Lobotomy Corporation

Lobotomy Corporation

TamTroll Dec 26, 2020 @ 11:02pm
What is this biohazard meter, and how do i prevent it from filling up?
https://imgur.com/tTKD4nZ

So i'm having trouble understanding WTF this thing is or how to keep it under control. Pressing F1 to read the manual gives me no information on it, and if the Tutorial explained it, i honestly didn't catch it. I'm hoping someone here can explain this thing to me so i don't need to do the whole thing over again.

Things i know about it:
1. When it fills up, something bad happens, usually some kind of monster in the halls.
2. As far as i can tell, doing any kind of work with an anomaly causes it to fill up.

so how do i prevent it from filling up? or get it to empty out a bit? leave Anomalies alone? That would cause the "Quilphoth meltdown" thing for them wouldn't it?

I'm trying to do a mission here, but it seems like no matter what i do, some kind of monster pops up in the hallways and kills all my employees, so i can only imagine i'm doing something wrong here, as i'd want to prevent that from happening, and it only seems to happen when this biohazard bar here fills up. The problem is i don't understand how or why it fills up, or how to prevent it.

Help?
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Showing 1-15 of 18 comments
Easterbeast Dec 26, 2020 @ 11:23pm 
It's essentially a tracker of how many times your agents have worked in a day. It's there by design to keep players from farming on later days for too long, and to keep them from being too reliant on Abnormalities that produce less energy but are safer.
TamTroll Dec 26, 2020 @ 11:35pm 
Wait, so it punishes you for doing your job? ... what?
Tsuchi Dec 27, 2020 @ 9:11am 
Originally posted by TamTroll:
Wait, so it punishes you for doing your job? ... what?
its meant to put you in situations where you gotta get your energy efficiently, so you cant just get all your energy using only zayin abnormalities
later on it also gives ordeals, which are special events
TamTroll Dec 27, 2020 @ 12:03pm 
well that just doesn't make any sense. i can't even finish a level without everyone dying because of that dang thing.

if you wanted to prevent people form relying on safer abnormalities, then there are a thousand and one better ways to do it that don't involve punishing your players for doing what they're supposed to do.

-Diminishing returns as the level goes on
-Reducing the ammount of energy safer abnormalities gives the deeper into the game you are
-increasing the time between work periods of abnormalities based on how much energy you've gotten, how much you know about it, and how many items you've already gotten from it.
-Maybe once you've learned everything from an abnormalitiy, it just outright stops giving you energy, or gives you the bare minimum other then it's unique stuff for items.
-Receive bonus energy for doing different work types to each abnormality, encouraging you to experiment with everything instead of doing the same one thing every time
-Completely lock down you're earlier abnormalities once you're further into the game because they can now be fully understood and properly tended too without risk. you can still buy their items with regular energy, but you can't interract with them further.

and so on.

Spawning monsters that kill all your employees should only be a punishment for doing something wrong. Neglecting or mistreating abnormalities, or leaving hallways unsupervised for too long. If you worked at McDonalds and received a punch in the face from your boss every time you made five hamburgers, you wouldn't be too keen on making hamburgers now would you?
Last edited by TamTroll; Dec 27, 2020 @ 12:04pm
Null Dec 27, 2020 @ 12:25pm 
The entire game revolves around "Know what happens when this breaches containment and prepare accordingly". This also applies to ordeals.
TamTroll Dec 27, 2020 @ 12:37pm 
it's not anything in containment that's breaching containment though, it's just a random monster that pops in from nowhere and kills all your employees because you were doing your job.

