Lobotomy Corporation

Lobotomy Corporation

91 ratings
Full-game strategy and tips
By dinges720
Whereas there are several good guides on this game, there wasn't anything yet talking about general full-game strategy and applications thereof. This guide is not a full walkthrough, not spoiler-free, not spoiler-heavy and mainly intended to be checked whenever something specific (ehm bosses ehm) proves annoying or when preparing for a new run.
Disclaimer: this guide is based on my experience. I got the true ending, but I am not omniscient. The strategies work, they might not always be best.
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Context
Welcome, manager. I take it you don't want to spend all of your life in this rng-hell. If that is the case, you have come to the right place. This guide will cover a strategy on as many relevant topics as I can think of, all for the low-low price of absolutely nothing. If I mention a game term, like the name of an abnormality, and you don't know what I mean, go check the Lobotomy Corporation Wiki. I could copy paste the information, but that is rude to those who did such a great effort on the wiki.
Hereby also a spoiler warning for the full guide. There won't be spoilery images (there won't be any images) and I won't go over any lore. Furthermore I'll try to put more story-relevant stuff later in the guide. Now without further ado, let's get started. I have more to do today.
Beating the Game and the Path to True Ending
For all of those who haven't reached day ~15/20, please do so first. I'm not going to babysit you through the most basic mechanics (the game actually does quite a good job at that), and these days are quite easy. You're back? Good.
Reaching the credits in this game is very simple in theory, just complete day 50. The only wall is that you have to overcome all core suppressions first. Reaching true ending on the other hand requires you complete the abnormality codex: you need to unlock everything from every abnormality. This presents a very simple problem: there are many more abnormalities than you can get in a single run. You can either solve that by returning to memory repository very, very often, or doing multiple runs.
I highly recommend doing multiple runs: your first run is unlikely to make it to day 45, your second and maybe even third run will be spend on doing the core suppressions and completing the codex, then your fourth run is used to prepare for the endgame, day 46+. This is a roguelite after all, buffs obtained from core suppressions carry to the next run and some of those buffs are absolutely ludicrously strong and practically warrant starting a new run on their own (ugh Hod ugh Hokma).
To sum up:

Reset your facility!

"It hurts so bad seeing my dear Genie go!" Then you shouldn't have gotten attached to them. Using memory repository to get rid of a really annoying abnormality is usually worth it after you obtained their gear. Also, there are so many abnormalities you need for true ending that you likely won't be able to get everything in one or two runs even if you return to memory repository very often. That's expected. Use the buffs you obtained in the previous runs to start over. Especially Hod supression and Hokma supression almost warrent a full day-1 reset on their own just for how good their buffs are.

