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The Abnormalities

Throughout your career as the manager of the Lobotomy Corporation, it will be your job to manage and tame the creatures, objects and people known as Abnormalities so that they can power the facility - by any means necessary. These Abnormalities range anywhere between paranormal yet mostly harmless objects to facility-wiping monstrosities that need a small army to subdue.

    In General 
https://static.tvtropes.org/pmwiki/pub/images/screen_shot_2019_03_08_at_12029_pm.png
Tropes related to the Abnormalities as a whole are:
  • All Myths Are True: A great number of Abnormalities were the subjects of old myths or legends, and they are still alive and kicking in the present day. The Shout Out section below goes into further detail.
  • All There in the Manual: What the letters and numbers in an Abnormality's serial code isn't explained in-game, and is instead touched on through outside sources and especially the artbook. To elaborate, 'O' stands for Original, based on no theme in particular. 'T' stands for Trauma, typically used on Abnormalities that are based on humanity's fears and strong personal experiences/emotions. 'F' stands for Fairy-Tale, which are used on creatures based on real world fairy-tales. 'D' presumably stands for Donator, which are Abnormality concepts pitched by the backers who helped fund the game. Limbus Company adds "S" and "M" which are theorized to stand for Sin and Mythology respectively.
  • Art-Style Dissonance: Happens semi-frequently and intentionally thanks to the Perception Filter installed on the Manager's camera and how well it works on a case by case basis. Some Abnormalities like the Scorched Girl and Fragment of the Universe look like they're walking drawings with visible pencil scribbles, others remain faithful to the game's flat chibi art style like the Queen of Hatred and Laetitia, and then others like Schadenfreude are designed with photorealistic eyes and textures.
  • Blue-and-Orange Morality: As shown in Big Bird's lore, some Abnormalities have the intent to kill when they attack, but simply don't grasp the concept of death and may be attacking for varying reasons, some even being well-meaning but unaware of how to express it in any other way. Big Bird aside, many Abnormalities display this behavior to your detriment, namely Fragment of the Universe, Queen of Hatred and even WhiteNight.
  • Body of Bodies: A recurring theme among some Abnormalities.
    • Nothing There is a barely-held-together patchwork of human body parts in the shape of a tripedal beast. Once it transforms, it opts to mash all those parts into a hulking red humanoid mass of flesh and teeth.
    • Mountain of Smiling Bodies is a mountainous ball of decayed black flesh, bones and teeth, which only grows bigger as it eats more corpses.
    • Blue Star seems to have the legs of those absorbed into it protruding from its actual body; the blue heart.
  • Brought Down to Normal: Or rather, brought down to manageable. A feature called the Qlipoth Deterrence is used on abnormalities to keep them in check- and in stasis in the case of shipment. Said deterrence is lifted slightly in order to allow work to be done on them, and a Qlipoth meltdown is an error in the deterrence system that can allow them to breach containment. Said system keeps the Power Levels of abnormalities down, as shown in Limbus Company. The first major Abnormality encounter is against a WAW, but is only a slightly tougher encounter than they were expecting as opposed to a monstrous threat. As the Qlipoth Deterrence lowers, abnormalities become appropriately stronger.
  • Cast of Snowflakes: Each Abnormality has a very distinctive design to help separate them from one another, sometimes even having different art styles, with their own list of needs, dislikes, skill checks, and fighting styles. All to remind you that no two Abnormalities should be treated the same.
  • Creepy Child: Three Abnormalities are this: Laetitia who is a twitching and mechanical doll-like little girl, the Child of the Galaxy who is an omnipresent and dangerously clingy child, and the Scorched Girl, who is an outright homicidal spirit of a dead child.
  • Evil Is Bigger: 'Evil' may be a stretch considering how primal or misguided Abnormalities tend to be, but save for a select few Abnormalities like Laetitia, the Queen of Hatred and Child of the Galaxy, all Abnormalities tend to dwarf your Agents in pure size. Even humanoid beings like the Knight of Despair and Forsaken Murderer are inexplicably gigantic despite being visibly more human-looking than other Abnormalities.
  • Evil Is Not a Toy: A lot of Abnormalities can become this real quick if their energy is harvested improperly as they can breach and attack the employees. Especially WAW and ALEPH tier ones where even the slightest mistake in handling them can have dire consequences.
  • Humanoid Abomination: Despite looking close to human, if not almost exactly like one save for certain features, the humanoid Abnormalities are just as dangerous and supernatural as the others.
  • Mêlée à Trois: Abnormalities will try to kill every thing in sight when they escape: your Agents, the idle Clerks, the Ordeals, and even other escaping Abnormalities. The only exceptions to this are the Black Forest Birds (Small Bird, Big Bird and Long Bird), their lore making it clear that they were friends before separating to pursue their own quests in the Black Forest, and were later brought to the Lobotomy Corporation. Finally, Abnormalities will attempt to attack An Arbiter, but they will do absolutely nothing against them.
  • Min-Maxing: In a strange sense considering the game, this is still advisable for a prosperous run to Day 50. Encyclopedia entries aside, some Abnormalities are an extreme detriment to an easier playthrough once Meltdowns and higher tier Ordeals are met and shouldn't even be taken in such completion-based runs due to micromanagement complications, guaranteed deaths/compromises or just overall tricky gimmicks, such as Meat Lantern (Requires low stats to reliably work with and can easily kill employees), Nameless Fetus (Will provoke nearby Abnormalities to breach and employees must be randomly killed to calm it down), Melting Love (can easily wipe out whole facilities without trying) or WhiteNight (Automatically breaches; if it breaches it will destroy your facility). Inversely, there are dangerous Abnormalities such as Queen Bee or Blue Star (which can destroy whole facilities if you let them to), Nothing There (immensely difficult to suppress with extremely high damage output) or Big Bird, Mountain of Smiling Bodies and Dream of a Black Swan (breaches upon large amounts of employee deaths and deals severe damage to the facility if they do) that are more ideal simply because you could avoid their lethal consequences easily. Often, the ideal playthrough once all entries are filled out is a safety-proofed facility of easy to manage Abnormalities that won't completely get in the way of later objectives, like defeating An Arbiter or clearing Midnight Ordeals.
  • Monster Mash: You can have dozens of creatures to take care of in your game. God help you if anything happens that breaks them all out at the same time.
  • Non-Indicative Difficulty: While lower tiered Abnormalities (see below) may not be powerful in a straight fight, or even capable of fighting at all, they often pack gimmicks and insta-kill conditions to make up for it. For example, the HE-classed Nameless Fetus cannot fight but can easily cause other Abnormalities to breach on its behalf and consume any employee for the slightest of mistakes, while Blue Star is an ALEPH that can wipe out whole facilities singlehandily, but it's very docile and easy to keep in the box — you'll actually have to try to make it breach or be prodding at it blindly to accidentally set off its Berserk Button.
  • Power Levels: From weakest to strongest in both combat and PE box gains, it goes from ZAYIN, TETH, HE, WAW and ALEPH. The higher level the Abnormality, the less your lower level E.G.O. fare against it. Higher level Abnormalities also correspond to trickier or flat-out stronger Abnormalities in combat, but as mentioned above, lower level Abnormalities can be significantly trickier than high levels.
  • Resurrective Immortality: All Abnormalities are immortal in this sense; no matter how broken and battered they become post-suppression, they always return to life in their containment chambers. This is how the player can kill them (maybe even multiple times on the same day) and have them pop up back in their rooms soon after. Limbus Company explains the process in detail; when an Abnormality dies, it turns into an egg containing its essence which later hatches back into the Abnormality proper.
  • Shout-Out: Many Abnormalities reference existing stories and legends due to the fact that they are the origin of that story. Abnormalities given an F in their serial number (ex. F-01-02 for Scorched Girl) denote them as Fairy Tale-classed Abnormalities, and as such reference their respective stories.
    • The Big and Will Be Bad Wolf makes a couple references to stories that involve giant wolves as the antagonist, particularly The Three Little Pigs and Little Red Riding Hood, and in-universe he was the Wolf in those tales. Speaking of which, Little Red is also in the game; she is called Little Red Riding Hooded Mercenary, and has sworn vengeance against the Big Bad Wolf for disfiguring and traumatizing her on that fateful day.
    • Snow White's Apple is a clear reference to Snow White, specifically since she is the apple that the witch used to poison Snow White, brought to unending life from her baneful magic.
    • The Scorched Girl is a direct reference to The Little Match Girl, only this time the dead child has become a vengeful spirit.
    • Der Freischütz references the German theatre play of the same name, Der Freischütz. He too has become a mercenary like Little Red.
    • Dream Of A Black Swan is a reversal on the story of The Six Swans. Instead of six swans coming to rescue their human sister, it is a single massive swan/human mutant coming to rescue her six human brothers.
    • Beauty and the Beast is, unsurprisingly, a reference to Beauty and the Beast, but its take on the curse that plagued the Prince is instead a contagious punishment to anyone who puts the poor Beast out of its misery.
    • The Lady Facing the Wall's Legacy version alluded to the myth of Orpheus and Eurydice in Classical Mythology, as her Jump Scare ability was called "Orpheus", implying that she was the same Eurydice who was trapped in the Underworld. She retains the Don't Look Back theme of that myth, but now tries to get anyone leaving her cell to look at her.
    • The Red Shoes reference a story that goes by the same name. But instead of involuntarily dancing until their feet have to be severed, the victim is driven to a murderous rage and cuts everyone around them apart. Oddly enough, The Red Shoes isn't classified as a Fairy Tale Abnormality (an F), but instead an Original (an O).
    • It may be unintentional, but there is a gigantic and towering bird called Big Bird.
    • The Scarecrow Searching for Wisdom and the Warm Hearted Woodsman are Darker and Edgier takes on the Scarecrow and Tin Man from The Wizard of Oz. Parallels to Dorothy, the Cowardly Lion, Princess Ozma and the Wizard do appear in Wonderlab and Library of Ruina, just not in this game.
    • The Snow Queen is, as the name implies, a reference to The Snow Queen and in-universe she is the titular queen. She was brought back to life by the Corporation's founder after she committed suicide, and like how she kidnapped Kai, she can kidnap one of your Agents and force you to send someone to rescue them.
    • Bald-Is-Awesome! dropped a direct reference to The Fast and the Furious of all things back in the Legacy version of the game, telling you to watch Fast and Furious 7 five more times before trying to complete your research on it.
  • Stone Wall: If they aren't a Lightning Bruiser, expect any Abnormality to be able to take a hell of a beating before going down. Even late into the game when your Agents have the best items given to them, a TETH classed Abnormality can take a good few moments to suppress.
  • Terrible Trio:
    • The Black Forest Birds named Small Bird, Big Bird, and Long Bird are one of the few Abnormalities with direct ties to each other, respectively standing in for an executioner, a watcher, and a judge. Individually and ironically, only the watcher and the judge is legitimately dangerous, while the executioner is just a minor annoyance unless you attack it. However if all three escape together they will ignore the chaos around them and make their way to a portal, where they'll fuse into the the mythical and ALEPH classed Apocalypse Bird and attack.
    • The Magical Girls, who are the Queen of Hatred, the King of Greed, and the Knight of Despair, were once all allied with each other before each one fell to their own flavor of corruption. The Queen of Hatred will even lament on how they used to be her friends if she's helping you recontain them. Like with the birds, something was supposed to happen once they breached together, but this was scrapped. It's later seen that this trio is actually a quartet.
  • Token Good Teammate: Among an ensemble of creatures that vary from neutral and instinct-driven monsters to outright malicious and sadistic threats, some will benefit your facility to some degree.
    • Played with in The Queen of Hatred. She wants to be the most loving and heroic Abnormality of all and is undeniably one of the most properly humanoid ones, although that depends on how healthy her mental state is. When her special ability activates, however, it usually means she wants your facility dead. The rest of the time, she at least tries to be heroic for you - much to the detriment of everyone.
    • One Sin and Hundreds Of Good Deeds is a giant floating skull that has a resemblance to Jesus Christ. Fittingly, it only wants to forgive and absolve people of their sins, and doesn't kill or seriously harm Agents that confess to it. It's also capable of saving the entire building, if not outright preventing the end of days, from the wrath of WhiteNight.
    • Zigzagged with the Plague Doctor, supposedly a peaceful creature who will mend your wounds and treat your sickness, but it's all a façade in preparation for what comes next. Its other form will still heal your facility if you treat it well, but it's a ticking time bomb that is harder to keep placated, and you have to survive its assault at least once.
  • Unreliable Narrator: Present in the backstories of Abnormalities. Given the nature of their creation, it's likely that most, if not all of their backstories are mere cover stories implemented in their dossiers to conceal their mass-produced and man-made origin, calling into question who of the few may be natural creatures and were apprehended properly by L-Corp., and who of the majority was produced by force.
    (Lobotomy Corp. Manager's Manual) It's finally time to talk explain Abnormalities. They are entities that emerge from humanity's deep and old dreams. You may perceive these as monsters, gods, humans, or other myriad possibilities. In any case, they originate from humans, and are created from humans.
  • Was Once a Man: In the stories of many Abnormalities, these monsters were once people who were turned into horrors by unfortunate circumstance, such as the King of Greed, Dream of a Black Swan, and the Mountain of Smiling Bodies. As revealed later into the main storyline, Abnormalities can be manufactured from regular people by Lobotomy Corporation for their energy needs, created when people are injected with the powerful drug known as Cogito and are thus transformed into monstrosities. Even outside turning people into horrors, Abnormalities can be spawned from sufficiently traumatized individuals, or outright emerge from the source of Cogito itself, a 'river' that flows underneath the world. Because of this, there's no telling how many Abnormalities were created unethically from unwitting subjects and how many are 'natural' beings.
  • You Cannot Grasp the True Form: To lessen the stress and horror Lobotomy Corp's Managers might feel when watching scores of workers die to terrifying and grotesque monsters, a Perception Filter was applied to their camera feeds that disguises workers as cute dolls and the Abnormalities with art styles more comfortable to look at. While blood, gore and all-around terror are still put on display, it's rendered in a way much, much more comfortable for the manager to look at while working.
    • The Abnormality known as CENSORED also uses this trope to its maximum potential, evidently being so terrible and eldritch in nature that everything about it must be censored to the Manager lest their mind fall apart. As a result, its true name, appearance, method of attack and even the audio of people being consumed by it are completely unknown to you.

