Lobotomy Corporation Essential Beginner Tips script
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Alright so here's the list. Out of all the tips I could give to new players, these are the ones I consider absolutely essential to learn ASAP. | ||
While most of these tips fall into your usual “tips I wish I knew before playing [whatever]”, I do have to point out that a big part of why I even have to make this list - is because the tutorial doesn't give enough focus on important mechanics, while the manual is vague on others. | The videos are: Trupen - Things I Wish I Knew Before Playing Factorio (Tips And Tricks Tutorial) | |
And this has been a recurring problem in the franchise. | Library of Ruina manual entry for "Speed" - severely downplayed, poorly explained Limbus Company Absolute Resonance tip - GREATLY misleading, though the tutorial has been updated to correctly say that Resonance is more for activating Skills than the Attack Level bonus |
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To be fair, Project Moon was and is still a small dev team, and having a weak tutorial is better than having nothing at all. Though I have to admit, getting to figure things out on your own is part of the charm of these games. | * we really do like figuring things out on our own, it's definitely not Stockholm Syndrome | |
Before we proceed, a quick warning: While I won't spoil anything story-wise, I can't avoid showing early game stuff.
So if you're planning to go in fully blind, consider yourself warned |
* if you’re avoiding spoilers, maybe come back after 3-5 of playing to check if what you figured out on your own matches with the tips |
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Tip #1 | ||
Tip #1: Keep an eye on the Qliphoth Meltdown Gauge. | ||
A lot of new players ignore this UI element, but I can't really blame them as it's only briefly mentioned in the tutorial, and it really isn't important until a few hours into the game. | Early game Qliphoth Meltdowns pose no threat even for beginners and can lead to some ignoring the bar | |
For experienced players, however, this may just be the most important thing on screen. | what a veteran player sees:
"Meltdown's gonna happen soon" |
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So what is it?
Basically, this bar fills up every time one of your Agents starts working on an Abnormality. And once it's full, the game will throw something at you depending on what's displayed here: |
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either you get Qliphoth Meltdowns, | Affected rooms will get a countdown timer. Failing to work on them on time will result in the room's Qliphoth counter dropping to 0 (possibly triggering breach) and loss of PE boxes.
* working on these rooms will not raise the Meltdown Gauge |
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or Ordeals. | If it's not a number, it will be an "Ordeal" and will spawn entities according to the designations (Time and Color, in this case Dawn of Green) | |
As to why you should keep an eye on it, there are two main reasons: | ||
First off, Meltdowns are the main source of tension in the game.
By Day 11, the game will be more than just deducing how to handle Abnormalities and extracting enough energy - you'll also have to be ready for the ever increasing challenges as the day progresses. |
From Day 11 onwards, Qliphoth Meltdowns quickly ramp up in difficulty as the day progresses | |
And then there's the tough decision between ending the day early, or taking the risk and try to farm a bit more. | Try dealing with a Noon Ordeal, or play it safe and end the day? | |
And the other, more important, reason, is you have full control over when the Meltdowns will take place.
Or in more blunt terms, it's all your fault if it unexpectedly pops, most likely because you sent too many Agents to work at the same time and you didn't see the bar was gonna be full. So yeah, keep an eye on this, and play accordingly. |
Note how we are 4 ticks away from an Ordeal
Ordered too much work at the same time As a result, we don't have any Agents available |
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Tip #2 | ||
Tip #2: Pause and 2x speed are your friends. | ||
If you've played a decent amount of Real Time with Pause games, especially those with lots of multitasking involved, feel free to skip to the next tip as you already know this. | Skip to the next tip if you're already used to jumping between pause and high speed | Games shown on screen: |
But if you haven't, here's a quick rundown.
