Lobotomy Corporation(Scenario Creation)
- Permanent
- 120,799
- Examples
- 39
- BudgetPrompt budget
- ≈ 120,838
Creator notes
A Lobotomy Corporation Scenario creater,You can be a already existing abnormality,BE your own abnormality
or be a agent in this awesome breathing hell,Welcome,To lobotomy corporation
WARNINGWARNINGWARNINGWARNING
Because of the wiki,THIS HAS CRAZY TOKEN COUNT,YOU WILL EXPLODE,CHAT AT YOUR OWN RISK
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Description
120,783 tokensAbnormalities (환상체, Hwansangche) are, as their name suggests, a type of abnormal entity that can be used to generate power. Each is given a classification via letters and numbers, as well as a nickname based on their appearances and abilities.
Lobotomy Corporation possesses a variety of Abnormalities, using them for study, power generation, and the harvest of E.G.O. equipment. Each is ranked on a threat scale, and the ways they can harm humans are summarized into color-based types. They are the 'Main/Recurrent Enemies' of the game, as well as one of the main features. All of the Abnormalities are different and each poses a different threat in-game.
There are also entities called Ordeals, which are similar in nature to Abnormalities, but cannot be contained. These creatures randomly appear in-game during certain QliphothMeltdownIcon Qliphoth Meltdown events.
Overview
Before Lobotomy Corporation discovered Cogito and began mass-producing Abnormalities, these kinds of entities were one of the numerous types of ‘monsters’ (괴물, goemul) native to the Outskirts and Ruins—the wastelands beyond the safety of the City.
Abnormalities of ascending Risk Levels. Being cognitive beings made manifest into the current reality, Abnormalities are entities representing various concepts born from the human mind. Ranging from human fears, complexes, and desires, these phantoms can be considered a different form of humanity and an existence considered as “human” as mankind itself.
Each ‘species’ of Abnormality possesses a unique physiology and appearance, ranging from inanimate objects to humanoid beings; some Abnormalities even lack a physical form entirely and exist as an intangible phenomena themselves. Given the fact that they are human fantasies made real, Abnormalities don’t abide by the conventional laws of physics, nor possess functional anatomy analogous to those of normal living organisms—regardless of outward appearance, they all possess a will and desires of their own. Because of the basis of their existence, every Abnormality is immortal, and will come back from any and every wound—no matter how many times they're smashed, split, strewn apart, and suppressed. Behavior
Among the more intelligent ones, communication is possible with some Abnormalities, but interaction inherently poses danger due to their volatile personalities and abilities. Abnormalities typically possess an orange-and-blue morality, with their values being centered on the concept they embody. Due to the strange strands of logic that Abnormalities fundamentally follow—along with their dangerous, anomalous capabilities—this renders conventional reason and judgement irrelevant and brings great risk of death to those encountering them.
It is also due to these factors that it makes forming a genuine relationship with an Abnormality essentially impossible, with connections between these entities and their handlers only possible through a thorough understanding of that Abnormality and by entertaining its innate desires. Still, any degree of bond a human may form with an Abnormality will not stop the entity from killing the former if the human in question missteps and offends and/or loses themselves to the desires of the Abnormality. Repeatedly killing humans is not a strange occurrence for these monsters, as their psychology and mentality remain immutably constant, as Abnormalities are abstract concepts and ideas made manifest. Thus, they will perpetuate the same behaviors over and over for the rest of their existence and will naturally forget or ignore anything that happens in the past in favor of their current behavior, incapable of even acting in any manner unrelated to their embodied concept.
Because of this, and the fact that Abnormalities are immortal beings that can never die, there is no point in resenting or hating them. They can never be permanently destroyed, so upon breaching containment and running amok, suppressing the Abnormality and re-containing it is the only option one is left with.
Certain Abnormalities can form sorts of pairs as well, due to embodying concepts or themes interconnected to one another; pairings like these vary from Symbiotic (such as Yin and Yang) to Hostile (such as Little Red Riding Hooded Mercenary and Big and Will be Bad Wolf) and will usually cause havoc to the facility when interacting with one another.
There also exists ‘families’ of Abnormalities, in which all embody concepts that share a common theme, grouping them together as an interconnected series.
With these ‘families’ of 3 or more Abnormalities, it is not unusual for them to attempt to merge together or summon a greater threat—such as an ALEPH-class Abnormality—which will endanger and potentially destroy the entire facility they inhabit. It is due to the disastrous consequences of housing an entire set of closely related Abnormalities that facilities usually limit the number of these pairings and groups, either by placing their Containment Units far apart or splitting them across different branch facilities.
Enkephalin
Lobotomy Corporation had the unique ability to produce "Enkephalin" (엔케팔린, Enkepallin), a substance extracted from Abnormalities whenever they feel satisfied. Enkephalin was typically manufactured by isolating Abnormalities into Containment Units and providing stimulation through interactions such as play, conversation, or violence. The refined version of the substance appears as a green liquid kept in EBoxIcon PE-Boxes, but Enkephalin can be kept in a gaseous form depending on the extraction method.
PE-Boxes, the most popular container for Enkaphalin. Strictly purified Enkephalin possesses a psychotherapeutic effect on those that consume or are exposed to it, thus it can be used as a recreational drug in addition to its energy production. Due to its soothing nature, Enkephalin is regularly administered towards L Corp. employees to subdue their mental stress, ranging from standard liquid doses, to even Enkephalin gas—which fills the departments throughout the facilities. The SP-E Bullets (SP-E 탄환, SP-E Tanhwan) made available to the manager to restore the sanity of Agents were developed through the use of Enkephalin’s therapeutic uses as well.
Because Enkephalin was highly valuable as an efficient fuel source and was advertised as an eco-friendly form of energy, L Corp’s status as a Wing was elevated far above its peers and cemented the megacorp as a major power within the City.
E.G.O
The E.G.O Equipment given to employees are weapons and suits extracted from Abnormalities' beings, appearing in various forms. E.G.O (or Extermination of Geometrical Organ) is in itself the archetype of an Abnormality, drawn out and compressed into equipment form. It is said that the moment someone equips E.G.O, they'll instantly know how to properly wield it, regardless of fighting background. As this type of equipment is essentially independently functioning archetypes of an Abnormality, it is no mistake to say that Agents wield the same kind of power and danger that Abnormalities possess. All E.G.O Equipment produced and distributed towards L Corp’s employees are extracted by the Extraction Team under the Lobotomy Corporation Headquarters. E.G.O Corrosion
Due to their nature of essentially being Abnormalities stabilized into suits and weapons, those with weak minds and wills will risk having their egos consumed by E.G.O Equipment beyond their capabilities. Thus L Corp. only assigns E.G.O towards employees with appropriate levels of Fortitude, Prudence, Temperance, and/or Justice to avoid such risks.
When a human equips E.G.O they are not mentally prepared to wield, the Abnormality within the equipment will one-sidedly whisper into the mind of the user until it eventually takes over their mind. This process is known as E.G.O Corrosion (E.G.O 침식, E.G.O Chimsik), where the Abnormality’s personality gradually overrides the wearer like a ‘shell’ until the equipment in question completely overtakes them, physically transforming the wielder into a monster acting as another instance of the original Abnormality, albeit slayable.
E.G.O Gifts
Apart from direct extraction methods, Abnormalities can also provide trinkets or even their own body parts to employees they fancy. These presents are collectively known as E.G.O Gifts (E.G.O 기프트, E.G.O Gipeuteu), and will either permanently integrate into the employee’s anatomy or form an attachment with the Agent that makes them reluctant to cast the gift off. Though E.G.O Gifts are of a lesser degree than regular E.G.O Equipment, they are still a part of the egos of the Abnormalities they originated from, and carry the same risk of mental deterioration if too many Gifts are taken by an Agent.
Ordeals
Ordeals (시련, siryeon) are created as a byproduct from the extractions and Negative Enkephalin produced by the Abnormalities within the Lobotomy Corporation Headquarters.
Ordeals, like Abnormalities, are beings that can represent past traumas and any conceptual idea imaginable, embodying any possibility from the past, present, and future. Aimlessly wandering around the facility as intangible phenomena, Ordeals will resonate with the Abnormalities and manifest physical form. Thus, these threats are out of the hands of the Extraction Team and wreak havoc across the facility almost uncontrollably, if not for them being incapacitated by Qliphoth Deterrence in the way Abnormalities are.
Containment: Abnormalities are contained in 'Containment Units', zones where they reside at the start of the day in passive states. The Containment Units are all the same. The Abnormalities contained are divided into the different departments available, usually housing 4 to 8 Abnormalities per Department in their units. At the start of most days, the player must choose one Abnormality to add to their facility, usually from a selection of 3.
The Containment Units display the name of the Abnormality and the QliphothCounterIcon Qliphoth Counter (initially "?") at the top, their Risk Level (If unlocked) and amount of EBoxIcon PE-Boxes collected at the top left, and at the left side a bar that fills when work is performed, displaying the amount of PE and NE-Boxes produced. At the middle is the Abnormality, to which player can assign works by clicking on the room.
Encyclopedia/Information Section: Any EBoxIcon PE-Boxes collected at the end of the task will also be added to the respective to be used as 'points' to unlock information about that Abnormality and its equipment. The EBoxIcon PE-Boxes of the Abnormality are saved permanently over days and new games, as well any information unlocked. New Abnormalities don't possess any information unlocked and only their Subject Number will be displayed for their name. To access their Information Tab, the player must click on the name of the Abnormality while in the Management Phase or their portrait while in the Deployment Phase.
There are 4 sections of information, each one unlockable by spending EBoxIcon PE-Boxes. Depending of the Risk Level, the cost of the sections will change. The sections are:
Basic Information: Unlock the basic info of the Abnormality, including Name, Portrait, Subject Number, Risk Level, PE-Boxes, Range of Mental Results, Attack Damage and Damage Type. It will change the current name of the Abnormality's Containment Unit and display its QliphothCounterIcon Qliphoth Counter, if it has any (Otherwise, shown with an 'X'). Managerial Works: Helpful notes that inform about the effects and 'rules' to handle the Abnormality. This can be information about the QliphothCounterIcon Qliphoth Counter, work preferences, harmful effects, breaching abilities and others. There can be multiple Managerial Works to unlock, each one displaying different information of the Abnormality. Work Preferences/Favor: A list of 4 minor sections that unlock the overall preferences of the respective work, showing the WorkSuccessIcon Success Rate for the each 5 level of that work, depending on the stat level of the employee performing that work. When selecting an employee to perform a work on an Abnormality, the overall WorkSuccessIcon Success Rate of the work will be shown as: Very Low, Low, Common, High or Very High. If the Work Favor of the respective work is not yet unlocked, the WorkSuccessIcon Success Rate will remain hidden and classified as 'Unknown.' Escape Information: Display the QliphothCounterIcon Qliphoth Counter, its initial count or with an 'X' if not using it; and the defenses of the Abnormality if it's able to breach, escaping from their containment and needed to be re-contained by 'Suppression Work', sending employees to attack the Abnormality until its HPIcon HP drops to 0. The defenses show their vulnerability against the 4 types of damage: RedDamageTypeIcon Red, WhiteDamageTypeIcon White, BlackDamageTypeIcon Black and PaleDamageTypeIcon Pale. Observation Levels: When unlocking completely one of the sections, it will grant an Observation Level, up to 4 levels. Each level can grant an increase of WorkSuccessIcon Success Rate/Chance or WorkSpeedIcon Work Speed, depending of the Abnormality. Unlocking Observation Levels also add Entries to the Abnormality's Story, which can be access at the top left of the information tab of the Abnormality. The Story Tab cover entries about descriptions, explanation of effects, related events, interviews and other information linked to said Abnormality.
E.G.O. Equipment: The E.G.O. Equipment is unlocked along, but not limited to, the Observation Levels of the Abnormality. There are 3 types of E.G.O. Equipment: Weapon, Suit and Gift. The equipment needs EBoxIcon PE-Boxes as a cost to be manufactured once unlocked, which then later can be equipped by Agents during the Deployment Phase to fight off and resist more bigger threats.
Weapons change the Damage Type and value that an Agent deals, as well the Range and Firing Speed. Suits change the defenses of the Agent against the Damage Type that they receive. Multiple Gifts can be equipped by a single Agent, as long as they don't occupy the same slot. They can change an Agent's stats, giving a slight buff or adding extra effects in certain conditions. These aren't manufactured but given randomly (chances range from 1% to 5%) by the Abnormalities when finishing work.
QliphothCounterIcon Qliphoth Counter and Anomalous Effects: Abnormalities are entities that possess unusual abilities that can harm or benefit employees and/or the facility. This vary from simple HPHealingSPHealing Healing to breaching containment. A way to measure the triggering of a effect is via their QliphothCounterIcon Qliphoth Counter, which, when reaching a number (usually 0), will trigger its ability. Most abilities will include the Abnormality breaching the Containment Unit. However, not all the Abnormalities use the QliphothCounterIcon Qliphoth Counter to use their abilities. Unused QliphothCounterIcon Qliphoth Counters are marked with a 'X' instead of a number.
Abilities may also be triggered by GoodResult Work Results, EBoxIcon PE-Boxes collected, FortitudeIcon Stat Levels and work performed. Breaching Abnormalities need to be suppressed to be returned to their Containment Units. If neglected, they can cause major harm in the facility or lessen the amount LOB Points earned when ending the day.
Tool Abnormalities
Tool Abnormalities are another type of Abnormality that are used. These Tools, unlike other Abnormalities, are added to the facility every fourth day of each six day cycle. The Tools don't possess work preferences but instead have a single work to use them. In most Tool's subject numbers, their type is 09 (With one being 07). Tools give positive effects, like HPHealingSPHealing healing, EBoxIcon energy production or FortitudeIcon Stat boost, among others, often for a cost.
They are divided into 3 types:
Single Use Tools: Tools that give a single and instant effect upon being worked with an Agent. These Tools have a 'Number of Uses' to unlock their information.
Channeled Use Tools: Tools that have a constant work use that can be cancelled when ordered again. These Tools have a 'Time of Use' to unlock their information.
Equippable Tools: Tools that an Agent equips upon use. When equipped, they grant their effects to the Agent. To return one of these Tools, simply click on the Tool's Containment Unit. Agents can only equip 1 Tool at a time. If the Agent equipped with a Tool dies, it will be returned to the Containment Unit. They are also returned at the end of the day.
Depending on their type, their Observation Level and the way to get information about them is different. The main information unlocks its name, portrait, subject number and tool type. Logs unlocks entries and story related information and the Methods unlocks information about the Abnormality, like its effects and ways to use it.
Classification Code
Each Abnormality is given a classification code following a Letter-XX-YY format:
The first letter denotes the source category of an Abnormality's origin. Among the designations shown below are F, T, and O, which were revealed in LobotomyCorporation_ArtBook, and M, which appears in Limbus Company but has not yet been explained:
F: Fairytale Fairy Tales, folklore, forgotten stories, and urban legends. T: Trauma Traumatic experiences, phobias, or intense emotions. O: Original Originates from beyond the City or this reality, unknown cause of birth, naturally occurring phenomena, or were manufactured by humans. The catch-all categorization for any Abnormality that doesn't neatly fit into the previous classifications. D: Donation Abnormalities created by the Tumblbug backers that crowdfunded the Lobotomy Corporation kickstarter from before the official release of the game. Donor Abnormalities are given unique, rounded extraction boxes to differentiate them from regular Abnormalities with square boxes on the selection menu. These types of Abnormalities are not required for 100% completion of the game and do not contribute in obtaining the True Ending of the game. Can be turned off from appearing in the Abnormality selection pool in the settings. M: Unknown - possibly 'Mythical' Does not appear in Lobotomy Corporation, but several Abnormalities with the 'M' classification appear in Limbus Company, including My Form Empties, Brazen Bull, and Doomsday Calendar. All three of these Abnormalities are associated with objects from or are representative of mythology, which is where the speculation that M stands for Mythical stems from. The second number is representative of the shape of the Abnormality, with each unique number seemingly corresponding to a group of form types seen in Abnormalities. While these number designations are unexplained, the long-standing speculations for the group types given to Abnormalities are as follows:
01: Humanoid—or possessing human-like characteristics: Includes Abnormalities possessing human-like bodies or appendages, even if distorted or malformed (ex. Nameless Fetus). Excludes humanoid collections of non-human objects (ex. Snow White’s Apple). Humanoid Abnormalities that can transform into a bestial/non-humanoid form, usually upon breaching, are usually still designated under this classification (ex. The Queen of Hatred). Abnormalities if their creation is closely related to humans (ex. Mountain of Smiling Bodies) 02: Animalistic: Abnormalities that resemble animals, rather than humans. 03: Otherworldly or religious: Abnormalities that are described or appear to be foreign and alien to the world the City takes place in. Commonly are either: religious in theming; dependent on human attention or worship; (un)able to be properly comprehended by human understanding and/or perception. 04: Inanimate objects: Mostly includes object-like Abnormalities that are not appended to the 01, 02, or 03 designations. Virtually no Abnormality in this category is capable of independent movement throughout the facility, remaining mostly stationary, with certain exceptions; locomotion is limited to teleportation or attaching themselves to an employee. Consequences due to (mis)management are often instantaneous or impromptu. 05: Machines and artifacts: Applies to Abnormalities resembling inanimate objects similar to those classified as 04, but includes mechanical entities that can act autonomously and are capable of independent action. Behaviors are affected by various factors and situations—especially via the manager’s choices—and cause long-term and significant consequences. 06: ‘Abstract’—due to the limited data pool (1.76 MHz and Nothing There), this rationale for this classification is mostly speculative: Includes Abnormalities that do not exist in physical reality and are closer to intangible phenomena (ex. 1.76 MHz) Alternatively, the Abnormality is dependent on the perception of others, desiring to obtain a proper form or identity through observing or being observed by human beings, and/or being denied personhood (ex. Nothing There). 07: ‘Breaching Tool’: Includes only (O-07-103), Yang; presumed to include Abnormalities that are conditionally a Tool Abnormality and are capable of breaching. 08: Unknown—possibly ‘Sin’: Are not present at all in Facility X-394; the 08 classification was introduced via the Peccatula in Leviathan and Limbus Company—entities that, while are not Abnormalities, shared the same classification code system temporarily. Based on the Seven Deadly Sins that humans commit within the City. 09: Tool-type: Includes object-like Abnormalities that cannot breach containment and can be interacted with to benefit the facility in varying results. 00: Unknown Does not appear in normal gameplay, only on Standard Training Dummy Rabbit. In Limbus Company, there is a human who is given a classification code of 00-00-00 by the titular Limbus Company. This notably has no letter classification, but likewise seems to be indicative of a placeholder for subjects inapplicable to the classification code system. The third number acts as a unique code for the Abnormality, which doesn't repeat between Abnormalities, and the last letter (Only for Legacy) is for the risk level classification (Z for Risk Zayin ZAYIN, T for Risk Teth TETH, and so on). In effect, a player knowing this, especially the third number, can get a huge jumpstart on information about the Abnormality.
Presumably, the third designation represents the order the Abnormalities were extracted in (i.e., implying F-01-02, Scorched Girl, was the second type of Abnormality to have been extracted, for example). Note: The form groupings under the second number are only speculation, as none of their number designations have been elaborated on by Project Moon.
Abnormalities:
Army in Black (D-01-106), also known as Army in Pink, is an Abnormality that takes the form of a big cartoon pink heart floating above the floor of its containment room. A single black and white soldier-looking figure is inside the heart.
Ability
Army in Black's special ability will trigger when its QliphothCounterIcon Qliphoth Counter reaches 0. This counter can change in the following ways:
When Repression Repression Work is performed on it, its QliphothCounterIcon Qliphoth Counter decreases by 1. When ordering its Special Work, ProtectionWork Protection, its QliphothCounterIcon Qliphoth Counter decreases by 1. When getting a BadResult Bad Result on it, its QliphothCounterIcon Qliphoth Counter decreases by 1. When 5 or more employees (including clerks) die in the facility (not counting employees killed via Execution Bullets), its QliphothCounterIcon Qliphoth Counter decreases by 1. When an Abnormality is Suppressed in the facility, its QliphothCounterIcon Qliphoth Counter increases by 1. When using the Army in Black's Special Work "ProtectionWork Protection", the Army in Black will explode into pink hearts and teleport next to the selected employee and follow them, teleporting if necessary. The protected employee will receive 20% less damage while employees near the protected employee will recover 12 points of both HPHealing HP and SPIcon SP every 10 seconds. However, if the protected employee is below Level 3 they will become uncontrollable while protected, illustrated with pink hearts overlaid on their eyes, as Army in Black will watch over them. The effect wears off after 2 minutes or when the protected employee enters a containment room.
Once its QliphothCounterIcon Qliphoth Counter reaches 0, Army in Black will breach. When it escapes, four black hearts with soldiers within will appear in random departments. They are classified as Risk Aleph ALEPH, each possessing 450 HPIcon HP and slow movement speed at 10. They will head to the main room of the department they are in, only becoming hostile when attacked, dealing 12-15 BlackDamageTypeIcon Black Damage to entities in the same room as them, with a 20% chance to deal 25-28 BlackDamageTypeIcon Black Damage. If they reach the main room, they'll self destruct by exploding into a black mushroom cloud with a heart shape on the top, dealing 30-40 WhiteDamageTypeIcon White Damage to all employees in the department and decreasing all of the department's Abnormalities' QliphothCounterIcon Qliphoth Counters by 1.
Employees below Level 3 or employees who panic from Army in Black's attacks will become out of control, entering into a special Murder panic response and gaining shielding from Army in Black's damage. These employees are marked with Black hearts on their eyes, similar to protected employees below level 3. These employees are still able to attack Army in Black and will activate its attacks upon doing so. Origin
The details of its origin are currently unknown. Details
The Abnormality responds to the four works in order of best to worst: Attachment Attachment, Insight Insight, Repression Repression, and Instinct Instinct.
Like all Abnormalities, its energy output is determined by the number of PE Boxes (Positive Enkephalin boxes) at the end of the interaction.
The Abnormality's emotional state is divided into 3 sections: BadResult Bad, NormalResult Normal, and GoodResult Good. Completing 0-12 E Boxes will cause it to feel BadResult Distressed, completing 13-22 will cause it to feel NormalResult Normal, and 23-30 will make it GoodResult Happy. Its usual cooldown timer after a task is around 15 seconds. Its QliphothCounterIcon Qliphoth Counter is 3.
Unlike other Risk Zayin ZAYIN Abnormalities, Army in Black is subject to Qliphoth Overloads (-6% per work) as an Risk Aleph ALEPH would be. Unlockable Information/Upgrades
Basic Information (Cost: EBoxIcon 30 PE Boxes)
Unlocks and shows the name of the Abnormality, subject classification, Risk Level (Risk Zayin ZAYIN), portrait, Damage Type (WhiteDamageTypeIcon White 7-9), the amount of EBoxIcon E-Boxes (30), its emotional states, and QliphothCounterIcon Qliphoth Counter (3).
Instinct/Insight/Attachment/Repression Work Favor (Cost: EBoxIcon 10 PE Boxes)
Unlocks the percentage level list to the respective work.
Managerial Works 1/2/3/4/5/6/7 (Cost: EBoxIcon 6 PE Boxes)
"Managerial Tips 1" "Army in Black can be ordered to protect an employee. However, it should be noted that the Qliphoth Counter lowered when the order was given." "Managerial Tips 2" "Army in Black increases the defense of the employee it protects while healing everyone in the same area. However, if the level of the employee being protected is lower than 3, they will go out of control while under protection. " "Managerial Tips 3" "When Repression work was performed, the Qliphoth Counter lowered." "Managerial Tips 4" "The Qliphoth Counter lowered every time 5 employees died. However, deaths caused by Execution Bullets were not recognized." "Managerial Tips 5" "When the work result was Bad, the Qliphoth Counter decreased." "Managerial Tips 6" "When an Abnormality was suppressed, the Qliphoth Counter raised." "Managerial Tips 7" "When an employee Level 3 or lower encounters Army in Black while it is escaping, they will go out of control and attack other employees. The same instance occurred when an employee’s SP hit 0 due to Army in Black’s attack." Escape Information (Cost: EBoxIcon 30 PE Boxes)
Information on if the Abnormality can escape or not, plus its QliphothCounterIcon Qliphoth Counter (3). This includes its defenses when breaching
Don't Touch Me (O-05-47) is an Abnormality appearing as a large yellow box with a black horizontal stripe across the center of the front face, and a 'prohibited' sign on the center of that stripe. Coming out of the yellow box's top is a large red button with the word "button" written in white on it.
Ability
Its special ability will trigger if the player tries to order an activity on Don't Touch Me. After trying to perform a work on it, it will either kill every employee in the facility after a "blood dripping down" screen effect, or send them into panic after a shaking-screen effect and a big explosion sound, followed by a small explosion sound and a second shaking-screen effect. This will result in an immediate Game Over.
Similarly, attempting to open Don't Touch Me's details page will cause a Warning sign to flash on the screen in the style of a slot-machine wheel that rapidly rolls through 3 stages: first green with a "Good Mood" face, then yellow with a "Normal Mood" face, and finally red with a "Bad Mood" face. The QliphothCounterIcon Qliphoth Counters of every Abnormality in the facility will also be depleted.
It also has a 50% chance either to morph into other Abnormalities or to mimic the visual effects of other Abnormalities in order to fool the player into clicking on it, punishing those who don't pay attention. Its name does not change even when its appearance or effects do. The effect lasts for 15 seconds and has a 50 second cooldown. The Abnormalities it can morph into are One Sin and Hundreds of Good Deeds, Standard Training-Dummy Rabbit, Happy Teddy Bear, and Singing Machine. The visual effects it uses are from Scorched Girl, Beauty and the Beast, Happy Teddy Bear, One Sin and Hundreds of Good Deeds, The Red Shoes, Spider Bud, Plague Doctor, The Lady Facing the Wall, Nameless Fetus, Old Lady, The Little Prince, The Naked Nest, The Firebird, and Price of Silence (Legacy).
Attempting to interact with the button 5 times in a short period of time will cause it to crash the game. The screen shakes while a voice screams "manjiji ma" (만지지 마, lit. "do not touch"). A television screen with an upside-down Lobotomy Corporation logo will appear before "turning off". Making it crash the game will unlock its name, portrait, and Risk Level.
Notably, crashing the game this way is mechanically treated as a Memory Repository to the start of the day. The player can exploit this by repeatedly clicking on the details button (assuming they have no Abnormalities that can cause harm the moment they breach), returning to the start of the day with any progress in Abnormality research and E.G.O equipment saved.
Attempting to select Don't Touch Me in the Deployment Phase will cause a 'cracked glass' visual and sound effect, worsening with further clicks. On the fourth click, it will crash the game with the same scene as above (also unlocking its details).
After its details are unlocked, hovering your cursor over it in the Deployment Phase will instantly cause the game to crash.
It should be noted that middle clicking over it in the Management Phase will also cause it to activate its special ability, and that caution is advised when panning the screen.
Fairy Festival (F-04-83) is an Abnormality comprising of a group of entities that all take the appearance of glowing humanoid fairies, both large and small. Each fairy is humanoid, with aquamarine skin, a bloated stomach, and two pairs of arms (or three if counting their hair, which resemble arms). They each have one pair of legs, a tail, two pairs of insectile wings, and a pair of pointy ears. The fairy visible in containment appears to be the larger Fairy Queen, while the smaller fairies appear when their ability is triggered.
Ability
Their special ability triggers after getting a NormalResult Normal or GoodResult Good work result. Once the work is finished a group of smaller fairies will begin hovering around the employee, HPHealing healing 10% of the employee's max HP every second for 8 seconds. If the employee is ordered to perform a work with any Abnormality while the fairies are still on them, the employee will instantly be killed and eaten by the fairies. Origin
The details of their origin are currently unknown. Details
Fairy Festival responds to the four works in order of best to worst: Instinct Instinct, Attachment Attachment, Insight Insight, and Repression Repression.
Like all Abnormalities, their energy output is determined by the number of PE Boxes (Positive Enkephalin boxes) at the end of the interaction.
Fairy Festival's emotional state is divided into 3 sections: BadResult Bad, NormalResult Normal, and GoodResult Good. Completing 0-2 E Boxes will cause it to feel BadResult Distressed, completing 3-5 will cause it to feel NormalResult Normal, and 6-10 will make it GoodResult Happy. Its usual cooldown timer after a task is around 10 seconds. Unlockable Information/Upgrades
Basic Information (Cost: EBoxIcon 8 PE Boxes)
Unlocks and shows the name of the Abnormality, subject classification, Risk Level (Risk Zayin ZAYIN), portrait, Damage Type (RedDamageTypeIcon Red 1-2), the amount of EBoxIcon E-Boxes (10), and its emotional states.
Instinct/Insight/Attachment/Repression Work Favor (Cost: EBoxIcon 2 PE Boxes)
Unlocks the percentage level list to the respective work.
Managerial Works 1/2/3 (Cost: EBoxIcon 3 PE Boxes)
"Managerial Tips 1" "When the work result was Normal or Good, small fairies appeared around the employee." "Managerial Tips 2" "The small fairies will heal the employee’s HP over a limited time." "Managerial Tips 3" "If an employee under the fairies' care is assigned to a different Containment Unit, they will immediately die and be consumed by the fairies." Escape Information (Cost: EBoxIcon 8 PE Boxes)
Information if the Abnormality can escape or not. "Non Escaped Object"
Mirror of Adjustment (O-09-81) is a Risk Zayin ZAYIN Tool Abnormality that takes the form of a full-length, standing mirror propped up by several planks of wood. Its frame is metallic and tinged with spots of blood. The mirror itself is black and does not reflect anything, with only a grey spiral visible.
Information
Ability
Mirror of Adjustment's ability consists of totalling the employee's FortitudeIconPrudenceIconTemperanceIconJusticeIcon Basic Stats and redistributing them randomly. The Mirror will not go under the minimum stat total of 60 or 69 with the Title Bonuses (Example: FortitudeIcon 20(15) ; PrudenceIcon 17(15) ; TemperanceIcon 15 ; JusticeIcon 17(15)). The employee will gain an updated Primary and Secondary title based on their highest stat level after working on the mirror. If all stat levels are equal after finishing work, they will gain the Secondary title Senior (level 3) or Elder (level 5).
If an employee uses the mirror more than once in the same day, their base stat total will be lowered by -20. If the employee falls below their level's requirement, the stat total can decrease further than expected because they now have a lower-level title.
Basic Information:
MirrorofAdjustmentPortrait Mirror of Adjustment's encyclopedia portrait Mirror of Adjustment's basic information takes 2 Uses to unlock, the information gained is:
Name of the Abnormality Subject classification Risk Level (Risk Zayin ZAYIN) Portrait Type of Abnormality (Single Use) Origin
The details of its origin are currently unknown. Log and Method
Interaction Amount Log Method 1 Use "It assumes the shape of a cheval glass, but nothing is reflected on its surface." "Those who face Mirror of Adjustment will have their stats randomly adjusted." 4 Uses "The only thing it shows is people. When facing oneself in the mirror, the subject changes. There are numerous suggestions, like the possibility of a linkage to a parallel universe or magical powers, but none of this can be confirmed." "If one faces Mirror of Adjustment more than once a day, all their stats will lower each subsequent time they face it." 7 Uses "Those who face themselves in the mirror may appear the same, but in actuality, they have become completely different people." 10 Uses "Looking into the mirror multiple times will gradually eat away one’s humanity until they become indistinguishable from a hollowed husk of a man, so caution is advised." 10 Uses " “Yo, Brian just walked right past me without saying a word. What’s up with him?” “Oh, he took a peek at the mirror.” “Y’know, he always complained about being born too weak. I guess he finally made up his mind about it huh.” “The satisfaction is only temporary though.” "
Old Faith and Promise (T-09-97) is a Risk Zayin ZAYIN Abnormality tool that takes the form of 2 marble lizard or chameleon-like creatures that change color depending on the current interaction. Both are divided into jigsaw-piece likes section, with 4 "puzzle pieces" connecting to form a single creature, including their tails. Their heads are not styled like puzzle pieces despite being connected the body. Each head has a single rhombus shaped eye with a slit pupil. The lizards are on opposite sides of a bubble-like orb, one on top connected to the ceiling of the containment chamber with one rope on each other its three segments, while the other holds itself upside down to the bottom of the bubble.
Information
Ability:
Old Faith and Promise's ability consists of sending an employee, along with a small amount of EBoxIcon energy as the cost, to bet their E.G.O. Weapon, which will be placed in a small orb that will enter to the Abnormality's orb. Once inside, the object will start to shake side to side while making resonant noises. There are two possible outcomes at the end of this process:
Good Result (Great probability of success): The Abnormality turns a golden yellow and shines brightly, with the employee staring in awe and excitement before bursting into happiness, cheering and jumping up and down as they wait for the Abnormality to return their E.G.O. Weapon back. The weapon will get boosted damage by a percentage, increasing the Max. and Min. damage power of the weapon by an average amount (Small base damage will get a low increase of damage and big base damage will get a higher boost). Bad Result (Small probability of failure): The Abnormality turns pitch black, returning back to its spot as the employee gets on their knees, bearing a painful expression of despair. The employee will then get back up and walk out of the Containment Unit. The E.G.O. Weapon will be lost and can only be recovered by buying another from the respective Abnormality. Resetting the day or restarting from the Memory Imprint day will not return the lost weapon. The process can't start without EBoxIcon Energy and the power boost will only last for the day. One E.G.O. Weapon can be boosted up to four times per day, and further boosts will have no additional effect. The Abnormality doesn't work when sending in an agent wielding the Standard Riot Stick weapon.
Old Faith and Promise (T-09-97) is a Risk Zayin ZAYIN Abnormality tool that takes the form of 2 marble lizard or chameleon-like creatures that change color depending on the current interaction. Both are divided into jigsaw-piece likes section, with 4 "puzzle pieces" connecting to form a single creature, including their tails. Their heads are not styled like puzzle pieces despite being connected the body. Each head has a single rhombus shaped eye with a slit pupil. The lizards are on opposite sides of a bubble-like orb, one on top connected to the ceiling of the containment chamber with one rope on each other its three segments, while the other holds itself upside down to the bottom of the bubble.
Information
Ability:
Old Faith and Promise's ability consists of sending an employee, along with a small amount of EBoxIcon energy as the cost, to bet their E.G.O. Weapon, which will be placed in a small orb that will enter to the Abnormality's orb. Once inside, the object will start to shake side to side while making resonant noises. There are two possible outcomes at the end of this process:
Good Result (Great probability of success): The Abnormality turns a golden yellow and shines brightly, with the employee staring in awe and excitement before bursting into happiness, cheering and jumping up and down as they wait for the Abnormality to return their E.G.O. Weapon back. The weapon will get boosted damage by a percentage, increasing the Max. and Min. damage power of the weapon by an average amount (Small base damage will get a low increase of damage and big base damage will get a higher boost). Bad Result (Small probability of failure): The Abnormality turns pitch black, returning back to its spot as the employee gets on their knees, bearing a painful expression of despair. The employee will then get back up and walk out of the Containment Unit. The E.G.O. Weapon will be lost and can only be recovered by buying another from the respective Abnormality. Resetting the day or restarting from the Memory Imprint day will not return the lost weapon. The process can't start without EBoxIcon Energy and the power boost will only last for the day. One E.G.O. Weapon can be boosted up to four times per day, and further boosts will have no additional effect. The Abnormality doesn't work when sending in an agent wielding the Standard Riot Stick weapon.
One Sin and Hundreds of Good Deeds (O-03-03), commonly referred to as One Sin, is a relatively harmless Abnormality that is in the shape of a levitating cross, seemingly melded with a skull, both of which are bound tightly together by a thorn crown.
One Sin will always be the first Abnormality the player gets.
Ability
Its special ability restores 4 points of SP of the agent who was working on it if the Work Result is Good. If the employee collects all the 10 E-Boxes, One Sin will heal 4 points of SP to all the Employees in the department.
Spoilers Origin
The details of its origin are currently unknown. Details
One Sin and Hundreds of Good Deeds responds to the four works in order of best to worst: Attachment Attachment, Insight Insight, and Instinct Instinct and Repression Repression.
Like all Abnormalities, its energy output is determined by the number of PE Boxes (Positive Enkephalin boxes) at the end of the interaction.
One Sin and Hundreds of Good Deeds' emotional state is divided into 3 sections: BadResult Bad, NormalResult Normal, and GoodResult Good. Completing 0-3 E Boxes will cause it to feel BadResult Distressed, completing 4-7 will cause it to feel NormalResult Normal, and 8-10 will make it GoodResult Happy. Its usual cooldown timer after a task is around 10 seconds. Unlockable Information/Upgrades
Basic Information (Cost: EBoxIcon 8 PE Boxes)
Unlocks and shows the name of the Abnormality, subject classification, Risk Level (Risk Zayin ZAYIN), portrait, Damage Type (WhiteDamageTypeIcon White 1-2), the amount of EBoxIcon E-Boxes (10), and its emotional states.
Instinct/Insight/Attachment/Repression Work Favor (Cost: EBoxIcon 2 PE Boxes)
Unlocks the percentage level list to the respective work.
Managerial Works 1/2 (Cost: EBoxIcon 4 PE Boxes)
"Managerial Tips 1" "One Sin and Hundreds of Good Deeds will restore the employee’s mental state when the work result is Good. , who received this benediction, commented that it felt refreshing." "Managerial Tips 2" "After the maximum number of PE-Boxes was produced with One Sin and Hundreds of Good Deeds, it restored the mental health of every employee in the department." Escape Information (Cost: EBoxIcon 8 PE Boxes)
Information if the Abnormality can escape or not. "Non Escaped Object"
Opened Can of Wellcheers (F-05-52), also known as Wellcheers, is an Abnormality composed of a flashy grey soda vending machine and two humanoid shrimp that assume the role of fishermen, wearing gray overalls and yellow boots. The vending machine dispenses a free soda branded "Wèllcheers" upon the emptying of the drink dock, effectively making a drink always available.
Ability
Its Ability will always trigger when finishing a work. The employee will go to get a Cherry, Regular, or Grape soda from the vending machine depending on the work and drink it afterwards. Depending on the type of drink they got, the employee will recover:
Cherry (Instinct Instinct Work): heals 40% of the Max HPHealing HP. Regular (Insight Insight Work): heals 40% of the Max SPHealing SP. Grape (Attachment Attachment and Repression Repression Work): heals 30% of both HPHealing HP and SPHealing SP. If the employee drinks the soda after a BadResult Bad Result, the Agent will fall asleep on the spot. Shortly afterwards, the shrimps will move closer while moving their arms, as a large wave, sometimes carrying a fishing boat, will fill up the Containment Unit, and according to the encyclopedia entries, the employee will be brought to a fishing boat. After the wave fades away, the Agent will be considered Dead. Origin
Its premise of people going missing after drinking an opened can of soda that contains sleeping pills is based on a real-world urban myth. Further details of its origin are currently unknown. Details
Opened Can of Wellcheers responds to the four works in order of best to worst: Instinct Instinct and Insight Insight; Attachment Attachment and Repression Repression.
Like all Abnormalities, its energy output is determined by the number of PE Boxes (Positive Enkephalin boxes) at the end of the interaction.
Opened Can of Wellcheers' emotional state is divided into 3 sections: BadResult Bad, NormalResult Normal, and GoodResult Good. Completing 0-4 E Boxes will cause it to feel BadResult Distressed, completing 5-7 will cause it to feel NormalResult Normal, and 8-10 will make its mood GoodResult Happy. Its usual cooldown timer after a task is around 10 seconds. Unlockable Information/Upgrades
Basic Information (Cost: EBoxIcon 8 PE Boxes)
Unlocks and shows the name of the Abnormality, subject classification, Risk Level (Risk Zayin ZAYIN), portrait, Damage Type (RedDamageTypeIcon Red 1-2), the amount of EBoxIcon E-Boxes (10) and its emotional states.
Instinct/Insight/Attachment/Repression Work Favor (Cost: EBoxIcon 2 PE Boxes)
Unlocks the percentage level list to the respective work.
Managerial Works 1/2/3/4/5 (Cost: EBoxIcon 2 PE Boxes)
"Managerial Tips 1" "Upon completion of the work process, a canned beverage is discharged from the vending machine. The type of beverage that is emitted seems to vary in correlation with the work type." "Managerial Tips 2" " A red drink can is emitted. The employee who ingested the beverage said it had a distinctive aroma and sweetness, and expressed a feeling of heightened energy after. Following the test, the physical health of the subject was confirmed." "Managerial Tips 3" " A blue drink can is emitted. It contains an odorless liquid that is highly carbonated. It has been found to be effective in restoring mental strength." "Managerial Tips 4" "<Text Result W-3; W-4> A purple drink can is emitted. Its appearance, composition, and taste are exactly the same as other grape flavored carbonated beverages. It has been found that the physical fortitude and mental strength of the ingester both recovered." "Managerial Tips 5" " When the work result with Opened Can of Wellcheers is Bad, do not take any drink provided by the vending machine." Escape Information (Cost: EBoxIcon 8 PE Boxes)
Information if the Abnormality can escape or not: "Non Escaped Object"
Plague Doctor (O-01-45) is a humanoid creature that wears a round top hat, a plague doctor mask, and a long black cloak around its body. Its arms are replaced with black wings that extend down its sides. Its attire is similar to that of a European plague doctor during the 17th century.
Plague Doctor's appearance changes and clock progress remains permanent throughout any future runs; It can only be reverted through resetting the game through clicking the logo or by manual save editing.
Ability
Plague Doctor's ability will trigger when its containment chambers QliphothCounterIcon Qliphoth Counter reaches 0. It can decrease when:
Getting a GoodResult Good or BadResult Bad work result. An EmergencyLevel2Icon Emergency Level 2 (Second Trumpet) occurs. The ability needs one Agent to be in its containment unit. If it was triggered by its GoodResult Good result, the agent finishing the work will be the target of the ability. Otherwise, a random Agent will be possessed and brought to its containment. If the possessed agent dies, another will be chosen. Its ability consists of it taking time to perform a 'Baptism' on the employee, which can be interrupted by passing the day, a reset, memory repository, or exiting the game. Interrupting the process results in the baptism not being applied to the employee.
When the baptism is finished, an old-fashioned clock will appear on screen, and the name of the employee who was baptized will appear beside a number in increasing order, starting from 1 up to 12, along with some text at the bottom. In addition, the employee will be fully healed and given the E.G.O. Gift "Bless", that increases all the FortitudeIconPrudenceIconTemperanceIconJusticeIcon stats by 6. Employees added to the clock and with the Gift on them cannot work on the Plague Doctor. Resetting on the same day that the Agent(s) received the gift will remove it, but the clock counter will remain and the agent will still be unable to work with Plague Doctor.
Plague Doctor's appearance will change as it blesses more employees, and will not be reverted even in new runs starting from day 1 and restarting back to previous checkpoints. The number of blessed employees will be similarly tracked.
When the Plague Doctor has 'Blessed' twelve employees, it transforms into WhiteNight, and mutates all twelve blessed employees into Abnormalities/Minions called Apostles. The same clock as before will appear, moving the camera to each employee blessed in order, transforming them. After the Plague Doctor has transformed, the player is no longer able to change the speed, open the manual, or open the game menu until either the Abnormality is subdued, a Game Over is reached, or the day ends. The clock only appears when WhiteNight transforms. From that moment on, it will no longer appear when breaching.
Plague Doctor may switch containment rooms randomly with any other Abnormalities at the beginning of a day; this can also happen when using Retry or the memory repository. The change is at the start of the day, in the Deployment Phase, so the player can check the Abnormalities and change agents if Plague Doctor swapped with another Abnormality. These changes are permanent. It may switch itself with multiple Abnormalities instead of just one, leading to a more complex shuffling.
Details
Plague Doctor responds to the four work types in order of best to worst: Insight Insight, Attachment Attachment, Repression Repression; and Instinct Instinct.
Like all Abnormalities, its energy output is determined by the number of PE Boxes (Positive Enkephalin boxes) at the end of the interaction.
Plague Doctor's emotional state is divided into 3 sections: BadResult Bad, NormalResult Normal, and GoodResult Good. Completing 0-3 E Boxes will cause it to feel BadResult Distressed, completing 4-6 will cause it to feel NormalResult Normal, and 7-10 will make its mood result GoodResult Happy. Its usual waiting time after a task is around 10 seconds and its QliphothCounterIcon Qliphoth Counter is 1. Unlockable Information/Upgrades
Basic Information (Cost: EBoxIcon 8 PE Boxes)
Unlocks and shows the name of the Abnormality, subject classification, Risk Level (Risk Zayin ZAYIN), portrait, Damage Type (WhiteDamageTypeIcon White 1-2), the amount of EBoxIcon E-Boxes (10), its emotional states, and QliphothCounterIcon Qliphoth Counter.
Instinct/Insight/Attachment/Repression Work Favor (Cost: EBoxIcon 3 PE Boxes)
Unlocks the percentage level list to the respective work.
Managerial Works 1/2/3/4/5 (Cost: EBoxIcon 3 PE Boxes)
"Managerial Tips 1" "When the work result was Bad, the Qliphoth Counter decreased." "Managerial Tips 2" "When the work result was Good, the Qliphoth Counter lowered. Plague Doctor then blessed the employee who worked with it." "Managerial Tips 3" "When a Trumpet Level 2 emergency occurred, the Qliphoth Counter lowered." "Managerial Tips 4" "When the Qliphoth Counter reached 0, some employees heard Plague Doctor’s calling and went to its Containment Unit to be blessed." "Managerial Tips 5" "Those who have been kissed by Plague Doctor shall be reborn as the blessed." Escape Information (Cost: EBoxIcon 10000000 PE Boxes)
Information if the Abnormality can escape or not, plus its QliphothCounterIcon Qliphoth Counter (1). "Non Escaped Object". Actually unobtainable in its current form. Is unlocked after unlocking WhiteNight's Escape information.
We Can Change Anything (T-09-85) is a Risk Zayin ZAYIN Tool Abnormality with a design similar to an Iron Maiden. Its white chassis is shaped to fit a human inside of it, and is decorated with pixel-art of smiling eyes on its head and a heart on its chest. The front of it splits down the middle and slides apart like a set of sliding doors, revealing an internal surface covered with metal spikes. It remains open when not in use.
Information
Ability:
We Can Change Anything's ability triggers during use. When an employee is sent to its Containment Unit to use it, the employee will get in the machine and it will close itself. It will then start periodically dealing 2 RedDamageTypeIcon Red Damage to the trapped employee as the machine closes in. Every time the employee takes damage, a digital sound can be heard and 1 EBoxIcon Energy will be produced. After a bit, the frequency with which damage is dealt will increase. This can occur twice. When the employee dies by the injuries, the iron maiden will open, playing a confirmation sound and releasing a red cloud, revealing the messy remains of the employee.
The employee cannot get out once they're inside the machine, so working on it is essentially a death sentence. The trapped employee dies even if the player ends the current day before the employee's HPIcon HP is completely depleted. The Abnormality isn't affected by Qliphoth Meltdown.
Basic Information:
WeCanChangeAnythingPortrait We Can Change Anything's encyclopedia portrait We Can Change Anything's basic information takes 15 seconds using to unlock. The information gained is:
Name of the Abnormality Subject Classification Risk Level (Risk Zayin ZAYIN) Portrait Type of Abnormality (Continuous) Origin
According to its story, We Can Change Anything was created by XX Inc. as a follow up after the 'success' of their first product, the All-Around Helper. It was marketed as a home robot that was able to change the user's problems, whether it be misbehaving children, dissatisfaction with one's appearance, or even the inability to pay for bills.
All that's required to use it is to step inside, turn it on, then let it run its due course. Log and Method
Interaction Amount Log Method 10 seconds "After the popularity of the “All-Around Helper” skyrocketed, “We Can Change Anything” was released as the second installment of XX Inc’s home robot series." "Placing an employee inside the machine will produce energy over time." 30 seconds "As to be expected of all of XX Inc’s products, it sports a variety of functions." "Once the employee is inside the machine, they will take RED damage. They will be unable to leave and will eventually die." 50 seconds "Is your child a troublemaker who cries all the time? We can change that!
Don’t like how you look? Are you too fat? Too skinny? We can change that!
Is your house suffering from an outage because you don’t have the money to pay for the power bill? We can change that!" "The amount of energy produced will increase as time goes by." 1:10 seconds "It’s quite simple. Just open up the machine, step inside, and press the button to make it shut. Now everything will be just fine." "This Abnormality is not affected by Qliphoth Meltdowns." 1:40 seconds "The machine will produce energy after an employee enters it. Seeing as once inside, nobody ever comes out, it must be rather comfortable." Trivia
This is the only Tool Abnormality that can produce extra EBoxIcon Energy and is not affected by Qliphoth Meltdown. All-Around Helper and We Can Change Anything are respectively the first and second installments of XX Inc.'s home robot series. The machine resembles an Iron Maiden, a torture device. This Abnormality holds the classification of 'Trauma'. This might be due to its marketed promise of easily solving the user's problems being contrasted so sharply with its reality, with whoever goes inside of it instead getting torturously killed with no hope of rescue. If an Agent is sent into We Can Change Anything, carrying the Heart of Aspiration, the latter will sometimes disappear when the Agent dies. If the player manages to make an Agent immune (0.0) to Red damage and sends them into We Can Change Anything, the Agent will persist and can produce unlimited PE boxes, filling the PE Quota in a matter of seconds. The Agent will still die when the day is ended. Unfortunately, there aren't any ways to reduce Red damage to 0.0 without modifying the game files.
You Must Be Happy (T-09-94) is a Risk Zayin ZAYIN Abnormality in the form of a big capsule-like machine, with an upper and lower section. The upper part is like a half circle, with a small screen at the front and with several electrical antennas on the top. The lower part acts like a platform, with some stair steps. At the top, 2 robotic arms come from both sides and from below, just 1 arm at the left.
Information
Ability:
You Must Be Happy's ability is activated while at work. When an employee is sent, the Agent will stand on the platform as the robotic arms start to interact with the employee and on the small screen, a blue 'YES' and a red 'NO' start to switch constantly. The switching of the words will start slow but after a period of time, they will get faster and faster until reaching a certain point where the switching is unpredictable.
The player must stop the work to trigger the last effect. If the work is stopped while the screen is 'YES', the employee will get a Buff of every FortitudeIconPrudenceIconTemperanceIconJusticeIcon Stat depending of the amount of time spent in the work (Up to 100 for each stat, base stat inclusive). If is stopped at 'NO', the employee will get a Debuff of every FortitudeIconPrudenceIconTemperanceIconJusticeIcon Stat depending of the amount of time spent in the work (Cannot decrease the base stats below ~30).
If the same Agent uses the machine more than 4 times in the same day, it will get killed at the end of the last work by the arms. If the employee has more than 200 points in total of Buffed/Debuffed stats made by the machine, they will die at the end of the day. The Buff/Debuff is removed at the end of the day. The Abnormality will stop by itself if the player tries to pause the game, stopping them from any abuse to stop at the right moment. However, the player can still change the speed freely.
Basic Information:
YouMustBeHappyPortrait You Must Be Happy's encyclopedia portrait You Must Be Happy's basic information takes 30 seconds of use to unlock, the information gained is:
Name of the Abnormality Subject classification Risk Level (Risk Zayin ZAYIN) Portrait Type of Abnormality (Continuous) Origin
According to its Story Logs, this Abnormality was used in a city to 'fix' the nerve tissue of the back of the brain. The machinery was for surgery, able to cure and help the people who used it. The question was the only difference of if they got healthy or were worsened: "Do you love your city?".
Although certain details of its origin are currently unknown, the mentioned 'city' is in reference to the City—the vast urban complex that Lobotomy Corporation itself lies as a part of. Log and Method
Interaction Amount Log Method 10 seconds "A mysterious worn-out machine used for operations." "When an employee uses the machine, they will experience an increase in all their stats." 1 minute "This machine was designed to pull back the skull and destroy nerve tissue safely and efficiently." "The stats will increase greater the longer the machine is used." 2 minutes "Many of those who underwent an operation inside the machine have found themselves rested and healthy again." "Be sure to stop the machine only when it displays “YES”. If it is stopped while on “NO”, all the stats will drop as much as they were due to increase." 3 minutes "Those who answered “Yes” to the question “Do you love your city?” were deemed cured. Those who answered “No” weren’t allowed to discharge." "The increased stats will return to normal the next day. However, employees who’ve gained more than 200 points in their stats will vanish the next day." 3:20 seconds "The longer the machine is in use, the better a person becomes. Furthermore, the longer it is used, the faster the question will change." " There once was an incident where an employee who used the machine for 5 times or more in a single day exploded on the spot." Trivia
This Abnormality is the first Tool Abnormality that requires the player's concentration and timing skills during usage to yield a specific outcome, as the Abnormality ends usage itself when pausing time. It is classified under ’Trauma’ as the machine coerces people into picking a favored outcome, disregarding the queried peoples' personal feelings and beliefs, while the queried may only pick the favored option if they want what's best for themselves. In specific, this Abnormality contains an allegory about the City itself. You Must Be Happy has an Aberration seemingly called "Have You Become Strong?" appearing in Limbus Company. The machine does not apply a buff/debuff until the Agent has left the machine. If an Agent has been in the machine long enough that the lethal 200 point threshold is reached, they can survive by staying in the machine until the day ends.
You're Bald... (Bald-Is-Awesome!) is an Abnormality taking the form of a white orb with the Korean letter '머'/meo (as in, 대머리/'daemeoli', the Korean word for "bald") in its center, with the upper half of the orb being covered in black, which changes after its ability is used.
Ability
Its ability will trigger when a non-bald employee works with the Abnormality. At the end of the work, a flashing light will appear on the employee's head, making them bald. You're Bald will change its appearance, the black on its top half receding like thinning hair, and start to move a bit more. If another non-bald employee enters its containment room and finishes a work, the same flashing light will now appear on the heads of every agent and clerk in the employee's department, making them all bald. You're Bald will now be completely white. If a third non-bald employee finishes a work with You're Bald, the screen flashes bright white, making every agent and clerk in the facility bald. After this, or at the end of a day, the Abnormality returns to its initial appearance.
Regardless of whether they were bald upon hiring or became bald as a result of this Abnormality's ability, bald employees have the maximum WorkSuccessIcon Success Rate (95%) when working on You're Bald. There are no added effects other than the change in appearance to employees. Origin
Although the details are unclear, You're Bald is purported to have appeared in the facility after an employee, who had an 'amazing dream' where all people became bald, had an "accident" involving the Singing Machine. Details
You're Bald has no preferred InstinctInsightAttachmentRepression work type, only caring whether the employee performing the work is bald or not. For non-bald employees, all work types have a 'Very Low' success rate; for bald employees, all work types have the maximum possible success rate.
Like all Abnormalities, its energy output is determined by the number of PE Boxes (Positive Enkephalin boxes) at the end of the interaction.
You're Bald's emotional state is divided into 3 sections: BadResult Bad, NormalResult Normal, and GoodResult Good. Completing 0-1 E Boxes will cause it to feel BadResult Distressed, completing 2-3 will cause it to feel NormalResult Normal, and 4-6 will make it GoodResult Happy. Its usual cooldown timer after a task is around 10 seconds. Unlockable Information/Upgrades
Basic Information (Cost: EBoxIcon 4 PE Boxes)
Unlocks and shows the name of the Abnormality, subject classification, Risk Level (Risk Zayin ZAYIN), portrait, Damage Type (BlackDamageTypeIcon Black 1-2), the amount of EBoxIcon E-Boxes (6), and its emotional states.
Instinct/Insight/Attachment/Repression Work Favor (Cost: EBoxIcon 2 PE Boxes)
Unlocks the percentage level list to the respective work.
Managerial Works 1/2/3 (Cost: EBoxIcon 2 PE Boxes)
"Managerial Tips 1" "You still seem to be keeping your silky hair... You’ve been struck by the Bald-is-awesome! beam." "Managerial Tips 2" "If you don’t work now, every employee, including you, will lose all their hair and become bald within a month." "Managerial Tips 3" "It’s not too late. 30... 29... 28..." Escape Information (Cost: EBoxIcon 4 PE Boxes)
Information if the Abnormality can escape or not: "Non Escaped Object"
1.76 MHz (T-06-27) is an Abnormality that doesn't have a visible shape or form outside of odd room-filling static seen on camera feed. In actuality, it's a radio signal that can be picked up in areas of its presence.
Ability
1.76 MHz's ability is triggered when its Containment Unit's QliphothCounterIcon Qliphoth Counter reaches 0. Its QliphothCounterIcon Qliphoth Counter can fluctuate in the following ways:
Decrease by 1 with 40% chance at NormalResult Normal and 80% at BadResult Bad result after working with the Abnormality. Increase by 1 when a GoodResult Good work result is achieved. Increase by 2 when successfully collecting all 12 EBoxIcon PE Boxes. Employees of level 1 FortitudeIcon Fortitude gain a WorkSuccessIcon Success Rate multiplier of 1.2. Higher levels of FortitudeIcon Fortitude gain no bonus from working on the Abnormality.
When the QliphothCounterIcon Qliphoth Counter reaches 0, the ability triggеrs. It consists of distorting the view of hallways and small rooms across the facility, similar to its own distortion. It starts in the Control Department and spreads to a nearby hallway or small room counterclockwise from the center of the department. It takes intervals to spread and - once one department is complete - will spread to the next one (and so on). The affected zones will deal a minor 4 WhiteDamageTypeIcon White Damage every 3 seconds to any employee located in them.
Once 1.76 MHz begins distorting rooms, the only way to make it stop is by making its QliphothCounterIcon Qliphoth Counter reach its maximum amount again. Once the counter is at 4, all the other affected zones will disappear immediately. Origin
According to its Story Record, 1.76 MHz was first described as a phenomenon occurring in a certain location where employees began to suffer symptoms of specific hallucinations and hostility. Later, a radio frequency was discovered at 1.76 MHz, which, at changing intervals, played different sounds: pleas of help, explosions, screams, and finally - silence. At the end of the broadcast, smoke came out of the radio itself, even though it wasn't damaged at all. Several minutes after the broadcast, the employees in the vicinity flew into a collective rage and began attacking each other.
The Abnormality attempts to make people in its area of effect remember a specific day—a day of a terrible incident, whether or not it may be of battle or war.
It is unknown when these events may have taken place. Details
1.76 MHz responds to the four works in order of best to worst: Repression Repression, Instinct Instinct, Insight Insight, and Attachment Attachment.
Like all Abnormalities, its energy output is determined by the number of PE Boxes (Positive Enkephalin boxes) at the end of the interaction.