again, if this happened because you did something wrong or neglected something for too long, then that would be fine, it'd function as a punishment for your actions to encourage you to do better. The problem is that it doesn't do that, it only happens when you do what you're SUPPOSED to do. you're SUPPOSED to keep the abnormalities contained and happy, but when you do that, the game throws a bunch of random monsters out of nowhere that proceed to kill everyone. It's not even relevant to the story or whatever as far as i can tell, it's just there to punish you for playing the game.
Last edited by TamTroll; Jun 30, 2023 @ 8:04am
Null Dec 28, 2020 @ 3:25am 
That's what an ordeal is. The game is only real-time when a crisis hits.
Big Cheese Gaming Dec 29, 2020 @ 2:47pm 
an ordeal tries to "punish" you when you take only low risk abnos,it's here so you are encouraged to take new and more dangerous abnos ,the more dangerous ones has often better weapon/armor and gifts,and they produce more energy.
If the bar fills up and there's no ordeals,some abnos have a quiloth meltdown (♥♥♥♥ the orthograph) and forces you to work on the specific abno.
If you continue to play and get after day 15 and all,some abnos will get a -% chance each time you work on them,and the meltdown reset every lowered chances.
TamTroll Dec 29, 2020 @ 3:35pm 
Originally posted by Coronga Sbingus:
an ordeal tries to "punish" you when you take only low risk abnos,

but that's just the thing, it's not. it punishes you no matter what. i wasn't even able to beat a level despite tending to every abno i had because those damn monsters kept popping out of the woodwork and killing everyone.

and idk about you, but i vaugely recall this big ordeal about abnorbals escaping and causing havoc if you ignore them for too long? So unless there's some mechanic to permanently lock them down or neutralize them, you're kinda SOL there. i wouldn't be able to focus on the more dangerous, higher-energy ones because then the lower-danger ones would escape and cause havoc all the same, it's completely loose-loose.
FableNights Dec 29, 2020 @ 4:32pm 
That meter is one of the resources in the game you have to manage along with plenty others. Every time your employee completes a task it goes up. There is no way to reduce it/prevent it. It's something you have to prepare and deal with accordingly. The abnormalities in your possession could make it easier/harder depending on their effects/needs.

Dawn: they only appear on Day 6 and forward -
This is the definition of easy. If you're employees are equipped with anything that isn't base gear, you'll have an easy time with these. If you're dying to any of these, consider equipping your employees with OneSin's gear to make these much easier, micromanaging the active employees also increases their chances of survival drastically.

Noon: they typically appear on Day 11 and forward -
Finally, your first real hiccup. These guys to a newer player will seem quite the challenge due to their effects unlike Dawns which can all be approached the same, these might require you to react to their symbol before you spawn them.

Purple will more or less insta kill employees in main rooms, so have them out in the hallway when they spawn.

Green is dangerous up close, so use guns and such to suppress them as their saw can hit multiple targets and shred health bars.

Red, It's advise to just avoid these as the little guys they spawn on death are more dangerous then them. They are slow and don't deal a lot of damage, so just continue on with your day. If you're gonna deal with the little clowns, have some units spread across the facility, you only need 1 guy to deal 1 with clown.

Indigo, use execution bullets to sweep up clerks before they do. Otherwise your agents should already have effective enough gear to deal with them.

Dusk: they typically appear on Day 21 and forward -
Ok, these are relatively simple. They're all spawners. They all, in some way, shape, or form spawn more little baddies for you to deal with.

Red - He's a little more mobile then his smaller counterparts and does a bit more damage, but he's another easy one to suppress but on his death he'll spawn his Noon tier counterparts. Deal with them the same way as before.

Green - The 4 factories will spawn across the map and start making bots immediately by charging. They can have 15 bots total. It's advisable to not worry about the smaller bots as the factories will just resume spawning if the total goes below 15. They have high hp, but nothing else.

Yellow - This is the hardest of the Dusks. Big worms that move slowly and deal substantial damage to whatever is infront of them. They have no defense from behind and once they reach their destination, they'll start spawning smaller worms. Burst them down before they overwhelm you.

Midnight - they appear on Day 26 and forward.

