employees with 1.2 black resistance or higher suppress her, unless these employees have enough HP and SP to handle the damage she deals. As expected, move employees behind her when about to fire the laser. Now the laser, its really easy to survive the full thing with 0.6 with a maxed HP and SP employee, will probably be at like 4 HP and SP or something, Black Shields can be used strategically when employees get behind the Queen of Hatred in time, to mitigate the damage.
I [O-06-20] Nothing There
“And the many shells cried out one word, “Manager”.”
Like most ALEPHs, Nothing There can benefit in energy production. If an employee has Fortitude Level 4, they will have about a -10% success rate when working on it. When the Fortitude level is below level 4 the agent will panic by the look of Nothing There. The abnormality will wear the skin of employees that panic, dies, or gets a bad work result. Nothing There can escape when it takes a second set of skin.
disposal mode
If Nothing There escapes wearing the skin of an employee, the player will be put in “disposal mode”. The player must find and execute the employee that was in the containment room after seeing Nothing There wearing the skin of an employee that died earlier (It’s hard to explain). The way that you can figure it out is the agent will still have their clipboard, taking notes. Nothing There will not go into any containment rooms when it is escaping in this way. There is a timer when you are trying to find the employee so … If you fail, the abnormality is classified as an escaped object and will be needed to be suppressed the regular way.
Normal Escape
When an employee has lower then Justice level 4 or failure to kill mimicked employee, the player will have to deal with 3 different stages of nothing there. Nothing There will switch from stage to stage every 30 seconds and heal all of its HP.
- Its first stage will run around and scratch entities in its path, dealing hefty red damage (18-21).
- Its second stage looks more like an egg. In this stage it possesses no attacks.
- Its final stage looks more like a humanoid creature. It takes a shift in strategy to a target based abnormality, very similar to a later abnormality, Little Red. When it finds a target it will attack with an assortment of weapons created from its flesh. The normal attack, a mace arm that deals a large amount of red damage (25-35). It will occasionally kneel down and use a long ranged attack that will deal a hefty amount of red damage(50-60), telegraphed with a “Hello.” It also has a special attack transforms its mace into a large blade like object which deals an insane amount of red damage (300), telegraphed with a “GOOD BYE!” If left alone for a short period of time without taking damage, it will restore 17 HP every second. If below 30% of its Max HP it will instead heal 33 HP every second.
Defenses:
- Red 0.3 ; White 0.8 ; Black 0.8 ; Pale 1.2
- Red 0.0 ; White 0.6 ; Black 0.6 ; Pale 1.0
- Red 0.0 ; White 0.4 ; Black 0.4 ; Pale 0.8
Suppression
Don’t try and run away from it, it is always going to eventually catch up to an employee. The armor from Nothing There and really good WAW or ALEPH red resistant armor (0.4 and below) in combo with Red Shields are the only thing that can survive from the heavy blows that it possesses. I recommend a meat shield with super good red resistance as well as a team from behind to avoid its strike through attack that can deal about 50 red damage to employees in front of it. The abnormality will not turn around, due to its fixed focus, and will always try to kill the employee in front.
You could also try and avoid the attacks by having them move away when it telegraphs the signs for its 3 attacks. This however should be used if you either don’t have good red resistance or need practice dodging attacks and noticing signs or signals.
[T-01-31] The Silent Orchestra
“From break and ruin, the most beautiful performance begins.”
The Silent Orchestra will decrease its Qliphoth counter when the work result is Good or Bad.
When it’s Qliphoth Counter reaches 0, it will escape as curtains will appear in the Silent Orchestra’s containment room as well as on screen, as they will slowly close. Once the curtains reopen on the screen, the camera will warp to the position of the Silent Orchestra. At this point it will start the performance of the apocalypse (Movement 1). The game speed will be set to 1x speed and the player will be unable to change the speed of time while the performance is going on, you can still pause the game. The Silent Orchestra will change its defenses each movement and also be immune (0.0) to all other attacks depending on the movement it is on.
The following are the effects, defenses and ranges during each movement. Note that each range changes depending on what department the Silent Orchestra is located in.
- Movement 1: It is weak to Pale, and everything else is 0.0 or immune. The range has been increase to some of the Main room.
- Movement 2: It is weak to Black. The range has been increased to about the full main room as well as some hallways that are close to the main room.
- Movement 3: It is weak to White. The amount of damage has increased by +10. The range has also been increased to a few more containment rooms and hallways.
- Movement 4: It is weak to Red. The range has been increased to hit the whole department. The energy from the energy quota will be reduced to 0.
- Final: The Performance is over. It is immune to all attacks done to it. A stage will appear as the Performance comes to an end. The Rings around the Silent orchestra will go off to every department, dealing 50-60 White damage, as the curtains close. Any panicking employees in the facility will have their heads explode. Afterward the Silent orchestra will return to containment room (This does not count as Suppression work).
Defenses:
- Movement 1: 0.0 Red ; 0.0 White ; 0.0 Black ; 2.0 Pale
- Movement 2: 0.0 Red ; 0.0 White ; 2.0 Black ; 0.0 Pale
- Movement 3: 0.0 Red ; 2.0 White ; 0.0 Black ; 0.0 Pale
- Movement 4: 2.0 Red ; 0.0 White ; 0.0 Black ; 0.0 Pale
- Final: 0.0 Red ; 0.0 White ; 0.0 Black ; 0.0 Pale
Management
With this abnormality it is recommended to have high SP and 0.4 white resistant armor because of its high amount of white damage it deals in containment. Due to it requiring it to be in a normal mood unless it will preform the Apocalypse, it is best to use a level 3 Temperance employee and work insight. If you are feeling lucky, you can use an employee with level EX Temperance and work Instinct.
The uses for the abnormality is mostly for an employee to obtain the EGO gift, this is to allow absorption to White damage (-1.0 resistance) for the late game. It can also be used to level up employees that have level 4 on a specific stat (mostly Prudence and Justice).