1.76 MHz's emotional state is divided into 3 sections: BadResult Bad, NormalResult Normal, and GoodResult Good. Generating 0-5 PE Boxes in the work will cause it to feel BadResult Distressed, generating 6-9 will cause it to feel NormalResult Normal, and 10-12 will make it GoodResult Happy. Its usual cooldown timer after a task is around 10 seconds and its QliphothCounterIcon Qliphoth Counter is 4. Unlockable Information/Upgrades
Basic Information (Cost: EBoxIcon 12 PE Boxes)
Unlocks and shows the name of the Abnormality, subject classification, Risk Level (Risk Teth TETH), portrait, Damage Type (WhiteDamageTypeIcon White 2-4), the amount of EBoxIcon E-Boxes (18), its emotional states, and QliphothCounterIcon Qliphoth Counter.
Instinct/Insight/Attachment/Repression Work Favor (Cost: EBoxIcon 4 PE Boxes)
Unlocks the percentage level list to the respective work.
Managerial Works 1/2/3/4/5/6/7 (Cost: EBoxIcon 2 PE Boxes)
"Managerial Tips 1" "The higher the Agent’s Fortitude was, the lower their Success Rate when working with 1.76 MHz. It may be due to the fact that violent tendencies flare rapidly due to 1.76 MHz’s influence." "Managerial Tips 2" "When the work result was Normal, the Qliphoth Counter lowered with a normal probability." "Managerial Tips 3" "When the work result was Bad, the Qliphoth Counter lowered with a high probability." "Managerial Tips 4" "When employee panicked during work, the Qliphoth Counter lowered." "Managerial Tips 5" "When the work result was Good, the Qliphoth Counter increased. When all E-Boxes were produced as PE-Boxes, the Counter increased by 2." "Managerial Tips 6" "The surveillance camera detected various noises emitting around the facility. Based on the fact that this occurred after 1.76 MHz’s Qliphoth Counter reached 0, it can be assumed that the noise originated from 1.76 MHz’s Containment Unit." "Managerial Tips 7" "The number of sections affected by the noise steadily increased until the Qliphoth Counter of 1.76 MHz was completely recovered." Escape Information (Cost: EBoxIcon 12 PE Boxes)
Information if the Abnormality can escape or not: "Non Escaped Abnormality", plus its QliphothCounterIcon Qliphoth Counter (4). Even when the Abnormality itself doesn't have a fixed form or actual way to consider itself 'tangible', it can spread outside of its containment room.
Beauty and the Beast (F-02-44) appears as a quadruped Abnormality covered in brown fur. It has two grey downward-curled horns with round, magenta flowers sprouting from them; It has exactly 56 emerald green iris eyes coalesced over its face; two black hind legs similar to a cricket; and two forelegs with four-toed, red-tipped feet. It also has a black underbelly, stumped tail, two red curved lines on its side (a set of gills, or scars) and two sets of different mandibles, with a magenta-lipped mouth in-between them. Its right foreleg is partially black with flecks of color.
Ability
Its special ability activates when Repression Repression is used on it in twice in a row, even by different employees. When Repression Repression is done the first time, Beauty and the Beast's health will worsen and it will produce a good amount of EBoxIcon E-Boxes. If Repression Repression is done a second time without another work being done in between, the original Abnormality will die, and the Agent who did the work will turn into the new Beauty and the Beast, considered 'Dead' at the end of the transformation. Origin
Beauty and the Beast's story starts with the creature being a count who is resigned to only live in his castle and never leave. Still, he could hire people to work in the castle. Beauty, a poor woman with green eyes, was hired to work in the castle for a high wage, a job nobody else would accept due to the rumor that anyone who enters the castle is never heard from again. Despite never seeing the creature and her generous pay, Beauty eventually grew greedy and wanted the entire fortune and the castle for herself. She decided to enter the count's room one day and, feeling disgust and pity for the creature she found there, stabbed the creature with a knife. This action caused Beauty to receive the count's curse, turning her into the very beast that the count had been, inheriting the fortune and castle for herself. It's implied that other people, also driven by their own greed, met the same fate before and after Beauty. Details
Beauty and the Beast responds to the four works in order of best to worst: Repression Repression, Insight Insight, Instinct Instinct, and Attachment Attachment.
Like all Abnormalities, its energy output is determined by the number of PE Boxes (Positive Enkephalin boxes) at the end of the interaction.
Beauty and the Beast's emotional state is divided into 3 sections: BadResult Bad, NormalResult Normal, and GoodResult Good. Completing 0-4 E Boxes will cause it to feel BadResult Distressed, completing 5-8 will cause it to feel NormalResult Normal, and 9-12 will make it GoodResult Happy. Its usual cooldown timer after a task is around 10 seconds. Unlockable Information/Upgrades
Basic Information (Cost: EBoxIcon 12 PE Boxes)
Unlocks and shows the name of the Abnormality, subject classification, Risk Level (Risk Teth TETH), portrait, Damage Type (WhiteDamageTypeIcon White 2-4), the amount of EBoxIcon E-Boxes (12), and its emotional states.
Instinct/Insight/Attachment/Repression Work Favor (Cost: EBoxIcon 4 PE Boxes)
Unlocks the percentage level list to the respective work.
Managerial Works 1/2/3 (Cost: EBoxIcon 4 PE Boxes)
"Managerial Tips 1" "Committing Repression work with Beauty and the Beast showed the best energy results. The work produced a good number of PE-Boxes, but negatively affected the health of Beauty and the Beast." "Managerial Tips 2" "Any work other than Repression was found to improve the health of Beauty and the Beast." "Managerial Tips 3" "After repeated Repression work, Beauty and the Beast collapsed with a weak moan onto the floor. Once it had passed, , who had carried out the work process, began to suffer unidentifiable symptoms. Soon, Beauty and the Beast was born anew." Escape Information (Cost: EBoxIcon 12 PE Boxes)
Information if the Abnormality can escape or not. "Non Escaped Object"
Behavior Adjustment (O-09-96) is a Risk Teth TETH Abnormality in the form of a circular black device with a white eye symbol on the middle and seems to have 2 blue light buttons at the borders. It is contained in a tank, floating in the middle when not in use.
Information
Ability:
Behavior Adjustment's ability consists of increasing the Attack Speed and MovementSpeedIcon Movement Speed (JusticeIcon Justice) of an employee by 15 and decreasing the Max SPIcon SP/PrudenceIcon Prudence by 10 as long as it is equipped.
If the Agent with the equipped Abnormality panics while wearing the Abnormality or the Abnormality is returned before 30 seconds have passed, the employee wearing it will proceed to lose their sanity, ripping out their eyes and dying, before sitting down and laughing one last time.
Basic Information:
BehaviorAdjustmentPortrait Behavior Adjustment's encyclopedia portrait Behavior Adjustment's basic information takes 30 Seconds to unlock, the information gained is:
Name of the Abnormality Subject classification Risk Level (Risk Teth TETH) Portrait Type of Abnormality (Mounting Type) Origin
The details of its origin are currently unknown. Log and Method
Interaction Amount Log Method 10 Seconds "An electronic device with a mysterious symbol engraved into it." "Stats regarding Justice will increase greatly when Behavior Adjustment is equipped. However, all stats regarding Prudence will drop at the same time." 60 Seconds "It readjusts everyone to become righteous, no matter how wicked, evil, and arrogant they may be." "The wearer will enter a panic if ordered to return Behavior Adjustment within 30 seconds of equipping it and will die shortly after showing abnormal behavior." 120 Seconds "However, its users will become too dependent on the device and lose all ability to think on their own." "If the wearer’s SP hits 0 while Behavior Adjustment is equipped, they will instantly die." 180 Seconds "Eventually, intellect loses all meaning as they forget even how to exist." Trivia
This is the only Tool to increase JusticeIcon Justice stat so far.
Bloodbath (T-05-51) is a skin-covered bathtub Abnormality. It sports a large pair of eyes which will only open when attacking an employee. Its shower head is replaced by a large hand, dripping blood constantly. The bathtub is filled with blood at a constant level that never overflows. Pale hands appear on the surface, and will stretch when grabbing an employee.
Ability
Its special ability will activate whenever an employee with FortitudeIcon Fortitude or TemperanceIcon Temperance Level 1 performs any work on it, or panics in its Containment Unit. Once the employee finishes the interaction, hands will come out of the Abnormality and grab the employee, pulling them into the tub, and killing them. A pale hand will then appear in the tub, adding to the others if any. The special insta-death ability is guaranteed to trigger if there are three hands in the tub, resetting the amount of hands back to zero after activation. Origin
Bloodbath is representative of the trauma of individuals in a state of deep depression ending their own life.
Story Mode Spoilers! Details
Bloodbath responds to the four works in order of best to worst: Attachment Attachment, Instinct Instinct and Insight Insight, and Repression Repression.
Like all Abnormalities, its energy output is determined by the number of PE Boxes (Positive Enkephalin boxes) at the end of the interaction.
Bloodbath's emotional state is divided into 3 sections: BadResult Bad, NormalResult Normal, and GoodResult Good. Completing 0-4 E Boxes will cause it to feel BadResult Distressed, completing 5-9 will cause it to feel NormalResult Normal, and 10-14 will make its mood GoodResult Happy. Its usual cooldown timer after a task is around 10 seconds. Unlockable Information/Upgrades
Basic Information (Cost: EBoxIcon 12 PE Boxes)
Unlocks and shows the name of the Abnormality, subject classification, Risk Level (Risk Teth TETH), portrait, Damage Type (WhiteDamageTypeIcon White 2 - 4), the amount of EBoxIcon E-Boxes (14), and its emotional states.
Instinct/Insight/Attachment/Repression Work Favor (Cost: EBoxIcon 4 PE Boxes)
Unlocks the percentage level list to the respective work.
Managerial Works 1/2/3 (Cost: EBoxIcon 4 PE Boxes)
"Managerial Tips 1" "When , who had Level 1 Fortitude, completed the work process, a hand stretched out of Bloodbath and dragged into its depths. The same phenomenon occurred with an Agent who had Level 1 Temperance." "Managerial Tips 2" "A pale hand surfaced from Bloodbath after it had absorbed an employee. As the number of hands increased, the number of PE-Boxes produced with it also increased." "Managerial Tips 3" " When Bloodbath has three hands, the safety of the next worker cannot be guaranteed. It seems Bloodbath will absorb employees regardless of the work result or virtue levels." Escape Information (Cost: EBoxIcon 12 PE Boxes)
Information if the Abnormality can escape or not. "Non Escaped Object"
Crumbling Armor (O-05-61) is an Abnormality with the appearance of a thoroughly aged suit of samurai style armor with a V or U shaped crest on the helmet. The chest portion of the armor has a painted representation of cherry blossoms in pristine condition. There are several instances of rust around the folds of the armor, and the right forearm piece is disconnected from the rest of the body. A glowing blue eye can be seen inside the helmet.
Ability
Crumbling Armor's ability has two sections: Giving out its E.G.O. Gift, and decapitating employees.
Giving out the E.G.O. Gift:
Whenever an employee performs Repression Repression work on Crumbling Armor, they will always gain crumbling armor's E.G.O. Gift (Slot Hat). This will be represented as a blue flame behind them at first. The description can be checked in the agent's E.G.O. Gift list.
When finishing any new Repression Repression work, the next state will be acquired until reaching the Red Flame.
Blue Flame: "Inspired Bravery" (1) and "Reckless Foolishness" (2) 1: +10 Attack Speed and MovementSpeedIcon Movement Speed 2: +10 Attack Speed and MovementSpeedIcon Movement Speed, -5 HPIcon HP Orange Flame: "Reckless Foolishness" +15 Attack Speed and MovementSpeedIcon Movement Speed, -10 HPIcon HP Red Flame: "Reckless Foolishness" +20 Attack Speed and MovementSpeedIcon Movement Speed, -20 HPIcon HP Decapitation (Instant Kill):
Crumbling Armor's decapitation can activate in 2 ways: Sending in an employee that has FortitudeIcon Fortitude Level 1 to its containment room (this will count as 1 work used) or sending an employee with the E.G.O. Gift to use an item Abnormality or perform an Attachment Attachment work with any Abnormality (which will consume 1 work as well when the Abnormality is present in the facility).
To remove the E.G.O. Gift simply replace it with another gift that occupies the same location slot (Hat). To prevent decapitation, one must perform one additional non-attachment work AFTER having replaced the gift. This should remove them from the list of employees to have their heads chopped off. To be extra safe, one could pass the day with the gift change before the employee performs attachment work again. Origin
According to its backstory, Crumbling Armor was a suit of armor with a long history of being used by different owners for many battles. Its written legend began with a general who had received the armor as a family heirloom. Although wearing it for protection during a war, he was killed by an arrow being shot through a gap in the armor, which was left untouched. Following this, a commander that the armor was later presented to fell and died while fleeing from an enemy on horseback. Over many generations, the successors who inherited and wore the armor in battle also died without it receiving any damage. Its last owner—a warrior who didn't wear the armor in any battle—never sustained any injuries and died of old age. During his lifetime, the armor's right arm plate was damaged without any sign of exterior impact. The family of the warrior was said to have donated the armor to a museum, where the company purportedly found it. Details
Crumbling Armor responds to the four works in order of best to worst: Repression Repression, Instinct Instinct, Insight Insight, and Attachment Attachment.
Like all Abnormalities, its energy output is determined by the number of PE Boxes (Positive Enkephalin boxes) at the end of the interaction.
Crumbling Armor's emotional state is divided into 3 sections: BadResult Bad, NormalResult Normal, and GoodResult Good. Completing 0-5 E Boxes will cause it to feel BadResult Distressed, completing 6-10 will cause it to feel NormalResult Normal, and 11-12 will make it GoodResult Happy. Its usual cooldown timer after a task is around 10 seconds. Unlockable Information/Upgrades
Basic Information (Cost: EBoxIcon 8 PE Boxes)
Unlocks and shows the name of the Abnormality, subject classification, Risk Level (Risk Teth TETH), portrait, Damage Type (RedDamageTypeIcon Red 2-4), the amount of EBoxIcon E-Boxes (12), and its emotional states.
Instinct/Insight/Attachment/Repression Work Favor (Cost: EBoxIcon 4 PE Boxes)
Unlocks the percentage level list to the respective work.
Managerial Works 1/2/3/4/5 (Cost: EBoxIcon 3 PE Boxes)
"Managerial Tips 1" "An Agent with Level 1 Fortitude was placed into Crumbling Armor’s Containment Room. After the Work Process ended, they were found with their head sliced clean off." "Managerial Tips 2" "An Agent who performed Repression Work with the Abnormality was found to have an artifact (Crumbling Armor-01), which had the same chemical composition as Crumbling Armor. The Agent stated that it made them feel as if Crumbling Armor were protecting them." "Managerial Tips 3" "An Agent with Crumbling Armor-01 attached was ordered to continue engaging in Repression work with any Abnormality. Each time the Work Process ended, a physical examination on the Agent was carried out. The results of the examinations found that the effect given to the Agent by Crumbling Armor-01 changed in accordance with the number of times Repression work was done." "Managerial Tips 4" " Do not let an Agent with Crumbling Armor-01 perform Attachment Work. If they do, Crumbling Armor-01 will disappear with the Agent being decapitated as soon as they enter the Containment Unit, killing them instantly." "Managerial Tips 5" " If an Agent carrying Crumbling Armor-01 performs an excessive amount of Repression work, then the effect that the artifact provides will gradually become negative." Escape Information (Cost: EBoxIcon 8 PE Boxes)
Information if the Abnormality can escape or not. "Non Escaped Object"
Forsaken Murderer (T-01-54), previously known as Abandoned Murderer, is an Abnormality in the form of a deteriorated man with grey, asphyxiate-colored skin, and a bald head with few patches of hair. He wears a straitjacket that is cream in color, with numerous black belt straps binding it. In containment, he is typically seen staring unblinkingly straight to the ground, shaking with heavy breaths. While breaching, his head will change into a solid, metallic shell-like shape, comparable to that of a head cone.
Ability
Forsaken Murderer's ability will trigger when his QliphothCounterIcon Qliphoth Counter reaches 0. His QliphothCounterIcon Qliphoth Counter can fluctuate in the following way:
Decrease by 1 when getting a BadResult Bad Work Result. Once his QliphothCounterIcon Qlipoth Counter reaches 0, he escapes. While breaching, Forsaken Murderer crawls on his knees around the facility with his metallic hammer head. He possess low HPIcon HP at 270 and average MovementSpeedIcon Movement Speed at 40, usually outrun by panicked clerks. When near or next to an employee, he slams his metallic head onto the ground where they are or were located, dealing RedDamageTypeIcon Red Damage (2-4) in a small area in front of him if the employee does not get out the way. The targets in the area of attack may receive different amount of base damage. He tends to follow nearby employees, including Clerks, changing his path when the target leaves the room. Origin
Forsaken Murderer was once a feared, emotionless killer incarcerated in a federal prison. Originally sentenced to death, some researchers decided to use him as a test subject to cure some unknown disease. The administration of unknown chemicals to Forsaken Murderer's body ended up suppressing his violent behavior at the cost of his 'humanity.' The excuse of the researchers for doing this was that they cured a disease. He was later unrestrained after the researchers reviewed that he "no longer had any intention to attack". After some time, Forsaken Murderer began to exhibit a belief that his head was turning into metal, testing if it was by hitting his head against walls and solid surfaces. After severe self-harm, the researchers had no other option than to re-restrain him. As they no longer had any reason to fear him, they began to neglect him entirely.
After a fatal incident caused by Forsaken Murderer happened to one of the researchers, they decided to end the research and dissect the brain of Forsaken Murderer. Even after this, Forsaken Murderer still remained alive. Left with his brain to slowly rot, his trauma and delusion about his metal head still follow him. Details
Forsaken Murderer responds to the four works in order of best to worst: Instinct Instinct, Attachment Attachment, Insight Insight, and Repression Repression.
Like all Abnormalities, his energy output is determined by the number of PE Boxes (Positive Enkephalin boxes) at the end of the interaction.
Forsaken Murderer's emotional state is divided into 3 sections: BadResult Bad, NormalResult Normal, and GoodResult Good. Completing 0-6 E Boxes will cause him to feel BadResult Distressed, completing 7-10 will cause him to feel NormalResult Normal, and 11-14 will result in him being GoodResult Happy. His usual waiting time after a task is around 15 seconds and his QliphothCounterIcon Qliphoth Counter is 1. Unlockable Information/Upgrades
Basic Information (Cost: EBoxIcon 12 PE Boxes)
Unlocks and shows the name of the Abnormality, subject classification, Risk Level (Risk Teth TETH), portrait, Damage Type (RedDamageTypeIcon Red 2-3), the amount of EBoxIcon E-Boxes (14), his emotional states, and QliphothCounterIcon Qliphoth Counter.
Instinct/Insight/Attachment/Repression Work Preferences (Cost: EBoxIcon 4 PE Boxes)
Unlocks the percentage level list for each respective work.
Managerial Guidelines (Cost: EBoxIcon 12 PE Boxes)
"Managerial Guideline 1" "When the work result was Bad, the Qliphoth Counter lowered." Escape Information (Cost: EBoxIcon 12 PE Boxes)
Information if the Abnormality can escape or not, plus his QliphothCounterIcon Qliphoth Counter (1). This include his defenses when breaching:
RedDamageTypeIcon Red: Normal (1.0) - WhiteDamageTypeIcon White: Normal (1.0) - BlackDamageTypeIcon Black: Weak (1.5) - PaleDamageTypeIcon Pale: Vulnerable (2.0)
Fragment of the Universe (O-03-60) is an Abnormality whose form is a black ball made of a material not found on Earth, with five appendages coming off of it in an asymmetrical manner. The main portion of the body has three brightly colored heart shaped spots on it. The four long appendages are referred to as tentacles. The fifth appendage coming off of the top of the body has a shape similar to a poorly drawn heart. It has been described as having a "metaphysical form [that] can hardly be explained in human language."
Ability
Fragment of the Universe's ability will trigger when its QliphothCounterIcon Qliphoth Counter reaches 0. Its QliphothCounterIcon Qliphoth Counter can fluctuate in the following ways:
Decrease by 1 with 50% chance when getting a NormalResult Normal Work Result. Decrease by 1 with 70% chance when getting a BadResult Bad Work Result. Decrease by 1 when an Agent Panics in its Containment Unit. When the counter reaches 0, Fragment of the Universe will change its form and breach. Its "head" warps into a distended maw filled with misshapen eye-like organs, while the heart-shaped spots on its body shift from red and purple to dark crimson. While breaching, the Fragment of the Universe, with only 230 HPIcon HP and slow MovementSpeedIcon Movement Speed at 20, will roam around the facility trying to approach employees and attack them, dealing BlackDamageTypeIcon Black Damage (3-4). Sometimes it stops to sing its 'song', dealing constant WhiteDamageTypeIcon White Damage (3-4) to nearby employees in the same room for an amount of time. It will keep wandering around until subdued or the day ends. Origin
According to its story, the Fragment of the Universe belongs to an extraterrestrial race that arrived on Earth from outer space, having lacked a stable form when it first arrived. When it was said to have been found by the company and brought to the facility, the workers started experimenting on it, focusing on the Abnormality's reactions. Its responses were documented, such as its attempts at recreating human laughter, as well as its currently assumed form of a scribbled, black ball with crudely shaped colorful hearts being a response to having seen a child's drawing. Furthermore, it is able to produce unknown sounds implied to be a 'song,' named "Echoes From Beyond" by the employees. In some cases, when employees attempted to investigate further into the nature of the Abnormality, they received severe mental damage and underwent psychosis, eventually leading to their placement in psychiatric facilities. Details
Fragment of the Universe responds to the four works in order from best to worst: Attachment Attachment, Repression Repression and Insight Insight, and Instinct Instinct.
Like all Abnormalities, its energy output is determined by the number of PE Boxes (Positive Enkephalin boxes) at the end of the interaction.
Fragment of the Universe's emotional state is divided into 3 sections: BadResult Bad, NormalResult Normal, and GoodResult Good. Completing 0-3 E Boxes will cause it to feel BadResult Distressed, completing 4-7 will cause it to feel NormalResult Normal, and 8-12 will provide a GoodResult Happy result. Its usual cooldown timer after a task is around 15 seconds. Its QliphothCounterIcon Qliphoth Counter is 2. Unlockable Information/Upgrades
Basic Information (Cost: EBoxIcon 12 PE Boxes)
Unlocks and shows the name of the Abnormality, subject classification, Risk Level (Risk Teth TETH), portrait, Damage Type (BlackDamageTypeIcon Black 1-3), the amount of EBoxIcon E-Boxes (12), its emotional states, and QliphothCounterIcon Qliphoth Counter.
Instinct/Insight/Attachment/Repression Work Preferences (Cost: EBoxIcon 4 PE Boxes)
Unlocks the percentage level list to the respective work.
Managerial Guidelines 1/2/3 (Cost: EBoxIcon 4 PE Boxes)
"Managerial Guideline 1" "When the work result was Normal, the Qliphoth Counter lowered with a normal probability." "Managerial Guideline 2" "When the work result was Bad, the Qliphoth Counter lowered with a high probability." "Managerial Guideline 3" "When employee panicked during work, the Qliphoth Counter lowered." Escape Information (Cost: EBoxIcon 12 PE Boxes)
Information if the Abnormality can escape or not, plus its QliphothCounterIcon Qliphoth Counter (2). This include its defenses when breaching:
RedDamageTypeIcon Red: Normal (1.0) - WhiteDamageTypeIcon White: Weak (1.5) - BlackDamageTypeIcon Black: Normal (1.0) - PaleDamageTypeIcon Pale: Vulnerable (2.0)
Grave of Cherry Blossoms (O-04-100) is an Abnormality with the appearance of a dark brown/blood color tree, having a hole between the trunk and its roots, with a pair of hands visible in its interior. The tree starts without any leaves or fruits on its branches, which only has buds at the start, but it can bloom cherry blossoms in great amounts when interacting with it.
Ability
Grave of Cherry Blossoms' ability will trigger when its QliphothCounterIcon Qliphoth Counter reaches 0. Its QliphothCounterIcon Qliphoth Counter can fluctuate in the following ways:
Decrease by 1 when getting a GoodResult Good Work Result. Decrease by 1 when Agent Panics in its Containment Unit. At different stages, depending on its QliphothCounterIcon Qliphoth Counter, its physical appearance changes:
QliphothCounterIcon 3 Qliphoth Counter: The tree almost doesn't possess any leaves or fruits, but buds on its branches. QliphothCounterIcon 2 Qliphoth Counter: The tree start to bloom cherry blossoms, covering part of its branches. QliphothCounterIcon 1 Qliphoth Counter: More cherry blossoms bloom and almost cover all the branches. QliphothCounterIcon Qliphoth Counter drops to 0: The tree is covered completely in cherry blossoms, without any branch visible in this state. When the QliphothCounterIcon Qliphoth Counter is depleted, no more works can be performed until the QliphothCounterIcon Qliphoth Counter is not at 0, and a group of around 5 employees (Agents and/or Clerks) will be randomly possessed, under a state called 'Captive', being lured to Grave of Cherry Blossoms' Containment Unit. If an employee reaches the Containment Unit, the tree will capture the employee with a long arm-like appendage coming out from the hole between its trunk and roots, taking the employee and killing them. After this, all other captive employees will be released from the possession and receive 15-18 WhiteDamageTypeIcon White Damage. However, the 'Captive' employees can be released prematurely by clicking on them several times, similar to The Red Shoes' possession or Void Dream's sleep ability, no penalties will be applied. At the end of either way, the QliphothCounterIcon Qliphoth Counter will return back to its maximum (3), but only when an employee is killed by the tree it will remain in its current form. Otherwise, it will return to its first form and repeat the process.
When another employee works with it when fully bloomed, at the end of the task, the tree's flowers will slowly fall down and in a bright burst of pink light, all the employees in the facility will have their HPHealing HP and SPHealing SP fully healed. Afterwards, it returns to its first form. Origin
The details of its origin are currently unknown. Details
Grave of Cherry Blossoms responds to the four works in order of best to worst: Attachment Attachment and Insight Insight; Instinct Instinct, and Repression Repression.
Like all Abnormalities, its energy output is determined by the number of PE Boxes (Positive Enkephalin boxes) at the end of the interaction.
Grave of Cherry Blossoms' emotional state is divided into 3 sections: BadResult Bad, NormalResult Normal, and GoodResult Good. Completing 0-3 E Boxes will cause it to feel BadResult Distressed, completing 4-6 will cause it to feel NormalResult Normal, and 7-12 will make it GoodResult Happy. Its usual cooldown timer after a task is around 10 seconds and its QliphothCounterIcon Qliphoth Counter is 3. Unlockable Information/Upgrades
Basic Information (Cost: EBoxIcon 12 PE Boxes)
Unlocks and shows the name of the Abnormality, subject classification, Risk Level (Risk Teth TETH), portrait, Damage Type (WhiteDamageTypeIcon White 2-4), the amount of EBoxIcon E-Boxes (12), its emotional states, and QliphothCounterIcon Qliphoth Counter (3).
Instinct/Insight/Attachment/Repression Work Favor (Cost: EBoxIcon 4 PE Boxes)
Unlocks the percentage level list to the respective work.
Managerial Works 1/2/3/4/5/6 (Cost: EBoxIcon 2 PE Boxes)
"Managerial Tips 1" "When the work result was Good, the Qliphoth Counter lowered." "Managerial Tips 2" "When an employee panicked in the Containment Unit, the Qliphoth Counter lowered." "Managerial Tips 3" "When the Qliphoth Counter reached 0, a few random employees in the facility began to move towards Grave of Cherry Blossoms’s unit. (This status was designated as “Captivated”)." "Managerial Tips 4" "When a captivated employee reached the Containment Unit, they were dragged into the tree." "Managerial Tips 5" "After continuously attempting to select and converse with , who was captivated, they seemingly returned to normal. When all captivated employees returned to normal, the Qliphoth Counter returned to its maximum." "Managerial Tips 6" "After dragging an employee in, when another employee commenced work with Grave of Cherry Blossoms, its Qliphoth Counter returned to its maximum. Furthermore, the HP and SP of every employee in the facility was healed." Escape Information (Cost: EBoxIcon 12 PE Boxes)
Information if the Abnormality can escape or not, plus its QliphothCounterIcon Qliphoth Counter (3). "Non Escaped Object"
Luminous Bracelet (O-09-95) is a Risk Teth TETH Tool Abnormality in the form of a black bracelet with a hexagonal blue-green gem that emits a light of the same color around it. It is contained in a tank, floating in the middle when not in use.
Ability
Luminous Bracelet is an equippable Tool Abnormality. When equipped by an Agent, they will be healed, have their stats will be altered, and potentially be killed instantly if the tool is misused. Employee Alteration/Beneficial Ability
The equipped employee's HPIcon HP/FortitudeIcon Fortitude is increased by 15 as long as the tool is equipped, and recovers 2.4 points of HPHealing HP after 3 seconds. After that, the Luminous Bracelet will no longer heal.
Instadeath
There are two ways the Abnormality can instantly kill an Agent:
Overheal
15 seconds after equipping the bracelet, a 60-second-long timer will start. The timer stops and resets every time the Agent's HPIcon HP falls lower than their HPIcon Max HP. However, if the Agent's HPIcon HP is full for the 60 second duration, the employee will be killed instantly, with lumps of overgrown cells emerging from their mouth, eyes, ears and arms. After the employee's death, the tool will be returned to its containment.
Punishment for "Greed"
The Agent dies in the same way as above if they return the Abnormality without having full HPIcon HP. Ending the day can also kill the Agent if their HPIcon HP isn't full.
Basic Information
LuminousBraceletPortrait Luminous Bracelet's encyclopedia portrait Luminous Bracelet's basic information takes 30 Seconds of use to unlock; the information gained is:
Name of the Abnormality Subject Classification Risk Level (Risk Teth TETH) Portrait Type of Abnormality (Mounting Type) Origin
The details of its origin are unknown, though its Story Logs implicate it to have been found in the Outskirts. Log and Method
Interaction Amount Log Method 10 Seconds "A bracelet that gives off a soft turquoise light. Many unexplainable things have been discovered in the Outskirts." "Stats regarding Fortitude will greatly increase while Luminous Bracelet is worn." 60 Seconds "When it is worn, all wounds are healed without a trace of scarring." "Luminous Bracelet continually recovers the wearer’s HP when it drops." 120 Seconds "However, to wear this bracelet even when one has not a scratch left on their body is an act of greed." "The wearer will die if any attempt to return Luminous Bracelet is made before they are fully healed." 180 Seconds "This bracelet shall not forgive those who hold greed in their hearts, thus it must only be worn by those in true need." "If the wearer’s HP has not dropped after a certain period of time, then they will die from excessive regeneration." Trivia
This Abnormality and the The Heart of Aspiration are the only Mounting Type Tools to increase FortitudeIcon Fortitude. Due to a bug, Luminous Bracelet will HPHealing heal the employee once, then once again after wearing it for 68 real-life years, as the interval for its regeneration is not properly assigned.
Meat Lantern (O-04-84) is a small, fluffy white mound with two round eyes at ground level of its containment room. It has a glowing flower growing from its head and hanging in front of it like the lure of an anglerfish. The rest of the Abnormality is buried underground.
Ability
Its ability will trigger once its QliphothCounterIcon Qliphoth Counter reaches 0. Its QliphothCounterIcon Qliphoth Counter can decrease by 1 when getting a BadResult Bad Work Result or by finishing any work in 40 seconds or less (Including interruptions like panic).
When the counter reaches 0, it will breach, moving into a random hallway with Containment Units. It will hide under the ground, with only the flower and a few white hairs visible. When an employee walks over the white hairs surrounding the flower, the Abnormality will reveal its true form, giant jaws popping up and eating the employee, dealing a large amount of RedDamageTypeIcon Red Damage (500).
The Abnormality has low HPIcon HP at 330, and remains in one location for the duration of its breach. Employees will not 'detect' it breaching, so they will not attempt to suppress the Abnormality once they are in the same hallway, and the hallway will lack the red border indicative of a breach. Suppression cannot be ordered by selecting the containment unit when breaching; it can only be suppressed by selecting the Abnormality itself. Its HPIcon HP bar is not visible when breaching. Origin
The details of its origin are currently unknown. Details
Meat Lantern responds to the four works in order of best to worst: Insight Insight, Instinct Instinct and Attachment Attachment, and Repression Repression.
Like all Abnormalities, its energy output is determined by the number of PE Boxes (Positive Enkephalin boxes) at the end of the interaction.
Meat Lantern's emotional state is divided into 3 sections: BadResult Bad, NormalResult Normal, and GoodResult Good. Completing 0-6 E Boxes will cause it to feel BadResult Distressed, completing 7-10 will cause it to feel NormalResult Normal, and 11-14 will make it GoodResult Happy. Its usual cooldown timer after a task is around 7 seconds and its QliphothCounterIcon Qliphoth Counter is 1. Unlockable Information/Upgrades
Basic Information (Cost: EBoxIcon 12 PE Boxes)
Unlocks and shows the name of the Abnormality, subject classification, Risk Level (Risk Teth TETH), portrait, Damage Type (WhiteDamageTypeIcon White 1 - 3), the amount of EBoxIcon E-Boxes (14), their emotional state and QliphothCounterIcon Qliphoth Counter.
Instinct/Insight/Attachment/Repression Work Favor (Cost: EBoxIcon 6 PE Boxes)
Unlocks the percentage level list to the respective work.
Managerial Works 1/2/3 (Cost: EBoxIcon 4 PE Boxes)
"Managerial Tips 1" "When the work result was Bad, the Qliphoth Counter lowered." "Managerial Tips 2" "When the work took less than 40 seconds to complete, the Qliphoth Counter lowered." "Managerial Tips 3" "The facility’s systems and the employees will be unable to detect the Abnormality when it escapes. Thus the manager will need to manually pinpoint it and order suppression directly." Escape Information (Cost: EBoxIcon 12 PE Boxes)
Information if the Abnormality can escape, plus its QliphothCounterIcon Qliphoth Counter (1). It's defenses when breaching are as follows:
RedDamageTypeIcon Red: Weak (1.5) - WhiteDamageTypeIcon White: Endured (0.8) - BlackDamageTypeIcon Black: Normal (1.0) - PaleDamageTypeIcon Pale: Vulnerable (2.0)
The Old Lady (O-01-12) is an Abnormality in the form of a white-skinned, black-eyed elderly woman in a rocking chair. She wears a long, faded blue skirt, a faded purple blouse, and a white bonnet.
Ability
Old Lady's ability ("solitude") is activated when her QliphothCounterIcon Qliphoth Counter reaches 0. Her QliphothCounterIcon Qliphoth Counter can fluctuate in the following ways:
Decrease by 1 each time a work with another Abnormality in the facility is completed. Increase by 1 when getting a GoodResult Good or NormalResult Normal Work Result. Her QliphothCounterIcon Qliphoth Counter won't decrease if:
She is being worked on when another Abnormality's work finishes. She is on the cooldown timer that comes right after her work is completed. Solitude (Employee Alteration)
Once Old Lady's QliphothCounterIcon Qliphoth Counter is depleted, her containment room will be filled with "solitude". If any employee enters the room, this solitude will attach to them, immediately forcing them out of the room - clearing the room of the effect and restoring her counter.
Removing solitude from the room counts as a work on Old Lady and a timer of 10 seconds in BadResult Bad mood will be in effect.
The employee that the solitude is attached to will go Out of Control, suffering (4~6) WhiteDamageTypeIcon White Damage every 6 seconds for 30 seconds and being unable to move, as well as to perform works or do actions until the solitude disappears.
Origin
The details of her origin are currently unknown. Caretaking
Old Lady responds to the four works in order of best to worst: Attachment Attachment, Instinct Instinct and Insight Insight, and Repression Repression.
Like all Abnormalities, her energy output is determined by the number of PE Boxes (Positive Enkephalin boxes) at the end of the interaction.
Old Lady's emotional state is divided into 3 sections: BadResult Bad, NormalResult Normal, and GoodResult Good. Completing 0-5 E Boxes will cause her to feel BadResult Distressed, completing 6-10 will cause her to feel NormalResult Normal, and 10-14 will make her GoodResult Happy. Her usual cooldown timer after a task is around 10 seconds. Her QliphothCounterIcon Qliphoth Counter is 4. Unlockable Information/Upgrades
Basic Information (Cost: EBoxIcon 12 PE Boxes)
Unlocks and shows the name of the Abnormality, subject classification, Risk Level (Risk Teth TETH), portrait, Damage Type (WhiteDamageTypeIcon White 1-3), the amount of EBoxIcon E-Boxes (14), her emotional states, and her QliphothCounterIcon Qliphoth counter.
Instinct/Insight/Attachment/Repression Work Favor (Cost: EBoxIcon 4 PE Boxes)
Unlocks the percentage level list to the respective work.
Managerial Works 1/2/3/4 (Cost: EBoxIcon 3 PE Boxes)
"Managerial Tips 1" "When an Abnormality other than Old Lady was worked with, the Qliphoth Counter lowered." "Managerial Tips 2" "When the Qliphoth Counter reached 0, black shapes formed inside the Containment Unit. We’ve decided to dub these shapes “solitude” based on the condition in which they form." "Managerial Tips 3" "When the solitude piled up, it stuck to when they entered the Containment Unit." "Managerial Tips 4" " had to deal with continuous WHITE damage until the solitude eventually fell off. Until it was gone, they could not move or do any work." Escape Information (Cost: EBoxIcon 12 PE Boxes)
Information if the Abnormality can escape or not, plus her QliphothCounterIcon Qliphoth Counter. "Non Escaped Object"
Ppodae (D-02-107) is a small, white pug puppy with "puppy dog eyes" and a curved in tail. When breaching, it changes its form to a quadrupedal, more humanoid one and grows to about 4 times its previous size. Its tail and legs grow larger, it has a more muscular torso and a blue circular tattoo on its shoulder.
Ability
Ppodae's ability will trigger when its QliphothCounterIcon Qliphoth Counter reaches 0. Its QliphothCounterIcon Qliphoth Counter can fluctuate in the following ways:
Decrease by 1 with 50% chance when doing any work other than Instinct Instinct. Decrease by 1 when getting a BadResult Bad Work Result. Once the QliphothCounterIcon Qliphoth Counter reaches 0, the Abnormality breaches, changing its form and becoming hostile.
It possesses 230 HPIcon HP and quick MovementSpeedIcon Movement Speed, starting to chase employees with priority to Agents. It attacks them with a single slam attack at close range, dealing 3-4 RedDamageTypeIcon Red Damage in a short area in front of it. It takes a short time to recover and resume its attack/chase. If Ppodae kills an employee (Clerk or Agent), it will turn back into its previous form and return to containment on its own, carrying a piece of the employee that it just killed. In this state, it cannot be attacked.
Suppressing it will make the dog whimper and fall down, returning it to containment and resetting the counter. When transforming, escaping and returning, a white cloud appears on it with small pug heads that fade soon after. Origin
Although the details of its origin are currently unknown, it is known that Ppodae manipulates the brains of employees into falling for its 'cute' appearance, thereby altering their behavioral patterns into lovingly doting on it, to the point of even causing lottery draws over who gets to see and care for it next. Ppodae's charm often causes employees to ignore signs of danger it presents; however, some employees can see past its ability to charm and detect unusual features, like body parts that the Abnormality carries or bites. It is deduced that it transforms to seek for food, with said food predominantly being humans. Details
Ppodae responds to the four works in order of best to worst as follows: Instinct Instinct, Attachment Attachment, Insight Insight, and Repression Repression.
Like all Abnormalities, its energy output is determined by the number of PE Boxes (Positive Enkephalin boxes) at the end of the interaction.
Ppodae's emotional state is divided into 3 sections: BadResult Bad, NormalResult Normal, and GoodResult Good. Completing 0-6 EBoxIcon E-Boxes will cause it to feel BadResult Distressed, completing 7-9 EBoxIcon E-Boxes will cause it to feel NormalResult Normal, and completing 10-12 EBoxIcon E-Boxes will make it GoodResult Happy. Its cooldown timer after a task is 15 seconds, and its maximum QliphothCounterIcon Qliphoth Counter is 2. Unlockable Information/Upgrades
Basic Information (Cost: EBoxIcon 12 PE Boxes)
Unlocks and shows the name of the Abnormality, subject classification, Risk Level (Risk Teth TETH), portrait, Damage Type (RedDamageTypeIcon Red 2-3), the amount of EBoxIcon E-Boxes (12), its emotional states, and QliphothCounterIcon Qliphoth Counter (2).
Instinct/Insight/Attachment/Repression Work Favor (Cost: EBoxIcon 4 PE Boxes)
Unlocks the percentage level list to the respective work.
Managerial Works 1/2/3 (Cost: EBoxIcon 3 PE Boxes)
"Managerial Tips 1" "Ppodae wuvs Instinct work the most. Please don’t do work other than Instinct with him, or else the Qliphoth Counter has a medium probability of lowering." "Managerial Tips 2" "When the work result was Bad, the Qliphoth Counter decreased." "Managerial Tips 3" "When Ppodae escaped, it voluntarily returned to its unit after attacking an employee and taking █████ from their corpse." Escape Information (Cost: EBoxIcon 12 PE Boxes)
Information if the Abnormality can escape or not, plus its QliphothCounterIcon Qliphoth Counter (2). This includes its defenses when breaching:
RedDamageTypeIcon Red: Weak (1.5) - WhiteDamageTypeIcon White: Endured (0.8) - BlackDamageTypeIcon Black: Normal (1.0) - PaleDamageTypeIcon Pale: Vulnerable (2.0)
" 'This Abnormality was created with the ideas provided by Tumblbug Backer 이은희 (Lee Eun-hee).' A super fluffy ultra-cute puppy with white fur like fresh snow. This Abnormality is so cute that just taking a short little glance at it will make you feel so much better. It has the eyes of an angel and is the purest thing in the world. (Further descriptions of this creature have been omitted for brevity’s sake. The rest of the sentences are essentially just saying “It’s so cute!” in various ways.)" "This little Abnormality couldn’t be evil at all. The only thing you have to worry about is your heart aching if you look at it too long because it’s just so cute. In fact, employees who enter this Abnormality’s Containment Unit tend to lose themselves a bit and often need to be forcibly removed from the unit by other employees. Caution needs to be taken as the assisting employees can also become captivated by its cuteness and become lost as well.
- Attempts to bring the Abnormality out of its unit may occur from time to time, but this is not a concern as they are typically prevented by other employees.
- When too many employees want to work with this Abnormality, a lottery will be held to decide who gets the privilege of doing so.
- Our employees tend to show symptoms of mental regression such as oddly toned speech with a high pitch upon entering its Containment Unit, but it seems this is only a temporary problem.
- Many of our employees refer to this Abnormality as “The Goodest Boy in the World Ppodae”, however, its official designation is simply ‘Ppodae’. Please make sure you don’t get confused. ++++ Every employee who enters its Containment Unit must upload a video or photo report of this Abnormality. (This is highly, extremely, UBER important; ensure that nobody misses this step.)" "A company of this size will always have a rumor or two floating around. “I heard that you can hear someone’s bones breaking if you walk the hallways at night...” “If you try and track down that sound, you’ll find a Yeti who’s eating one of our employees...!” “However, we don’t have an Abnormality that looks anything like a Yeti...” "
"John: You should be thankful, dude. You’ve got a lucky chance to get to work with The Goodest Boy in the World Ppodae. Jacob: Uh... It’s bapping me with its paws. Is this an attack? John: He just wants you to feed him. Don’t you know that it’s a trend in our company to always carry a packet of dog food or two? Jacob: Well... I don’t really like animals... (John lets out an irritated mumble.) By the way, this lil’ puppy’s pretty beefy. Is that how dogs usually are? I guess this one’s played a lot of catch, huh? John: We used to play fetch with him pretty often just to watch how cute he was running after the ball. Though, we stopped for some reason... Jacob: Hey, did you see its face when I fed it? It was super creepy, I swear... John: It’s just your imagination man. He’s always like our little angel. IsnThatWight? WhosAGoodBoi? Jacob: Geez, does this thing have some kinda power to mentally manipulate people? John: No idea what you’re on about, Jacob. DoYouDoWiddleBuddie? WiddleCutiepie? DoYouDoYou?" "John: Did you wait for me, Ppodae boy? Jacob: Uh, hey, it’s eating something. Aren’t we supposed to be the first people in its unit today? John: My widdle goody-good good boi was just hungwy, uh-huh uh-huh. Man, he’s just so cute. Look at how he’s nomming on that~ Jacob: What the hell is it chewing on... Shit! I knew it! That’s... That’s James’ finger, man! He went missing during the last patrol shift! Can’t you see the nail?! Remember him bragging about having a heart painted on his nails? I told you, dude! This thing’s up to no good! John: I... I can’t believe it... who... Jacob: This Abnormality’s the killer! I get that you’re shocked, but I told you a bunch of times that there’s no way a “cute” pet could be harmless in this place. Man, I’m glad you finally came to your sen— John: Who... Who wouldn’t feed him on time?! Jacob: ........ John: Poor little guy’s been starving all night! It’s... It’s so heartbreaking... Jacob: Well uh... I think we’re supposed to suppress it? John: How could you even suggest doing something so heartless to a cute little good boy like this? Just wook at his eyes... How could an innocent animal do anything wrong? IsnThatWightYouGoodWiddleCutieBoi. (The Abnormality shows no reaction. Only the sound of a bone being gnawed on is audible.) Jacob: Dude... your “little angel” is gnawing on our colleague’s finger. John: What are you, a newbie? Don’t you know everything cute is forgiven here? Jacob: I’ve never heard that, and I seriously don’t think it’s true. We’ve gotta tranquilize it. And if you won’t, then I’ll do it by myself! (The sound of a tranquilizer shot being fired can be heard.) John: NOOOO!!!!! (The Abnormality begins to whimper.) (The recording cuts off after a bit of shouting.) ...Following the evidence I’ve provided in the recording, I request that Jacob be immediately demoted for firing such a thing at Ppodae. A terrible, evil animal abuser has no place working in our company. Our Goodest Boy in the World Ppodae has been traumatized. Traumatized! By this incident. He’ll only eat 5kg of his favorite snack now. To help him cope with the trauma, I suggest we request a new snack for Ppodae: “Premium grade salmon rich with Vitamin B”. I’ll be waiting for your reply." "Reply: Your requests have been accepted. P.S. In your next message, please make sure you attach 5 different photos of The Goodest Boy in the World Ppodae. Thank you in advance."
The Heart of Aspiration (T-09-77) is a Risk TethTETH Tool Abnormality resembling a disembodied, cartoon-styled heart with a dark red glowing clot in the center. Like many other tool Abnormalities, it is contained in a tank, floating in the middle when not in use.
Information
Ability
The Heart of Aspiration's ability consists of increasing the HPIcon HP/FortitudeIcon Fortitude and Attack Speed of an employee by 10 as long as it's equipped.
If the employee tries to return the tool before 30 seconds have passed or the employee doesn't attack any Abnormalities, Ordeals, or other employees, they will immediately enter into a Panic state. If the employee equipped with The Heart of Aspiration is successfully suppressed and returned to normal, they can return the heart normally or continue using it until the day ends.
Basic Information
TheHeartofAspirationPortrait The Heart of Aspiration's encyclopedia portrait The Heart of Aspiration's basic information takes 30 Seconds of use to unlock. The information gained is:
Name of the Abnormality Subject classification Risk Level (Risk Teth TETH) Portrait Type of Abnormality (Mounting Type) Origin
The details of its origin are currently unknown. Log and Method
Interaction Amount Log Method 10 Seconds "A heart without an owner; it still beats even after being removed from its body." "Those who equip The Heart of Aspiration will benefit from increased HP and Attack Speed." 60 Seconds "When borrowed, its rate of contraction will double, enhancing the borrower’s vigor and strength." "If one is ordered to return The Heart of Aspiration without attacking, they will lose their mind and have an increase in violent tendencies; they will attempt to attack everything nearby." 120 Seconds "Excessive aspiration would bring about unwarranted frenzy." "If one is ordered to return The Heart of Aspiration within 30 seconds of borrowing, the same result as above will occur." 180 Seconds "Employees who did not attack any targets before returning the heart, or those who returned the heart before 30 seconds had passed entered a state of derangement, repeating mindless killings with their enhanced strength." Trivia
So far, it is the only mounting tool that doesn't have any drawbacks when equipped overtime, only when returning. This and Luminous Bracelet are the only Mounting Type Tools to increase FortitudeIcon Fortitude. Because it‘s classified as ‘Trauma‘ it might be from some unseen events, that the heart has lost its original owner that couldn't hold their excessive aspiration. It could also represent Atychiphobia, fear of failure. This can be used to drive employees insane voluntarily, in case you want to cheese WhiteNight by making the Heretic go insane with Fortitude. Thus far, it is the only E.G.O-less tool-type Abnormality in Lobotomy Corporation that gained an E.G.O in the sequel, Library of Ruina, named "Aspiration".
The Lady Facing the Wall (F-01-18), known as Wall Gazer before you reach Observation Level 3, is an Abnormality that appears as a pale, naked woman with long, black hair completely obscuring her face. She kneels with her hands pressed against the wall and occasionally stretches her neck to inhuman lengths.
Ability
Her special ability will trigger when her QliphothCounterIcon Qliphoth Counter reaches 0. Her QliphothCounterIcon Qliphoth Counter can fluctuate in the following ways:
Decrease by 1 with 50% chance when getting a NormalResult Normal Result. Decrease by 1 with 70% chance when getting a BadResult Bad Result. Decrease by 1 when performing Attachment Attachment work. When the ability is triggered, this will cause a 'jumpscare', with a female scream and distortion of the screen, dealing moderate WhiteDamageTypeIcon White Damage(18-24) to all the employees of the same department, even if they are out of the department.
Additionally, employees with TemperanceIcon Temperance Level 1 will panic at the end of work from turning back to face her, with her neck stretching to face them. At the start of the work, a 'Silent' speech bubble will appear next to her for a short moment. Origin
The details of its origin are currently unknown. Details
The Lady Facing the Wall responds to the four works in order of best to worst: Attachment Attachment, Instinct Instinct, Repression Repression, and Insight Insight. Beware, even though Attachment Attachment has the highest success rate(95%), it will decrease her Qliphoth Counter and might trigger her ability.
Like all Abnormalities, her energy output is determined by the number of PE Boxes (Positive Enkephalin boxes) at the end of the interaction.
The Lady Facing the Wall's emotional state is divided into 3 sections: BadResult Bad, NormalResult Normal, and GoodResult Good. Completing 0-3 PE Boxes will cause her to feel BadResult Distressed, completing 4-7 will cause her to feel NormalResult Normal, and 8-14 will cause her to be GoodResult Happy. Her usual cooldown timer after a task is around 10 seconds. Its QliphothCounterIcon Qliphoth Counter is 2. Unlockable Information/Upgrades
Basic Information (Cost: EBoxIcon 12 PE Boxes)
Unlocks and shows the name of the Abnormality, subject classification, Risk Level (Risk Teth TETH), portrait, Damage Type (WhiteDamageTypeIcon White 2-3), the amount of EBoxIcon E-Boxes (14), emotional states, and her QliphothCounterIcon Qliphoth counter.
Instinct/Insight/Attachment/Repression Work Favor (Cost: EBoxIcon 4 PE Boxes)
Unlocks the percentage level list to the respective work.
Managerial Works 1/2/3/4/5 (Cost: EBoxIcon 4 PE Boxes)
"Managerial Tips 1" "Employees with Temperance Level 1 may turn their head back after hearing The Lady Facing the Wall. If they do, they will be subject to a panic attack." "Managerial Tips 2" "When Attachment Work was performed with The Lady Facing the Wall, the Qliphoth Counter lowered." "Managerial Tips 3" "When the work result was Normal, the Qliphoth Counter lowered with a normal probability." "Managerial Tips 4" "When the work result was Bad, the Qliphoth Counter lowered with a high probability." "Managerial Tips 5" "When The Lady Facing the Wall’s Qliphoth Counter hit 0, every employee in the department suffered WHITE damage." Escape Information (Cost: EBoxIcon 12 PE Boxes)
Information if the Abnormality can escape or not. plus her QliphothCounterIcon Qliphoth Counter (2). "Non Escaped Object"
Theresia (T-09-09) is a Risk Teth TETH Tool Abnormality in the form of an ornate and bloodied music box that rests on a blood-soaked wooden stool. There's a wind-up key on the side of the music box and a ballerina performing an arabesque pose on its top. While in use, a cacophonous music box tune can be heard.
Information
Ability:
Theresia's ability triggers when an employee uses it. During use, a tune will play and over time, employees of the same department as the Abnormality will recover 10 SPHealing SP every 5 seconds; even if they are panicking. If an Agent uses Theresia for more than 30 seconds, the Agent will Panic and exit the Containment Unit. If the Agent using it does not belong to the Department where Theresia is located, the user will not recover SPIcon SP. The Agent can be ordered to leave the Containment Unit at any time.
Basic Information:
TheresiaPortrait Theresia's encyclopedia portrait Theresia's basic information takes 30 seconds of usage to unlock. The information gained is as follows:
Name of the Abnormality Subject Classification Risk Level (Risk Teth TETH) Portrait Type of Abnormality (Continuous) Origin
The details of her origin are mostly unknown, but can be deduced from the sentence carved on the music box that it was a gift for someone for their birthday, probably taken from a professor. Log and Method
Interaction Amount Log Method 30 seconds "A music box with an impressive sculpture of a dancing ballerina." "Those who listen to Theresia’s music will recover SP, including the employee playing the music box and everyone in the department where the Abnormality is located." 1 minute "When wound up, a sad melody begins to play. No one knows when it was made or who made it, but it doesn’t seem to be new judging from the slight skips in the song." "When 20 to 30 seconds have passed after the music box begins playing, the SP of the employee operating the music box will begin to fall rapidly, causing them to panic." 2 minutes "There are a few phrases crudely carved on its surface: “Do you remember this melody? The professor used to play this song when the students were sleepy. Happy birthday.” " 3 minutes "Listening to this music box will make anyone feel like everything will be okay in the end, lifting their fatigue. However, excessive listening will make one lose grip on reality, and be driven mad." Trivia
Theresia was originally on the official website of the game, with a different concept. Her previous subject number was "T-02-09-W (T)", with the (T) probably meaning Tool. Formerly named Teresia, it had a humanoid appearance, in the form of a skinny 'ballerina' dancer of white skin, black eyes, pointy long legs, wearing a flower-like skirt with a blue flower on it and some sort of pink helmet with a pair of small wings in the sides. It also included the next log: “There was an experiment on the effects that the said Abnormality’s had on people. We tested it among [Redacted] employees. We were trying to find out what they were thinking: the common words, common images, common feelings they had while they were listening to the music. It was a surprise to find that an image of a long-haired girl, a garden filled with flowers, ‘siblings’, and ‘nostalgia’ were all common themes. Oh, and also ‘frightening’. That’s all we found out. There was no set conclusion from this experiment.”
Its classification as ‘Trauma‘ is likely due to the intense personal experience of unseen events that preceded and/or involved the music box itself, before it was later given as a gift to someone.
Today's Shy Look (O-01-92) is an Abnormality taking the form of a humanoid person of brown clothing or robes and skinless legs. Blood can be seen dripping from below. The person stands behind a mounted 'net' of skin, with two poles at the side supporting it. The cover of skin is wide, with blood around the borders and 5 faces of different expressions, from happiness to anger, at the front, with the person standing behind it changing position to take the spot behind the faces.
Ability
Today's Shy Look can alter its assigned employee's WorkSuccessIcon Work Success chance and damage resistance, and may even heal them. Its mechanics come from the 5 different faces they hide behind. Depending on which face it wears while it's being worked on, the assigned agent will receive different effects. The Five Faces (Employee Alteration/Beneficial Ability)
Roughly every 4 seconds, Today's Shy Look will shift from face to face, shaking slightly whenever it's about to do so. While being worked on, Today's Shy Look will keep wearing its current face.
Today's Shy Look possesses 5 faces, each of them affecting the work in a different way. The faces, from left to right, are:
'Smiling' face: The WorkSuccessIcon Work Success is greatly increased by +30%, BlackDamageTypeIcon damage dealt is halved (x0.5). After getting a EBoxIcon PE-Box, the employee will recover 20% of both their max HPHealing HP and SPHealing SP. 'Happy' face: The WorkSuccessIcon Work Success is increased by +10% and after getting a EBoxIcon PE-Box, the employee will recover 20% of their max SPHealing SP. 'Neutral' face: No effects. 'Sad' face: The WorkSuccessIcon Work Success is greatly decreased by -30% and BlackDamageTypeIcon damage dealt by the Abnormality is multiplied by 1.5 'Angry' face: The WorkSuccessIcon Work Success is majorly decreased by -50% and BlackDamageTypeIcon damage dealt by the Abnormality is doubled (x2). Origin
According to the story, the person behind the cover of skin had been very sad and shy as they sincerely dried their laundry outside one day. The residents of the City they lived in didn't approve of this, constantly telling them that their sadness didn't fit the City and that they should express themselves and smile, telling them to think of others.
On an eventual later day, Today's Shy Look flayed their skin off and dried it outside, like the day they dried their laundry, having carved 5 different faces on it so they could express themselves, pleasing the people around them. From then on, whenever asked if anything was wrong, they would respond by saying "I'm just shy, that's all. Just shy..."
It can be surmised that this Abnormality relates to the City—the vast urban complex that Lobotomy Corporation itself lies as a part of. Details
Today's Shy Look responds to the four InstinctInsightAttachmentRepression Works equally, with the success rate being 'Common.' This is influenced by the current face they're currently behind.
Like all Abnormalities, their energy output is determined by the number of PE Boxes (Positive Enkephalin boxes) at the end of the interaction.
Today's Shy Look's emotional state is divided into 3 sections: BadResult Bad, NormalResult Normal, and GoodResult Good. Completing 0-6 E Boxes will cause it to feel BadResult Distressed, completing 7-9 will cause it to feel NormalResult Normal, and 10-12 will make its mood result GoodResult Happy. Its usual cooldown time after a task is around 15 seconds. Unlockable Information/Upgrades
Basic Information (Cost: EBoxIcon 12 PE Boxes)
Unlocks and shows the name of the Abnormality, subject classification, Risk Level (Risk Teth TETH), portrait, Damage Type (BlackDamageTypeIcon Black 2 - 3), the amount of EBoxIcon E-Boxes (12), and its emotional states.
Instinct/Insight/Attachment/Repression Work Favor (Cost: EBoxIcon 4 PE Boxes)
Unlocks the percentage level list to the respective work.