The carefree and grindy way of beating this game
As mentioned above, to get the true ending you need to see all abnormalities, and several core suppression rewards are ludicrously strong. The following advise, tailored to that, makes the game a lot more managable, but would by many be considered somewhat grindy.
First: there are two cheap tricks to getting abnormalities. What tier you get depends on the day, you can look it up on the wiki. Genereally, every fourth day is stronger than the three preceding ones and every fifth day is a tool. Resetting the day at the moment of picking an abnormality for the next day, while forcing you to plan the day again, can guarantee you get the abnormality you want if you have enough patience. Also use the memory repository to get rid of annoying abnormalities, but look out to not pick an annoying abnormality on a day that is a multiple of 5: that choice will be saved in the memory repository so you can't get rid of it.
Now for the strategy: on your first run, take Plague Doctor. When you want to day-1 reset this run, turn him into WhiteNight, get wiped, reset the day, then day-1 reset (to go absolute bonkers you also grind his outfit now, but you're better off doing that in your second run, we just want to turn the Plague Doctor into WhiteNight here to prevent having to keep plague doctor around in an uncontrolled manner later, the first run can be treated as a warmup anyway). In your second run, make sure to pick unknown abnormalities still (preferably get judgement bird as one of them, his armour deals with pale damage). When you think you can live WhiteNight, pick him up and get the armour. You now have a nearly immortal employee, especially when you get the gift as well. This run, try to complete at least all upper level core suppressions (no worries if you don't manage, just make really damn sure to get Hod). After the inevitable day-1 reset, your third run SHOULD avoid (almost) all abnormalities listed as annoying later in this guide, especially the time-sensitive and employee-death ones. Also make sure to get backwards clock to trivialise the Binah suppression. Do still try taking unknown ones though. This run, you complete all core suppressions you haven't yet (make sure to expand Binah and Hokma simultaneously, instead of one by one, use memory repository when the first of the two is done). To make Kether easier, you can do another day-1 reset. Again, pick no annoying abnormalities except for WhiteNight and all pieces of apocalypse bird. Also get backwards clock. Beat the apocalypse bird on day 45. If you can do that, your employees and facility should be strong enough for the mess that is Kether. On this run, also make sure to fill out your codex.
Remember that of all the difficult things in this game, only the ones that take away your ability to pause rely on reaction speed and finesse. Everything else is planning and how patient you were leveling your employees and preventing abnormalities breaching. These are the third phase of Binah (trivialised with backwards clock), Hokma (if you take your time and don't get super unlucky with the ordeals, it can simply be a matter of how many strong employees you have and just swarming enemies works fairly well if you don't get violet midnight), WhiteNight (which is optional and has a reward that really isn't worth the hassle in my opinion) and Kether day 49 (but at this point everything is expendable, so taking two pauses to clear the meltdowns and backwards clock on the last phase work wonders).
Basics/Varia
Manipulate time
Use the pause button. Please. And speed up the game when there's no ordeals happening or very mean abnormalities causing trouble. You'll thank your time for it. This seems trivial, but manipulating time is the strongest tool in your toolbox, especially pausing can have an immense effect on the outcome of a fight or meltdown. Whenerver something looks scary, it should be a reflex to pause, assess the situation, fix the problem and only then unpause to see your perfect solution play out. Also, you CAN shoot bullets while the game is paused, and they WILL have their effect the instant you unpause.

Clerks are disposable
"But then I lose buffs!" I hear you say. Yes. You do. Deal with it. Clerks are not important, they don't need protection, let them die. Best case they distract an enemy long enough for you to assemble a kill squad. The only time when you shouldn't let clerks die is when you have abnormalities going haywire on employee deaths, then you execute them yourself instead to prevent them from dying.

Think about picking abnormalities in your later runs
Building your facility wrongly has massive consequences. If you don't want impossible boss fights, there are certain abnormalities you don't want to pick, but if you never pick them you are locked out of true ending or really good gear. Your first runs you want to only pick unknown abnormalities to complete your codex. Later runs, you want to pick unknown ones only if you can memory repository your way back to before the choice in case that is necessary.

Overtrain your employees
Days only end when you say so, but experience is gained whenever you work; it doesn't matter whether the day is over. Unless your facility is burning brightly because censored or a group of other annoyances decided to say hi, keep on working to level your employees. The more of them are high-level, the better.

Don't be afraid to use your best gear
"But what if I lose it?" You likely reset anyways, because losing several of your best employees at any point can be quite brutal in terms of dps loss or dealing with abnormalities. Even if not though, gear can be bought again, and you'll have saved up for it fast enough.

Child of the Galaxy
This unassuming abnormality can turn your kill squad noticably closer to immortality. Give them all a pebble, increase his qlihot counter and watch the world tremble before your very feet. Especially useful in the Gebura supression and probably also in the Binah supression if you can take the time to set it up. That is unlikey due to the instant meltdowns, but in Kether it might work.

