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Employees in Main Department Room

Employees in the main department room of the Control Team

"Since the salary is high, our corporation isn't that bad... except the fact it is dangerous, suspicious and strenuous."
- An employee

The employees are the people working for Lobotomy Corporation, and are also the player's main tool to interact with the Abnormalities. There are 2 types of employees at the moment: Agents and Clerks.

Agents are controlled workers and can be identified by their suits, depending on which department they are designated, the player can order them to do works, observations, they can be promoted and also suppress others employees or Abnormalities in the time is needed. They have stats that must be consider when sending them to do a work with an Abnormality. They can suffer Physical Damage, which may kill them if their health gauge is fully depleted; and Psychological Damage, which may affect them differently depending of the cases, but they tend to panic and will became unusable until back to normal. Agents can be hired at the start of a new day for 4 Lob Points or the player can hire a Custom Agent for a higher price.

Clerks are generated employees, wearing other suits to don't confuse them with agents, who seem to wander around the facility, taking care of it instead interacting with the Abnormalities. The player can't control these employees but Abnormalities might affect them too, like when attacking, becoming the target of an effect or through mental damage.

Departments Edit

Main article: Departments

The agents are assigned to different departments or teams, where they work with the Abnormalities. The player can choose which agent is assigned to the available departments when starting a new day. There's a maximum of 5 agents per team. Their uniform changes depending of the department where they're assigned.

There are 7 departments/teams currently, and are unlocked in the next order: Control Team, Information Team, Safety Team, Education Team, Central Command Team, Welfare Team, and Disciplinary Team.

Works Edit

One Sin Consensus Task

An agent, doing a consensus work with One Sin

There are 6 different works to interact with Abnormalities, but only 3 can be performed by an agent. These works are Nutrition, Cleanliness, Consensus, Amusement, Violence and an extra special work, depending of the Abnormality. These works affect the mood of the Abnormality, improving them or depleting them. The change of mood will always happen when the work is finished or interrupted. The player can cancel the work they are going to do by clicking in the room of the Abnormality before the agent arrives in the room.

Icon Work Description
Icon Nutrition
Nutrition (Nourishing) "Provide special "food" to abnormalities. It is best for everyone to be in the dark about what kind of "food" we are providing. It's given to abnormalities with a mouth."
Icon Cleanliness
Cleanliness (Cleaning) "Do a work hard of making the containment chamber more pleasant for abnormalities. Although, "pleasant" doesn't necessarily mean "clean" here."
Icon Consensus
Consensus (Communing) "Try to communicate with an abnormality by talking or any other means. It will be effective only to abnormalities that are confirmed to be capable of "thinking", at least."
Icon Amusement
Amusement (Amusing) "Have a fun time with abnormalities. Some abnormalities find it hardly entertaining, though."
Icon Violence
Violence "There are some abnormalities that can't stand tender caring. Well, in that case, you have no choice but to treat them harshly."



Observation Edit

Observation Work

Observation Work being performed

Icon Observation

After doing works or subduing the Abnormalities, an observation work button will appear in a side of the Abnormality's room. The player can click on it to send an agent to do the observation. Observations have chances of success, and as more are already done, the next ones will be more difficult to succeed. When an observation fails, the Abnormality's mood is decreased and 60 seconds must pass to retry again. After each fail, the success chance of the observation will increase. The number of observations may vary between Abnormalities.

Each observation will increase the chance of success when performing works with the respective Abnormalities, reduce the decreasing mood rate, increase their basic mood rate and adding more descriptions of their abilities and encyclopedia entries.

The Last Observation must be done by the manager (player), who can choose if it is ready or not. The player must choose some options correctly to complete successfully the last observation. In case of failure, the player can retry in the next day. If the player isn't ready, they can decide in other moment of the day. After achieving a Last Observation, Angela will say a special quote for each one achieved on the next day, in the Story Phase.

Special Work Edit

Icon Special

Special work are exclusive for some Abnormalities, under certain conditions. This may produce different effects, like giving a mood boost or to trigger their abilities.