ZAYIN classed

The lowest on the threat scale, these Abnormalities are the easiest to manage and can benefit the facility with the buffs they provide or can even be ignored safely if your hands are full, though some of them can take lives if used irresponsibly.

    One Sin and Hundreds of Good Deeds 

One Sin and Hundreds of Good Deeds (O-03-03)

https://static.tvtropes.org/pmwiki/pub/images/one_sin.png
Humans who can adroitly deceive themselves live the happiest lives.
"It feeds on the "evil" that surfaces during conversations."
E.G.O: Penitence

A giant floating skull with a holy cross and a crown of thorns embedded in its head that feeds off the energy of sins confessed to it.

Employees who work on One Sin will feel a sense of relief and comfort as they confess their sins to it, healing their mental state. If all 10 boxes are collected in a single session, then the minds of everyone in the facility will be healed. It is also the first Abnormality acquired in every playthrough. If interacted with by the 12th Apostle during a WhiteNight breach, all of its work options will be replaced with the option to have the Apostle confess their sins; doing so will automatically end the breach.


  • Chekhov's Gunman: The first and simplest Abnormality will be your best saving grace against the strongest and most dangerous.
  • Creepy Good: It's a giant ominous floating skull, said to have a piercing gaze that discomforts people as they're judged. That said, it's benevolent for the most part, relieving people of their sins when they're confessed, or even wiping their memory of the tremendous amount of guilt they've accumulated if their sins are too much to bear, as one employee experienced.
  • Dem Bones: It's a floating skull.
  • Holy Backlight: Is accompanied by this in its portrait when you successfully research it.
  • Messianic Archetype: The cross, crown of thorns, and forgiving, sin-absolving nature paint it as a parallel to Jesus Christ. Ironically, it can save the entire facility by instantly defeating WhiteNight, but with the sacrifice of the Twelfth Apostle rather than itself.
  • Starter Mon: Is the first Abnormality given to you, and is among the easiest to tame thanks to its highly effective reaction when Attachment is used on it and mostly neutral reactions when anything else is used, as well as there being no real penalty when getting a bad result with it. Additionally, it gives a guaranteed buff to employees assigned to it, unlike the later Abnormalities who have more specific requirements for a buff or give a mixed blessing.

    Don't Touch Me 

Don't Touch Me (O-05-47)

https://static.tvtropes.org/pmwiki/pub/images/dont_touch.png
"You've been pressing it for numerous times and you still have something you want to know about it?"

A large red seemingly innocuous button that must never be pressed at any point ever, lest you wish for disaster to strike.

The button does absolutely nothing up until someone is sent to work on it. At that point (depending on how it's clicked) it will instantly kill every employee in the facility/drain the power gained from taming the other Abnormalities/and release every monster in containment, forcing you to restart the day. It will also occasionally disguise itself as another Abnormality in an effort to trick you into touching it if you're not attentive to where all of your Abnormalities are normally located.

What did we say about not touching it?


  • Big Red Button: Its entire concept is this.
  • Camera Abuse: Clicking on it when you're customizing your employees for the day will have it crack your screen, which gets more severe the more you click it.
  • Game-Breaking Bug: Triggering Don't Touch Me during a day until it crashes the game can lead to the loss of all of the player's E.G.O., even after restarting the day. The only way to "safely" research it is by clicking it in the pre-day screen until it crashes the game that way.
  • Meaningful Name: The clue to keeping this Abnormality from causing trouble is in the name.
  • Non-Standard Game Over: Repeatedly clicking on the button in a short time will cause it to scream ‘Don’t touch me!’ in Korean, glitching the screen out in static and crash your game.
  • Schmuck Bait: The button is this by design, drawing on your curiosity to send someone to press it, or by you not paying enough attention to avoid pressing it.
  • Total Party Wipe: An instant one if you touch the button.
  • Voluntary Shapeshifting: It sometimes will disguise itself as another Abnormality, though you still should avoid clicking on it as all of its previous effects apply. The name, however, will still remain the same.

    Fairy Festival 

Fairy Festival (F-04-83)

https://static.tvtropes.org/pmwiki/pub/images/fairy_feast.png
"Everything will be peaceful while you are under the fairies' care."
E.G.O: Wingbeat

A flock of small green fairies, who are led by their man-sized leader. These pixies can sense the good in people and offer their company to those deemed worthy. Unknown to most however, it is not an act of goodwill, but instead a precaution they take to preserve their latest lunch.

The fairies will follow and heal any employees that get assigned to work with them, giving them a handy edge in some fights. However, attempting to work on any other Abnormality while Fairies are following that employee will result in them instantly getting eaten by the flock.


  • Bitch in Sheep's Clothing: They're adorable fairies that heal your workers. It becomes apparent that they're just keeping their future meals fresh rather fast, and they will eat and kill any under their care if they're ordered to work on another abnormality.
  • Eaten Alive: Will happen to the employee if they ever dare to work on another Abnormality that isn't them while they're still circling the employee.
  • The Fair Folk: They're friendly looking pixies who hide their more devious desires under their facade of cuteness.
  • Killer Rabbit: The Fairy Festival are an adorable bunch of tiny fairies that heal those employees that they like, and can strip a man to the bone very quickly when provoked.
  • Multi-Armed and Dangerous: The fairies have two pair of arms, and considering their diet, they're certainly dangerous.
  • Pragmatic Villainy: The Fairy Festival are both intelligent (speaking their own language amongst themselves) and ravenous for flesh, but will heal any employee that gets a Good work result on them... because the fairies are protecting their future source of food by keeping them healthy. The second that one of these fortunate employees tries to enter another Containment Unit while the fairies are still around, they devour the hapless employee because they think their food source is about to be eaten by another Abnormality.

    You Must Be Happy 

You Must Be Happy (T-09-94)

https://static.tvtropes.org/pmwiki/pub/images/you_must_be_lucky.png

"Many of those who underwent an operation inside the machine have found themselves rested and healthy again."

A robotic set of arms set over a metal operating table that flashes the words "YES" and "NO" on its screen repeatedly. Originally, it was a machine built to aid in brain surgeries in its hospital. However, the machine had an odd habit of asking its patients "Do you love your city?", and the answer given to it would decide the difference between a successful operation or death.

Sending an employee in and having them walk out while it is on "YES" will give them a buff to all their stats, while having them leave on "NO" will give them a debuff to every stat. Attempting to use the same employee 5 times in a single day will result in their death by the machine.


    Opened Can of Wellcheers 

Opened Can of Wellcheers (F-05-52)

https://static.tvtropes.org/pmwiki/pub/images/welldamn.png
"Somewhere in the distance, you can hear seagulls."
E.G.O: Soda

Two giant humanoid shrimp that stand by a soda vending machine under the brand name of Wellcheers.

The drinks dispensed by the machine are beneficial under normal circumstances, as they can help heal the health of an employee or reinforce their mental fortitude. However, bad work results have a chance to result in the room being filled with soda, and once it drains the employee inside will vanish, never to be seen again.


  • Bland-Name Product: The name of the soda is a stand in for the Welch brand of juice.
  • Never Found the Body: What happens in the rare event where a victim is taken away on a boat that somehow sailed into the cell, despite the cell being closed-off and underground. The Corporation is not even sure if the person is now dead or lifted up and taken away somewhere.
  • Shout-Out: A particularly obscure one to an old Korean urban legend about people going missing and being held captive on fishing boats after drinking a can of Welch soda laced with a sleeping pill.
    • The full portrait for the Abnormality is based on an advertisement for LOTTE coffee that was made in the 90's.
  • Vengeful Vending Machine: A non-comedic example; trying to take a drink from them when they're not in the mood for it will make the entire containment room flood, have the employee put onto a boat that sails in from nowhere, and be taken away to parts completely unknown.

    You're Bald... 