Backwards Clock
Though expensive, this will help you through Binah and other hellish scenarios where the second or even third trumpet is blaring in the background. Take it, always, it seemed completely immune to qliphot meltdowns so there's literally no downside. Most other tool abnormalities are annoying at best, this one is actively helpful.
Ordeals
The game's way of telling you the friendly way won't cut it can be anywhere from a nuisance to an actual threat. Some ordeals are trivial, some are mind-bogglingly difficult. Pause immediately when one spawns to assess the possible damage. (Also, the colour of the text in the meltdown bar is the colour of the ordeal. I can't be the only one who took far too long to notice...)

Dawn
You really only have to worry about the clowns and the worms. The robots don't have ranged attacks and the puddings take quite a while before blowing themselves up and lowering qliphot counters everywhere.
The worms are deceptively difficult to deal with because your employees with slower weapons can't hit them because they keep jumping, and if your employees are not red-resistant they won't escape due to the slowdown. Ranged weapons circumvent most issues.
Clows suck. They really do. Usually it's enough if you have a few employees in the main room running over to them and killing them, but weaker employees won't be fast enough to stop them from lowering a qliphot counter and teleporting onwards. A solution could be spreading out your employees, you can also post them only at the actually dangerous abnormalities so that when things go wrong, they don't wipe you immediately.

Noon
This time it's the robots. The obilisks are avoided easily enough and don't have the damage to kill you, so if you can consistently out-dps them they pose literally zero threat (do take in mind they kill all of your clerks if you didn't execute them). The bigger clown deals too little damage and the three minions can usually be dealt with fast enough if you don't send your entire facility after the big one. The sweepers should be swarmed, but don't pose much of a threat when they are, especially not with black shields.
The robots deal slightly more damage than you comfortably want to take with their sawblade, and the gun is somewhat annoying. It's not dangerous enough for ranged weapons, but it slows red-weak employees. As for killing, swarm and use a red-shield or engage in ranged combat.

Dusk
Dusk attempts to be more difficult, but really isn't too much worse than dawn. The worms can't reach main rooms or elevators, so weak employees are completely safe. The only thing to note is that the best way to kill is a kill squad, coming in from the back, at least one ranged weapon, and strong enough to take a single hit from a big worm entering the room. It happens occasionally that another worm burrows into the room where you're currently fighting and bites all of your employees. I haven't actually ever fought the huge clowns, but a comment told me to abuse room transitions into an elevator as it stopts their roll, and to run through them rather than run away since they outspeed your employees. Furthermore, kill all dusks before engaging noons: noons are not scary enough to do actual harm.
Factories are annoying. They have far too much health, and green noons still deal uncomfortably much damage. The best thing to do is lead your weaker employees away from the factories, and assemble a single overkill-squad taking out the factories one by one, always starting with clearing the room of whatever currently inhabits it and keeping it empty. Only after all factories are dead, clean up. It might be nice to have a second underkill-squad of medium-strength employees to protect your weak employees from stragglers.

Midnight
I've never had the pleasure of beating Violet Midnight, but then again, I only fought midnights when absolutely required and I encountered it only once. I have no tips, except for abusing the pause button.
Green midnight is trivial. Gather all employees, sort them on medium-up-range and short-range, put short range in the elevator left of information main room and the remainder in the corridor next to it. Wait for it to exist, then send in the corridor squad. When things get dicey, use the elevators to teleport through the beam.
Amber midnight is as diffiicult as amber dusk, honestly. The huge maws provide no threat. Save your weak employees in an elevator somewhere, then put kill squads in elevators next to main rooms. Wait for a maw to appear, kill it until it leaves, retreat back to the elevator, repeat until dead. Then deal with amber dusks by any means necessary.
Abnormalities
There are a bunch of abnormalities that are noteworthy for being more annoying than others. I won't list all abnormalities, instead just the ones that consistently pissed me off more than the others. When you plan to do boss fights, avoid these; especially taking multiple of the "Employee deaths" ones spirals out of control rather quickly.