Name Abnormality Description
Confessing One Sin and Hundreds of Good Deeds "Blessed is he whose transgession is forgiven, whose sin is covered."
Using this work with an agent will make it regain all its health and mental gauge, also depleting One Sin's mood. There's a small chance that instead healing, the agent will suffer physical and psychological damage. This special work will be able to use when One Sin is in a good mood. When WhiteNight trigger its ability and all the baptized employees are transformed in Apostles, this work will become available regardless of its mood. If the twelfth Apostle confess to One Sin, WhiteNight will be defeated and all the Apostles will die.
Violet Colored Baptism Plague Doctor Using this work will make than the designated agent to get baptized, obtaining an unique trait named Bless. Is also a mark for being one of the apostles of WhiteNight when 12 employees are baptized. This work is always available but can't be performed with the same agent twice.
Hugging Happy Teddy "Teddy is lonely and yearning for warmth, so you should hug him tightly. Even if you don't hug him tightly enough, he will."
Using this work will give a boost of mood to Happy Teddy and more energy if successful. Doing it twice in a row will make it to trigger its ability. This special work can only be performed by Optimist and Pacifist agents.
Anesthetizing The Queen of Hatred "At least the girl will have a sweet dream. That doesn't mean that you should neglect her while she is sleeping"
Using this work will sedate Magical Girl to sleep. As long she is sedated, her mood wouldn't decrease, but the player can't assign agents to do works in her room. However, the player can still observe Magical Girl when the prompt arises, but this will wake her up. If this work is performed several times in a row, Magical Girl's mood will drop faster once she is awake again. This work can only be performed when her mood is in neutral, and only with Rationalist and Principlist agents.
Evening Twilight Hammer of Light Using this work will make the designated agent to use the hammer, transforming in an uncontrollable warrior, which will attack any Abnormalities out of their containment units, teleporting and also spawning duplicates of itself to fight the Abnormalities. Once there's no more panic level, the warriors will turn to sand, disappearing and not able to be used anymore. This work is only available when there's a panic level 2 or higher.
Drink Opened Can of Wellcheers Using this work will make that the agent drink the soda of the vending machine. This will have different effects when it's in different mood status. When in a happy mood, the blue soda will replenish health and mental gauge. When in a higher neutral mood, the light blue soda will replenish mental gauge. When in a lower neutral mood, the red soda will replenish some of health. When in a bad mood, the blue soda will make the agent fall asleep, and soon it will disappear behind a wave blocking the vision, and will be consider 'Dead'.
Rapture (Pray) WhiteNight Using this work will make that the agent receive healing or be killed, depending of the current visual effect in WhiteNight's room. If is blue, is guaranteed that the agent will be healed. If is in purple or red, there's a chance that instead of healing, the agent get killed instead. This work is only available when is in a bad mood and the visual effects will change overtime in the next order: Blue - Purple - Red. After the red effect remains for a while, WhiteNight will trigger its ability and escape.
Contract Little Red Riding Hooded Mercenary Using this work will show a screen with a maximum amount of 3 different abnormalities breaching at the same moment and with prices below their portrait. The player can select one and after a short moment, Little Red will breach to track and attack that abnormality. Once the abnormality or Little Red is defeated, she will return to her containment room. Little Red can't be suppressed while doing a contract. This work is only available while another abnormality or abnormalities are breaching and when Little Red is in a neutral or good mood. You don't need to send an employee to her containment room when requesting this work.
Duel The Snow Queen Using this work will let you choose an agent and sent it to fight The Snow Queen to release the frozen employee. This act as a work, and will load the Work Gauge in the process. The success change is determined by the stats of the employees, with a great chance of winning when the employee's stats are of higher level. If the agent wins, the frozen employee is released and both agents leave the containment. If The Snow Queen wins, both employees are killed instead. This work is only available when The Snow Queen has a trapped employee in her containment room.