However this abnormality is lacking in Energy. If you were to get consistent normal work results on it, you would be getting somewhere between 13 to 18 PE-boxes times the number of works preformed, which is terrible for its classification and not worth the amount of maintenance it requires. Abnormalities like WhiteNight, Nothing There, and CENSORED give far better amounts of energy then this abnormality (~85%, close to double). You are also missing out on almost double energy because you have to get consistent normal work results.
Suppression
Using a group of employees with Pale, Black, and White will prevent the Silent Orchestra from reaching its 4th movement and draining your power. This is because of the defenses it has in Movement’s 1 (Pale), 2 (Black) and 3 (White). In terms of equipment, its the normal ALEPH rules of at least 0.4 or better and WAW or ALEPH armor (you can get away with 0.6 or 0.8, but its risky in movement 3).
[O-02-40] Big Bird
“A month later we concluded, there was no such thing as the beast.”
Big Bird will decrease its Qliphoth Counter when 5 employees die (not by Execution Bullets) in the facility or if the work result is bad. The abnormality will escape when the Qliphoth counter hits 0 as well as if an abnormality or event sets off the 2nd Trumpet (Which is unlikely). You can increase the Qliphoth counter if you get a good work result on Big Bird.
If Big Bird does escape, the department Big Bird is in will have a power outage (blackout effect). Big Bird will occasionally use its lantern to cast a spell on a random working that is in the Blackout area. The employees with this spell will get eaten by Big Bird. Workers in the blackout area for 40 seconds (about 2 lamp shakes), will run toward big bird and be eaten. Clerks will get eaten no matter what. This however isn’t all bad as employees with the mark will have their resistances reduced by 0.5 for the Yellow circle and 0.0 for the Red circle.
Defenses: Red 0.8 ; White 1.2 ; Black 0.5 ; Pale 1.5
Management
Just kill all the clerks
Suppression
If Big Bird escapes, it is best to move all short ranged employees out of the department, unless you are going to use the rabbits in which case move everyone out of the department. It is very risky to use close range attacks on the Big Bird because of the spells it casts in the department and it can one shot all employees no matter what armor they have. Once you get really good at selecting and moving employees, you can then use all types of ranges on this guy, but it might take a while to understand its lamp timings. If an employee has the spell on them, quickly select the team of employees and move them out of the department (the department box is shown in the Blackout area). Using this after or instead of the Rabbits is a good idea because it will most likely escape more than once. It will take time to get use to it frequent escape attempts.
[O-02-62] Judgement Bird
“Its scale tilted according to the sins committed.”
Judgement Bird will lower its Qliphoth Counter with a high probability when the work result is bad. It will also lower its Qliphoth Counter with a normal probability when the work result is normal.
The abnormality will wander around the facility. After 20 seconds, it will lift up its scale and after 5 seconds deal 30-40 Pale damage to employees in the hallways. The 5 seconds is shown by the bar at the bottom of its HP.
Defenses: Red 0.8 ; White 0.8 ; Black 0.8 ; Pale 2.0
Management
Due to the lack of armor that makes employees resistant to Pale this abnormality can be kinda tricky to take care of. However due to its low Pale damage, one could get away with a 1.5 Pale Resistant HE or WAW armor (7%-10%).
Suppression
Judgement Bird is pretty difficult to suppress due to the lack of Pale resistant armor. Just like containing it, it is best to use 1.5 (45% – 60%) or if you can get your hands on it, the armor from Judgement Bird (0.5 Pale resistance). As for moving employees, move them out when it pulls out the scale (start of the bar) and bring them in when they start moving again (a few seconds after the bar fills).
[O-01-64] King of Greed
“Sadness shall say, “Be gone! Die! But desire wants eternity. An immortality that can never be abolished!” “
The King of Greed will lower its Qliphoth Counter with a Normal Probability when the work result is Normal. She will also lower her Qliphoth Counter with a High Probability when the work result is Bad.
When the Qliphoth Counter hits 0, The King of Greed will Escape. She will become a big fish like creature moving from one side of a hallway to the other. If an employee runs through its mouth, they will be dealt 390-410 Red damage. This can happen if they are wielding a Melee weapon and run at its front to deal damage to it or if someone panics and runs right at it instead of the other way.
Defenses: Red 0.0 ; White 0.5 ; Black 1.2 ; Pale 1.5
Suppression
Just don’t stand in front of her
[O-01-73] Knight of Despair
“All that remained was the hollow pride of a weathered knight.”
This is the third Magical Girl in game. The Knight of Despair can give a buff to the first employee that obtains a good work result. When the employee gets receives the buff, they will not be able to work on any abnormality, not even the Knight of Despair. The employee will receive a 0.5x increase in Red, White and Black. However, Pale will decrease by 1.5x. If the protected employee dies, The Knight of Despair will escape.
When the Knight of Despair escapes, she will teleport to a random area in the facility. Teleportation will then have a delay of 15-30 seconds. When she finds a target, she will use her swords and impale the target, dealing 50 Pale damage every 2-3 seconds.
Defenses: Red 1.2 ; White 1.0 ; Black 0.8 ; Pale 0.5
Management
The blessing can be used in conjunction with ALEPH level E.G.O, making a certain E.G.O armor completely invisible to all attacks besides PALE. This can also be used with the Portrait from Another World to make the second employee more durable to the transferred damage.
Suppression
Her suppression is quite difficult compared to the Judgement Bird (first Pale damage abnormality) due to her higher Pale damage. It is really difficult to take her on without ALEPH grade E.G.O (1.0 Pale resistance most of the time) but even with it, the damage can still kill the employee due to her fast attack time.
[T-01-75] Mountain of Smiling Bodies
“The smiling faces are eerie and full of sorrow.”
The Qliphoth counter decreases when someone dies in the containment room or if 10 or more employees die (not by the Exicution bullets) in the facility. if the employee ordered to work on Mountain of Smiling Bodies is not at full HP and SP, the Qliphoth Counter will reduce upon work start (if still below Max HP and SP).
