Lobotomy Corporation

Lobotomy Corporation

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The World of Lobotomy Corp
Por Novoke
My interpretation of the World of Lobotomy Corporation.
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Introduction
Disclaimer
All of the information and lore gathered here was taken from in-game dialogue, the Mofun Cafe Q&A, the Unlimted EX3 Q&A, the Distortion Detective novel series, and the various Library of Ruina tweets from @ProjMoonStudio. Some of the info here is my own interpretations on the lore, and may or may not be correct.

If you want a complete and more comprehensive exploration of Project Moon's universe (especially for fan-work purposes), I suggest visiting the Wiki.gg sites for Library of Ruina and Limbus Company.

https://limbuscompany.wiki.gg/wiki/Limbus_Company_Wiki
https://libraryofruina.wiki.gg/wiki/Library_of_Ruina_Wiki

Feel free to add your own takes or criticism on the story in the comments.
What is the World of Lobotomy Corp?
The Scenario
The world has been exhausted of most of it's natural resources, leading to the discovery of miraculous technology known as "Singularities". Corporations rise to claim these wonders, forming a gigantic mega-city known as... well, "The City". 26 of these Corps (In accordance with the Alphabet) manage 26 districts, with the powerful organization known as "The Head" leading them.

However, with the rapid advancement of technology, comes a great difference in status between the rich and poor. This divide leads to the separation of the "Backstreets" and the "Nest" within a district, and with it, rampant crime and cruel exploitation by Corporations. Outside the City, is a barren wasteland known as the "Outskirts", and even further beyond are the "Ruins". In this dystopian society, only the strong willed survive.

Of course, opportunity also rises in the City. Contract mercenaries known as Fixers work to earn a living through various means, as well as the more criminally orientated Syndicates who often clash with the former. Additionally, employees of the 26 Corporations work to pay off their dues in order to keep their place in the Nest.

Project Moon's world is one of a society of advanced technology and development, but suffers under a oppressive meritocracy ruled by corporate entities in an almost post-apocalyptic world. Where the joy of life has long since left the eyes of the denizens of the City.
The Wings and the Head
The Wings
There are 26 Wings with their own Singularity technology. Each Wing controls a District, which includes the Nest and Backstreets. Each Wing's purpose is the utilization of their Singularity for managing their District and commercial use for the general populace.
Each Wing have specialized departments that ensure smooth operation, though some Wings are more specialized in certain tasks than others.

Wings can request mutual agreements with other Wings or their associates to either deal with certain issues they cannot handle, or an exchange of armaments, supplies, or personal. Wings can also hire Fixers into working for them. Though this is often a topic of contention.

Most Wings have some form of a para-military force and Fixers to use in armed conflicts, typically with rival Wings, lesser corporations, or Syndicates and monsters. These agents are usually ranked from 1 to 5, with 1 being the lowest rank, and 5 being the highest, though each Wing can have their own number of ranks.

Known Wings
A Corp: The corporation run directly by the Head. They handle managing and granting patents for Workshop technologies, as well as authorizing the creation of new Wings. Illegal manufacture and sale of patented technology without a license will result in three Cease and Desist warnings to the offender. If the third warning is ignored, the Claws will enforce the law. Their special operatives are "Arbiters." Owns District 1.

B Corp: Run directly by the Eye. Handles the qualifications and shutdowns of other Wings. Also lists out a set of regulations for each Wing's Singularity that must be followed. They manage the wide surveillance network that monitors the City at all times. They have special operatives called "Beholders." Owns District 2.

C Corp: Run directly by the Claw. Likely handles the military operations of the Head, as well as discreetly removing threats to the City. Their special operatives are "Claws." Owns District 3.

H Corp: Owns District 8.

K Corp: Handles Nanotechnology and applications of it, most of it for medicinal and healing purposes. One of their well known products is the "HP Bullet", which can heal wounds and cuts in seconds. Owns District 11.

L Corp: Known as "Lobotomy Corporation", they gather energy by extracting Abnormalities and E.G.O created through their Singularity and Cogito. Which was the physical manifestation of the human mind and emotions. Owns District 12.

P Corp: Created the building which would become the Abnormality known as the Shelter from the 27th of March. Owns District 16.

R Corp: A private military company that handles any threats to their clients with several specialized branches of varying destruction. One squad we see is the 4th Pack, composed of the Rabbit Team, as well as the Rhino and Reindeer Team. Packs are led by a Captain. Owns District 18.