You're Bald... (Bald-Is-Awesome!)

https://static.tvtropes.org/pmwiki/pub/images/keep_calm.png
You can look just like Bruce Willis if you're bald!
"You turned on your electric hair clipper..."
E.G.O: Tough

A black and white orb with the Korean letter '머'/meo (as in, 대머리/'daemeoli', the Korean word for "bald") in its center. It is believed to have manifested itself when an employee had an encounter with the Singing Machine and dreamed of everyone in the facility becoming bald.

You're Bald will make the employee assigned to it bald. If there are two consecutive uses by non-bald employees, then it will make everyone in your facility bald. Bald employees have the highest success rates with it.


  • Exactly What It Says on the Tin: Send a non-bald employee to interact with it and they'll go bald. This is the Abnormality's sole gameplay mechanic.
  • Joke Character: Added in an April Fool's update, making it one of these among the Abnormalities.
  • Shout-Out: In the Legacy version, if you fail to get its last observation, you would be told to come back after watching Fast and Furious 7 for more than five times, a likely nod to the bald Vin Diesel.

    Mirror of Adjustment 

Mirror of Adjustment (O-09-81)

https://static.tvtropes.org/pmwiki/pub/images/yugioh.png
"He always complained about being born too weak. I guess he finally made up his mind."
"Satisfaction is only temporary."

A black mirror that's incapable of reflecting anything, picked up from an unknown source.

The Mirror of Adjustment will take a random stat of an Employee who uses it and switch its value for another, meaning that a lvl 3 in Fortitude could get transferred to a lvl 3 in Temperance.


  • Level Drain: An Agent who uses the Mirror more than once per day will have all of their stats reduced and can drop completely down to Level 1.
  • Magic Mirror: A mostly harmless and uneventful one that can be used to randomize an employee's stats. This can be an invaluable training aid as stats can be transferred to a stat that is inherently more difficult to train like Justice or a stat your facility is not set up to train yet.

    We Can Change Anything 

We Can Change Anything (T-09-85)

https://static.tvtropes.org/pmwiki/pub/images/wecanchangeanythingportrait.png
"Now everything will be just fine."

A robot with a white chassis that opens up to reveal that it is an Iron Maiden. From the same company that introduced the All-Around Helper comes the "We Can Help With Anything" domestic robot. Use it to discipline naughty children, shave excess body fat, or reinvigorate your tired body to be ready for the day by stepping inside it. In actuality, the end result of using the machine ends with no trace of a body other than blood and body parts left inside it when it's done.

Sending an employee to this machine will trap them inside. Once in, they can't ever leave and will start taking damage when the machine closes on them. Each time damage is dealt, more power will be given to the facility until the employee is dead.


  • The Computer Is a Lying Bastard: Sending an employee into the robot will cause them to be trapped inside it, but the game pretends you have a chance to save them by having the words "Stop Using" appear on the cell while the employee is getting killed. Clicking on this does absolutely nothing, as the employee is now on a one-way track to becoming a pile of meat.
  • False Reassurance: Technically, it does solve all the problems of whoever uses it... by making them too dead to have problems any longer.
  • Human Resources: Produces energy by seemingly grinding the person inside it into a bloody paste.
  • Iron Maiden: It is a coffin-like robot with spikes inside. If you let a employee in, the employee will gradually die.
  • Killer Robot: It only kills you if you're stupid enough (or ordered) to go into it, but once inside, you're already gone.
  • Obvious Rule Patch: The Abnormality deals RED damage, and even if the employee is immune to RED damage by way of their gear, they will still die no matter what.
  • Video Game Cruelty Potential: Do you want a quick boost of energy but don't want to/cannot send someone to get it the usual way? Sacrifice someone to the machine and reap your reward of energy for killing them.
    • Generally speaking, cruelty is needed to unlock all information and the backstory of the Abnormality, requiring you to send a good handful of people to be tortured and killed by a robotic iron maiden to get it.
    • For added points, the machine will produce more energy if a particularly hardy employee is sent in to take the torture, so sending in someone with over 100 HP is bound to net you a decent amount of energy in exchange for their long-lasting agony.
  • Would Hurt a Child: Its advertisements claim that it'll help "change" troublemaking, misbehaving kids. Presumably, this was supposed to be done by putting the kids in the machine... and letting them get blended.

    Old Faith and Promise 

Old Faith and Promise (T-09-97)

https://static.tvtropes.org/pmwiki/pub/images/old_promise.png
We know of an ancient practice; the countless promises that were made, and the unending faith placed in them. However, all that they yielded was only hollowness and betrayal.
"Those betrayed hearts sank into the depths, slowly forgotten in the ever-lengthening corridors of time."

An ornament that sports two vaguely lizard-like creatures clinging to the sides of a marble.

This marble can upgrade the damage of an employee's EGO weapon, which is indicated by the employee hopping happily in place as they're given a gift by the artifact. However, there is a small chance that the artifact will just simply consume the weapon and leave them with their base baton, which is indicated by the employee falling over momentarily before getting back up.


  • Awesome, but Impractical: You can use it multiple times on a single weapon to eventually double the weapon's damage potential. This requires you to get extremely lucky, however, as the chances of success of increasing the weapon's damage falls with each successful upgrade. In addition, the damage upgrade only lasts for a single day.
  • Cuteness Overload: Of an odd sort, employees who get blessed with a better weapon will uncharacteristically be overtaken by intense happiness, as seen here.
  • Insert Payment to Use: Requires a small bit of energy before you can attempt to upgrade a weapon. The amount of energy you need to spend rises with the number of times you've already upgraded said weapon for the day.
  • Shout-Out: This is generally believed to be a reference to similar mechanics in Korean MMOs.

    Plague Doctor 

Plague Doctor (O-01-45)

https://static.tvtropes.org/pmwiki/pub/images/plague_doc.png
"I shall cure you, depriving of every disease and injury you possess."
E.G.O: Prophet

An Abnormality dressed like a traditional plague doctor, with large black wings extending from its body. This doctor made itself known to the Corporation and came peacefully, wishing only to treat the sickly and mend the wounded. Those who interact with the Plague Doctor find it to be very kind-hearted, enjoyable to be around, and overall a pious being that means no ill.

When an employee achieves either a Good or Bad work result, Plague Doctor's Qliphoth counter will decrease. When the counter hits zero, the Plague Doctor will perform a baptism on either the employee who performed the work (after a good result) or a random employee, who will be possessed and brought to Plague Doctor's containment (after a bad result). After this happens, a clock will appear on the screen, and the blessed employee's name will be added to the clock as the hand moves forward one hour. The blessed employee will then be unable to perform work on Plague Doctor again.

In reality, this is the disguised form of WhiteNight, and when it blesses a total of 12 employees, all of them will transform into monstrous creatures called Apostles, and Plague Doctor will transform into the ALEPH-classed WhiteNight.


  • Ascend to a Higher Plane of Existence: According to its flavor text, this is what it wishes to grant the employees with. It will grant it in the worst way possible for you.
  • Cult: One will gradually be formed the more people that achieve the prerequisites are sent in, culminating in the Plague Doctor's ascension to the WhiteNight.
  • Do Well, But Not Perfect: The Plague Doctor will baptize someone if they receive a Bad work result... and will do the same if they receive a Good work result. Unfortunately, it's extremely easy to please, so you might as well as prepare for it to turn into WhiteNight if you choose to draft it.
  • Expy: Based on the fact that it's a friendly Plague Doctor who claims that the world is filled with an illness only it can cure, its largely ambiguous and seemingly Obliviously Evil true nature, and its ability to turn your employees into strange, demonic creatures known as "Apostles", it's most likely based on SCP-049 combined with Jesus.
  • God in Human Form: The Plague Doctor was heavily implied to be WhiteNight disguising itself as a plague doctor to perform miracles and collect a following.
  • Plague Doctor: It's in the name. This is not their true form, however.
  • Schmuck Bait: It is a "ZAYIN" that is actually the most dangerous Abnormality disguised, and its extremely loose requirements for activiating its Baptism indicates that it should never be picked unless the player is really prepared for the inevitable and upcoming catastrophe that would unravel in their facility.
  • Walking Spoiler: Knowing anything more about the Plague Doctor would spoil the surprise of it being an ALEPH classed Abnormality in disguise, and undoubtedly one of the toughest ones too.
  • Wolf in Sheep's Clothing: It is not as harmless as it insists to be and how its ranking suggests, since it actually smuggles the MOST dangerous abnormality in the game within it.

    Army in Black 

Army In Black (D-01-106)

https://static.tvtropes.org/pmwiki/pub/images/armu.png
"The color of the human heart is pink, and by wearing the same color, we can blend in with people’s minds."
E.G.O: Pink

A floating heart with a saluting, cheery soldier inside of it. These anomalies have concluded that the best camouflage lies with blending in with the hearts of the people around them: pink. They have dedicated themselves to cleansing the human heart of wickedness and evil, and will gladly help to protect the people around them when asked. However, sometimes their philosophy will shift backwards, and they will camouflage themselves black in the name of wiping benevolence from the hearts of the people around them.

The Army In Pink/Black, despite their classification, is an ALEPH-classed Abnormality in all regards: they can provide a very high amount of energy, are the most complicated of anomalies in the ZAYIN category and likewise are among the toughest of breaching Abnormalities. When docile, the Army in Pink can be contacted to help protect an employee from danger with a defensive boost, but employees below Level 3 will instantly panic when meeting the Army in Pink. Its Qliphoth Counter will decrease every time it is sent to protect an employee, if a Bad work result is achieved, if Repression work is conducted on it, and/or if 5 employees die in the facility, but its Qliphoth Counter will increase if an Abnormality is suppressed. Should its Counter fall to 0, it will become the Army in Black and send troopers to various departments. While there, they will deal a constant barrage of Black Damage to all targets in the same room as them, and after a while will blow themselves up to deal a massive burst of White Damage to everything in the same department as them while decreasing the Qliphoth Counter all nearby Abnormalities by 1. Any employee who panics for any reason by the Army in Pink/Black's own doing will always be driven into a Murder state, causing them to attack anything and everything near them until brought back to their senses or killed.


  • Action Bomb: Army in Black troopers will explode for big damage after a while, meaning your best bet is to either kill them before they burst or evacuate the department. Just know that this explosion will also decrease the Qliphoth Counters of all Abnormalities in the area by 1, so you had better make sure there's nothing dangerous as the Army in Black that you don't want escaping nearby.
  • Bitch in Sheep's Clothing: It's a "ZAYIN" Abnormality that the player could receive at early game, but the only thing "ZAYIN" about it is the stats it gives when training employees (which means it's actually poor at raising your employee's stats). Just about anything else, including its fairly complex and volatile nature, its attack power and its risk level points to nothing but an ALEPH Abnormality.
  • Evil Costume Switch: The docile and helpful soldiers are called the Army in Pink, who occupy pink hearts. The malicious and lethal counterparts are called the Army in Black, who switch their pink hearts for black ones instead.
  • Schmuck Bait: This Abnormality is one of the most friendly-looking ones you can receive, it's in the lowest category of threat classification, and it offers a nice defensive boost. It's also a particularly nasty trap, even by the game's unforgiving standards, as it's actually an ALEPH-tier threat. Due to the deceptive nature of their classification, the Army in Black will likely be the first ALEPH-tiered threat a new player might pick in the early to mid game when ZAYIN and TETHs are still being handed out, a nasty surprise if they or their workforce aren't ready for such a thing yet. The Army in Pink's many triggers for lowering its Qliphoth Counter ensures that it will eventually turn Black and rampage, and being able to drive potentially all your employees murderous or insane along with possibly causing other Abnormalities to escape means it's really not meant for an early-game facility to handle.
  • Status Buff: Anyone who becomes blessed by the Army in Pink will enjoy a constant regeneration of HP and their sanity meter. Of course, if they panic, they'll be driven into a Murderous state and attack your fellow employees, making the health regeneration a liability.