When the Qliphoth Counter reaches 0, Mountain of Smiling Bodies will escape. When escaped it will wander around the facility. If the creature steps on 10 dead bodies it will attach a similar creature to the back of the Mountain of Smiling Bodies, doubling its HP. It can only have 2 of these creatures attached to the mountain and they will be removed when Half of its HP is depleted. Each attachment has its own unique abilities:
- None : Will bite the closest employees and move backward after each bite, deals 7-11 Red damage.
- 1 attached body: Will preform a roar attack and move backward after the attack, deals 20-27 Black damage.
- 2 attached bodies: Will preform 2 different slam attacks and moves back after the attacks are done. First one deals 15-17 Black damage, Second one deals 17-19 Black damage. Will have a 30% chance to spit at the employees, covering a large area and deals 120-150 Black damage.
Defenses: Red 1.2 ; White 0.8 ; Black 0.8 ; Pale 0.5
Management
Due to it reacting to employee deaths, it is classed as a constant escape abnormality. Its best to be very protective of clerks when an ordeal shows up (Red Shields) or, if you have Executions Bullets, kill every clerk in the facility.
Suppression
I recommend to have a large group of employees waiting outside the door of the Mountain of Smiling Bodies to prevent it from traveling a great distance away. Also note that the Mountain of Smiling Bodies is a very quick ALEPH if it is not distracted by things in front of it. If it does reach its full potential, really easy if you ignore the abnormality, it becomes a pain to deal with without the proper gear and skill. Usual the way to deal with it is to chill in an elevator and if it attacks, move them up the elevator, then back down when the animation is finished. This can also be done by having employees stand next to a door and constantly have them enter and exit the hallway/sub room/main room. Once it is lowered back to 1 attachment, it will sprint over to acquire more bodies to raise its level back to 2 attachments. Having employees try to sprint ahead to distract it can work, but requires high movement speed.
I [O-03-89] (CENSORED)
“If any system issue deletes the blur from the Abnormality, we will have to sincerely think of how to deal with the manager.”
This abnormality is 100% (CENSORED) from the cameras and how (CENSORED) looks is unknown. (CENSORED) has a special work called “sacrifice”. The Wheel of Fortune will come from the top of the screen ready to select a worker. Who ever is selected will walk over to the containment room and then will be (CENSORED) by (CENSORED), along with the Qliphoth Counter increase by 1. The only way to work on (CENSORED) is if the employee is level 5 because of the high fear damage. If the employee is below level 5 they will instantly panic due to the appearance of (CENSORED), causing (CENSORED) to decrease its Qliphoth Counter. Employees who are level 5 take the fear damage 1 lower then Overwhelmed (Hopeless) when looking at (CENSORED). (CENSORED) can also decrease the Qliphoth Counter when work result is Bad. So if the employee is below level 5, (CENSORED) will escape containment.
When escaped, (CENSORED) will move across the floor trying to get to a worker. If an employee sees (CENSORED) and is below level 4 they will instantly panic (unless they are lucky). (CENSORED) has a(n) (CENSORED)[1] attack and a(n) (CENSORED)[2] attack that deals 30~45 Black damage. Once (CENSORED) kills an employee, (CENSORED) will deal 12~18 White damage to employees around (CENSORED). Along with this, (CENSORED) will (CENSORED) the employee that (CENSORED) killed, similar to the “sacrifice” work, healing (CENSORED) for 5% of its Max HP and leaving behind a(n) (CENSORED) minion (which is called CENSORED-1). (CENSORED) can also do this with corpses, so be careful. The (CENSORED-1) will move around the facility dealing 13~16 Black damage. The (CENSORED-1) minions are a smaller and a weaker form of (CENSORED) and can easily be Defeated. These abnormalities however inflict the Terrified Fear response when an employee sees them, so 2 of them in the same room as CENSORED can cause a lot of problems. If you ignore (CENSORED) for too long, (CENSORED) will grow an army and can overtake and completely panic weak facility with (CENSORED-1)s that (CENSORED) spawns.
Defenses:
(CENSORED) Red 0.6 ; White 0.8 ; Black 0.4 ; Pale 1.0
(CENSORED-1) Red 0.8 ; White 1.2 ; Black 0.5 ; Pale 1.0
Management
(CENSORED)’s requirement to have a Level 5 employee makes things a bit tricky, but not hard to acquire. The real problem is the fear damage it inflicts (Hopeless), dealing 60% of the employees Max SP, making them be in a very dangerous spot without having something to negate the effect. Armor’s that could help out with working on (CENSORED) are Sound of a Star (heals SP to user and those around them overtime) and The Smile. Abnormality buffs that could also work are Child’s Pebble, Skin Prophecy or Melting Love’s slime (a pretty nasty one tho). After getting (CENSORED)’s weapon, there shouldn’t be any problems with working on the abnormality.
Suppression
Again, its not really the problem of the Abnormality itself, the problem is mostly coming from the “Hopeless” Fear response it possesses (60% SP damage) and the extra Terrified (30% SP damage) that the minions inflict. This can be negated by using its own weapon (CENSORED) (heals 60% of damage) or getting rid of as many clerks and corpses as you possibly can. You can also have the employee run in, take the fear damage, and then cure them of their panicked state if they have Wander or Shutdown. After they take the fear damage, they should not receive it again. Actually taking out the abnormality should be relatively simple, as it deals pretty decent black damage, so as long as they have 0.6 Black Resistance, they should be fine to handle the attacks with support from Black Shielding.
A [O-03-93] Blue Star
“We will meet again as stars.”
Blue Star will lowers its Qliphoth counter when an employee dies in the containment room. It will kill an employee if the work is over 60 seconds (about 71 Work Speed, level 4 Temperance). It will also lower the Qliphoth counter if the employee working on Blue Star has level 4 Prudence or lower.
When the Qliphoth Counter reaches 0, Blue Star will warp to a random Main Room, and chill there until suppressed. Blue Star will deal 15-20 white damage every 5~8 seconds to all employees in the facility. If a worker goes insane they will be drawn towards the Blue Star and get sucked into the center of the star. If employees who are bellow Temperance level 2 and prudence level 3, they will automatically get sucked into Blue Star if they are in the same room.