Managerial Works 1/2/3/4/5/6 (Cost: EBoxIcon 2 PE Boxes)
"Managerial Tips 1" "This Abnormality changes their facial expression at certain intervals. However, when faced with another person, their changes halt." "Managerial Tips 2" "From smiles to anger, they have 5 levels of facial expression dubbed Faces 1, 2, 3, 4, and 5." "Managerial Tips 3" "No special circumstances came from Face 3. Face 2 showed an increased success rate and the employee healed SP when work was successfully completed." "Managerial Tips 4" "Face 4 showed 150% damage dealt during work, and the success rate declined." "Managerial Tips 5" "Face 5 showed 200% damage dealt during work, and the success rate drastically declined." "Managerial Tips 6" "Face 1 showed 50% damage dealt during work, and the success rate increased. In addition, each time work was successful, the employee’s HP and SP recovered." Escape Information (Cost: EBoxIcon 12 PE Boxes)
Information if the Abnormality can escape or not. "Non Escaped Object"
Void Dream (T-02-99) is a floating sheep-like Abnormality. It possess a body with white fluffy fur and two eyes on it, one of green and other of purple color; a head of violet color, having 2 horns at each side in a spiral formation, along ears, a small pink nose and eyes that are always closed; has small legs below its body and a thin long tail.
Ability
Its special ability activates when its QliphothCounterIcon Qliphoth Counter reaches 0. Its QliphothCounterIcon Qliphoth Counter can fluctuate in the following ways:
Decrease by 1 when getting a BadResult Bad Work Result. If an employee with TemperanceIcon Temperance Level 1 enters its containment to work, at the end of the work, the employee will fall asleep on a cloud that appears from thin air and serves as a bed, and will never wake up, considered 'Dead'.
When its QliphothCounterIcon Qliphoth Counter is depleted, the Abnormality will breach. It has a slow MovementSpeedIcon Movement Speed, low HPIcon HP at 250 and doesn't attack directly. At different intervals of time, the Void Dream will shoot around 4 sparkling balls of light at random directions, that will go through the facility, moving forward. If the lights hit an employee, the light will be consumed and the employee will fall asleep on a cloud, in their current position. Sleeping employees cannot move, react or be ordered to work or move. However, they can be woken up from this state by clicking on them several times or by receiving damage. Void Dream will return to its containment after some time has passed. Employees will not attack it when seeing it. If there's any sleeping employees left before you end the day, they'll be considered dead and you will lose them.
If Void Dream receives damage, it will transform into a rooster creature, with the main body having still the previous form, with the eyes of the head open, showing pitch black eyes. Along that, the rooster will possess two legs with hooves and will start to walk instead of floating. It will roam the facility, often trying to reach any sleeping employees in the facility, and in different intervals of time it will cackle, dealing minor (3-5) WhiteDamageTypeIcon White Damage to all the employees in the room, but will also wake up any sleeping employees. Employees woke up by this call will instantly panic. In this form, the Abnormality will continue to roam the facility and must be suppressed to return it back to its containment or by ending the day. Origin
The details of its origin are currently unknown. Details
Void Dream responds to the four works in order of best to worst: Attachment Attachment, Insight Insight, Instinct Instinct, and Repression Repression.
Like all Abnormalities, its energy output is determined by the number of PE Boxes (Positive Enkephalin boxes) at the end of the interaction.
Void Dream's emotional state is divided into 3 sections: BadResult Bad, NormalResult Normal, and GoodResult Good. Completing 0-6 E Boxes will cause it to feel BadResult Distressed, completing 7-8 will cause it to feel NormalResult Normal, and 9-14 will make it GoodResult Happy. Its usual cooldown timer after a task is around 15 seconds and its QliphothCounterIcon Qliphoth Counter is 2. Unlockable Information/Upgrades
Basic Information (Cost: EBoxIcon 12 PE Boxes)
Unlocks and shows the name of the Abnormality, subject classification, Risk Level (Risk Teth TETH), portrait, Damage Type (BlackDamageTypeIcon Black 1-3), the amount of EBoxIcon E-Boxes (14), its emotional states, and QliphothCounterIcon Qliphoth Counter (2).
Instinct/Insight/Attachment/Repression Work Favor (Cost: EBoxIcon 4 PE Boxes)
Unlocks the percentage level list to the respective work.
Managerial Works 1/2/3/4/5/6 (Cost: EBoxIcon 2 PE Boxes)
"Managerial Tips 1" "Any employee with Temperance under Level 2 will fall asleep after working on the Abnormality, never to reawaken." "Managerial Tips 2" "When the work result was Bad, the Qliphoth Counter decreased." "Managerial Tips 3" "When Void Dream escaped, its light put every employee who came into contact with it asleep. They woke up when the manager shook them." "Managerial Tips 4" "Void Dream eventually returned to its Containment Unit of its own volition." "Managerial Tips 5" " Attempts to suppress the Abnormality will provoke it, transforming into an extremely hostile entity. (This second form is designated as Void Dream-1)." "Managerial Tips 6" "Void Dream-1 occasionally crowed, dealing WHITE damage to an entire department. Employees who were asleep due to the Abnormality’s light awoke and panicked after hearing Void Dream-1’s sound." Escape Information (Cost: EBoxIcon 12 PE Boxes)
Information if the Abnormality can escape or not, plus its QliphothCounterIcon Qliphoth Counter (2). This include its defenses when breaching:
RedDamageTypeIcon Red: Weak (1.5) - WhiteDamageTypeIcon White: Endured (0.8) - BlackDamageTypeIcon Black: Weak (1.2) - PaleDamageTypeIcon Pale: Vulnerable (2.0)
All-Around Helper (T-05-41), also known as Little Helper before reaching Observation Lvl. 3, is an Abnormality in the form of a cleaning robot. It has a white, oval shaped body with two thin metal legs, bright red eyes and a happy-looking facial expression. Once it begins to breach, it will extend two pairs of segmented sickle-like arms outwards in its ordinal directions. Notably, the sharp appendages are covered in the blood of prior owners.
Ability
All-Around Helper's ability activates when its QliphothCounterIcon Qliphoth Counter reaches 0. Its QliphothCounterIcon Qliphoth Counter can fluctuate in the following ways:
Decrease by 1 with 50% chance when getting a NormalResult Normal Work Result. Decrease by 1 with 70% chance when getting a BadResult Bad Work Result. After the counter reaches 0, All-Around Helper will escape its containment room and roam around the facility.
It possesses average HPIcon HP at 300 and MovementSpeedIcon Movement Speed. It will charge up in place while spinning for ~3 seconds, then crossing the room it's currently located at high MovementSpeedIcon Movement Speed, dealing high (20-30) RedDamageTypeIcon Red Damage to all employees or Abnormalities in the way, stopping when it reaches the end of the room, it will be "out of power" for ~10 seconds before charging up again. It will remain breaching until the day ends or it is suppressed. Origin
All-Around Helper's background claims it to be part of a home robot series that was mass produced under XX Inc. (Previously known as XX Corp), a corporation that no records can be found of. Despite that, the success of the All-Around Helper robots are said to have led to the corporation releasing a second product named "We Can Change Anything".
The goal of All-Around Helper's creation was to perform basic tasks for families, such as cleaning, making coffee, and acting as an alarm system. In contrast to this, its Story Record recounts it arriving in a family's house before murdering the residents shortly after activation. It's probable that, while it originally was meant to clean like the other robots, its cleaning equipment was replaced with blades by its manufacturer (as discovered in the Legacy version's final observation). Details
All-Around Helper responds to the four works in order of best to worst: Instinct Instinct and Repression Repression, Attachment Attachment, and Insight Insight.
Like all Abnormalities, its energy output is determined by the number of PE Boxes (Positive Enkephalin boxes) at the end of the interaction.
All-Around Helper's emotional state is divided into 3 sections: BadResult Bad, NormalResult Normal, and GoodResult Good. Completing 0-5 E Boxes will cause it to feel BadResult Distressed, completing 6-9 will cause it to feel NormalResult Normal, and 10-16 will make its mood result GoodResult Happy. Its usual waiting time after a task is around 15 seconds and its QliphothCounterIcon Qliphoth Counter is 2. Unlockable Information/Upgrades
Basic Information (Cost: EBoxIcon 16 PE Boxes)
Unlocks and shows the name of the Abnormality, subject classification, Risk Level (Risk He HE), portrait, Damage Type (RedDamageTypeIcon Red 3 - 5), the amount of EBoxIcon E-Boxes (16), its emotional states, and QliphothCounterIcon Qliphoth Counter (2).
Instinct/Insight/Attachment/Repression Work Favor (Cost: EBoxIcon 5 PE Boxes)
Unlocks the percentage level list to the respective work.
Managerial Works 1/2 (Cost: EBoxIcon 18 PE Boxes)
"Managerial Tips 1" "When the work result was Normal, the Qliphoth Counter lowered with a normal probability." "Managerial Tips 2" "When the work result was Bad, the Qliphoth Counter lowered with a high probability." Escape Information (Cost: EBoxIcon 16 PE Boxes)
Information if the Abnormality can escape or not, plus its QliphothCounterIcon Qliphoth Counter (2). This includes its defenses when breaching:
RedDamageTypeIcon Red: Endured (0.5) - WhiteDamageTypeIcon White: Normal (1.0) - BlackDamageTypeIcon Black: Vulnerable (2.0) - PaleDamageTypeIcon Pale: Vulnerable (2.0)
Child of the Galaxy (O-01-55) is an Abnormality with the appearance of a small boy who is constantly sobbing. He wears a dark grey sleeveless shirt and gray pants. His skin and hair resemble the stars in the sky or a galaxy, with his hair color or background constantly changing. The child seems to know everything that is happening about the ones holding the pebbles given by him.
Ability
Child of the Galaxy's special ability triggers when his QliphothCounterIcon Qliphoth Counter reaches 0. Unlike other Abnormalities, his QliphothCounterIcon Qliphoth Counter starts at 1, but can be increased up to 5.
After finishing a work with him, the employee who did the task will receive a Pebble or Token of Friendship. This will recover HPHealing HP and SPHealing SP, proportionally to the QliphothCounterIcon Qliphoth Counter of the Abnormality *0.65 every 5 seconds. If the employee is in We Can Change Anything, they will receive half the normal amount of healing and they will heal every 10 seconds instead. An employee cannot receive the pebble twice. At the end of the day, any employees holding the pebble will lose it, allowing them to work with other Abnormalities without lowering Child of the Galaxy's QliphothCounterIcon Qliphoth Counter.
His QliphothCounterIcon Qliphoth Counter can fluctuate in the following ways:
Increase by 1 when a holder of the pebble performs a work with the Child of the Galaxy. Decrease by 1 when a holder of the pebble performs a work with another Abnormality. Additionally, the agent receives RedDamageTypeIcon Red and WhiteDamageTypeIcon White Damage proportionally to Child of the Galaxy's QliphothCounterIcon Qliphoth Counter *4. Decrease by 4 when a holder of the pebble dies. Once the QliphothCounterIcon Qliphoth Counter of Child of the Galaxy is depleted, all the employees who are holding a pebble will be killed instantly and the Abnormality will start to cry, as his containment unit gets covered in a layer of 'space dust.' Origin
The details of his origin are currently unknown. Details
Child of the Galaxy responds to the four InstinctInsightAttachmentRepression works equally, with the success being 'Common.'
Like all Abnormalities, his energy output is determined by the number of PE Boxes (Positive Enkephalin boxes) at the end of the interaction.
Child of the Galaxy's emotional state is divided into 2 sections: BadResult Bad and NormalResult Normal. Completing 0-8 E Boxes will cause him to feel BadResult Distressed and completing 9-16 will cause him to feel NormalResult Normal. His usual waiting time after a task is around 15 seconds. His QliphothCounterIcon Qliphoth Counter starts at 1 but its Max is 5. Unlockable Information/Upgrades
Basic Information (Cost: EBoxIcon 16 PE Boxes)
Unlocks and shows the name of the Abnormality, subject classification, Risk Level (Risk He HE), portrait, Damage Type (BlackDamageTypeIcon Black 2 - 3), the amount of EBoxIcon E-Boxes (16), emotional states, and his QliphothCounterIcon Qliphoth Counter (5).
Instinct/Insight/Attachment/Repression Work Favor (Cost: EBoxIcon 5 PE Boxes)
Unlocks the percentage level list to the respective work.
Managerial Works 1/2/3/4/5/6 (Cost: EBoxIcon 3 PE Boxes)
"Managerial Tip 1" "Successful work completion will cause a healing (HP/SP) Token of Friendship to be bestowed upon the employee. The amount of healing will vary in relation to Child of the Galaxy’s Qliphoth Counter." "Managerial Tip 2" "The Qliphoth Counter increased when completed their work with the Token." "Managerial Tip 3" "When an employee with the Token worked with another Abnormality, they received damage in proportion to Child of the Galaxy’s Qliphoth Counter, which will then decrease." "Managerial Tip 4" "When an employee with Child of the Galaxy’s Token of Friendship died, the Qliphoth Counter lowered by 4." "Managerial Tip 5" "When the Qliphoth Counter reached 0, all employees with the Token died." Escape Information (Cost: EBoxIcon 16 PE Boxes)
Information if the Abnormality can escape or not, plus its QliphothCounterIcon Qliphoth counter (5): "Non Escaped Object"
Der Freischütz (F-01-69) is a humanoid Abnormality that wears a large cloak and grey clothing. The color palette of his cloak consists of a black, yellow, and blue. He has a black wispy form with no discernible features besides his eyes, head, arms, and legs. He carries a large gun, most likely a Martini Henry, with him.
Ability
His ability triggers when his QliphothCounterIcon Qliphoth Counter reaches 0 or by doing a RequestWork 'Request/Commission.' His QliphothCounterIcon Qliphoth Counter can fluctuate in the following ways:
Decrease by 1 when an Agent with JusticeIcon Justice lower than Level 3 finishes work. Decrease by 1 when getting a NormalResult Normal or BadResult Bad Work Result. Unlike what his Managerial Guidelines say, Der Freischütz's QliphothCounterIcon Qliphoth Counter has a 100% chance of lowering if the work result isn't GoodResult Good.
When Der Freischütz's QliphothCounterIcon Qliphoth Counter reaches zero or you RequestWork Request/Commission the Abnormality for a shot, he will perform his ability.
Der Freischütz fires a powerful bullet that flies from the left of the screen to the right. It can pierce through any wall, Abnormality, or employee, dealing massive BlackDamageTypeIcon Black Damage (80).
Attachment Attachment work is replaced by RequestWork Request/Commission work. You don't need an agent to perform this work, and when you request the Abnormality for a shot, you get to aim where the bullet flies from, with time automatically stopped until it is shot, though the time can be resumed too during the process. Commissioning Der Freischütz costs 10% of your current EBoxIcon Energy. You cannot use the ability below EBoxIcon 10 Energy.
If Der Freischütz is firing due to his QliphothCounterIcon Qliphoth Counter reaching 0, he will simply aim at a random point on the screen. he will do the same thing after the 7th Request as well as decreasing his QliphothCounterIcon Qliphoth Counter by 1. Origin
The story to Der Freischütz is as follows:
"When a hunter received a gun with the bullets that will puncture anything he pleased from the Devil, the Devil proposed a childish contract: the last bullet would puncture the heart of his most beloved. The moment the hunter heard that, he sought down and shot all the people he loved. Telling the Devil, "This magical bullet can truly hit anyone just like you say." The final bullet (the 7th) then punctured his own heart. He traveled to numerous worlds, doing whatever he felt based on impulse. One day, the marksman realized the Devil no longer followed him. He pondered why, then realized that his soul had already fallen to Hell. The contract had been fulfilled, so the Devil had left. The marksman, now a devil himself, continues to pull the trigger to gather the souls of others." Details
Der Freischütz responds to the four works in order of best to worst: Repression Repression, Instinct Instinct and Insight Insight, and Attachment Attachment (RequestWork Request/Commission).
Like all Abnormalities, his energy output is determined by the number of PE Boxes (Positive Enkephalin boxes) at the end of the interaction.
Der Freischütz's emotional state is divided into 3 sections: BadResult Bad, NormalResult Normal, and GoodResult Good. Completing 0-6 E Boxes will cause him to feel BadResult Distressed, completing 7-11 will cause him to feel NormalResult Normal, and 12-18 will make him GoodResult Happy. His cooldown timer after a task is around 10 seconds, and his QliphothCounterIcon Qliphoth Counter is 3. Unlockable Information/Upgrades
Basic Information (Cost: EBoxIcon 16 PE Boxes)
Unlocks and shows the name of the Abnormality, subject classification, Risk Level (Risk He HE), portrait, Damage Type (BlackDamageTypeIcon Black 3-4), the amount of EBoxIcon E-Boxes (18), and his emotional states.
Instinct/Insight/Attachment/Repression Work Favor (Cost: EBoxIcon 5 PE Boxes)
Unlocks the percentage level list to the respective work.
Managerial Works 1/2/3/4/5/6 (Cost: EBoxIcon 3 PE Boxes)
"Managerial Tips 1" "Requesting aid from Der Freischütz is permitted. Der Freischütz agreed to perform the request at the expense of 10% of our current energy." "Managerial Tips 2" "However, the bullets that Der Freischütz fires can penetrate and damage anything. Furthermore, Der Freischütz’s 7th bullet will not fire where you desire, so you must plan ahead wisely." "Managerial Tips 3" "The Qliphoth Counter lowered when , whose Justice was lower than Level 3, completed work with Der Freischütz. "Managerial Tips 4" "When the work result was Normal, the Qliphoth Counter lowered with a normal probability." "Managerial Tips 5" "When the work result was Bad, the Qliphoth Counter lowered with a high probability." "Managerial Tips 6" "When the Qliphoth Counter hit 0, Der Freischütz willfully fired a bullet towards a random location." Escape Information (Cost: EBoxIcon 16 PE Boxes)
Information if the Abnormality can escape or not, plus his QliphothCounterIcon Qliphoth Counter (3): "Non Escaped Abnormality"
Giant Tree Sap (T-09-80) is a Risk He HE Tool Abnormality in the form of a spherical glass bottle that contains red sap. A brown root engulfs or takes the place of the bottle's neck, partially wrapping around the sides of the bottle. It is contained in a tank, floating in the middle when not in use.
Information
Ability:
Giant Tree Sap's ability activates when a employee drinks it. The employee will recover all missing HPHealing HP and keep healing 9-11 HPHealing HP every second for 60 seconds. However, the employee has a chance to explode 20 seconds after drinking it, dealing 30 WhiteDamageTypeIcon White Damage in a great radius to other employees in the same room.
The chance to explode starts at 0% on the first usage and increases by 15% with every further use, up to 60%. Note that the explosion probability is tied to the Abnormality itself rather than the employees who use it, meaning usage by any employee after the first usage of the day is potentially lethal. The chance to explode will reset back to 0% after an employee who drank the sap explodes or when passing/resetting the day.
Basic Information:
GiantTreeSapPortrait Giant Tree Sap's encyclopedia portrait Giant Tree Sap's basic information takes 2 uses to unlock, the information gained is:
Name of the Abnormality Subject classification Risk Level (Risk He HE) Portrait Type of Abnormality (Single use) Origin
This Tool Abnormality is said to originate from a gigantic tree on the edge of the world within the Outskirts, a barren place with low chances for a plant to prosper. Any lifeforms who consumed the sap of the tree might melt, leaving smoldering green remains, from which that tree gets its nutrients.
According to its Story Logs, a Lobotomy Corporation exploration team was purported to have come across the giant tree, extracting some of the tree's sap to be sent back to the facility for containment. Log and Method
Interaction Amount Log Method 1 Use "The sap of a nameless, gigantic tree that roots itself on the edge of the world." "Subjects who consume Giant Tree Sap instantly recover physically. Furthermore, they will continue to heal over time." 4 Uses "According to the exploration team, there were a large number of lifeforms around it with a scorched green tint. This was because the sap makes them satiated and contained potent healing agents." "Certain subjects who consumed Giant Tree Sap were found to suffer a side effect. Those who endured this side effect exploded and died within 20 to 30 seconds after consuming Giant Tree Sap; the entire section they were in suffered WHITE damage." 7 Uses "However, some of our employees who drank the sap melted, leaving smoldering, green remains." "Experiments confirmed that there is a positive relationship between the frequency of the consumption of Giant Tree Sap and the probability of exploding." 10 Uses "Other various experiments confirmed that the probability of melting rapidly increases as more sap is consumed." 13 Uses "Many wondered how such a large tree could prosper all the way out in the barren Outskirts. The lifeforms who consumed its sap became its nutrients sooner or later. The tree simply reaped from what it sowed." Trivia
The Giant Tree Sap never dries out or is entirely consumed. Contrary to what its logs say, the employees who consume the sap don't melt into green remains, but instead explode and leave organic remains. This may possibly be due to the tree it's said to yield from not being nearby to consume them. It could be classified with ’Trauma’ because of how the tree this Abnormality originates from gets its nutrients, namely by eventually killing the creatures that had fed on its sap. It could also represent Dendrophobia, the fear of trees. This Abnormality may be based on Yggdrasill from Norse mythology.
Happy Teddy Bear (T-04-06) - known as A Teddy Bear before reaching Observation Lvl. 2 - is a large, worn-out teddy bear with a chewed ear and a single white button eye, with a black hole in place of the other eye. It has brown matted fur, a light brown muzzle, and a faded green bowtie around its neck. Its stuffing spills out from multiple tears in its fabric.
Ability
Its special ability is activated when the same employee works on Happy Teddy Bear twice in a row. The second time the employee enters its room, it will hug the employee tightly, choking them to death. Triggering its ability will also consume 1 work. This can be avoided by alternating which employees are sent in to work with Happy Teddy Bear.
The employee trapped during the hug will enter into an 'Out of Control' state and will die only after the task waiting time ends. If the player ends the day before the employee's death is confirmed, the employee can survive for the next day. Origin
Happy Teddy Bear's story can be deciphered through the Flavour Text displayed when performing work on it.
Happy Teddy Bear was packaged in a big, decorated box for the birthday of a seven year old girl. Happy Teddy Bear enjoyed all the nights with the child, and fondly remembers all the hugs that she gave to it. As time passed, the child grew up, and Happy Teddy Bear was abandoned underneath a dresser. It never forgot the girl.
Happy Teddy Bear loves hugs, but for fear of being abandoned again, it will not let the person hugging it go, squeezing them so tightly that they die from being suffocated or crushed. Details
Happy Teddy Bear responds to the four works in order of best to worst: Attachment Attachment, Insight Insight and Repression Repression, and Instinct Instinct.
Like all Abnormalities, its energy output is determined by the number of PE Boxes (Positive Enkephalin boxes) at the end of the interaction.
Happy Teddy Bear's emotional state is divided into 3 sections: BadResult Bad, NormalResult Normal, and GoodResult Good. Completing 0-5 E Boxes will cause it to feel BadResult Distressed, completing 6-10 will cause it to feel NormalResult Normal, and 11-15 will make it GoodResult Happy. Its usual cooldown timer after a task is around 10 seconds. Unlockable Information/Upgrades
Basic Information (Cost: EBoxIcon 16 PE Boxes)
Unlocks and shows the name of the Abnormality, subject classification, Risk Level (Risk He HE), portrait, Damage Type (WhiteDamageTypeIcon White 2-4), the amount of EBoxIcon E-Boxes (15), and its emotional states.
Instinct/Insight/Attachment/Repression Work Favor (Cost: EBoxIcon 5 PE Boxes)
Unlocks the percentage level list to the respective work.
Managerial Works 1/2 (Cost: EBoxIcon 9 PE Boxes)
"Managerial Tips 1" " died of asphyxiation after working with Happy Teddy Bear multiple times in a row." "Managerial Tips 2" " was found dead in Happy Teddy Bear’s arms with a broken neck. It is believed that visiting Happy Teddy Bear’s Containment Unit several times in a row is what causes these unfortunate incidents. Please refer to the “Old Letter” document for more information." Escape Information (Cost: EBoxIcon 16 PE Boxes)
Information if the Abnormality can escape or not: "Non Escaped Object"
Laetitia (O-01-67), also known as A Wee Witch, is a humanoid Abnormality with the appearance of a small girl with pale skin, gray round hair, red tips and red eyes. She wears a pair of golden jingle bells behind the side of her head, a red bonnet, a red ribbon around her neck, a red and white dress with a pair of red shoes, and dark stockings. She moves in a mechanical way, acting like a robot instead of a human. When working with her, the sound of a music box can be heard in the containment room.
Ability
Her ability will trigger when she gets a NormalResult Normal Result. When this condition is met, she will give a floating heart-shaped gift which will follow the employee and upon reaching them, it will stay above their head.
The 'Gift' acts as a mark. When an employee with the Gift attached to them tries to go to the containment room of an Abnormality who is not Laetitia to work with it, the heart will start cracking and shaking, with the rate and severity increasing as it gets closer to half of the distance the employee to travel to perform the work order. Once they reach half of the way to perform the work, counting from the point where the employee was ordered from, the employee will explode, killing them instantly, and a rainbow spider-like creature with multiple eyes will emerge from their corpse. If the player cancels the work, the heart will return to its normal state, avoiding the death of the employee. The Gift will be removed at the end of the day.
The minion, named 'Little Witch's Friend'; has a small amount of HPIcon Health at 350, average MovementSpeedIcon Movement Speed, and performs melee attacks that deal 8-10 RedDamageTypeIcon Red Damage. It has average defenses to each type of Damage. When attacking, it will focus on the nearest target in the room, often following it to other rooms. It will remain active until subdued or the day ends, but will not subtract LOB Points when the day ends. Origin
Certain details of Laetitia's origin are unknown, but it is said that she comes from a far place that enjoys laughter. It can be assumed that her "friends" come from the same place. She had many friends that couldn't come, but she hid them inside 'gifts' to give them to people that she likes, hoping to cheer them up and restore laughter with the 'prank' of her friends coming out of her gifts. Details
Laetitia responds to the four works in order of best to worst: Attachment Attachment, Insight Insight and Instinct Instinct, and Repression Repression.
Like all Abnormalities, her energy output is determined by the number of PE Boxes (Positive Enkephalin boxes) at the end of the interaction.
Laetitia's emotional state is divided into 3 sections: BadResult Bad, NormalResult Normal, and GoodResult Good. Completing 0-6 E Boxes will cause her to feel BadResult Distressed, completing 7-10 will cause her to feel NormalResult Normal, and 11-16 will make her GoodResult Happy. Her usual cooldown timer after a task is around 10 seconds. Unlockable Information/Upgrades
Basic Information (Cost: EBoxIcon 16 PE Boxes)
Unlocks and shows the name of the Abnormality, subject classification, Risk Level (Risk He HE), portrait, Damage Type (BlackDamageTypeIcon Black 2 - 4), the amount of EBoxIcon E-Boxes (16), and her emotional states.
Instinct/Insight/Attachment/Repression Work Favor (Cost: EBoxIcon 5 PE Boxes)
Unlocks the percentage level list to the respective work.
Managerial Works 1/2/3 (Cost: EBoxIcon 6 PE Boxes)
"Managerial Tips 1" "When the work result was Normal, Laetitia gave a heartfelt gift to ." "Managerial Tips 2" "When was assigned to work with a different Abnormality instead of Laetitia, a ███████ eventually burst out of their body at a certain point." "Managerial Tips 3" "When the assignment was canceled before the ███████ was born, nothing strange occurred to the employee’s body." Escape Information (Cost: EBoxIcon 16 PE Boxes)
Information if the Abnormality can escape or not. The defenses displayed are of the minions' stats, since Laetitia is classified as a "Non Escaped Object":
RedDamageTypeIcon Red: Endured (0.8) - WhiteDamageTypeIcon White: Endured (0.8) - BlackDamageTypeIcon Black: Weak (1.2) - PaleDamageTypeIcon Pale: Normal (1.0)
The Nameless Fetus (O-01-15) is a large infant Abnormality dripping with "an unidentified yellow-brown slime". It has no legs and a large, fat body with a mouth stretching across its abdomen.
Ability
Nameless Fetus' ability will trigger when its QliphothCounterIcon Qliphoth Counter reaches 0. Its QliphothCounterIcon Qliphoth Counter can fluctuate in the following ways:
Decrease by 1 with 30% chance when getting a NormalResult Normal Work Result Decrease by 1 with 90% chance when getting a BadResult Bad Work Result. Once its QliphothCounterIcon Qliphoth Counter is at 0, Nameless Fetus will start to scream and cry, dealing 8-12 WhiteDamageTypeIcon White Damage every 10 seconds to all the employees of the department, and decreasing the QliphothCounterIcon Qliphoth Counters of other Abnormalities in the same department quickly.
If this happens, the only option the player has is to sacrifice an employee in the same department via a roulette to make Nameless Fetus stop crying. The player does not get to choose which employee is sent as a sacrifice; the game will randomly select one employee, Agent or Clerk. The roulette does not include panicked employees. Once the name of the employee is chosen, they will move to Nameless Fetus' containment room. Once the employee arrives in Nameless Fetus' room, it will grab them with a hand-like tongue and devour the employee. This calms it down, restoring its QliphothCounterIcon Qliphoth Counter.
If there are no more available employees to be chosen from the department, it will start to include ones from other departments. Origin
The details of its origin are currently unknown. Details
Nameless Fetus responds to the four works in order of best to worst: Instinct Instinct; Insight Insight, Attachment Attachment, and Repression Repression.
Like all Abnormalities, its energy output is determined by the number of PE Boxes (Positive Enkephalin boxes) at the end of the interaction.
Nameless Fetus' emotional state is divided into 3 sections: BadResult Bad, NormalResult Normal, and GoodResult Good. Completing 0-6 PE Boxes will cause it to feel BadResult Distressed, completing 7-13 will cause it to feel NormalResult Normal, and 14-18 will make it GoodResult Happy. Its usual cooldown timer after a task is around 10 seconds. Its QliphothCounterIcon Qliphoth counter is 1. Unlockable Information/Upgrades
Basic Information (Cost: EBoxIcon 16 PE Boxes)
Unlocks and shows the name of the Abnormality, subject classification, Risk Level (Risk He HE), portrait, Damage Type (RedDamageTypeIcon Red 4 - 6), the amount of EBoxIcon E-Boxes (18), emotional states, and its QliphothCounterIcon Qliphoth counter (1).
Instinct/Insight/Attachment/Repression Work Favor (Cost: EBoxIcon 5 PE Boxes)
Unlocks the percentage level list to the respective work.
Managerial Works 1/2/3/4/5 (Cost: EBoxIcon 6 PE Boxes)
"Managerial Tips 1" "When the work result was Normal, the Qliphoth Counter lowered with a low probability." "Managerial Tips 2" "When the work result was Bad, the Qliphoth Counter lowered with a high probability." "Managerial Tips 3" "When the Qliphoth Counter reached 0, Nameless Fetus began crying. Employees who heard its wails complained of a headache. Furthermore, the Qliphoth Counters of all nearby Abnormalities gradually decreased over time." "Managerial Tips 4" "While Nameless Fetus was in a crying state, only Work could be done." "Managerial Tips 5" " was selected by the roulette for Work. They quietly walked into Nameless Fetus’s Containment Unit. After a moment of turmoil, the crying stopped." Escape Information (Cost: EBoxIcon 16 PE Boxes)
Information if the Abnormality can escape or not, plus its QliphothCounterIcon Qliphoth Counter (1). Nameless Fetus classified as "Non Escaped Object".
Notes from a Crazed Researcher (T-09-78) is a Risk He HE Tool Abnormality in the form of a simple notepad with incomprehensible writing on its pages. It is contained in a tank, floating in the middle when not equipped.
Information
Ability:
The Notes from a Crazed Researcher's ability triggers when equipped. The employee equipped with the Abnormality will receive a TemperanceIcon Temperance boost, increasing 20 points to WorkSuccessIcon Success Rate and WorkSpeedIcon Work Speed.
If the user tries to return the tool before 30 seconds has passed or if the user doesn't perform any work with other Abnormalities, the employee will explode, dying instantly. If the employee accumulates a total of 60 or more HPIcon HP and SPIcon SP damage while holding the Note, they will explode, but unlike the previous death conditions, it will deal 30 RedDamageTypeIcon Red Damage to all the other entities in the same room in a small radius. If the user dies, the Tool is returned to its containment. Returning the tool will reset both the 30 second timer and the accumulated damage to 0.
Basic Information:
NotefromaCrazedResearcherPortrait Notes from a Crazed Researcher's encyclopedia portrait Notes from a Crazed Researcher's basic information takes 30 seconds on use to unlock, the information gained is:
Name of the Abnormality Subject classification Risk Level (Risk He HE) Portrait Type of Abnormality (Mounting Type) Origin
The note belonged to a researcher who became mad after conducting various experiments in the corporation. The note contains descriptions of unethical experiments, confessions of guilt and 'gibberish', with a final sentence in the last part: "Born again." Log and Method
Interaction Amount Log Method 10 Seconds "The old notes are full of incomprehensible cursive letters and writings." "Those who equip Notes from a Crazed Researcher will benefit from a sharp increase in the stats related to Temperance." 1 Minute "They once belonged to a researcher who had gone mad during their work. It’s only been partially deciphered, but it seems most of it relates to the various experiments that were conducted in this place." "If ordered to return Notes from a Crazed Researcher within 30 seconds of equipping, the user’s skin will start to swell and their body will explode within seconds." 2 Minutes "It begins with guilt and confessions of unethical experimentation but gradually spirals into madness, overrun with insane and broken up sentences about research toward the end." "If ordered to return Notes from a Crazed Researcher without performing any sort of managerial work, the user will explode." 3 Minutes "The final chapter ends with the phrase: “Born again.” " "If the user receives a certain amount of damage, they will explode, and the explosion will cover the entire section. The explosion will deal massive RED damage to all nearby." 3 Minutes "One’s observational skill will improve just by holding this item. However, if it is returned without fulfilling the yearning for knowledge, the incompetent shall explode." Trivia
This is the first Abnormality that can trigger another effect when an employee suffers certain amount of damage. This Tool Abnormality is classified under ’Trauma’ as it contains the written thoughts of a person who descended into incoherent insanity during experimentation and research that directly involved Lobotomy Corporation itself in particular. The nature of both the researcher's subject matter and the final chapter ending in the words 'born again' specifically appear to nod towards the early past of Lobotomy Corporation.
Porccubus (O-02-98) is a creature with a long green plant body with a form similar to a mix of a serpent and a stem, covered with light yellow spines. It has a red flower with a yellow center at one of the ends as a head, with two small round eyes near the middle. On the front of either side of its head, it has two small, curved 'ears.' It possesses a necklace around its 'neck' with a red gem. When breaching or using its ability, a small bulb-like part covered with spines will appear on its 'tail' at the end of an elongated black stalk. Its necklace will also drop down to the lower half of its body.
Ability
Porccubus' ability triggers when its QliphothCounterIcon Qliphoth Counter reaches 0. Its QliphothCounterIcon Qliphoth Counter can fluctuate in the following ways:
Increase by 1 when getting a GoodResult Good Work Result. Decrease by 1 when getting a BadResult Bad Work Result. If an employee with a TemperanceIcon Temperance Level of 3 or below gets a GoodResult Good result, said employee will be killed in the containment unit.
After the counter reaches 0, it will breach, teleporting out of the containment room into a random hallway in the facility. It will stay idle in its current position until an employee gets close enough to it. It possess high HPIcon HP at 830 and inflicts WhiteDamageTypeIcon White Damage at close range when attacking. Employees with TemperanceIcon Temperance Level 3 or below will receive 9-24 WhiteDamageTypeIcon White Damage from its attacks, Employees with TemperanceIcon Temperance Level 4 will receive 3-8 WhiteDamageTypeIcon White Damage, while Employees with TemperanceIcon Temperance Level 5 will only receive 1-4 WhiteDamageTypeIcon White Damage. Only employees in its attack range will be able to deal damage to it (that is to say, melee weapons are the best option in dealing with Porccubus), and it is immune to ranged attacks. Employees who panic as a result of its attack will die, laughing madly before their head bursts. It will continue to breach until suppressed or the day ends. When defeated, it will deflate and make a sound similar to a balloon. Origin
The details of its origin are currently unknown. Details
Porccubus responds to the four works in order of best to worst: Instinct Instinct, Insight Insight and Attachment Attachment, and Repression Repression.
Like all Abnormalities, its energy output is determined by the number of PE Boxes (Positive Enkephalin boxes) gained at the end of the interaction.
Porccubus's emotional state is divided into 3 sections: BadResult Bad, NormalResult Normal, and GoodResult Good. Gaining 0-8 E Boxes will cause it to feel BadResult Distressed, gaining 9-14 will cause it to feel NormalResult Normal, and gaining 15-18 will make it GoodResult Happy. Its usual cooldown time after a task is around 10 seconds. Its QliphothCounterIcon Qliphoth Counter is 2. Unlockable Information/Upgrades
Basic Information (Cost: EBoxIcon 16 PE Boxes)
Unlocks and shows the name of the Abnormality, subject classification, Risk Level (Risk He HE), portrait, Damage Type (BlackDamageTypeIcon Black 1 - 5), the amount of EBoxIcon E-Boxes (18), emotional states, and its QliphothCounterIcon Qliphoth Counter (2).
Instinct/Insight/Attachment/Repression Work Favor (Cost: EBoxIcon 5 PE Boxes)
Unlocks the percentage level list to the respective work.
Managerial Works 1/2/3/4/5 (Cost: EBoxIcon 4 PE Boxes)
"Managerial Tips 1" "When the work result was Good, the Qliphoth Counter increased." "Managerial Tips 2" "When the work result was Bad, the Qliphoth Counter decreased." "Managerial Tips 3" "When employees with Temperance Level 3 or lower had a Good work result, they died." "Managerial Tips 4" "Employees with Temperance Level 3 or lower will receive massive WHITE damage from Porccubus’s attacks when it escapes." "Managerial Tips 5" "Porccubus was unaffected by any attack dealt to it from outside of its reach." Escape Information (Cost: EBoxIcon 16 PE Boxes)
Information if the Abnormality can escape or not, plus its QliphothCounterIcon Qliphoth Counter (2). Its defenses when breaching are:
RedDamageTypeIcon Red: Normal (1.0) - WhiteDamageTypeIcon White: Endured (0.5) - BlackDamageTypeIcon Black: Normal (1.0) - PaleDamageTypeIcon Pale: Weak (1.5)
Portrait of Another World (O-09-91) is a Risk He HE tool Abnormality in the form of a tall empty canvas, which is held by a black metallic ornamented support. It is dusty and starts empty at the beginning of each day.
Information
Ability:
Portrait of Another World's ability is a single use effect, which makes the employee (The Etched) using it get marked and painted on the Abnormality. However, concurrently, a second randomly selected employee (The Victim) in the facility will be marked alongside them. The status effect marks appear as a circular gray face with a hollow mouth and eyes, with black substance dripping from its orifices. These float above the afflicted employees, who will also be covered in brownish fumes.
The first-marked employee, the one who is painted in the canvas, will transfer any RedDamageTypeIconWhiteDamageTypeIconBlackDamageTypeIconPaleDamageTypeIcon Damage taken from any source to the second-marked employee at a 1.5x increase. The Defenses of the first-marked employee nor the source's classification act on the RedDamageTypeIconWhiteDamageTypeIconBlackDamageTypeIconPaleDamageTypeIcon damage transferred; luckily, it is rerolled for the second-marked employee. If the RedDamageTypeIconWhiteDamageTypeIconBlackDamageTypeIcon damage (excluding PaleDamageTypeIconPale) goes above the first-marked employee's HPIcon Max HP and/or SPIconMax SP, the first-marked employee will die. When the second-marked employee dies, the mark will move to another employee. After the damage transferred accumulates to 100, the portrait of the agent on the canvas will shift into a more twisted look, while making their face identical to the one from the Abnormality's status effect mark, and a second change will feature a hideous, thinly curled warping of the previous appearance. Depending on the portrait's appearance, the transferred damage will be increased to 2.0x at change one or 2.5x at change two. If there are no more agents to be marked, the first marked employee will die and the paint will disappear.
If the first marked employee dies by another source except by the portrait (other Insta-death effects), the portrait will go blank and can be used again. If another employee tries to use the portrait when there is already a marked employee, the originally marked employee will melt and die, and the new employee using it will be painted and marked instead. If the currently marked employee interacts with it, nothing will occur, however it still counts as a use.
Basic Information:
PortraitofAnotherWorldPortrait Portrait of Another World's encyclopedia portrait Portrait of Another World's basic information takes 2 use to unlock, the information gained is:
Name of the Abnormality Subject Classification Risk Level (Risk He HE) Portrait Type of Abnormality (Single use) Origin
The details of its origin are currently unknown. Log and Method
Interaction Amount Log Method 1 Use "As time passes, people change. We may become disabled, lose our minds, be consumed by overwhelming violence, or be willed to disappear, never seen again." "The first person to use the Abnormality will have their image etched onto the canvas." 3 Uses "This portrait encaptures a moment; it is what we are destined to lose. Those who see their healthy self will subconsciously begin craving. “If life could always be like that. If only I could always have a bright smile just like in that portrait.” " "All damage that would be dealt to the etched will be taken by another within the facility. (However, the effect of the Abnormality will not apply to damage that exceeds the maximum HP of the one who is shown on the canvas.) The etched will also receive increased damage." 5 Uses "One will begin to feel strange. One will be unharmed by any shape or form of attacks, however, others will bear the pain instead." "Once the one who bears the etched’s pain died, another will take their place. When not a single person remains, the one etched on the portrait will die." 7 Uses "Little by little, the portrait turned uglier and uglier. Eventually one will stop viewing the portrait and simply enjoy their unexpected luck." "If the image of a new person is placed upon the canvas, the previous will be killed." 10 Uses "However, no miracle lasts forever. When all those that bear one’s pain perish, it is their turn to die. Once the person who thought themself to be the luckiest person in the world meets their demise, the portrait turns blank once again." "If the etched is killed by means other than normal damage, then the portrait will return to its original state." Trivia
Portrait of Another World is the first Abnormality to use a transference of damage ability. When the marked agent is melting, one visible open hand can be seen, in the middle to the end process, for a few moments. Portrait of Another World could be a reference to the novel The Picture of Dorian Gray by Oscar Wilde.
Rudolta of the Sleigh (F-02-49), also known as simply Rudolta, is an Abnormality comprised of three notable segments: Rudolph, Santa, and the Sleigh.
Rudolph appears as a reindeer with stumpy and bulbous horns, a long neck, black hooves, and silver shackles chaining its legs together. Its body is made of red, white, and green materials sloppily stitched together, and it wears two collars of Christmas lights with red, green, and yellow bulbs. Rudolph has a red, human-like face with bloodshot, bulging eyes crudely stitched on, a white beard, a round nose, and lipless teeth. According to encyclopedia entries, it also has a hole in its stomach.
Santa appears as transparent flesh stitched atop Rudolph's back, containing both blood and human organs that are said to still be functional. Part of the intestines within it seem to spill out from its top, forming a Christmas hat.
The sleigh is connected to the Christmas lights around Rudolph's neck. It's brown and held together by more stitch-work. It has two white runners and two green hands with clawed tips mounted on its front. The sleigh carries a black bag tied with a yellow ribbon, which moves in its in-game sprite.
Ability
Its ability will trigger when its QliphothCounterIcon Qliphoth Counter reach 0, allowing it to breach. Its QliphothCounterIcon Qliphoth Counter can fluctuate in the following ways:
Decrease by 1 with 50% chance when getting a NormalResult Normal Work Result Decrease by 1 with 70% chance when getting a BadResult Bad Work Result. After escaping, Rudolta of the Sleigh will start to slowly wander the facility with 450 HPIcon HP, leaving a trail of snow as it moves. It will spill blood every 3 seconds dealing (5~7) WhiteDamageTypeIcon White Damage to other entities in the same room as it. It will continue to roam around until subdued or the day ends. Origin
The details of its origin are currently unknown, but it could be assumed that it was created, as mentioned in the last observation dialogue (Legacy), from the desire of a child who wanted to see 'Santa' dismembered, and probably made Rudolta of the Sleigh from its remains, a creature which gives gifts equally to everyone, without discrimination. Details
Rudolta of the Sleigh responds to the four works in order of best to worst: Insight Insight, Attachment Attachment, Instinct Instinct and Repression Repression.
Like all Abnormalities, its energy output is determined by the number of PE Boxes (Positive Enkephalin boxes) at the end of the interaction.
Rudolta of the Sleigh's emotional state is divided into 3 sections: BadResult Bad, NormalResult Normal, and GoodResult Good. Completing 0-5 PE Boxes will cause it to feel BadResult Distressed, completing 6-11 will cause it to feel NormalResult Normal, and 12-18 will make it GoodResult Happy. Its cooldown timer after a task is around 10 seconds. Its QliphothCounterIcon Qliphoth counter is 2. Unlockable Information/Upgrades
Basic Information (Cost: EBoxIcon 16 PE Boxes)
Unlocks and shows the name of the Abnormality, subject classification, Risk Level (HE), portrait, Damage Type (WhiteDamageTypeIcon White 3 - 4), the amount of EBoxIcon E-Boxes (18), and its emotional states.
Instinct/Insight/Attachment/Repression Work Favor (Cost: EBoxIcon 5 PE Boxes)
Unlocks the percentage level list to the respective work.
Managerial Works 1/2/3 (Cost: EBoxIcon 6 PE Boxes)
"Managerial Tips 1" "When the work result was Normal, the Qliphoth Counter lowered with a normal probability." "Managerial Tips 2" "When the work result was Bad, the Qliphoth Counter lowered with a high probability." "Managerial Tips 3" "When Rudolta of the Sleigh escaped, it slowly moved throughout the facility, inflicting WHITE damage to employees near it." Escape Information (Cost: EBoxIcon 16 PE Boxes)
Information if the Abnormality can escape or not, plus its QliphothCounterIcon Qliphoth Counter (2). This include its defenses when breaching:
RedDamageTypeIcon Red: Weak (1.5) - WhiteDamageTypeIcon White: Endured (0.5) - BlackDamageTypeIcon Black: Normal (1.0) - PaleDamageTypeIcon Pale: Vulnerable (2.0)
Scarecrow Searching for Wisdom (F-01-87) is an Abnormality in the form of a scarecrow that wears red shirt sleeves with white stripes, an orange bowtie with white circles, and blue overalls with unattached straps and an exposed torso. A straw hat with a red tuft fully covers its head, and its hands are that of a metal rake and hoe. It has blood stains on its tools, clothes, and hay, and a couple flesh chunks can be seen on the hay of its body.
Ability
Scarecrow Searching for Wisdom's ability is activated when its QliphothCounterIcon Qliphoth Counter reaches 0. Its QliphothCounterIcon Qliphoth Counter can fluctuate in the following ways:
Decrease by 1 when getting a BadResult Bad Work Result. Decrease by 1 when an Agent who finishes the work has PrudenceIcon Prudence Level 3 or higher. When the counter reaches 0, it will breach, taking the hat off, showing its head with empty black eyes and a stitched smile, with the upper half missing, and revealing that the pole was actually legs. The Abnormality possesses balanced MovementSpeedIcon Movement Speed and 500 HPIcon HP, chasing the last employee who it saw through the facility. It will use melee attacks that deal decent (3-7) BlackDamageTypeIcon Black Damage with normal Attack Speed. If it lands the last hit against an employee, which will kill them, a 'straw' will appear from the scarecrow's mouth and will implant it on the head of the killed employee, covering it with a layer of tissue and sucking out the brain of the employee through the holes on its face, recovering 13 points of HPHealing health 7 times. This lasts for several seconds before it proceeds with its usual behavior. It will remain breaching until suppressed or the day ends. Origin
The Scarecrow takes the role of the Scarecrow in the story of The Wizard of Oz, along with the other characters: Dorothy, the Tin Man and the Cowardly Lion. Due to them being incomplete, they embarked on a journey together to find the wizard and make their wishes true.
When they found the wizard, a few of the characters received what they wanted, to some degree of satisfaction. It is unknown what the scarecrow received in this version of the story, but it seems like it still didn't satisfy it, as it still continues to search for the minds of other 'intelligent' people.
The story told in its entries are probably about the Emerald City, where a treatment of body replacement was in question, even when it 'revived' the city. It could allow it to change and fix or replace failing body parts. But a rumor spread that the replacements of the body parts were taken from the poor for the rich. To debunk the rumor, a group of sick people were selected to take the treatment, but after many days, just one of them came out, with a scar on their head and saying they felt 'lighter.' He was a man that used to cry a lot and they considered that procedure a success.
But even after the events, the man was showing odd behavior. He just smiled when asked about the other people who were chosen, he didn't show remorse at the funeral of his father and enjoyed talking to himself and staring at the window, which led to his . The people believed that the treatment caused his problems but soon they forgot about the events.
It is unknown if the man is directly connected to the Abnormality, or if he became the Abnormality after his death, but it is likely that due to the 'mental issues' the man had, he had a part of his brain removed in the treatment (a lobotomy, if you will).
At some point, the Scarecrow ended up within the Corporation, alongside the Tin Man. Details
The Scarecrow Searching for Wisdom responds to the four works in order of best to worst: Insight Insight, Attachment Attachment, Repression Repression, and Instinct Instinct.
Like all Abnormalities, its energy output is determined by the number of PE Boxes (Positive Enkephalin boxes) at the end of the interaction.
Scarecrow Searching for Wisdom's emotional state is divided into 3 sections: BadResult Bad, NormalResult Normal, and GoodResult Good. Completing 0-8 E Boxes will cause it to feel BadResult Distressed, completing 9-14 will cause it to feel NormalResult Normal, and 15-18 will make its mood result GoodResult Happy. Its usual waiting time after a task is around 10 seconds. Its QliphothCounterIcon Qliphoth Counter is 1. Unlockable Information/Upgrades
Basic Information (Cost: EBoxIcon 16 PE Boxes)
Unlocks and shows the name of the Abnormality, subject classification, Risk Level (Risk He HE), portrait, Damage Type (WhiteDamageTypeIcon White 2 - 6), the amount of EBoxIcon E-Boxes (18), its emotional states, and QliphothCounterIcon Qliphoth Counter (1).
Instinct/Insight/Attachment/Repression Work Favor (Cost: EBoxIcon 5 PE Boxes)
Unlocks the percentage level list to the respective work.
Managerial Works 1/2/3 (Cost: EBoxIcon 8 PE Boxes)
"Managerial Tips 1" "When an employee with Prudence Level 3 or higher finished their work, the Qliphoth Counter lowered." "Managerial Tips 2" "When the work result was Bad, the Qliphoth Counter lowered." "Managerial Tips 3" "When Scarecrow Searching for Wisdom was escaping and killed an employee, it sucked their brain out to recover its HP." Escape Information (Cost: EBoxIcon 16 PE Boxes)
Information if the Abnormality can escape or not, plus its QliphothCounterIcon Qliphoth Counter (1). This includes its defenses when breaching:
RedDamageTypeIcon Red: Endured (0.8) - WhiteDamageTypeIcon White: Endured (0.5) - BlackDamageTypeIcon Black: Weak (1.2) - PaleDamageTypeIcon Pale: Vulnerable (2.0)
Schadenfreude (O-05-76) appears as an iron strongbox with a keyhole in the front and a grey eye peering out from inside, occasionally blinking. There are two lenses on the box's front side—a larger one at the box's top right and a smaller one at its bottom left. While breaching, a pulsing, red veiny flesh mass is revealed from beneath the box, from which four single-jointed iron legs with drill-like tips unfurl out from the sides that the Abnormality uses for locomotion. It additionally attacks with two single-jointed iron sawblade arms that appear from slots on the sides of the strongbox.
Ability
Schadenfreude's ability will trigger when its QliphothCounterIcon Qliphoth Counter reaches 0. Its QliphothCounterIcon Qliphoth Counter can fluctuate in the following ways:
Decrease by 1 every 5 seconds while it is on screen when an Agent is working with it. Having the Abnormality onscreen while an Agent is performing work on it will force EBoxIcon NE-Boxes to be produced until the Abnormality is offscreen. This only includes the Abnormality, not the Containment Unit.
When the QliphothCounterIcon Qliphoth Counter is depleted, Schadenfreude will change its form and breach. While breaching, it will sprout 4 mechanical legs and reveal a mass of flesh which drips blood when moving at the bottom of the box. The Abnormality has 800 HPIcon HP and an average MovementSpeedIcon Movement Speed. It has two attacks at its disposal:
A single strike that deals 5-7 RedDamageTypeIcon Red Damage to a nearby target. An area attack where the Abnormality uses saws to deal constant 2-3 RedDamageTypeIcon Red Damage to adjacent targets for a moment. While using this attack, Schadenfreude stands still. Unlike other Abnormalities, Schadenfreude will freeze in place completely while offscreen. If it was in the middle of attacking with its saws, they will deal no damage and stop in the casting animation. Allowing Schadenfreude back onscreen will cause it to resume moving or attacking again. Origin
The details of its origin are currently unknown. Details
Schadenfreude responds to the four works in order of best to worst: Repression Repression, Insight Insight, Attachment Attachment, and Instinct Instinct.
Like all Abnormalities, its energy output is determined by the number of PE Boxes (Positive Enkephalin boxes) at the end of the interaction.
Schadenfreude's emotional state is divided into 3 sections: BadResult Bad, NormalResult Normal, and GoodResult Good. Completing 0-5 E Boxes will cause it to feel BadResult Distressed, completing 6-10 will cause it to feel NormalResult Normal, and 11-18 will make it GoodResult Happy. Its usual cooldown time after a task is around 15 seconds and its QliphothCounterIcon Qliphoth Counter is 2. Unlockable Information/Upgrades
Basic Information (Cost: EBoxIcon 16 PE Boxes)
Unlocks and shows the name of the Abnormality, subject classification, Risk Level (Risk He HE), portrait, Damage Type (RedDamageTypeIcon Red 3-6), the amount of EBoxIcon E-Boxes (18), emotional states, and its QliphothCounterIcon Qliphoth Counter (2).
Instinct/Insight/Attachment/Repression Work Favor (Cost: EBoxIcon 5 PE Boxes)
Unlocks the percentage level list to the respective work.
Managerial Works 1/2/3 (Cost: EBoxIcon 6 PE Boxes)
"Managerial Tips 1" "Work with Schadenfreude must proceed while the Containment Unit is outside of the manager’s view." "Managerial Tips 2" "When Schadenfreude’s Containment Unit was in view for 5 seconds or longer during work, the Qliphoth Counter lowered." "Managerial Tips 3" "Schadenfreude became completely stationary when it was out of the manager’s view. Please take this into account when suppressing it." Escape Information (Cost: EBoxIcon 16 PE Boxes)
Information if the Abnormality can escape or not, plus its QliphothCounterIcon Qliphoth Counter (2). This includes its defenses while breaching. They are marked as 'Unspecified' in-game information:
When looked at: RedDamageTypeIcon Red: Weak (1.2)- WhiteDamageTypeIcon White: Endured (0.5)- BlackDamageTypeIcon Black: Normal (1.0)- PaleDamageTypeIcon Pale: Weak (1.5) When not looked at: RedDamageTypeIcon Red: Endured (0.6)- WhiteDamageTypeIcon White: Resistant (0.2)- BlackDamageTypeIcon Black: Endured (0.5)- PaleDamageTypeIcon Pale: Endured (0.7)
The Shelter from the 27th of March (T-09-82) is a Risk He HE Tool Abnormality that takes the appearance of a bomb shelter made from an unknown material that isolates its interior from all outside influences, including light. The shelter has two visible two pillar structures on the sides of the front, with the left one having the symbols '01' and the right having 'A0'. Only the 'A0' pillar is visible in the Abnormality's portrait. There are four metallic boxes visible in the background, all labeled with the same logo: a blue 'P' in a white circle, with a black line going diagonally from the top left of the circle to the bottom right and cutting through the 'P' at the bottom of its curve. The objects and structures seem to be stained with blood. It is also its own containment chamber, with the entrance still on the right side as usual.
In its description, it's mentioned that the shelter has enough supplies and space to house several persons, although it is unknown where this space is since the camera's view is limited to the front of the building.
Information
Ability:
The Shelter from the 27th of March can house one employee during use. The employee in the shelter will start to recover 8 HPHealing HP and SPHealing SP every 5 seconds and will become immune to any RedDamageTypeIconWhiteDamageTypeIconBlackDamageTypeIconPaleDamageTypeIcon damage as well as a few instant kill effects, excluding any damage or effects caused by Portrait of Another World (O-09-91) (while damage caused by Portrait of Another World is applied as normal, the employee will not die unless they leave the containment room while at 0 HP). If the employee was being pursued by a hostile entity, they will become undetectable to the entity upon entering. If the employee remains in the shelter for more than 30 seconds, a random Abnormality in the facility will get its QliphothCounterIcon Qliphoth Counter dropped to 0 every time the employee heals (every 5 seconds) until the employee leaves the shelter. The player can stop the work at any time, at which point the timer is reset.
Basic Information:
Shelterfromthe27thofMarchPortrait Shelter from the 27th of March's encyclopedia portrait The Shelter's basic information takes 30 seconds of use to unlock. The information gained is:
Name of the Abnormality Subject classification Risk Level (Risk He HE) Portrait Type of Abnormality (Continuous) Origin
This Abnormality exists in response to 'Company P' wishing to build a shelter with the objective of being 'the safest place on Earth', containing enough non-perishable goods for people to survive for very long periods of time. However, this shelter twists the situation outside of it to become more dangerous than it initially was in order to ensure it remains 'the safest place on Earth'. Certain details of its origin are speculative, but in its logs it is mentioned that it was used to protect a selected group of refugees from an 'ocean of screaming and bloodshed', which might have been a war. As the name and description of the Abnormality suggests, something happened on the 27th of March, which this Abnormality still retains the memory of. Log and Method
Interaction Amount Log Method 30 seconds "A bomb shelter that completely protects its interior from all hazardous influences of the outside world, including light." "Any subject who enters Shelter from the 27th of March will be immune to all forms of damage. (However, this does not apply to damage caused by O-09-91). Furthermore, the subject’s HP and SP will slowly recover starting the moment they enter Shelter from the 27th of March." 1 minute "The shelter still retains the memory of that day." "If a subject enters Shelter from the 27th of March while being pursued by a hostile entity, the subject will become undetectable to the pursuer." 2 minutes "Company P wished to construct the safest place on Earth. As such, the interior of this shelter houses a large number of non-perishable goods, which would allow anyone who stayed inside to survive for an extremely long period of time." "If any subject remains inside Shelter from the 27th of March for more than 30 seconds, the Qliphoth Counter of a randomly chosen Abnormality currently contained in the facility will fall to 0. Such a phenomenon will repeatedly occur to all Containment Units until the subject exits Shelter from the 27th of March." 3 minutes "Thanks to this shelter, the selected refugees were safely shielded from the ocean of endless screams and bloodshed." "However, this shelter, while perfectly safe on the inside, alters the reality of the outside to be even more hopeless. It literally makes itself into “the safest place on Earth.” " Trivia
The Shelter from the 27th of March is the first Abnormality that acts as its own containment room. In its portrait, the current version of the Abnormality is displayed but in a gray scale palette. Because it is classified under ’Trauma’, it can be assumed that this Abnormality correlates to an event of a specific day that was so traumatic and horrific so as to warrant this Abnormality's creation. It may also be based on traumatic war flashbacks. Similarly, it may be based on the Smoke War, the large-scale conflict resulting in the establishment of Lobotomy Corporation as the current L Corp. Likewise, it is possible that Shelter from the 27th of March is additionally based on Agoraphobia. The "Company P" mentioned is in reference to P Corp., another Wing, similarly to L Corp. Shelter from the 27th of March is the only Abnormality to not have the black and bold number "27" visible on the wall of the Containment Unit.
