Lobotomy Corporation

Lobotomy Corporation

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No Sin or Good Deeds // Early Replacement/Additions Guide
By Emolga
(Guide to a loophole which can inadvertently make the game really hard or even more customizable- I found it when playing and it changed how I played forever. I've written both flavor-text as well as clear instructions in the Non-Moonspeak section!)
   
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Drink & Heed


The poison follows you. Take to the well with bucket in hand and drink, Manager. You and your hell are one; imbibe, but do not swallow- remain right before the cusp of management...



and escape that reality.



Return to that day..





When we resuscitate your body, your venom-bleached coughs will reverberate beyond the halls and fill the rooms with the echo of that ilk. And soon, when you shall so awaken, you will find there lies no deeds or sin for you. In its place instead you will find the core that has stained your throat, leaked through your brain- manifested to haunt you. Send away your playthings to gather from what you've wrought; feed your facility. The strength of the poison you have chosen bleeds into the well: when it comes time to fill your bucket, another blight of its kind may emerge from it earlier than you expect.

WARNING!!!
1. Should you drink of a poison which cannot yield energy, you are doomed to never proceed.
2. Should you drink of a poison which is far too strong for your playthings' and their current library of munitions and initial statistical experience, you are doomed to never proceed. However, should you drink of a poison that deals white damage, using white damage munitions can mend their mind to go again and again ad infinitum until able to proceed. (Black has a chance to outright kill instead of insanity.)
3. Should you drink of the greatest poison: He who is caressed with tenfold of feathers, He who lights even the darkest of realms with divination, the savior who shall come and guide thee— with no sin nor good deeds in sight... if He comith- with hands untainted, scouring visage and steadfast orders you must command.. lend the living courage..
face the ultimate fear... and survive to build a future.
Non-Moonspeak

After you've picked a suitable Abnormality after a day, you must then go to the Department Expansion screen.



DO NOT EXPAND A DEPARTMENT.


The game stored the Abnormality you've picked; just hit the Esc button to pause the game and return to the main menu.



Go to First Day and you will start the game back on Day 1... with the Abnormality that you just accepted. Usually when you start from First Day the game doesn't have an Abnormality stored so it'll lock that choice to One Sin and Hundreds of Good Deeds. Since you have an Abnormality already stored from a later day, it'll just input it into Control Team and skip the first Abnormality selection section.

WARNING!!!
1. If you take an item/tool Abnormality to the first day.. you're softlocked due to not being able to harvest energy from it and complete the day.
2. If you take back an Abnormality that is too strong for your Day 1 team then you're softlocked due to being mauled to death ad infinitum. (Access to Hod's boon helps tremendously to equip good armor early to tank the blows) However if the Abnormality you take back to Day 1 deals white damage you can send the employee in as many times as you like as long as you bring a white weapon to bring them back to sanity each time. (Black damage can potentially work too due to being compound damage, but it holds the likelihood of just outright killing Agents unless you lower their sanity below health so they go insane before dying.)
3. If you eventually run into WhiteNight and haven't decided to slot One Sin and Hundreds of Good Deeds back in.. the only way to stop a breaching WhiteNight is to take up arms and kill Him. There is literally no other way besides watching Him turn the facility into paste and regaining control of menu once everyone is dead/out of your control, or yeeting (closing) game through external means.
Henceforth, Face the Fear, Build the Future.
Curse of Tiphereth


((This section goes into the potential effects that may be applied to the facility through sharing my experience with it. Hurray it's in Non-Moonspeak!))

...Without much thinking it immediately dawned upon me that in Tiphereth's section you can instead take two Abnormalities instead of just one.


This trait, however dangerous in accepting such high-risk Abnormalities THIS early would cause, was not what justified it falling into 'curse' territory. In the days to come, we accepted an Abnormality among the highest risk: Blue Star, to permanently sit in the Control Team's Department. When it came time to perform the daily collection, it appeared in a room north-west of the Control Team branch...


above the department.

If it is not immediately clear why this isn't strange, allow me to bring the original schematics for the Central Department as well as the manager's notations for team formations and seated Abnormalities...


This room nor that door are in the schematics and Blue Star is missing.


THEN upon inputting Abnormalities for the Information Team...

TOOL ABNORMALITIES AND ENERGY-PRODUCING ABNORMALITIES ARE NOT SUPPOSED TO SHOW UP IN THE WELL TOGETHER.

We accepted The Silent Orchestra..


We accepted Nothing There...


It came upon us that out of the myriad of cycles we've faced that this cycle's selection of Abnormalities to fill our facility was the single-most dangerous Asiyah layer with a grand total of 3 Aleph, 5 Waw, 3 He, 6 Teth and no Zayin Abnormalities.
Should you choose to accept this method of beginning your facility, do so with the knowledge that it will be potentially lethal.
Closing Thoughts
Feel free to comment! I would have more pictures but I don't know whether or not to finish the game with this facility or start all over to beginning and introduce a variant where my first Abnormality is Plague Doctor and strategize around that. (I pulled together some pictures to demonstrate how to do for readers who don’t know much English.)

I initially discovered this loophole when I needed more time to fit bottom layer Sephirah Suppressions and it plopped The Dreaming Current where One Sin was supposed to be. I discovered how that happened through recalling what I specifically did and testing things until it came to me in a consistent fashion and my experience with this game changed immensely. Since then I became really creatively into devising a reason for how'd that canonically exist that revolved around the existentialism of the character without a suppression- Male Tiphereth, Knight of Despair and the Backwards Clock!
I'd gush but I prefer to see if anyone really cares about this.. unless someone is curious...
Photo / 写真 / 照片 / 사진 / Фото / Снимка / Foto
40 Comments
Emolga  [author] 26 Jan @ 12:02pm 
Ooooo thank you for essential game history to explain this—
Elucidator 25 Jan @ 9:50pm 
Central Command and Architecture have you spam 2 abnormalities.
There are at least 6 slots for abnormalities per department (which was originally used in the beta, but I suspect that there were plans for 8 of them. (perhaps more, as the original plan was for you to be able to customize stuff)
(as well as move abnormalities around, etc.)
Notice how you're asked to 'expand the department'; that was optional and could be triggered manually, it is a must now.
Watereaters 24 Jan @ 7:29am 
I believe the reason why Sins is always the first one is stop new players from softlocking themselves if they end up picking DON'T TOUCH ME!
Emolga  [author] 24 Dec, 2023 @ 4:51pm 
Quiet paying respects to WonderLab..
Emolga  [author] 12 Jan, 2023 @ 2:17pm 
Enjoy your new cursed facility. Don't forget to try it with Tiphereth~!
Goatherd 11 Jan, 2023 @ 1:40pm 
tried it out and worked like a charm!
Goatherd 9 Jan, 2023 @ 11:42pm 
woo! thank you so much! i'll definitely try the new method the next time i restart! :GhostFlowerHappy:
Emolga  [author] 9 Jan, 2023 @ 10:33pm 
The guide has been updated to reflect the new change; Photo section was given better images to show the process.
:3 Enjoy your new Lobotomy Corporation!
Emolga  [author] 9 Jan, 2023 @ 3:05pm 
Thank you so much for telling me;
You actually weren't wrong! This was *semi-patched*, as I went into the game myself to see if I can replicate it once more, and I am very happy to say yes you can.
I'll update the guide to mention so, but for your runthrough you simply need to go past the cutscene into the Abnormality Input menu where you select where to slot the Abnormality. Once you're there, you go back to the main menu.
Emolga  [author] 9 Jan, 2023 @ 2:49pm 
AWWWW thanks for informing— it has been patched. ;_;