TETH classed

A step up above ZAYIN, many these Abnormalities have both the intent and methods to harm people around them, but they can easily be thwarted or tamed with the right precautions.

    Standard Training-Dummy Rabbit 

Standard Training-Dummy Rabbit (0-00-00)

https://static.tvtropes.org/pmwiki/pub/images/trainingstandarddummyrabbitportrait_6.png
It's called a training dummy "rabbit", but it doesn't seem to enjoy carrots.
"An Abnormality in the shape of a training dummy used to train up-and-coming managers."
E.G.O: Standard Training E.G.O

A small, friendly training dummy used to train new managers to the Corporation. It vaguely resembles a rabbit with a symbol used for training dummies on its torso. It is very docile and its "breaches" are simply it following agents out of its containment chamber. It believes itself to be an employee of the facility, and given its role, it isn't too far off.

The Standard Training-Dummy Rabbit is the Abnormality encountered in the game's Tutorial, where the basics of dealing with Abnormalities in general are elaborated to the player. It isn't present in the other game modes.


  • Easter Egg: A small one, as revealed in the official art book: Flipping it upside will reveal that it resembles Jeremy, the green haired employee featured often in early promotional materials for the game.
  • Joke Character: It deals minimal Red damage when interacted with and when breaching, it won't even move once it leaves its containment chamber. Again, all part of the Tutorial.
  • Righteous Rabbit: A friendly, rabbit-like Abnormality to get you up to speed with the game's mechanics.
  • Stock Animal Diet: Subverted. Despite it looking like a rabbit, it doesn't really like carrots.
  • Training Dummy: Just like its name says.

    Punishing Bird 

Small Bird / Punishing Bird (O-02-56)

https://static.tvtropes.org/pmwiki/pub/images/little_bird.png
"People have been committing sins from a long time ago. 'Why do they commit such a thing? Even when they know that it is bad?'"
E.G.O: Beak

A small white dove with a red belly. Punishing Bird, once known as Small Bird, used to live in the Black Forest with Big Bird and Long Bird. When it heard of a prophecy that would send its home into ruin from infighting and a terrible monster, it became one of the three self appointed guardians of the forest. It acted as the Black Forest's executioner, who would punish any guilty creature with its beak. One day someone said to it, "Your beak is so small. No one will find your punishment painful." This worried Small Bird, so it developed a new mouth that can punish and devour any creature in a single bite. The mouth is actually the bird's red belly, containing a large and bloody beak split into four parts, capable of cutting anything apart instantly.

Punishing Bird's likelihood of escape increases as more Abnormalities that aren’t it get worked on. When it breaks out, it will fly around the facility to peck on employees for a small amount of damage, preferring to attack panicking ones. If Punishing Bird is attacked back, then it will turn red, reveal its Scary Teeth and increase its own damage greatly to retaliate. Once enough employees have been attacked, killed or not, it will return to its containment room on its own.


  • Anti-Frustration Features: Due to its nature, it's coded differently compared to other Abnormalities to keep it from being unbearable to deal with.
    • It's one of the few hostile entities in the game that employees will not automatically attack if it enters the same room as them, to avoid triggering a guaranteed death or two while it does its thing.
    • It's the only Abnormality in the game that will not trigger Little Red Riding Hooded Mercenary's Qliphoth Counter upon breaching, since it does so often unless you're constantly working on it, which would make the latter Abnormality much more frustrating to contain.
  • Belly Mouth: The red spot on its chest hides a large beak that is split into four parts, each of them filled with serrated teeth.
  • Body Horror: It seems like a small innocent bird, but within the red spot on its chest is a large, serrated jaw capable of cutting anything that attacks it in a single bite.
  • Cute Creature, Creepy Mouth: It looks like a small white bird, until the red spot on its stomach unfurls into a large serrated jaw.
  • Death of a Thousand Cuts: It doesn't do much damage with each individual peck, but it will continuously harass an employee until they’re either dead or it switches targets with a couple of low damaging bites.
  • The Executioner: Out of the trio of birds, Punishing Bird is the one who executes wrongdoers in just one snap of its additional jaw.
  • Get A Hold Of Yourself Man: If its target is panicking, Punishing Bird actually heals their Sanity Meter while pecking at them.
  • Guide Dang It!: Despite the game saying otherwise, Punishing Bird returns to containment when it deals a certain amount of damage, rather than after a certain amount of time passes, so sticking high health Red weak employees near it will put it back quicker.
  • He Who Fights Monsters: It swore to defend its beloved home from the monster prophesied to destroy it, but in the process it became seen as a scary and brutal executioner by the Black Forest's inhabitants.
  • Just Ignore It: Whenever you get the message that it breached (which will be often if you have it, as its conditions to breach are very easily met), you should just wait until it goes back into its cell as it will do so when it has dealt enough damage (very few in the grand scheme of things). This way you'll be able to go through it without any larger problems from its breach.
  • Killer Rabbit: It is a tiny cute bird that can fit in your hand and had to be given a perch so it wouldn’t be stepped on, but it is known as the infamous "Executioner of the Black Forest", capable of killing almost any creature in one bite. Thankfully it’s the least dangerous and easiest to contain of the Birds, provided you don’t anger it into turning red.
  • The Napoleon: Among its trio of Birds, it is this. It's tiny, but hidden within it are massive jaws that are capable of killing anything in a bite.
  • Ridiculously Cute Critter: It might be dangerous, but it sure is cute. Just ignore the hidden beak filled with razor-sharp teeth hidden inside its stomach.
  • Sheathe Your Sword: The normal and (usually) correct player reaction to Abnormalities escaping their cell is to use Suppression with their strongest employees in order to stop the outbreak. In this one instance, employees hitting the Punishing Bird will be suddenly slaughtered in a single blow. The best response for this little bird getting out of its cell is to leave it alone, as it will return to its cell after pecking an employee enough times.
  • There's No Kill like Overkill: Dare to attack Punishing Bird and it'll reveal its serrated jaws that can deal over 1200 damage, easily bypassing any armor in the game, even with a Red Damage Shield applied.
  • Turns Red: Trying to suppress it back into submission will make it literally turn red and punish the offender by ripping them in half. This means that the best thing to do when Punishing Bird escapes is to do absolutely nothing as provoking it into turning red is certain death.

    1. 76 M Hz 

1.76 MHz (T-06-27)

https://static.tvtropes.org/pmwiki/pub/images/mega_hurts.png
"This is a recording of the day we must never forget."
E.G.O: Noise

A formless entity that echoes the sounds of explosions, gunfire and screaming from a past tragedy. It will interfere with electronic equipment in its area of influence, all the while slowly draining the sanity of people who stay in its room.

People exposed to its Brown Note can go insane and become hostile to the people around them, and neglecting 1.76 MHz for a certain amount of time can result in it extending its influence to the rooms surrounding it.


  • Brown Note: The noises it lets out tends to turn even the most stable of individuals into hostile people who will attack everything around them.
  • Death of a Thousand Cuts: Among the Abnormalities that specialize in White Damage, its method of attack is one of these. Employees who stand inside of its static will gradually take low amounts of White Damage, which is negligible if they're in the field while quickly passing through, but detrimental if you intend for them to stay in rooms affected by it for long periods of time (such as if they're suppressing an escaped monster or need to cross a large space of affected rooms).
  • Sensory Abuse: Not in its current in-game form, but the filter that originally filled up its room wasn't a television static but instead an almost seizure-inducing set of flashing images that flashed the images of other Abnormalities such as Little Helper, Red Shoes and Snow Queen. This was eventually changed for obvious reasons. The original filter used can be seen at the bottom of its wiki page, here (Seizure warning).

    Scorched Girl 

Scorched Girl (F-01-02)

https://static.tvtropes.org/pmwiki/pub/images/scorched.png
"I am coming to you. You, who will be reduced to ashes like me."
E.G.O: Fourth Match Flame

A charred little girl with a lit matchstick stuck through her torso. In life, the little girl was a matchstick salesgirl who lived miserably. In the fires she created from the lit matches, she saw visions of a better, happier life. One day, she accidentally caused a massive fire that killed her, causing her to be reborn as the charred spirit she is now.

When Scorched Girl breaks containment, she will walk out of her room and make a beeline to the department room where all your controllable employees are resting. When she reaches the center of that room she’ll detonate in a fiery explosion, and reappear in her containment back at a neutral mood.


  • Action Bomb: She'll shamble straight to the nearest department room (where your employees are likely all gathered at) to explode violently when her mood is allowed to drop severely.
  • Corrupted Character Copy: Of the Little Match Girl. The original girl simply passed away happily, while this version of her caused a fire and was reborn as a vengeful spirit instead, still wishing to burn others to keep the flame alive.
  • Creepy Child: A charred little girl who mutters about wanting to reduce people to ashes just like her.
  • Pyromaniac: She lit matches to see visions of a better life, to the point of accidentally causing a fire and burning herself to death.
  • Red Eyes, Take Warning: When breaching, her eyes will turn red as she makes her way to the department. This, along with her sobbing, is your warning to get everyone the hell out of where she's going to blow up.
  • Shout-Out: To the fairy tale The Little Match Girl.

    Meat Lantern 

Meat Lantern (O-04-84)

https://static.tvtropes.org/pmwiki/pub/images/d_4.png
"...That's not a flower. Order all the employees nearby to evacuate immediately."
E.G.O: Lantern

A fluffy white mound with two small black eyes and a glowing flower growing from its head. The Meat Lantern is a predator that tricks its prey into thinking it's just an ordinary flower. In actuality its true form is buried beneath the ground, lying in wait for large prey to step over it so it can spring up and devour them in one bite.

The only requirement the Meat Lantern has for its containment is its need for work sessions to last at least 40 seconds, so employees with faster work times are at risk of letting it break free. When it breaches, it will burrow into the ground and appear in another hallway in its hunting form, which is a flower and some barely visible white hairs. Employees can’t see the Abnormality when it breaches unless shown where it is by you, and those who walk over it will be instantly killed by the maw that bites them.