Defenses: Red 0.4 ; White 0.2 ; Black 0.8 ; Pale 1.2
Suppression
C [O-05-102] Yin
“Now, you become the sky, and I the land.”
Yin will decrease its Qliphoth Counter when a work result is bad. If an employee is wearing Yang for more than 30 seconds, the Qliphoth Counter will decrease.
Yin possesses 2 attacks:
- Every 3 seconds, Yin will pulse, dealing 25 Black damage to nearby employees
- Occasionally it will fire a laser in front of itself, and after a while will set off a wave attack, dealing 100 black damage to anything in marked area.
If Yin is killed before Yang, it will turn into it’s pendent form and will not preform any actions. It will remain in this state for 30 seconds and return to its fish form with Max HP.
Defenses: Red 0.5 ; White 1.5 ; Black 0.0 ; Pale 1.0
If Yin and Yang are every brought together they will become one, as a giant dragon like creature will cut through the facility causing death and fortune to the facility. Damage to employees is calculated by total SP or HP minus the amount they currently have. Example: if an employee has 99/130 HP, they would have 31/130 HP. You can take advantage of this by having employees with low HP and SP get more HP and SP. Abnormalities that possess a Qliphoth Counters will be set to 0 when it passes through them.
Abnormalities not effected by the Dragon are the following:
- untargetable abnormalities
- WhiteNight (not the apostles)
- Sephirah Bosses
- Apocalypse Bird (not the eggs)
- Dream of a Black Swan
Management
It is really easy to keep it in containment if you are not using Yang.
Suppression (1/2)
Suppression (2/2)
[O-07-103] Yang
“However, the world has more than warmth and light.”
You are forced to choose this tool if you have Yin. If you receive the abnormality before Yin, the abnormality will be swapped out and become Yin.
When an employee equips Yang, the bearer will heal 10 SP per second along with increasing the resistance to White damage down to 0.1. This effect will only work when Yin is in the facility.
When Yin escapes, Yang will follow suit and breach as well. If Yang is equipped on an employee, Yang will appear besides them.
Yang possesses no attacks. Yang will heal all employees in the area for 20 HP and SP every 3 seconds. When damaged, all damage will be reflected in the form of White damage.
If Yang is reduced to 0 HP, they will return to their pendant form, awaiting Yin to touch it. After 30 seconds, they will return to their fish form (healing to max HP) and continue swimming towards Yin’s meeting area.
Defenses: Red 1.0 ; White 1.0 ; Black 1.0 ; Pale 1.0
Method
Suppression
— Midnight —
Midnight is the final hour of the game and is the strongest out of all the other Ordeals. The ordeal appears after day 26. Class – ALEPH. +25% of energy quota after beating the Ordeal.
The Ordeals of Midnight seem to not be effected by the Backward Clock(D-09-104).
Midnight Ordeals only appear on Meltdown level 8
(If anyone has a video that contradicts this, I would really like to know)
———————————————————————————————————————————-
Helix of the End
Damage – Black
Opening Text: “The tower is touched by the sky, and nothing will remain on the ground.”
Midnight of green is a machine that can only spawn in the Information Team. After the machine starts up it will fire 2 lasers, one laser points straight up and the other laser goes around in a clockwise motion. The lasers will do continues black damage to employees and clerks that are standing in the laser. Once the laser that is moving clockwise hits the one that is pointing up, the Machine will turn off. After a while the machine will turn on again. It will continue until the machine is suppressed.
This is the longest and more annoying one to take out due to it having the largest amount of Health in the game and the Lasers getting in the way of suppression on it.
Advice: Elevators are your friends in this one. You can avoid the laser completely by going up or down the elevators because of warp technology. It may seem like its HP is large for its classification, but using lots of employees causes the health of the machine to go down super quickly. Lastly DO NOT USE SUPER LOW RANGE ATTACKING WEAPONS, like Gold Rush.
Defenses – Red 0.5 ; White 0.0 ; Black 1.2 ; Pale 1.0
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The Eternal meal
Damage – Red
Opening Text: “They fought to eat each other.”
There are 2 Eternal Meals in this Midnight Ordeal so be careful and note where each one is before it is too late. When entering, and when it travels, it will leave a fiery trial showing where its going and where it is going to stand up. When it comes up from the ground it will do 500 Red damage to abnormalities and employees above it, as well as eat them(Just like the Meat Lantern).
The ordeal ends once all the spawned Food Chains (+complete food) and both Eternal Meals are defeated. This one takes the least amount of skill to beat the Ordeal.
Advice: I recommend using a similar strategy to beat the Ordeal of Violet Noon. You could swarm the Eternal meal and be careful of Food chains that it spawns once in a while. It is important to move the employees out of the main room before the Ordeal, because of the starting attack. Also move them out of the main room when the Eternal Meal or Meals(yeah they can stack on top of each other sometimes) leave. You don’t want your employees in the main rooms after they leave. This is due to if another one comes later on and you forgot about its attack.
Defenses – Red 1.0 ; White 0.6 ; Black 0.4 ; Pale 0.8
———————————————————————————————————————————-
(missing picture)
The God Delusion
Damage – UNKNOWN
Opening Text: “We tried to accept it endlessly. We wanted to understand them in our head whatever the consequences.”
The God Delusion is 4 Shrine that spawn in random hallways in the facility. Each Shrine will summon a portal that will fire an attack that corresponds to the color of the Shrine.
- The Red Shrine will summon an arm of sorts that will deal lots of red damage when it grabs an employee.
- The White Shrine will summon a tentacle that will swipe an arc or a large area of the facility dealing lots of white damage.
- The Black Shrine will summon a pillar of sorts that goes from the portal to somewhere off screen.
- The Pale/Blue Shrine will summon a storm like design with an eye in the middle that hovers around the facility doing a small constant amount of Pale damage to anything in its area. It will go invisible from time to time making you think its somewhere else.
- If the Shrine has taken 1/3 of its health it will try to protect itself by summoning 2 portals that will do its attack in the hallway the Shrine is in.