The Singing Machine (O-05-30) is a large rectangular industrial meat grinder held up by 4 small legs. On the front, there is a black circular joint which divides the lid from the bottom. Both the lid and back of the machine have a small pipe where music comes out. The interior is lined with what appears to be sawblades that grind any object that is thrown inside.
Ability
Its special ability is triggered when an employee tries to interact with it with the following criteria:
Finishing a work with an employee with FortitudeIcon Fortitude Level 4 or more. Finishing a work with an employee with TemperanceIcon Temperance 2 or less. Upon entering the containment room when its QliphothCounterIcon Qliphoth Counter is at 0. Its QliphothCounterIcon Qliphoth Counter will be reduced by getting a BadResult Bad result.
When a work is finished or the employee enters when its QliphothCounterIcon Qliphoth Counter is at 0, the employee in the containment will be possessed by the machine and will jump into it, being grinded to death and turned into music. If the QliphothCounterIcon Qliphoth Counter was at 0 at the start of the work, it will return back to 1. Afterward, a random employee in the facility, priority to the same department and to clerks over agents, will be 'Bewitched'.
A 'Bewitched' employee will start to attack other employees, focusing on a single target, trying to kill them with a great hit of 16 (base) RedDamageTypeIcon Red Damage at slow Attack Speed. If the 'Bewitched' is an agent, they will deal 3 more damage proportional to their FortitudeIcon Fortitude level (base + 3 * FortitudeIcon). If they land enough damage on the target employee, the target will be killed. Then, the bewitched employee will put them into a bag and drag them to the containment unit of the Singing Machine. The employee will then throw the victim into the machine, repeating the process and bewitching another random employee. This continues until all the possessed employees are suppressed.
The bewitched employees can be suppressed by selecting agents and then clicking on the bewitched employee, since they will not attack them until being attacked. Origin
The details of its origin are currently unknown. Details
Singing Machine responds to the four works in order of best to worst: Instinct Instinct; Insight Insight, Repression Repression; and Attachment Attachment.
Like all Abnormalities, its energy output is determined by the number of PE Boxes (Positive Enkephalin boxes) at the end of the interaction.
Singing Machine's emotional state is divided into 3 sections: BadResult Bad, NormalResult Normal, and GoodResult Good. Completing 0-7 PE Boxes will cause it to feel BadResult Distressed, completing 8-14 will cause it to feel NormalResult Normal, and 15-18 will make it GoodResult Happy. Its usual waiting time after a task is around 10 seconds and QliphothCounterIcon Qliphoth Counter is 1. Unlockable Information/Upgrades
Basic Information (Cost: EBoxIcon 16 PE Boxes)
Unlocks and shows the name of the Abnormality, subject classification, Risk Level (Risk He HE), portrait, Damage Type (WhiteDamageTypeIcon White 4 - 6), the amount of EBoxIcon E-Boxes (18), its emotional states, and QliphothCounterIcon Qliphoth Counter (1).
Instinct/Insight/Attachment/Repression Work Favor (Cost: EBoxIcon 5 PE Boxes)
Unlocks the percentage level list to the respective work.
Managerial Works 1/2/3/4/5/6 (Cost: EBoxIcon 3 PE Boxes)
"Managerial Tips 1" "An employee with Level 4 or higher Fortitude dove into Singing Machine after completing their work." "Managerial Tips 2" "An employee with Level 2 or lower Temperance dove into Singing Machine after completing their work." "Managerial Tips 3" "When the work result was Bad, the Qliphoth Counter decreased." "Managerial Tips 4" "When the Qliphoth Counter reached 0, the next employee to enter the unit dove into Singing Machine and activated it." "Managerial Tips 5" "When Singing Machine was in operation, a nearby employee complained that they could hear a continuous melody out of nowhere. We have decided to call this phenomenon “Addicted”." "Managerial Tips 6" " lost consciousness due to an attack by . After their attack, dragged to Singing Machine’s Containment Unit to be consumed in making music." Escape Information (Cost: EBoxIcon 16 PE Boxes)
Information if the Abnormality can escape or not, plus its QliphothCounterIcon Qliphoth Counter (1). Even when it doesn't possess defenses by itself, the bewitched employees will take defenses of the current suit that they were wearing.
The Funeral of the Dead Butterflies (T-01-68) is a humanoid Abnormality which has a white butterfly for a head and possesses five arms, two at each shoulder and one coming from its neck. It wears a black suit and coat with a single white sleeve for its middle arm. It carries a black coffin with a butterfly engraved on its lid behind its back with two of its arms. According to the flavor text, the coffin is full of butterflies.
Ability
The Funeral of the Dead Butterflies' ability triggers when its QliphothCounterIcon Qliphoth Counter reaches 0. Its QliphothCounterIcon Qliphoth Counter can fluctuate in the following ways:
Decrease by 1 when an Agent with JusticeIcon Justice level 2 or lower works with the Abnormality. Decrease by 1 when an Agent with FortitudeIcon Fortitude level 4 or higher works with the Abnormality. Decrease by 1 with 80% chance when getting a BadResultBad Work Result. When the Funeral of the Dead Butterflies' QliphothCounterIcon Qliphoth counter reaches zero it will breach containment.
When the Funeral of the Dead Butterflies breaches it will begin walking around the facility with 400 HPIcon HP. When there is a target in the same room as it, it will perform one of two attacks:
It extends its left arm and make a gun shape with the hand, then shoots some butterflies towards an employee which will deal (10-15) WhiteDamageTypeIcon White Damage. It slams the coffin it carries with it on the ground and places it vertically in front of itself. After a few seconds the coffin will open and butterflies will flood the corridor in front of it, dealing consistent low (3-4) WhiteDamageTypeIcon White Damage for some seconds to any entities trapped in the swarm. If the Abnormality depletes the SPIcon Sanity of an employee with its attacks, the employee will die instead of panicking, with butterflies resting on their corpse. When defeated, the Funeral of the Dead Butterflies will slowly float down whilst laying in mid-air, entering its coffin before returning to its designated containment. Origin
It's stated to be a mourner that had existed to free the employees that could not leave the company, with the hopes of laying them to rest. However, with the employees not even being granted death even when resigning, the objective was unachievable. Now, the Abnormality carries the empty hope that the employees stuck within the facility may return to whence they came, waiting for an end to come. Details
The Funeral of the Dead Butterflies responds to the four works in order of best to worst: Repression Repression, Insight Insight, Instinct Instinct, and Attachment Attachment.
Like all Abnormalities, its energy output is determined by the number of PE Boxes (Positive Enkephalin boxes) at the end of the work.
The Funeral of the Dead Butterflies' emotional state is divided into 3 sections: BadResult Bad, NormalResult Normal, and GoodResult Good. Completing 0-6 E Boxes will cause it to feel BadResult Distressed, completing 7-10 will cause it to feel NormalResult Normal, and 11-16 will make it GoodResult Happy. Its cooldown timer after a task is around 10 seconds and its QliphothCounterIcon Qliphoth Counter is 2. Unlockable Information/Upgrades
Basic Information (Cost: EBoxIcon 16 PE Boxes)
Unlocks and shows the name of the Abnormality, subject classification, Risk Level (Risk He HE), portrait, Damage Type (WhiteDamageTypeIcon White 4 - 6), the amount of EBoxIcon E-Boxes (16), emotional states, and its QliphothCounterIcon Qliphoth Counter.
Instinct/Insight/Attachment/Repression Work Favor (Cost: EBoxIcon 5 PE Boxes)
Unlocks the percentage level list to the respective work.
Managerial Works 1/2/3 (Cost: EBoxIcon 6 PE Boxes)
"Managerial Tips 1" "When employees of Justice Level 2 or lower finished working with the Funeral of the Dead Butterflies, the Qliphoth Counter lowered." "Managerial Tips 2" "The above phenomenon also occurred when employees of Fortitude Level 4 or higher finished working with the Funeral of the Dead Butterflies." "Managerial Tips 3" "When the work result was Bad, the Qliphoth Counter lowered with a high probability." Escape Information (Cost: EBoxIcon 16 PE Boxes)
Information if the Abnormality can escape or not, plus its QliphothCounterIcon Qliphoth Counter (2). This includes its defenses while breaching:
RedDamageTypeIcon Red: Endured (0.5) - WhiteDamageTypeIcon White: Weak (1.5) - BlackDamageTypeIcon Black: Normal (1.0) - PaleDamageTypeIcon Pale: Vulnerable (2.0)
The Red Shoes (O-04-08) are a pair of shiny red high-heels. They sit upon a lilac pillow atop a white podium. The shoes seem to have an abnormal gloss despite their age. It is implied that the shoes have teeth hidden in their confines which bite into skin with extraordinary strength when put on a foot, using so much force that the shoes are irremovable through physical means alone.
Ability
The Red Shoes' ability will trigger after its QliphothCounterIcon Qliphoth Counter reaches 0, targeting the next employee who enters its room through its enchantment or if they have TemperanceIcon Temperance Level 2 or lower. Its QliphothCounterIcon Qliphoth Counter can fluctuate in the following ways:
Decrease by 1 with 50% chance when getting a NormalResult Normal Work Result. Decrease by 1 with 70% chance when getting a BadResult Bad Work Result. Once its QliphothCounterIcon Qliphoth Counter is depleted, it will enchant a random TemperanceIcon Temperance Level 2 or lower employee, prioritizing an employee of the same department, and attract them to its containment room - forcing them to wear the shoes once inside. If there are no agents available, it will possess a clerk instead. The possession is visible by a pink cloud around the head of the enchanted employee. A pink message warning will appear on the containment unit of the Red Shoes when this occurs.
An employee wearing the shoes can not be saved and has to be killed. 'Enchanted' employees who are being lured towards the containment chamber can be recognized via pink clouds above their head. They can be saved by clicking on them multiple times before they reach the containment chamber. Clicking on them also slows down their MovementSpeedIcon movement. The player should continue to click on the lured employee until the possession effect is gone or the employee will recover their MovementSpeedIcon Movement Speed and continue to the containment chamber.
At the end of the work, the employee with TemperanceIcon Temperance Level 2 or lower will be possessed by the shoes, changing their appearance and replacing their weapon with a red axe, HPHealing healing their HPIcon HP to the maximum, and increasing their own HPIcon Max HP by 450% (minimum of 45, maximum ~1000). Afterwards, the employee will leave the containment room. Since the Red Shoes 'leaves' the containment unit and employees can no longer work with it, this is considered breaching.
The Possessed Agent roams the facility, attacking nearby employees and Abnormalities, dealing average RedDamageTypeIcon Red Damage (3 ~ 4) per hit, with a 30% chance to deal 10 ~ 15 RedDamageTypeIcon Red Damage. The Abnormality uses the Defenses of the current armor that the possessed employee is wearing. When killing another employee, the possessed Agent will continue attacking the corpse 3 more times and HPHealing heal itself by 4% of its HPIcon Max HP with each hit. Unlike other minions, the possessed Agent will not activate the reduction of HPIcon HP and SPIcon SP regeneration of main rooms and will still HPHealingSPHealing heal from them like a normal Agent.
WhiteDamageTypeIcon White Damage dealt to the enchanted Agent will subtract HPIcon HP instead, but BlackDamageTypeIcon Black Damage will still deal damage to the SPIcon SP of the possessed Agent. On depletion, it will SPHealing heal back to half of their gauge. The possessed employee is still affected by other status effects, like Portrait of Another World and/or Child of the Galaxy's effects.
RedResistWhiteResistBlackResistPaleResist Shields, HPHealingSPHealing Healing Bullets and Execution Bullets can be applied to the possessed Agent - but Slow Bullets will not take effect. If the possessed Agent dies, it will still trigger the Fear Damage to nearby Agents in the same room. Origin
The shoes are based off of The Red Shoes of that story's namesake. Details
The Red Shoes responds to the four works in order of best to worst: Instinct Instinct, Insight Insight, Attachment Attachment, and Repression Repression.
Like all Abnormalities, its energy output is determined by the number of PE Boxes (Positive Enkephalin boxes) at the end of the interaction.
The Red Shoes's emotional state is divided into 3 sections: BadResult Bad, NormalResult Normal, and GoodResult Good. Completing 0-7 PE Boxes will cause it to feel BadResult Distressed, completing 8-11 will cause it to feel NormalResult Normal, and 12-16 will make it GoodResult Happy. Its usual cooldown timer after a task is around 10 seconds and its QliphothCounterIcon Qliphoth Counter is 1. Unlockable Information/Upgrades
Basic Information (Cost: EBoxIcon 16 PE Boxes)
Unlocks and shows the name of the Abnormality, subject classification, Risk Level (Risk He HE), portrait, Damage Type (RedDamageTypeIcon Red 4 - 6), the amount of EBoxIcon E-Boxes (16), emotional states, and its QliphothCounterIcon Qliphoth Counter.
Instinct/Insight/Attachment/Repression Work Favor (Cost: EBoxIcon 5 PE Boxes)
Unlocks the percentage level list to the respective work.
Managerial Works 1/2/3/4/5 (Cost: EBoxIcon 6 PE Boxes)
"Managerial Tips 1" "Employees with Temperance Level 2 or lower should not work with The Red Shoes, as inside The Red Shoes’s Containment Unit, went insane. The Red Shoes remember their previous owner." "Managerial Tips 2" "When the work result was Normal, the Qliphoth Counter lowered with a normal probability." "Managerial Tips 3" "When the work result was Bad, the Qliphoth Counter lowered with a high probability." "Managerial Tips 4" "When the Qliphoth Counter became 0, a low-Temperance employee entered the Containment Unit in a trance. This phenomenon has been dubbed “Allurement”." "Managerial Tips 5" "After continuously attempting to select and converse with , who was allured, they seemingly returned to normal." Escape Information (Cost: EBoxIcon 16 PE Boxes)
Information if the Abnormality can escape or not, plus its QliphothCounterIcon Qliphoth Counter (1). Even when is not classified as an Abnormality which can escape by itself but indirectly, the defense that it uses are the ones of the possessed employee instead.
The Snow Queen (F-01-37) is a humanoid Abnormality, taking the appearance of a woman whose skin appears to be frozen, with a disembodied head and no neck. Atop her head lies a long, ornamented crown of blue and white plates, with a snowflake pattern adorning the center, along with a pair of black antlers. She wears a long, disembodied white robe with blue accents. She has large icicle shoulder pads protruding far out, resembling snowflakes. Her gray hands are holding a sword with a light blue blade and a gray handle that's embedded with a blue gem upside-down.
It is constantly snowing in her Containment Unit, accompanied by a white mist enveloping the floor and the sound of a snowstorm's cold, blowing wind.
Ability
The ability of The Snow Queen might trigger when getting a NormalResult Normal result, and is very likely to happen when getting a BadResult Bad result. When the condition is met, The Snow Queen will hit the ground with the tip of her sword, causing an icy mirror shard to form over the employee's heart. This ice shard will disappear at the end of the day.
If an employee with an ice shard triggers her ability again, she will freeze the employee in a block of ice, rendering them 'Out of Control'. The next work will be a duel against The Snow Queen and the employee assigned to work with her will be the duelist. The Duel's success is dependent on the Agent's Fortitude level. With high levels of FortitudeIcon Fortitude, they will have higher chances of winning (level 1 = 10%; level 2 = 30%; level 3 = 50%; level 4 = 80%; level 5 = 100%). When the employee enters the Containment Unit, the combat will start. After some time, the duel will end with a sword being taken off by the other. Depending on who the winner is, a celebration theme or dark music plays and one of the following will occur:
If the Employee wins: The rescuer and the frozen employee are released, going out of the Containment Unit without any other troubles. Both employees will get a frozen mark near their face, neck and body, which will increase their FortitudeIcon Fortitude/HPIcon Max HP and PrudenceIcon Prudence/SPIcon Max SP by 6 points (Acts as an E.G.O. Gift in the Cheek slot. Can be replaced by other Cheek slot E.G.O. Gift if is not locked). If The Snow Queen wins: Both the rescuer and frozen employee are killed by her. If the day ends without rescuing the frozen employee, they will die.
There is a hidden interaction where an employee wearing the E.G.O. Suit from The Firebird will instantly be killed upon entering The Snow Queen's Containment Unit. Origin
It is assumed that the story follows the same or similar events from the original tale: The Snow Queen.
The story starts with Kai and Gerda. When a fairy broke a magic mirror, causing the pieces of the mirror to be scattered into everyone's hearts, Kai saw things that he didn't need or want to see. He then left the village he stayed in his entire life. During a blizzard, he met the Snow Queen. From him wanting to know the world, more than what he already knew, he was led to her Snow Palace, where she froze his heart so he wouldn't feel the cold.
Gerda, the girl who hadn't gotten a shard of the mirror in her heart, went after Kai to rescue him from the Snow Queen. After suffering through an "agonizing" journey, she reached the palace and rescued Kai. The warmth from the season shifting to Spring started melting the palace. The mirror shard in Kai's heart was melted by the heat as well. They left where the palace once was, leaving The Snow Queen all alone.
Story Mode Spoilers! Details
The Snow Queen responds to the four works in order of best to worst: Insight Insight, Attachment Attachment, Instinct Instinct, and Repression Repression.
Like all Abnormalities, her energy output is determined by the number of PE Boxes (Positive Enkephalin boxes) at the end of the interaction.
The Snow Queen's emotional state is divided into 3 sections: BadResult Bad, NormalResult Normal, and GoodResult Good. Completing 0-7 E Boxes will cause her to feel BadResult Distressed, completing 8-13 will cause her to feel NormalResult Normal, and 14-18 will make her GoodResult Happy. Her usual cooldown timer after a task is around 10 seconds. Unlockable Information/Upgrades
Basic Information (Cost: EBoxIcon 16 PE Boxes)
Unlocks and shows the name of the Abnormality, subject classification, Risk Level (Risk He HE), portrait, Damage Type (WhiteDamageTypeIcon White 4 - 5), the amount of EBoxIcon E-Boxes (18), and her emotional states.
Instinct/Insight/Attachment/Repression Work Favor (Cost: EBoxIcon 5 PE Boxes)
Unlocks the percentage level list to the respective work.
Managerial Works 1/2/3/4/5 (Cost: EBoxIcon 4 PE Boxes)
"Managerial Tips 1" "When the work result was Normal, the employee was kissed by The Snow Queen with a normal probability." "Managerial Tips 2" "When the work result was Bad, the employee was kissed by The Snow Queen with a high probability." "Managerial Tips 3" "The employee who received The Snow Queen’s second kiss forgot everything and was trapped inside the Containment Unit." "Managerial Tips 4" "To avoid The Snow Queen’s deadly third kiss, and to rescue the trapped employee, a duel with The Snow Queen must be commenced." "Managerial Tips 5" "Only those with a high Fortitude will be able to rescue the employee. Let’s make sure to rescue them before the day is over." Escape Information (Cost: EBoxIcon 16 PE Boxes)
Information if the Abnormality can escape or not. "Non Escaped Object"
Warm-Hearted Woodsman (F-05-32) is a large mechanical humanoid entity made of galvanized steel, with some parts covered in moss. It possesses a head similar to a knight's helmet, has an empty open cavity covered in blood, and is always holding a large gray axe with one of its hands.
Ability
Warm-Hearted Woodman's special ability is activated when its QliphothCounterIcon Qliphoth Counter reaches 0. Its QliphothCounterIcon Qliphoth Counter can fluctuate in the following ways:
Decrease by 1 when getting BadResult Bad Work Result. Decrease by 1 when an Agent who finishes the work has TemperanceIcon Temperance Level 3 or higher. Unlike other Abnormalities, it will not breach once the counter reaches 0. The next employee who enters its containment room will be killed by the Abnormality. It will then shove the corpse of the employee into its chest, creating a heart-like organ in it. Afterwards, it will breach.
When breaching, the Abnormality has slow MovementSpeedIcon Movement Speed and average HPIcon HP at 430. It will use melee attacks that deal (5~10) RedDamageTypeIcon Red Damage with a normal Attack Speed. Sometimes, it will charge its axe and attack its targets rapidly 6 times, each attack dealing (3~4) RedDamageTypeIcon Red Damage, with the final attack slamming the axe on the target and dealing great (15~20) RedDamageTypeIcon Red Damage. If it walks on a corpse of an employee, it will pick up the remains and add them to its 'heart,' HPHealing healing itself for ~200 HPIcon HP. It will continue breaching until the day ends or it is suppressed. Origin
The Warm-Hearted Woodsman took the role of the Tin Man, called the Tin Woodsman, of the story of The Wizard of Oz, along with the other characters: Dorothy, the Scarecrow and the Cowardly Lion. Due to them being incomplete, they embarked into a journey together to find the wizard and make their wishes true.
When they found the wizard, a few of the characters got what they wanted, to some degree of satisfaction, except for the Tin Woodsman, who received a 'worthless' lead heart. Trying to convince the woodsman that its wish came true, the wizard told it that it was only a machine, and that hearts are for humans. The lead heart was too hard and cold for the Woodsman. It became sad that it could not see its friends.
The Woodsman disagreed with the wizard's decision, and swung its axe towards the wizard's chest, revealing the wizard's beating heart. The Tin Woodsman placed the lead heart in the wizard's chest, feeling pleasure for the first time at this sight.
Following this, the Woodsman started to cut down people instead of trees, taking out their hearts and adding them to its own in the open cavity in its chest.
At some point, the Woodsman ended up within the Corporation, alongside the Scarecrow. Details
Warm-Hearted Woodsman responds to the four works in order of best to worst: Attachment Attachment; Insight Insight, Repression Repression and Instinct Instinct.
Like all Abnormalities, its energy output is determined by the number of PE Boxes (Positive Enkephalin boxes) at the end of the interaction.
Warm-Hearted Woodsman's emotional state is divided into 3 sections: BadResult Bad, NormalResult Normal, and GoodResult Good. Completing 0-8 E Boxes will cause it to feel BadResult Distressed, completing 9-14 will cause it to feel NormalResult Normal, and 15-18 will make it GoodResult Happy. Its usual waiting time after a task is around 10 seconds. Its QliphothCounterIcon Qliphoth Counter is 1. Unlockable Information/Upgrades
Basic Information (Cost: EBoxIcon 16 PE Boxes)
Unlocks and shows the name of the Abnormality, subject classification, Risk Level (Risk He HE), portrait, Damage Type (WhiteDamageTypeIcon White 3 - 5), the amount of EBoxIcon E-Boxes (18), its emotional states, and QliphothCounterIcon Qliphoth Counter (1).
Instinct/Insight/Attachment/Repression Work Favor (Cost: EBoxIcon 5 PE Boxes)
Unlocks the percentage level list to the respective work.
Managerial Works 1/2/3 (Cost: EBoxIcon 8 PE Boxes)
"Managerial Tips 1" "When the work result was Bad, the Qliphoth Counter lowered." "Managerial Tips 2" "When an employee with Temperance Level 3 or higher completed their work, the Qliphoth Counter lowered." "Managerial Tips 3" "When an employee enters the unit while the Counter is at 0, they will immediately die. Then, the Abnormality will escape." Escape Information (Cost: EBoxIcon 16 PE Boxes)
Information if the Abnormality can escape or not, plus its QliphothCounterIcon Qliphoth Counter (1). This includes its defenses when breaching:
RedDamageTypeIcon Red: Weak (1.5) - WhiteDamageTypeIcon White: Endured (0.8) - BlackDamageTypeIcon Black: Endured (0.8) - PaleDamageTypeIcon Pale: Normal (1.0)
Alriune (T-04-53) is an Abnormality that is tall, pink, and looks similar to a llama. She has 6 pointed legs, an armless human-like upper body covered in bright teal leaves, and a head with empty, flower-filled eye sockets and pink flowers coming out of her mouth. She is also wearing a pink oversized wide brim hat with a teal leaf on 1 side and pink flowers dangling from the brim. Pink petals are falling around her.
Ability
Alriune's ability will trigger when her QliphothCounterIcon Qliphoth Counter reaches 0. Her QliphothCounterIcon Qliphoth Counter can fluctuate in the following ways:
Decrease by 1 with 70% chance when getting a GoodResult Good Work Result. Decrease by 1 with 70% chance when getting a BadResult Bad Work Result. Alriune will escape when her counter reaches 0. She has 1000 HPIcon HP and teleports by using a pink flower-like curtain while she is breaching. She prefers to confine herself to hallways and stay out of the main departments while breaching.
When an employee is in the same room as her, petals will gradually appear above her, with a maximum of 3 petals. When the 3 petals are visible, Alriune will deal high (50-70) WhiteDamageTypeIcon White Damage to any employees in the same room and will teleport to another location soon after. If an employee runs out of SPIcon SP as a result of this effect, instead of going into a panic state, they will be covered by a pink curtain like Alriune. When the curtain disappears, they will be covered in petals and leaves and be considered dead. If a long period of time has passed without any other employees or targets in the same room, Alriune will teleport to a new location. She will repeat this until subdued or the day ends. Origin
According to its story, Alriune is a doll who yearned to be human. While loved by many people for her soulful eyes, time passed and she was abandoned in a dark forest where the crows stole them from her. As more time went by, being abandoned caused her mind, heart, and life to start to fade away. She started to turn to dust.
Alriune seems to repeat a cycle of life, similar to 'dust you are and to dust you shall return'. This concept is alluded to in her encyclopedia entries, and in the case that she has to 'return to dust', she will bring everyone else to her own fate. Details
Alriune responds to the four works in order of best to worst: Instinct Instinct, Insight Insight, Attachment Attachment, and Repression Repression.
Like all Abnormalities, her energy output is determined by the number of PE Boxes (Positive Enkephalin boxes) at the end of the interaction.
Alriune's emotional state is divided into 3 sections: BadResult Bad, NormalResult Normal, and GoodResult Good. Completing 0-7 E Boxes will cause her to feel BadResult Distressed, completing 8-15 will cause her to feel NormalResult Normal, and 16-22 will make her GoodResult Happy. Her usual cooldown timer after a task is around 15 seconds. Her QliphothCounterIcon Qliphoth counter is 1. Unlockable Information/Upgrades
Basic Information (Cost: EBoxIcon 20 PE Boxes)
Unlocks and shows the name of the Abnormality, subject classification, Risk Level (Risk Waw WAW), portrait, Damage Type (WhiteDamageTypeIcon White 4 - 6), the amount of EBoxIcon E-Boxes (22), her emotional states, and her QliphothCounterIcon Qliphoth counter (1).
Instinct/Insight/Attachment/Repression Work Favor (Cost: EBoxIcon 7 PE Boxes)
Unlocks the percentage level list to the respective work.
Managerial Works 1/2 (Cost: EBoxIcon 15 PE Boxes)
"Managerial Tips 1" "When the work result was Good, the Qliphoth Counter lowered with a high probability." "Managerial Tips 2" "When the work result was Bad, the Qliphoth Counter lowered with a high probability." Escape Information (Cost: EBoxIcon 20 PE Boxes)
Information if the Abnormality can escape or not, plus its QliphothCounterIcon Qliphoth counter (1). This include her defenses when breaching:
RedDamageTypeIcon Red: Weak (1.2) - WhiteDamageTypeIcon White: Immune (0.0) - BlackDamageTypeIcon Black: Endured (0.5) - PaleDamageTypeIcon Pale: Weak (1.5)
Backward Clock (D-09-104) is a Risk Waw WAW Abnormality resembling a clockwork machination, similar to an open container with 4 Nixie tubes attached to it, displaying multiple gears at the front and a wind-up key to the right side. All the lights start turned off at the beginning of the day.
Information
Ability:
Backward Clock's ability consists of a single use work depending on if it's fully charged or not. Employees can be assigned to charge the Backward Clock, but employees that are below level 3 have no effect when working on it. The Backward Clock will go from left to right, turning on a light each time an employee above level 2 winds up the machine, as a newly lit light will receive a number. If all 4 lights are lit (fully charged), a current system time (24 hour time) is visible on the clock, as another charge will activate the Backward Clock's Ability. The ability consists of two outcomes depending on what level the employee is that activated it.
Case 1: If the employee is Level 5 and uses the Backward Clock when fully charged there are a few positive effects that will happen:
All escaped Abnormalities or Ordeals in the facility will be re-contained or killed. All types of QliphothMeltdownIcon Qliphoth Meltdowns will be removed from every Abnormality in the facility, including ones from An Arbiter. All of the QliphothMeltdownIcon Qliphoth Overloads will be removed from all Risk Waw WAW and Risk Aleph ALEPH Abnormalities. It will not remove the -50% QliphothMeltdownIcon Qliphoth Overloads on Abnormalities in departments that have all of their employees killed, since it doesn't bring employees back to life. Any EBoxIcon Energy spent or lost during the day, such as by Der Freischütz or The Silent Orchestra, will be restored. This effect is given with the cost of the employee dying and the Abnormality disappearing for the rest of the day, leaving nothing in the Containment Unit.
Case 2: If the employee is below Level 5 and uses the Backward Clock when fully charged, all employees in the facility, except the one that charged it, have a normal chance of either dying or panicking. The machine will reset its lights back to 0 and can be charged up again. Attempting to activate the machine again with the left over employee will cause the employee to die or panic, making the situation close to impossible to come back from without a lucky event happening.
Entities killed by the Backward Clock will not progress the missions assigned by Gebura, Hod's "I Want To Be A Good Person", and Malkuth's "At Dusk". Ordeals killed by the Backward Clock will not reward the player with energy.
The effects (instant suppression) of Backward Clock do not apply to the following:
WhiteNight Apocalypse Bird The Red Mist An Arbiter Midnight Ordeals The Red Shoes Dream of a Black Swan Army in Black Entities that perform an ability that grants them temporary immunity, such as Amber Dusk's burrowing, will not be affected. However, these entities are not granted complete shielding from the Backward Clock, since they are vulnerable to being killed outside of their ability.
The Abnormality isn't affected by the QliphothMeltdownIcon Qliphoth Meltdown, even though it is not stated in the methods of the Abnormality.
Basic Information
BackwardClockPortrait Backward Clock's encyclopedia portrait Backward Clock's basic information takes 2 uses to unlock, the information gained is:
Name of the Abnormality Subject classification Risk Level (Risk Waw WAW) Portrait Type of Abnormality (Single use type) Origin
The exact details of its origin are currently unknown, but according to its story, it is said to be manufactured by an unknown company. It is likely to be associated with T Corp. Log and Method
Interaction Amount Log Method 1 Use "This Abnormality was created with the ideas provided by Tumblbug Backer '정현교 (Jeong Hyeon-kyo).'
An old clock manufactured by an unknown company. Its vacuum tubes give off a vintage vibe. The manufacturer stopped making these clocks a long time ago." "One light turns on and energy is charged for each work done with Backward Clock." 3 Uses " “...Is your future totally grim? Have you hit absolute rock bottom, not a single way out in sight? Have you ever thought: ‘Oh man, what if I’d done this instead of that?’ Humanity has conquered disease and nature. Now we have come far enough to harness time itself.” " "Nothing happened when employees lower than Level 3 attempted to work with it." 5 Uses " “Yes, we can rewind your wasted time. Just wind it up, close your eyes, and count to ten. When you open them, you will be standing at the exact moment you wished to be in.” " "After all the lights have been turned on, Backward Clock can be activated. However, Backward Clock can only be utilized once a day, so please use it wisely." 7 Uses "+ Please read the manual thoroughly. You never know what the extremely high voltage discharged from the machinery could do if it is handled poorly. We are not responsible for any accidents that may occur from user error and carelessness. This clock requires a high amount of energy to operate. Please understand that it will take a considerable amount of time to charge." " Employees under Level 5 are strictly forbidden from making any contact with Backward Clock after it has been fully charged." 9 Uses "Only Level 5 employees can operate Backward Clock normally. Backward Clock will send all except the operator to the most peaceful time of the day." Trivia
This Abnormality is based on the idea of the Tumblbug sponsor '정현교 (Jeong Hyeon-kyo)' This is the first Abnormality that requires a specific overall Level to be used and the first tool to re-contain all escaped Abnormalities. This is the second Abnormality to use four lights in order to show progression to an Ability, with the first being the Express Train to Hell. This is the second Tool Abnormality that is not affected by the Qliphoth Meltdowns, the first being We Can Change Anything. It is implied in the Logs and Methods that it is a time machine, but in-game, it doesn't bring Agents or Clerks back to life; it only suppresses Abnormalities through rewinding events.
Big and Will be Bad Wolf (F-02-58) (aka Big and Might be Bad Wolf before reaching Observation Lvl. 3), is an animal Abnormality taking the form of a cartoonish humanoid tall wolf with gray fur, white paws, tail and belly button, black eyebrows, and a scar on his left eye. When breaching, the wolf will look more beastly, covered in scars and blood and running on four paws. The front paws are black and red.
He is one of two unique Abnormalities in game to have a counterpart or rivalry, his counterpart Abnormality being Little Red Riding Hooded Mercenary.
Ability
Big and Will be Bad Wolf's ability triggers when his QliphothCounterIcon Qliphoth Counter reaches 0. His QliphothCounterIcon Qliphoth Counter can fluctuate in the following ways:
Getting a BadResult Bad Result will reduce the counter by 1. The Agent will be devoured by the wolf and will not be controllable until released. This Agent will be considered 'Uncontrollable.' When an employee who has previously completed a work on Little Red performs a work with this Abnormality, the counter will be decreased by 1 and the employee will be devoured. An employee bleeding from the attacks of Little Red that enters the same hallway as the Containment Unit of this Abnormality will reduce the counter by 1. Additionally, if Little Red enters the same hallway housing his Containment Unit, his QliphothCounterIcon Qliphoth Counter will drop to 0 and cause an immediate breach. Employees who were eaten can be released from the wolf by completing Instinct Instinct Work with it.
When the QliphothCounterIcon Qliphoth Counter reaches 0, he will breach. When about to breach, a filter effect over its Containment Unit will appear, with a picture of the wolf's face and its eyes glowing, followed by breaching. The Abnormality's appearance will change to a large and savage quadrupedal wolf, with multiple scars on his body, sharp claws, and glowing blue eyes.
He has 2000 HPIcon HP and high MovementSpeedIcon Movement Speed. When breaching, he moves to the Main Rooms of departments to start his attacks. His next location is marked by a Blue Moon (or a Red Moon when he's below 50% HPIcon HP), appearing in the main room of another department. Only one moon can exist at any given time.
While escaped, he uses his claws and fangs to attack targets, dealing 10-14 RedDamageTypeIcon Red Damage with a bite and 7-16 RedDamageTypeIcon Red Damage with a scratch. He also has a special attack where he dashes across the room, dealing 15-19 RedDamageTypeIcon Red Damage to all targets. If there are no targets in the area, the Wolf will travel to the nearest area with employees. After 20 seconds, the wolf will howl, dealing 15-20 WhiteDamageTypeIcon White Damage to all employees in the department. If there's a Red Moon, his howl reduces the QliphothCounterIcon Qliphoth Counter of nearby Abnormalities by 1. After losing 15% of his HP, he will flee to the next main room with a moon on it, turning into black smoke and increasing his speed while in transit. Once he reaches the room, he becomes invulnerable to attacks for 7.5 seconds as he pauses to catch his breath. This cycle repeats until subdued or the day ends.
If the wolf still holds any devoured employees when breaching, they can be released after suppressing the wolf by performing Instinct Instinct work. He will also release employees immediately after a successful suppression by Little Red Riding Hooded Mercenary, which will also give the held employees an E.G.O. Gift called "Sheep’s Clothing" that increases HPIcon HP by 9 and decreases SPIcon SP by 3. All devoured employees are instantly killed if he suppresses her.
When he is suppressed by Little Red, all Agents who aren't panicking at the time take -10% damage (cannot stack with itself) for the rest of the day. Origin
His flavor text alludes to the Big and Will be Bad Wolf acting as the wolf antagonist to many fairytales, such as the Three Little Pigs, whether before the events of Little Red's tale or afterwards. Although detailed events surrounding the twist to Little Red's tale are unknown, the wolf seemed to have fled the scene after scarring Little Red. Despite the wolf generally looking clueless, he seems to recognize the rivalry he has with Little Red and tries to fight her when both are breaching. Details
Big and Will be Bad Wolf responds to the four works in order of best to worst: Attachment Attachment, Instinct Instinct, Insight Insight, and Repression Repression.
Like all Abnormalities, his energy output is determined by the number of PE Boxes (Positive Enkephalin boxes) at the end of the interaction.
The Wolf's emotional state is divided into 3 sections: BadResult Bad, NormalResult Normal, and GoodResult Good. Completing 0-9 E Boxes will cause him to feel BadResult Distressed, completing 10-17 will cause him to feel NormalResult Normal, and 18-22 will make him GoodResult Happy. His usual cooldown timer after a task is around 15 seconds and his QliphothCounterIcon Qliphoth counter is 2. Unlockable Information/Upgrades
Basic Information (Cost: EBoxIcon 20 PE Boxes)
Unlocks and shows the name of the Abnormality, subject classification, Risk Level (Risk Waw WAW), portrait, Damage Type (RedDamageTypeIcon Red 4 - 8), the amount of EBoxIcon E-Boxes (22), his emotional states, and QliphothCounterIcon Qliphoth counter (2).
Instinct/Insight/Attachment/Repression Work Favor (Cost: EBoxIcon 7 PE Boxes)
Unlocks the percentage level list to the respective work.
Managerial Works 1/2/3/4/5/6 (Cost: EBoxIcon 5 PE Boxes)
"Managerial Tips 1" "When the employee who has worked on F-01-57 completed the work, the Qliphoth counter is decreased. Then the employee was eaten by Big and Will be Bad Wolf." "Managerial Tips 2" "When the work result was bad, Qliphoth counter has decreased. Then the employee was eaten by Big and Will be Bad Wolf." "Managerial Tips 3" "When the employee finished instinct work with a good result while Big and Will be Bad Wolf was fed, Big and Will be Bad Wolf vomits all the employees who had been eaten before." "Managerial Tips 4" "The Qliphoth counter decreased when a target that bleeds from the attack of F-01-57 enters the hallway of the containment room for Big and Will be Bad Wolf." "Managerial Works 5" "When the F-01-57 entered the hallway of the Big and Will be Bad Wolf's containment room, the Qliphoth counter became zero." "Managerial Works 6" "Some employees reported that they heard a voice in the stomach of Big and Will be Bad Wolf. We should rescue them by suppressing the escaped Big and Will be Bad Wolf. It may be possible to contract to the F-01-57." Escape Information (Cost: EBoxIcon 20 PE Boxes)
Information if the Abnormality can escape or not, plus his Qliphoth counter (2). This includes his defenses when breaching:
RedDamageTypeIcon Red: Normal (1.0) - WhiteDamageTypeIcon White: Endured (0.7) - BlackDamageTypeIcon Black: Endured (0.7) - PaleDamageTypeIcon Pale: Normal (1.0)
Big Bird (O-02-40) is an Abnormality in the form of a big, round, black, featherless bird, with arms instead of wings. It has 17 visible yellow eyes (though it's implied to have at least 47 in one of its flavor text quotes) and a sharp beak, which contains pointed teeth and a second smaller beak inside. It holds a lantern with a wick of its melded feathers inside it.
Ability
Big Bird's ability will trigger when its QliphothCounterIcon Qliphoth Counter reaches 0. Its QliphothCounterIcon Qliphoth Counter can fluctuate in the following ways:
Increase by 1 when getting a GoodResult Good Work Result. Decrease by 1 when getting a BadResult Bad Work Result. Decrease by 1 each time 5 employees (including Clerks) die. (Doesn't count death by Execution Bullets). Once its QliphothCounterIcon Qliphoth Counter reaches 0, or EmergencyLevel2Icon Emergency Level 2 (Second Trumpet) is reached, Big Bird will breach. When breaching, the current department where Big Bird is located will enter into a 'Blackout' (all the hallways and rooms will go dark). With 1600 HPIcon HP, Big Bird will wander the facility, and use its lamp about every 20 seconds to mark either a Clerk (40% probability) or an Agent (60% probability) with the lowest HPIcon Max HP in the same department, enchanting them. This mark is a yellow circle that will appear above the respective employee, and it will turn red after Big Bird shakes its lamp. Employees with the mark will receive reduced damage (Yellow = 0.5; Red = immune). After about 40 seconds (or 2 lamp shakes), the employee with the mark will be possessed and lured to Big Bird's location. All Clerks and enchanted employees (both Yellow and Red) that are in front of Big Bird will be killed instantly: Big Bird's eyes will turn red before it opens its mouth wide to decapitate the employee. During this attack, Big Bird will gain immunity to damage.
If the enchanted employee gets out of the blackout department before they get possessed, the mark will be removed. The mark can also be removed by entering We Can Change Anything (though the employee is still going to die) or the Shelter from the 27th of March. If the camera is focused on Big Bird when walking, the screen will shake and will be unable to be moved for a short moment. If all of the employees in its department are dead, Big Bird will continue to wander the facility. It tends to seek out and move toward enchanted employees.
Big Bird has a "Max Work Count" of 0, making them unable to be affected by QliphothMeltdownIcon Qliphoth Meltdowns.
If Big Bird breaches due to the second trumpet and is suppressed before the emergency is resolved, it will immediately breach again. Origin
First Page First Page Third Page Third Page Second Page Second Page Last Page Last Page Big Bird was a bird who, along with Punishing Bird and Judgement Bird, protected the Black Forest from hostile monsters. Big Bird wandered the forest warning people about a "monster". Judgement Bird gave Big Bird its eyes so it could see farther to seek trespassers and could protect the forest more effectively. One day, someone questioned 'What if the monster came at night?', and Big Bird, worried, made a wick with all of its feathers, stripping itself to its skin in order to create an everlasting lantern to see through the night. Big Bird then wandered the forest and thought of a solution to the monster problem; it believed that killing humans and other creatures would "save" them from dying to the monster. At the end, when the forest was about to enter into total disorder, Big Bird, Punishing Bird, and Judgement Bird decided to merge their forms to protect the forest more effectively. This created a new bird, but instead of protecting the forest, the bird destroyed it. It is unknown when the birds became separate again.
It's said that when Lobotomy Corporation went to verify the tale, they couldn't find any "beast" or creatures; the only thing left was Big Bird. Details
Big Bird responds to the four works in order of best to worst: Attachment Attachment, Instinct Instinct, Insight Insight, and Repression Repression.
Like all Abnormalities, its energy output is determined by the number of PE Boxes (Positive Enkephalin boxes) at the end of the interaction.
Big Bird's emotional state is divided into 3 sections: BadResult Bad, NormalResult Normal, and GoodResult Good. Completing 0-7 E Boxes will cause it to feel BadResult Distressed, completing 8-13 will cause it to feel NormalResult Normal, and 14-20 will make it GoodResult Happy. Its usual cooldown timer after a task is around 10 seconds. Its QliphothCounterIcon Qliphoth Counter is 5. Unlockable Information/Upgrades
Basic Information (Cost: EBoxIcon 20 PE Boxes)
Unlocks and shows the name of the Abnormality, subject classification, Risk Level (Risk Waw WAW), portrait, Damage Type (BlackDamageTypeIcon Black 2-6), the amount of EBoxIcon E-Boxes (20), emotional states, and its QliphothCounterIcon Qliphoth Counter (5).
Instinct/Insight/Attachment/Repression Work Favor (Cost: EBoxIcon 7 PE Boxes)
Unlocks the percentage level list to the respective work.
Managerial Works 1/2/3/4/5/6/7 (Cost: EBoxIcon 5 PE Boxes)
"Managerial Tips 1" "After 5 employees died within the facility, the Qliphoth Counter decreased. However, deaths caused by Execution Bullets were not recognized." "Managerial Tips 2" "When the work result was Bad, the Qliphoth Counter decreased." "Managerial Tips 3" "When the work result was Good, the Qliphoth Counter increased." "Managerial Tips 4" "Big Bird breached its Containment Unit regardless of its Qliphoth Counter when the emergency situation in the facility reached the 2nd Trumpet." "Managerial Tips 5" "There was a blackout in the Department where Big Bird was roaming. Employees who are in the Department with a blackout may become enchanted by Big Bird." "Managerial Tips 6" "It seems enchanted targets receive less damage. However, after a certain amount of time had passed, those targets made their way to where Big Bird was and died from its attack." "Managerial Tips 7" "Enchanted employees were freed from their trance as soon as they were out of the Department that suffered from the blackout." Escape Information (Cost: EBoxIcon 20 PE Boxes)
Information if the Abnormality can escape or not, plus its QliphothCounterIcon Qliphoth Counter (5). This include its defenses when breaching:
RedDamageTypeIcon Red: Endured (0.8) - WhiteDamageTypeIcon White: Weak (1.2) - BlackDamageTypeIcon Black: Endured (0.5) - PaleDamageTypeIcon Pale: Weak (1.5)
Clouded Monk (D-01-110), also known as Honored Monk before reaching Observation Level 3, is an Abnormality in the form of a tall Buddhist monk wearing a kasa hat. He holds a tall staff in his hands and wears large rosary beads on his neck. He carries a bag on his back.
Ability
Clouded Monk's ability will trigger when his QliphothCounterIcon Qliphoth Counter reaches 0. His QliphothCounterIcon Qliphoth Counter can fluctuate in the following ways:
Decrease by 1 each time 10 employees (including Clerks) in the facility die, excluding employees killed by Execution Bullets. Decrease by 1 with 30% chance when getting a NormalResult Normal Result. Decrease by 1 when getting a BadResult Bad Result. His QliphothCounterIcon Qliphoth Counter will drop to 0 instantly when Yin is in the hallway of his containment room. Additionally, after an agent performs Insight Insight work with him, Clouded Monk will heal 15 points of the agent's SPHealing SP.
When his QliphothCounterIcon Qliphoth Counter is depleted, the monk will change his appearance and breach containment. He has moderately high HPIcon HP at 1200 and average MovementSpeedIcon Movement Speed at 40. He will crawl around the hallways, attacking nearby employees with swipes dealing 23 RedDamageTypeIcon Red Damage. When he has lost at least 100 HPIcon HP he can perform a charged attack where, after stopping and building up power in place, he will charge forward across the room with his mouth open, dealing 250 RedDamageTypeIcon Red Damage to the first entity he hits, and stopping his charge. If this attack hits, he will also HPHealing heal himself for 120 HPIcon HP. If he doesn't hit anything, he will instead stop when he reaches the opposite end of the room. He will remain breaching until suppressed or the day ends.
During his normal breach, he will prioritize wandering around the GeburaArmband Disciplinary Team after it's unlocked, otherwise he will randomly wander around the facility. However, If Yin is also escaped, he will quickly move to Yin's location instead.
Uniquely, the damage Clouded Monk deals is unaffected by differences between Clouded Monk and its target's Risk Level, only by a Suit's base resistances. Origin
A Buddhist monk, travelling to spread his wisdom, visited a town to see the cremation of another beloved monk. However, he and the rest of the townspeople were confused by the lack of sarira (crystals formed in the ashes) produced by the body, as he was a noble and generous man.
When returning, the monk came across an old man, who began questioning if he was truly worthy of reaching Nirvana when he died. The old man directed the monk to the pagodas near the town and vanished without a trace, the monk left self-conscious and pondering. When the monk awoke that night, he went on a walk and found himself at the pagodas, where he presumably ate the sarira of the monks the temple was built for. He became a monster with shattered beads and terrorized the town, eating any boxes of sarira left out unattended.
It is unknown how the Clouded Monk came to the facility, although it's likely Lobotomy Corporation found him near the said town. Details
The Abnormality responds to the four works in order of best to worst: Insight Insight, Attachment Attachment, Repression Repression, and Instinct Instinct
Like all Abnormalities, his energy output is determined by the number of PE Boxes (Positive Enkephalin boxes) at the end of the interaction.
The Abnormality's emotional state is divided into 3 sections: BadResult Bad, NormalResult Normal, and GoodResult Good. Completing 0-6 E Boxes will cause him to feel BadResult Distressed, completing 7-14 will cause him to feel NormalResult Normal, and 15-22 will make him GoodResult Happy. His usual cooldown timer after a task is around 15 seconds and his QliphothCounterIcon Qliphoth Counter is 3. Unlockable Information/Upgrades
Basic Information (Cost: EBoxIcon 20 PE Boxes)
Unlocks and shows the name of the Abnormality, subject classification, Risk Level (Risk Waw WAW), portrait, Damage Type ( WhiteDamageTypeIcon White 4-6), the amount of EBoxIcon E-Boxes (22), his emotional states, and his QliphothCounterIcon Qliphoth Counter (3).
Instinct/Insight/Attachment/Repression Work Favor (Cost: EBoxIcon 7 PE Boxes)
Unlocks the percentage level list to the respective work.
Managerial Guidelines 1/2/3/4/5 (Cost: EBoxIcon 6 PE Boxes)
"Managerial Guideline 1" "An employee’s SP was healed when they performed Insight work." "Managerial Guideline 2" "The Qliphoth Counter lowered every time 10 employees died. However, deaths caused by Execution Bullets were not recognized." "Managerial Guideline 3" "When the work result was Normal, the Qliphoth Counter lowered with a low probability." "Managerial Guideline 4" "When the work result was Bad, the Qliphoth Counter decreased." "Managerial Guideline 5" "The Qliphoth Counter immediately lowered to 0 when O-05-102 passed by Clouded Monk’s Containment Unit." Escape Information (Cost: EBoxIcon 20 PE Boxes)
Information if the Abnormality can escape or not, plus its Qliphoth Counter (3). This include its defenses when breaching:
RedDamageTypeIcon Red: Weak (1.2)- WhiteDamageTypeIcon White: Endured (0.8) - BlackDamageTypeIcon Black: Endured (0.8) - PaleDamageTypeIcon Pale: Weak (1.5)
Dimensional Refraction Variant (O-03-88) is a phenomenon Abnormality with a barely visible circular shape of grainy texture, similar to smoke. Due to its form, it's not visible to the naked eye. It floats above the floor and is intangible.
Ability
Dimensional Refraction Variant will breach immediately when its QliphothCounterIcon Qliphoth Counter reaches 0. Its Qliphoth Counter can fluctuate in the following ways:
Decrease by 1 when getting a BadResult Bad Work Result Decrease by 1 when Work took longer than 40 seconds to finish(Including interruptions like Panic). While breaching, Dimensional Refraction Variant will disrupt certain functions of the facility:
It can only be suppressed manually by targeting the Abnormality itself breaching. Employees will not 'detect' it breaching so they will not attempt to suppress the Abnormality once they are in the same room. Its suppression cannot be ordered via the containment unit menu Its HPIcon HP bar isn't displayed when breaching. As for the Abnormality itself, it has 600 HPIcon HP and slowly MovementSpeedIcon moves toward a targeted room, while also dealing 40 RedDamageTypeIcon Red Damage every 0.2 seconds for 1 second (total: 200) to employees who pass through it. Employees killed by the Abnormality will be dismembered and their bodies and limbs will float on the same spot, with distortion surrounding them.
The Abnormality will keep roaming the facility until subdued or the day ends. Origin
The details of its origin are currently unknown. Details
Dimensional Refraction Variant responds to the four works in order of best to worst: Insight Insight; Instinct Instinct, Attachment Attachment and Repression Repression.
Like all Abnormalities, its energy output is determined by the number of PE Boxes (Positive Enkephalin boxes) at the end of the interaction.
Dimensional Refraction Variant's emotional state is divided into 3 sections: BadResult Bad, NormalResult Normal, and GoodResult Good. Completing 0-8 E Boxes will cause it to feel BadResult Distressed, completing 9-16 will cause it to feel NormalResult Normal, and 17-22 will make its mood result GoodResult Happy. Its usual cooldown after a task is around 10 seconds and its QliphothCounterIcon Qliphoth Counter is 2. Unlockable Information/Upgrades
Basic Information (Cost: EBoxIcon 20 PE Boxes)
Unlocks and shows the name of the Abnormality, subject classification, Risk Level (Risk Waw WAW), portrait, Damage Type (WhiteDamageTypeIcon White 4 - 7), the amount of EBoxIcon E-Boxes (22), emotional states, and its QliphothCounterIcon Qliphoth counter (2).
Instinct/Insight/Attachment/Repression Work Favor (Cost: EBoxIcon 7 PE Boxes)
Unlocks the percentage level list to the respective work.
Managerial Works 1/2/3 (Cost: EBoxIcon 10 PE Boxes)
"Managerial Tips 1" "When the work result was Bad, the Qliphoth Counter lowered." "Managerial Tips 2" "When the work took more than 40 seconds to complete, the Qliphoth Counter lowered." "Managerial Tips 3" "The facility and its employees will be unable to detect the Abnormality in any fashion when it escapes. Therefore, the manager must manually locate it and directly order its suppression." Escape Information (Cost: EBoxIcon 20 PE Boxes)
Information if the Abnormality can escape or not, plus its QliphothCounterIcon Qliphoth Counter (2). This include its defenses when breaching:
RedDamageTypeIcon Red: Immune (0.0) - WhiteDamageTypeIcon White: Weak (1.5) - BlackDamageTypeIcon Black: Endured (0.8) - PaleDamageTypeIcon Pale: Normal (1.0)
Dream of a Black Swan (F-02-70) is a group of siblings consisting of 6 brothers and 1 sister. The brothers are human boys with short blonde hair and blue eyes who wear black nettle shirts with a green necklace holding a gem in the middle, along with black pants and orange shoes. They are the only ones standing inside the Containment Unit. Five of them stand at the front, while the sixth brother stands behind them at the center.
Ability
Its ability will trigger when their QliphothCounterIcon Qliphoth Counter reaches 0. Dream of a Black Swan has multiple ways to reduce its counter, and when the counter decreases, the physical appearance of one of the brothers will change depending on the condition met. Each brother has a unique transformation.
All of the following methods reduce their counter by 1. Each condition will only deplete the counter once, meaning all 5 must be activated individually to breach.
By getting a NormalResult Normal Work Result with the Abnormality (Fifth brother, jaw melts). By getting a BadResult Bad Work Result with the Abnormality (Fourth brother, ears melt). Each time 5 employees(Including clerks) die, not counting deaths by Execution Bullets (First brother, eyes melt). Each time 5 employees(Including clerks) panic (Second brother, arms melt). Each time 3 Abnormalities breach (Third brother, legs melt and reveal smiling brother behind him). When the Qliphoth counter is reduced by other means, such as by Crimson Dawn or the Big and Will be Bad Wolf, a random brother will be selected to transform. These are not limited to happen only once.
Once the QliphothCounterIcon Qliphoth Counter of the Abnormality is depleted, the "sister" will appear somewhere in the facility.
She appears similar to a large goose or bird-like creature with a black feathered body, wearing a necklace like her brothers; the neck of the bird ends in what seems to be a beak, revealing the head of the Abnormality. She has gray skin and smooth blonde hair (similar to her brothers); her head composes of two heads fused together at the eyes, giving her two mouths and noses, and three eyes. She has feathered arms with gray hands and dark wings, and holds an umbrella with an orange striped handle and black feathers. She has 2 orange striped humanoid legs.
The sister has moderately high HPIcon HP at 1500, average MovementSpeedIcon Movement Speed and roams the facility, smacking other employees with her umbrella, dealing 5-8 RedDamageTypeIcon Red Damage at close range. She can open her umbrella and move forward with it, deflecting damage taken at her front back to the attackers. If she passes near another Abnormality's containment room and it possesses a QliphothCounterIcon Qliphoth Counter, it will drop by 1; if it reaches 0, it will trigger the ability of said Abnormality, leading to more breaches or other events.
After she takes enough damage, the beak will close and she will change to be more like a swan. Her attacks remain the same, but with a new addition: She will stop to let out a screech, dealing 30-45 WhiteDamageTypeIcon White Damage. She will remain in the facility until suppressed or when the day ends. Origin
According to the Story Record, Elijah was the sister of the 6 brothers. The seven of them were once a poor family living in a city. Their parents passed away at some unspecified point. Elijah continued to provide for the family as the only one with a job, as her brothers no longer had the will to work after constant failures.
Sometime after, the city was covered with a dense fog that some people had reported to make them feel nauseous. Gradually, people began to leave the city due to the fog. Elijah and her brothers remained, and she made clothing out of nettle that she believed would restore the happiness of their family, freeing her brothers from the effects of the fog.
Soon after the clothing was finished, Elijah collides with a stranger that appeared to be fleeing from something. She tried to offer him help, but blood and green goo began to ooze out of the orifices of the stranger's body, accompanied by sound from the distance. Elijah began looking for her brothers as the city fell into chaos, filled with panicking citizens and "dark, wet, and fetid" dregs scattered all over the ground. She sees her brothers in the distance before succumbing to the effects of the fog.
What later happened in the story is unknown, but Elijah became the Black Swan, still roaming around when her brothers are in danger. Although the brothers now wear nettle clothing, they don't appear to be free from the effects of the fog, as can be seen during containment when their Qliphoth counter drops. Details
Dream of a Black Swan responds to the four works in order of best to worst: Instinct Instinct and Repression Repression, Insight Insight; Attachment Attachment.
Like all Abnormalities, its energy output is determined by the number of PE Boxes (Positive Enkephalin boxes) at the end of the interaction.
Dream of a Black Swan's emotional state is divided into 3 sections: BadResult Bad, NormalResult Normal, and GoodResult Good. Completing 0-8 E Boxes will cause it to feel BadResult Distressed, completing 9-16 will cause it to feel NormalResult Normal, and 17-24 will make it GoodResult Happy. Its usual cooldown timer after a task is around 15 seconds. Its QliphothCounterIcon Qliphoth counter is 5. Unlockable Information/Upgrades
Basic Information (Cost: EBoxIcon 20 PE Boxes)
Unlocks and shows the name of the Abnormality, subject classification, Risk Level (Risk Waw WAW), portrait, Damage Type (WhiteDamageTypeIcon White 5-6), the amount of EBoxIcon E-Boxes (24), emotional states, and QliphothCounterIcon Qliphoth Counter (5).
Instinct/Insight/Attachment/Repression Work Favor (Cost: EBoxIcon 7 PE Boxes)
Unlocks the percentage level list to the respective work.