  • Achilles' Heel: Ranged weapons. Doesn't matter what kind, any would do, because it's utterly helpless when being attacked from a distance. As a tradeoff however, trying to melee it is typically an instant death.
  • Glass Cannon: Being a TETH, its got rather miserably low HP. In spite of having the second lowest ranking, it can also instantly kill high ranking employees, the best EGO in the game be damned. Combined with its natural immunity to melee damage, and it becomes a tricky early-game monster to suppress without the relatively rare firearms a fresh player has to look for.
  • Guards Must Be Crazy: Your guards must be crazy in this case, as they can't notice that there's something wrong with a glowing green flower sprouting from the facility's cold metal floor.
  • Helpful Mook: This plant falls under the Accidentally Assisting variety, in select circumstances. Meat Lantern attacks and devours anyone that steps on it, and that includes the creatures of the Ordeals or other Abnormalities. Meat Lantern, when planted in the right spot, can reduce the forces rampaging around the facility or stop another Abnormality in its tracks to take a huge bite out of them. In the case of Ordeals, the Crimson Dawn AKA Cheers For The Beginning can be swallowed whole and instantly killed by walking over it.
  • Ludicrous Gibs: What's left of any employee that gets eaten by it.
  • Man-Eating Plant: Its primary threat is eating unaware employees while they're going about their business.
  • NPC Roadblock: When it escapes, it will always plant itself right in front of the door to a random Abnormality's room, effectively cutting off that whole hallway from further travel. This means there's no way to get past it without getting eaten unless you direct employees to take the long way around it.
  • There's No Kill like Overkill: The bite that the creature deals can deal up to 1000 damage (for reference, your employees typically have 15 – 20 HP without upgrades to their Fortitude). On the upside however, the Meat Lantern is indiscriminate about who it feeds on, which can be handy when your base is being invaded by outside monsters or there’s an Abnormality on the loose.

    Today's Shy Look 

Today's Shy Look (O-01-92)

https://static.tvtropes.org/pmwiki/pub/images/shyguy.png
"It's a good day! Are you still shy today?"
E.G.O: Today's Expression

A person who uses carved faces on a sheet of flesh to express themself. The person behind the sheet was once a shy, moody individual who was constantly patronized to be happy and expressive with their emotions by the people around them. One day Today's Shy Look snapped, flayed their skin off and dried it, then carved faces into it in order to finally express their feelings.

Working on this Abnormality means knowing that the likelihood of succeeding is tied to what face they is currently behind. If Today's Shy Look is behind the smiling or laughing face, then your chances of research go up greatly. When behind the sad or angry face, your success rates lower drastically and your agent will received increased Black damage from them. The neutral face, predictably, gives your employee an average chance of failing or succeeding.


  • Ambiguous Gender: Today's Shy Look is never referred to with any gendered terms, essentially putting them into this category.
  • The Faceless: No one has ever seen their real face since the transformation, and they don't intend on letting anyone see it anytime soon.
  • Genuine Human Hide: As their description says, they skinned themself in order to make a sheet of masks. No word on where they got all the teeth for the extreme expressions, though.
  • Mood-Swinger: Going by their extremely erratic movement behind the sheet, Today's Shy Look has rapid-fire mood swings that occur without rhyme or reason when left alone. They'll only temporarily stop when an Agent is working on them.
  • Puzzle Boss: Not quite a boss, but they have a unique mechanic in that you must time your employees' entrance to their room to whatever face Shy Look happens to be behind. Their movements are sporadic and there's no way to predict where they'll land next, so quick timing and patience can make the difference between a nice amount of energy harvested and the Agent's health and sanity healed, or an insane employee running out the room/dying on the spot from the barrage of Black Damage.
  • Shout-Out: Visually, it resembles Lady Cassandra O'Brien from the Doctor Who episode "The End of the World".
  • Shrinking Violet: The person behind the sheet was incredibly shy and meek before finally finding a way to adequately express themself.

    Old Lady 

Old Lady (O-01-12)

https://static.tvtropes.org/pmwiki/pub/images/small_lady.png
"She was so talkative before. In the end, loneliness was the only listener."
E.G.O: Loneliness

An eyeless old lady who sits on a rocking chair, waiting to tell stories to whoever meets her. It is said that this old woman knows every story and poem ever conceived, including those that were never written. It eagerly awaits for potential listeners to come and listen to its stories, just like a kindly grandmother.

The Old Lady is relatively harmless on her own, but her chances of using her status effect called Solitude increases the more attention other Abnormalities that aren't her get. When she's had enough, she'll fill the room with a pitch black substance that clings to employees who enter her room. The Solitude will leave her once an employee enters, but the employee will continue to take mental damage for the time Solitude is attached to them.


  • Eyeless Face: All that's left of her eyes is her empty eye sockets, though it is said that she knows where her listeners are when they arrive to listen to her tales.
  • Hates Being Alone: To the point where she's willing to unleash Mind Rape if she feels she's ignored.
  • Rambling Old Man Monologue: She now exists only to tell her stories and has a bad reaction when left to her own silence. Employees are apparently not too fond of her, complaining out loud when they're ordered to enter her room to listen to her long tales.

    Forsaken Murderer 

Forsaken Murderer (T-01-54)

https://static.tvtropes.org/pmwiki/pub/images/abandon_4.jpg
"What's really pitiful is people like you dying to the likes of me."
E.G.O: Regret

A disturbed man in a straitjacket. The Forsaken Murderer was to be put on death row for the brutal murders he committed. However, Lobotomy Corporation decided that he'd be put to better use if he became their unwilling lab rat for their experimental injections. Though the Murderer was mostly suppressed of his violent tendencies by last few runs of the tests, he complained endlessly that his head was feeling heavy and metallic. The discomfort this caused led to him ramming his head into walls and floors in an effort to relieve it. The researchers that injected him had neglected him long ago though, and had no intentions to help now that he was supposedly of no threat to them. One day, the Murderer escaped and bludgeoned one of them to death with his metallic head.

The Forsaken Murderer will be docile until his mood drops to point where he'll breach. When this happens, his head will transform into a large metal bludgeon that he'll use to pound employees with.


  • Bald of Evil: Though whether his baldness came before or after he was experimented on is unknown.
  • Death Row: Was to be executed for his murders before he was taken away for experimentation.
  • The Dog Bites Back: After a very long time of being abused and neglected by the researchers that took him away from prison, he beat one of them to death and escaped.
  • Expy: As a criminal on death row who is used as a lab rat by an anomaly-containing corporation, he fulfills a similar role to the D-class Personnel of the SCP Foundation.
  • Foreshadowing:
    • An early Abnormality who can name-drop Carmen, one of the most important figures in the story of Lobotomy Corporation, in the description of its EGO long before the player likely knows anything about her, let alone her name.
      Bearing unlimited possibility to change humanity's future, confidential research began in the underground. The researchers laid down all sense of dignity, but they did not feel guilty as they had the greater good to pursue. Even the merciful Carmen condoned the project.
    • In a way, Forsaken Murderer's story foreshadows many of the major revelations of this game and it's sequel. Namely the idea of a head/brain being turned into metal, which is effectively what the Sephira really are, and the mantra of "Ends, begins, ends, begins", which reflects Angela's situation of being trapped in an endless loop of beginning and restarting the same 50 days over and over again.
  • Ground Pound: When attacking, he will slam the ground with his metal head.
  • Interface Spoiler: The E.G.O. Weapon and Suit explicitly refers to the real founder of Lobotomy Corporation by name, implying that the Murderer was experimented in Lobotomy Corporation.
  • King Mook: Being a TETH that can breach containment, he can serve as an introduction to some of the more ornery Abnormalities you have to deal with. See Mighty Glacier for more details.
  • Madness Mantra: “Ends, begins, ends, begins, end”.
  • Mighty Glacier: Of the early Abnormalities that can go on a rampage, he is one of the slowest in terms of movement and attack speed. His attacks are also deal a considerable amount of Red damage and can hit multiple Agents or Clerks in his way. Equipping an Agent with his E.G.O. equipment will turn them into this as well.
  • Use Your Head: His sole method of attack, as he transforms his head into a large hammer-like object and starts smashing things with it.

    Beauty and the Beast 

Beauty and the Beast (F-02-44)

https://static.tvtropes.org/pmwiki/pub/images/beastmode.png
"However, the curse continues eternally, never broken."
E.G.O: Horn

A monstrous creature that has hundreds of small eyeballs, horns with dahlia flowers growing from them, and the body of a mixture of something vaguely mammalian mixed with insect hind legs. Long ago, a woman was hired by the monster to act as its maid. Desperate for money, the woman accepted and moved into the monster's manor. After some time, the woman envied the opportunity to own the spectacular manor that the monster owned, so one day she snuck behind it and stabbed it to death. However, the curse that had afflicted the monster was passed onto the woman, who now inherited both the manor and the monster's grotesque and agonizing appearance. Others would attempt to do the same, killing the manor's owner to take it all for themselves and having the curse get passed down to them, before the Lobotomy Corporation would capture and contain one of the victims for research.

Beauty and the Beast will respond best to Repression, but doing this will worsen its health. If Repression is used on it twice in a row, then Beauty and the Beast will die and the curse will be passed down to the employee, continuing the cycle.


  • Curse: The main situation with the abnormality is that a curse transforms anyone who killed the previous victim into an ugly monster. That being said, it's also vaguely implied that the curse itself is the actual abnormality rather than the victims.
  • Death Seeker: Victims of the curse express nothing but disgust and agony over their state, and wish for nothing more than death. However, this means that the person who deals the killing blow will be the next in line to receive the same fate.
  • Drivento Suicide: Victims will attempt to find ways to kill themselves, although it seems this can only be done by the hands of another since they're immortal.
  • Extra Eyes: An uncountable amount of eyes are clustered on its head.
  • Flower Motifs: Associated with dahlias.
  • Karmic Transformation: The woman murdered the monster to inherit its grand manor, but instead inherited its curse and grotesque appearance.
  • Mix-and-Match Critter: Its anatomy is bizarre, as it has a four legged mammal's body, a reptile's tail, insectoid hind legs, human forelegs, bull horns covered in purple dahlias, and several dozen eyes.
  • Shout-Out: To the fairy tale Beauty and the Beast.

    Skin Prophecy 

Skin Prophecy (T-09-90)

https://static.tvtropes.org/pmwiki/pub/images/prophecy_of.png
"Its believers prayed that its sanctity would last forever by binding the tome in human skin."
"Save us now and forevermore. The Truth shall set us free."

A book written in flesh and blood that's held up by skeletal arms.

Employees who read this book can enjoy a large buff to their Prudence, but at the cost of becoming more vulnerable to White damage and risking instant death if they ever panic.


  • Genuine Human Hide: It's a tome that is made out of human skin.
  • Tome of Eldritch Lore: Not quite as powerful as other examples as its effects are mostly beneficial to the reader, provided they can keep their cool in tense situations.

    Grave of Cherry Blossoms 

Grave of Cherry Blossoms (O-04-100)

https://static.tvtropes.org/pmwiki/pub/images/cherry_62.jpg
All those who look at it in this sunless place feel pure peace.
"The more blood it has, the more beautiful it is."
E.G.O: Cherry Blossoms

A cherry blossom tree that sprouts its blossoms over time, and is coated in what appears to be blood. It's able to stay alive in containment despite the lack of plant necessities there, so Employees often rest by it to admire its beauty.