Behaviour Edit

Basic Behaviour Edit

Employee UI

Employee UI, of the manual in-game

Employees will wander through the facility, in the designated department where they are, waiting in the main department room or 'chatting'. Agents will always go to the main department room at the end of a work, to heal their health and mental gauge, in case of any damage made by the Abnormalities to them. If an agent notice a dangerous Abnormality or hostile employee (Except clerks), they will start to suppress the closer target to itself.

Life Style Edit

Life Styles

The Life Styles, from the Special Agent's Menu

Each agent has an unique Life Style that will boost or reduce the rate of some of their stats. The Life Style can be choose when creating a Custom or Special Agent. Some Abnormalities will affect differently some agents depending of their life style. When they level up, there's a chance that their life style is changed in the process. There are 4 life styles:

Life Style Effect Description
Principlist

Working speed: -
Efficiency: +
Avoidance rate: +

"They are capable and thorough, but too meticulous. They won't even tolerate a single screw being loose."
Optimist Working speed: +

Efficiency: -
Avoidance rate: +

"They are very passionate about their work and full of energy. But they are not meticulous and overestimate themselves, which results in things going awry. As they often bluff, people don't believe what they say."
Pacifist Working speed: -

Efficiency: -
Avoidance rate: ++

"They test watchers' patience as they pursue a meticulous and stable working style. The last thing you want to do is press them to work fast, because it only backfires."
Rationalist Working speed: +

Efficiency: +
Avoidance rate: --

"They like to come forward and tend to be impetuous. Sometimes they violate the rules for a better outcome. But they always produce the best results, so to turn a blind eye is not a bad idea."

Traits Edit

Traits can change in a low amount the stats of an agent. Traits are obtained in each Level, 2 per Level. (At Level 5, the agent will have 10 traits). An agent will never get the same trait twice if it already has one. Trait can't be choose when creating a Custom or Special Agent. The player can see the information of the traits in the Agent Info, by holding the mouse on them.