Tools
  • Old Faith and Promise; destroys your EGO-gear and resetting the day does NOT get it back
  • We Can Change Anything; kills amployees, but doesn't ever get a meltdown so it's dead weight and therefore decent to pick (knowing something cannot melt down saves you time thinking and makes it easier to declare a department risk-free)
  • Express Train to Hell; I hate anything on a timer, you forget this thing and half of your weak employees might end up dead

Employee deaths
This is the category that pissed me off the most consistently. These abnormalities lower their qliphot counters on employee/clerk deaths. Do not bring these into difficult core supressions or higher ordeals. Especially violet noon wrecks clerks and frequently made all of these break out at once. Use your execution bullets to prevent clerk deaths if these are in your facility
  • Big Bird; comes with the added benefit of one-shotting employees, do fight Apocalypse Bird on day 45 though when doing Kether
  • Clouded Monk; charged rushes deal a lot of damage
  • Army in Black; not worth taking for the heal, the hearts are surprsingly strong and annoying
  • Mountain of Smiling Bodies; relatively easy to take down before it grows

Instakilling high-level employees
Mostly a problem with Binah, but also with other meltdowns. These two instakill employees that are too high a level after those work with them.
  • Singing Machine
  • Warm-Hearted Woodsman

Others of note
  • Don't push me; utterly useless and can crash your game
  • Queen of Hatred; I hope you have enough clerks to use execution bullets and don't forget them
  • Happy Teddy Bear; my memory is awful
  • Schadenfreude; don't look at it while working
  • The Burrowing Heaven; do look at it while working
  • Alruine; just keeps escaping due to annoying rng
  • Parasite Tree; kill the infected clerks to give you the required leaway
  • The Firebird; don't make your employees too OP to avoid being unable to get bad work
  • Melting Love; quarantine the employee who worked with it
  • The Silent Orchestra; I do hope you can get consistent neutral work to avoid the power loss

WhiteNight
We know it, we hate it. I do NOT recommend taking this on a run to the difficult core supressions, but I DO recommend taking it into Kether and picking it up in your first run for the EGO suit. Paradise Lost is very, very good combined with the wing gift (and without WhiteNight in the facility it's still really good). Don't bother with the supression, the weapon is not worth it.
Core Supressions
The boss fights of the game can range from easy to very difficult, but all of them are annoying. If you can, don't bring anything that forces you to go fast, like Express Train to Hell and WhiteNight. Most of these become easier if you take your time. Also, the quota isn't ever a problem if you prevent meltdowns. Even working with only One Sin will usually get you very far (but please don't, that takes forever).

Malkuth
Pen and paper. Write down the new assignments every meltdown. Make someone work with One Sin or similar free abnormalities, look at which symbol appears to the right of it, that is the actual work performed, and then engineer the code, every single meltdown.

Yesod
Before you start, make sure you have a system for working with abnormalities like "top employee works with abnormality top left and always does this work type". Zooming somewhat counteracts the blur effect.

Hod
Be very careful about what your work level is. The stat reduction affects your level real-time. Stat-modifying tools can help here. Don't work with risky stuff unless required, you'll make the quota fine.

Netzach
Just work with abnormalities that don't deal a lot of damage? Again, the quota is not a problem if you prevent meltdowns. Cheating with Army in Black doesn't help much, but it does something if you really need it.

Tipheret
The difficult part here is the midnight ordeal, not the core supression. Deal with the ordeal and you're free.

Gebura
Lock up your weak employees in an elevator, preferably one at a corner of the map like the top of safety. Send in a squad of Alephs, pull them back to heal them if they sustain too much damage. Repeat until phase change. Phase two is the same principle, repeat until phase change. Phase three can be done two ways. Either the same as phase one and two, or using a ranged weapon like pink as Gebura can't seem to figure out how to hit someone standing out of melee range for three-quarters of the time. She'll stay still and just occasionally throw her spear. She'll not get into melee range, but will attack with her melee weapon (and no, that doesn't hit you, she will miss).
For the final phase, put all of your employees together in the same elevator. Once Gebura starts dashing you keep slowing her, then rush over to take her out with EVERYONE while she is stunned, but only if she is close enough. If she is not, you run further away and wait for one of her attacks to bring her closer before she gets stunned again. She should go down in one attack cycle from you, if she doesn't you're toast if you lose the coinflip.