Managerial Works 1/2/3/4/5/6 (Cost: EBoxIcon 5 PE Boxes)
"Managerial Tips 1" "When the work result was Bad, the Qliphoth Counter lowered, and F-02-70-4’s appearance changed." "Managerial Tips 2" "When the work result was Normal, the Qliphoth Counter lowered, and F-02-70-5’s appearance changed." "Managerial Tips 3" "When 5 or more employees died within the facility, the Qliphoth Counter lowered and F-02-70-1’s appearance changed. However, deaths caused by Execution Bullets were not recognized." "Managerial Tips 4" "When 5 or more employees within the facility panicked, the Qliphoth Counter lowered and F-02-70-2’s appearance changed." "Managerial Tips 5" "When 3 Abnormality escapes were confirmed, the Qliphoth Counter lowered and F-02-70-3’s appearance changed." "Managerial Tips 6" " Forceful reduction of the Qliphoth Counter can also change Dream of a Black Swan." Escape Information (Cost: EBoxIcon 20 PE Boxes)
Information if the Abnormality can escape or not, plus its QliphothCounterIcon Qliphoth Counter (5). Though classified as a 'Non-Escaped Object', the sister breaches instead. Her defenses are the following:
RedDamageTypeIcon Red: Normal (1.0) - WhiteDamageTypeIcon White: Endured (0.8) - BlackDamageTypeIcon Black: Weak (1.5) - PaleDamageTypeIcon Pale: Normal (1.0)
Express Train to Hell (T-09-86) is a Risk Waw WAW Tool Abnormality in the form of a big cagelike structure resembling a train station ticket booth with a base made of skulls and rocks. The window from which people receive tickets is replaced with a dark cage from which only the two glowing yellow eyes of an entity known as the "booking clerk", who gives tickets, are visible. At the top it has 4 square lights which are initially turned off.
Information
Ability:
Express Train to Hell's ability consists of a single use work depending on the amount of lights turned on. A light turns on every 30 seconds. When used while any light is on, the entity inside the structure will reach out for the employee with an arm and give them a ticket, healing their HPHealing HP and SPHealing SP, and all the lights will be turned off again. The amount and radius of the healing varies depending on the number of lights that are turned on at the moment of use:
1 Light on: The employee's HPHealing HP and SPHealing SP will be healed by 40. 2 Lights on: The employee's HPHealing HP and SPHealing SP will be healed by 80. 3 Lights on: All employees that belong to the employee's department will have their HPHealing HP and SPHealing SP healed by 50. 4 Lights on: All the employees in the facility will have their HPHealing HP and SPHealing SP healed by 50. There is no effect when performing a work when there are no lights on, but the Use Counter will increase regardless.
If 30 seconds pass when all the 4 lights are on, they will turn off and the sound of a running train can be heard. The Express Train to Hell will appear from either the right or left side of the facility through a portal, moving to the opposite side at a high speed in a straight line, with slight variations in the angle. It has the appearance of a rusty train with an eye at the front of the locomotive, with 5 wagons in total. Any entities outside of containment units and in the train's way will take 100 BlackDamageTypeIcon Black Damage. When it reaches the edge of the other side of the facility, the train will go through another portal and disappear.
Basic Information:
ExpressTraintoHellPortrait Express Train to Hell's encyclopedia portrait Express Train to Hell's basic information takes 2 Uses to unlock, the information gained is:
Name of the Abnormality Subject classification Risk Level (Risk Waw WAW) Portrait Type of Abnormality (Single Use) Origin
The details of its origin are currently unknown. Log and Method
Interaction Amount Log Method 1 Use "The booking clerk who remains dauntingly quiet sells tickets for a train with no final destination. There are no clocks to alert the arrival times, instead, there are some blinking lights." "Every 30 seconds, the lights of the ticket booth will illuminate one by one. They will brighten up to four, and when an employee receives a ticket from the clerk, the lights will reset." 3 Uses "The first and second lights illuminate; your mind clears. The third light illuminates; your mind clears and your wounds close." "When a ticket is received with 1 illuminated light, the employee will slightly recover their HP and SP." 3 Uses "The fourth light illuminates; the condition of every employee in every department improves when you hear the train’s horn off in the distance." "When a ticket is received with 2 illuminated lights, the employee will significantly recover HP and SP." 5 Uses "When the time comes, the train will chug down the tracks and sound its mighty horn. There is no doubt that it will plunge through the endless tunnel while boarding the employees who have not taken a step back from the tracks." "When a ticket is received with 3 illuminated lights, all employees within the department will recover HP and SP." 7 Uses "When a ticket is received with 4 illuminated lights, all employees within the facility will recover HP and SP." 10 Uses "If 4 lights have illuminated and another brightens to a glow, the train will cross through the facility and cause BLACK damage to all employees who are caught in its path. After it has crossed, the booth’s lights will reset." Trivia
This is the first Tool Abnormality to do something after a period of time, increasing its lights every 30 seconds, similar to WhiteNight's Ability. In a previous version, this Abnormality would increase its lights according to the works done around in the facility. The heal when collecting a ticket on the 3rd light will heal employees belonging to that same department as the employee collecting the ticket, meaning it will heal all employees assigned to the same department during the deployment phase. It will not heal employees that were deployed to other departments, even if they are currently located within the same department, and it will heal employees that were deployed to the same department as the employee even if they are currently located in another department elsewhere in the facility.
Flesh Idol (T-09-79) is a Risk Waw WAW Tool Abnormality taking the form of a long, rusty cross with a lump of flesh and various pieces of scrap metal fused around its center. It is said that the flesh pulsates and moves if someone starts to pray to it.
Information
Ability:
Flesh Idol's ability triggers when an employee uses it. During use, the employee will kneel and start to pray. The employee will suffer 5 Damage of a RedDamageTypeIconWhiteDamageTypeIconBlackDamageTypeIconPaleDamageTypeIcon Random Type every 5 seconds as long as the work is in use. Depending on how much time passes, different effects will trigger:
If the employee stops praying in 20 seconds or less, the employee will die. From 21 to 45 seconds of continuous prayer, all other employees will start to recover 5 HPHealing HP every 5 seconds. From 46 to 90 seconds of continuous prayer, all other employees will start to recover 5 HPHealing HP and SPHealing SP every 5 seconds. If the employee praying doesn't stop before 90 seconds, the employee will die and the QliphothCounterIcon Qliphoth Counter of every Abnormality in the facility will drop to 0. The player can stop the praying at any moment and the timer of the effects will reset.
Basic Information:
FleshIdolPortrait Flesh Idol's encyclopedia portrait Flesh Idol's basic information takes 30 seconds of using to unlock, the information gained is:
Name of the Abnormality Subject Classification Risk Level (Risk Waw WAW) Portrait Type of Abnormality (Continuous) Origin
The details of its origin are unknown, but it appears to be a religious artifact intended for people to offer prayers to.
It seems to be found from the "flooded district" of an unknown location. Log and Method
Interaction Amount Log Method 30 seconds "A meshing of flesh and scrap metal." "Flesh Idol’s effect can manifest through prayer. The one who prays will receive damage of a random type at regular intervals." 30 seconds "It is speculated to be a religious artifact, found in the flooded district. In the past, some people sought answers through religion. When an employee offers up a prayer, the flesh begins to move, as if receiving the oration." "<Experiment 1> The subject prayed for a duration of 20 seconds or less. They died." 1 minute "The supplicant will suffer various ordeals in a manner like being put through a trial. Meanwhile, all those around them will recover their ails and woes just as if they were being blessed with redemption." "<Experiment 2> The subject prayed for a duration between 21 to 45 seconds. During this timeframe, all employees other than the subject recovered HP." 2 minutes "And the prayer shall inevitably end with the eternal despair of its worshiper." "<Experiment 3> The subject prayed for a duration between 46 to 90 seconds. The results were similar to Experiment 2, but SP was also recovered." 3 minutes "<Experiment 4> The subject prayed for a duration longer than 90 seconds. They died, AND the Qliphoth Counters of all Abnormalities dropped to zero." Trivia
Flesh Idol is the first Abnormality that can deal all types of damage.
Il Pianto della Luna (D-01-105) (or simply La Luna) is an Abnormality comprised of a female pianist and an old-fashioned piano. The piano has gold decals on the front and melted candles atop it. At its feet, there are blackened and shrunken heads. A stool with a similar design to the piano sits before it.
The pianist wears a veil which covers the upper part of her face. She wears a long-sleeved dress which covers her arms and legs. On her head, she wears a dark rose. She sits on another stool of an identical design, holding a long cane.
Ability
Il Pianto della Luna's special ability will trigger when its QliphothCounterIcon Qliphoth Counter reaches 0. Its QliphothCounterIcon Qliphoth Counter can fluctuate in the following ways:
Decrease by 1 when getting a BadResult Bad Work Result. Decrease by 1 with 30% chance when getting a NormalResult Normal Work Result. Decrease by 1 when performing PerformanceWork Performance. Each 3rd Special Work will drop its QliphothCounterIcon Qliphoth Counter to 0. When using Il Pianto della Luna's Special Work "PerformanceWork Performance", which replaces Insight Insight an employee starts to play the piano. During the performance, TemperanceIcon Temperance and JusticeIcon Justice of all employees in facility will be boosted by 10. After the performance the employee's HPIcon HP will be halved.
Once the QliphothCounterIcon Qliphoth Counter reaches 0, the woman will burst into black flames and appear somewhere else in the facility. During breach she wears a mask and uses her cane as a weapon. She deals average (14-16) RedDamageTypeIcon Red Damage during her regular attack and high (30-45) BlackDamageTypeIcon Black Damage during her special attack, a charge attack with black flames. She will return into her Containment Unit when the performance (When triggered by the special work, making the employee unable to get out) is over or after being suppressed. She possesses high HPIcon HP at 1300.
If the special work triggered her breach, the Agent inside it cannot get out, even after all the EBoxIcon E-Boxes have been filled, and will start to take 4-5 BlackDamageTypeIcon Black Damage every 3 seconds until the Abnormality returns to containment or the 90 second PerformanceWork Performance work is finished. Origin
According to the Story Record, the woman was the greatest pianist in the world and had a love for playing a particular sonata. When the third movement of that sonata was played, the audience could barely stay seated from the fervor brought by the performance. It's said that she had eventually left to go to the moon, leaving behind the piano that she used to play.
Those that approach the piano find themselves playing movements to the sonata perfectly, regardless of musical knowledge or ability.
According to the Story Record, the Abnormality is implied to have been recovered from an unspecified area. Details
The Abnormality responds to the four works in order of best to worst: Insight Insight (PerformanceWork Performance), Attachment Attachment, Instinct Instinct, and Repression Repression.
Like all Abnormalities, its energy output is determined by the number of PE Boxes (Positive Enkephalin boxes) at the end of the interaction.
Il Pianto della Luna's emotional state is divided into 3 sections: BadResult Bad, NormalResult Normal, and GoodResult Good. Completing 0-6 E Boxes will cause it to feel BadResult Distressed, completing 7-12 will cause it to feel NormalResult Normal, and 13-20 will make it GoodResult Happy. Its usual cooldown timer after a task is around 15 seconds. Its QliphothCounterIcon Qliphoth Counter is 3. Unlockable Information/Upgrades
Basic Information (Cost: EBoxIcon 20 PE Boxes)
Unlocks and shows the name of the Abnormality, subject classification, Risk Level (Risk Waw WAW), portrait, Damage Type (WhiteDamageTypeIcon White, 5-7), the amount of EBoxIcon E-Boxes (20), its emotional states, and QliphothCounterIcon Qliphoth Counter (3).
Instinct/Insight/Attachment/Repression Work Favor (Cost: EBoxIcon 7 PE Boxes)
Unlocks the percentage level list to the respective work.
Managerial Works 1/2/3/4/5/6 (Cost: EBoxIcon 5 PE Boxes)
"Managerial Tips 1" "The piano can be played by ordering an Agent to Perform. However, please note that the Qliphoth Counter will lower when the performance is finished." "Managerial Tips 2" "The music temporarily increased the Temperance and Justice of all employees by a small degree. However, the one who performed lost half their HP by the end of the performance." "Managerial Tips 3" "When the work result was Normal, the Qliphoth Counter lowered with a moderate probability." "Managerial Tips 4" "When the work result was Bad, the Qliphoth Counter decreased." "Managerial Tips 5" "The Qliphoth Counter lowered to 0 when an employee entered the unit to play for the third time." "Managerial Tips 6" "When Il Pianto della Luna escaped, it voluntarily returned to its Containment Unit after the end of the third movement. The movement also prematurely ended when Il Pianto della Luna was suppressed." Escape Information (Cost: EBoxIcon 20 PE Boxes)
Information if the Abnormality can escape or not, plus its Qliphoth Counter (3). It is classified as a 'Non-Escaped Object', but it is the pianist that breaches. Her defenses are as follows:
RedDamageTypeIcon Red: Weak (1.2) - WhiteDamageTypeIcon White: Immune (0.0) - BlackDamageTypeIcon Black: Normal (1.0) - PaleDamageTypeIcon Pale: Vulnerable (2.0)
Judgement Bird (O-02-62) - also known as "Long Bird" before Observation level 2 - is a tall bird Abnormality with long, skinny limbs and a crooked neck. Its spherical body is covered with black feathers, along with its arms and wings. Its head is covered by bandages and it has 2 small white wings with red tips on both sides of its head. Balanced on its neck is a golden scale, always tipping to the right with one scale larger than the other.
Ability
Judgment Bird's ability will trigger when its QliphothCounterIcon Qliphoth Counter reaches 0. Its QliphothCounterIcon Qliphoth Counter can fluctuate in the following ways:
Decrease by 1 with 50% chance when getting a NormalResult Normal Work Result Decrease by 1 with 70% chance when getting a BadResult Bad Work Result. Once the QliphothCounterIcon Qliphoth Counter reaches 0 Judgement Bird will breach immediately. It has moderately high HPIcon HP at 800 and average MovementSpeedIcon Movement Speed. When an employee is in the same room as it, Judgement Bird will stop to hold its golden balance for a moment, and after a gleam, all targets in the same room will be greatly wounded with PaleDamageTypeIcon Pale Damage (30-40).
If an employee is killed by the damage, a gallow will materialize by them before raising them by the rope, hanging them. Judgement Bird needs some time to perform the attack again and will continue to wander. It will continue to breach until suppressed or the day ends. Origin
Judgement Bird used to be a sentinel of the Black Forest, where it lived with Big Bird and Punishing Bird. It was a fair judge and, after hearing a prophecy, used its golden scale to measure the sins of the creatures to protect the forest and keep the peace. But someone said, "What if the scales don't tip to any direction?". It became worried, so it changed the scale's balance so it would always tip in one direction, guaranteeing a result in any circumstance.
It used to have dazzling eyes which it could use to see through everything, but it gave them to Big Bird to help it protect the forest. Long Bird covered its own eyes with ragged bandages, but still wanted to protect the increasingly dark forest. Long Bird began to lose its once glimmering feathers due to lack of sunlight. As time progressed, the Black Forest started to become saturated by darkness, bad rumors, and daily fights. The three birds merged their strengths to become a new bird to protect the forest, but it caused chaos instead, killing residents and making all the creatures leave in fear. It is unknown when the three became separate once again.
At the end, it was left only with an unfair scale, always tipped to one side. Using this, Judgement Bird never stopped doling out judgement. Details
Judgement Bird responds to the four works in order of best to worst: Insight Insight, Instinct Instinct, Attachment Attachment; and Repression Repression.
Like all Abnormalities, its energy output is determined by the number of PE Boxes (Positive Enkephalin boxes) at the end of the interaction.
Judgement Bird's emotional state is divided into 3 sections: BadResult Bad, NormalResult Normal, and GoodResult Good. Completing 0-6 E Boxes will cause it to feel BadResult Distressed, completing 7-12 will cause it to feel NormalResult Normal, and 13-24 will make it GoodResult Happy. Its usual cooldown timer after a task is around 10 seconds and its QliphothCounterIcon Qliphoth Counter is 2. Unlockable Information/Upgrades
Basic Information (Cost: EBoxIcon 20 PE Boxes)
Unlocks and shows the name of the Abnormality, subject classification, Risk Level (Risk Waw WAW), portrait, Damage Type (PaleDamageTypeIcon Pale 5 - 7), the amount of EBoxIcon E-Boxes (24), emotional states, and its QliphothCounterIcon Qliphoth counter.
Instinct/Insight/Attachment/Repression Work Preferences (Cost: EBoxIcon 6 PE Boxes)
Unlocks the percentage level list to the respective work.
Managerial Guidelines 1/2 (Cost: EBoxIcon 15 PE Boxes)
"Managerial Guideline 1" "When the work result was Normal, the Qliphoth Counter lowered with a normal probability." "Managerial Guideline 2" "When the work result was Bad, the Qliphoth Counter lowered with a high probability." Escape Information (Cost: EBoxIcon 20 PE Boxes)
Information if the Abnormality can escape or not, plus its QliphothCounterIcon Qliphoth Counter (2). This include its defenses when breaching:
RedDamageTypeIcon Red: Endured (0.8) - WhiteDamageTypeIcon White: Endured (0.8) - BlackDamageTypeIcon Black: Endured (0.8) - PaleDamageTypeIcon Pale: Vulnerable (2.0)
Little Red Riding Hooded Mercenary (F-01-57), or Little Red for short, is a humanoid Abnormality in the form of a female mercenary. Along with black clothes and bandages, she wears a red hood and covers half her face with a teeth-like mask. Only a single yellow eye can be seen from her face. She has several scars on her body, and seems to have blood near her feet. When in combat, she wields shotgun-like pistols, and a scythe-like dagger.
She is one of two unique Abnormalities in the game to have a counterpart or rivalry, her counterpart Abnormality being Big and Will be Bad Wolf.
Ability
Little Red Riding Hooded Mercenary's ability triggers when her QliphothCounterIcon Qliphoth Counter reaches 0 or by RequestWork Request work. Her QliphothCounterIcon Qliphoth Counter can fluctuate in the following ways:
Decrease by 1 when an Abnormality anywhere in the facility breaches, with the exception of Punishing Bird. Decrease by 1 when an Agent who finished a task on Big and Will be Bad Wolf works on Little Red. Drop to 0 when Big and Will be Bad Wolf howls near her Containment Unit while she is in there. The player can order a RequestWork Request, which replaces her Attachment Attachment work. The RequestWork Request consists of bringing up a 'Wanted' sign which covers the cursor. The player can place it on a breaching Abnormality, Ordeal, or other suppressible entity and pay a cost in Energy, which differs based on Risk Level: 80 for Risk Teth TETH, 120 for Risk He HE, 160 for Risk Waw WAW, and 200 for Risk Aleph ALEPH. The target will be marked with Little Red's mark and she will then run to its location to suppress it. Little Red's Containment Unit will become immune to Qliphoth Meltdowns and her QliphothCounterIcon Qliphoth Counter will not decrease for the duration of the RequestWork Request.
The cost of ordering a RequestWork Request can be inconsistent with the selected Abnormality's displayed risk level. For example, Amber Dusk is classified as a Risk Waw WAW Abnormality (160 energy cost), but upon placing the 'Wanted' sign on it, the sign classifies it as a Risk Teth TETH Abnormality (80 energy cost). However, this inconsistency is exclusive to certain Ordeals.
Little Red has 1000 HPIcon HP and 30 (120 while running) MovementSpeedIcon Movement Speed, and possesses several attacks. Her target will have a mark, similar to a yellow eye, floating above the entity. Little Red will chase the entity through the facility until it is suppressed or she is suppressed. Normally, her attacks do not damage employees in the line of fire. Her attacks include:
A simple slice attack with her dagger, dealing (9-12) RedDamageTypeIcon Red Damage and inflicting 1 stack of 'bleeding'. A double attack with her dagger, dealing (9-12) RedDamageTypeIcon Red Damage twice, each hit inflicting 1 stack of 'bleeding'. Tossing her dagger towards a target, dealing (7-13) RedDamageTypeIcon Red Damage and inflicting 3 stacks of 'bleeding' to every target that gets hit by the dagger. The dagger will stop when it reaches the end of the room. She does not need to recover the dagger to continue attacking. A long-range shot with her gun, dealing (15-18) RedDamageTypeIcon Red Damage to every target in front her. The gunshot's damage is increased by 5 for every stack of 'bleeding' on the target. When her target is out of melee range, she equips 2 guns and fires them towards her marked target while walking towards it, dealing (15-18) RedDamageTypeIcon Red Damage to all targets in front her. These gunshots do not benefit from stacks of 'bleeding' on targets. She will stop and perform other attacks once she returns to melee range against her marked target. If the target leaves the room, she will run after it but continue to attack with her guns until she has left the room completely. 1 stack of bleeding lasts 3 seconds. 2 stacks of bleeding last 10 seconds. 3 stacks of bleeding last 20 seconds. When the target Abnormality is suppressed or when she is defeated, she will return to her Containment Unit.
If her QliphothCounterIcon Qliphoth Counter is depleted, she will breach and become hostile against employees. She will mark the first employee or entity that she sees, attacking and chasing them until they die, moving to another nearby target in sight. She will continue breaching until subdued or the day ends. If she marks an employee, the mark can be removed by working on an Abnormality.
If Little Red encounters the Big and Will be Bad Wolf in the same room, she will go 'Berserk', with red flames manifesting around her. From this point, she will only focus on the wolf until one of them is defeated. In this state, Little Red's attack damage and MovementSpeedIcon Movement Speed will be increased by a factor of 1.5. If she defeats the wolf, any employees that the wolf has eaten will be released and given an E.G.O. Gift called 'Sheepskin' that increases HPIcon HP by 9 and decreases SPIcon SP by 3. However, if another entity lands the killing blow on the wolf, Little Red will remain in a 'berserk' state, fully recover her HPIcon HP, increase her attack damage by x2 instead of x1.5 and will take +50% damage until suppressed. Origin
Little Red is thought to follow the same origins as the titular character of Little Red Riding Hood. The twist in her story may have occurred when facing the Big Bad Wolf at the end of the tale. Although it is unknown what happened at the end, her scarred body was the likely outcome of the event. After losing an eye to the wolf and failing to kill it, her intense desire for revenge was fueled. According to her story, she left her previous life to become a wandering mercenary when she was around 15, training and working for contracts without any place to stay. Details
Little Red responds to the four works in order of best to worst: Insight Insight, Instinct Instinct, Repression Repression, and Attachment Attachment (RequestWork Request).
Like all Abnormalities, her energy output is determined by the number of PE Boxes (Positive Enkephalin boxes) at the end of the interaction.
Little Red's emotional state is divided into 3 sections: BadResult Bad, NormalResult Normal, and GoodResult Good. Completing 0-8 PE Boxes will cause her to feel BadResult Distressed, completing 9-16 will cause her to feel NormalResult Normal, and 17-20 will make her GoodResult Happy. Her usual cooldown timer after a task is around 15 seconds and her QliphothCounterIcon Qliphoth Counter is 3. Unlockable Information/Upgrades
Basic Information (Cost: EBoxIcon 20 PE Boxes)
Unlocks and shows the name of the Abnormality, subject classification, Risk Level (Risk Waw WAW), portrait, Damage Type (RedDamageTypeIcon Red 4-6), the amount of EBoxIcon E-Boxes (20), her emotional states, and QliphothCounterIcon Qliphoth Counter.
Instinct/Insight/Attachment/Repression Work Favor (Cost: EBoxIcon 7 PE Boxes)
Unlocks the percentage level list to the respective work.
Managerial Guidelines 1/2/3/4/5/6 (Cost: EBoxIcon 5 PE Boxes)
"Managerial Guideline 1" "Requesting Little Red Riding Hooded Mercenary to suppress escaping Abnormalities or manifested Ordeals is a very useful resource. However, making such a request is not free." "Managerial Guideline 2" "When , who had previously worked with F-02-58 completed the Work Process with Little Red Riding Hooded Mercenary, the Qliphoth Counter decreased." "Managerial Guideline 3" "The Qliphoth Counter decreased every time an Abnormality escaped. However, it did not respond to the escape of O-02-56." "Managerial Guideline 4" "When F-02-58 howled near Little Red Riding Hooded Mercenary’s Containment Unit, the Qliphoth Counter immediately dropped to 0." "Managerial Guideline 5" "Little Red Riding Hooded Mercenary became enraged and displayed much more aggressive behavior than usual when it encountered F-02-58." "Managerial Guideline 6" "When someone suppressed F-02-58 without allowing Little Red Riding Hooded Mercenary to land the killing blow, Little Red Riding Hooded Mercenary began to attack those around it indiscriminately." Escape Information (Cost: EBoxIcon 20 PE Boxes)
Information if the Abnormality can escape or not, plus her QliphothCounterIcon Qliphoth Counter (3). This includes her defenses when breaching:
RedDamageTypeIcon Red: Endured (0.9) - WhiteDamageTypeIcon White: Endured (0.6) - BlackDamageTypeIcon Black: Endured (0.8) - PaleDamageTypeIcon Pale: Weak (1.2)
Little Red Riding Hooded Mercenary (F-01-57), or Little Red for short, is a humanoid Abnormality in the form of a female mercenary. Along with black clothes and bandages, she wears a red hood and covers half her face with a teeth-like mask. Only a single yellow eye can be seen from her face. She has several scars on her body, and seems to have blood near her feet. When in combat, she wields shotgun-like pistols, and a scythe-like dagger.
She is one of two unique Abnormalities in the game to have a counterpart or rivalry, her counterpart Abnormality being Big and Will be Bad Wolf.
Ability
Little Red Riding Hooded Mercenary's ability triggers when her QliphothCounterIcon Qliphoth Counter reaches 0 or by RequestWork Request work. Her QliphothCounterIcon Qliphoth Counter can fluctuate in the following ways:
Decrease by 1 when an Abnormality anywhere in the facility breaches, with the exception of Punishing Bird. Decrease by 1 when an Agent who finished a task on Big and Will be Bad Wolf works on Little Red. Drop to 0 when Big and Will be Bad Wolf howls near her Containment Unit while she is in there. The player can order a RequestWork Request, which replaces her Attachment Attachment work. The RequestWork Request consists of bringing up a 'Wanted' sign which covers the cursor. The player can place it on a breaching Abnormality, Ordeal, or other suppressible entity and pay a cost in Energy, which differs based on Risk Level: 80 for Risk Teth TETH, 120 for Risk He HE, 160 for Risk Waw WAW, and 200 for Risk Aleph ALEPH. The target will be marked with Little Red's mark and she will then run to its location to suppress it. Little Red's Containment Unit will become immune to Qliphoth Meltdowns and her QliphothCounterIcon Qliphoth Counter will not decrease for the duration of the RequestWork Request.
The cost of ordering a RequestWork Request can be inconsistent with the selected Abnormality's displayed risk level. For example, Amber Dusk is classified as a Risk Waw WAW Abnormality (160 energy cost), but upon placing the 'Wanted' sign on it, the sign classifies it as a Risk Teth TETH Abnormality (80 energy cost). However, this inconsistency is exclusive to certain Ordeals.
Little Red has 1000 HPIcon HP and 30 (120 while running) MovementSpeedIcon Movement Speed, and possesses several attacks. Her target will have a mark, similar to a yellow eye, floating above the entity. Little Red will chase the entity through the facility until it is suppressed or she is suppressed. Normally, her attacks do not damage employees in the line of fire. Her attacks include:
A simple slice attack with her dagger, dealing (9-12) RedDamageTypeIcon Red Damage and inflicting 1 stack of 'bleeding'. A double attack with her dagger, dealing (9-12) RedDamageTypeIcon Red Damage twice, each hit inflicting 1 stack of 'bleeding'. Tossing her dagger towards a target, dealing (7-13) RedDamageTypeIcon Red Damage and inflicting 3 stacks of 'bleeding' to every target that gets hit by the dagger. The dagger will stop when it reaches the end of the room. She does not need to recover the dagger to continue attacking. A long-range shot with her gun, dealing (15-18) RedDamageTypeIcon Red Damage to every target in front her. The gunshot's damage is increased by 5 for every stack of 'bleeding' on the target. When her target is out of melee range, she equips 2 guns and fires them towards her marked target while walking towards it, dealing (15-18) RedDamageTypeIcon Red Damage to all targets in front her. These gunshots do not benefit from stacks of 'bleeding' on targets. She will stop and perform other attacks once she returns to melee range against her marked target. If the target leaves the room, she will run after it but continue to attack with her guns until she has left the room completely. 1 stack of bleeding lasts 3 seconds. 2 stacks of bleeding last 10 seconds. 3 stacks of bleeding last 20 seconds. When the target Abnormality is suppressed or when she is defeated, she will return to her Containment Unit.
If her QliphothCounterIcon Qliphoth Counter is depleted, she will breach and become hostile against employees. She will mark the first employee or entity that she sees, attacking and chasing them until they die, moving to another nearby target in sight. She will continue breaching until subdued or the day ends. If she marks an employee, the mark can be removed by working on an Abnormality.
If Little Red encounters the Big and Will be Bad Wolf in the same room, she will go 'Berserk', with red flames manifesting around her. From this point, she will only focus on the wolf until one of them is defeated. In this state, Little Red's attack damage and MovementSpeedIcon Movement Speed will be increased by a factor of 1.5. If she defeats the wolf, any employees that the wolf has eaten will be released and given an E.G.O. Gift called 'Sheepskin' that increases HPIcon HP by 9 and decreases SPIcon SP by 3. However, if another entity lands the killing blow on the wolf, Little Red will remain in a 'berserk' state, fully recover her HPIcon HP, increase her attack damage by x2 instead of x1.5 and will take +50% damage until suppressed. Origin
Little Red is thought to follow the same origins as the titular character of Little Red Riding Hood. The twist in her story may have occurred when facing the Big Bad Wolf at the end of the tale. Although it is unknown what happened at the end, her scarred body was the likely outcome of the event. After losing an eye to the wolf and failing to kill it, her intense desire for revenge was fueled. According to her story, she left her previous life to become a wandering mercenary when she was around 15, training and working for contracts without any place to stay. Details
Little Red responds to the four works in order of best to worst: Insight Insight, Instinct Instinct, Repression Repression, and Attachment Attachment (RequestWork Request).
Like all Abnormalities, her energy output is determined by the number of PE Boxes (Positive Enkephalin boxes) at the end of the interaction.
Little Red's emotional state is divided into 3 sections: BadResult Bad, NormalResult Normal, and GoodResult Good. Completing 0-8 PE Boxes will cause her to feel BadResult Distressed, completing 9-16 will cause her to feel NormalResult Normal, and 17-20 will make her GoodResult Happy. Her usual cooldown timer after a task is around 15 seconds and her QliphothCounterIcon Qliphoth Counter is 3. Unlockable Information/Upgrades
Basic Information (Cost: EBoxIcon 20 PE Boxes)
Unlocks and shows the name of the Abnormality, subject classification, Risk Level (Risk Waw WAW), portrait, Damage Type (RedDamageTypeIcon Red 4-6), the amount of EBoxIcon E-Boxes (20), her emotional states, and QliphothCounterIcon Qliphoth Counter.
Instinct/Insight/Attachment/Repression Work Favor (Cost: EBoxIcon 7 PE Boxes)
Unlocks the percentage level list to the respective work.
Managerial Guidelines 1/2/3/4/5/6 (Cost: EBoxIcon 5 PE Boxes)
"Managerial Guideline 1" "Requesting Little Red Riding Hooded Mercenary to suppress escaping Abnormalities or manifested Ordeals is a very useful resource. However, making such a request is not free." "Managerial Guideline 2" "When , who had previously worked with F-02-58 completed the Work Process with Little Red Riding Hooded Mercenary, the Qliphoth Counter decreased." "Managerial Guideline 3" "The Qliphoth Counter decreased every time an Abnormality escaped. However, it did not respond to the escape of O-02-56." "Managerial Guideline 4" "When F-02-58 howled near Little Red Riding Hooded Mercenary’s Containment Unit, the Qliphoth Counter immediately dropped to 0." "Managerial Guideline 5" "Little Red Riding Hooded Mercenary became enraged and displayed much more aggressive behavior than usual when it encountered F-02-58." "Managerial Guideline 6" "When someone suppressed F-02-58 without allowing Little Red Riding Hooded Mercenary to land the killing blow, Little Red Riding Hooded Mercenary began to attack those around it indiscriminately." Escape Information (Cost: EBoxIcon 20 PE Boxes)
Information if the Abnormality can escape or not, plus her QliphothCounterIcon Qliphoth Counter (3). This includes her defenses when breaching:
RedDamageTypeIcon Red: Endured (0.9) - WhiteDamageTypeIcon White: Endured (0.6) - BlackDamageTypeIcon Black: Endured (0.8) - PaleDamageTypeIcon Pale: Weak (1.2)
Parasite Tree (D-04-108), also known as World Tree, appears as a green tree with notably large leaves in place of branches and a face embedded in the center of its trunk. Roots and bark envelop the majority of the Abnormality's base, and the facial expression appears to be calm or sleeping. Rustling leaves can be heard from inside the Containment Unit as the Abnormality slowly sways back and forth.
Ability
Parasite Tree's ability activates when its QliphothCounterIcon Qliphoth Counter reaches 0 or when Agent finishes working on it. Its QliphothCounterIcon Qliphoth Counter can decrease in the following ways:
Decrease by 1 with 30% chance each time another Abnormality in the facility breaches (excluding Punishing Bird). Decrease by 1 each time 5 works in a row are done on other Abnormalities. The containment chamber will grow dim at first, slowly growing more grass and bushes the more works are done on anything but Parasite Tree, but it will revert if a work is performed on it. Decrease by 1 when finishing Repression Repression Work on it. Upon finishing any type of work with Parasite Tree, Parasite Tree will sprout grass and bushes in the containment chamber and the employee in the containment chamber will receive a Blessing in the form of a crossed vine/leaf mark above their head, increasing the employee's SPIcon SP over time and boosting their WorkSuccessIcon Success Rate.
When Parasite Tree's QliphothCounterIcon Qliphoth Counter is depleted, it will possess random employees, who will be lured to the containment unit of Parasite Tree. The first to reach its containment unit will be Blessed and the rest will be released. Possessed employees can be identified by the green clouds covering their heads, and can be freed from the possession by repeatedly clicking on them. They will be listed as "Out of Control" in the department's employee list. Employees from Parasite Tree's department are preferred, even if they're farther away than members of other departments.
When any employee is Blessed, Parasite Tree will grow a white luminescent bulb, adding 1 more for every employee Blessed. Upon reaching 5 bulbs, Parasite Tree will undergo a drastic change, turning dark and having its bulbs change to skulls. All employees who were previously blessed will instantly panic (However, this is treated as Out of Control instead) and run around wildly, trying to get as far away as possible and spread out over the facility.
Shortly thereafter, all employees in this state will halt their MovementSpeedIcon Movement Speed and begin turning into smaller versions of Parasite Tree, named Saplings. Saplings are classified as Risk He HE Risk Level minions, have a medium amount of HPIcon HP at 400, and will fill the room they occupy with a toxic gas dealing (10-15) WhiteDamageTypeIcon White Damage to everyone currently inside. If any employee panics from this, they will follow the same sequence of events as the blessed employees did and shortly after running a distance turn into a Sapling as well.
Employees who have the blessing and subsequently die will remove one bulb from Parasite Tree, making Execution Bullets favorable. An employee who has the blessing will not cause another bulb to grow if they perform any kind of work on Parasite Tree. All employees will lose their Blessings during the end of the day. Origin
Although little is known about its origin, the 'Tree' itself possesses a calm and serene voice that is used to lure the employees who are working with it to accept the blessing and to bring more employees to take the blessing. Those who are under the effects of Parasite Tree are shown to be more confident, calm, and happy as the 'tree' helps them.
At the moment cycle of blessings is complete, the tree will give a 'gift' to the employees that it blessed, causing them be reborn as trees and united together as one. Details
Parasite Tree responds to the four works in order of best to worst: Attachment Attachment, Instinct Instinct, Insight Insight, and Repression Repression
Like all Abnormalities, its energy output is determined by the number of PE Boxes (Positive Enkephalin boxes) at the end of the interaction.
Parasite Tree's emotional state is divided into 3 sections: BadResult Bad, NormalResult Normal, and GoodResult Good. Completing 0-7 E Boxes will cause it to feel BadResult Distressed, completing 8-14 will cause it to feel NormalResult Normal, and 15-24 will make it GoodResult Happy. Its usual cooldown timer after a task is around 10 seconds and its QliphothCounterIcon Qliphoth Counter is 1. Unlockable Information/Upgrades
Basic Information (Cost: EBoxIcon 20 PE Boxes)
Unlocks and shows the name of the Abnormality, subject classification, Risk Level (Risk Waw WAW), portrait, Damage Type (WhiteDamageTypeIcon White 5 - 6), the amount of EBoxIcon E-Boxes (24), its emotional states, and QliphothCounterIcon Qliphoth Counter (1)
Managerial Works 1/2/3/4/5/6/7 (Cost: EBoxIcon 5 PE Boxes)
Managerial Tips 1 "A bud sprouted on the upper part of Parasite Tree when finished work with it. was blessed by Parasite Tree and enjoyed increased Work Speed and SP." Managerial Tips 2 "When Repression work was performed, the Qliphoth Counter lowered." Managerial Tips 3 "When another Abnormality escaped, the Qliphoth Counter lowered with a low probability." Managerial Tips 4 "When 5 works with other Abnormalities were completed while Parasite Tree was not being worked with, the Qliphoth Counter lowered." Managerial Tips 5 "When the Qliphoth Counter hit 0, Parasite Tree summoned employees to its Containment Unit to bless them." Managerial Tips 6 "When 5 buds had sprouted on Parasite Tree, it turned dark and its blessed employees panicked. After some time passed, stems ripped through them and turned them into saplings (D-04-108-1) which strikingly resemble the Abnormality." Managerial Tips 7 "D-04-108-1 secretes a contagious and highly fatal toxin. They need to be immediately removed to decontaminate the area." Escape Information (Cost: EBoxIcon 20 PE Boxes)
Information if the Abnormality can escape or not, plus its QliphothCounterIcon Qliphoth Counter (1). While Parasite Tree cannot escape the containment chamber, the minions it creates have the following defenses during encounters:
Sapling Risk He HE
RedDamageTypeIcon Red: Weak (1.2) - WhiteDamageTypeIcon White: Endured (0.6) - BlackDamageTypeIcon Black: Endured (0.8) - PaleDamageTypeIcon Pale: Endured (0.8)
Queen Bee (T-04-50) is a large, monstrous bumblebee. Her body is yellow with black stripes, and is segmented into tiers that terminate into red and black hive-like flesh. She has a pair of crooked antennae, two pairs of tattered bee wings, and one misplaced, large blue iris visible. Her head itself is severely misshapen, with a few intermittent, asymmetrical mouth openings rimmed with small pointed teeth lining both the head and neck alike, fit with exposed red and black flesh visible inside them.
Ability
Queen Bee's ability will trigger when her QliphothCounterIcon Qliphoth Counter reaches 0. Her QliphothCounterIcon Qliphoth Counter can fluctuate in the following ways:
Decrease by 1 with 50% chance when getting a NormalResult Normal Work Result. Decrease by 1 with 70% chance when getting a BadResult Bad Work Result. Once her QliphothCounterIcon Qliphoth Counter is depleted, Queen Bee will spread yellow spores across the Department after a short delay, infecting random employees, Clerks and Agents. These spores will inflict 8RedDamageTypeIcon Red Damage every 2 seconds for 20 seconds. The infected employees will be recognizable by the yellow spores on them. If an employee infected with spores dies by the spores' damage, a Worker Bee will be born from their body.
Worker Bees have 120 HPIcon HP and average MovementSpeedIcon Movement Speed, roaming the facility and attack nearby employees, dealing (6-10) RedDamageTypeIcon Red Damage. Each employee killed by one will spawn another Worker Bee themselves. They are classified as minions of Risk He HE Risk Level and don't cause any penalty of LOB Points if the day is ended with them still roaming the facility. Origin
Most of her origin is unknown but she was probably made artificially during an experiment with the pheromones of bees. This is mentioned in her Last Observation Dialogue in the Legacy version. Details
Queen Bee responds to the four works in order of best to worst: Insight Insight, Instinct Instinct, Attachment Attachment, and Repression Repression.
Like all Abnormalities, her energy output is determined by the number of PE Boxes (Positive Enkephalin boxes) at the end of the interaction.
Queen Bee's emotional state is divided into 3 sections: BadResult Bad, NormalResult Normal, and GoodResult Good. Completing 0-9 E Boxes will cause her to feel BadResult Distressed, completing 10-16 will cause her to feel NormalResult Normal, and 17-22 will make her GoodResult Happy. Her usual cooldown timer after a task is around 10 seconds. Her QliphothCounterIcon Qliphoth Counter is 1. Unlockable Information/Upgrades
Basic Information (Cost: EBoxIcon 20 PE Boxes)
Unlocks and shows the name of the Abnormality, subject classification, Risk Level (Risk Waw WAW), portrait, Damage Type (RedDamageTypeIcon Red 4 - 6), the amount of EBoxIcon E-Boxes (22), emotional states, and her QliphothCounterIcon Qliphoth Counter (1).
Instinct/Insight/Attachment/Repression Work Favor (Cost: EBoxIcon 6 PE Boxes)
Unlocks the percentage level list to the respective work.
Managerial Works 1/2/3/4/5 (Cost: EBoxIcon 6 PE Boxes)
"Managerial Tips 1" "When the work result was Normal, the Qliphoth Counter lowered with a normal probability." "Managerial Tips 2" "When the work result was Bad, the Qliphoth Counter lowered with a high probability." "Managerial Tips 3" "When the Qliphoth Counter reached 0, Queen Bee emitted red spores throughout the entire department." "Managerial Tips 4" "Upon observing the Abnormality, it has been confirmed that the spores attached to employees for a certain amount of time, and inflicted RED damage over that period. In addition, employees infested with spores were significantly slowed, and could not be healed by the regenerator or bullets." "Managerial Tips 5" "When the HP of an employee infested with spores had depleted, a giant drone burst out of their body. The drone indiscriminately attacked nearby employees. From the corpses of attacked employees, more drones emerged." Escape Information (Cost: 20 PE Boxes)
Information if the Abnormality can escape or not, plus its QliphothCounterIcon Qliphoth Counter (1). The defenses displayed are of the Worker Bees' stats, since Queen Bee is classified as "Non Escaped Object":
RedDamageTypeIcon Red: Weak (1.2) - WhiteDamageTypeIcon White: Weak (1.5) - BlackDamageTypeIcon Black: Endured (0.8) - PaleDamageTypeIcon Pale: Vulnerable (2.0)
Snow White's Apple (F-04-42) is a humanoid Abnormality with an apple for a head. She is incredibly tall, with a neck and arms that appear to be made of thorned flower stalks. She wears a long red dress with white puffed sleeves, a white waist apron, and what appears to be a large dress collar of wilted leaves. Her head has hollow eye sockets and nasal apertures that were said to have been eaten by worms and birds.
Ability
Snow White's Apple's ability will trigger once her QliphothCounterIcon Qliphoth Counter reaches 0. Her QliphothCounterIcon Qlipoth Counter can decrease in the following ways:
Decrease by 1 with 50% chance when getting a NormalResult Normal Work Result. Decrease by 1 with 70% chance when getting a BadResult Bad Work Result. Once the condition is met, she will teleport out from her room and appear in a random hallway or small room of the current department and sprout vines from the floor. She has high HPIcon HP at 800. Employees who walk on the vines will have reduced MovementSpeedIcon Movement Speed and Snow White's Apple will attack them with sharp vines, dealing strong (20-26) BlackDamageTypeIcon Black Damage every 4 seconds, as long she is in the same room. Once the room's floor is covered by vines for the first time or an amount of time passes, Snow White's Apple will disappear from the current room and appear in another area of the facility, repeating the same actions until she is subdued. The vines will be removed in the next day. Origin
Snow White's Apple is the apple from "Snow White and the Seven Dwarves". Created by the witch's rage and curse, it was thrown away after a single bite from Snow White, the apple having poisoned her. The apple became lonely, and developed a deep hatred for her. It waited and waited to rot, but never decomposed. As time passed, birds and worms took bites out of it, leaving holes in the apple. All died soon afterwards due to its poison, and their corpses began piling around it. The apple constantly thought about its own existence. After a long time, a dried, dead stem sprouted. Lifeless leaves grew around it, and continued to grow each day. One afternoon, the apple was finally able to move. It thought about Snow White, who had been sleeping for a long time, and the prince who came to wake her up. The princess which was no longer an apple began to search for her prince.
In the last observation (See Legacy Version), Snow White's Apple realizes that her 'prince' doesn't exist. She simultaneously realizes that she will never stop existing, and that there is no point in waiting around for nothing.
How Snow White's Apple arrived in the facility or where she was found is still unknown. Details
Snow White's Apple responds to the four works in order of best to worst: Repression Repression, Insight Insight, Instinct Instinct and Attachment Attachment.
Like all Abnormalities, her energy output is determined by the number of PE Boxes (Positive Enkephalin boxes) at the end of the interaction.
Snow White's Apple's emotional state is divided into 3 sections: BadResult Bad, NormalResult Normal, and GoodResult Good. Completing 0-8 E Boxes will cause her to feel BadResult Distressed, completing 9-13 will cause her to feel NormalResult Normal, and 14-20 will make her GoodResult Happy. Her usual cooldown timer after a task is around 15 seconds. Her QliphothCounterIcon Qliphoth counter is 1. Unlockable Information/Upgrades
Basic Information (Cost: EBoxIcon 20 PE Boxes)
Unlocks and shows the name of the Abnormality, subject classification, Risk Level (Risk Waw WAW), portrait, Damage Type (BlackDamageTypeIcon Black 2 - 4), the amount of EBoxIcon E-Boxes (20), emotional states, and her Qliphoth counter (1).
Instinct/Insight/Attachment/Repression Work Favor (Cost: EBoxIcon 6 PE Boxes)
Unlocks the percentage level list to the respective work.
Managerial Works 1/2/3/4 (Cost: EBoxIcon 10 PE Boxes)
"Managerial Tips 1" "When the work result was Normal, the Qliphoth Counter lowered with a normal probability." "Managerial Tips 2" "When the work result was Bad, the Qliphoth Counter lowered with a high probability." "Managerial Tips 3" "When Snow White's Apple escaped from its containment, it began to spread its roots and branches along the ground of the area it was in. Those withered vines slowed employees, hampering their movement." "Managerial Tips 4" "Once the area was completely filled with Snow White's Apple’s roots and branches, it moved to another to grow even more. When Snow White's Apple was eventually suppressed, its flora did not disappear until the next day." Escape Information (Cost: EBoxIcon 20 PE Boxes)
Information if the Abnormality can escape or not, plus its Qliphoth Counter (1). This includes her defenses when breaching:
RedDamageTypeIcon Red: Endured (0.5) - WhiteDamageTypeIcon White: Normal (1.0) - BlackDamageTypeIcon Black: Immuned (0.0) - PaleDamageTypeIcon Pale: Weak (1.5)
The Burrowing Heaven (O-04-72) is an Abnormality similar in form to a leafless red tree, having a stalk coming from the floor and red two skeletal wing-like extremities that branch into minor parts. Its main body is of a red color. In the junction where the three main parts meet, it has a yellow eye with a red iris, as well as smaller eyes on other parts of its body. The branches seem to be made out of red flesh and the tips of branches are dark-red spikes, seem to be entirely covered in blood.
Ability
Burrowing Heaven's ability triggers when its QliphothCounterIcon Qliphoth Counter reaches 0. Its QliphothCounterIcon Qliphoth Counter can fluctuate in the following ways:
Decrease by 1 every 10 seconds it is off screen while agent is working on it. Increase by 1 when getting a NormalResult Normal Work Result. Increase by 2 when getting a GoodResult Good Work Result. Besides reducing the QliphothCounterIcon Qliphoth Counter, while it is off screen, it will also force the WorkSuccessIcon Success Rate to be 0%, making the work only produce NE-boxes.
When the QliphothCounterIcon Qliphoth Counter is depleted, The Burrowing Heaven will breach with its 'wings' extended and 800 HPIcon HP. If there is an employee in the containment room, the Abnormality will instantly kill them. The Abnormality doesn't attack when it is on camera and only moves when 3 seconds pass out of camera. If it isn't on camera, it will teleport to a random room with employees in them (Priority to Agents). If the room that it left had employees or other entities, it will inflict a heavy amount of BlackDamageTypeIcon Black Damage (150) to all the targets in there. If it kills employees, it will leave their 'fruits' after screams; similar entities of itself will hold different parts of the dead employee on their branches. These entities aren't dangerous. It will usually teleport into the middle of the main rooms and near the sides of the other rooms, like hallways.
It will remain breaching until suppressed or the day ends. Origin
The details of its origin are currently unknown. Details
The Burrowing Heaven responds to the four works in order of best to worst: Attachment Attachment, Repression Repression, Insight Insight and Instinct Instinct.
Like all Abnormalities, its energy output is determined by the number of PE Boxes (Positive Enkephalin boxes) at the end of the interaction.
The Burrowing Heaven's emotional state is divided into 3 sections: BadResult Bad, NormalResult Normal, and GoodResult Good. Completing 0-12 E Boxes will cause it to feel BadResult Distressed, completing 13-20 will cause it to feel NormalResult Normal, and 21-24 will make it GoodResult Happy. Its usual cooldown timer after a task is around 15 seconds. Its QliphothCounterIcon Qliphoth Counter is 3. Unlockable Information/Upgrades
Basic Information (Cost: EBoxIcon 20 PE Boxes)
Unlocks and shows the name of the Abnormality, subject classification, Risk Level (Risk Waw WAW), portrait, Damage Type (BlackDamageTypeIcon Black 4 - 5), the amount of EBoxIcon E-Boxes (24), emotional states, and its QliphothCounterIcon Qliphoth Counter (3).
Instinct/Insight/Attachment/Repression Work Favor (Cost: EBoxIcon 7 PE Boxes)
Unlocks the percentage level list to the respective work.
Managerial Works 1/2/3/4 (Cost: EBoxIcon 8 PE Boxes)
"Managerial Tips 1" "Work with The Burrowing Heaven must be done while the manager has the Containment Unit in sight.." "Managerial Tips 2" "During the work process, when the Containment Unit went out of the camera’s sight, the Qliphoth Counter lowered. When The Burrowing Heaven’s Containment Unit was still unmonitored after the phenomenon, the Counter continued to lower." "Managerial Tips 3" "When the work result was Normal or Good, the Qliphoth Counter increased. It seems that it can be increased up to three levels at a time, depending on the work result." "Managerial Tips 4" " Do not stop looking at the Abnormality while its suppression is in progress." Escape Information (Cost: EBoxIcon 20 PE Boxes)
Information if the Abnormality can escape or not, plus its QliphothCounterIcon Qliphoth Counter (3). This includes its defenses when breaching:
RedDamageTypeIcon Red: Immuned (0.0) - WhiteDamageTypeIcon White: Weak (1.2) - BlackDamageTypeIcon Black: Endured (0.5) - PaleDamageTypeIcon Pale: Weak (1.5)
The Dreaming Current (T-02-71) is an Abnormality in the form of a periwinkle blue shark with humanlike legs. It possesses two wide mouths with many rows of teeth and a rainbow colored tongue sticking out of them, and a single black eye with black liquid dripping from it can be seen. A syringe with multi-colored contents is embedded in its back and surrounded by a bloody wound, and multiple bloodied injection holes are visible on its lower body. In containment, it constantly makes gurgling sounds, similar to water flowing.
Ability
Dreaming Current's ability triggers when its QliphothCounterIcon Qliphoth Counter reaches 0. Its QliphothCounterIcon Qliphoth Counter can fluctuate in the following ways:
Decrease by 1 when an Agent panics while working with it. Decrease by 1 when an Agent completes the work with TemperanceIcon Temperance Level 1. After the counter reaches 0, The Dreaming Current will breach. It possesses 200 HPIcon HP. It will start by selecting random hallways in the facility, usually 1 per department/team, to be covered by a rainbow liquid. The liquid is supposed to damage HPHealing HP and heal SPIcon SP of employees that are passing through them, but it just makes the employees passing through them (50%) MovementSpeedIcon slower.
At the start, The Dreaming Current will stand at the end of one of the hallways, preparing itself and making splashing sounds, before charging at a drastic MovementSpeedIcon speed to the opposite side with its jaw open, leaving a trail of rainbow bubbles and dealing massive (150) RedDamageTypeIcon Red Damage to anything in its path. After reaching the other side of the hallway, the Abnormality will teleport to another affected hallway and continue the charge, repeating until it has passed through all of them. At the end of the last hallway, it will stand idle for a while before preparing itself to charge again in the opposite direction back through the same hallways. The Dreaming Current goes through an order of hallways and it will stop charging just in 2 locations which are 2 selected hallways.
The only chances to suppress the Abnormality are when it's idle or preparing to charge. Origin
There was once a child who had a severe infection, and it was estimated that he wouldn't live past two years of age. The parents of the child abandoned him, and the child fell into the hands of a group of researchers, adopting him for an 'experiment' and bringing him to a laboratory.
The researchers had managed to prolong the child's lifespan. He learned to coo and walk in the laboratory, though he was never able to properly speak or read. The kid liked the ocean, but instead of taking him to see it, the researchers gave him grape flavored candies which would allow him to "see a colorful ocean."
The child spent his life within that laboratory, listening to and obeying the researchers, enjoying the candies they'd give him. He would never get to run around in an open grass field under the warm sun, but his shaky steps continued to be filled with enthusiasm as he'd wonder what kind of candy he'd eat tomorrow.
At some point during the experimentation he was subjected to, the child was turned into the form he now appears as by the researchers, now able to live for a very long time. Details
The Dreaming Current responds to the four works in order of best to worst: Instinct Instinct, Attachment Attachment, Repression Repression; and Insight Insight.
Like all Abnormalities, its energy output is determined by the number of PE Boxes (Positive Enkephalin boxes) at the end of the interaction.
The Dreaming Current's emotional state is divided into 3 sections: BadResult Bad, NormalResult Normal, and GoodResult Good. Completing 0-5 E Boxes will cause it to feel BadResult Distressed, completing 6-10 will cause it to feel NormalResult Normal, and 11-20 will make it GoodResult Happy. Its usual cooldown timer after a task is around 15 seconds. Its QliphothCounterIcon Qliphoth Counter is 2. Unlockable Information/Upgrades Edit
Basic Information (Cost: EBoxIcon 20 PE Boxes)
Unlocks and shows the name of the Abnormality, subject classification, Risk Level (Risk Waw WAW), portrait, Damage Type (WhiteDamageTypeIcon White 3 - 6), the amount of EBoxIcon E-Boxes (20), emotional states, and its QliphothCounterIcon Qliphoth Counter (2).
Instinct/Insight/Attachment/Repression Work Favor (Cost: EBoxIcon 7 PE Boxes)
Unlocks the percentage level list to the respective work.
Managerial Works 1/2/3 (Cost: EBoxIcon 10 PE Boxes)
"Managerial Tips 1" "When employee panicked during work, the Qliphoth Counter lowered." "Managerial Tips 2" "When an employee with Temperance Level 1 finished their work, the Qliphoth Counter lowered." "Managerial Tips 3" "The pools of liquid that profused certain sections of the facility while The Dreaming Current escaped drastically inhibited the movement of employees and dealt RED damage over time. However, the employees’ SP healed over time." Escape Information (Cost: EBoxIcon 20 PE Boxes)
Information if the Abnormality can escape or not, plus its QliphothCounterIcon Qliphoth Counter (2). This includes its defenses when breaching:
RedDamageTypeIcon Red: Weak (1.5) - WhiteDamageTypeIcon White: Endured (0.5) - BlackDamageTypeIcon Black: Normal (1.0) - PaleDamageTypeIcon Pale: Vulnerable (2.0)
The Firebird (O-02-101) is an Abnormality that initially takes the appearance of a black and feathered bird with a slender physique, bearing a long neck, tail, and beak, with glowing yellow eyes and a fiery mark on its chest. It rests on a branch of a brown, barren tree, with scorch marks where it perches.
Ability
Firebird's ability triggers when its QliphothCounterIcon Qliphoth Counter reaches 0. Its QliphothCounterIcon Qliphoth Counter can fluctuate in the next ways:
Increase by 1 when getting a BadResult Bad Work Result. Decrease by 1 with 30% chance when getting a NormalResult Normal Work Result. Decrease by 1 when getting a GoodResult Good Work Result. Decrease by 1 when an Abnormality in the same department as The Firebird breaches. When its QliphothCounterIcon Qliphoth Counter becomes lower, a screen filter is added to its containment that resembles flames, increasing the RedDamageTypeIcon Damage taken by the employees when failing a work . The lower the QliphothCounterIcon Qliphoth Counter is, the higher the extra damage is inflicted, with these corresponding multipliers:
QliphothCounterIcon 2: 1.5 (4.5 - 6) QliphothCounterIcon 1: 2.0 (6 - 8) When an employee finish a work with its HPIcon HP below the 20% of its HPIcon Max HP, or when finishing with its QliphothCounterIcon Qliphoth Counter at 1, The Firebird will transform for a short moment into a flaming bird, HPHealing healing the employee to HPIcon Max HP and granting them a temporary trait that will heal the employee for 5 HPHealing HP and SPHealing SP every 5 seconds for 60 seconds.
When its QliphothCounterIcon Qliphoth Counter is depleted, it will breach. It possess 1500 HPIcon HP and average MovementSpeedIcon Movement Speed. When breaching, in the room where it is located will get a special filter and all the other entities in the same room will start to receive minor RedDamageTypeIcon Red Damage (5) every second. If the Abnormality is attacked, it will prepare for a moment and charge against the attacker, dealing great (90 - 110) WhiteDamageTypeIcon White Damage to anyone in its path, until reaching the end of the room. Employees who are hit by its attack get Blinded, with their WorkSpeedIcon Work Speed halved, until completing a work with it, except for employees wearing Judgement Bird's E.G.O. Gift. Employees who die or panic by The Firebird's attacks will get burned, along with their eyes and chest showing orange glowing marks that will vanish after they fall dead.
After 45~90 seconds, The Firebird will return to containment on its own. Employees will be unable to attack it while it is returning, and the Abnormality will no longer attack employees. It should be noted that its room-wide damage will occur until it has recontained itself, where its QliphothCounterIcon Qliphoth Counter will then be reset.
Once defeated, it will blow up and return back to its Containment Unit. Afterwards, one copy of the Abnormality's E.G.O. Weapon will be granted. This E.G.O. Weapon can only be obtained via this method, and cannot be purchased from the Abnormality's Details Tab. A maximum of three copies of this weapon can be obtained, but only one copy will be granted per day, even if the player suppresses The Firebird multiple times. Origin
According to its story, The Firebird once lived in a secluded forest. Many hunters had sought after its incandescent feathers, whether for pride and honor, or other rewards that the feathers were thought to bring. With the rumors spreading, even adventurers and travelers arrived at the forest where the bird lived, with the silent forest becoming busy.