T Corp: Known as "TimeTrack", their Singularity reverses, accelerates, or pauses time. Their technology was used heavily by L Corp. Owns District 20.

W Corp: Known as "WARP Corp", they handles warping and teleportation technology, namely the WARP Train Network that runs throughout the City. Their Singularity allows them to restore things to a recorded state through manipulation of molecular and genetic structures.
They also create rifts in space through a Singularity from a fallen Rift Wing that the trains travel through to reach their destination in under "10 seconds". Owns District 23.

The Head
The 1st Wing, known as "The Head", is a mysterious organization that rules all of the Wings and Districts, they reside in District 1, at the heart of the City. They maintain their iron grip through their Singularity and various subsidiaries that enforce their will. They also directly manage A Corp, which is an extension of the Head's will that properly manages the City.
In a way, the "Head" is made up of three Corporations, A Corp, B Corp, and C Corp, run by the Head, Eye, and Claw respectively.

A reclusive group, the Head's identity is completely unknown. No one even knows much about District 1. Anyone who violates the laws of the City or attempt to further discover the Head's identity quickly and quietly disappear.

For handling threats or securing dangerous artifacts the Head uses the "Arbiters", Singularity-infused assassins whose power surpass even Grade 1 Fixers, a single one can lay waste to an entire corporation.

The Eye handles the surveillance network that watches over the City, anything detected that is deemed against the Head's laws will be reported immediately. They also use special operatives called "Beholders" to assist in more physical matters and field work. They appear as digitized forms on portable projector screens, whether this is their "true" body or not is unknown.

The Claw is the military branch of the Head, they command the "Executioners", augmented super soldiers that follow orders with unwavering obedience and ferocity. They use a mechanical claw arm to tear and rend foes asunder, and when a Executioner is put to their limit, they use a choice of three serums to greatly empower themselves. These serums are selected from Singularities, such as W, K, and R Corp.

The Head, and by extension the Wings, all tax the City for nearly every service. Its nearly impossible to not have to pay taxes for something, whether that be food, rent, or services. Their also rather expensive, which lead people to attempting to find ways to earn a steady income through whatever means.
Refusing taxes will result in 4 warnings, if the fourth is ignored, the Eyes will send "Tax Collectors" to track down and kill the evader.
The Nests and the Backstreets
The Nests
Comprised of the upper echelons of society, the Nests are a place where everyone aspires to go to. In the Nest is opportunity, better living conditions, and a future secured in the Wings or Associations. Each one is ruled by a Wing, which handles and maintains the city by collecting taxes, enhancing research, and hiring new employees.
Nests have their own unique culture and architecture, depending on their District. Usually incorporating elements from their neighbors.

To enter the Nest however, is a different matter. All of them are walled off from the Backstreets through plasma barriers or electric fences to keep the unwanted out, and as a way for both societies to get a glimpse of the other side. Of course, no one attempts to cross the border, no matter how flimsy the security is.

To properly enter, one needs to go to an Examinee Center to take an Entrance Exam, which requires proper preparation and study, those who succeed will be given a Nest Migration Ticket to enter. Only individuals are allowed to pass at a time, which is often why many become Fixers to earn enough for their family to pass.

For education, many schools are dedicated to teaching students to enroll in universities within the Nest if they want to join a Wing. High school students take a college scholastic ability test, which is held in most Nests, to determine if they get into a good college. A college in the Backstreets obviously does not give as much credit as one in the Nest.

After one gets into a Nest, they should quickly find work to do. This is because in order to stay in the Nest, you need to contribute and pay taxes. If you don't, you'll be kicked out into the Backstreets, and you'll have to start all over again. This combined with the often soul-crushing exploitation of employees by the Corporations, the daily drudgery of City life, and the strict laws, it's a wonder anyone in the Nest could truly be happy.

The Backstreets
The slums of civilization, the Backstreets are an interconnected maze of back alleys, shanty towns, and ruins. The poor and poverty-stricken live here, living conditions are terrible, and crime occurs frequently. The only reason why the Backstreets don't tear themselves apart, is because of The Five Fingers, which maintains some semblance of order.

The Backstreets have their own "grading" system, in which areas are ranked based on the safety they provide, an area protected by an Association, for example, will be higher than one that is not. People from higher areas will even mock or reject those from lower grades.

Because of the poor standard of living, the Backstreets are filled with criminal activity such as black markets, drug dens, and small crime groups. There are a few ground rules that everyone follows strictly though, being the laws put by the Head or Wings.