- The Pale Shrine eye thing will become more active the lower its HP is and will return to the Shrine if it is being attacked.
Advice(organizing):
- The Ordeal can be difficult if you are mismanaging your employees and/or sending the incorrect team.
- Similar to the other 2 Midnight ordeals, being able to utilize the facility(i.e. the Elevators) will lead to success.
- Take your time and analyze what is going on and make note of the patterns and safe spots of the facility and exploit them.
- There isn’t just one specific way of taking down this ordeal, no matter what people say, it depends on your play style and what you see as hard or difficult. You could go 1 by one, starting with the “strongest” one and move down the list, or attack them all at once(I do this one).
Defenses:
- Red: Red -1.0; White 0.7 ; Black 1.2 ; Pale 1.0
- White: Red 1.0 ; White -1.0 ; Black 1.0 ; Pale 1.2
- Black: Red 1.2 ; White 0.7 ; Black -1.0 ; Pale 1.0
- Pale: Red 0.7 ; White 0.7 ; Black 1.0 ; Pale -1.0
[T-03-46] WhiteNight
The Lord, WhiteNight, is easy to keep in containment, unless you are a forgetful person. If that is true, stay as far away from this abnormality as possible. WhiteNight will decrease its Qliphoth Counter by not working on it for 90 seconds (1 minute, 30 seconds) or if the employee gets a mood bad. You can increase its Qliphoth Counter by getting a Good work result or by a normal chance with a normal work result. Depending on the work result, WhiteNight will heal or punish the employees:
- If the work result is good, all employees will heal to Max in both HP and SP
- If the work result is normal, all employees assigned to the department that WhiteNight is stationed at will heal 50% of both HP and SP
- If the work result is bad, all employees assigned to the department that WhiteNight is stationed at will be punished with suffering from heavy White Damage.
Depending on the number on the Qliphoth Counter, the containment room will change colors from Blue, then Purple, then Red respectively to signify if the lord, WhiteNight, is close to or far from escaping containment.
WhiteNight possesses increased fear damage:
- Level 5 employees will receive Nervous, instead of Calm.
- Level 4 employees will receive Overwhelmed, instead of Nervous.
- Level 3 and bellow will receive Reverence(same as Overwhelmed), instead of Hopeless.
Just like Plague Doctor, WhiteNight can switch with other abnormalities after a loading screen. You must keep track of who he switched with and move employees around accordingly. WhiteNight will not switch with an abnormality in the same department as it.
When the first event starts, after 12 blesses from Plague Doctor, WhiteNight will appear in the main room that Plague Doctor was assigned in with the containment room also renamed to T-03-46. WhiteNight will have an 80% chance to cause a game over due to low amounts of workers, abnormalities escaping because of how many workers died, etc.
The first event will start up when 12 agents are blessed by Plague Doctor. During the event, WhiteNight will create a red ring that gradually expands, dealing Pale Damage to employees and Abnormalities that touch it. The ring will slowly fade out when it reaches the max distance(ends of the facility). This attack will also resurrect fallen Angels and move the positions of the Guardian Apostles if they “died”.
The employees that are blessed will becomes apostles of WhiteNight and have different weapons. These Weapons are a spear, a wand, and a scythe.
“Paradise Lost” is given when you end the event by completing the long suppression work on WhiteNight. Do not press the reset button or exit the game when you finish the suppression work. The weapon will not save and you will have to do it all over again. Do a reset to memory repository or pass the day to keep the weapon.
Management
Usually you want to have an employee with 0.5 Pale or better, standing right next to the containment room at all times. The hard part comes when you are doing multiple things at once, like dealing with Ordeals and/or escape abnormalities. Having your eye on the WhiteNight and decreasing the speed of the game can help combat the problem of it escaping while dealing with other entities and causing even more problems. Usually the hard hitting abnormalities, like King of Greed, are easy to take out and don’t really take 90 seconds to pass WhiteNight’s containment room.
Suppression
I recommend Binah’s boss upgrade to beat WhiteNight to get the weapon Paradise Lost. I know you can do it without the upgrade but if you want to keep the armor of your employees while doing it, your best bet is to beat An Arbiter.
It is mostly moving employees away from danger/Apostles. Using the EGO weapon Shed Skin, it will speed up the boss drastically because of its ability that has a 25% chance of increasing the vulnerability of the abnormality. Pairing this will a bunch of ranged red attackers and you are all set. Things to remember:
- If an Apostle enters the main room that is not another Scythe Apostle, quickly have the employees leave the room and enter an elevator before they perform any dash or dark beam attacks, killing all the employees in the room.
- If the Guardian Apostle perform any charge(upward or downward), move the employees through the apostles. If they are doing their Idle animation, do not move them at all unless another apostle appears. This will allow more attacks done on WhiteNight.
- A riskier thing you could do is move them through the Apostle when they get close to the employees, before they preform any attack. This causes them to activate their attack, but the employee would already be behind them no matter what they preform.
- Departments that make the fight easier: Disciplinary, Welfare, Record, Extraction, Security, and Training Teams.
WhiteNight can only be removed via hard reset, wiping all Global and Local save progress of the game.
Another way is by messing with the global files. By going to the file path: %USERPROFILE%AppDataLocalLowProject_MoonLobotomycreatureData and removing the document titled ‘100014’, this will put WhiteNight back to Plague Doctor as well as any employees placed on the clock are removed. This can also change the Plague Doctor’s appearance to the default state as well.
A [O-02-63] Apocalypse Bird
The Apocalypse Bird is a Fusion of Big Bird, Judgement Bird, and Punishing Bird. If 2 birds have escaped, the left over one will escape as well. The boss starts with some pictures to show the story of how it came to be. After the pictures, all Birds will go to the portal. Once all 3 enter the portal, Apocalypse Bird will appear. If you want its story click on the Encyclopedia button for Big Bird, Judgement Bird or Punishing Bird.