The Grave of Cherry Blossoms is somewhat complicated in its containment in how it stubbornly needs a neutral result to stay safely confined. If a good work result is achieved or if someone panics while working on it, its meter will go down and it'll come closer to activating its ability. When its meter is fully depleted, it'll unleash a status called Captivate onto random people in the facility, who are marked by a bright pink/purple glow on their heads. Captivated employees will make their way to the Tree, and the first one to step in its room will be snared by a tentacle and dragged into its trunk to be consumed.


  • Cherry Blossoms: Is one itself, and starts looking rather underwhelming before it goes into full bloom, the rate of the growth being based on how worse its mood gets. In turn, this means that some employees will enjoy the sight so much they'll be drawn to get close.
  • Do Well, But Not Perfect: Getting a good work result will cause the tree to bloom and the Qliphoth counter to drop. Getting too many good work results will allow the tree to call employees to it so it can kill them.
  • Eaten Alive: What presumably happens to victims who are pulled into the tree; the blood must come from somewhere, after all.
  • Man-Eating Plant: Another example of this trope, but this one relies on luring victims from anywhere in the facility instead of leaving its cell.

    Bloodbath 

Bloodbath (T-05-51)

https://static.tvtropes.org/pmwiki/pub/images/bloodba.jpg
"Many hands float in the bath. They are the hands of the people I once loved."
E.G.O: Wrist Cutter

A skin-covered bathtub with eyes that is filled with blood, which the hands of its victims float in. Its origin is currently unknown. It's said that people who suffer from depression and weak wills who approach the bathtub will be pulled into the pool.

The Bloodbath will automatically grab and consume employees with a Fortitude or Temperance stat of 1 when they to work on it. When this happens, a white hand will begin floating in the water, presumably belonging to the victim. More energy can be harvested if employees have been consumed by the Bloodbath, but if there are three hands in the water then it will automatically start pulling and consuming anyone who tries to work on it.


  • Blood Bath: It's a bathtub full of blood, hence the name.
  • Bath Suicide: Suicides don't happen in the bath, but the theme of cutting oneself in the bath comes up frequently from ingame blurbs. The Bloodbath's EGO equipment even includes a knife called the "Wrist Cutter".
  • Deadly Bath: Although different this time in that the bath itself is the killer, not someone intruding on the bather and killing them.
  • Foreshadowing: Its story makes an out of context reference of a once proud and joyous woman who fell into depression so deep that she cut herself often and eventually sliced her own wrists in the bathtub, killing herself to the despair of someone close to her. As it turns out much later, this is a key story beat between the history of Carmen and Ayin, the founders of the Seed of Light project.
    I eternally regret not realizing to ask her why she needed that industrial knife. I eternally regret not realizing that she was hiding her wrists with long sleeves. I eternally regret not realizing that she always took extra care to hide them whenever I spoke with her. I eternally regret not realizing that I never heard her cheerful laughter anymore, and that she roamed around the company with lifeless eyes more and more often. (..) When I saw the latticework of scars on her wrist, I was reminded of our wine cabinet. We had used up so many of the bottles; there was only one left. That day, I popped the cork off the last one.
  • Self-Harm: Its general motif revolves around this.
  • Video Game Cruelty Potential: If you want more energy from the Bloodbath, then you can sacrifice up to 2 employees who do not meet the requirement (this more than likely means hiring new employees just to have them die to it).
    • Video Game Cruelty Punishment: However, sending in too many unqualified employees to be drowned will result in the bath indiscriminately pulling and killing anyone who enters its room next, rendering it useless for energy harvesting for the day.

    Behavior Adjustment 

Behavior Adjustment (O-09-96)

https://static.tvtropes.org/pmwiki/pub/images/behave.jpg
It readjusts everyone to become righteous, no matter how wicked, evil, and arrogant they may be.
"Eventually, intellect loses all meaning as they forget even how to exist."

A circular, black device with a white eye in the center.

Employees can equip this abnormality to increase their Attack Speed and Movement Speed, at the cost of lowering their SP and Prudence. If an employee with Behavior Adjustment equipped tries to return it too soon, or panics, they will lose their sanity and die.


    Crumbling Armor 

Crumbling Armor (O-05-61)

https://static.tvtropes.org/pmwiki/pub/images/armor_6.jpg
"Life is only granted to those who hold no fear of death."
E.G.O: Life for the Daredevil

An ancient suit of samurai armor. True to its name, it seems to be disintegrating. Within the helmet, however, a glowing blue eye is visible.

Crumbling Armor can give out various buffs to employees performing Repression work on it, shown by either a blue, orange or red flaming aura surrounding it. These buffs will increase the Attack Speed and Movement Speed of the employee, but lower their HP. Doing more Repression work will move the buff to its next stage, but if an employee has a Fortitude stat of 1, or if a buffed employee tries to perform Attachment work, Crumbling Armor will kill said employee.


  • Animated Armor: Its helmet and arms subtly move while in its containment unit.
  • Artifact of Doom: In its story, it causes unlucky events that lead to its wearer's demise if it deems its wearer to be a coward, for those it doesn't deem as such however will instead be subjected to fortuitous events to prevent their demise.
  • Cast from Lifespan: A variation, the buffs it grants to an employee will reduce the employee's max health as the buffs increase in potency. Getting an E.G.O gift in the same slot as where the buff is will remove the buff and the max health reduction, however.
  • Disc-One Nuke: As one of the few sources of Pale damage you get in the early-game, it's automatically extremely useful and would likely carry you a great deal of the game
  • Glowing Eyes of Doom: A glowing blue eye can be seen within its helmet.
  • Infinity -1 Sword: Its weapon, Life for a Daredevil, is a katana that's one of the few sources of Pale damage in the game. This makes it an exceptionally useful weapon early on, as very few enemies at that point can resist its damage.
  • Katanas Are Just Better: Their E.G.O. weapon, Life for a Daredevil is a two-handed katana that is one of the few sources of Pale damage in the game. It's thus extremely useful for the early-game, and serves as a good hand-me-down to lower-level employees after that point.
  • Losing Your Head: What Crumbling Armor does to employees who don't have enough Fortitude or if they do Attachment work while they have its buff.
  • Shows Damage: It's revealed in its story when cowardly wearers die, the Armor averts this, showing no damage regardless of the cause of death, when its last owner prior to retrieval by Lobotomy Corporation died of old age without wearing it once however, one of the arms fell off.

    Fragment of the Universe 

Fragment of the Universe (O-03-60)

https://static.tvtropes.org/pmwiki/pub/images/fragmen.jpg
"You see a song in front of you. It's approaching, becoming more colorful by the second."
E.G.O: Fragments from Somewhere

A vaguely spider-like creature covered in hearts, said to have changed its shape to resemble a child's drawing. It's not from Earth, at least, and though it tries to communicate with humans, its "singing" drives people mad. It is friendly enough to its handlers and even intelligent enough to learn the basics of the human language, the concept of laughter and the peaceful symbolism behind the heart (resulting in its current form), allowing it to communicate that it has come from the depths of the universe to share its knowledge with humanity when they're ready to comprehend it. Those who have attempted to gain insight to the being's motives are driven insane, causing them to sing a mysterious and distressing song until they expire.

Bad and sometimes neutral results, as well as employees panicking in its containment room, will decrease Fragment of the Universe's Qliphoth counter. When the counter hits zero, it will breach, either attacking employees directly and dealing Black damage or singing its song and dealing White damage.


  • Brown Note: Its attempts at communicating via song usually ends with the person it's talking to going crazy. And those driven mad typically end up echoing its song until they finally die.
  • Eldritch Abomination: It's a seemingly extraterrestrial being that drives people mad with its singing and damages the brains of the humans it meets by impaling them with its tentacles.
  • I Come in Peace: It adopted a heart pattern across its body to signify this.
  • King Mook: If you didn't get Forsaken Murderer and got this instead, then it can serve as one, being an early Abnormality capable of actively breaching containment and chasing/attacking people instead of harming people in its room.
  • Non-Malicious Monster: It truly does mean well when it says it wants to share its knowledge, but humanity isn't ready to learn, so all that results is death and madness.
  • Starfish Aliens: It's purely amorphous, the only reason it's the way it is currently is because it was inspired by a child's drawing after learning that the heart means friendliness and peace.
  • The Un-Smile: It's said that when it learned that smiles mean friendliness, it attempted one with its 'mouth', freaking out the employees present.

    Luminous Bracelet 

Luminous Bracelet (O-09-95)

https://static.tvtropes.org/pmwiki/pub/images/portlum.jpg
However, to wear this bracelet even when one has not a scratch left on their body is an act of greed.
"This bracelet shall not forgive those who hold greed in their hearts, thus it must only be worn by those in true need."

A small black bracelet, with a glowing green hexagonal gem set into it.

Employees can equip the bracelet to have their HP and Fortitude get increased, as well as being continuously healed. However, if an employee attempts to return the bracelet without full HP or receives no damage for a certain period of time, the bracelet will interpret this as "greed" and kill the employee.


  • Gameplay and Story Segregation: While the Luminous Bracelet killing an employee for not receiving any damage for a certain amount of time makes sense given its lore, the bracelet also inexplicably kills those who are not at full health and thus would need the bracelet's healing when they try to return it.
  • Useless Useful Spell: While it theoretically should provide constant health regen, due to a bug in the game's code, it actually only heals the user once upon picking the bracelet up.

    Spider Bud 

Spider Bud (T-02-43)

https://static.tvtropes.org/pmwiki/pub/images/spider_9.jpg
"Unsurprisingly, not a single employee volunteered to retrieve the corpse of their cocooned colleague."
E.G.O: Red Eyes

A large, pitch-black arachnid creature with countless red eyes, who hangs from her containment room's ceiling and watches over her children below.

If an employee has a Prudence stat of 1 or tries to perform Insight work, it will accidentally crush one of the baby spiders. This, in turn, enrages the mother spider to the point where it will wrap the employee up to become spider food.


  • All Webbed Up: The fate of anyone who steps on a baby spider.
  • Eldritch Abomination: It looks nothing like a spider, more like a hanging sac covered in eyes that regularly spawns traditional infant spiders.
  • Giant Spider: Not the smaller ones (at least in this game), but Spider Bud herself, albeit a far cry from one appearance-wise.
  • I'm a Humanitarian: Any employees that messes up somehow, specifically with her spiderlings, will be promptly cocooned and eaten by the spiders.
  • Mama Bear: The Abnormality herself is very protective of her offspring. God help any employee who crushes one of her spiders.
  • Red Eyes, Take Warning: Its E.G.O is named for the Abnormality having this, and the creature itself is a vicious Mama Bear who sees anyone who dares to harm its spiderlings as a threat.

    The Heart of Aspiration 

The Heart of Aspiration (T-09-77)

https://static.tvtropes.org/pmwiki/pub/images/tiny_heart.jpeg
A heart without an owner; it still beats even after being removed from its body.
"Excessive aspiration would bring about unwarranted frenzy."
E.G.O: Aspiration

A glowing red heart with a darkened clot in the center.