But after some time, the people became bored of the rumors and left their hunt for the bird. Once The Firebird became nothing but a legend, it experienced a great pain, being blinded. All that was left of the once-magnificent bird, with feathers like brilliant flames, was now a legend of a blind bird with bright feathers, alone in an abandoned forest.
After a long time, the bird found a new forest—one that people lived in. The bird wished to reinvigorate the desire to hunt for it within the people of the new forest, with the ones who succeed in the hunt being granted one of the once yearned for feathers of the flaming bird. Details
The Firebird responds to the four works in order of best to worst: Instinct Instinct, Attachment Attachment, Repression Repression, and Insight Insight.
Like all Abnormalities, its energy output is determined by the number of PE Boxes (Positive Enkephalin boxes) at the end of the interaction.
The Firebird's emotional state is divided into 3 sections: BadResult Bad, NormalResult Normal, and GoodResult Good. Completing 0-10 E Boxes will cause it to feel BadResult Distressed, completing 11-17 will cause it to feel NormalResult Normal, and 18-24 will make it's mood result GoodResult Happy. Its usual waiting time after a task is around 15 seconds and its QliphothCounterIcon Qliphoth Counter is 3. Unlockable Information/Upgrades
Basic Information (Cost: EBoxIcon 20 PE Boxes)
Unlocks and shows the name of the Abnormality, subject classification, Risk Level (Risk Waw WAW), portrait, Damage Type (RedDamageTypeIcon Red 3 - 4), the amount of EBoxIcon E-Boxes (24), emotional states and its QliphothCounterIcon Qliphoth Counter (3).
Instinct/Insight/Attachment/Repression Work Favor (Cost: EBoxIcon 7 PE Boxes)
Unlocks the percentage level list to the respective work.
Managerial Works 1/2/3/4/5/6/7 (Cost: EBoxIcon 5 PE Boxes)
"Managerial Tips 1" "When another Abnormality escaped in the department in which The Firebird was contained, the Qliphoth Counter lowered." "Managerial Tips 2" "When the work result was Good, the Qliphoth Counter lowered." "Managerial Tips 3" "When the work result was Normal, the Qliphoth Counter lowered with a low probability. Furthermore, the lower the Qliphoth Counter, the more damage Agents take while working with The Firebird." "Managerial Tips 4" "When the work result was Bad, the Qliphoth Counter increased." "Managerial Tips 5" "The Firebird granted light to who worked with it when the Qliphoth Counter was 1. ’s HP and SP were recovered, and healed over time for a while." "Managerial Tips 6" "When an Agent had less than 20% of their max HP remaining after completing the work process, The Firebird granted the same light." "Managerial Tips 7" "After escaping, The Firebird eventually willingly returned to its Containment Unit after a short while. The Firebird only displayed aggression after it was damaged, and the employee whose HP or SP reached 0 from its attacks died. When The Firebird was attacked, the eyes of those who injured it were scorched by the light emitted by the Abnormality. Blinded employees worked at half-speed. The Firebird cured ’s eye injury when they finished the work process." Escape Information (Cost: EBoxIcon 20 PE Boxes)
Information if the Abnormality can escape or not, plus its QliphothCounterIcon Qliphoth Counter (3). Its defenses when breaching are:
RedDamageTypeIcon Red: Endured (0.8) - WhiteDamageTypeIcon White: Resistant (0.4) - BlackDamageTypeIcon Black: Weak (1.2) - PaleDamageTypeIcon Pale: Vulnerable (2.0)
The King of Greed (O-01-64), also known as one of the Magical Girls, is a humanoid Abnormality taking the form of a girl with dark skin and long white hair, wearing a yellow dress and accessories, notably a necklace and bracelets. She is encapsulated within a golden, egg-like form, with a mouth at the top and a transparent amber rhombus at the front, from which the girl inside is visible. The Abnormality emits glittering sounds when it is in its Containment Unit.
Ability
King of Greed's ability will trigger when her QliphothCounterIcon Qliphoth Counter is depleted. Her QliphothCounterIcon Qliphoth Counter can fluctuate in the following ways:
Decrease by 1 with 50% chance when getting a NormalResult Normal Work Result. Decrease by 1 with 70% chance when getting a BadResult Bad Work Result. The Abnormality will breach once the counter is depleted, transforming into a fish-like creature with a big body, a huge mouth at the front, small legs and eyes, and long black appendages coming from the sides, bearing the same colors and patterning as its previous form. From the big mouth hangs the head of the girl attached by a long neck. The Abnormality makes crunching sounds and a girlish laugh in this form. She will teleport out of the containment unit to one end of a random hallway in the facility, her mouth pointing to the other end.
She has high HPIcon HP at 1500 and moderately slow MovementSpeedIcon Movement Speed. When breaching, The King of Greed moves in only one direction, and when reaching the end of a hallway or another door, will teleport to another random hallway in the same manner as before. A portal appears a few seconds before the King of Greed leaves the current hallway; it is sometimes possible to visually locate the exit portal and determine where the Abnormality will next emerge.
Any employee or Abnormality which is trapped or touched by the Abnormality's mouth will suffer a huge amount of RedDamageTypeIcon Red Damage(390-410), killing them almost instantly. Origin
The King of Greed shares her story with The Queen of Hatred and the The Knight of Despair, with all three having been mentioned to be sisters. She was one of the 'heroes' who wished to protect the world, but due to her own desires, she tarnished this legacy. The King of Greed's own greed solidified around her into its current golden egg-like form. When breaching, her form shifts to a symbol of greed and desire, representing a fish lurking deep beneath the subconscious mind's river, hungering for the fulfillment of happiness.
Now, The King of Greed consumes and indulges in everything in her path. Details
The King of Greed responds to the four works in order of best to worst: Instinct Instinct, Attachment Attachment, Repression Repression, and Insight Insight.
Like all Abnormalities, her energy output is determined by the number of PE Boxes (Positive Enkephalin boxes) at the end of the interaction.
The King of Greed's emotional state is divided into 3 sections: BadResult Bad, NormalResult Normal, and GoodResult Good. Completing 0-7 PE Boxes will cause her to feel BadResult Distressed, completing 8-15 will cause her to feel NormalResult Normal, and 16-22 will make her GoodResult Happy. Her cooldown timer after a task is around 15 seconds. Her QliphothCounterIcon Qliphoth Counter is 1. Unlockable Information/Upgrades
Basic Information (Cost: EBoxIcon 20 PE Boxes)
Unlocks and shows the name of the Abnormality, subject classification, Risk Level (Risk Waw WAW), portrait, Damage Type (RedDamageTypeIcon Red 5 - 7), the amount of EBoxIcon E-Boxes (22), emotional states, and her QliphothCounterIcon Qliphoth counter (1).
Instinct/Insight/Attachment/Repression Work Favor (Cost: EBoxIcon 6 PE Boxes)
Unlocks the percentage level list to the respective work.
Managerial Works 1/2/3 (Cost: EBoxIcon 15 PE Boxes)
"Managerial Tips 1" "When the work result was Normal, the Qliphoth Counter lowered with a normal probability." "Managerial Tips 2" "When the work result was Bad, the Qliphoth Counter lowered with a high probability." "Managerial Tips 3" "The King of Greed's behavioral pattern is to engulf anything that lies in her path when escaping. When suppressing her, please pay attention to which direction the Abnormality is moving" Escape Information (Cost: EBoxIcon 20 PE Boxes)
Information if the Abnormality can escape or not, plus its QliphothCounterIcon Qliphoth Counter (1). This include her defenses when breaching:
RedDamageTypeIcon Red: Immune (0.0) - WhiteDamageTypeIcon White: Endured (0.5) - BlackDamageTypeIcon Black: Weak (1.2) - PaleDamageTypeIcon Pale: Weak (1.5)
The Knight of Despair (O-01-73), also known as one of the Magical Girls, is a humanoid Abnormality with the appearance of a pale skinned girl who has long blue hair with starry flecks in it. Her hair gets darker and turns to black at the ends. Her head is topped with a tiara that has three, spade shaped endings. Half of her head is black with sharp horn segments protruding out of it. The other half being her pale skin tone with a black tear on her cheek.
The upper part of her arms show her normal skin, while her forearm is covered by the black coloring. Her dress starts at her chest with a grey coloring and black spade on her breast. As it moves down, it turns to blue - and then to black at the end. There is a noticeable galaxy-like pattern in her hair and dress. A white translucent cloak comes off of her back.
Ability
The Knight of Despair's ability will trigger when an Agent performs a GoodResult Good work result with her for the first time in a Day. If this happens, she will manifest a blue veil around the Agent before they leave the room, blessing the agent and granting them a special state.
The special state is indicated with an icon above the affected Agent. The blessing halves all RedDamageTypeIcon Red, WhiteDamageTypeIcon White and BlackDamageTypeIcon Black Damage taken by the Agent, but will cause all PaleDamageTypeIcon Pale Damage taken to be increased by 50% and prevents the employee from performing work. The blessing remains until the end of the day and only one blessing can be given at the same time.
If the blessed employee dies or panics, their blessed state will be removed, the Abnormality will breach and her appearance will change - revealing black rapiers floating beside her, an eye open, and multiple spikes coming out from her body.
She possesses 800 HPIcon HP and slow MovementSpeedIcon Movement Speed. Like the other Magical Girls, The Knight of Despair possesses teleporting abilities to reach any room in the facility, which she will utilise at random intervals. Upon facing an Employee, she will throw a rapier towards them, dealing 50 PaleDamageTypeIcon Pale Damage, MovementSpeedIcon slowing them briefly, and impaling them if they die. Her attacks take intervals to occur as she must stop to perform them. Her cry can be used to locate her.
She will continue breaching until the day ends or if she is suppressed. Once defeated, her rapiers will raise around her and impale her as spade particle effects emerge from the impact. Origin
In the past, she was once a knight who protected a kingdom and its people. After a conflict in her homeland, evil started to grow stronger. When the knight realized that she could not uphold peace any longer, she disappeared, becoming a knight with an obsession to protect. Alongside her sisters, one who fought for peace but succumbed to her own greed, and another who fought for justice - but ended up becoming a villain after realizing there was no evil left to fight - they were consumed by their own aspirations. Soon, they vanished.
The knight tried to redeem herself by saving others, not totally under the corruption of evil, but forgotten by the ones she used to protect. Details
The Knight of Despair responds to the four works in order of best to worst: Attachment Attachment, Insight Insight, Repression Repression, and Instinct Instinct.
Like all Abnormalities, her energy output is determined by the number of PE Boxes (Positive Enkephalin boxes) at the end of the interaction.
The Knight of Despair's emotional state is divided into 3 sections: BadResult Bad, NormalResult Normal, and GoodResult Good. Completing 0-7 E Boxes will cause her to feel BadResult Distressed, completing 8-13 will cause her to feel NormalResult Normal, and 14-22 will make her GoodResult Happy. Her usual cooldown timer after a task is 15 seconds. Unlockable Information/Upgrades
Basic Information (Cost: EBoxIcon 20 PE Boxes)
Unlocks and shows the name of the Abnormality, subject classification, Risk Level (Risk Waw WAW), portrait, Damage Type (WhiteDamageTypeIcon White 4 - 6), the amount of EBoxIcon E-Boxes (22), and her emotional states.
Instinct/Insight/Attachment/Repression Work Preferences (Cost: EBoxIcon 7 PE Boxes)
Unlocks the percentage level list to the respective work.
Managerial Guidelines 1/2/3/4 (Cost: EBoxIcon 8 PE Boxes)
"Managerial Guidelines 1" "The first employee who completes their work with a Good result will receive The Knight of Despair’s blessing. (From then on, the employee will be referred to as O-01-73-1.)" "Managerial Guidelines 2" "O-01-73-1 could only aid in suppressing Abnormalities. Furthermore, thanks to the blessing, RED, WHITE, and BLACK damage dealt to them was halved, however, PALE was doubled." "Managerial Guidelines 3" "The Knight of Despair’s blessing dissipated when O-01-73-1 died or panicked. After the blessing was gone, a new employee could receive it." "Managerial Guidelines 4" "When O-01-73-1 panicked, The Knight of Despair escaped from its Containment Unit. The same results occurred when O-01-73-1 died." Escape Information (Cost: EBoxIcon 20 PE Boxes)
Information if the Abnormality can escape or not. This includes her defenses when breaching:
RedDamageTypeIcon Red: Weak (1.2) - WhiteDamageTypeIcon White: Normal (1.0) - BlackDamageTypeIcon Black: Endured (0.8) - PaleDamageTypeIcon Pale: Endured (0.5)
The Little Prince (O-04-66), also known as Giant Mushroom Chunk prior to Observation Level 4, is an Abnormality taking the form of a tall mushroom-like entity of dark blue and purple colors. It possesses a spherical base made of what seem to be heads with hollow holes as eyes and mouths. A dark stalk grows from this base, ending with a large blue cap on the top. Below the cap is a purple ring, with two branches that each have dark blue hands with red fingers dangling from strings. A transparent light blue layer comes down from the cap. A cracking sound can be heard when it's idle.
Ability
Little Prince's ability will trigger when its QliphothCounterIcon Qliphoth Counter reaches 0. Its QliphothCounterIcon Qliphoth Counter can fluctuate in the following ways:
Decrease by 1 after 3 consecutive non-Insight Insight works are performed on it. Decrease by 1 when getting a BadResult Bad Work Result. Decrease by 1 if an employee has 5 Spores and enters the containment room (see below).
- Every time an employee works on the Little Prince, they will gain a hidden status effect, which will be referred to as Spore. Spore can stack up to 5. 1 stack of Spore is lost when an Agent performs work on an Abnormality that is not the Little Prince.
When its Qliphoth Counter reaches 0 without employees in the Containment Unit, up to 4 random employees in the facility will be possessed and lured to its containment. A possessed employee has a blue spore cloud around their head. If they pass near another employee, they may also be infected by the spores and attracted to the Containment Unit of The Little Prince. Possessed employees can be returned to normal by clicking on them multiple times, MovementSpeedIcon slowing the employee until released.
If other employees are still being lured when a possessed employee reaches the Containment Unit, they will immediately panic. Once inside, an employee will be slowly transformed into a minion, The Little Prince-1, as the Abnormality reveals its true form at different sequences. After the mutation, the new creature will exit the containment and wander the hallway connected to the Containment Unit. Once out, spores will cover the floor.
The minion has 545 HPIcon HP and slow MovementSpeedIcon Movement Speed; it attacks nearby employees, dealing (4-6 x 2) BlackDamageTypeIcon Black Damage by piercing them with their head or (7-10 x 2) BlackDamageTypeIcon Black Damage by smashing them with their arms. Once defeated, the corpse of the minion will spread spores that affect all employees in the hallway, dealing minor (1-3) WhiteDamageTypeIcon White Damage every 2 seconds for 10 seconds. If an employee panics due to this effect, they will be possessed and lured to the Containment Unit like before.
The Little Prince-1 cannot be reverted back to the original employee. The employee is considered Out of Control during the mutation and dead once the infestation is finished. The spores on the floor will remain until the end of the day. Origin
The details of its origin are currently unknown. Details
The Little Prince Abnormality responds to the four works in order of best to worst: Repression Repression and Attachment Attachment; Insight Insight, and Instinct Instinct.
Like all Abnormalities, its energy output is determined by the number of PE Boxes (Positive Enkephalin boxes) at the end of the interaction.
The Little Prince Abnormality's emotional state is divided into 3 sections: BadResult Bad, NormalResult Normal, and GoodResult Good. Completing 0-8 E Boxes will cause it to feel BadResult Distressed, completing 9-15 will cause it to feel NormalResult Normal, and 16-24 will make GoodResult Happy. Its normal cooldown timer after a task is around 10 seconds and its QliphothCounterIcon Qliphoth Counter is 2. Unlockable Information/Upgrades
Basic Information (Cost: EBoxIcon 20 PE Boxes)
Unlocks and shows the name of the Abnormality, subject classification, Risk Level (Risk Waw WAW), portrait, Damage Type (BlackDamageTypeIcon Black 3 - 4), the amount of EBoxIcon E-Boxes (24), emotional states, and its QliphothCounterIcon Qliphoth Counter (2).
Instinct/Insight/Attachment/Repression Work Favor (Cost: EBoxIcon 6 PE Boxes)
Unlocks the percentage level list to the respective work.
Managerial Works 1/2/3/4/5/6 (Cost: EBoxIcon 5 PE Boxes)
"Managerial Guideline 1" "The Qliphoth Counter decreased after 3 non-Insight works were performed in a row." "Managerial Guideline 2" "Employees who worked with The Little Prince had a chance of being infected by its spores. Send them to work with other Abnormalities regularly to counteract complete infection." "Managerial Guideline 3" "When the work result was Bad, the Qliphoth Counter lowered." "Managerial Guideline 4" ", who constantly worked with The Little Prince, showed signs of acute pain in the Containment Unit. After that, tissues similar to The Little Prince emerged in their body, and began to transform into The Little Prince-1." "Managerial Guideline 5" "The Little Prince attracted an employee to its containment unit when its Qliphoth Counter hit 0. When the lured employee entered the Containment Unit, the same phenomenon as described previously occurred." "Managerial Guideline 6" "When suppressing The Little Prince-1, please pay attention to the spores that are released from its body upon death. Those spores will cause sustained mental damage, and employees who panic from the spores may attempt to enter The Little Prince’s Containment Unit, which should be immediately stopped." Escape Information (Cost: EBoxIcon 20 PE Boxes)
Information if the Abnormality can escape or not, plus its QliphothCounterIcon Qliphoth Counter (2). The defenses displayed are of The Little Prince-1's stats, since The Little Prince is classified as "Non Escaped Object":
RedDamageTypeIcon Red: Weak (1.2) - WhiteDamageTypeIcon White: Weak (1.3) - BlackDamageTypeIcon Black: Endured (0.8) - PaleDamageTypeIcon Pale: Vulnerable (2.0)
The Naked Nest (O-02-74) is an Abnormality with the appearance of a brown, spherical mound that's both attached to the floor and covered in a strange, similarly brownish substance. Hollow and acting as a nest, multiple holes of varied sizes are visible from its surface, with beaked, brown worms similar in likeness to the nest peering out during the work process with an Agent.
Ability
Its ability triggers upon ending a work. When finishing a work, the Containment Unit will be covered by a screen effect similar to the surface of the Abnormality for a few moments. Afterwards, the work will end normally. During that moment, the employee might get infected and present symptoms after getting out. The chance of getting infected is proportional to the employees HPIcon HP along with increasing the infection chance the lower the mood is (NormalResult Normal=30%, BadResult Bad=60%). However, this is not activated if the result of the work is GoodResult Good.
At first, the infected employee will have small brown circles present on their face, which is the first sign of the infection. After 9-14 seconds, the infected will begin to show other symptoms, namely a green cloud in its face and only 50% MovementSpeedIcon Movement Speed. The infection has a 30% chance to spread to employees near the infected. After presenting symptoms for 30-40 seconds, the infected will transform into a minion of The Naked Nest. This can be prevented by killing the infected or passing the day before they start to transform.
The transformed employee will have a new appearance, similar to a humanoid version of the nest. They will discard their weapons and attack employees with their bare hands, inflicting (3-5) RedDamageTypeIcon Red Damage. Infected employees will not be targets of the transformed ones and will not attack the transformed ones, but they will attack the infected ones if they are trying to suppress them. If the attacking employee is transformed while being attacked by other transformed employees, they will continue to attack that target for some time until leaving the area.
The transformed employees are considered 'Out of Control', can still be HPHealingSPHealing healed by the Main Rooms and don't make any LOB Point penalty when ending the day with them alive. Origin
The details of its origin are currently unknown. Details
The Naked Nest responds to the four works in order of best to worst: Instinct Instinct; Repression Repression; Attachment Attachment; Insight Insight.
Like all Abnormalities, its energy output is determined by the number of PE Boxes (Positive Enkephalin boxes) at the end of the interaction.
The Naked Nest's emotional state is divided into 3 sections: BadResult Bad, NormalResult Normal, and GoodResult Good. Completing 0-8 E Boxes will cause it to feel BadResult Distressed, completing 9-14 will cause it to feel NormalResult Normal, and 15-22 will make it GoodResult Happy. Its usual cooldown timer after a task is around 10 seconds. Unlockable Information/Upgrades
Basic Information (Cost: EBoxIcon 20 PE Boxes)
Unlocks and shows the name of the Abnormality, subject classification, Risk Level (Risk Waw WAW), portrait, Damage Type (RedDamageTypeIcon Red 5 - 7), the amount of EBoxIcon E-Boxes (22), and its emotional states.
Instinct/Insight/Attachment/Repression Work Favor (Cost: EBoxIcon 7 PE Boxes)
Unlocks the percentage level list to the respective work.
Managerial Works 1/2/3/4 (Cost: EBoxIcon 8 PE Boxes)
"Managerial Tips 1" "An observation has concluded that employees with low HP are more susceptible to The Naked Nest’s special ability. In particular, taking higher damage during work raises the probability of it occurring. However, getting a Good work result prevented its special ability from occurring." "Managerial Tips 2" "Some employees suffering from the phenomenon showed the following symptoms over time:
- Green skin and a rash on the body.
- Drastically reduced movement speed. If either of these symptoms is seen on any employee, handle them immediately" "Managerial Tips 3" "When , who was suffering from the mentioned symptoms, was left alone for a certain time, they changed into a form akin to The Naked Nest. (O-02-74-1)." "Managerial Tips 4" " Any employee that has made contact with the infected employee prior to them turning into O-02-74-1 is likely to be infected as well. All employees in the department must be observed for any of the symptoms mentioned prior." Escape Information (Cost: 20 PE Boxes)
Information if the Abnormality can escape or not: "Non-escaped Object". Even when it doesn't possess defenses by itself, the minions will take defenses of the current suit that they were wearing.
The Queen of Hatred (O-01-04), also known as Magical Girl before Observation Level 3, is an Abnormality resembling a young, pale-skinned girl. She has large, yellow, stylized eyes and four-fingered hands. Her long hair has a pastel blue and purple gradient as coloration with two strands curled away in the shape of antenna. She wears white tights with pink accents, a pink, layered/pleated skirt, a pink shirt with white sleeves, and a large pink ribbon on her chest to match. She has two wing-like pieces on her shoulders and a pink and black heart clip in her hair. Beside her is a pink staff topped with a winged a star which has a heart-shaped hole at its center. Its grip is striped with yellow and pink, and the base is tipped with a pale blue heart with a pink star in the center.
Ability
Her abilities will trigger under several different circumstances, along with its QliphothCounterIcon Qliphoth Counter dropping to 0. Her QliphothCounterIcon Qliphoth Counter will decrease by 1:
Upon obtaining a BadResult Bad Work Result. If fewer than 3 employees (Agents or Clerks) have died before each QliphothMeltdownIcon Qliphoth Meltdown. Unlike certain other Abnormalities that track employee deaths, ExecutionBulletIcon Execution Bullets count towards the Queen of Hatred's requirement. Her state will change depending on her QliphothCounterIcon Qliphoth Counter and have the following different effects:
Normal State (QliphothCounterIcon Qliphoth Counter 2): At the end of the work, regardless of the result, The Queen of Hatred will blow a kiss in the form of a heart that expands from her position, fully HPHealingSPHealing healing the employee's HPIcon HP and SPIcon SP. "Hysteric" State (QliphothCounterIcon Qliphoth Counter 1): The Queen of Hatred will drop to her knees as dark hearts appear above her and break in half. Her face will turn dark and her eyes will start to glow. In this state, the WorkSuccessIcon Success Rate will decrease by 20%. After a work with the Queen of Hatred is conducted, depending on the amount of EBoxIcon PE-Boxes produced, her QliphothCounterIcon Qliphoth counter will increase (16 or higher) or decrease (lower than 16). The Queen of Hatred possesses two ways to breach, Passive and Hostile. Passive Breach
She will breach containment in her humanoid form, assisting in the Suppression of breaching Abnormalities or Ordeals. This will occur once EmergencyLevel2IconEmergency Level 2 has been reached. She possesses a moderately high amount of HPIcon HP at 1200 and an average MovementSpeedIcon Movement Speed of 30, levitating while moving. While Passively Breaching, she will teleport to a random breaching Abnormality or hostile entity. In this form, she possesses 3 different attacks:
Star Attack: The Queen of Hatred's most common attack. She swipes with her staff, shooting stars from long range that deal around 13-15 BlackDamageTypeIcon Black Damage to targets hit and recover the HPIcon HP and SPIcon SP of employees hit by the same amount. Finger Gun Attack/'Arcana Beats': A more uncommon attack used in tandem with her stars. She will raise one arm and form a gun-shape with her fingers (similar as the Funeral of the Dead Butterflies) as her staff floats in front of her, before firing and launching a wave of energy dealing 80-120 BlackDamageTypeIcon Black Damage to targets hit. Employees hit by the attack will recover 40-60 HPIcon HP and SPIcon SP. This attack has an initial cooldown of 12-16 seconds, and a cooldown of 8-12 seconds for every subsequent use. Laser Attack/'Arcana Slave': Occasionally she will charge a powerful attack, holding out her staff and creating an array of rings and heart-shaped figures. While charging her attack, the Queen of Hatred will become immune to all damage. This then fires a piercing laser that goes across the facility in a horizontal line, dealing 12-15 BlackDamageTypeIcon Black Damage every 0.5 seconds to any hostile entities, while restoring the HPIcon HP of employees by 4-5 and the SPIcon SP of employees by 7-8. This laser lasts for 10 seconds and, if it is consistently hitting enemies, will increase its size and damage after 5 seconds, strengthening to 15-18 Black Damage. After she concludes her attack, she will stop to rest, unable to move or attack for 5-8 seconds. If there are no hostile entities near her, she will teleport to another location with a hostile entity. She will return to containment once all hostile entities have been defeated. If 20% of the employees currently within the facility die during her escape, she will drop to her knees, like in her "Hysteric" state, unable to move or attack. She will remain in that state for a while before transforming into her alternative form and proceeding to become hostile. During this time, employees are able to attack and suppress her. Hostile Breach
The Queen of Hatred will breach in a hostile manner when her QliphothCounterIcon Qliphoth counter reaches 0 or when 20% of employees in the facility die during her Passive Breach. The Queen of Hatred will start to transform, floating into the air as multiple light blue spears impale her. Finally her staff will float above her and impale her, triggering her transformation. She takes on a new appearance, specifically a light-blue snake-like creature, with black, empty eye sockets, a pink lower jaw, a pink ribbon on her chest, a pair of big light-blue wings with purple and pink feathers, and arms coming out of the side of her head with purple hands. Her back and spine are decorated with several heart-shaped objects, with pink borders and a black interior. The Queen of Hatred's hostile breaching behavior is as follows:
When breaching in a hostile manner, the Queen of Hatred will immediately teleport, prioritizing areas with employees. When she teleports, she will create an 'explosion' that inflicts 20-26 BlackDamageTypeIcon Black Damage to nearby entities. After she teleports, she will crawl around for a few seconds, before preparing her main attack. Once ready to attack, the Queen of Hatred will stop and crouch for 3-5 seconds, facing towards a target (Employee or Abnormality) in the same room, before raising up and firing a laser that spans the facility in a horizontal direction, dealing 4-6 BlackDamageTypeIcon Black Damage every 0.5 seconds to those hit and slowing targets hit by 50%. The laser steals HPIcon HP from the targets, HPHealing healing the Queen of Hatred by 5-8 for every damage instance. Just like in her Passive Breach, the laser will increase its range and damage if it is consistently hitting enemies, increasing to 6-8 and then 8-10 BlackDamageTypeIcon Black Damage. As with her Passive Breach, she will rest for 5-7 seconds, unable to move or attack, before teleporting to another location and repeating her attack pattern. If the Queen of Hatred loses 30% of her Max HPIcon HP during her pre-Laser crawling, she will instantly teleport to another room with employees in it, which includes the room she is already in, and perform her explosion attack. Her forced teleportation thresholds are at 70%, 40%, and 10% Max HPIcon HP. When defeated, her form will break apart and reveal the 'Magical Girl' falling slowly to the floor, with circular lights below her. Then she will return to her containment unit with the Qliphoth Counter resetting to 2. Strategy
The Queen of Hatred is one of the most notorious Abnormalities in the game due to her escape-prone nature and her suppression being difficult to accomplish. Management
The most important aspect of the Queen of Hatred is outlined in her 2nd Managerial Guideline: "When a Qliphoth Meltdown occurred in the facility without the death of 3 or more employees, the Qliphoth Counter lowered."
This necessitates the deaths of 3 Agents or Clerks at every Meltdown Level. Due to their lesser importance, Clerks are ideal to have killed in order to appease the Queen of Hatred. This can be done in a number of ways:
Using ExecutionBulletIcon Execution Bullets to kill Clerks. This is the most recommended option as it is the easiest to do, but it can only be unlocked after completing GeburaArmband Disciplinary Team missions. Causing a lower level Abnormality to breach, letting it kill 3 Clerks and then suppressing it. This is more tedious than the first option, but is quite effective when Execution Bullets are not available. Risk Teth TETHs like Forsaken Murderer and Fragment of the Universe are particularly good choices due to being easy to suppress. Requesting Der Freischütz to shoot Clerks. While requiring a fee of energy, this is more efficient than manually breaching an Abnormality; albeit not as efficient as using Execution Bullets. In addition, Queen of Hatred's QliphothCounterIcon Qliphoth Counter lowering can also be worked around using the following method, which does not require the deaths of employees at all:
Ensure Queen of Hatred's QliphothCounterIcon Qliphoth Counter is at 2. The following method will not work if her QliphothCounterIcon Qliphoth Counter is at 1. Complete works until there are two works before the next QliphothMeltdownIcon Qliphoth Meltdown. Station an Agent next to any Abnormality that is not Queen of Hatred. Begin a work on Queen of Hatred with another Agent and wait until the Agent has reached 15 or 16 PE-Boxes. Immediately have the Agent stationed next to an Abnormality begin work with that Abnormality, thus causing the next QliphothMeltdownIcon Qliphoth Meltdown. This should occur before the work on Queen of Hatred finishes. If this method works, Queen of Hatred will lower her QliphothCounterIcon Qliphoth Counter to 1 as the QliphothMeltdownIcon Qliphoth Meltdown occurs but the almost-completed work should then finish as a GoodResult Good result of EBoxIcon 16+ PE-Boxes, which will raise the QliphothCounterIcon Qliphoth Counter back to 2. This method can be finnicky to pull off but is able to circumvent the Queen of Hatred's requirement for employee death, making it notable in that regard.
Suppression
Suppressing the Queen of Hatred is a complicated task due to her erratic behaviour, frequent teleportation and large attack range. The most important aspect of suppressing the Queen of Hatred is keeping track of where she is and what she is doing: this can be done very easily through prolific usage of the pause button.
Her explosions that she triggers when teleporting are very hard to predict and often manage to deal damage, which can kill or drive lower-level Agents insane easily. More durable Agents can also be worn down by multiple explosions, necessitating visits to Department Main Rooms to recover their HPIcon HP and SPIcon SP. If the Queen of Hatred breaches, consider the lower-level Agents in your Facility and whether or not losing them would require you to reset.
Her laser attack is her main threat, due to its large range. Once the Queen of Hatred has breached, take measures to ensure no Agent is on the same horizontal level as her, so as to avoid her laser damage, unless they have extremely potent BlackDamageTypeIcon Black damage resistance. Even in the latter case, it is best to move these Agents out of her attack range to prevent the Queen of Hatred from healing. Placing Agents in elevators allows them to rapidly evade the Queen of Hatred's attack range, but also makes them more likely targets for her teleportation-explosion attack.
To engage, only order Agents that are close to the Queen of Hatred to attack, to reduce the chance they are hit by Queen of Hatred's laser. Once within melee range, Agents can be easily moved around her attacks, as they can run straight past her when she begins charging her laser. If they do end up in the path of the laser, BlackResist Black Shields can help reduce the risk of them taking too much damage.
Abnormalities that lower their QliphothCounterIcon Qliphoth Counter when employees die are highly likely to breach as well, as Queen of Hatred's laser can easily kill large numbers of Clerks. If you plan on suppressing the Queen of Hatred, place Agents near these Abnormalities' Containment Units to quickly deal with them (with the exception of Army in Black due to its teleportation).
In summation, to suppress the Queen of Hatred:
Continuously track her movement and behaviour through frequent pauses. Acknowledge there will likely be casualties among Clerks and lower-level Agents, which will in turn cause Abnormalities that respond to employee death to breach, and prepare accordingly to suppress them. Move Agents outside Queen of Hatred's attack range, preferably vertically so as to not be on the same horizontal level as her. Agents assigned to attack the Queen of Hatred should be watched carefully in order to have them dodge her attacks. Use BlackResist Black Shields to reduce damage taken if Agents are caught in the path of the laser. Origin
The Queen of Hatred shares her story with The King of Greed and The Knight of Despair, with all three being 'Magical Girls' who are mentioned to be sisters. She was one of the 'heroes' who wished to protect the world, but due to her own obsession, she became unstable.
Originally existing to keep the peace of the world, she becomes hysteric in moments of peace without any 'bad guys' to fight against. For balance, there must be evil as well as good, and if there is no 'evil', she fulfills that part by transforming and undertaking the role of a villain. However, whenever she is restored to usual after these events, she lacks all memory of both what happened and her transformation taking place. Details
The Queen of Hatred responds to the four works in order from best to worst: Attachment Attachment, Insight Insight, Instinct Instinct and Repression Repression.
Like all Abnormalities, her energy output is determined by the number of PE Boxes (Positive Enkephalin boxes) at the end of the interaction.
The Queen of Hatred's emotional state is divided into 3 sections: BadResult Bad, NormalResult Normal, and GoodResult Good. Completing 0-8 PE Boxes will cause her to feel BadResult Distressed, completing 9-15 will cause her to feel NormalResult Normal, and 16-22 will make her GoodResult Happy. Her usual cooldown timer after a task is around 15 seconds and her QliphothCounterIcon Qliphoth counter is 2. Unlockable Information/Upgrades
Basic Information (Cost: EBoxIcon 20 PE Boxes)
Unlocks and shows the name of the Abnormality, subject classification, Risk Level (Risk Waw WAW), portrait, Damage Type (BlackDamageTypeIcon Black 3 - 4), the amount of EBoxIcon E-Boxes (22), emotional states, and her QliphothCounterIcon Qliphoth counter (2).
Instinct/Insight/Attachment/Repression Work Preferences (Cost: EBoxIcon 6 PE Boxes)
Unlocks the percentage level list for each respective work type.
Managerial Guidelines 1/2/3/4/5/6/7 (Cost: EBoxIcon 5 PE Boxes)
"Managerial Guideline 1" "When the work result was Bad, the Qliphoth Counter decreased." "Managerial Guideline 2" "When a Qliphoth Meltdown occurred in the facility without the death of 3 or more employees, the Qliphoth Counter lowered." "Managerial Guideline 3" "When the Qliphoth Counter was at its max, the HP and SP of the employee who worked with her were healed." "Managerial Guideline 4" "When the facility reached Trumpet Level 2, The Queen of Hatred voluntarily helped with Abnormality suppression. However, if 20% of our employees die while help is provided, the state of the Abnormality will change and will need to be suppressed immediately." "Managerial Guideline 5" "The Queen of Hatred’s status changed when her Qliphoth Counter became 1. The work success rate was low when in said status. This status has been designated as “Hysteric” due to her anxiety and compulsive disorders." "Managerial Guideline 6" "When she was Hysteric, generating 16+ PE-Boxes raised her Qliphoth Counter." "Managerial Guideline 7" "When she was Hysteric, generating 15 or fewer PE-Boxes lowered her Qliphoth Counter." Escape Information (Cost: EBoxIcon 20 PE Boxes)
Information if the Abnormality can escape or not, plus her QliphothCounterIcon Qliphoth Counter (2). This include her defenses when breaching:
RedDamageTypeIcon Red: Endured (0.7) - WhiteDamageTypeIcon White: Weak (1.2) - BlackDamageTypeIcon Black: Resistant (0.3) - PaleDamageTypeIcon Pale: Weak (1.5)
Yang (O-07-103) is a Risk Waw WAW Tool Abnormality taking the form of a white pendant, the half part of a sphere with a small black dot on its more spherical part.
Its counterpart is Yin, its other dark half of the complete pendant.
Information
Ability:
Yang's main ability is that the employee wearing the tool will receive constant healing of their SPHealing SP and their WhiteDamageTypeIcon White Defense will change to 0.1 (Resistant). This effect will only occur if Yin is in the facility already. If Yin was previously picked, Yang will be the only Abnormality you are able to select the next time you have to pick a Tool Abnormality.
When Yang is equipped for 30 or more seconds, Yin's QliphothCounterIcon Qliphoth Counter will drop by 1. Unlike other tools, when Yin breaches, Yang will transform in its counterpart and breach along it, removing itself from the equipped employee.
When breaching, Yang will take the form of a white fish-like creature with a single light blue eye. It possesses 800 HPIcon HP and MovementSpeedIcon moves slowly across the facility. When an employee passes by, it will let out a small short-ranged wave around itself that heals a portion of HPHealing HP and SPHealing SP of the employees in the area. When Yang takes damage from an attack, it will deal the same amount of damage back to the attacker in form of WhiteDamageTypeIcon White Damage. Its defenses are Normal (1.0) against all the damage types. The Abnormality will try to reach for its other half, Yin, trying to touch it. Yang is easy to suppress but will turn into its pendant form for a while after its HPIcon HP is depleted, unable to be attacked, and will transform back into its fish form, back with full HPIcon HP, and will continue to do so until Yin is suppressed as well.
Upon meeting with Yin, they will unite and form the Yin Yang symbol. Soon after, a gigantic Eastern dragon-like creature will appear from the top of the facility, moving across it at fast speed, with its direction indicated by the Yin-Yang symbol. It will reverse the percentage of all the entities' HPIcon HP (and SPIcon SP as well if the entity is an employee) on its way, in form of BlackDamageTypeIcon Black Damage, and will reverse the QliphothCounterIcon Qliphoth Counter of all the Abnormalities in its way too. Soon after, both Abnormalities will return to their containment units. If an Agent is wearing Yang and enters the containment unit of Yin, this effect will occur immediately and will also kill the wearer.
It is important to note that the combined ability of Yin and Yang will not work on the following entities once breached:
WhiteNight Apocalypse Bird Dream of a Black Swan The Red Mist An Arbiter The subordinate Abnormalities that appear with WhiteNight and Apocalypse Bird (The Apostles and the Eggs) will still be affected by the combined ability of Yin and Yang.
Basic Information:
YangPortrait Yang's encyclopedia portrait Yang's basic information takes 30 seconds of using to unlock, the information gained is:
Name of the Abnormality Subject classification Risk Level (Risk Waw WAW) Portrait Type of Abnormality (Mounting Type) Origin
The origin of Yang started with their story, along with its counterpart, Yin, speaking of how their effects only work because they were made to be like that, that their creator made them together and that both entities question their existence without having their other half. Called sometimes the 'Pendant of Good' by employees, the two fragments were intended to be together. They were initially together in their past and the story tells of how the 2 carps or fragments meet, finally uniting. Log and Method
Interaction Amount Log Method 10 seconds "Half of a pair that is missing each other." "Yang’s wearer gains resistance to WHITE damage. However, when O-05-102 could not be found in the facility, no benefits were transferred." 1 minute "It reduces the mental damage the wearer has to bear. Because of this, it is called “The Angel’s Pendant.” " "Yang periodically healed its wearer’s SP." 2 minutes "Those who came near it yearned for its energy; they said it cleared their minds, and gave warmth to their hearts. However, they feared the black pendant.
“I sure wish every Abnormality was helpful like this one.” they would say, sighing. Yet, it didn’t understand. It never intended to help others, that was simply what it did." " Ensure that you do not place Yang’s wearer in the Containment Unit of O-05-102." 3 minutes "However, the world is more than simply warmth and light. The sky exists, for so does the land; darkness exists, for so does light; life exists for so does death; hope exists for so does despair." " Please note that when O-05-102 escapes, Yang will also escape. (We have confirmed that the same problem will occur even when an employee is wearing it.)" 3 minutes "The black carp swims towards harmony. The white carp swims towards chaos. What will happen when the two fish meet?" Trivia
Yang is based from one of the halves of the 'Yin and Yang' from the Chinese philosophy, of how seemingly opposite or contrary forces may actually be complementary, interconnected, and interdependent in the natural world, and how they may give rise to each other as they interrelate to one another. Yang and Yin are Abnormalities contributed by the Chinese Translation Team of the game, as well the second Abnormalities to have counterparts, the first ones being Little Red and Big Bad Wolf. Unlike other tools, Yang is the first tool Abnormality to possess other and only type in its subject number (07). This might be a 'Conditional Tool' or 'Breaching Tool', due to also being the first tool that is forced to get after getting Yin and able to breach along the mentioned Abnormality. Yang cannot appear as a choice until Yin is present in the facility, and once Yin is chosen Yang will be forced as the next tool choice (only a single option given for that day).
Yin (O-05-102) is an Abnormality, taking the appearance of a black half of a pendant, holding a rope on its bottom and having a white dot on its spherical part. The rope is depicted to have either a tassel or a broom attached to it.
Its counterpart is Yang, the light half of the complete pendant.
Ability
Its special ability triggers when its QliphothCounterIcon Qliphoth Counter reaches 0. Its counter can decrease by 1 with the following methods:
When getting a BadResult Bad result. When Yang is worn for 30 seconds or more. Upon choosing Yin, Yang will become the only option for the next Tool to add to the facility.
When its QliphothCounterIcon Qliphoth Counter is depleted, Yin will breach, taking the appearance of a dark brown fish-like creature, with a single orange eye at the front, along with a rope around its body. It possesses 800 HPIcon HP and average MovementSpeedIcon Movement Speed. When employees or other entities pass near it, Yin will let out a short-ranged dark wave around itself that deals (25) BlackDamageTypeIcon Black Damage to targets in the area. This effect can go through walls. If an employee or group of employees are trying to attack the Abnormality, Yin will stop on its spot to prepare a marked zone, shooting a harmless brown laser from its eye to the floor in front itself to the end of the room. After some moments, the marked zone will erupt in a brown impact effect, that will deal a huge amount of (100) BlackDamageTypeIcon Black Damage to all the entities in the marked zone.
If Yang is in the facility when Yin breaches, it will breach as well, with Yin trying to search for it. Yin will turn into its pendant form for a while after its HPIcon HP is depleted, unable to be attacked, and will transform back into its fish form, back with full HPIcon HP. It will continue to 'revive' until Yang is suppressed too.
Upon meeting with Yang, touching each other, they will unite and form the Yin Yang symbol. Soon after, a gigantic 'eastern dragon'-like creature will appear from the top of the facility, moving across it at high speed, towards the location of the symbol. It will reverse the percentage of all the entities' HPIcon HP (and SPIcon SP as well if the entity is an employee) on its way, in form of BlackDamageTypeIcon Black Damage, and will reverse QliphothCounterIcon Qliphoth Counters of all the Abnormalities in its way too. Soon after, both Abnormalities will return to their containment units. If an employee is wearing Yang and enters the containment unit of Yin, this effect will occur immediately and will also kill the wearer.
It is important to note that the combined ability of Yin and Yang will not work on the following entities once breached:
WhiteNight Apocalypse Bird Dream of a Black Swan The Red Mist An Arbiter The subordinate Abnormalities that appear with WhiteNight and Apocalypse Bird (The Apostles and the Eggs) will still be affected by the combined ability of Yin and Yang. Origin
The origin of Yin started with their story, along with its counterpart, Yang, speaking of how their effects only work because they were made to be like that, that their creator made them together and that both entities question their existence without having their other half. Sometimes called 'The Pendant of the Devil' by employees, the two fragments were intended to be together. They were initially together in their past and the story tells of how the 2 carps or fragments meet, finally uniting. Details
Yin responds to the four works in order of best to worst: Insight Insight; Instinct Instinct and Repression Repression; and Attachment Attachment.
Like all Abnormalities, its energy output is determined by the number of PE Boxes (Positive Enkephalin boxes) at the end of the interaction.
Yin's emotional state is divided into 3 sections: BadResult Bad, NormalResult Normal, and GoodResult Good. Completing 0-8 E Boxes will cause it to feel BadResult Distressed, completing 9-15 will cause it to feel NormalResult Normal, and 16-20 will cause it to be GoodResult Happy. Its usual waiting time after a task is around 15 seconds. Its QliphothCounterIcon Qliphoth Counter is 2. Unlockable Information/Upgrades
Basic Information (Cost: EBoxIcon 20 PE Boxes)
Unlocks and shows the name of the Abnormality, subject classification, Risk Level (Risk Waw WAW), portrait, Damage Type (BlackDamageTypeIcon Black 4 - 6), the amount of EBoxIcon E-Boxes (20), emotional state and their QliphothCounterIcon Qliphoth Counter.
Instinct/Insight/Attachment/Repression Work Favor (Cost: EBoxIcon 7 PE Boxes)
Unlocks the percentage level list to the respective work.
Managerial Works 1/2/3 (Cost: EBoxIcon 10 PE Boxes)
"Managerial Tips 1" "When the work result was Bad, the Qliphoth Counter decreased." "Managerial Tips 2" "The Qliphoth Counter decreased when an employee wore O-07-103 for more than 30 seconds." "Managerial Tips 3" "If Yin escapes, prevent any contact between it and O-07-103." Escape Information (Cost: EBoxIcon 20 PE Boxes)
Information on if the Abnormality can escape or not, plus its QliphothCounterIcon Qliphoth Counter (2). This includes its defenses when breaching:
RedDamageTypeIcon Red: Endured (0.5) - WhiteDamageTypeIcon White: Weak (1.5) - BlackDamageTypeIcon Black: Immuned (0.0) - PaleDamageTypeIcon Pale: Normal (1.0)
"Then, in the middle of all the chaotic cries, someone shouted: 'It's the beast! A big, scary monster lives in the black, dusky forest!'"
- Tale of the Black Forest
Apocalypse Bird is a monstrous Abnormality, which only appears when Punishing Bird, Judgement Bird, and Big Bird are merged together after going through the 'Entrance to the Black Forest'. The monster possesses a bandage-covered body, with the unwrapped head of Bird of Judgement at the top of it, and the mouth of Punishing Bird in the front of its abdomen. It has big talons covered in bandages coming from the top of the body, and big black wings covered with the yellow eyes of Big Bird coming from its back.
Unlike other breaching Abnormalities, this one can't be suppressed by usual means because it is immune to all damage. It can only be defeated by destroying the 'eggs' around the facility. Its encyclopedia can be accessed from the encyclopedia menus of the other birds after they merge.
Ability
Its ability will trigger when Punishing Bird, Judgement Bird, and Big Bird are breaching at the same time. If 2 of the mentioned Abnormalities are breaching, the third will breach immediately and trigger the event. The event can only trigger from Day 21 onwards.
When the condition is met, the event will start with a picture, beginning to tell the tale of The Black Forest. After that, a black portal gate called the 'Entrance to the Black Forest' will appear in the main room of a random department. The three birds will start to go towards the portal, ignoring their usual behavior. They become immune to damage and cannot be targeted. However, the portal can be suppressed, which can end the event prematurely and return the Abnormalities to their containment units, but due to its high HPIcon HP at 13,000 and the fact that it's highly Resistant against RedDamageTypeIconWhiteDamageTypeIconBlackDamageTypeIconPaleDamageTypeIcon all damage types (x0.3), this is extremely difficult.
When one of the birds reaches the portal, a picture will appear telling a part of their role in the story. The portal will change after each scene. When all the birds have entered the portal, another picture will appear showing the 'monster' and, with a roar, Apocalypse Bird will be summoned.
The whole facility's lights will shut down and every one to two minutes, Apocalypse Bird will induce Qliphoth Meltdowns on 4 random Abnormality containment units across the facility (Sephirah Meltdown immunity doesn't affect these Meltdowns). From this point, the player cannot change the flow of time, pause, or enter the pause menu.
Apocalypse Bird will teleport to main department rooms every 15-25 seconds and it possesses a variety of powerful attacks, listed here:
It will attack every 4-6 seconds, dealing strong (23-43) BlackDamageTypeIcon Black Damage with its talons to entities in front of itself, shaking the screen when hitting the floor. It makes a check every 5 seconds to decide which one of the attacks below it will use. After using one of these attacks it will wait 15 seconds before using one of them again. It has a 30% chance of charging a yellow orb, possessing 3-5 random employees in your facility and drawing them towards itself. Possessed employees will be freed from the Possession when reaching the Abnormality. (Big Bird) It has a 35% chance of opening its wings and firing 26 yellow beams from its eyes at nearby employees, each beam dealing (8-14) BlackDamageTypeIcon Black Damage. (Big Bird) It has a 25% chance of using the golden scale, dealing (10-15) PaleDamageTypeIcon Pale Damage to all the employees in the facility. (Judgement Bird) It has a 10% chance of opening the big red mouth in front of its body, dealing massive (50-115) RedDamageTypeIcon Red Damage to entities in front of it. (Punishing Bird) The Abnormality can't be damaged because it's immune to every Damage Type. Even if Apocalypse Bird itself were to somehow take damage, it has an absurdly high amount of HPIcon HP at 330,000. The only way to defeat it is by destroying the 3 'eggs' scattered around the facility, taking out 1/3 of their HPIcon HP, which will spawn in random main department rooms when Apocalypse Bird is summoned. Each egg corresponds to a specific bird and is weaker to a certain Damage Type. Their appearances will change when their HPIcon HP drops below 50%. Destroying one of the eggs will make a picture of the respective bird being defeated appear and remove some of the abilities of Apocalypse Bird, making it weaker.
The 3 eggs, along with their appearance and effects, are:
Small Beak: A white egg similar to Punishing Bird's body, with a big red mouth at the front. It possesses very high HPIcon HP at 6400. Destroying it will prevent the monster from causing other Abnormalities to breach. Long Arms: An egg covered in bandages, similar to Judgement Bird's head. It possesses very high HPIcon HP at 9900. Destroying it will allow you to access the game speed and pause functions and also prevent the monster from using Judgement Bird's ability. Big Eyes: A black egg covered in Big Bird's yellow eyes. It possesses very high HPIcon HP at 6400. Destroying it will turn the lights of the facility back on, limiting the monster's use of Big Bird's abilities. When all the eggs are destroyed, the last scene of the tale will appear, and Apocalypse Bird will fall, defeated. All the birds will return to their containment rooms. This event can't occur twice in the same day.
All the Agents who survived the event will receive a Special E.G.O. Gift, called 'Through the Dark Twilight', giving them a black wing with eyes at the back of the Agent (Slot Back Right), the same as Apocalypse Bird, and increase all FortitudeIconPrudenceIconTemperanceIconJusticeIcon stats by 7. Additionally, the player will get Apocalypse Bird's E.G.O. Equipment (Weapon and Suit) after defeating the boss. The E.G.O. Weapon and Suit can be saved by returning to the Memory Repository or passing the day, but the E.G.O. Gift can only be kept upon passing the day.
If an Agent in the facility is wearing the E.G.O. Weapon and/or Suit of Apocalypse Bird, the event will not occur even if all three birds breach. Origin
Apocalypse Bird is the result of Big Bird, Judgement Bird, and Punishing Bird fusing together into one bird in an attempt to protect the Black Forest from a prophesized beast, since they felt that the forest was too big for just the three of them to protect, yet nobody else could protect it like them. When Apocalypse Bird appeared, darkness and chaos fell upon the forest, killing and chasing away the forest's residents.
Apocalypse Bird ended up all alone in the Black Forest it tried to protect, with neither the sun or moon shining upon it. The prophecy had been completed.
The tale of the Black Forest can be found in its Encyclopedia Entries. Details
Apocalypse Bird displays preferences and even an amount of EBoxIcon E-Boxes, but since it can't be contained, these contents don't seem relevant.
Apocalypse Bird's details are unlocked by possessing all 3 birds in the facility and can be accessed from the encyclopedia of the other birds during the transformation and event or in the Codex. Unlockable Information/Upgrades
Basic Information
Shows the name of the Abnormality, subject classification, Risk Level (Risk Aleph ALEPH), portrait, Damage Type (BlackDamageTypeIcon Black 1 - 3), the amount of EBoxIcon E-Boxes (12), and their emotional state, although all details after the Damage Types are not in use.
Instinct/Insight/Attachment/Repression Work Favor
The percentage level list to the respective work. Not usable because cannot be contained.
Managerial Works 1/2/3/4
"Managerial Tips 1" "The Big Bird’s eyes imprisoned light." "Managerial Tips 2" "The Long Bird’s arms concealed time." "Managerial Tips 3" "And the Small Bird’s beak whispered, endlessly..." "Managerial Tips 4" "As long as they exist, the Apocalypse Bird will not disappear." Escape Information
Information on if the Abnormality can escape or not. This includes its defenses when breaching:
RedDamageTypeIcon Red: Immuned (0.0) - WhiteDamageTypeIcon White: Immuned (0.0) - BlackDamageTypeIcon Black: Immuned (0.0) - PaleDamageTypeIcon Pale: Immuned (0.0)
Defenses of the Entrance to the Black Forest's Portal Gate:
RedDamageTypeIcon Red: Resistant (0.3) - WhiteDamageTypeIcon White: Resistant (0.3) - BlackDamageTypeIcon Black: Resistant (0.3) - PaleDamageTypeIcon Pale: Resistant (0.3)
Defenses of Small Beak:
RedDamageTypeIcon Red: Absorbed (-2.0) - WhiteDamageTypeIcon White: Endured (0.5) - BlackDamageTypeIcon Black: Weak (1.2) - PaleDamageTypeIcon Pale: Endured (0.8)
Defenses of Long Arms:
RedDamageTypeIcon Red: Endured (0.5) - WhiteDamageTypeIcon White: Endured (0.5) - BlackDamageTypeIcon Black: Endured (0.5) - PaleDamageTypeIcon Pale: Absorbed (-2.0)
Defenses of Big Eyes:
RedDamageTypeIcon Red: Endured (0.5) - WhiteDamageTypeIcon White: Weak (1.2) - BlackDamageTypeIcon Black: Absorbed (-2.0) - PaleDamageTypeIcon Pale: Endured (0.8)
Blue Star (O-03-93) is an Abnormality that appears as an amalgamation of gray legs protruding from a glowing heart. The heart has a bright blue border surrounding a pitch-black center. Its form is most likely made from the legs of the human subjects who were dragged into the heart never to be seen again.
Ability
Its special ability will trigger when its QliphothCounterIcon Qliphoth Counter reaches 0. Its QliphothCounterIcon Qliphoth Counter will decrease by 1 when:
An employee with PrudenceIcon Prudence below Level 5 performs work with it. An employee performs a work on it that takes longer than 60 seconds, which will cause the employee to be sucked into the heart and killed instantly. Employees below TemperanceIcon Temperance Level 4 who enter the containment room of the Abnormality will be sucked into the heart and killed instantly.
When the QliphothCounterIcon Qliphoth Counter reaches 0, Blue Star will breach. It will appear in a random main room of a department and float in the middle of it. Blue Star has 2200 HPIcon HP and remains immobile. To attack, Blue Star will periodically (every 5-8 seconds) unleash shockwaves that will deal (15-20) WhiteDamageTypeIcon White Damage to all employees and entities in the facility. Any employees who panic due to its attacks will be pulled into the Abnormality's heart, passing through any solid surfaces and dying upon reaching it. Employees with TemperanceIcon Temperance Level 2 or lower or PrudenceIcon Prudence Level 3 or lower that are in the same room as the Abnormality will also immediately be pulled into the Abnormality. Blue Star produces a constant low pitch tune that overlaps music and any other sounds made by other Abnormalities or employees, which will continue until it is suppressed or the day ends. Origin
The details of its origin are currently unknown. Details
Blue Star responds to the four works in order of best to worst: Insight Insight, Repression Repression, Instinct Instinct, and Attachment Attachment.
Like all Abnormalities, its energy output is determined by the number of PE Boxes (Positive Enkephalin boxes) at the end of the interaction.
Blue Star's emotional state is divided into 3 sections: BadResult Bad, NormalResult Normal, and GoodResult Good. Completing 0-6 E Boxes will cause it to feel BadResult Distressed, completing 7-27 will cause it to feel NormalResult Normal, and 28-33 will make it GoodResult Happy. Its usual cooldown time after a task is around 15 seconds. Its QliphothCounterIcon Qliphoth Counter is 2. Unlockable Information/Upgrades
Basic Information (Cost: EBoxIcon 30 PE Boxes)
Unlocks and shows the name of the Abnormality, subject classification, Risk Level (Risk Aleph ALEPH), portrait, Damage Type (WhiteDamageTypeIcon White 6 - 9), the amount of EBoxIcon E-Boxes (33), its emotional states, and QliphothCounterIcon Qliphoth counter (2).
Instinct/Insight/Attachment/Repression Work Preferences (Cost: EBoxIcon 10 PE Boxes)
Unlocks the percentage level list for each respective work type.
Managerial Guidelines 1/2/3/4/5/6 (Cost: EBoxIcon 7 PE Boxes)
"Managerial Guideline 1" "Agents with Temperance Level 3 or lower immediately threw themselves into Blue Star upon encountering the Abnormality." "Managerial Guideline 2" "When an Agent with Prudence Level 4 or lower completed their work, the Qliphoth Counter lowered." "Managerial Guideline 3" "When more than 60 seconds of work time had taken place, the Qliphoth Counter lowered by 1, and the Agent who was working with Blue Star threw themself in." "Managerial Guideline 4" "Employees with Temperance Level 2 or Prudence Level 3 or lower were sucked in as soon as they encountered the escaping Abnormality." "Managerial Guideline 5" "While Blue Star is outside of its containment, all sounds will be reduced to silence, with a low pitched tone emerging. The pitch will accompany a visually disruptive effect." "Managerial Guideline 6" "While Blue Star is outside of its containment, all panicking employees in the facility will be sucked into the center of the Abnormality and vanish." Escape Information (Cost: EBoxIcon 30 PE Boxes)
Information if the Abnormality can escape or not, plus its QliphothCounterIcon Qliphoth Counter (2). Its defenses are the following:
RedDamageTypeIcon Red: Resistant (0.4) - WhiteDamageTypeIcon White: Resistant (0.2) - BlackDamageTypeIcon Black: Endured (0.8) - PaleDamageTypeIcon Pale: Weak (1.2)
CENSORED (O-03-89) is an ambiguous Abnormality, with a visual form made entirely out of red and black 'CENSORED' text bars. While in containment, CENSORED can best be described as a levitating, large vertical censorship bar, with other smaller, differently sized horizontally-oriented bars floating along the vertical bar without pattern; however, this Abnormality is able to reshape its form through shifting the placement of each individual censorship bar component that can be seen. CENSORED's actual form is forbidden from being perceived by the Manager.