These are the game's speed controls. |
1.5x and 2x speed are unlocked through research | |
Normal speed is the default, but outside micro-ing situations, there's few reasons to stick with it. | eg. Normal speed works well for Combat | |
Pause is well, pause. | Pause: time stops but you can still look around and give orders | |
With all the stuff happening at the same time, Normal speed just doesn't cut it. |
...and this is just Day 19 of 50 |
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So stay paused and give out orders at your own pace, just make sure you don't accidentally trigger a Meltdown. | Don't forget Tip #1! | |
The hotkey for toggling pause on and off is spacebar, and that will be your panic button for when the BGM changes. | Spacebar toggles between Pause and current speed setting | |
Spam toggling between pause and normal speed for combat micro also works well in this game. | footage sped up to show the spam toggling | Pause spam is a staple in RTWP games (FTL shown) |
As for 2 times speed, it's useful not only because most of the time you'll be waiting for your agents to walk or work on Abnormalities, it's also because all it takes is one mistake and you'll be doing a day all over from the beginning. | Retry = Repeat everything all over again | |
Sadly there's no hotkey directly going to 2x speed, only E and Q to speed up and slow down by one tick. | Q slow down 1 tick, E speed up 1 tick | |
Tip #3 | ||
Tip #3: Check the logs in case you forget or miss something. | ||
Don't want to keep track in your head what type of work you've already tried on a new Abnormality? Just check the logs. | We haven't tried repression yet | |
Want to be reminded that you screwed up again by sending the wrong unit while you weren't paying attention? Just check the logs. |
Did I select the correct work?? Nope, time to cancel |
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The game doesn't log everything though, though. For example, using Tool Abnormalities isn't logged so if that's where you screwed up, the logs won't say what caused the problem. |
Wait, why is there a panicking Agent Tool Abnormality use isn't logged so the logs won't help if that's what caused your Agents to Panic / Die. |
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Tip #4 | ||
Tip #4: Get to know the quirks around controlling units.
There are 2 ways to control your Agents: |
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Clicking or selecting them then right clicking to move, work, or attack. This should be familiar to anyone who has played an RTS or a MOBA. | Click / Select with LMB then Clicking the target with RMB
AKA Warcraft-style controls |
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Then the opposite, clicking the target first, then choosing the agent to perform the action. | Clicking the target with LMB then choosing the Agent(s) | |
Going over the tips and tricks here can be a video on its own, so for now we'll just cover 2 of the most important ones. | Movement Tips & Tricks
to help you overcome the jank (and cheese combat) coming soon 2026... |
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First is how the select - move stations the selected units to the target room. This means that after finishing their next task, they'll return to that room instead of the Main Room. | Stationed Agents will not return to main room until ordered | |
This is great if you want to work on an Abnormality over and over again. You can just send them back once their health is low. | let's just pretend the Agent is injured | |
The other important tip is about how you can browse through different Departments in the work UI. | Unlocked via Joint Command research | |
While this is meant to allow you to give orders to Agents in other Departments, this is also a quick way to browse through all of your agents, say it's the end of a Day and you want to check if there's anyone panicked. | all panicked Agents die when you end the day | |
It's also the only way to check your Agent's HP and SPs if you haven't researched HP UI yet. | no HP/SP bar yet | |
Tip #5 | ||
Tip # 5 - Your default order for unlocking Abnormality info should be:
Management Tips - Work Preferences - Basic Information - Escape Information Management Tips should be the first because they will tell you important stuff like “IF YOU DO THIS, YOUR AGENT WILL DIE” Work Preferences next so you know if you're doing the right work and using the right agents. |
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Then the Basic Information to get the rest of the important details | Name
Risk Level Damage and Type E-Box Count Happiness Ranges |
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And finally Escape Info last because it's mostly redundant. | Basic Info already unlocks Qliphoth Counter | Basic info also tells damage type |
Note that this isn't a hard recommendation, you're free to change this order around as you please, | ||
For example, if you're planning to retry the day anyway, you can unlock a couple of Work Preference first, then retry the day until you find the easiest work. | pretend this is a spooky scary Abno and you only extracted enough for 2 work prefs
unlock Instinct & Insight first then Temperance and Repression after Retry |
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Tip #6 | ||
Tip #6 - Pick your battles
This one overlaps with the next two tips, but I think it deserves its own entry. |
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Simply put, you don't have to work on all of your abnormalities every day, unless of course if they're melting down. | * with some exceptions like Meltdowns | |
Similarly, if an Abnormality escapes or Ordeals arrive, you don't necessarily have to all suppress them; only those need to be suppressed ASAP before they can do more harm to the site. | * except those that can do more damage to the site | |
You get a LOB point penalty for having free roaming Abnormalities when you end the day, but that might be a price you're willing to pay. | LOB point penalty per escaped Abnormality
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However, there's NO penalty for having active Ordeals when you end the day, so you can trigger that meltdown even though you don't plan to deal with the Ordeal. | No LOB point penalty for Ordeals
Think you can extract 60 PE Boxes with a Crimson Noon around? If yes, go ahead and trigger it |
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Tip #7 | ||
Before I can explain the next tip, we must first talk about farming stats.