Chesed
Do the mathematics. Make calculated estimates whether your employees will survive. They can withstand a lot more than you think, especially with good armor.

Hokma
TAKE IT SLOW, THAT'S THE BEST ADVICE. You don't go up a meltdown level or even work with a dangerous abnormality until the entire facility is clear of threats. If you get violet midnight, just restart. Losing an employee hurts, but if you really need to pause to deal with a qliphot meltdown, your facility can take two pauses without many problems.

Binah
Again, take it slow. When she spawns, you pause the game, deal with all the meltdowns, send the kill squad close and wait for Binah to start getting debuffed. Once she's stunned, you go in and kill her. I highly recommend bringing enough dps to kill a phase before a second meltdown. Phase two is more of the same. Phase three removes pausing, so turn time back to 1x and deal with the most dangerous Aleph meltdowns first, then everything else. Even if you don't get every meltdown, your kill squad should be rather capable and even able to take a single pillar attack. Memory repo will get all of them back, though not their gear. This however should be your final meltdown, and I recommend doing a day 1 reset for Kether anyways.
A better option however is to use Backwards Clock on phase three, bypassing any and all difficulty of the meltdowns. This is by far the easiest way to deal with An Arbiter.
Kether
You've made it to the end. I hope you followed my advice on abnormalities to avoid. If you didn't, I can't help you. And yes, I do legitmately recommed beating Apocalypse Bird on day 45 and thus having Big Bird in your facility. You should be strong enough, if not... good luck back at day 1. I had 16 near-perfect Aleph employees and 24 near-perfect Waws, that was quite a little overkill.

Day 46
Day 46 introduces five problems. Four Fixers and a Claw. Since you have someone wearing Paradise Lost who was the wings gift (preferably two people), the pale fixer will get stuck fighting an indestructable wall. The red fixer is most dangerous on death, so making it fight a mimicry set until you're ready to deal with it is a viable option if you keep an eye out and maybe have a red shield every now and again.
The white fixer is your second priority. Kill ALL clerks close to it immediately, evacuate ALL employees at least two departments away. You can make an indestructable wall with Da Capo and it's gift, but dealing with The Silent Orchestra is a bad idea so that's not really an option. Instead, leave it completely alone until ready to send in your kill squad. Dps it down until shield, move to the room nextdoor, repeat. Your kill squad should tank any singular attack at this point in the game with relative ease, so there's little risk if you are paying attention.
The black fixer is usually the problem. Before the ordeal, split up your kill squads over the facility. Engage the black fixer immediately and kill it, using black shields if necessary. Upon its death, deal with the meltdowns. DO NOT LEAVE IT ALONE unless it spawned somewhere harmless (don't bank on that, usually it's mean), it WILL break out all abnormalities in the department where it spawned.
The Claw is it's own can of worms. Send your entire selection of strong employees after it until it reaches a little under 50% HP. Then wait until you can stun it and kill it. At 25% it gets a kill-move using all three serums that makes it immume while casting and deals ludicrous pale damage to everything it hits. Make sure you kill him while he is stunned so he never wakes up in that threshold. Don't aim too close to 25% either, that's very risky and cost me a reset.

Day 47
With the Apocalypse Bird gift (this day is why you got it, it nicely counteracts the -50 Hod debuff a bit) and your squad of near-perfect Alephs, this isn't much different from the individual core supressions. You're a little weaker, so avoid work that requires LVL5s, but meltdown 6 just isn't high enough to truly be scary. The noon ordeal is the scariest thing today, but with shields it's rather fine.