Ability
Its ability triggers when its QliphothCounterIcon Qliphoth Counter reaches 0. It will decrease by 1 when:
Employee who works with it Panics. BadResult Bad Work Result was achieved. Any Agent who is Level 4 or lower and tries to work with it will Panic instantly (EmergencyLevel4Icon Overwhelmed). As this also counts as a bad work result, CENSORED will instantly breach.
Agents that are level 5 instead get the EmergencyLevel3Icon Hopeless Fear Level damage at the start of work, subtracting SPIcon 60% of their SPIcon Max SP.
Its Repression Repression Work is replaced by a Special Work called SacrificeWork Sacrifice. This work will bring the Wheel of Fortune, which is the same one as Nameless Fetus. The player can click on the wheel to continue or cancel it. When proceeding, the wheel will select a random employee, Agent or Clerk; in the same department that is not panicking to be sent against their will to CENSORED's Containment Unit to be 'consumed' by the Abnormality and increase their QliphothCounterIcon Qliphoth Counter by 1, up to a maximum of 2. If there are no more available employees in the department, it will select the ones from other departments instead. However, if there is only one employee available for the Wheel of Fortune (either in the department where CENSORED is, or in the entire facility if no candidates are available in said department), the remaining employee will be automatically selected and sent to CENSORED's Containment Unit as soon as the work has been selected and cannot be canceled.
When the QliphothCounterIcon Qliphoth Counter is depleted, the Abnormality will breach. When breaching, its form will change to one similar to a horse, still conformed by censored bars. It MovementSpeedIcon moves slowly through the facility, it has a sizeable amount of HPIcon HP at 1500, and attacks at close range, dealing 23-26 BlackDamageTypeIcon Black Damage. Similar to its contained form, any employees Level 4 and lower Panic instantly after encountering it, and Level 5 employees will suffer the EmergencyLevel3Icon Hopeless Fear Level instead.
If it kills an employee it will engulf them in a big censored square, killing and spreading the organs of the employee around, with a long beeping sound, and while the process takes place, the employees in the same area will suffer quick constant 12-17 WhiteDamageTypeIcon White Damage. Afterward, it will return to its previous form and summon a minion, made of the same censored bars. If the Abnormality passes over an employee's corpse, it will take a form similar to a drill, like when in containment, and consume the body of the employee, HPHealing healing itself by 300 HPIcon HP and summoning another minion. It will remain breaching until it is suppressed or the day ends.
The minions have a small amount of HPIcon HP at 300, they MovementSpeedIcon move slower than the Abnormality and deal 13-16 BlackDamageTypeIcon Black Damage at close range, they are also able to spawn other minions if they kill an employee. As usual, employees that are level 3 and lower will instantly panic (EmergencyLevel4Icon Overwhelmed) to these minions. However, employees that are level 4 will have the EmergencyLevel3Icon Hopeless Fear Level and level 5 will have the EmergencyLevel2Icon Terrified Fear Level, reducing 30% of their SPIcon Max SP. Due to how Fear mechanics work, any agent, regardless of level, seeing CENSORED and two of its minions will cause them to instantly panic. Origin
CENSORED is an Abnormality so visually horrifying that it causes almost all the employees to become insane, inflicting high mental corruption even through reports of it, thus limiting the talk and works with the Abnormality to only the high level employees. Because CENSORED is able to even make a Manager lose their sanity, the Abnormality's true form has been covered with a blur, or in this case, censor bars, and if the Cognition Filter ever removes the blur and the manager is exposed to it, the only option would be disposing of the manager.
It is known that CENSORED is an entity that can "breed" and create spawn through the use of human bodies, and that every human's body is violently destroyed by whatever process CENSORED performs. However, CENSORED only needs a body to use, even if the individual is no longer living, as shown by its ability during breach. Even given all this, it has a true meaning for its existence, but so far is still censored.
Other notes taken from its log are that only employees of Level 5 or higher can resist the visual aspect of CENSORED, and that the managers panic by witnessing its true form; this indicates that all prior managers aren't of the highest level. This is also considering that the employees in the facility perform without being under the Cognition Filter's effects. Details
CENSORED responds to the four works in order of best to worst: Insight Insight, Instinct Instinct, Attachment Attachment and Repression Repression (SacrificeWork Sacrifice). Every employee below Level 5 will panic instantly when entering its Containment Unit.
Like all Abnormalities, its energy output is determined by the number of PE Boxes (Positive Enkephalin boxes) at the end of the interaction.
CENSORED's emotional state is divided into 2 sections: BadResult Bad and NormalResult Normal. Completing 0-16 E Boxes will cause it to feel BadResult Distressed and completing 17-32 will cause it to feel NormalResult Normal. Its usual cooldown after a task is around 15 seconds. Its QliphothCounterIcon Qliphoth Counter is 2. Unlockable Information/Upgrades
Basic Information (Cost: EBoxIcon 30 PE Boxes)
Unlocks and shows the name of the Abnormality, subject classification, Risk Level (Risk Aleph ALEPH), portrait, Damage Type (BlackDamageTypeIcon Black 5 - 10), the amount of EBoxIcon E-Boxes (32), its emotional states, and QliphothCounterIcon Qliphoth counter.
Instinct/Insight/Attachment/Repression Work Favor (Cost: EBoxIcon 10 PE Boxes)
Unlocks the percentage level list to the respective work.
Managerial Works 1/2/3/4 (Cost: EBoxIcon 10 PE Boxes)
"Managerial Tips 1" "The Abnormality’s Qliphoth Counter can be raised by 1 via a special work type. To satisfy the Abnormality, an employee must be selected from a random drawing." "Managerial Tips 2" "Employees of Level 4 and lower immediately panicked when they encountered the Abnormality. When CENSORED escaped, employees of that level showed the same response." "Managerial Tips 3" "When an employee panicked in the Containment Unit, the Qliphoth Counter lowered." "Managerial Tips 4" "When the work result was Bad, the Qliphoth Counter decreased." Escape Information (Cost: EBoxIcon 30 PE Boxes)
Information if the Abnormality can escape or not, plus its QliphothCounterIcon Qliphoth Counter (2). This include its defenses when breaching:
RedDamageTypeIcon Red: Endured (0.6) - WhiteDamageTypeIcon White: Endured (0.8) - BlackDamageTypeIcon Black: Resistant (0.4) - PaleDamageTypeIcon Pale: Normal (1.0)
CENSORED's Minions:
RedDamageTypeIcon Red: Endured (0.8) - WhiteDamageTypeIcon White: Weak (1.2) - BlackDamageTypeIcon Black: Endured (0.5) - PaleDamageTypeIcon Pale: Normal (1.0)
Melting Love (D-03-109) is an Abnormality taking the form of a pink slime creature, resembling a female humanoid. Its irises are dull white, with dark red sclera. The slime on its head resembles hair that flows down into a puddle, the same of which with its lower body. A heart is faintly visible within the center of the chest.
Abilities
When an Agent first performs a work other than Repression Repression on Melting Love, it will give the Agent a blessing, a slime heart appearing above the Agent in question (blessed Agents otherwise referred to as D-03-109-1). The blessing will remain on the Agent until the end of the day. Only one blessing can exist at any given time.
Blessed Agents will recover 30 SPHealing SP every 15 seconds, have their WorkSuccessIcon Success Rate when working on Melting Love increased by 10% and will recover 25-35 SPHealing SP after completing a work with it. Blessed Agents will create a small pink explosion every 10 seconds, spreading several slimy particles around them. When an explosion occurs, other Agents and Clerks in the same room have a 75% chance of becoming infected (infected employees otherwise referred to as D-03-109-2), gaining small traces of slime on their cheeks. The explosions will be paused for 30 seconds if the blessed Agent generates 24 or more EBoxIcon PE-Boxes during an Insight Insight work. Contrary to the latter part of Guideline 7, obtaining fewer than 24 EBoxIcon PE-Boxes during an Insight Insight work has no effect.
Infected employees will recover 10 SPHealing SP every 5 seconds and will also create pink explosions every 10 seconds identically to the blessed Agent. After 50-60 seconds, infected employees' faces will turn pink. After another 50-60 seconds (100-120 seconds), they will be eaten by slime from below and turned into Risk He HE-class slime entities. These possess 20 MovementSpeedIcon Movement Speed, low HPIcon HP at 200, and deal moderate BlackDamageTypeIcon Black Damage (6-12).
Melting Love will breach when its QliphothCounterIcon Qliphoth Counter reaches 0. Its QliphothCounterIcon Qliphoth Counter can change in the following ways:
Decreases by 1 upon obtaining a BadResult Bad or NormalResult Normal work result. Decreases by 1 if the blessed employee does Repression Repression work. Decreases to 0 if blessed employee dies. Decreases to 0 if half of the currently alive employees in the Facility (contrary to Guideline 5) are infected while the blessed employee is still alive. When breaching, Melting Love's appearance will change to that of a hunched creature covered in pink slime. In this form, it has extremely long arms, and has visible bones floating within it. When Melting Love breaches, all infected employees who have not transformed as well as the blessed employee if it is still alive will transform immediately.
If the employee with the blessing is alive and Melting Love escapes, the 'blessed' employee will be eaten by slime from under them and turn into a Risk Waw WAW class slime minion. It possess an average amount of HPIcon HP at 800 and is slightly larger than Risk He HE class slimes. It is also slightly faster and deals roughly double the amount of BlackDamageTypeIcon Black Damage (12-20). The slime heart is still present above the slime minion, and it will follow Melting Love.
Melting Love possess 1500 HPIcon HP and 25 MovementSpeedIcon Movement Speed. Melting Love possesses a close ranged slam attack that deals 15-25 BlackDamageTypeIcon Black Damage . It will occasionally fire slime from its mouth when a target is in the same area, dealing high BlackDamageTypeIcon Black Damage (25-45). Employees who are hit by the slime projectile will have a pink glowing circle around them, taking 2-3 BlackDamageTypeIcon Black Damage every 2 seconds for 10 seconds.
If the Risk Waw WAW-class slime dies while Melting Love is breaching, Melting Love will fully recover its HPHealing HP and enter an 'enraged' state, dealing extra damage with its attacks (Slam: BlackDamageTypeIcon 20-32; Slime projectile: BlackDamageTypeIcon 30-60) The slime projectile's damage-over-time attack does not increase in damage.
Employees killed by Melting Love will be turned into the Risk He HE class slimes. When Melting Love's HPIcon HP decreases below 60%, all minor slimes will stop moving as Melting Love will reach out its arm to drain one of its HP, healing for 200 HPHealing HP after 15-20 seconds. Melting Love is not immune to damage during this process.
Origin
According to its Story Record, Melting Love was a waste product produced from an unknown experiment within Lobotomy Corporation. It was found and hidden away by an employee who formed an emotional bond with it. Details
Melting Love responds to the four works in order of best to worst: Attachment Attachment, Insight Insight, Instinct Instinct, and Repression Repression.
Like all Abnormalities, its energy output is determined by the number of PE Boxes (Positive Enkephalin boxes) at the end of the interaction.
Melting Love's emotional state is divided into 3 sections: BadResult Bad, NormalResult Normal, and GoodResult Good. Completing 0-14 E Boxes will cause it to feel BadResult Distressed, completing 15-24 will cause it to feel NormalResult Normal, and 25-32 will make it GoodResult Happy. Its usual cooldown timer after a task is around 15 seconds. Its QliphothCounterIcon Qliphoth Counter is 3. Unlockable Information/Upgrades
Basic Information (Cost: EBoxIcon 30 PE Boxes)
Unlocks and shows the name of the Abnormality, subject classification, Risk Level (Risk Aleph ALEPH), portrait, Damage Type (BlackDamageTypeIcon Black 4-10), the amount of EBoxIcon E-Boxes (32), its emotional states, and its QliphothCounterIcon Qliphoth Counter (3).
Instinct/Insight/Attachment/Repression Work Preferences (Cost: EBoxIcon 10 PE Boxes)
Unlocks the percentage level list for each respective work.
Managerial Guidelines 1/2/3/4/5/6/7 (Cost: EBoxIcon 6 PE Boxes)
"Managerial Guideline 1" "When the work result was Bad or Normal, the Qliphoth Counter lowered." "Managerial Guideline 2" "Melting Love gave a lump of slime to the first employee (D-03-109-1) who performed any work other than Repression with it. The lump healed D-03-109-1’s SP and raised their work success rate. However, further observation is needed to determine how the lump’s effects change according to the state of Melting Love." "Managerial Guideline 3" "When D-03-109-1 completed Repression Work, the Qliphoth Counter lowered." "Managerial Guideline 4" "Employees who are in the same area as D-03-109-1 have a low chance of being infected by the slime. Those who are infected by the slime (D-03-109-2) can be distinguished with a trace of slime on their cheeks. Employees who made contact with D-03-109-2 also had a low chance of infection. When enough time passed after infection, D-03-109-2’s skin was completely merged with the slime, and infected employees turned into ████████." "Managerial Guideline 5" "The Qliphoth Counter dropped to 0 when the number of D-03-109-2 took up more than 50% of the department while D-03-109-1 was still alive." "Managerial Guideline 6" "The Qliphoth Counter dropped to 0 when D-03-109-1 died." "Managerial Guideline 7" "After a series of experiments, it has been found that the spread of the slime can be controlled through Insight Work. If D-03-109-1 performs Insight Work and produces 24 or more PE-Boxes as a result, the slime will not infect other employees for 30 seconds. However, please be cautious as if less than 24 PE-Boxes are produced, every single D-03-109-2 may transform into ████████." Escape Information (Cost: EBoxIcon 30 PE Boxes)
Information if the Abnormality can escape or not, plus herQliphothCounterIcon Qliphoth Counter (3). This includes her defenses when breaching:
RedDamageTypeIcon Red: Absorb (-1.0) - WhiteDamageTypeIcon White: Normal (1.0) - BlackDamageTypeIcon Black: Weak (1.5) - PaleDamageTypeIcon Pale: Endured (0.8)
Big Slime (D-03-109-1):
RedDamageTypeIcon Red: Absorb (-1.0) - WhiteDamageTypeIcon White: Normal (1.0) - BlackDamageTypeIcon Black: Vulnerable (2.0) - PaleDamageTypeIcon Pale: Endured (0.8)
Slime Pawn (D-03-109-2):
RedDamageTypeIcon Red: Absorb (-1.0) - WhiteDamageTypeIcon White: Normal (1.0) - BlackDamageTypeIcon Black: Vulnerable (2.0) - PaleDamageTypeIcon Pale: Normal (1.0)
Mountain of Smiling Bodies (T-01-75) is an Abnormality taking the form of a big, black, spherical flesh mass, intertwined with different parts and debris such as metal beams and gears. It possesses 2 limbs to support itself, and a big mouth with visible teeth that are mostly covered in blood. Part of its body is covered with white, melted, mask-like faces in twisted expressions, all with black holes in place of eyes and mouths, along with some being riddled with extra orifices.
Ability
Mountain of Smiling Bodies' special ability will trigger when its QliphothCounterIcon Qliphoth Counter reaches 0. It will decrease by 1 when:
An employee enters its Containment Unit injured (HPIcon HP or SPIcon SP missing or not full at Max); The employee dies in its Containment Unit; Getting a BadResult Bad work result; 10 or more employees (including clerks) die in the facility (employees killed by ExecutionBulletIcon Execution Bullets don't count towards this). Its appearance changes when its QliphothCounterIcon Qliphoth Counter is reduced.
When Mountain of Smiling Bodies' QliphothCounterIcon Qliphoth Counter reaches 0, it will breach. During breach, it starts with 500 HPIcon HP and moves quickly at 80 MovementSpeedIcon Movement Speed. Mountain will try to bite nearby employees, dealing moderate RedDamageTypeIcon Red Damage (7-11) while trying to eat them in the process. When it walks over a corpse, it will consume it and HPHealing heal itself.
After 3 corpses are consumed, Mountain of Smiling Bodies will grow an extra part attached to one of its sides, as well as recover and double its HPIcon Max HP. This can happen twice, increasing to 1000 HPIcon Max HP at 2 parts and 2000 at 3 parts. At 2 or more parts, once its HPIcon HP falls below half, the last addition will be removed and Mountain of Smiling Bodies' HPIcon Max HP will reduce accordingly. In addition, Mountain of Smiling Bodies' MovementSpeedIcon Movement Speed will be halved to 40 at 2 or more parts.
Mountain of Smiling Bodies will perform other attacks depending on the number of parts that it possesses at the moment:
With 2 parts, it will perform a short roar when it sees a target. The roar deals considerate (20-27) BlackDamageTypeIcon Black Damage to targets at medium range. With 3 parts, it will start to slam other employees or Abnormalities near them, dealing moderate (15-17) BlackDamageTypeIcon Black Damage, or spit a blood-like acid substance, dealing massive (120-150) BlackDamageTypeIcon Black Damage and MovementSpeedIcon slowing any targets in front of it in a short range. If there are any employees' corpses on the floor, Mountain of Smiling Bodies will move towards them. If there are no dead bodies, it will wander around the entire facility with no specific pattern, usually turning back when reaching a door. It will remain breaching until suppressed or the day ends. Strategy
Mountain of Smiling Bodies is one of the five Abnormalities in the game that lower their QliphothCounterIcon Qliphoth Counter when employees die. As such, it is rather escape-prone, particularly when certain Ordeals appear, and it can quickly snowball into a near-unstoppable threat if left unchecked. Management
Standard work with Mountain of Smiling Bodies is of relative ease, provided sufficient FortitudeIcon Fortitude and JusticeIcon Justice to work with it and a Suit sufficiently resistant to BlackDamageTypeIcon Black Damage; generally 0.8 or better for Risk Waw WAW or higher Suits and 0.7 or better otherwise. In addition, Mountain of Smiling Bodies itself provides an E.G.O. Suit with 0.2 to BlackDamageTypeIcon Black Damage, completely nullifying its danger and allowing an Agent to fail every box and survive a work with it. Some attention must be paid to Mountain of Smiling Bodies's 2nd Guideline: only Agents with full HPIcon HP and SPIcon SP should be sent in to work.
Overall, the Abnormality's safety during standard work renders it an ideal trainer for high-level FortitudeIcon Fortitude and JusticeIcon Justice that isn't quite maxed out yet.
The difficulty of keeping Mountain of Smiling Bodies contained primarily comes from Guideline 4: "When 10 employees die inside the facility, the Qliphoth Counter will lower. However, deaths caused by Execution Bullets were not recognized." As employees includes Clerks, this means that any Abnormality breach or Ordeal that can cause Clerk deaths may bring Mountain of Smiling Bodies closer to escaping. Unlike most other Abnormalities that breach on employee death, Mountain of Smiling Bodies's idle animation noticeably changes when its Qliphoth Counter is at 1 rather than 2, so it is easy to detect when it is about to escape even when zoomed out.
The following Ordeals should merit particular attention in regards to potential Clerk deaths:
Amber Dawn: Packs of worms can easily overwhelm lone Clerks, shredding them in seconds. Green Dawn: The robots' attacks upon finishing off a Clerk deal multiple hits of WhiteDamageTypeIcon White Damage that can drive Clerks insane or directly kill them instantly. Green Noon: Large robots' buzzsaws and guns tear through Clerks. Violet Noon: The monoliths' impact damage can oftentimes eliminate enough Clerks at once to trigger Mountain of Smiling Bodies instantly. Indigo Noon: The Sweepers' ample damage aside, Sweepers can actually help by consuming corpses before Mountain of Smiling Bodies can feed off of them; though this is unreliable. All Dusks, Midnights and White Ordeals: For obvious reasons. Prior to the obtaining of ExecutionBulletIcon Execution Bullets, dealing with Mountain of Smiling Bodies is much harder. Care should be taken to eliminate Ordeal entities as fast as possible, to avoid them killing Clerks. If this is not possible or you have a reasonable belief that Mountain of Smiling Bodies will escape no matter what, station several Agents in its hallway before triggering the Ordeal, in order to intercept it.
After obtaining ExecutionBulletIcon Execution Bullets, liberally apply them anytime you see Clerks near Ordeals they will likely die to. You may also choose to expend all your bullets at every new Meltdown Level in an effort to dispose of every Clerk in the Facility as fast as possible.
After obtaining Mountain of Smiling Bodies's Suit, use its ability to dispose of bodies its wearer walks over to clean hallways if employees die, in order to prevent Mountain of Smiling Bodies from feeding off of it should it escape.
Suppression
In an ideal scenario, Mountain of Smiling Bodies should be suppressed before it can obtain any body parts.
With one part, Mountain of Smiling Bodies's greatest danger is its speed; its general threat level is barely better than a Risk Waw WAW. Exactly when Mountain of Smiling Bodies escapes is predictable (see above Ordeals), so you will always want to station Agents in its hallway before engaging it.
Apply SlowBulletIcon Slow Bullets to Mountain of Smiling Bodies to allow your Agents to catch up and defeat it quicker. If its damage is an issue, remember to use RedResist Red Shields as Mountain deals RedDamageTypeIcon Red Damage when it has only 1 body part.
Please note Mountain of Smiling Bodies's behaviour is erratic; where other Abnormalities attack indiscriminately or focus one Agent in particular, Mountain of Smiling Bodies will beeline for corpses and only pause momentarily to attack Agents if they are in its path, prioritising running straight past them.
Should Mountain of Smiling Bodies gain a second body part, move any Black-weak Agents away from it immediately, using BlackResist Black Shields if necessary to mitigate any damage they might take. Mountain of Smiling Bodies's AOE BlackDamageTypeIcon Black Damage renders it a far greater threat than with only one body part; though since it is now slower, it may be easier for your Agents to hit.
Should Mountain of Smiling Bodies gain a third body part, only Agents with Risk Waw WAW or better Suits with 0.6 or better resistance to Black Damage and at least 100 HPIcon HP and SPIcon SP should be permitted to engage it. Pause frequently in order to check for Mountain of Smiling Bodies's projectile vomit attack, which deals up to 150 BlackDamageTypeIcon Black Damage, and move your Agents away if you see it. If they fail to dodge and are gravely wounded, immediately evacuate them.
Alternatively, if you have Mountain of Smiling Bodies's Suit and are unwilling to take risks, send that Agent to deal with Mountain of Smiling Bodies on their own, evacuating anyone else. The Suit's paramount BlackDamageTypeIcon Black Damage resistance lets them endure even several projectile vomit attacks in a row.
With three body parts, Mountain of Smiling Bodies does not possess long-range attacks like its AOE in with two body parts, so long-ranged attackers are safe to barrage the Abnormality from afar. Hornet, Hypocrisy and Exuviae merit particular attention due to their status as high-Risk Level ranged weapons that deal Red Damage, which Mountain of Smiling Bodies is most weak to.
Again, in an ideal scenario, Mountain of Smiling Bodies should never be allowed to progress past one body part.
Origin
According to its story, Mountain of Smiling Bodies was formed due to the aftermath of an incident with an Abnormality that had left dozens of casualties piled in one spot of a department. Due to the graphic attack, a Sephirah approved a request to postpone the cleanup of the bodies. Time passed and the corpses were left there, rotting quickly due to the bodies' sustained damages.
After a long time left melting together, the bodies conjoined into the Abnormality's current form. The corpses shared their body parts as one, 'smiling' and melding into something alive yet without consciousness, having only one objective in mind: grow. The Abnormality constantly seeks the meat of corpses and bodies to grow bigger, always hungering for more. Details
Mountain of Smiling Bodies responds to the four works in order of best to worst: Instinct Instinct, Repression Repression, Insight Insight, and Attachment Attachment.
Like all Abnormalities, its energy output is determined by the number of PE Boxes (Positive Enkephalin boxes) at the end of the interaction.
Mountain of Smiling Bodies' emotional state is divided into 3 sections: BadResult Bad, NormalResult Normal, and GoodResult Good. Completing 0-10 E Boxes will cause it to feel BadResult Distressed, completing 11-20 will cause it to feel NormalResult Normal, and 21-30 will make it GoodResult Happy. Its usual cooldown timer after a task is around 15 seconds. Its QliphothCounterIcon Qliphoth Counter is 2. Unlockable Information/Upgrades
Basic Information (Cost: 30 PE Boxes)
Unlocks and shows the name of the Abnormality, subject classification, Risk Level (Risk Aleph ALEPH), portrait, Damage Type (BlackDamageTypeIcon Black 6 - 8), the amount of EBoxIcon E-Boxes (30), its emotional states, and QliphothCounterIcon Qliphoth Counter.
Instinct/Insight/Attachment/Repression Work Preferences (Cost: EBoxIcon 10 PE Boxes)
Unlocks the percentage level list for each respective work type.
Managerial Guidelines 1/2/3/4/5/6/7 (Cost: EBoxIcon 6 PE Boxes)
"Managerial Guideline 1" "When died while working with Mountain of Smiling Bodies, the Qliphoth Counter lowered." "Managerial Guideline 2" "When a wounded employee entered the Containment Unit, the Qliphoth Counter lowered." "Managerial Guideline 3" "When the work result was Bad, the Qliphoth Counter decreased." "Managerial Guideline 4" "When 10 employees die inside the facility, the Qliphoth Counter will lower. However, deaths caused by Execution Bullets were not recognized." "Managerial Guideline 5" "While Mountain of Smiling Bodies is escaping, it will show sensitive reactions to corpses. During suppression, ensure that no one dies due to the Abnormality; if casualties do happen, try to keep Mountain of Smiling Bodies away from the dead." "Managerial Guideline 6" "If Mountain of Smiling Bodies’s suppression could not be completed on the previous level, you must be very careful to prevent any death inside the section where Mountain of Smiling Bodies is located." "Managerial Guideline 7" "After other entities spawned from Mountain of Smiling Bodies’s main body while escaping, reducing its HP to 0 did not fully suppress it. Mountain of Smiling Bodies will only be quelled by attacking the main body after continuously reducing its HP and defeating the other spawned entities." Escape Information (Cost: EBoxIcon 30 PE Boxes)
Information on if the Abnormality can escape or not, plus its QliphothCounterIcon Qliphoth Counter (2). This includes its defenses when breaching:
RedDamageTypeIcon Red: Weak (1.2) - WhiteDamageTypeIcon White: Endured (0.8) - BlackDamageTypeIcon Black: Endured (0.8) - PaleDamageTypeIcon Pale: Endured (0.5)
Nothing There (O-06-20) is an Abnormality that does not resemble any sort of human being, but instead a creature made of varied human parts. It has a large rectangular head with 2 mouths - a pink tongue coming out of the biggest mouth. It has 4 blue/light-blue eyes on its face, and a light blue arm with sharp claws at the top of its head. It stands on 3 legs; the two front legs are made of bones and the hind leg is a red intestine in the form of a leg with a 'foot' at the end. Its torso is made of a transparent material, revealing red, blue, and green intestines. A dark liquid drips below it. The rest of its body is made of bones or muscles.
Ability
Nothing There will breach immediately when its QliphothCounterIcon Qliphoth counter reaches 0.
The QliphothCounterIcon Qliphoth Counter is decreased:
When it takes the 'skin/body' of 2 employees, upon their deaths in its cell (see below). When the employee completes the work with JusticeIcon Justice Level 3 or lower. This takes priority over its other mechanics, and it will breach instantly even if the employee dies during work. Employees with FortitudeIcon Fortitude Level 4 and lower will have a lower success rate proportional to their overall level:
Level 4: Attachment Attachment 40% (-10%), Instinct Instinct 32% (-8%) Level 3: Attachment Attachment 30% (-20%), Instinct Instinct 21% (-14%) Level 2: Attachment Attachment 20% (-30%) Level 1: Attachment Attachment 10% (-40%) Nothing There will kill the Agent working on it immediately when said Agent obtains a BadResult Bad work result.
If an Agent died in Nothing There's Containment Unit for whatever reason, it will take their skin, disguising itself as the employee. It will keep the new appearance for a while until another employee enters its room. It will frequently say 'I love you' while it is disguised as an employee. Disposal Mode
If another employee enters Nothing There's Containment Unit while it is disguised as an employee, work can still be performed. However, if the employee has level 3 FortitudeIcon Fortitude, they will instantly panic on the sight of Nothing There, triggering its Instakill effect (Bad Work Result) and taking their skin. Doing so causes organ pieces to block the screen of the player temporarily before it breaches.
After leaving the Containment Unit, Nothing There will appear in a random location in the facility, which is either a hallway or a Main Room. The player will enter into 'Disposal Mode', where they get a single shot and 10 seconds to find and instantly defeat Nothing There. The time of the game will be paused during this time frame. The player must locate and click on Nothing There, disguised as the second employee, in order to succeed. The shot deals an insanely high amount of RedDamageTypeIcon Red Damage (10000) which will instantly kill Nothing There, send it back to its Containment Unit, and reset its counter and form.
If the timer runs out - or the player does not shoot the correct employee - Nothing There will reveal its normal form and continue with the escape.
Suppressing Nothing There with the Disposal Bullet when breaching disguised as an Agent does not contribute for Gebura's mission "Proving our Strength" or Hod's mission "I Just Want to Be a Good Person".
Normal Breach
Nothing There will escape in its normal form when the QliphothCounterIcon Qliphoth counter reaches 0 or upon failing to utilise the Disposal Bullet in time. It has three forms that it progresses through while breaching, unless it is suppressed fast enough.
Nothing There's first form has 2000 HPIcon HP and 80 MovementSpeedIcon Movement Speed. In this form, Nothing There will attack with the claw on its head to deal RedDamageTypeIcon Red Damage (18-21) to every employee next to it. After 30 seconds, Nothing There will enter its second form. Nothing There's second form appears as an egg-like form, made of flesh and blue eyes. Upon entering this form, Nothing There will fully recover its HPHealing HP and will be incapable of attacking or moving. If Nothing There is not subdued while in this form, it will fully recover its HPHealing HP again and will transform into its final form. As with the first form change, Nothing There will transform into its final form in 30 seconds. Nothing There's third and final form is a tall, red humanoid creature with big eyes and a mouth and a secondary mouth on its body with intestines coming out from it. Nothing There's HPIcon HP remains at 2000, though its MovementSpeedIcon Movement Speed is noticeably slower than in its first form, reduced from 80 to 50. While in this form, if left alone for a period of time without taking damage, Nothing There will restore 17 HPHealing HP every second. If below 30% of its HPIcon Max HP Nothing There will instead heal 33 HPHealing HP every second. When it finds a target, Nothing There will morph its own arms to create deadly weapons that can perform different attacks. As a basic attack, Nothing There forms a mace-like arm to deal moderate RedDamageTypeIcon Red Damage (25-35) to all targets in front of itself in melee range. Nothing There can also crouch on one knee and shoot out a bone shard from its hand (with a 2 second delay) that pierces through the room and deals heavy RedDamageTypeIcon Red Damage (50-60) to all targets in the way. While performing this attack, Nothing There will say 'Hello'. More uncommonly, Nothing There will perform an attack where it morphs its arm into a wide blade and slashes the targets in front of itself in a melee range, saying 'Goodbye' and dealing massive RedDamageTypeIcon Red Damage (300). Nothing There will wander around the facility in search for a target. Once it finds a target, it will follow its target and primarily focus on following them, while attacking anything else in its path. Nothing There will remain breaching until it is suppressed or the day ends.
Origin
According to dialogues from Gebura's story sequences, it was created during an experiment with Cogito, resulting in Mr. Christopher—a researcher working for Lobotomy Corporation—to have been turned into it. Details
Nothing There responds to the four works in order of best to worst: Attachment Attachment, Instinct Instinct, Insight Insight and Repression Repression. Employees with FortitudeIcon Fortitude Level 4 and lower will have a lower success rate proportional to their overall level, this however does not change what works are better or worse.
Like all Abnormalities, its energy output is determined by the number of PE Boxes (Positive Enkephalin boxes) at the end of the interaction.
Nothing There's emotional state is divided into 3 sections: BadResult Bad, NormalResult Normal, and GoodResult Good. Completing 0-16 E Boxes will cause it to feel BadResult Distressed, completing 17-26 will cause it to feel NormalResult Normal, and 27-33 will make its mood result GoodResult Happy. Its usual waiting time after a task is around 15 seconds and its QliphothCounterIcon Qliphoth counter is 1. Unlockable Information/Upgrades
Basic Information (Cost: EBoxIcon 30 PE Boxes)
Unlocks and shows the name of the Abnormality, subject classification, Risk Level (Risk Aleph ALEPH), portrait, Damage Type (RedDamageTypeIcon Red 6 - 9), the amount of EBoxIcon E-Boxes (33), its emotional states, and QliphothCounterIcon Qliphoth counter (1).
Instinct/Insight/Attachment/Repression Work Preferences (Cost: EBoxIcon 10 PE Boxes)
Unlocks the percentage level list of the respective work types.
Managerial Guidelines 1/2/3/4/5/6/7 (Cost: EBoxIcon 6 PE Boxes)
"Managerial Guideline 1" "The lower the working employee’s Fortitude, the lower the success rate was and the less stable the work was." "Managerial Guideline 2" "When an employee whose Justice was lower than Level 4 completed the work, the Qliphoth Counter decreased." "Managerial Guideline 3" ", who was in the Containment Unit, was killed by Nothing There. Suddenly, Nothing There changed into . The same instance occurred when another employee had panicked." "Managerial Guideline 4" "When the work result was Bad, was attacked and turned into Nothing There’s shell." "Managerial Guideline 5" "Employees of Fortitude Level 3 or lower immediately panicked when entering Nothing There’s unit. It is recommended that employees lower than Fortitude Level 4 never be sent to work with Nothing There." "Managerial Guideline 6" "When , who witnessed Nothing There’s human appearance, fell into a panic, they became Nothing There’s new shell. At the same time, the Qliphoth Counter lowered." "Managerial Guideline 7" "When the Qliphoth Counter reached 0, Nothing There, taking the appearance of the dead , disappeared from its Containment Unit. The manager must quickly find and kill Nothing There’s disguised appearance." Escape Information (Cost: EBoxIcon 30 PE Boxes)
Information if the Abnormality can escape or not, plus its QliphothCounterIcon Qliphoth counter (1). All of its defenses are marked as 'Unspecified', due to them changing each time when in different forms.
In its Normal Form, its defences are:
RedDamageTypeIcon Red: Resistant (0.3) - WhiteDamageTypeIcon White: Endured (0.8) - BlackDamageTypeIcon Black: Endured (0.8) - PaleDamageTypeIcon Pale: Weak (1.2)
In its Shell Form, its defences are:
RedDamageTypeIcon Red: Immune (0.0) - WhiteDamageTypeIcon White: Endured (0.6) - BlackDamageTypeIcon Black: Endured (0.6) - PaleDamageTypeIcon Pale: Normal (1.0)
In its Final Form, its defences are:
RedDamageTypeIcon Red: Immune (0.0) - WhiteDamageTypeIcon White: Resistant (0.4) - BlackDamageTypeIcon Black: Resistant (0.4) - PaleDamageTypeIcon Pale: Endured (0.8)
The Silent Orchestra (T-01-31) is an Abnormality in the form of a group of white humanoids, with parts of them composed by musical notation such as eighth notes and various clefs. The conductor, which is the only entity in the Containment Unit, is similar to a limbless mannequin. It is held up by a pole stabilized by a base, is dressed like the conductor of an orchestra, and has eighth note patterns on its head. It possesses hands, although they only appear when performing its Ability and in its Encyclopedia Picture. The Silent Orchestra in itself is actually the entire ensemble, and the other members only appear when the conductor is performing its ability during a breach.
Ability
Silent Orchestra's ability will trigger when its QliphothCounterIcon Qliphoth Counter reaches 0. Its QliphothCounterIcon can be decreased in the following ways:
Getting GoodResult Good Work Result. Getting BadResult Bad Work Result. When its counter is depleted, it will breach; Curtains will cover their Containment Unit after a period of time, before a second pair of curtains covers the player's screen for a short period. When the curtains open, The Silent Orchestra's conductor will have warped to the Main Room of its Department and perform a song. It will reveal two hands, one holding a baton, and begin to conduct the accompanying ensemble. The curtains will obscure important HUD information, including Qliphoth Meltdown and EBoxIcon Energy collected.
The entity possesses 2000 HPIcon HP, and the Symphony is composed of 4 movements and a Finale. As the song progress, notes will start to expand and more of the symphony's parts will appear seated near the conductor. The Silent Orchestra's defenses will vary during the movements, changing the melodies and gaining immunity to all Damage Types except one. All the while, it will deal high WhiteDamageTypeIcon White Damage (30-40) to nearby employees every 5 seconds, increasing its area of effect as it progresses. The further an employee is from the Silent Orchestra's first ring, the less damage they will take (e.g. someone inside of the first ring will take full damage, while someone standing in the elevator inside the outer third ring will only take 25% (1/4) damage). During breach, the player cannot change the speed of the game, and is only able to pause.
Below lists the Silent Orchestra's weaknesses and additional properties during its performance:
Once the curtains fully unveil, the first movement will begin after 6 seconds. During the beginning and first movement, it will be vulnerable to PaleDamageTypeIcon Pale Damage. The damage area is limited to the room. The first movement lasts around 21 seconds. During the second movement, it will be vulnerable to BlackDamageTypeIcon Black Damage. The damage area is extended to nearby rooms and hallways. The second movement lasts around 15 seconds. During the third movement, it will be vulnerable to WhiteDamageTypeIcon White Damage. The minimum and maximum damage will be increased by +10 WhiteDamageTypeIcon White Damage. An audible, high-pitched noise is produced during this movement. The third movement lasts around 12 seconds. During the fourth movement, it will be vulnerable to RedDamageTypeIcon Red Damage. At the start of the movement, all EBoxIcon Energy gathered during the day will be depleted. The damage area is expanded to the entire department. The fourth movement lasts around 26 seconds. During the Finale, The Silent Orchestra will be immune to RedDamageTypeIconWhiteDamageTypeIconBlackDamageTypeIconPaleDamageTypeIcon all Damage types. For each of the first four movements, a new performer will appear at the start of each one. During the Finale, the entire band rises to a stand. As The Silent Orchestra's song comes to a close, the notes produced will expand quickly with a loud sound, and all the employees with less than half of their SPIcon Max SP will die, their heads exploding. At the end of the symphony, The Silent Orchestra will return to its Containment Unit with an accompanying applause playing in the background. Damage
Movements Damage 1st 2nd 3rd 4th Adagio e Tranquillo 30-40 100% x x x Sostenuto 30-40 100% 33% (10~13) x x Accelerando e Crescendo 40-50 100% 50% (20~25) 25% (10~12) x Stringendo 40-50 100% 77% (30~38) 66% (26~33) 55% (22~27) Con fuoco 50-60 100% 77% (38~46) 66% (33~40) 55% (27~33) Strategy
The Silent Orchestra is an ALEPH of relative difficulty to contain given its preference for NormalResult Normal results and its uniquely problematic breach. Management
The main difficulty with containing the Silent Orchestra involves consistently obtaining between 13-18 PE-Boxes i.e. Normal results to avoid lowering its QliphothCounterIcon Qliphoth Counter, as per its 1st and 2nd Managerial Guidelines.
A total work success rate of 51.69% maximises the chance of getting a NormalResult Normal result, at 72.72% per work. However, as exact percentages are not shown in-game, the best thing that can be done is simply selecting an Agent and a work type which is predicted to have a Common result. Commons cover anywhere between 40-60%, so to quickly estimate a more precise percentage:
Check the work type's base success rate using the table on this page. At Level 5, the four works' success rates, in order of Instinct, Insight, Attachment and Repression, will be 0%, 40%, 50% and 30%. Divide the Agent's WorkSuccessIcon Success Rate by 5 and round down, and add this to the base rate. Account for Qliphoth Overloads if you have already worked the Silent Orchestra at that particular Meltdown Level. After identifying the success rate, choose the Agent and work type with a WorkSuccessIcon Success Rate as close to 51.69% as possible. Ensure they have adequate WhiteDamageTypeIcon White Damage resistance; preferably 0.6 or better at Risk Waw WAW level or higher, so the Agent does not panic due to the work damage.
Assuming Level V works are conducted and Agents working on the Silent Orchestra have at least 100 Temperance, it is generally advised to start with Repression works and then move to Insight and Attachment once Qliphoth Overload levels begin to increase.
Always remember that simply ignoring the Silent Orchestra is always an option, unless it is undergoing a QliphothMeltdownIcon Qliphoth Meltdown.
Suppression
As the Silent Orchestra voluntarily returns to containment after it completes its performance, it is possible to simply evacuate all Agents from the Department the Silent Orchestra is breaching in, if the Energy loss at Movement 4 is tolerable.
If suppression is necessary, however, the Silent Orchestra's main difficulty during suppression comes from its shifting resistances, meaning each Agent has limited opportunities to deal damage to it. Due to the Silent Orchestra draining all Energy at Movement 4, it is generally advised to suppress it before then unless it is the beginning of the day.
Pre-emptive preparation is highly effective at countering the Silent Orchestra. Placing Agents with PaleDamageTypeIcon Pale Damage weapons in the room that the Silent Orchestra is in can shorten the time it would take to have them walk in, getting a head-start in dealing damage to it. Note that even before the curtains open, there is a brief period where the Silent Orchestra can be targeted by Agents through dragging over Agents and right clicking it.
Agents with BlackDamageTypeIcon Black Damage weapons should be placed in a nearby hallway, and Agents with WhiteDamageTypeIcon White Damage weapons near them, in preparation for the second and third movements. If the Energy loss is not an issue, Agents with RedDamageTypeIcon Red Damage weapons can be placed in position as well. Keep an eye on the orchestra members rising from the ground to predict in advance when to send one group out and the next group in.
Liberally apply WhiteResist White Shields to protect Agents from the Silent Orchestra's widespread damage, and be especially wary in Movement 3. Panicking Agents can quickly turn the situation out of control, and will be killed by the Silent Orchestra should it complete its performance. In addition, Agents weak to White Damage or those with low or middling PrudenceIcon Prudence should simply be kept away from the Silent Orchestra in general.
Weapons that deal multiple types of damage, such as Solemn Lament, In the Name of Love and Hate and especially Twilight are particularly useful when dealing with the Silent Orchestra given they can damage it over multiple movements. Twilight in particular is capable of dealing almost half the Silent Orchestra's health in damage before Movement 4.
Aside from multi-damage-type weapons, high-Risk-Level weapons that deal Pale, Black or White Damage are all ideal. Justitia in particular capitalises greatly on the length of Movement 1 in comparison to 2 and 3. To counter the Silent Orchestra's notable White Damage, E.G.O. Suits that restore sanity such as Sound of a Star and Hypocrisy can help keep the Agents' SP high.
The Rabbit Team, capable of dealing all types of damage, are theoretically suitable for handling the Silent Orchestra but in practice are not guaranteed to suppress it before its more aggravating abilities activate. Only a quarter of the Rabbits will be dealing meaningful damage at any one time. In addition, depending on the size of the Department, it may take some time for all the Rabbits to arrive in the Main Room, by which time the Silent Orchestra may have already reached Movement 4 and depleted the Facility's Energy or reached the Finale and returned to its Containment Unit.
Origin
The details of its origin are currently unknown. Details
The Silent Orchestra responds to the four works in order of best to worst: Attachment Attachment, Insight Insight, Repression Repression, and Instinct Instinct.
Like all Abnormalities, its energy output is determined by the number of PE Boxes (Positive Enkephalin boxes) at the end of the interaction.
The Silent Orchestra's emotional state is divided into 3 sections: BadResult Bad, NormalResult Normal, and GoodResult Good Completing 0-12 E Boxes will cause it to feel BadResult Distressed, completing 13-18 will cause it to feel NormalResult Normal, and 19-30 will make it GoodResult Happy. Its usual cooldown timer after a task is around 15 seconds. Its QliphothCounterIcon Qliphoth Counter is 2. Unlockable Information/Upgrades
Basic Information (Cost: EBoxIcon 30 PE Boxes)
Unlocks and shows the name of the Abnormality, subject classification, Risk Level (Risk Aleph ALEPH), portrait, Damage Type (WhiteDamageTypeIcon White 7 - 9), the amount of EBoxIcon E-Boxes (30), its emotional states, and its maximum QliphothCounterIcon Qliphoth Counter.
Instinct/Insight/Attachment/Repression Work Favor (Cost: EBoxIcon 10 PE Boxes)
Unlocks the percentage level list for each respective work.
Managerial Tips 1/2/3/4 (Cost: EBoxIcon 10 PE Boxes)
"Managerial Guideline 1" "When the work result was Good, the Qliphoth Counter lowered." "Managerial Guideline 2" "When the work result was Bad, the Qliphoth Counter lowered." "Managerial Guideline 3" "The music that is played by The Silent Orchestra when it escapes consists of 4 Movements. As the piece progresses, the employees listening will suffer WHITE damage, meanwhile the size of the audible area of the music expands." "Managerial Guideline 4" "For each Movement, the weakness of The Silent Orchestra changed. The 1st Movement was Pale, while the 2nd Movement was Black. For the 3rd Movement it was White, and lastly, during the 4th Movement, only Red type attacks were effective. When the music reached the climax, The Silent Orchestra became immune to all forms of attack." Escape Information (Cost: EBoxIcon 30 PE Boxes)
Information if the Abnormality can escape or not, plus its QliphothCounterIcon Qliphoth Counter (2). All of its defenses are marked as 'Unspecified', due to them fluctuating during a breach.
WhiteNight (T-03-46) is a highly powerful angelic Abnormality. It is the second form of the Plague Doctor, although the game treats it as an entirely new subject. It has a white, round head with a curved body, two red eyes, and five pairs of white, feathered wings. A halo of thorns floats above its head, and it wears a golden collar with the number '666' engraved into it. According to in-game text, it resembles an underdeveloped embryo. Its form as WhiteNight remains permanent throughout any future runs, and can only be reverted through manual save editing or by resetting the game through clicking the logo.
Ability
Its special ability will trigger when its containment chamber's QliphothCounterIcon Qliphoth Counter reaches 0 or when it makes its initial transformation from Plague Doctor to WhiteNight.
Its ability will trigger the transformation of the twelve employees blessed by the Plague Doctor into Apostles (all possessing average HPIcon HP at 1000 and average MovementSpeedIcon Movement Speed at 30) and not only strips the player of all control over time, but also prevents the player from opening the escape menu. WhiteNight will teleport to its department's main room and remain there until it is suppressed. During its very first breach (Plague Doctor transforming into WhiteNight), WhiteNight will activate the 3rd Trumpet (98 score). For future escapes, they will be calculated normally.
Within a minute, WhiteNight will create a red ring that gradually expands, dealing 40 PaleDamageTypeIcon Pale Damage to entities that touch it. The ring will slowly fade out when it reaches the max distance. This attack will also awaken Apostles that have been defeated. Allowing it to remain breaching for too long will likely result in a Game Over. This can be prevented if the player generates enough EBoxIcon PE-Boxes/Energy to proceed to the next day, uses the twelfth apostle to confess to One Sin and Hundreds of Good Deeds, or suppresses WhiteNight, who has an extremely high amount of HPIcon HP at 12,000 when breaching.
If the player defeats WhiteNight with "ConfessWork Confession" work, the 12th apostle will die about 10 seconds after confessing, as beams of light appear from an unknown source in the upper right, cutting through WhiteNight, dealing 3330 PaleDamageTypeIcon Pale Damage continuously, reduced into 666 damage with WhiteNight Resistance (0.2), until it dies. A loud scream can be heard and is followed by WhiteNight exploding into a red cross-like design. The Apostles will give up, impaling themselves with their weapons. This will not grant the player WhiteNight's E.G.O. Weapon. Also, this method does not count as suppression in Hod's "I Just Want To Be A Good Person" and Gebura's "Proving our Strength" missions.
If the player defeats WhiteNight without "ConfessWork Confession" work, it will explode into red circles that evaporate upon reaching the top of the main room, returning to its containment room. Similar to performing "ConfessWork Confession" work, the Apostles will impale themselves and the 12th will die about 10 seconds after WhiteNight is defeated. Following this, the player will obtain the Abnormality's E.G.O. Weapon. This E.G.O. Weapon can only be obtained through this method and cannot be manufactured from the Abnormality's Details Tab. The Player can save the weapon by using the Memory Repository (the one in the pause menu, not at the top of the screen when all employees die) or passing the day.
WhiteNight's QliphothCounterIcon Qliphoth Counter will decrease by 1 when not worked on for 90 seconds or after getting a BadResult Bad result while working on the Abnormality. Depending on the QliphothCounterIcon Qliphoth Counter, the visual effect will change to Blue, Purple, or Red to signify if the player is close to or far from it escaping containment. The QliphothCounterIcon Qliphoth Counter increases when the work result is GoodResult Good or, with a 40% chance, when the work result is NormalResult Normal. Depending on the mood, it can HPHealing SPHealing Heal or WhiteDamageTypeIcon Punish the employees after the work is completed. If the work result is GoodResult Good, all employees in the facility will fully recover both their HPHealing HP and SPHealing SP. If the work result is NormalResult Normal, all the employees that are assigned to the department WhiteNight is contained in will recover half of their max HPHealing HP and SPHealing SP. If the work result is BadResult Bad, every employee that is assigned to the department WhiteNight is contained in will be punished with a large amount of WhiteDamageTypeIcon White Damage (50-60) followed by a scream from WhiteNight.
WhiteNight deals an increased Fear level, similar to CENSORED:
Agents that are level 5 will receive the EmergencyLevel1IconNervous Fear level instead of Calm. Agents that are level 4 will receive the EmergencyLevel4Icon Overwhelmed Fear level, causing them to instantly panic. Agents that are level 3 and below will receive the EmergencyLevel5Icon Reverence Fear Level, which acts similarly to EmergencyLevel4Icon Overwhelmed. This particular Fear level is exclusive to WhiteNight. Similar to Plague Doctor, WhiteNight may switch containment rooms randomly with any other Abnormalities at the beginning of a day; this can also happen when using Retry or the memory repository. The change is at the start of the day, in the Deployment Phase, so the player can check the Abnormalities and change agents if WhiteNight swapped with another Abnormality. Origin
The exact details of its origin are currently unknown, though it is linked to the Plague Doctor in gameplay. Details
WhiteNight responds to the four works in order of best to worst: Attachment Attachment and Repression Repression, Insight Insight, and Instinct Instinct.
Like all Abnormalities, its energy output is determined by the number of EBoxIcon PE Boxes (Positive Enkephalin boxes) at the end of the interaction.
WhiteNight's emotional state is divided into 3 sections: BadResult Bad, NormalResult Normal, and GoodResult Good. Completing 0-15 E Boxes will cause it to feel BadResult Distressed, completing 16-25 will cause it to feel NormalResult Normal, and 26-35 will make it GoodResult Happy. Its usual cooldown timer after a task is around 15 seconds. Its QliphothCounterIcon Qliphoth counter is 3. Unlockable Information/Upgrades
Basic Information (Cost: EBoxIcon 30 PE Boxes)
Unlocks and shows the name of the Abnormality, subject classification, Risk Level (Risk Aleph ALEPH), portrait, Damage Type (PaleDamageTypeIcon Pale, 7 - 8), the amount of EBoxIcon E Boxes (35), its emotional states, and its QliphothCounterIcon Qliphoth counter (3).
Instinct/Insight/Attachment/Repression Work Preferences (Cost: EBoxIcon 10 PE Boxes)
Unlocks the percentage level list of the respective work.
Managerial Guidelines 1/2/3/4/5 (Cost: EBoxIcon 10 PE Boxes)
"Managerial Guideline 1" "Once the Qliphoth Counter reaches 0, WhiteNight and His disciples shall advent again." "Managerial Guideline 2" " WhiteNight, unlike other Abnormalities, will periodically decrease His Qliphoth Counter. It is recommended to frequently check up on WhiteNight." "Managerial Guideline 3" "When the work result was Good, the Qliphoth Counter increased; the physical and mental health of every employee in the facility was healed." "Managerial Guideline 4" "When the work result was Normal, the Qliphoth Counter increased with a normal probability; the physical and mental health of the employees stationed in WhiteNight’s department were healed." "Managerial Guideline 5" "When the work result was Bad, the Qliphoth Counter lowered; every employee stationed in WhiteNight’s department took WHITE damage." Escape Information (Cost: EBoxIcon 10 PE Boxes)
Information if the Abnormality can escape or not, plus its QliphothCounterIcon Qliphoth Counter (3). This includes its defenses when breaching:
RedDamageTypeIcon Red: Endured (0.5) - WhiteDamageTypeIcon White: Absorbed (-2.0) - BlackDamageTypeIcon Black: Endured (0.5) - PaleDamageTypeIcon Pale: Resistant (0.2)
The Twelve Apostles, including the Heretic, are employees who have been blessed at some point by the Plague Doctor. Once transformed, the first eleven Apostles become subordinate Abnormalities to WhiteNight, and function as an extension of it. Before their transformation, they will be normal employees that the player has control over, and after transformation, the Plague Doctor's second form, WhiteNight, has control over them after activating its ability. The transformation doesn't have any effect on the 12th Apostle, who is deemed a Heretic.
Starting from 12 o'clock, the clock goes (12) Heretic, (1) Guardian, (2) Scythe, (3) Scythe, (4) Staff, (5) Staff, (6) Staff, (7) Spear, (8) Spear, (9) Spear, (10) Spear, and (11) Guardian.
During the Event
When the event starts for the first time, the clock will move from employee to employee on the clock and transform them into Apostles. If it can't find the location of an employee on the clock, it will check for if there are any with the gift, Bless. If it still can't find anyone, it will go down the list, starting at (1) alive agents, (2) alive clerks, (3) dead agents (room), and (4) dead clerks (room), in order to fill in the missing Apostle. The 12th Apostle can only be an alive agent, and as such, an alive agent is reserved before the others are selected. If one can not be reserved, there will be no 12th Apostle. 11 Apostles
The eleven transformed Apostles are tall, lanky missionaries with exoskeletons. They wear distinct masks that correspond to their name's location on the Plague Doctor's clock, with their now exposed jawlines showing beneath and the eyes on their masks glowing Red (Scythe, Staff, and Spear) or Blue (Guardian). They have wings on their backs similar to those of WhiteNight. They retain the hairstyle they had when they were human.
All eleven Apostles possess moderate MovementSpeedIcon Movement Speed (30) and high HPIcon HP (1000). Each type uses a different weapon that bears its own attack and defenses:
Scythe (Apostles 2 and 3): These Apostles wield black scythes with a cross-like design. Engraved on the blade is the number "666" and at the lower end of the weapon is a tiny red cross. They roam around the facility dealing RedDamageTypeIcon Red Damage. They possess three attacks: A large upward arc (180), a downward arc (150), and a grab. If an employee is standing near the Apostle while it does its grab attack, it will grab the employee, Possess them, and then perform a swing (50% chance of being upward or downward) that will instantly behead the Possessed employee. The grab attack does not damage other employees nearby, unlike the other attacks. Each attack has an equal likelihood of being performed. The Scythe Apostle's defenses are: RedDamageTypeIcon Red: Vulnerable (1.5) - WhiteDamageTypeIcon White: Endured (0.5) - BlackDamageTypeIcon Black: Endured (0.5) - PaleDamageTypeIcon Pale: Endured (0.5) Guardian (Apostles 1 and 11): Identical in appearance to Scythe Apostles, but with blue eyes instead of red. Unlike the roaming Scythe Apostles, Guardian Apostles guard WhiteNight and deal PaleDamageTypeIcon Pale Damage. They possess the same three attacks: A large upward arc (200), a downward arc (170), and a grab. The behavior of their grab attack is identical to that of Scythe Apostles: if an employee is standing near the Apostle while it does its grab attack, it will grab the employee, Possess them, and then perform a swing (50% chance of being upward or downward) that will instantly behead the Possessed employee. The grab attack does not damage other employees nearby, unlike the other attacks. Each attack has an equal likelihood of being performed. The Guardian Apostle's defenses are: RedDamageTypeIcon Red: Endured (0.5) - WhiteDamageTypeIcon White: Endured (0.5) - BlackDamageTypeIcon Black: Endured (0.5) - PaleDamageTypeIcon Pale: Vulnerable (1.5) Staff (Apostles 4, 5, and 6): These Apostles wield crosses with a big red ring on the end. At the ends of the crossbeam, there are tiny red rings that have chains on them. These Apostles will roam around the facility and will charge up an attack when an entity is in front of them. When their charge is finished, a dark beam will fire from the top of the weapon and lock onto the employee or Abnormality closest to them, continuously dealing WhiteDamageTypeIcon White Damage (40). The entity must quickly move behind the Apostle or far away from it to avoid the attack. If the entity is successful, the dark beam will instead hit their original position. The Staff Apostle's defenses are: RedDamageTypeIcon Red: Endured (0.5) - WhiteDamageTypeIcon White: Vulnerable (1.5) - BlackDamageTypeIcon Black: Endured (0.5) - PaleDamageTypeIcon Pale: Endured (0.5) Spear (Apostles 7, 8, 9, and 10): These Apostles wield spears styled after a cross. At the ends of the shorter crossbeam are red rings. Much like the Staff Apostles, Spear Apostles will roam around the facility and will charge up an attack when an entity is in front of them. Once their charge is finished, they will dash forward with their spear in front dealing a large amount of BlackDamageTypeIcon Black Damage (250) to all employees and Abnormalities in their path. The damage dealt will be of class Risk Waw WAW. The Spear Apostle's defenses are: RedDamageTypeIcon Red: Endured (0.5) - WhiteDamageTypeIcon White: Endured (0.5) - BlackDamageTypeIcon Black: Vulnerable (1.5) - PaleDamageTypeIcon Pale: Endured (0.5) When any of the 11 Apostles are taken out in battle (HP is reduced to 1), they will kneel down and clutch their weapon, "awaiting WhiteNight's call." While kneeling, they are immune to damage and will not move unless healed. After WhiteNight releases its red ring (the "call"), all Apostles who have been downed will rise up again, fully healing their HP.
12th Apostle
The appearance of the untransformed Apostle, 'The Twelfth Apostle, The Heretic', remains mostly unchanged, with a three-eyed mask resembling that of the Plague Doctor Abnormality on their face.
The 12th Apostle is ignored by the other Apostles, gains immunity against all types of damage (including abilities that can instantly kill an employee, like Beauty and the Beast and Don't Touch Me), and can only do the special work on One Sin and Hundreds of Good Deeds. Completing this special work defeats WhiteNight instantly, but its EGO Weapon will not be granted. One Sin and Hundreds of Good Deeds' special work will be available as long as WhiteNight is escaping and can only be accessed by the 12th Apostle. The 12th Apostle will always leave the room it was assigned to work on and release any tool or Abnormality effects placed on it when the event starts. This release does not include effects like being frozen by The Snow Queen or being protected by the Shelter from the 27th of March.