Employees can equip the Heart to gain a boost to their HP and Attack Speed. However, if the employee tries to return the Heart too soon or doesn't attack any Abnormalities or Ordeals for a certain period of time, the employee will panic.


  • Boring, but Practical: Among the tool Abnormalities, it's one of the few that provide no real downside to using it, as there is no penalty to keeping it on an Agent's person indefinitely. There's no reason to unequip it unless you want someone else to take it instead, and the penalty for doing so is relatively easy to resolve in the later stages of the game. Overall, a handy health boost is much more practical than some of the double-edged swords that other tools offer.

    Theresia 

Theresia (T-09-09)

https://static.tvtropes.org/pmwiki/pub/images/the_risa.png
Listening to this music box will make anyone feel like everything will be okay in the end, lifting their fatigue.
" "Do you remember this melody? The professor used to play this song when the students were sleepy. Happy birthday." "

A rusty music box with a little ballerina standing on the top.

When in use, all the employees in the department in which Theresia is located will begin to regain SP over time. However, after a certain amount of time has passed, the employee who originally used Theresia will panic.


  • Brown Note: Everyone else will think the music sounds very pleasant, but the employee tasked with turning the box on will eventually go mad from listening to it.
  • Ominous Music Box Tune: One plays as your employees play it.

    The Lady Facing the Wall 

Wall Gazer / The Lady Facing the Wall (F-01-18)

https://static.tvtropes.org/pmwiki/pub/images/wallgazerportrait.png
"Over time, her unbearable sorrow grew into a mournful obsession, covered in countless, lengthy hairs."
E.G.O: Screaming Wedge

A completely nude woman who always sits in the corner of her containment room, with her head and hands pressed against the wall. Her face is entirely obscured by the long, black hair covering it, supposedly grown out out of mourning.

Bad and sometimes neutral results, as well as employees trying to perform Attachment work, will decrease The Lady Facing the Wall's Qliphoth counter. When her counter hits zero, a high-pitched scream will sound and all the employees in her department will be hit with a huge burst of White damage.


  • Don't Look Back: The Lady Facing the Wall's logs indicate that she regularly tries to get Agents leaving her cell to turn around and look at her. It's unknown what happens if someone does, but considering the last Agent to do so had something done to them and it caused them to go permanently catatonic, the trope's in full force.
  • Eyes Out of Sight: Her hair obscures her entire face, but employees in the same room with her can get a good look at her face if they provoke her into looking directly at them, typically by extending her very long neck backwards towards them.
  • Jump Scare: Get her Qliphoth counter low enough and she might scare the bejeezus out of you with a loud scream and hands clutching the edge of her containment. The Jump Scare used to be a much more traditional one with a Nightmare Face filling the screen along with the scream, but this was removed.
  • Schmuck Bait: One instance of an Abnormality's file outright misleading you. You may read that Attachment work is rated with a Very High chance to score a good result as you're researching her. This is true. This is also a terrible idea.
  • Shout-Out: Her Legacy version had a reference to the Greek myth of Orpheus and Eurydice, where Orpheus attempted to rescue his deceased wife Eurydice from the Underworld, and convinced Hades to allow him to lead her out of the Underworld, but Orpheus failed in this due to violating Hades's decree of not looking back at his wife until both had left the Underworld.
  • Stringy-Haired Ghost Girl: She's not a ghost, but her long body, obscuring hair and startling shrieks give a very close impression to one.

    Void Dream 

Void Dream (T-02-99)

https://static.tvtropes.org/pmwiki/pub/images/voiddreamportrait.png
"Please, eat my dreams."
E.G.O: Rapturous Dream

An Abnormality that takes the shape of a floating purple sheep, with two eyes visible on its woolly coat. It is said to cause people to have dreams so happy that they will never want to wake up again, and instead try to experience Void Dream's dreams over and over again, until death.

Likewise, when Employees with a Temperance stat of 1 are sent to work with it, they will fall asleep and not wake up (this is treated as a death.) Void Dream can also breach once its Qliphoth counter drops to zero, caused by getting bad work results. When Void Dream is breaching, it will occasionally launch sparkling spheres of light, making any employee hit by them fall asleep and be temporarily unable to act. When attacked, Void Dream will change its shape to that of a rooster, walking around and occasionally crowing. This will deal White damage to employees and wake up any employees that are still sleeping, but cause them to panic in the process.


  • Cock-a-Doodle Dawn: Its second form is based around this, which is a tall and cacophonic rooster. This form can caw loudly to damage employees, but most importantly this cawing will awaken any sleeping employees and drive them to panic.
  • Counting Sheep: Its first form is based around this idea, which is a sleeping sheep. This form is passive, but can put employees to sleep, permanently and fatally if they're in the containment chamber, but harmlessly if it's breaching.
  • Dream Eater: Its behavior is very similar to the Baku from Japanese mythology.
  • Eyes Do Not Belong There: Its got multi-colored eyes buried in its wool. Their purpose is unknown as they don't seem to do much.
  • Forced Sleep: Can send employees with a low enough Temperance into an eternal sleep. Can also force people to fall asleep when it breaches.

    Ppodae 

Ppodae (D-02-107)

https://static.tvtropes.org/pmwiki/pub/images/ppodaeportrait.png
"Dude... your "little angel" is gnawing on our colleague's finger."
E.G.O: So Cute!

Ppodae is a small, white pug puppy with "puppy dog eyes" and a tailed curved in. When breaching, it changes its form to a more quadrupedal humanoid and grows to about 4 times its previous size. Its tail and legs grow larger, has a more muscular torso, and on its shoulder area possess a blue circular tattoo.


  • Bilingual Bonus: Its name means "fluffy" in Korean.
  • Cute and Psycho: It's an extremely cute small puppy, to the extent that much of its log is filled with descriptions of how employees were lining up in order to work with it. It's also capable of Hulking Out and going on a rampage...at the same time, meaning that employees tend not to notice or outright care that it is.
  • Cuteness Proximity: Many of the employees consider Ppodae absolutely adorable. However, this ends up getting Deconstructed in its backstory, as everybody but one sole employee fails to recognize that Ppodae is killing and eating various employees because they are too distracted by how cute it is.
  • Deceptively Cute Critter: Ppodae is an adorable puppy that uses its cuteness to lure in people and devour them.
  • Hulking Out: When it breaches, it becomes way bigger than it was before.
  • Precious Puppy: Subverted. It certainly looks like an adorable little pug, but it's a malicious Abnormality that desires to feast on your employees.
  • Shout-Out: An anomaly with a monstrous form that disguises itself as a small, cute animal so it can induce Cuteness Proximity in humans and eat them. Sounds a lot like SCP-247.
  • Wolf in Sheep's Clothing: Maintains the appearance of an innocent puppy to keep itself Beneath Suspicion as it kills other employees.

HE classed

A firm middle ground among the threat levels, these enigmatic entities can cause a huge loss of life if they’re allowed to run free, and they typically have more stern stat requirements to how they can be contained.

    Funeral of the Dead Butterflies 

Funeral of the Dead Butterflies (T-01-68)

https://static.tvtropes.org/pmwiki/pub/images/funeralofthedeadbutterfliesportrait.png
"Where does one go when they die?"
E.G.O: Solemn Lament

A multi-armed, well dressed man with butterfly wings for a head and a coffin that never leaves him. Some time ago, this entity came to Lobotomy Corp. claiming to be there to ‘free the employees and take them back home when they die’. Unfortunately, the employees are obligated to stick by the Corporation's rules to work in the facility for life, and thus the entity was captured and kept at the facility for containment.

Dead Butterflies has stubborn requirements for containment, as only employees with a Fortitude stat of less than 3 and a Justice stat of 3 or more can have a chance at keeping him in containment. If he ever breaks free, he will strut around the facility looking for employees to kill with swarms of all-consuming butterflies to fill hallways with.


  • Animal Motifs: Butterflies, if it wasn’t obvious.
  • Butterfly of Death and Rebirth: Its motif.
  • Finger Gun: His single target attack is humorously a finger gun that shoots out a butterfly for a very not-humorous amount of damage that will likely one-shot most of the weaker employees.
  • Multi-Armed and Dangerous: Sports five arms that all seem to be capable of letting loose murderous butterflies to kill targets.
  • Peaceful in Death: Unlike most other Abnormalities, employees who die by Dead Butterflies hands will peacefully pass away and be gently laid onto the floor by the butterflies that killed them.
    • Dead Butterflies himself will always serenely be laid into his own coffin if he gets defeated after he breaches.

    All-Around Helper 

Little Helper / All-Around Helper (T-05-41)

https://static.tvtropes.org/pmwiki/pub/images/littlehelperportrait.png
"Blood covers the whole floor, screams echo, people are running away..."
E.G.O: Grinder mk4

A small white robot that holds many hidden arms in its chassis. The All-Around Helper was invented by a now unknown and disbanded company. Their goal was to create a convenient, multi-purpose robot that can handle everyday chores with its many robotic arms. When the first one was created and delivered to the family that ordered it, they were all murdered and cut apart by it. Its creator had replaced its limbs with dozens of blades before it was shipped out, turning it from a servant to a killing machine.

The All-Around Helper will be prone to breaking out if it consistently gets bad work results. When it breaks out, it will wander around the facility until it finds targets. Starting from the end of the room it came in from, it will pause to wind up before lunging itself across the room to damage and eviscerate any targets in the way. It will take a moment to recharge itself before winding back up to do it again if any other targets are still in the room.


  • Deadly Lunge: Its sole method of attack is a very telegraphed spin up animation followed by it dashing across the room with its knives out, which should be enough time for you to evacuate any employees if they're near an exit.
  • Gone Horribly Wrong: Played with, as it is left ambiguous whether or not All-Around Helper's "cleaning mode" is a result of an error with its AI as claimed in its encyclopedia entry, or a result of deliberately malicious design as implied by its final observation dialogue in the Legacy version of the game.
  • Killer Robot: Designed to be one by its creator at the last second when it was originally supposed to be a cleaning robot and burglar alarm.
  • Spin Attack: It will spin rapidly while attacking.
  • Would Hurt a Child: Implied to have killed a child and their mother in the final encyclopedia entry.

    Laetitia 

A Wee Witch / Laetitia (O-01-67)

https://static.tvtropes.org/pmwiki/pub/images/laetitiaportrait.png
"She was so sad that she had to leave her dear friends behind, so she came up with a brilliant idea!"
E.G.O: Laetitia

A pale little girl that always accompanied by the sound of a music box trailing her. Her mannerisms are innocent and childish, but her body is always shifting and twitching as if she's a machine.

Laetitia is straightforward when it comes to her standards for containment; any employee that gets a Neutral work result when working with Laetitia will receive a ‘gift’ from her in the form of a floating red heart above their head. This gift will follow the employee, and instantly kill them if they ever try to work on a different Abnormality that isn’t Laetitia. (The Employee will instantly die before they even reach the containment chamber) From the body a spider-like eyeball creature will spawn and start terrorizing the facility until it's either dead or the day ends successfully.