The worst part is, no one really does anything to stop this, not even the Fingers make any moves to reform the Streets, as they only care about controlling their own territory, although some put a few rules to prevent utter chaos. Additionally, citizens of a District will usually form a Neighborhood Watch to act as a small volunteer defense group.
This is simply the reality of the Backstreets, a man having his organs ripped out by gut-harvesters is not an uncommon sight, and is likely to be dismissed just as easily.

But when Night in the Backstreets falls, martial law is applied to the entire area. Any crime, no matter how cruel, how bloody or heinous, is permitted for the entire period until dawn. Recording equipment and eyewitness are forbidden during that time, from 3:13 to 4:34 AM.
This rule was most likely created by the Head to enforce population control to prevent overcrowding. Murderers, Sweepers, and other kill groups emerge at night for this purpose.
The Outskirts and the Ruins
The Outskirts
Located at the fringes of society, the Outskirts are a barren wasteland, covered with bombed-out cities left from the conflicts of the Wings. The Outskirts are separated from the City by the various train-ways and walls surrounding the perimeter. Not many citizens are typically aware of the Outskirts and its denizens, especially those living in Nest life.

There are hardly any signs of civil life, the only humans that live in the Outskirts are either outcasts, orphan children from the wars, or the occasional Sweeper. Although small towns of people do band together to survive, they have to endure constant raids from monsters.

However, there are still prospects to be found by exploring the Outskirts, strange and abnormal beings (usually plants) and technology can be found tucked away in the decrepit buildings. Some of these are harmful, others beneficial, granting boons or curses upon those who discover them. Because of this, Wings or other corporations will send out expeditions to retrieve these forgotten relics.

Monsters and other mutated aberrations of significant threat dwell here. Military corporations such as R Corp are typically sent here and the Ruins for missions. Most creatures are discarded experiments from the Wings, or terrors from the fringes of the world.

The Ruins
The Ruins possibly refer to either the ominous eldritch landscape beyond the Outskirts, or the forgotten Ruins of the Old Corporations underneath the City. The's City's Ruins are different in that the threat level increases as you go deeper, while the Outskirt's Ruins contain things incomprehensible to the human mind. Expeditions sent here have a low chance of survival, and those that do are often shaken from the experience.

Since these are one of the most dangerous places to go to, its quite possible the forbidden relics and technology found here would be worth killing for. There is also supposedly "Magic" in the Ruins, artifacts containing unknown powers that can unleash potent effects.
Fixers and Workshops
Fixers
Fixers are contract mercenaries, mostly a demand in the Backstreets, due to the high mortality rate and crime, though they appear in the Nests too. Fixers often work as security for Corps, intel-gatherers, and hit men.

Fixers work by signing contracts with their clients, this is proof of the deed done so that Associations or Offices can confirm that you did the work. Otherwise you won't get paid for it, completed contracts means more recognition for a Fixer's career, which will rise them through the ranks.

Due to the nature of Fixer work, social bonding isn't typically a common thing. Seeing a dead colleague who was once your friend ends up messing up your focus and drags you through depression. As a result, veteran Fixers often focus on the task at hand, pushing away any sentimental thoughts.

Becoming a Fixer
To become a Fixer, one must obtain a "Fixer License" from either an Association or Affiliate Office. To get the license, you'll have to meet the physical and mental test requirements as listed out by the Hana Association (Age 20 is the minimum). After that, you should join one of the Offices. You can also strike out and take jobs on your own, but your very unlikely to make headway, as having the reputation of an Office boosts your chances for jobs considerably.

Most of the Offices are independent, others align themselves with one of the 12 Associations as part of a cooperative relationship. Fixers can join Associations too for the better benefits, but the requirements are high.

Fixers are ranked by "Grades" from 9-1, 9 is the lowest Grade, with 1 being the highest. To earn a new Grade, one must have a high performance during their work, the better you are, the faster you'll rise up the ranks. Having proof of your deeds is also essential, otherwise you'd have done that hard work for nothing.

The Hana Association will then send an approval to your Association or Office to elevate your "Grade". The equipment of a Fixer typically reflects their wealth and Grade, low ranks will often have basic weapons and outfits. While higher ranked ones will have customized loadouts and multiple augmentations.