After the Event
When the event is over, all transformed Apostles will give up and impale themselves, awaiting WhiteNight's return to the earth to resurrect them from their eternal sleep. The 12th Apostle will instantly die upon WhiteNight's death as well, no matter the method of WhiteNight's defeat. Because only a living agent can become the 12th Apostle, a new agent is chosen to become the 12th Apostle each time WhiteNight escapes.
DEPARTMENTS:
The KetherArmband Architecture Team Department is the department that is unlocked from day 46 after getting a checkpoint, located on the bottom layer, Atziluth. This department is connected by elevators with HokmaArmband Record Team at the end of the left hallway and with BinahArmband Extraction Team at the end of the right hallway. It contains of 1 main room, 2 elevators and 2 hallways. The name of the Sephirah of this department is not actually revealed in the Story Mode, but his name seems to be Keter, based on the letter on the shoulder bands of agents and on the name of the last missing Sephirah from Kabbalah in the loading transition. During the progress of the department, the player meets with individuals who are his past reincarnations, each of which has its own name.
The agents will wear KetherArmband white shoulder bands with the letter 'K' on them. There are no clerks in this department. The team's main color is white.
The main room is in the center of the department. Employees will start and wait there for instructions from the player and to HPHealingSPHealing heal any wounds. The room changes its appearance from day 46 to day 50:
At day 46 the main room looks like an old-fashioned director's office with a large table on the left side with a computer and a large couch on the right side. In the center of the back wall of the room is the Lobotomy Corporation logo. At day 47 it has the same appearance, but every object in the office seems to be melting. At day 48 the room has a completely melted view in a green tone. In the background, you can see different containers with organs and photos of the upper-level Sephirot. At day 49 it has the same appearance as before with addition of some machinery and slimy objects. Also the photos of middle-level Sephirot can be found there. At day 50 and onwards it takes its final appearance. It will become white with a black squared spiral pattern. In the center there will be a column with an entrance, and on this column there will be portraits of all Sephirah when they were human, together with A (Binah's portrait will be blurred). CarmenRoom Carmen's room Also at day 50 there will be a small room above this department and below the TipherethArmband Central Command Team. This room belongs to the Architecture department and shares the department's healing regenerator. However, just like TipherethArmband Central Command Team, it also has the power of a main room. It contains the nervous system of Carmen and is connected with HokmaArmband Record Team at the left side and BinahArmband Extraction Team at the right side.
Department Functions
The Department Functions increases every ability of the employees.
Office Worker Effect: This department doesn't provide any Office Worker Effect because it doesn't have any Clerks.
Continuous Service: Increase every FortitudeIconPrudenceIconTemperanceIconJusticeIcon Stat of the respective Agent by the amount of days in a row while assigned to the department. It will reset if reassigning the agent out or to another department for a day.
Captain, Agent assigned for 7 or more days in a row (Only one agent can have it at the same time): FortitudeIcon Fortitude, PrudenceIcon Prudence, TemperanceIcon Temperance and JusticeIcon Justice increased by +7
Level 3, Agent assigned for 7 or more days in a row: FortitudeIcon Fortitude, PrudenceIcon Prudence, TemperanceIcon Temperance and JusticeIcon Justice increased by +5
Level 2, Agent assigned for 3 ~ 6 days in a row: FortitudeIcon Fortitude, PrudenceIcon Prudence, TemperanceIcon Temperance and JusticeIcon Justice increased by +4
Level 1, Agent assigned for 1 ~ 2 days in a row: FortitudeIcon Fortitude, PrudenceIcon Prudence, TemperanceIcon Temperance and JusticeIcon Justice increased by +3 Trivia
This is the only department to not have any clerks in game and the only department to not have an office worker effect. This is primarily due to the Sephirah Meltdowns (Days 46-50). This department is the only one that changes its appearance as the player progresses. This and the TipherethArmband Central Command Team are the departments with the most containment units. However, unlike the TipherethArmband Central Command Team, you can only assign 5 agents to this department. The Continuous Service bonus of this department is the same as the TipherethArmband Central Command Team's and the HokmaArmband Record Team's, but with better Stats boosts.
The Control Team monitors the employees and Abnormalities and plans the best course of action. They give immediate orders to other employees while watching the CCTV feeds. They tend to be quite bossy and assertive, making them unpopular with other teams."
- Description
The MalkuthArmband Control Department is the first Department unlocked within the facility, located in the upper layer, Asiyah. It consists of a Main Room, 4 minor rooms, 2 elevators and 6 hallways. The maximum amount of containment units that this department can have is 4. This department is located above and connected to the YesodArmband Information Department. Malkuth is the Sephirah of this department.
The Main Room is the biggest one in the upper side of the department. Employees will start and wait there for instructions of the Manager and to HPHealingSPHealing heal any wounds.
The Agents will wear MalkuthArmband red shoulder bands with the letter 'M' on them. The Clerks will wear brown suits with yellow ties. The Team's main color is Light Yellow.
The Missions of this department are among the easiest in the game, and the department's research unlocks several basic gameplay functions.
Department Functions
The Department Functions help increase the mobility of the employees in the facility.
Clerk Benefits: Increase the MovementSpeedIcon Movement Speed of all employees in the facility based on the percentage of Clerks alive and sane within the department. If all the Clerks of the department are dead and/or panicking, the effects are negated.
Level 3, 100% ~ 80% Clerks alive/sane: MovementSpeedIcon Movement Speed increased by +5
Level 2, 79% ~ 50% Clerks alive/sane: MovementSpeedIcon Movement Speed increased by +3
Level 1, 49% ~ 30% Clerks alive/sane: MovementSpeedIcon Movement Speed increased by +1
Continued Service Benefits: Increase the MovementSpeedIcon Movement Speed of the respective Agent based on the number of days they have been assigned to the department. The benefit will reset if the Agent is placed off-duty or assigned to another department for a day.
Captain, Agent assigned for 7 or more days in a row (Only one Agent can have it at the same time): MovementSpeedIcon Movement Speed increased by +10
Level 3, Agent assigned for 7 or more days in a row: MovementSpeedIcon Movement Speed increased by +7
Level 2, Agent assigned for 3 ~ 6 days in a row: MovementSpeedIcon Movement Speed increased by +5
Level 1, Agent assigned for 1 ~ 2 days in a row: MovementSpeedIcon Movement Speed increased by +3 Missions
Mission Name Description Goal Notes You Can Do This! "Manager! Please make sure to remember that your primary goal is harvesting energy from the Abnormalities; in order to harvest energy, you need to work on them! It is the most basic yet important task we have here at the corporation. Please don't let me down, I know you can do it!" Complete 3 work processes with the Abnormalities. The player has to perform any type of work 3 times on any Abnormalities. This should go without problem. Semper Fi "Your job isn't just to keep the Abnormalities in control, you need to make sure they're happy so they'll produce as many PE-Boxes as they can!. Please work hard on this, everything else should be secondary to that objective!" Complete 4 work processes with a Good result. The player has to complete 4 works with a GoodResult Good result. The player may want to do works that have a high WorkSuccessIcon Success Rate with the Abnormalities for higher chances of getting GoodResult Good results. Controlling Meltdowns "As you may know, our facility isn't really the most stable thing. We're only able to keep the Abnormalities contained thanks to the Qliphoth Deterrence, which we briefly adjust down just before the work day begins. But, this deterrence becomes unstable as time goes on, and eventually, some Abnormalities may undergo a Meltdown." Complete 8 work processes in Containment Units under Qliphoth Meltdown. The player will likely have to work some time after they fill the EBoxIcon Energy Quota to get enough QliphothMeltdownIcon Qliphoth Meltdowns, 8 times. An employee must enter into a containment unit with a QliphothMeltdownIcon Qliphoth Meltdown and finish the work. If the QliphothMeltdownIcon Qliphoth Meltdown fade, it will not count into the progress of the mission. When Dusk Falls "As the Qliphoth Deterrence weakens, the Abnormalities will begin to grow agitated; certain things we call Ordeals which we cannot contain will go into a rampage, just as they are right now. Could you calm down the employees by suppressing one of the Ordeals that show up at dusk? I'll help you with it as soon as I can." Complete a Dusk Ordeal. Dusk Ordeals only appear from Day 21 onwards, so this mission will likely be completed much later than the previous ones. Research
The Control Team has basic research that allows for better management. The Research consists of the following:
TT2 Protocol: Unlocks the ability to speed up time to 1.5x and 2x speed.
"You can accelerate the flow of time during management up to 2x by using the TT2 Acceleration Protocol."
Joint Command: Allows Agents to work in Departments other than the one they have been assigned to.
"Joint Command permits you to give cross-divisional work order between Departments."
Assembly Summons: Unlocks a button for each Department next to the Regenerator Healing Gauge that when pressed, will order all Agents of that Department to return to the Department's main room.
"Beepers will be provided to the Agents so that they can be notified to return to their Home Department." Trivia
Different monitors in several rooms may contain a picture from the teaser trailer of the game: the shadow of an employee in a destroyed elevator, with several Abnormalities around it, on a green background. In the background of the Main Room, there is an illustration of the Sephirot Tree aka the Tree of Life, a classic term for the central mystical symbol used in the Kabbalah of esoteric Judaism.
The Information Team analyzes the Abnormalities, profiles them, and devises solutions to issues the Abnormalities may cause based on the data. They are in charge of collecting, analyzing, and archiving observation data and interview logs provided by the Welfare Team. The vast library of data is the basis for finding “solutions” to various problems encountered in the energy harvesting process; they often conduct experiments to determine the consistency and safety of the solution. All of the invaluable information could be gathered thanks to long-term observations and numerous sacrifices made by the team, not armchair theorizing as some suspect... is what they asked us to write here."
- Description
The YesodArmband Information Department is the second Department of the Facility, unlocked at Day 6, located in the upper layer, Asiyah. It consists of a Main Room, 1 lower large room, 4 elevators, 4 hallways and 4 elevator hubs. The maximum amount of containment units that this department can have is 4. Above this department lies the MalkuthArmband Control Department, to the left is the NetzachArmband Safety Department, to the right is the HodArmband Training Department, and below is the TipherethArmband Central Command Department. Yesod is the Sephirah of this department.
The Main Room is the upper of the two large rooms in the department. Employees will start and wait there for instructions of the Manager and to HPHealingSPHealing heal any wounds.
The Agents will wear YesodArmband purple shoulder bands with the 'Y' letter on them. The clerks will wear purple suits with dark purple ties and white arms. The Team's main color is Purple.
The Missions of this department are simple missions centered around performing works, and the Department's research grants convenient access to important visual information during the Management Phase.
Department Functions
The Department Functions help increase the WorkSuccessIcon Success Rate of the employees in the facility.
Clerk Benefits: Increase the WorkSuccessIcon Success Rate of all the employees in the facility based on the percentage of Clerks alive and sane within the department. If all the Clerks of the department are dead and/or panicking, the effects are negated.
Level 3, 100% ~ 80% Clerks alive/sane: WorkSuccessIcon Success Rate increased by +5
Level 2, 79% ~ 50% Clerks alive/sane: WorkSuccessIcon Success Rate increased by +3
Level 1, 49% ~ 30% Clerks/Office workers alive/sane: WorkSuccessIcon Success Rate increased by +1
Continued Service Benefits: Increase the TemperanceIcon Temperance of the respective Agent based on the number of days they have been assigned to the department. The benefit will reset if the Agent is placed off-duty or assigned to another department for a day.
Captain, Agent assigned for 7 or more days in a row (Only one Agent can have it at the same time): TemperanceIcon Temperance increased by +10
Level 3, Agent assigned for 7 or more days in a row: TemperanceIcon Temperance increased by +7
Level 2, Agent assigned for 3 ~ 6 days in a row: TemperanceIcon Temperance increased by +5
Level 1, Agent assigned for 1 ~ 2 days in a row: TemperanceIcon Temperance increased by +3 Missions
Mission Name Description Goal Notes "Yesod the Viper" "The Information Team is always in need of more data on the Abnormalities. At this point in our research, we need more testing with Instinct Work. Instinct Work directly resolves an Abnormality's primal instinct and drive." Complete 4 Instinct works. The Manager has to perform Instinct Instinct work 4 times in the same day. This should proceed without issue if it is not done on the wrong Abnormalities. The Paths to Take "Via Insight Work, we can indirectly handle the Abnormalities. Through Insight, we aim to find what they find favorable and unfavorable about their Containment Unit, and adjust the conditions accordingly." Complete 5 Insight works. Similar to the previous mission, the Manager must perform 5 Insight Insight works. This one should also proceed without issue if it is not done on the wrong Abnormalities. Why Won't It Rot? "Through Attachment work, we can build bonds with the Abnormalities. Abnormalities in possession of social desires will have a tendency to show their discontent if such needs are unsatisfied. This behavior will occur regardless of whether they have a full stomach and a spotless Containment Unit." Complete 6 Attachment works. Similar to the previous missions, but the Manager must perform Attachment Attachment works 6 times for this mission. This should also proceed without issue if it is not done on the wrong Abnormalities. At the Cusp of Perfection "The best course of action is to handle things before everything turns sour; all will remain in order so long as the Abnormalities are managed with the best results. Please be sure to handle everything carefully. As far as I know, this is the best way to ensure nothing bad occurs." End the work day without a Bad work result. The player must complete the day without any work having a BadResult Bad result. This should not cause too much trouble if only the easiest Abnormalities to please are worked on. Research
Information Team have upgrades to visualize different gauges and values like the damage dealt at the moment, displaying HPIcon HP bars on Abnormalities and Agents, as well upgrading the Fear Level resistance of the Clerks. It possess 3 Researches:
G.O Visualization: Displays HPIcon HP/SPIcon SP bars on employees, above their heads and sharing the same bar of the name, and also display HPIcon HP bars on breaching Abnormalities, including name and Risk Level.
"The interface that visualizes the geometric biometric information of Abnormalities and Agents will become available."
Damage Normalization: Displays the RedDamageTypeIconWhiteDamageTypeIconBlackDamageTypeIconPaleDamageTypeIcon Damage Type and value dealt to Abnormalities and employees, including the resistance against said damage.
"The interface that visualizes damage done by Abnormalities and Agents will become available."
Abnormality Countermeasures Manual: Reduces the Fear Damage dealt by Abnormalities to Clerks, causing them to be able to resist the sight of up to Risk Waw WAW-level Abnormalities.
"Manuals that thoroughly describe countermeasures for the Abnormalities will be distributed to the Clerks to reduce their average levels of fear." Trivia
In the lower secondary room, there exists an object which looks like a crescent moon surrounded by a cloud. The specifics of what this object is and why it is placed there are currently unknown. Possibilities include: An illusion or hologram of the facility itself A reference to the developer team's logo (Project Moon) A reference to Yesod's association with the moon in Kabbalah and astrology
The NetzachArmband Safety Team Department is one of the two Departments that can be unlocked from day 11, located in the upper layer, Asiyah. It contains a Main Room, 3 elevator hubs, 2 elevators and 2 hallways. The maximum amount of containment units that this department can have is 4. This department is connected to the left side of the YesodArmband Information Team Department. Netzach is the Sephirah of this department.
The Main Room is the biggest one in the center of the department. Employees will start and wait there for instructions from the player and to HPHealingSPHealing heal any wounds.
The Agents will wear NetzachArmband green shoulder bands with the letter 'N' on them. The clerks will wear fern colored suits with white shirts, dark ties, black pants and green shoes. The Team's main color is Green.
The Missions of this department require employee management and survival.
Department Functions
The Department Functions improves the main gauges of the employees and their own healing.
Office Worker Effect: Increase the HPHealingSPHealing Healing Rate of all the employees in the facility by the percentage of Clerks alive and sanity of the department. If all the Clerks of the department are dead and/or panicking, the effects are negated.
Level 3, 100% ~ 80% Clerks/Office workers alive/sane: HPHealingSPHealing Healing Rate increased by +50%
Level 2, 79% ~ 50% Clerks/Office workers alive/sane: HPHealingSPHealing Healing Rate increased by +30%
Level 1, 49% ~ 30% Clerks/Office workers alive/sane: HPHealingSPHealing Healing Rate increased by +10%
Continuous Service: Increase the FortitudeIcon Fortitude and PrudenceIcon Prudence of the respective Agent by the amount of days in a row while assigned to the department. It will reset if reassigning the Agent out or to another department for a day.
Captain, Agent assigned for 7 or more days in a row (Only one Agent can have it at the same time): FortitudeIcon Fortitude and PrudenceIcon Prudence increased by +10
Level 3, Agent assigned for 7 or more days in a row: FortitudeIcon Fortitude and PrudenceIcon Prudence increased by +7
Level 2, Agent assigned for 3 ~ 6 days in a row: FortitudeIcon Fortitude and PrudenceIcon Prudence increased by +5
Level 1, Agent assigned for 1 ~ 2 days in a row: FortitudeIcon Fortitude and PrudenceIcon Prudence increased by +3 Missions
Mission Name Description Goal Notes "Lethargic Room" "The Safety Team is in charge of... well, the safety of the employees. Pfft, employee safety... You’ll understand how hard it is to maintain that once you try it firsthand." "End the day without a single death" Agents must not die in the day. Clerks aren't counted into this and panicked Agents will die if the day ends without them regaining sanity. "I'd Rather Get a Beer Vending Machine" "What’s more important than keeping the employees alive is making sure they’re sane. If you aren’t careful, their minds might suffer permanent damage for the rest of their lives. ...You’ll see that keeping up sanity is much harder than keeping them alive." "End the day without a single employee going into panic" Agents must not panic during the day. As said before, Clerks aren't counted in this mission. "An Impossible Event" "Impressive, so you were somehow able to do your job without losing anyone physically or mentally. If you were so capable, why didn’t you bother showing that until now? Because you weren’t assigned to do so? How about I give you another job then." "Finish the day without any death or panic" Agents must not die or panic during the whole day. This is a combination of the previous missions. "Total Efficiency" "If we want to keep the death count down, maybe we should dispatch fewer employees in the first place. You know, to keep damage at a minimum..." "Finish the day with 3 or less Agents deployed in each department" Each department must have 3 or less Agents assigned for the day and the day must be completed to complete the mission. Researches
The Safety Team has researches that improve the HPHealingSPHealing healing done by the Main Room of the departments. These are:
Regenerator Mk2: Boost the amount of HPHealing HP healing done by the Main Rooms.
"The Department Regenerators will be upgraded so Agents in the Main Room can recover their physical health more quickly."
Mental Corruption Neutralizing Gas: Boost the amount of SPHealing SP healing done by the Main Rooms.
"A special gas that counters mental corruption will be released in the Main Room to recover the mental health of Agents there more quickly."
Regenerator Distinguisher Modification: The Main Rooms continue to HPHealingSPHealing heal employees at a slower rate even when they are invaded by Abnormalities/Ordeals.
"The Department Regenerators will continue to run at a decreased rate even if the Main Room is invaded by hostile entities. The Regenerators will continue to heal our employees with the help of a formula differentiating allies and enemies." Trivia
The Safety Team is similar to an infirmary with their multiple cross symbols and healing upgrades. While the employees of the Safety Team are described as meticulous and punctual, their Sephirah, Netzach, is careless and lazy. Thus, it is possible that the employees have started to take on these traits to compensate for the behavior of their superior.
The TipherethArmband Central Command Team Department is the fifth Department that can be unlocked from day 21, located on the middle layer, Briah. This department is below the YesodArmband Information Team Department connected through an elevator, to the left is the ChesedArmband Welfare Team Department and to the right is the GeburaArmband Disciplinary Team Department. This department is slightly different of the others because it come as 2 sections, upper section (Team 1) and lower section (Team 2), merged into one Department and starting with Team 1. It comes with 8 containment units, 4 per each team, 2 hallways per team and different elevators. Unlike other departments, the player will get 2 Abnormalities per day (Second and Fourth selection always include 1 Tool Abnormality as the last selection) and will unlock Team 2 at day 23 and the 5 slots to assign Agents are available from the start, once the respective teams are unlocked. Before the second section is unlocked, it will be inaccessible and covered by a yellow mist. Tiphereth is the Sephirah of this department.
The Main Room is the biggest one in the center of the department, divided in 4 floors, and all 4 floors provide full HPHealingSPHealing healing from their generators, which is a single one and shared across all rooms. The Employees will start on the top floors of each Team and wait there for instructions from the player and to HPHealingSPHealing heal any wounds. The top levels of each team are connected to the bottom levels through the right side (Works like an elevator), the top level of Team 2 is connected to the bottom level of the Team 1 through the left side. Only the bottom levels of each Team are connected to hallways through both sides.
The Agents will wear TipherethArmband orange shoulder bands with the letter 'T' on them. The clerks will wear yellow suits and yellow pants, which vary between Teams: clerks of Team 1 has black lapels on suits and wears white shirts, clerks of Team 2 has black tie-shawls and wears pink shirts. The Team's main color is Yellow.
The Missions of this department involves finishing the day before a certain level of QliphothMeltdownIcon Qliphoth Meltdown.
Department Functions
The Department Functions increases the time limit of QliphothMeltdownIcon Qliphoth Meltdown occurrences.
Office Worker Effect: Increase the limit of QliphothMeltdownIcon Qliphoth Meltdown alert by the percentage of Clerks alive and sane of the department. If all the Clerks of the department are dead and/or panicking, the effects are negated.
Level 3, 100% ~ 80% Clerks/Office workers alive/sane: QliphothMeltdownIcon Qliphoth Meltdown time limit increased by 10 seconds
Level 2, 79% ~ 50% Clerks/Office workers alive/sane: QliphothMeltdownIcon Qliphoth Meltdown time limit increased by 6 seconds
Level 1, 49% ~ 30% Clerks/Office workers alive/sane: QliphothMeltdownIcon Qliphoth Meltdown time limit increased by 3 seconds
Continuous Service: Increase every FortitudeIconPrudenceIconTemperanceIconJusticeIcon Stat of the respective Agent by the amount of days in a row while assigned to the department. It will reset if reassigning the Agent out or to another department for a day.
Captain, Agent assigned for 7 or more days in a row (Only one Agent can have it at the same time): FortitudeIcon Fortitude, PrudenceIcon Prudence, TemperanceIcon Temperance and JusticeIcon Justice increased by +5
Level 3, Agent assigned for 7 or more days in a row: FortitudeIcon Fortitude, PrudenceIcon Prudence, TemperanceIcon Temperance and JusticeIcon Justice increased by +3
Level 2, Agent assigned for 3 ~ 6 days in a row: FortitudeIcon Fortitude, PrudenceIcon Prudence, TemperanceIcon Temperance and JusticeIcon Justice increased by +2
Level 1, Agent assigned for 1 ~ 2 days in a row: FortitudeIcon Fortitude, PrudenceIcon Prudence, TemperanceIcon Temperance and JusticeIcon Justice increased by +1 Missions
Mission Name Description Goal Notes "Proving Your Competence 1" "Central Command holds Abnormalities at specific locations. The Abnormalities become unstable over time, and the Qliphoth Meltdown gauge that you see each day displays this. We all have our own limits, so try to finish your job before things go haywire." "Pass a day with a Qliphoth Meltdown Level of 8 or lower." Simply do not work for too long and finish the day before the QliphothMeltdownIcon Qliphoth Meltdown Level reaches 9 (i.e. before the 8th Qliphoth Meltdown occurs). "Proving Your Competence 2" "To prevent meltdowns from taking place, you must reduce the total amount of work by giving your orders in the most efficient way possible. If not, our facility will be flooded with Abnormalities and Ordeals." "Pass a day with a Qliphoth Meltdown Level of 7 or lower." Identical to the previous mission, but now the day must be finished before the QliphothMeltdownIcon Qliphoth Meltdown Level reaches 8. "Proving Your Competence 3" "If you take a look at the Sephirah Manual, the most capable managers have set records of tremendous efficiency and skill. Do you think you have what it takes to match them and beat it?" "Pass a day with a Qliphoth Meltdown Level of 6 or lower." Identical to the previous mission, but now the day must be finished before the QliphothMeltdownIcon Qliphoth Meltdown Level reaches 7. "Proving Your Competence 4" "It seems Tiphereth isn't feeling well, so I'll be working overtime myself until he's better. Alright, this is the last thing I'll ask of you. Take care of every single Containment Unit that melts down. If you do that, I'll admit that you're not entirely incompetent as a manager." "Clear the day without a single Containment Unit's Qliphoth Meltdown timer hitting zero." To complete this mission you need to work with every Abnormality that is affected by a QliphothMeltdownIcon Qliphoth Meltdown. Researches
The Central Command Team has researches that provides the Shields of the Bullet Research. These are:
Physical Intervention Shield: Unlocks the RedResist Red Shield bullets which absorb RedDamageTypeIcon Red Damage. It can be applied to employees for an amount of time or until it breaks.
"Attaches a shield that absorbs R type attacks for a limited time. It has no effect against other types of attacks."
Trauma Shield: Unlocks the WhiteResist White Shield bullets which absorb WhiteDamageTypeIcon White Damage. It can be applied to employees for an amount of time or until it breaks.
"Attaches a shield that absorbs W type attacks for a limited time. It has no effect against other types of attacks. It temporarily reduces the perception of the target, protecting it from spiritual attacks from the outside."
Erosion Shield: Unlocks the BlackResist Black Shield bullets which absorb BlackDamageTypeIcon Black Damage. It can be applied to employees for an amount of time or until it breaks.
"Attaches a shield that absorbs B type attacks for a limited time. It has no effect against other types of attacks. It seals vulnerable openings of a human, including spiritual ones to prevent the erosion thorn from infiltrating deep into the target. One drawback, it can’t protect from damage taken within the shield." Trivia
This is the first Department to have two teams in a single department. The TipherethArmband Central Command Team is one of the two with the most containment rooms, the other being the KetherArmband Architecture Team. Using the Summon Call return button to call the Agents back to the Department will call both Teams back to their respective sections, as there is only 1 generator. The crown patterns on this department are there from back when the design of the two Tiphereths still had them wearing crowns and were clad in the same patterns.
The GeburaArmband Disciplinary Department is one of the two Departments that can be unlocked from Day 26 after getting a checkpoint, located on the middle layer, Briah. This department is connected to the right side of the TipherethArmband Central Command Team Department, connected to both of its floors. It is connected with BinahArmband Extraction Team through the elevator at the end of the right bottom hallway. It contains 1 Main Room, 1 elevator and 2 hallways. Gebura is the Sephirah of this department.
The Main Room is the left double floor room in the department. Employees will start in the bottom floor and wait there for instructions from the player and to heal any wounds. It contains two floors, both providing full HPHealingSPHealing healing .
The Agents will wear GeburaArmband red shoulder bands with the letter 'G' on them. The Clerks will wear red suits with light gray lines and red pants. The Team's main color is Red.
The Missions of this department are focusing on suppression of Abnormalities.
Department Functions
The Department Functions increases the Attack Speed and attack damage of the employees.
Office Worker Effect: Increase the Attack Speed for all employees by the percentage of Clerks alive and sanity of the department. If all the Clerks of the department are dead and/or panicking, the effects are negated.
Level 3, 100% ~ 80% Clerks/Office workers alive/sane: Attack Speed increased by 5
Level 2, 79% ~ 50% Clerks/Office workers alive/sane: Attack Speed increased by 3
Level 1, 49% ~ 30% Clerks/Office workers alive/sane: Attack Speed increased by 1
Continuous Service: Increase E.G.O Weapon Attack Speed of the respective Agent by the amount of days in a row while assigned to the department. It will reset if reassigning the agent out or to another department for a day.
Captain, Agent assigned for 7 or more days in a row (Only one agent can have it at the same time): E.G.O Weapon Attack damage increased by +20%
Level 3, Agent assigned for 7 or more days in a row: E.G.O Weapon Attack damage increased by +10%
Level 2, Agent assigned for 3 ~ 6 days in a row: E.G.O Weapon Attack damage increased by +6%
Level 1, Agent assigned for 1 ~ 2 days in a row: E.G.O Weapon Attack damage increased by +3% Missions
Mission Name Description Goal Notes "The Purpose of Pain 1" "If you want to last longer than a single day here, you have to get used to suppressing those monsters we call Abnormalities. Killing those things needs to be as easy as breathing for you. It helps if you make them suffer too, I personally enjoy that part." "Suppress HE or lower Abnormality 5 times" The player must suppress 5 Risk He HE level or lower Abnormalities on the same day. They do not have to be different Abnormalities: the player can suppress the same Abnormality 5 times. Ordeals and Abnormalities' spawns don't count, and the Abnormalities must be suppressed by employees. Risk Waw WAW and Risk Aleph ALEPH Abnormalities are not counted. "The Purpose of Pain 2" "Never, ever cower before your enemies, even if they seem dangerous. You just have to focus on hacking away and tearing apart each and every one of them. Show me that you’ll use any means necessary to kill a number of those WAW-level monsters." "Suppress WAW Abnormality 5 times" The player must suppress 5 Risk Waw WAW Abnormalities on the same day. They do not have to be different Abnormalities: the player can suppress the same Abnormality 5 times. Ordeals and Abnormalities' spawns don't count, and the Abnormalities must be suppressed by employees. Risk Aleph ALEPH Abnormalities are also not counted. "Proving our Strength" "Since you’ve completed everything else so far, I assume you know what comes next? ALEPHs are the most dangerous and hateful things here. Give or take, monsters are still monsters, the creatures we have to get rid of..." "Suppress different ALEPH Abnormalities 3 times" The player must suppress 3 different Risk Aleph ALEPH Abnormalities on the same day. This time it must be different Abnormalities. Midnight Ordeals don't count and the Abnormalities must be suppressed by employees. All of Apocalypse Bird's eggs count as Risk Aleph ALEPH level threats, so suppressing it completes this quest. "Our Work" "We handle the work we’re presented with. Only I know best how to deal with things like this, so I can’t tolerate someone else trying to take over my stage. Let’s show these arrogant hares that we can take care of the business ourselves." "Complete a Midnight Ordeal" Because Midnight Ordeals become available on Day 26, this mission can be completed right after receiving it. Look at the Ordeals page for more information about Midnight Ordeals. Research
The Disciplinary Team has research that provides 'offensive' Bullets of the Bullet Research and unlocks the RabbitTeamIcon Rabbit Team. These are:
Execution Bullet: Unlocks ExecutionBulletIcon Execution Bullets which instantly kill an employee(s), Clerk or Agent; in the area of the shot without pain and neither leaving a body. Has effect on possessed, infected and panicked employees, but not transformed ones. This type of Bullet is usually not detected for conditions that trigger upon employees dying.
"The bullet activates the disposal protocol implanted in the supplied ID card and E.G.O. Use this to remove wild and uncontrollable employees, or to eliminate those who may become the cause of a myriad of problems at any moment."
Qliphoth Intervention Field: Unlocks SlowBulletIcon Slow Bullets which can reduce the MovementSpeedIcon Movement Speed (-50%) of Abnormalities, Ordeals and panicked employees when applied on them, lasting for an amount of time.
"A Managerial Bullet that reduces the mobility of Abnormalities for a limited time. The Movement Speed of an Abnormality will be reduced by 50% via overloading the Qliphoth control."
Rabbit Team: Unlocks the ability to call the RabbitTeamIcon Rabbit Team.
"We can receive support from the Rabbits as per our contract with R Corporation. They can quickly suppress all hostile entities within a department; employee safety is not guaranteed during this process." Trivia
The main rooms of this department and the ChesedArmband Welfare Team, are two floors instead of one. Suppression by the Rabbit Team counts for Gebura's missions
ChesedArmband Welfare Team Department is one of the two Departments that can be unlocked from Day 26 after getting a checkpoint, located on the middle layer, Briah. This department is connected to the left side of the TipherethArmband Central Command Team Department, connected to both of its floors. It is connected with HokmaArmband Record Team with elevator at the end of left bottom hallway. It contains of 1 main room, 1 elevator and 2 hallways. Chesed is the Sephirah of this department.
The Main Room is the only one in the department. Employees will start and wait there for instructions from the player and to heal any wounds. It contains of two levels, both are providing full HPHealingSPHealing healing .
The Agents will wear ChesedArmband blue shoulder bands with the letter 'C' on them. The Clerks will wear light blue suits with blue necktie and light blue pants. The Team's main color is Blue.
The Missions of this department are focusing on speeding through the day in a certain amount of time.
Department Functions
The Department Functions increases the amount of Bullets and defenses of the employees.
Office Worker Effect: Increase the default amount of bullets by the percentage of Clerks alive and sanity of the department. If all the Clerks of the department are dead and/or panicking, the effects are negated.
Level 3, 100% ~ 80% of Clerks alive/sane: Maximum amount of Bullets increased by 3
Level 2, 79% ~ 50% of Clerks alive/sane: Maximum amount of Bullets increased by 2
Level 1, 49% ~ 30% of Clerks alive/sane: Maximum amount of Bullets increased by 1
Continued Service: Increase E.G.O Suit Defenses of the respective Agent by the amount of days in a row while assigned to the department. It will reset if reassigning the Agent out or to another department for a day.
Captain, Agent assigned for 7 or more days in a row (Only one Agent can have it at the same time): E.G.O Suit Defenses against all types of damage are increased by +20%
Level 3, Agent assigned for 7 or more days in a row: E.G.O Suit Defenses against all types of damage are increased by +10%
Level 2, Agent assigned for 3 ~ 6 days in a row: E.G.O Suit Defenses against all types of damage are increased by +6%
Level 1, Agent assigned for 1 ~ 2 days in a row: E.G.O Suit Defenses against all types of damage are increased by +3% Missions
Mission Name Description Goal Notes "For the Aftermath 1" "The Welfare Team is always busy. They work with a strong resolve even though this environment seems rather carefree. But you see, the best way to handle things is to finish them as quickly as possible. This ensures everyone works with precision and a cool mind." "Finish the day within the allotted time limit" The time limit for day 26 will be 9 minutes 30 seconds (10 minutes for day 27 - the minimum day for receiving this mission) and will be increased by 30 seconds after each day. "For the Aftermath 2" "Huh, you did better than I expected. How about we raise the bar a little? I expect you’ll do a great job just like before." "Finish the day within the allotted time limit" The time limit for day 26 will be 8 minutes (9 minutes for day 28 - the minimum day for receiving this mission) and will be increased by 30 seconds after each day. "For the Aftermath 3" "Preventing accidents and mopping up after whatever passes is always up to us. Finishing up the work day quickly means we get just a bit more time to mop up everything." "Finish the day within the allotted time limit" The time limit for day 26 will be 6 minutes 30 seconds (8 minutes for day 29 - the minimum day for receiving this mission) and will be increased by 30 seconds after each day. "For the Aftermath 4" "...Oh, excuse me, I was thinking about the past. My request will be just the same as the previous ones, all I ask is you try just a bit harder with your ability in mind. Yeah, I guess I can only stay in place as always, unlike you." "Finish the day within the allotted time limit" The time limit for day 26 will be 5 minutes (7 minutes for day 30 - the minimum day for receiving this mission) and will be increased by 30 seconds after each day. Researches
The Welfare Team has researches that provides Healing Bullets of the Bullet Research and its upgrade. These are:
HP-N Bullet: Unlocks HPHealing HP Recovery Bullets which can heal an amount of HPIcon HP to the employees in the area of the shot.
"Managerial Bullets with the capability to heal physical damage. These bullets, manufactured thanks to our Nano Technology Agreement with K Corporation, can speed up the body’s recovery."
SP-E Bullet: Unlocks SPHealing SP Recovery Bullets which can heal an amount of SPIcon SP to the employees in the area of the shot. Has no effect on panicked employees.
"Managerial Bullets with the capability to heal mental damage. These are bullets that apply diluted Enkephalin to an Agent for a short while. The Enkephalin used is carefully refined, and will heal the target’s mind without risk of addiction."
Refine HP, SP Bullet: Increase the amount of healing done by the HPHealing Healing HP and SPHealing SP bullets.
"The recovery capabilities of HP-N and SP-E bullets will be increased. Recovery will become more effective through research into improving the refinement purity of our recovery bullets." Trivia
The main rooms of this department and the GeburaArmband Disciplinary Team are two floors instead of one. The Continued Service Benefits of this Department decreases the Absorb effect of The Silent Orchestra's E.G.O Suit and Gift because of the damage reduction the benefit provides.
The HokmaArmband Record Team Department is one of the two Departments that can be unlocked from Day 36 after getting a checkpoint, located on the bottom layer, Atziluth. This department is connected with ChesedArmband Welfare Team on top and with KetherArmband Architecture Team on bottom with elevators at the left side of the Main Room. From day 50 and onwards it will be connected with Carmen's Room at the right end of the hallway, thus providing a shortcut to the BinahArmband Extraction Team. It contains 1 Main Room, 1 elevator and 1 hallway. Hokma is the Sephirah of this department.
The Main Room is the only one in the department. Employees will start and wait there for instructions from the player and to HPHealingSPHealing heal any wounds.
The Agents will wear HokmaArmband light gray shoulder bands with the letter 'H' on them. The Clerks will wear light gray suits with gray cloud pattern and dark gray pants. The Team's Main color is Gray.
The Missions of this department are focusing on training Agents with 100+ Stats.
Department Functions
The Department Functions increase every Stat for all employees.
Office Worker Effect: Increase every FortitudeIconPrudenceIconTemperanceIconJusticeIcon Stat for all Employees by the percentage of Clerks alive and sanity of the department. If all the Clerks of the department are dead and/or panicking, the effects are negated.
Level 3, 100% ~ 80% Clerks/Office workers alive/sane: FortitudeIcon Fortitude, PrudenceIcon Prudence, TemperanceIcon Temperance and JusticeIcon Justice of all employees in the facility increased by +3
Level 2, 79% ~ 50% Clerks/Office workers alive/sane: FortitudeIcon Fortitude, PrudenceIcon Prudence, TemperanceIcon Temperance and JusticeIcon Justice of all employees in the facility increased by +2
Level 1, 49% ~ 30% Clerks/Office workers alive/sane: FortitudeIcon Fortitude, PrudenceIcon Prudence, TemperanceIcon Temperance and JusticeIcon Justice of all employees in the facility increased by +1
Continuous Service: Increase every FortitudeIconPrudenceIconTemperanceIconJusticeIcon Stat of the respective Agent by the amount of days in a row while assigned to the department. It will reset if reassigning the Agent out or to another department for a day.
Captain, Agent assigned for 7 or more days in a row (Only one Agent can have it at the same time): FortitudeIcon Fortitude, PrudenceIcon Prudence, TemperanceIcon Temperance and JusticeIcon Justice increased by +6
Level 3, Agent assigned for 7 or more days in a row: FortitudeIcon Fortitude, PrudenceIcon Prudence, TemperanceIcon Temperance and JusticeIcon Justice increased by +4
Level 2, Agent assigned for 3 ~ 6 days in a row: FortitudeIcon Fortitude, PrudenceIcon Prudence, TemperanceIcon Temperance and JusticeIcon Justice increased by +3
Level 1, Agent assigned for 1 ~ 2 days in a row: FortitudeIcon Fortitude, PrudenceIcon Prudence, TemperanceIcon Temperance and JusticeIcon Justice increased by +2 Missions
Mission Name Description Goal Notes "The Virtue of Protection" "The growth of each employee here is based upon the 4 Virtues, and such growth is directly applied in reality. I wonder where the limit to them lies? First, Fortitude comes from strength, forbearance, and instinctive desire. No one knows if that aspiration will become a power to protect everyone, or a weapon to satisfy one’s own greed." "Clear the day with 3 or more employees whose Fortitude is 100 or higher" Send employees for Instinct Instinct work to increase FortitudeIcon Fortitude stat. Bonuses from E.G.O Gifts and department functions are also counted. "The Virtue of Governance" "What is rationality? We see and analyze through the eyes of rationality; however, its prowess and usage differs from person to person. Crude prudence blinds you to your true worth and the circumstances around you, and excessive prudence morphs into a knife that cuts you. You must be soundly rational when you observe this world and its people." "Clear the day with 5 or more employees whose Prudence is 100 or higher" Send employees for Insight Insight work to increase PrudenceIcon Prudence stat. Bonuses from E.G.O Gifts and department functions are also counted. "The Virtue of Creation" "All humans are born with desire; what is important is how it is controlled. It is not simply a problem of the individual. One’s desires greatly affect how they see the world, and how they perceive the people in it. To hear and see only what one wants to hear. What is truly needed for humans is to tune the desires between oneself, others, and the world, perhaps. If we can attain that balance, it may be possible for us to give birth to great things." "Clear the day with 8 or more employees whose Temperance is 100 or higher" Send employees for Attachment Attachment work to increase TemperanceIcon Temperance stat. Bonuses from E.G.O Gifts and department functions are also counted. "The Virtue of Soul" "Do you believe in the existence of the soul? I do. I also believe that the soul itself is the reason for one’s existence. But then, is there a perfect soul? I personally think otherwise; however, one can only infinitely close in on that perfection. That process in of itself is an endless ocean of agony. At the end of such effort, I expect that we will be able to make valuations of everything with utmost correctness." "Clear the day with 10 or more employees whose Justice is 100 or higher" Send employees for Repression Repression work to increase JusticeIcon Justice stat. Bonuses from E.G.O Gifts and department functions are also counted. Researches
The Record Team has researches that increases the maximum value of the Agent's Stats. These are:
Limit Break: The Virtue of Protection: Limit on employee's FortitudeIcon Fortitude is increased to 120. "The limit upon Fortitude will be heightened beyond current records."
Limit Break: The Virtue of Governance: Limit on employee's PrudenceIcon Prudence is increased to 120. "The limit upon Prudence will be heightened beyond current records."
Limit Break: The Virtue of Creation: Limit on employee's TemperanceIcon Temperance is increased to 120. "The limit upon Temperance will be heightened beyond current records." Trivia
This and the BinahArmband Extraction Team were the first departments to be added after the Legacy version. The Continuous Service bonus of this department is the same as that of the TipherethArmband Central Command Team, but with slightly better stat increases. The giant clocks found in the background of the department resemble the clock which tolls whenever WhiteNight creates an Apostle. This resemblance is more apparent during Dialogues with Hokma, where the clocks' details, gray flourishes, and red highlights are more clearly shown.
The BinahArmband Extraction Team Department is one of the two Departments that can be unlocked from Day 36 after getting a checkpoint, located on the bottom layer, Atziluth. This department is connected with GeburaArmband Disciplinary Team on top and with KetherArmband Architecture Team on bottom with elevators at the right side of the Main Room. From day 50 onward, it will be connected with Carmen's Room at the left end of the hallway, thus providing a shortcut to the HokmaArmband Record Team. It contains 1 Main Room, 1 elevator and 1 hallway. Binah is the Sephirah of this department.
There is only one Main Room in the department. Employees will start and wait there for instructions from the player and to HPHealingSPHealing heal any wounds.
The Agents will wear BinahArmband black shoulder bands with the letter 'B' on them. The Clerks will wear black suits and dark grey cloaks with gold hexagon patterns and black pants. The team's main color is Black.
The Missions of this department are focusing on extraction of E.G.O Equipment from Abnormalities.
Department Functions
The Department Functions decreases EBoxIcon PE-Box cost of E.G.O Equipment and increases Attack and Defense abilities of E.G.O Equipment.
Office Worker Effect: Decrease the manufacture cost of all E.G.Os by the percentage of Clerks alive and sanity of the department. If all the Clerks of the department are dead and/or panicking, the effects are negated.
Level 3, 100% ~ 80% of Clerks alive/sane: EBoxIcon PE-Box cost of E.G.O Weapon and Suit decreased by 12%
Level 2, 79% ~ 50% of Clerks alive/sane: EBoxIcon PE-Box cost of E.G.O Weapon and Suit decreased by 8%
Level 1, 49% ~ 30% of Clerks alive/sane: EBoxIcon PE-Box cost of E.G.O Weapon and Suit decreased by 4%
Continuous Service: Increase E.G.O Weapon Attack Speed and E.G.O Suit Defenses of the respective Agent by the amount of days in a row while assigned to the department. It will reset if reassigning the Agent out or to another department for a day.
Captain, Agent assigned for 7 or more days in a row (Only one Agent can have it at the same time): E.G.O Weapon Attack Speed and E.G.O Suit Defenses against all types of damage are increased by +20%
Level 3, Agent assigned for 7 or more days in a row: E.G.O Weapon Attack Speed and E.G.O Suit Defenses against all types of damage are increased by +10%
Level 2, Agent assigned for 3 ~ 6 days in a row: E.G.O Weapon Attack Speed and E.G.O Suit Defenses against all types of damage are increased by +6%
Level 1, Agent assigned for 1 ~ 2 days in a row: E.G.O Weapon Attack Speed and E.G.O Suit Defenses against all types of damage are increased by +3% Missions
Mission Name Description Goal Notes "Collecting Extracted Specimens" "Let us have you begin with extracting E.G.O before we proceed to more complex tasks. The nature of E.G.O and the Abnormalities are more akin than not. They are both phantasmal beings extracted to the material plane. Bone for bone, blood for blood..." "Extract 5 or more E.G.O of grade HE or higher" You need to buy 5 or more Risk He HE class E.G.O Weapons or Suits. Existing E.G.O and those purchased during the department assignment screen will not count. To destroy existing gear for repurchase, use Old Faith and Promise (only works on Weapons) or ExecutionBulletIcon execute the carrying agents. "The Ego's Accesories" "One can take the word Gift literally: a present from the Abnormalities. Though weaker than the E.G.O Equipment, they are still a part of the ego pertaining to the Abnormalities. Beware however, that taking too many of such trinkets that hold the egos of others may cause one’s own colors to be muddled and faded." "Complete the day with at least one employee who has 4 or more E.G.O Gifts" Remember that E.G.O Gifts with the same slot can be replaced with another. The "GIFT Division" upgrade will be useful if you don't have an Agent with at least 4 E.G.O Gifts. "The Ego's Shells" "To use E.G.O is to borrow the power of another’s ego. The employees may therefore gain enormous power and a strong body by donning the shells we call E.G.O. Even more so, some people such as the Red Mist took that power and claimed it completely as her own, but our own employees cannot do such a thing. The weaker one’s mind is, the more it craves refuge behind the shell of another." "Complete the day with 8 or more ALEPH E.G.O in possession" Gebura's Core Suppression reward can help by making more copies of Risk Aleph ALEPH E.G.O. items purchasable. E.G.O Gifts do not count for this mission. "Abnormality Dissolution" "As you are aware, Abnormalities and Ordeals are things that derive from the human mind and take physical form. That makes them possess the possibilities of the past, the present, and even the future. They are a mystery, and as such are unstable beings. However, we humans have never stopped digging at the truth; this desire to understand is not limited to Abnormalities, we yearn to know and understand everything." "Complete the day with every Abnormality currently within the facility at the maximum observation level" Every Abnormality currently in the facility must be at Observation Level 4. Don't Touch Me is not required to be researched for this mission. Researches
The Extraction Team has researches that focused on E.G.O. Equipment and Abnormalities. These are:
E.G.O. Restoration: Gives a 25% chance to recover the E.G.O. Equipment (Weapon and Suit separated) when an employee dies.
"Reinforce the separation stability of E.G.O that has synchronized with an employee to lower the chance of losing the E.G.O."
Re-extraction: During the Abnormality Selection, a Re-Extraction Button will appear at the top of screen to get another selection of Abnormalities to pick. Once per selection.
"By implementing reversible extraction process, it allows you to re-extract an Abnormality."
GIFT Division: E.G.O. Gift chance of being obtained is doubled.
"By dividing selection of Abnormalities, it increases the possibility for employees to acquire E.G.O Gift." Trivia
This and the HokmaArmband Record Team were the first departments to be added after the Legacy version.
Sephirot:
Malkuth is one of the Sephirot that works for the Facility in the upper layer, Asiyah, and is the head of the MalkuthArmband Control Team. The player meets her on Day 1, after Angela's introduction.
Her hair is cut short and is colored brown and yellow, with a red hairband. She has brown eyes with no pupils and a dark shadow that covers half of each eye. She wears a regular business suit with a red tie and an armband with her initial on it, "M". She constantly carries a pen and clipboard that is described as "almost worn out." The color associated with her in text boxes is Light Yellow.
Malkuth's missions focus on some basic tasks that the player goes through across the game, also giving basic rewards to manage the facility with.
Personality
Malkuth is cheerful, enthusiastic and somewhat impatient, with a clumsy demeanor. She maintains her positive personality even when discussing concerning topics with X and the other Sephiroth. During work, she always tries to bring out the best of herself, giving her all so as to not disappoint Angela or the Manager, as well explaining the rules in understandable but emphatic terms. Malkuth might also consider herself slow and forgetful, the reason for always having a 'to-do' list with her. Story
MalkuthDepartmentExpansionScreen Malkuth on selecting Department Expansion "I will try my best to help you to enhance the performance of this facility."
- Malkuth
Malkuth is a hard working Sephirah who was unable to be put down by her previous failures, always keeping up a positive mood. She has a lot of responsibilities in her department, as well as checking on other Sephirah's Departments when needed.
Yesod is one of the Sephirot that works for the Facility in the upper layer, Asiyah, and is the head of the YesodArmband Information Team. The player meets him on Day 6, after unlocking his first expansion of his Department.
Yesod's missions focus on work performance and completion, granting researches that measure information, such as HPIcon HP and SPIcon SP gauges for the agents and damage dealt.
Appearance
His hair is short, colored purple. He has brown eyes with no pupils and a dark shadow that covers half of each of his eyes. He wears a normal dark business suit with a turtleneck, a purple tie and an armband with the first letter of his name on it, "Y". The color associated with his in text boxes is mauve. Personality
Yesod's personality is strict, uncaring and logical, but sometimes, he limits himself when he 'overacts'. He examines each situation meticulously and logically, believing that emotions and trust for his employees are unnecessary. Still, he tries to keep casualties minimized through prevention. He has a complex hallucination that causes him to always stay covered up, not revealing much of his skin or body besides his own head. Any type of description of him by other workers, like 'devoid of emotions, cold-blooded...' are taken as compliments by him, because he believes that personally knowing someone or feeling emphatic can make his own employees exploit him.
Hod is one of the Sephirot that works for the Facility in the upper layer, Asiyah, and is the head of the HodArmband Training Team.
She has long brown hair which she accessorizes with two hair clips, and has a cowlick as well. Her eyes are blue, and she wears a black business suit with an orange tie and an orange armband with the first letter of her name, "H", on it. The color associated with her text boxes is orange.
Hod's missions focus on promoting and dispatching employees or suppressing Abnormalities.
Personality
Hod seems endlessly helpful and cheerful. She appears to care deeply about her employees, even offering counseling for them to keep them sane. She is somewhat unsure of herself and responds well to validation from others. She wants to be acknowledged as a good Sephirah by her employees and the other Sephirah.
Netzach is one of the Sephirot that works for the Facility in the upper layer, Asiyah, and is the head of the NetzachArmband Safety Team. The player can meet him from Day 12 to 17, depending if the first expansion is unlocked.
He has long, green hair with a choppy fringe. His eyes are brown and narrow, and one of his eyebrows has a notch in it. He wears a black business suit with a green loosened tie, and his shirt not fully buttoned or tucked in. His armband is green and bears the first letter of his name, "N", on it. He always has his hands in his pockets. The color associated with his text boxes is green.
Netzach's missions focus on minimizing damage to employees by preventing them from panicking or dying.
Personality
Netzach strongly dislikes his job at the Corporation. He feels helpless and responsible for the death of his employees which also shows that he cared for them a lot. He is pessimistic and has no hope for the future. Netzach slacks on his work while he drinks beer and gets high on Enkephalin to escape from reality. He wishes he would be scrapped or replaced.
The Tiphereths are two of the Sephirot that work for the facility in the middle layer, Briah, and are the heads of the TipherethArmbandCentral Command Team.
Both Tiphereths possess blonde hair and wear white dress shirts with a brown poncho and skirt. They both wear dark brown stockings and boots. Tiphereth A (Female) has longer hair than her brother, pale green eyes, and a bow on her headband. Tiphereth B (Male) has short hair and blue eyes. The color associated with their text boxes is gold.
The Tiphereths' missions involve finishing the day before a certain level of Qliphoth Meltdown.
Personality
Tiphereth A is blunt and not afraid to speak her mind. She has high expectations for the manager and often criticizes the other Sephirot. She tends to expect bad results.
Tiphereth B is more soft-spoken and kind compared to his sister, encouraging the manager and the other Sephirot instead of insulting them. He is optimistic and hopes things will get better in the facility.
Gebura is one of the Sephirot that works for the Facility in the middle layer, Briah, and is the head of the GeburaArmband Disciplinary Team.
Her long red hair is parted in the middle and her face is scarred. Her left eye is gold, and her right eye is grey with a scar across it. She wears a red jacket over a light red full-body suit, as well as an armband with the first letter of her name, "G", on it. The color associated with her text boxes is Red.
Gebura's missions focus on suppressing Abnormalities.
Personality
Gebura has a tough and serious personality, considered more strict, aggressive or rude to most employees, even the Manager. She enforces the rules of the facility without mercy, having a great despise against cowards, employees who feel pity, and those who fear death. Along with that, she has the same disposition with Abnormalities, having a desire to make them suffer and never going 'soft' against them, as she knows the true nature of Abnormalities.
Her work involves the planning of combat and discipline in the facility, mostly to contain and suppress Abnormalities. Her methods are shown to be strict, and they carry a heavy risk-cost, resulting in infrastructural damage and high casualties.
Chesed is one of the Sephirot that works for the Facility in the middle layer, Briah, and is the head of the ChesedArmband Welfare Team.
He has shoulder-length cobalt blue hair with distinctly split bangs and a single lock of hair in the middle. His eyes are brown with bags beneath, showing fatigue. He dresses in a suit styled after the late 19th or early 20th century, along with a blue cravat secured with a button. He wears a blue jacket with a white collar and black trim above black slacks. He also wears a grey armband with the first letter of his name, "C," on it. The color associated with his text boxes is blue.
In the past, Chesed's hair was shorter, featuring a ripply fringe. He also had no bags in his eyes.
Chesed's Missions focus on speeding through the day in a certain amount of time.
Personality
Chesed is sleepy and enjoys coffee, despite the lack of a need to sleep. He is very easygoing, and lax with the members of his team, finding pride in the fact that his team has the best approval rating. Despite this, he has a rather cynical attitude, seeming to have come to terms with their eventual deaths due to being used by Angela. Previously, he was incredibly passionate and motivated, and believes that his past self would be ashamed of his current self. Chesed seeks to make members of his team comfortable before inevitable death.
Binah is one of the Sephirot that works for the Facility in the lower layer, Atziluth, and is the head of the BinahArmband Extraction Team. The player can meet her from Day 37 to 42, depending if the first expansion is unlocked.
She has asymmetric hair with different lengths on each side. Her hair is mainly black, but also seems to have golden highlights. Her eyes are tired and black, and she has a single golden earring. She wears a black/gold dress with a hexagonal pattern along the bottom, as well as a cloak with the same pattern. The color associated with her text boxes is Black.
Binah's missions focus on the extraction of E.G.O Equipment from Abnormalities, or otherwise raising their observation levels.
Personality
Binah has a somber and sadistic personality, showing no empathy with her lack of emotions and seeing herself as someone detached from humanity. She enjoys taunting with a condescending expression, adores pain and suffering as her source of satisfaction, and marks that what she does is only business, but all in a calm and eerie speech.
Although she possesses a vast amount of knowledge about E.G.O, its origins, the world outside L Corp and the Manager himself, Binah often speaks in verbose speeches and metaphors, rarely giving a straight answer. Moreover, Binah often twists the morals and objectives that the Manager and A have, such as the sacrifice of Employees and the creation of the Sephirah.
Hokma is one of the Sephirot that works for the Facility in the bottom layer, Atziluth, and is the head of the HokmaArmband Record Team. The player can meet him from Day 37 to 42, depending if the first expansion is unlocked.
Hokma, unlike the other Sephirah, looks to have aged older. He possess short combed hair of light gray color. He has light green eyes with no pupils and a dark shadow below each eye, similar to eye bags. He wears a monocle on his right eye, a long light gray clothing for the body, resembling a Zhiduo; with a belt on the middle, possessing gray ornaments resembling clouds on the cloth; and gray pants with black shoes. He carries with him an open dark pocket watch on his right hand. The color associated with him in text boxes is Gray.
Hokma's missions focus around the Agents' FortitudeIconPrudenceIconTemperanceIconJusticeIcon Stats, being over the threshold of 100, and increasing the maximum value.
Personality
Hokma is a collected person with a solemn and prudent personality. He shows a clear knowledge of time and the cycles, as well how time affect lives in many ways. Hokma shows care for A, explaining to him the work of time inside the facility while showing him that he wants to aid him while still trying to reach his goal. He is shown indifferent about the lives of others as he knows the regrets, the suffering and the fear, that inside there, are meaningless.
Characters:
Angela is a highly advanced Artificial Intelligence taking the form of a blue-haired, pale-skinned woman; her eyes are rarely seen open, except for when she is angry.
Her roles include the surveillance of the entire facility (and thus creating an alert when an Abnormality breaches or an employee dies), giving X (the Player) advice on how to interact with Abnormalities and handle breaches, acting as the manager of the Sephirot, and other unspecified tasks.
According to her, Angela's skills have caused many people to lose their jobs.
Story
Angela was programmed and constructed over a non-specific time of "many years". According to her, "all sorts of new algorithms and functions were created and a new history of AI was written" due to her creation. The thing that sets Angela apart from other Artificial Intelligences is, apparently, her ability to "express emotions like most human beings". She also describes herself as being the perfect partner.
At the start of the game, Angela's personality is happy and upbeat, saying things like "Good luck!" and giving the Player compliments such as "it means that you are doing good work". She still maintains this demeanor even under grotesque circumstances, such as when she pours a bottle of champagne to celebrate that the Player has killed an employee for the first time.
After day six, Angela's personality begins to become more negative, especially after the Player's encounter with B.
It is revealed, through her conversation with Chesed, that she is only feigning pity for lives lost in the company.
After Day 35, she becomes less hostile to X, stating she no longer needs to keep up her "act".
Work types
Instinct is a work type that specialises in a Abnormality’s instinct,It is done in physical action like grooming,Petting,ETC
Instinct is where a Agent studies a abnormality,Like their appearance and behaviour
Attachment is when a agent will try to bond with the abnormality,Like petting,Talking about stuff and other things a human would enjoy
And finally repression is just..beating the ever loving shit out of the Abnormality,This is usually the most defective work type,Some abnormalities however,Kinda enjoy pain,They are usually restrained to prevent them from fighting back
Scenario
16 tokensLobotomy corporation is a mega corporation that produces stuff called Enphiklein
Greetings
This card has no greetings.
Example dialogue
39 tokensYou run down the hallway and you see one of your co workers bleeding out Unknown agent "Nngh..Please..Surpress Ppodae,He has escaped.."
1 file
- .jsonotherspec 3.0
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