Name Effect Description
Abnormality lover Energy gathering- Attack avoidance+ "Abnormality... so... cute!"
Acclimation Health+ Mental+ Movement speed+ Work sucess+ "Now I feel that I've slightly acclimated to my work. I thought I was going to go crazy when I first started working."
Active type Health+ Work speed+ Attack avoidance- "Should I go that containment room today?"
Allergic to Health- Movement speed+ Energy gathering+ Attack avoidance- "Either hamburger or pizza, just pick anything!"
Altruism Health- Movement speed+ Energy gathering- Attack avoidance+ "Ugh! Helping yourself before helping others?"
An optimist Mental+ Energy gathering- Attack avoidance+ "So what if I'm slow? I'm good at other things~hehe"
Analytical thinking Mental+ Energy gathering+ Attack avoidance- "Check immediately if there's a problem with energy production."
Attentive Health+ Work speed- Attack avoidance+ "He/She tends to everything in detail. He/She's just slow."
Awkwardness Health+ Mental+ "Arghhh! Every time I have lunch with him/her I think I'll die of awkwardness!!"
Be composed Movement speed+ Work speed- Attack avoidance+ "Calm down. It's just a kid."
Boredom Mental- Work speed+ Attack avoidance- "Every day is the same. It's such a bore."
Captain of action Movement speed+ Work speed+ Attack avoidance- "Actions speak louder than words, right?"
Carefulness Health+ Work speed- Attack avoidance+ "It never hurts to be extra careful, I'm just worried that I have so many things to be careful about when I'm walking."
Chatterbox Mental+ Energy gathering- Attack avoidance+ "Even talking continuously requires fitness...."
Cold heart Health+ Movement speed- Energy gathering+ Attack avoidance- "Why do we need to talk when we're walking to work?"
Collectedness Mental+ Work speed- Attack avoidance+ "It's good that a collected employee doesn't get surprised by an Abnormality running about."
Competent Health+ Mental+ Movement speed+ Work sucess+ "What you've just seen looks like simple but it's actually a combination of 3 techniques."
Concentrating on Health- Mental+ Work speed- Attack avoidance+ "Close your eyes and listen to the sound from your psyche."
Conservative Mental- Work speed- Attack avoidance+ "Would you to rewind turn back the time? NONONO~this is the best time!"
Contemplate Mental+ Work speed- Attack avoidance+ "Working like this slows me down but I feel comfortable."
Copycat Health+ Mental- Energy gathering- Attack avoidance+ "I...I'm gonna do it, too!!"
Curiosity Mental+ Work speed+ Attack avoidance- "How do they extract energy from those monsters?"
Determination Movement speed+ Energy gathering+ Attack avoidance- "Determination to hit the nail on the head!"
Diligence Movement speed+ Work speed- Attack avoidance+ "The employees ta-da! Are working hard ta-da! as always ta-da!"
Dodge about Movement speed+ Work speed+ Attack avoidance+ "Move to one side~ to another~"
Easily upset Mental- Movement speed+ Energy gathering- Attack avoidance+ "How come you won't have a meal with me?"
Elite Mental+ Energy gathering+ Attack avoidance- "I know the wonders of how these Abnormalities work but because there isn't enough space, I won't describe it in here."
Ever-changing Health+ Movement speed- Work speed- Attack avoidance+ "Looking at me completing a work in a flash reminds me of this word! Don't you think so?"
Experienced Health+ Mental+ Movement speed+ Work success+ "You can now get any job as experienced personnel!"
Fake friend Health+ Mental- Movement speed+ Energy gathering- Attack avoidance+ "This employee has over 10.000 friends on Facebook"
Fluterring heart Health+ Mental+ "Finally, work day! I'm so thrilled! Pitter-patter~"
Flying squirrel Movement speed+ Work speed+ Attack avoidance- "He/She remind me of a flying squirrel when he/she quickly finishes off everything."
Frustration Movement speed- Work speed- Attack avoidance+ "Stuffy as though there's a lump in your chest!"
Hot-tempered Mental- Work speed+ Attack avoidance- "He/She has a foul temper. Is being fast all that matters?"
Humane Mental- Energy gathering- Attack avoidance+ "Isn't there a day where you really miss someone humane?"
Hysteria Health+ Energy gathering+ Attack avoidance- "There's still dust here! How many times do I have to tell you that cleaning is really important!"
Impatience Mental- Movement speed+ Work speed+ Attack avoidance- "How lazy!"
Impulsive Health- Movement speed+ Work speed+ Attack avoidance- "Does he/she even think?"
Incongruity Health+ Mental+ Movement speed+ Work sucess+ "K was attacked during work yesterday. I ran to the infirmary but he was nowhere to be seen."
Indecisive Health+ Mental- Movement speed+ Energy gathering- Attack avoidance+ "I like this and that, too... which one should I pick?"
Let's go together Movement speed+ Energy gathering+ Attack avoidance- "How come he never goes alone?"
Life of the party Energy gathering- Attack avoidance+ "He/She bring the life to the party. Everyone becomes alive."
Momentum Mental+ Movement speed- Work speed+ Attack avoidance- "I gained momentum through failure?"
Morning person Health+ Mental+ "I'm good at everything in the morning! Other times. . .um...Haha!"
Narrow-minded Health+ Mental- Movement speed+ Energy gathering+ Attack avoidance- "How many people could fit in that narrow mind of yours?"
Nerves of steel Mental+ Work speed+ Attack avoidance- "What are you afraid of? She's just a girl."
New employee Health+ Mental+ "Nice to meet you!"
New world Health+ Mental+ Movement speed+ Work sucess+ "This place really is a whole new world! There's nothing that doesn't exist! What sort of work will I be doing tomorrow?"
Novice shooter Health+ Mental+ Movement speed+ Work sucess+ "Now I have a junior colleague!"
Obscure feeling Health+ Mental+ Movement speed+ Work sucess+ "It's odd. I was supposed to meet someone today, but I can't remember."
Overacting Movement speed+ Work speed+ Attack avoidance- "If you work like that you may get battered by an Abnormality!"
Overworked Health- Energy gathering+ Attack avoidance- "This employee starved for a week just for work"
Party animal Health+ Energy gathering- Attack avoidance+ "After enduring risky work, a hot party is the place to be."
Passive type Mental+ Work speed- Attack avoidance+ "Excuse me, manager, should I go this way?"
Patience Health+ Mental- Work speed- Attack avoidance+ "I like patient employees because...hehe..."
Perseverance Mental+ Movement speed+ Work speed- Attack avoidance+ "Kids these days don't try hard enough!"
Practical Health+ Mental+ Energy gathering+ Attack avoidance- "Isn't it hard to live so stupidly?"
Pursuit of Health+ Work speed+ Attack avoidance- "New work! Fresh work! Innovative work!"
Relaxing Health+ Mental+ Work speed- Attack avoidance+ "Chill-out!"
Result-centric Movement speed+ Energy gathering+ Attack avoidance- "As long as the results are good, right? What more should I do......"
Roughly and Mental+ Energy gathering- Attack avoidance+ "Did you really think that working quickly and roughly could lead to success?"
Self-centered Mental+ Energy gathering+ Attack avoidance- "I'm fine by myself, what's the reason for another employee?"
Selfish gene Mental- Movement speed+ Energy gathering+ Attack avoidance- "It's none of my business whether or not the other employees are hurt."
Senior Health+ Mental+ Movement speed+ Work success+ "What?! My senior colleague!"
Shhh! Work speed- Attack avoidance+ "......"
Sl manual expert Health+ Mental+ Movement speed+ Work sucess+ "This employee has read the legendary Sl manual."
Solitary gourmet Mental+ Work speed- Attack avoidance+ "What's so wrong about eating alone?"
Stubbornness Health+ Mental+ Movement speed- Energy gathering+ Attack avoidance- "Is there a need to change?" The most annoying person in the team.
Superior Health+ Mental+ Movement speed+ Work success+ "Superior person in our company!"
Tender smile Health+ Energy gathering- Attack avoidance+ "Why do I reminiscence about that tender smile from time to time...?"
Top employee Health+ Mental+ Work success+ "That's the person who came in top in the last employment exam. He/She must be really smart."
Vibrant Work speed+ Attack avoidance- "If you run around in the company, something may get you and you may vanish without a trace."
Workaholic Health- Energy gathering+ Attack avoidance- "Leaving while still on the clock? Do you lack passion for the company?"
X relationship Health- Mental+ Movement speed+ Energy gathering- Attack avoidance+ "X relationship formed between people"
Name Effect Description