Once Apocalypse Bird shows up, random Abnormalities in the facility will have Qliphoth Meltdowns on their Containment rooms and they will show up even if the player has the Meltdown immunity in that department. Apocalypse Bird can only teleport to the main rooms and it possesses a variety of powerful attacks, listed here:
- It can deal strong 23~43 Black Damage to the employees and Abnormalities in front itself with its talons, shaking the screen when hitting the floor.
- It can charge a yellow orb, possessing 3~4 random employees in the facility and drawing them towards itself. Possessed employees will be freed from the Possession when reaching the Abnormality. (Big Bird)
- It can open its wings and fire several yellow beams from its eyes at nearby employees, each beam dealing 8~14 Black Damage. (Big Bird)
- It can use a golden scale, dealing 10~15 Pale Damage to all the employees in the facility. (Judgement Bird)
- It can open the big red mouth in front its body, dealing a massive 50~115 Red Damage to all entities in front it. (Punishing Bird)
The Apocalypse Bird can be defeated by destoying all 3 eggs: Big Eyes, Long Arms, and Small Beak. Abilities removed after destroying an egg:
- If Long Arm is defeated, then Apocalypse Bird will not be able to use the scale and the player is able to change the speed of the game and access the pause menu.
- If Big Eyes is defeated, then the black out effect will be removed and the mind control attack will also not be used by Apocalypse Bird. Employees effected by the ability before will still run around with the mind control effect and be “out of control” until they reach the Apocalypse Bird.
- If Small Beak is defeated, then the mouth attack that can inflict large red damage will be removed from the Apocalypse Bird.
Once you have defeated Apocalypse Bird the surviving employees will be given its EGO gift that grants +7 to all stats. You will also get its armor and weapon due to it not being a containable abnormality. You can only get one of the weapon and armor, even if The Red Mist is suppressed.
Apocalypse Bird seems to not be effected by certain Abnormality’s abilities, like Yin and Yang and the Backward Clock(D-09-104).
Enterance to the Black Forest: Red 0.3 ; White 0.3 ; Black 0.3 ; Pale 0.3
Apocalypse Bird Defenses: Red 0.0 ; White 0.0 ; Black 0.0 ; Pale 0.0
Small Beak Defenses: Red -2.0 ; White 0.5 ; Black 1.2 ; Pale 0.8
Long Arm Defenses: Red 0.5 ; White 0.5 ; Black 0.5 ; -2.0 Pale
Big Eyes Defenses: Red 0.5 ; White 1.2 ; Black -2.0 ; Pale 0.8
Suppression
(Some of the stuff is from Fragment of the Universe which is used as a place holder)
[T-09-86] Express Train to Hell
“When the time comes, the train chugs down the tracks and sounds its mighty horn.”
The abnormality has 4 lights on top of it, that activate after 30 seconds of not taking a ticket from the clerk. You can remove the lights by working on the Express Train to Hell. Each light will give a buff. The Express Train to Hell is capable of messing up the entire facility if you go over its 4 lights limit. When an extra light is activated and exceed the 4 lights limit, a train (This is the 5th light) will appear from a portal and will go from its starting portal to the other portal (which is on the opposite side) and does 100 black damage to entities it hits, will not hit anyone that is in a Containment Room. Light Rewards:
- 1 Light on: The employee’s HP and SP will be healed by 40.
- 2 Lights on: The employee’s HP and SP will be healed by 80.
- 3 Lights on: All employees that belong to the employee’s department will have their HP and SP healed by 50.
- 4 Lights on: All the employees in the facility will have their HP and SP healed by 50.
For the Lights, the 2nd light is the best light, as it recovers 80 HP and SP to the employee that works on it. The other two lights after are not that great, only healing 50 HP and SP but to a larger amount of employees compared to only healing the one that worked on it. However, using the train to heal many employees is not the greatest use of the Express Train to Hell, as it benefits the facility more by being near an abnormality that deals a high amount of damage, like CENSORED or Judgement Bird. This would allow some incentive to work on the Express Train to Hell and for it to be less forgotten compared to waiting for 4 lights and getting bored. Most of the abnormalities that would be nice next to it, usually take about a minute work time (under 1x speed of course). So as soon as they finish working on the abnormality, they can be sent over to the Train and claim the ticket, putting them at full HP and SP. If the train does come, having employees either inside an elevator or a containment room would prevent any casualties.
As for whether it should be kept in the facility or not, is up to the player, however quickly removing it from the facility after research is highly recommended because of its situational usability.
[DLC abnormalities]
[D-09-104] Backward Clock
“Have you fallen to the lowest bottom?”
Backward Clock is a wind up single use abnormality. Each time an employee level 3 or higher works on the machine, all 4 lights will glow as a number is selected for the light that was not currently on after being used. Employees that are level 2 or lower can not progress the 4 lights on the machine.
Once all 4 lights are on, a current system time is displayed. If an employee winds up the machine in this state, its ability will activate. 2 different outcomes will occur depending on the employee level:
- If the employee is level 4 or lower, all employees have a normal chance of either being killed or panicked by the machine, besides the employee that worked on the machine. The machine can be charged up a second time with no additive effects, besides making sure that it is a game over state.
- If the employee is level 5, all employees will be sent to the most peaceful time in the day, displayed on the machine. All abnormalities and Ordeals will be contained(killed), Qliphoth Overloads will be set to 0% (unless all employees are dead in said department) and the removal of all types of Qliphoth Meltdowns from every abnormality in the facility. When used this way, the Backward Clock and the employee in the containment room will disappear (considered dead).
Even tho it is not labeled in its details, the abnormality possesses Meltdown Immunity.
Abnormalities it does not effect are the following:
- untargetable abnormalities
- WhiteNight
- Army In Black
- Sephirah Bosses
- Apocalypse Bird
- Dream of a Black Swan
- Red Shoes (employee)
- All Midnight Ordeals
Basically you can not cheese any boss with this thing. Also you can not cheese the missions from Malkuth, Hod, and Gebura.
There is no use for this tool on this guide.
W [D-01-105] El llanto de La Luna
“Tales say the moon bewitch man. But, in reality, man despairs at the moon.”