These are your proper end-game boss fights. They each require their own special strategies as they all act differently, I won't go into detail because odds are you're not talking about these, but these do exist.


It would be much easier to help you if we saw what you had and what day you're on.
Abnormalities like Army of Black and Queen of Hatred would make these much harder as they support Clerks Lives Matter!

Abnormalities like La Luna and Knight of Despair can turn these fights into cake walks while active.



Stymie Dec 29, 2020 @ 5:50pm 
To make it simple, the bar gets a tick every time you start work with an abnormality. When the bar is completely full, you'll either have to handle a meltdown (work with abnormalities or lose energy and lower their Qliphoth meter) or an ordeal (monsters breaching your base). The right side of the bar will tell you what's coming up so you can prepare for it. For example in the image you posted you're going to need to handle 2 meltdowns.

This game isn't designed to be completed in one run. You are meant to start over many times. Each time you restart, you keep any equipment you've collected, any info you unlocked on the abnormalities and any boxes you haven't spent. If the dawn ordeals are too difficult you might need restart to build up some equipment for your employees.
Phantom Fox Dec 29, 2020 @ 8:15pm 
You seem to forget that the game is also essentially a rogue-like. At the very beginning, the basic ordeals can still be a threat (well, except the red one), but later on, you'll start laughing at everything except the last type of Ordeal.

If you're dealing with Noon ordeals (or Dusk) and getting wrecked by them, then you're either not prepared, or just sending units to attack without a care about resistances/damage types. Plus, you can always micro a bit to keep your employees safe.

Also, if a Meltdown triggers a Containment Cell (meaning, it has a red timer on it), sending someone to work on it won't increase the meltdown bar for that work.

But, like many have said, unless we know what day you're on, equipment you have available, etc, it's hard to say "this is what you can improve."
Peter Dec 29, 2020 @ 8:56pm 
Your objective is to fill the energy bar, but you should think of your secondary objective as being to do it as efficiently as possible. It's to put emphasis on knowing what abnormalities to work on to ensure a balance between safety, energy production, agent training, and etc. Meltdowns occasionally make you work on abnormalities around the facility and ordeals force you to engage in combat in each department, sometimes in a timely manner(and sometimes not). If it weren't for them, you could have a single level 1 agent working on one sin and hundreds of good deeds and never need to progress past that.
TamTroll Dec 29, 2020 @ 10:01pm 
But again, EVERY Anomaly needs attention, not just the newer, more efficient ones. I had this grandma that constantly needed someone to talk too or she'd throw a fit, this bird that would fly out and murder someone if i left it alone for too long, plus a bunch of other stuff that would go wrong if i didn't give them SOME form of attention.

and again again, efficiency means nothing when everyone drops dead before you even get halfway there. Even if my science squad ignored their mission and ignored the faeries that could fulfill that mission, solely to focus on the possessed suit of armour that would kill them if they tried to fulfill that mission, then everyone would /still/ be dead at the end of the day because just the act to doing your dang job causes ♥♥♥♥ to crawl out of the woodwork and murder everyone.

I'm sorry, but i just can not see throwing monsters at you for doing your job as anything more then a punishment and bad game design. Having a containment breach that threatens your employees should be a punishment for BAD gameplay, not doing exactly what the heck you're supposed to be doing.
Arnotts Dec 30, 2020 @ 12:22am 
Just kill the monsters that pop out, you could just try to ignore them if you're still in the early days, btw the grandma won't ever leave and putting someone in the room after she's having a fit just gives the person a bit of white damage, she's a low rank so you could just completely ignore her and only take a small hit to your energy if the qliphoth meltdown hits her. The bird is kind of a joke its not meant to be a threat and can actually heal peoples sp if they go insane, just don't attack it or it will instant kill someone.

I think its bad to look at the ordeals as a punishment and not just another thing you have to manage or keep you on your toes or whatever
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Date Posted: Dec 26, 2020 @ 11:02pm
Posts: 18