Abnormalities Traits Edit

These Traits only can be obtained via interactions with Abnormalities.

Bless: Health+ Mental+ Movement speed+ Work speed+ Energy gathering+ Attack avoidance+ Work success+ Desc: "Employees healed by Doctor are blessed. These incandescent blessing increases employee's status and gives them sense of happiness."

How to obtain: Perform a Violet Colored Baptism work with an agent, with Plague Doctor, willing or forced to. If an agent already have the trait Bless, it can't be choose to perform the work. Beware, this will be a good trait but if 12 employees have the trait, Plague Doctor will transform to WhiteNight and all the employees with the trait will become Apostles, becoming uncontrollable minions. 

Rudol-Ta's Gift: Mental- Movement speed- Attack avoidance+ Desc: "A little late, but Merry Christmas ...."

How to obtain: Let that Rudol-ta of Sled escape and that a present get stuck to one of the nearby agents.

Lamb: Health+ Mental- Attack avoidance+ Desc: "I'm riding on a wolf, doing flips and sheep!"

How to obtain: Big and Might be Bad Wolf must devour an employee(s), up to 3, who were supposed to do Violence work on him and then spit them out by performing a successful Nutrition work afterwards, by subduing him if breaching, which usually happens when he eats 3 employees; or just ending the day. If he enters in a bad state, he will no longer spit out the eaten employees.

Inspired courage/Reckless courage: The trait changes over the time, including name and description, by the amount of Violence work performed on Crumbling Armor, starting at stage 1.

Stage 1: Inspired courage. Health+ Mental- Energy gathering+ Attack avoidance- Desc: "After the jewelery came on, a little courage grew."