El Llanto de La Luna (translates to Cry of the Moon), shorten to La Luna (The Moon), is the piano in the containment room and is accompanied by a pianist. La Luna will decrease their Qliphoth Counter with a normal probability when the work result is normal. They will also decrease their Qliphoth Counter when the work result is Bad.
When performing the Special Work, all employees in the department will have a boost in temperance and justice, with a cost of the Qliphoth Counter decrease by 1. When the performance is finished, the employee will have their HP halved. If the special work is performed for the 3rd time, the Qliphoth Counter will be set to 0, no matter what number the Qliphoth Counter has.
When the Qliphoth Counter is at 0, the pianist will burst into black flames and reappear outside of the containment room in a random location in the facility. She will then proceed using here cane as a weapon dealing decent Red damage. She will also use her special attack, a powerful black flamed charge attack dealing heavy Black damage.
When an employee is using the piano while the pianist is out of containment, the employee will take 4-5 black damage every 3 seconds.
The abnormality will return to containment after being suppressed or the employee inside of the containment room is finished preforming Moonlight Sonata 3rd Movement (1 minute and 15 seconds). Both don’t count as suppression as the pianist is not the actual abnormality, instead the piano itself is the abnormality.
Pianist’s defenses: Red 1.2 ; White 0.0 ; Black 1.0 ; Pale 2.0
Performance
Suppression
It is very important to suppress her before the performance is over since she deals damage to the performer. The Pianist is not really that strong of an abnormality, but can be tricky without proper gear. I recommend good black resistance and strong Red or Pale damaging weapons.
[D-01-106] Army in Black
“The color of human heart is pink. By wearing the same color, we can blend into the people’s mind.”
Army in Black is a ZAYIN abnormality. It will lower its Qliphoth Counter by the following methods:
- When the work result is bad
- When Repression work is preformed
- When 5 or more workers die in the facility (excluding ones killed by Execution Bullets)
- When using its special work, Protection.
Army in Black will increase its Qliphoth Counter when an abnormality in the facility is suppressed.
When the work is finished, Army in Black will gain a -6% additive reduction to the Success Rate.
Extra Notes
The EXP gained from this abnormality is reduced to a ZAYIN level, cause like I said, its a ZAYIN abnormality.
When protection work is selected, the players cursor will change to a heart. Selecting an employee with this heart will call Army in Black to the employee selected, giving them a 20% damage reduction. However if the selected employee is less then Level 3, the employee will be attracted to the Army in Black, unable to move and given a 60% damage reduction. After 10 seconds, Army in Black will heal all employees around them for 12 HP/SP.
When its Qliphoth Counter reaches 0, Army in Black will become a black heart and will leave the containment room or the employee they are protecting, as 4 Army in Blacks, with the classification of ALEPH, will appear in a random hallway (2 can not be in the same department, except Central) and slowly travel to the main rooms. When Army in Black is being attacked, it will deal Black damage (12-15) to anything in the same room, while also having a 20% chance to deal greater Black Damage (25~28). If an employee is lower then level 3 or panics to the Army in Black, they will have a unique face sprite and possess the murder panic response rather than their usual panic. These employees are immune to all attacks done by Army in Black, however they can still activate Army in Black’s room damage when attacking them. Once the Army in Black reaches the main room, they will explode dealing White damage (30-40) to workers in that department as well as lower all the abnormalities’ Qliphoth Counters in that department by 1.
Army in Black’s Defenses: Red 1.2 ; White 0.6 ; Black 1.0 ; Pale 0.8
Suppression
The Army in Black is actually pretty slow and has a low amount of health for its classification, unless one appears right next to the main room. Usually I would say to prioritize the areas that are very dangerous, but the abnormalities that would cause problems require high level employees, making it easy to remove one that appears in the department with these “dangerous” abnormalities. So the escape will only cause problems if you have multiple things going on at once, like defeating a Midnight Ordeal or doing the regular suppression of Apocalypse Bird. Gear that would be good against it are high damaging weapons, like Mimicry and The Smile.
[D-02-107] Ppodae
“Sir, your ‘angel’ is chewing a body part of our colleague.”
Ppodeo will lower its Qlipoth Counter with a mediam chance if a work other then instinct is preformed. It will lower its Qliphoth Counter at mood bad.
Once the Qliphoth Counter hits 0, the abnormality will transform and run out of its containment room. It still possesses its adorable nature. It possesses a slam attacks dealing little damage to employees. If it manages to kill an employee, it will transform to its original form with a piece of the employee and return to its containment room.
Defenses: Red 1.2 ; White 0.8 ; Black 1.0 ; Pale 2.0
Suppression
Don’t suppress Dogo!! CUTE DOGO.
All jokes aside, the abnormality is quite simple to take out given a little bit of Micro if you are in the early stages. Taking advantage of its attack range and jumpy nature, it will fall victim to the usual “out range it with the Soda guns”.
W [D-04-108] Parasite Tree
“Be relaxed, do you not need the blessing?”
Note: This abnormality is designed to be a Parasite. In other words it is supposed to be hard. Don’t take it unless you want a little bit of pain in your facility for the benefit of some healing, similar to the Express Train to Hell.
Parasite Tree will lower its Qliphoth Counter when about 5 works are completed without an employee working on it. It will also decrease when repression is preformed. Upon completing a work with the Parasite Tree, the containment room will fill with leaves and bushes, as the employee will receive a blessing that increases the employee’s SP overtime and Success Rate. After obtaining the blessing, a bulb will be added to the tree.
Once the Qliphoth Counter hits 0, a random worker from the department it is stationed at will begin to walk over to the containment room to be blessed. This can be prevented by continuously clicking on the employee. If there is no more employees left to be blessed in the department, it will take a random worker from another department. Luckily the Bulbs can be removed if the worker dies, so you can execute any clerk that have received the blessing if you missed the opportunity.