Fixer Workshops
For Fixers, only the best quality weapons, armor, and gadgets will get you through the day. That's where Workshops come in. There are plenty of brands for one to choose from, each with their own unique qualities and traits. The head craftsmen of these Workshops are known as Meisters. Because of the often dangerous line of work Fixers go through, the equipment is often highly specialized. Workshops also have their own Fixers that are both workers and security guards, utilizing products that they have personally created and tested.

Stigma Workshop: Known for the exquisite symbols their weaponry carves into their victims, the company specializes in offensive equipment for Fixers, such as a heat-wire sword. Their also expensive.

Allas Workshop: Their gloves increase the speed of a person's movement by a multiple of five.

Koori: Known to produce a sky-blue glove that freezes anything on contact.

Nester: Produced a one-handed hammer capable of causing shattering impacts to flesh and bone.

YuRia Atelier: One of the top ten workshops in District 14, only those who have premium membership can access their products. They produce the highest quality of equipment at a surprisingly fast rate, ranging from weapons, armor, and augmentations.

Namir Workshop: Produced heavy close-combat gauntlets.
The Associations and Offices
Offices
The starting point for all Fixers, Offices are a small organized group of Fixers that work out of a building or location, taking contracts and jobs from the public. An Operator or Representative handles the managing of the Office, hiring new recruits and such.
Offices are often swamped in debt to the Wings, with some poor state Offices handled by only one Fixer, which says a lot about how hit or miss the business can be. This isn't to say all Offices are worn down though, it all depends on the financial state of the Office and its location.

Offices can also chose to become a "Affiliate Office" with an Association. They get access to better amenities, but must also contend with higher risk jobs and more responsibilities. Which is often a point of contention for many.

Most Offices and Associations give guidelines for their Fixers to wear outfits fitting in with the organization's theme. Some are more strict with regulating uniforms, while others are more lax.

The Associations
The Associations are large professional organizations made up of Fixers and their managers, they specialize in the more dangerous line of mercenary work, taking jobs no one else wants to. Though this isn't to say they don't take non-combat jobs. They help manage most of the offices under their contract, and have much higher pay and better equipment than a basic Office.

To enlist in an Association, a Fixer must take some introductory training before then taking an entrance exam, a simple task that tests the examinees on whether they're fit to be a part of the Association.
Due to their larger structure, Associations are able to cover more ground with their Fixers and can take requests from any District. Most of the headquarters of said Associations are likely based in Nests, where Directors and Fixers manage requests from either the City's denizens or Affiliate Offices.

A President is the head of an Association, this is split into several Branches that oversee the different parts of the City: North, South, East, and West. These are run by a Branch Manager, while a General Manager directly oversees all branches. these are further divided into Sections, which is run by a Director. Sections are ranked from 6-1, 6 being the lowest recruits and 1 being the highest ranking Fixers. 6 and 5 typically have lower quality equipment than those of 4 and above.

There are currently 12 Associations, which are managed by the Hana Association, and they all have different uniforms, rules, and specializations in their line of work.

Known Associations and Offices
Zwei Association: German (2) Their motto being: "Your Shield".
As their name implies, Zwei Association uses their signature Zweihander swords in combat. Their primarily a defense-oriented Association, as they take protection jobs in the Backstreets for clients seeking safety from Syndicates and crazed murderers.

Being a public safety Association, Zwei is responsible for safeguarding citizens and bringing justice to criminal Syndicates and lawbreakers. Similar to police organizations, they also have a variety of special units that investigate criminal activity or defend client locations.

Most members believe their service provides proper justice and order to the City, as a result, they detest the Syndicates and Fingers who exploit the innocent.
Outfit: Military Navy Blue coats and Pale Yellow suits.

Seven Association: British-English (7)
An Association that specializes in intelligence and investigation operations, they solve any mysteries or disturbances the Corporations want investigated, namely the Distortion Phenomenon. They also have knowledge of nearly everything in the City, any Syndicate, Office, and Incident is known to them.

They obviously don't have sensitive info like Wing Singularities or the Head, but they work with other Associations to solve problems. While not a combat Association, members are trained in the minimum required skills to repel any hostiles, using simple weapons of various tech.
Outfit: Dark Green suits with Dark Brown shirts, Pale Yellow accents.

Dawn Office
Operator: Salvador
A small but wealthy affiliate Office of the Liu Association located in V Corp's Nest, its Operator is a veteran of the Smoke War and a former Zwei Association Fixer. They are known for their usage of Stigma Workshop weaponry, the fiery blades fitting their "dawn" motif.
Outfit: Beige coats with Grey or Black suits.