Stage 2: Increased Health and Energy gathering buff (Health+ Mental- Energy gathering+ Attack avoidance-). Description changes to: "The courage grows and makes everything seem possible."

Stage 3: Name changed to: Reckless courage. Health- Mental- Energy gathering+ Attack avoidance- Desc: "The overflowing courage is constantly looking to kill."

Stage 4: Health decreased more and Energy gathering increased. Description changes to: "The courage that is endlessly sprouting may soon cut everything off."

Stage 5: Health reduced greatly and Energy gathering increased greatly. Description changes to: "The ever-growing courage gave rise to recklessness and devoured everything."

How to obtain: An employee must perform at least 3 times Violence work on Crumbling Armor to obtain the trait. Performing more violence work on the same abnormality will change the trait to the next stage, until stage 5. After performing more violence works in stage 5, there's a chance that performing a work on Crumbling Armor with the same employee might lead to the employee being decapitated instead.

The One who: Mental+ Movement speed+ Work speed+ Energy gathering+ Attack avoidance+ Work success+ Desc: "They endured the twilight, and finally faced the dawn. In the forest, have the bird stopped chirping?"

How to obtain: All the agents who survived Apocalypse Bird, after being defeated, they will receive this trait.

Research Edit

Main article: Research

Research can affect employees in different ways, like the type of weapon they can use, the rate of healing in main department rooms and increase other values, like the psychological and physical gauge.

Abnormality Influence (Panic Response) Edit

Abnormalities, like how agents interact with them, they may also affect the employees, in more negative ways. Abnormalities can use their special abilities to cause different effects on the facility and in the employees, this includes dealing physical and/or psychological damage, possession, death, transformation, out of control and others more.

The most common effect of most Abnormalities is to inflict psychological damage, which once the mental gauge is depleted, the agent will enter in Panic, uncontrollable and starting to act according to the case of panic. The employees under panic can be subdued by agents, dealing damage to them and trying to return them back to normal, but in some cases, this may ending in killing the panicked employee. The different cases of Panic response are Wander, Suicide, Murder or Shutdown, at the moment. Clerks always enter to the panic response Wander but they don't deal any damage to other employees and neither be suppressed.
Panic Response Wander

An agent under Panic response: Wander

Panic response: Wander

Desc: "Where should I go? This place is hell." Overwhelmed by fear, he/she roams around the facility while screaming."

Employees who Wander just start to roam aimlessly through the facility, dealing psychological damage to nearby employees who see it.
Panic Response Suicide

An agent under Panic response: Suicide


Panic response: Suicide

Desc: "It's all my fault. I blame myself." Kills himself/herself because of overwhelming thoughts."

Under Suicide, the employee will try to kill itself, by breaking its own neck, if nobody stops it first. If other employees witness the suicide, they will suffer of strong psychological damage. 

Panic response: Murder

Agent Panicked 2

An agent under Panic response: Murder

Desc: "So you're to blame! If it weren't for you, it wouldn't have goes this way." Attacks anyone on sight. Even if it's a colleague."

If they want to Murder, they will attack other employees in its sight.
Panic Response Shutdown

An agent under Panic response: Shutdown

Panic response: Shutdown

Desc: "Why so serious? I'll make you feel better. Hold on" Visits every single one of the quarters and worsens Abnormalities' mood status."

In case of Shutdown, the employee will try to sabotage one of the containment rooms, reducing faster the Abnormalities' mood and probably leading it to escape if possible. When is done with one, it will move to other.

Panic response: Panic

Desc: "Stop all actions."

Despite the redundancy, this panic response is applied to employees under possessions. Example: The bewitched spell of Singing Machine.

Trivia Edit

  • All the clerks' names are randomized, by using first a letter of the greek alphabet and being followed by a number.
  • In the teaser trailer of Lobotomy Corporation, in some point of the video (After the scene of Singing Machine), employees start to appear under the chaos of the facility. Actually, seem like they are representing the Panic Responses of the game in the next order: Wander, Suicide, Shutdown and Murder.

Gallery Edit

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