Once 5 bulbs appear on the abnormality it will turn purple, as the player can not assign works to it in this form. The employees with the blessing will be “out of control” and will run somewhere in the facility. After a while they will be consumed by a tree from below, that looks like the Parasite Tree, and the employee will slowly become a sapling.
The Sapling will continuously spread its spores around the area it is located in, dealing White damage to anyone that is in the same area. If a worker panics, they will become a sapling, increasing the damage that is dealt to the workers in the area. Once all the Saplings are defeated, the Parasite Tree will become normal again and can be worked on as usual.
Ability
I [D-03-109] Melting Love
“… and my dear employees, I hope you all put on the gas masks that we distributed to you before we come in here.”
The Qliphoth counter can be reduced by one when getting a Bad or Normal work result. Melting Love will give a slime heart to the first employee that finishes any work other then Repression.
Once the Employee leaves, a pink heart will follow them and the employee become Melting Love-1, also known as the Slime Lover. After about 10 seconds, the Lover will preform a pink explosion, spreading slime particles. Workers in the same room as the explosion have a 25% chance of being infected. These employees are marked with pink slime on their cheeks, becoming Melting Love-2, also known as the Slime Pawns. The Pawns can also preform the same pink explosion every 10 seconds, spreading the infecting further. The Pawns will transform after about 100-120 seconds, becoming small slime creatures. If half the facility obtains the mark from the Lover, Melting Love’s Qliphoth Counter will be reduced to zero. If the Lover dies, the Qliphoth Counter is also reduced to zero. The Explosions can be removed from both Lover and Pawn for 30 seconds if the Lover gets 24 or more PE-boxes on Melting Love with Insight work. If the Slime Lover preforms Repression work on the Melting Love, the Qliphoth counter will lower by a total of 2.
When the Qliphoth Counter is at zero, Melting Love will escape containment. Melting Love has 2 attacks, one being a spit attack and another being a slam attack, both dealing a hefty amount of black damage. If workers are hit by the spit attack, a pink circle will be placed onto them, dealing constant black damage. Any employee killed by Melting Love will transform into a Slime Pawn. When Melting Love falls below 60% HP, it will absorb a pawn which will heal it for 200 HP.
If the Lover is still alive, then they will transform into a WAW classed slime and follow Melting Love, but will stay in front of the group since it possesses slightly higher movement speed.
If the Lover dies when Melting Love is escaping, Melting Love will be in an enraged state, with buffed damage (about +5 more damage to her attacks).
Melting Love Defenses: Red -1.0 ; White 1.0 ; Black 1.5 ; Pale 0.8
Slime Lover Defenses: Red -1.0 ; White 1.0 ; Black 2.0 ; Pale 0.8
Slime Pawn Defenses: Red 0.0 ; White 1.0 ; Black 2.0 ; Pale 1.0
Management
Removing all Clerks from the department is a viable strategy for keeping Melting Love in Containment and preventing a major infection in the facility. You can kill the clerks in 2 ways.
- letting the infection spread and slaughter all the Pawns.
- Execution Bullets
- Let the Melting Love or another abnormality out to kill the clerks.
You can also ignore Melting Love unless needed to because of Meltdowns or other factors, in which case, it is best to preform repression work in order to avoid getting the blessing. The abnormality is strong in Energy Production rather then Employee stats and lives.
A general rule of thumb for ALEPHs is to have someone equipped with EGO armor that has 0.4 or better of their given damage, this abnormality is no exception. At most it will deal 128 Black damage, so try and have them possess very high HP and SP or increase the resistance.
Suppression
By using Der Freischütz and his gun, it is possible that he can solo Melting Love or remove all Pawns and the Lover in 4-6 shots due to them having 1.5 Black.
W [D-01-110] Clouded Monk
“However, if enough sarira to make everyone watch in awe come out from you, your name will be sung through generations.”
Clouded Monk will decrease the Qliphoth Counter if 10 workers perish in the facility. Clouded Monk will lower their Qliphoth Counter when the work result is bad. Clouded Monk will also lower the Qliphoth Counter with a normal probability when the work result is normal. If Yin passes by its containment room, the Qliphoth Counter will decrease to 0. When preforming Insight work, the employee will recover SP.
When escaping, the Clouded Monk will change its appearance and crawl around the facility. The Clouded Monk possesses two attacks: A swipe attack that deals decent amount of Red Damage to the employee in front. Occasionally, the Clouded Monk will start to charge up an attack. Once it finishes charging, it will start to run forward with its mouth open, dealing massive amounts of Red Damage (~300) to the employees in front.
Note: if Disciplinary Team is unlocked, it will venture its way to that department and wander around the 2 hallways.
Suppression
[—–Extra—–]
Department Secrets
Hidden in hallways of the Facility lie secrets.
- One Secret is found in the lower left Hallway of the Control Team
- Second secret is found in the right hallway, next to the main room of Information Team.
- Third secret is found in the upper hallway of Training Team
- Fourth is found in the lower hallway of the Security Team
- Fifth can be found in the right hallway of the Central command one
- Sixth can be found in the left hallway of the Central command two
- Seventh can be found in the lower hallway of Disciplinary
- Eighth can be found in the upper part of the Welfare team
- Ninth can be found in the hallway in the Extraction Team and is furthest from Da’at
- Tenth can be found in the hallway of the Record Team and is closest to Da’at
- Unknown if there is one in the Architecture Department.
Just some tiny little secrets
Guides or websites that are helpfull
The LC wiki. I do sometimes edit pages and mess around with the HTML syntax they are using.
Wiki Link Here [lobotomycorp.wikia.com]
Legacy Version:
[link]
If you are looking for the Sephirah Bosses that were previously on this guide, please check this link:
[link]
For a more different approach on Abnormalities (currently private):
[link]
Guide Progress
- Grammar and spelling errors. This also includes changing the wording of the sections.
- Update the abnormality format (currently at Aspiration).
- The full length strategy sections for some escape abnormalities (you can guess which ones). Won’t be the full 8-12 Paragraphs if you were wondering (don’t have enough Characters)
- Image and abnormality hunting (lost all Global Data due to Language update)
None after this section has been added.