Day 48
Kill Gebura, don't take Chesed's path. The only difficult part is getting to her with Chesed buffing the fixers. This day might take some RNG if the black fixer shows up with poor timing, but ignoring the other fixers can be a fine strategy (especially with Da Capo+gift, but again, bad idea). Since Gebura will stay in her room and Chesed will be turned off once she spawns, you could rush a meltdown level if red/white fixers spawn one level before Gebura does to kill them with less risk.

Day 49
Kill Binah, don't even think about taking Hokma's path. Everything is expandable now. For the first two phases of Binah, use one each pause to kill all meltdowns, then kill her. Make sure you don't kill Binah too fast in phase one, otherwise the abnormalities are still in cooldown and can't be worked on yet, wasting your pause. For the third phase use Backwards Clock and go all in. If at least one employee survives that's enough, and you likely don't have every last employee in your kill squad anyways. Plus, Binah is unlikely to kill employees wearing Paradise lost with the gift.

Day 50
Enjoy the show.
Appendix
Thanks for reading. I am open to feedback, I kinda just wrote this up in a couple hours but I felt there were quite a few points that weren't immediately obvious about this game that I could point out for people that were stuck.

All factual information was obtained from the game itself or the wiki. Some of the core supression strategies take inspiration from other guides (namely the wiki and the other two core supression guides on Steam as linked). Additional thanks for a couple strategies and details I missed go to the comments section of this guide.
https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=1911018293
https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=2558274102
7 Comments
pero 9 May @ 11:12pm 
cool
Onion_Bubs 4 Jul, 2024 @ 12:32pm 
@pussy obliterator: Even if you do somehow get past day 46, depending on whether you've done all the upper layer core suppressions or not (which, if you haven't done a lot of missions, I'm guessing you haven't done the core suppressions either), either day 47 or day 48 will be - no joke - literally unplayable.
Big dingalong fella 22 Jun, 2024 @ 10:19am 
I'm on day 46 I have 6 or 7 if you count the duplicate aleph abnormalities.
I've spent a hellish amount of time on this day and I still cannot beat it, mostly due to all of the annoying abnormalities I have. I have the express train to hell which has costed me 10s of runs, I have 2 armies in black, which are super anoyying, i have the mountain of smilling bodies, the orchestra, nothing there, the monk which also breaks out upon clerk deaths, I also have Censored, and the star thingy. I do not have execution bullets as a matter of fact I haven't done a lot of missions. Do you think I should just restart?
Denthovan 1 Jun, 2024 @ 2:27am 
Haven't read the whole thing yet. Bought the game found this and wanted some leverage. First two sentences were fck off and play it first. Aight, keep your secrets for the time being. I'll be back.
viderchia 19 Feb, 2024 @ 12:35pm 
Anyone coming here: probably best to note any donator abnormalities don't count towards the codex and can safely be ignored.
dinges720  [author] 15 Jul, 2023 @ 4:48am 
I wasn't aware of We Can Change Anything not taking meltdowns, I threw it away when my first run inevitably failed only twenty days in, thanks for that.
As for red dusk, I'll add the stratehy to the guide, similarly thanks.
Dwarvin' Marvin 1 Jul, 2023 @ 12:09pm 
We Can Change Anything actually doesn't get qlippoth meltdowns, so the only reason you ever need to touch it is for 100%, which you can feed it ungeared employees for.
Tools that I'd rather take the meltdown penalty than deal with are Theresia, Tree Sap, Flesh Idol, Luminous Bracelet, Yang, Notes From A Crazed Researcher, and Shelter to some extent.
Tools that are never worth taking aside from 100% completion are Train and Button.

Red dusk is tricky but cheeseable if you just stay on the elevators on the edge of your facility, since they stop rolling at the rooms before it. I personally ignore the Red noons that spawn out of it until all the Dusks are dead.The dusks usually stay far apart, so if you're patient you can usually just run enough to lose aggro on the red noon and it just leaves you alone. The red dusks are actually pretty fast and will outspeed your employees, instead take the hit and run through them so your employees don't  get hit by it more than once.