Bloom Office (Non-canon)
Operator: Flower
An Office founded by former agents of a branch of Lobotomy Corp, its bright cheerful colors contrast the dreary Backstreets. They fulfill all sorts of requests, though one of its head Fixers is always exploring the Ruins in search of a dear friend.
The Syndicates and the Five Fingers
Syndicates
Syndicates are the opposing faction of the Fixers and often conduct raids on Fixer Offices. Made up of organized thugs and criminals with a common goal, Syndicates try to make headway in the Backstreets by black markets, contraband, and hit jobs.

Syndicates can do work Fixers normally do, Its just that trusting a Syndicate is riskier than hiring an Office, as they lack the need of "obligations" and "contracts". Most groups are made up of like-minded criminals, or "Rats" who have gained enough power to pose a threat.

Not all Syndicates are bad though, some simply don't want the responsibilities and restrictions that being an Office Fixer brings. Some Syndicates even exist to hunt down other Syndicates, like a Vigilante group.
Though the surefire way of gaining power in the Syndicate hierarchy is to raid and wipe out Fixer Offices, the bigger and more seasoned an Office is, the larger the infamy gain is.

In addition, Wings sometimes hire Syndicates as thugs to handle business they can't do officially.
Syndicates are handled in a hierarchy system, with powerful bosses dictating districts at the top, but the group that stands above all of them are the "Fingers of the Backstreets".

The Five Fingers
Also known as the "Hand", the Fingers are the absolute power of Syndicates, they are the sole ruling organization that keeps order in the Backstreets. Not even the Wings and the Head can easily interfere in their business.

The Fingers are split into five groups; "Thumb", "Index", "Middle", "Ring", and "Pinky". All of these branches have their own territory in the Backstreets, and enforce different rules to control these districts, most of the Five have strict rules and are unforgiving in their punishments. However, as with most crime groups, the Fingers don't typically get along, often having arguments and fights over territory control or other business.

Each branch meets up for a meeting known as the "Finger Bow-Bell" once in a while to discuss effective ways to control the Backstreets, as well as manage territories.
The Fingers also have their own Subsidiaries, who help manage the Backstreets as well as business with other Syndicates. A Finger's rules and culture will typically extend to these Subsidiaries as well, (Kurokumo shares the Thumb's values in authority and respect among peers)
Conclusion
Thats all we currently know of the world of Lobotomy, when Library of Ruina comes out, I'll probably just make a separate Guide there with the information from this one.

EDIT: With Library of Ruina now out, I've put a guide there with similar information to this one, however, the Ruina guide will have even more information as the game updates.
https://steamcommunity.com/sharedfiles/filedetails/?id=2098034966&preview=true
26 comentário(s)
Novoke  [autor(a)] 26/abr./2024 às 21:02 
Updated and cleaned up the guide to be more consistent with the other ones.
YAKUBIAN SUPERSOLDIER 18/jan./2022 às 1:01 
@sansdara Pretty sure Binah can just manipulate that stuff using whatever singularity-manipulating bullshit the Head has access to. I think Qliphoth Meltdowns are just a side effect of the low deterrence level that's required to harvest energy from the Abnormalities.
ccostigan 29/abr./2021 às 7:06 
Suddenly, what the Rabbit Team says ACTUALLY MAKES SENSE. My god, it's been a long three years.
Arkadien 20/abr./2021 às 16:37 
Reminds me of Ergo Proxy a lot.
benign tumor 6/abr./2021 às 18:48 
huh. nice.
Novoke  [autor(a)] 19/dez./2020 às 7:00 
Roughly the same age yeah, though I think Pameli was slightly older since she was originally taller.
NickMcNate 19/dez./2020 às 3:48 
What about Pamela and Pameli? The same age?
Novoke  [autor(a)] 8/dez./2020 às 12:21 
Well in Library of Ruina the youngest Fixer seems to be Finn, who looks about in his teens. So my guess is 16 or higher.
NickMcNate 8/dez./2020 às 11:22 
What's the age requirement of a Fixer?
Novoke  [autor(a)] 26/jun./2020 às 18:05 
I wanted this guide to just be about the outside City. Not about the story of L Corp and the Sephirot, theres already plenty of information about that.

I'm not entirely sure about the Qliphoth stuff, but apparently the Welfare Department handles the Deterrence which keeps Abnormalities asleep during off hours.