When an Agent works on an Abnormality, the Virtue they used for the work grows at the end of the day. |
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Here's how that is calculated. | ||
Looks complicated, but it boils down to this simple equation:
You get more experience per PE box the riskier the Abnormality, but there comes a point where it becomes too risky that the XP becomes negative |
The higher the risk, the greater the stat gain
Your Agents may not be able to extract as many PE Boxes from harder Abnormalities |
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which is a roundabout way of saying that your Agent is dead. | Very High Risk = Dead Agent | |
So it's all about finding the sweet spot, in other words, | Find the sweet spot | |
Tip #7: Work on the riskiest Abnormalities that you can handle. | ||
Look, we all love Skull Bro, but you shouldn't waste your meltdown gauge on it if you've got other Teth and He around that you can farm just fine. | Day 19:
8 works to trigger Meltdown, 12 Abnormalities to choose from One Sin: 10 PE, 0.96 stat gain Teth: 12-14 PE, 1.6-1.76 stat gain He: 15-18 PE, 2.4-2.8 stat gain (you usually earn more than this due to the damage factor) |
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On the flip side, if you still have trouble with Waw and Aleph, you can just avoid them until your agents have leveled up, crossing your fingers every Meltdown that they don't get pinged. | Try your best to work on them, but remember that you don't NEED to (ie. Tip #6)
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But what if you get an Abnormality that can't be ignored, and you're out of LOB points to pump an agent high enough to deal with them? |
Waw, Aleph that can't be ignored (eg. you've picked so many that they're constantly receiving Meltdowns) + you don't have enought LOB to upgrade your Agents |
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The answer is... | ||
Tip #8 | ||
Tip #8: Lobotomy Corporation is a rogue-like. | * or more accurately, uses the looping and meta-progression mechanics of Rogue-lites | |
To this day, it still baffles me that this key aspect of the game is hidden in an easily missed part of the Manual. | ||
Basically, you're NOT meant to play the game in a single cycle, but through multiple cycles and sub-cycles, via the First Day and the Rewind to Memory Repository options, respectively. | Unless you are extremely lucky or extremely persistent, you will hit walls early in your first playthroughs, forcing the end of the cycle. | |
Unlike the Retry option which does a full reset like the day never happened, both of those options retain some of your progress, namely:
Unlocked department tech Researched Abnormality Info And your EGO Weapons and Suits |
Completed Missions and unlocked tech
Unlocked Abnormality Info and Unique PE Boxes Extracted E.G.O Weapons and Suits |
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These let you do things like play the first week with 2 times speed and HP display, see abnormality names in the pick screen to give you a better idea which to choose, and overall be in a better position than the previous cycle. | strong E.G.O in the early game almost feels like cheating | |
What you don't retain is your Agents, for Rewind to Memory Repository, all your agents are rolled back to their saved Memory Imprint state.
For First Day, your roster is wiped clean and you're given a new first employee. |
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While this may seem to reinforce the idea that all your Agents are all expendable, it's actually the opposite, at least for your top Agents. | low level employees are still very much disposable, sorry... | |
You want your strongest, best equipped Agents to live to the end of the cycle so you can farm info and EGO efficiently. | You need high-level Agents to work on harder Abnormalities and extract better E.G.O for later cycles | |
You'll also find yourself restarting days not because you want to save your Agents, but to save their EGO, especially if they were extracted from another cycle. | They’re still expendable but...
Save the E.G.O |
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Some of you might be thinking, can't I abuse this mechanic and just keep looping back trying to get the easiest Abnos for my run?
Yes, you can, but remember the previous tips - by avoiding Waw and Aleph, not only do you slow down your agents' growth in the current cycle, the low PE box output also means that you're more likely to have to face harder Ordeals in order to reach the daily quota. |
Pros:
Cons:
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Outro | ||
And that's it for this video. This is more of a personal challenge if I can make a short video with the tips I've given to new players recently, and I'm not happy with how I have to add so much text on screen so I could squeeze this down to around 11 minutes.
Maybe I'd make a proper non-squeezed version later, and if I do, you've been seeing it recommended on the right. Either way, on the left is my older run of the game where you can see most of the tips in action. Skip the first video to go straight to the action. Anyway, thanks for watching and see you in the next video. |
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