  • Creepy Child: She acts like a malfunctioning toy who can give employees who work with her a lethal 'gift.'
  • Cute Witch: As her pre-Observation name indicates, she's a dark take on this form of magical girl, as opposed to the Magical Girl Warrior styling of the Queen of Hatred, Knight of Despair, and King of Greed. She has a fairly stock backstory for one, being a supernatural girl from another world come to this one in order to make friends and spread happiness. Unfortunately, she's actually as bizarre and alien as you might expect a girl from another world to be, and her efforts to accomplish her goals are catastrophically fatal.
  • Deadly Prank: She seems to believe that the contents of her gifts to people are cute pranks, never mind the fact that people get killed by them. They might actually have been cute and harmless wherever she originally came from, but that's never actually confirmed.
  • Eldritch Abomination: Her "friends" are misshapen, spider-like creatures with multiple sets of eyes and teeth, and their proportions are reminiscent of colored drawings.
  • Fish Eyes: Her eyes don't focus on one thing for long, as her pupils constantly look in different directions away from each other.
  • I Just Want to Have Friends: What her motive sums up as. The Gift makes sure the employee works for her and nobody else.
  • Obliviously Evil: Since she herself never breaches, she's unaware that the "gifts" she gives to the employees are killing them, and that her "friends" inside are going on murderous rampages.
  • Ominous Music Box Tune: A loud tune plays as employees work with her, seemingly in tune with her twitching movement.
  • Red Eyes, Take Warning: Laetitia has these, which adds to her unnatural nature.
  • Robot Kid: Is possibly one of these, if her unnatural and stiff movements are anything to go by.

    Happy Teddy Bear 

Happy Teddy Bear (T-04-06)

https://static.tvtropes.org/pmwiki/pub/images/happyteddybearportrait.png
"Its memories began with a warm hug."
E.G.O: Bear Paws note 

A worn out person-sized teddy bear with multiple tears and missing buttons. This teddy bear once belonged to a little girl, who gave it much love, attention and most importantly; hugs. As the girl grew up though, she neglected her childhood toy and left it in the closet for many years before completely forgetting about it. The bear never forgot about its best friend, and out of fear of losing another person, it tends to embrace anyone who shows it affection in a very tight hug, often to the point where they die of suffocation or internal trauma.

The Happy Teddy Bear will seek affection from any employee who enters its containment, and will be sated relatively easily from a single session with the employee. However, it will feel betrayed and abandoned when that employee leaves, meaning that their second visit will be immediately met with a desperate hug to ensure that they'll never leave it again. Unfortunately, this will kill the employee from the sheer force of its bear hug.


  • And Call Him "George": It's unlikely that the bear intends to kill anyone, but its desperation for never being abandoned again means that its tight hugs often end up killing the person it loves.
  • Does Not Know His Own Strength: It doesn't realize that the hugs it gives are lethal to employees.
  • Living Toy: It was once just a normal teddy bear that became sentient after being abandoned by its owner.
  • The Power of Hate: Its intense surge of negative emotions such as jealousy and intense sadness presumably brought it to life when it was abandoned.
  • Vengeful Abandoned Toy: Happy Teddy Bear was abandoned by the little girl that used to own him. Now, afraid that the people that come will leave them, the bear gets lethally affectionate with the people who it sees twice in a row.

    The Snow Queen 

The Snow Queen (F-01-37)

https://static.tvtropes.org/pmwiki/pub/images/thesnowqueenportrait.png
"The snow is steadily melting... Perhaps because spring is coming, or it might be the palace collapsing."
E.G.O: Frost Splinter

A towering, robed being with a floating mask and ice shards protruding from her shoulders. The Snow Queen follows the same story as the one in original story did. Shortly after her death via suicide, the Snow Queen was revived by the Lobotomy Corporations founder, only known as "A". Using a machine to give her a new body, she was contained in the Corporation for research.

The Snow Queen is an Abnormality who brings a unique method of taking your employees away from your control. If an employee get assigned to her and fails to satisfy, she will impale that employee with an ice shard. Upon her second activation of this ability, that employee will be frozen inside of a block of ice. To rescue them, you must send someone into the Snow Queen's containment unit and have them duel. If the employee wins the duel, the hostage will be released and the two employees can leave safely. If the Queen wins, both the rescuer and the hostage will be killed. Victory is tied to how much Fortitude the rescuer has.


  • Flying Face: Her face is now but a mask with antlers that hovers over her robes.
  • Hostage Situation: She'll create one if the employee doesn't achieve a good result. The situation can also happen if a neutral result is achieved, though not as frequently.
  • An Ice Person: She is the Snow Queen, so this is a given.
  • Shout-Out: To the fairy tale 'The Snow Queen.'

    Nameless Fetus 

Nameless Fetus (O-01-15)

https://static.tvtropes.org/pmwiki/pub/images/namelessfetusportrait.png
"One day you'll understand. The meaning of the desperation on their faces when the roulette spins."
E.G.O: Crier

A slimy, obese infant with no legs and a giant fanged mouth on its belly. No one knows where it came from, but its monstrous appetite and deafening tantrums means that the Corporation is willing to sate it for the sake of the safety of the majority. 'Majority' being the keyword there, as the managers of the Corporation will hold a lottery disguised as a promotion opportunity. The chosen employee will be congratulated for their promotion, before being secretly taken away to be killed and then fed to the Fetus to get it to stop crying.

The Nameless Fetus will begin its tantrum if an employee doesn't get a good result from working with it. When this happens, the Fetus will start to cry loud enough to slowly drain the sanity of everyone in the facility, and will begin to irritate the other Abnormalities to the point where they'll want to break out. The only way to stop it at this point would be to use the 'Sacrifice' option that has replaced every other interaction with it. Using this option will create a Lottery that selects a random employee from the facility, who will proceed to head to the Fetus and get eaten by it.


  • Belly Mouth: The Fetus uses a jagged teethed version of this to feed.
  • Brown Note: It isn't just an annoying cry the Fetus has, it's a sanity draining attack that drives both Abnormalities and employees mad.
  • The Dreaded: "Winning" the lottery to be Eaten Alive in Nameless Fetus' containment disguised as a "promotion" isn't a pleasant fate for employees to expect.
  • Eaten Alive: The stories make it seem like the victims are killed and then fed to the Fetus, but ingame victims are snared by its tongue and pulled into its maw.
  • Fetus Terrible: An underdeveloped baby missing its lower half of its body, and cries for the flesh of humans to sate it.
  • Irony: Despite called "Nameless Fetus", that's actually its name, making it oxymoronic.
  • Lottery of Doom: One can be held if it begins to cry, which is the only way to get it to calm down. The "winner" of this lottery will be sent to be eaten by the Fetus.
  • Overly-Long Tongue: Uses one resembling a toothy umbilical cord to snare and devour people being sacrificed to it.

    Portrait of Another World 

Portrait of Another World (O-09-91)

https://static.tvtropes.org/pmwiki/pub/images/portraitofanotherworldportrait.png
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.
"This portrait encaptures a moment; it is what we are destined to lose."
An old and blank painting canvas. This canvas allows its users to see paintings of themselves when they approach it.

When an employee uses the Portrait, they'll be painted on the canvas and will have an icon floating about their head, and another random employee will also be chosen to hold this mark. Any damage dealt to the employee who used the painting will instead find that the damage meant for them has been redirected to the second marked employee. That employee will take more damage than usual for any attacks meant for the other mark bearer. If the receiver dies, then the mark will be transferred to someone else, where the process will continue until no more employees remain.


    Singing Machine 

Singing Machine (O-05-30)

https://static.tvtropes.org/pmwiki/pub/images/singingmachineportrait.png
"But nothing could compare to the music it makes when it eats a human."
E.G.O: Harmony

A meat grinder altered to also be able to play music, which only ever plays when a human is thrown into its mouth and is shredded away. The music it plays is marvelous enough that those who listen to it may be compelled to do the machine's bidding and get more human victims to feed to it.

The Singing Machine has several triggers to its hypnotic effects; employees who have 4 or more points in Fortitude, have 2 or less points in Temperance, or just do a bad job at work when assigned to it will be possessed by the machine and throw themselves into the meat grinder. When this is achieved, a random employee will be possessed by the Machine and will start attacking the people around them. Instead of outright killing them, the employee will knock out a target and drag them to the Singing Machine for consumption, repeating this process until they're suppressed by the others.


  • Brainwashed and Crazy: Victims have their eyes turn bright yellow and leak black tears, and will promptly walk out the room to attack people and stuff them into the machine.
  • Brown Note: Music so splendid it'll make you want to feed your friends to the machine to keep listening to it.
  • Eating Machine: It can eat any sort of meat and play music from it, though its preferred meal appears to be humans.
  • It Can Think: It must be able to if it can formulate a scheme to use humans as vessels so that they can kidnap potential meals and bring them to it.
  • Mind Control: Employees can be controlled by it so they can kidnap sacrifices for it.

    Der Freischütz 

Der Freischütz (F-01-69)

https://static.tvtropes.org/pmwiki/pub/images/derfreischutzportrait.png
"This magical bullet can truly hit anyone, just like you say."
E.G.O: Magic Bullet

A shadowy entity sporting an impressive rifle and dressed in elegant regalia. It is said that a hunter once made a Deal with the Devil for a magical hunting rifle that never misses, but on the condition that his soul would belong to the Devil and that final bullet fired would find and kill his beloved wife. Instead of letting the final bullet do so, the hunter shot all his loved ones at the depths of his despair, and afterwards started wandering aimlessly doing whatever he pleased. Eventually he himself turned into a devil and began to steal the souls of others with his rifle.

Der Freischütz can be a very helpful Abnormality to keep around if you can manage his mood and don’t mind the risk of collateral damage when you employ his services, which is easiest to do if Employees with a Justice stat of 3 or higher regularly work with him. If you have the resources necessary, you can commission him to shoot at any target in the facility with his rifle for a massive amount of damage, like a rampaging Abnormality or an employee for some reason. The shot fired will consume 10% of the energy in the facility, penetrate all walls in its way and damage anyone who happens to be between or beyond Der Freischütz and the target. If Der Freischütz' mood dips too low, then he will take aim at a random hallway in the facility without your command and fire at your employees.


  • Aesop Collateral Damage: The shot is especially useful for clearing out low level enemies, but would you still take the shot when your Clerks are standing in the way or worse, an Agent?
  • Always Accurate Attack: Whenever he fires his rifle, it will hit anyone no matter how many rooms and walls of rock are in the way.
  • Cold Sniper: An uncaring devil who never misses a shot with his rifle, but he can be reasoned with and even hired for jobs if he’s in a good mood.
  • Deal with the Devil: Made one himself so he can have a hunting rifle capable of never missing. You yourself can also strike a deal with him now that he’s a demon, at the cost of some of your facility power being consumed. In return you get one powerful shot to damage any escaping Abnormality with.
  • Loophole Abuse: An unintentionally caused example. The deal he took stated that the last bullet would kill his wife in exchange for the hunting rifle that would never miss, along with his soul... but he killed all his loved ones in despair after hearing the terms of the deal. Since that would logically include his wife and the last bullet he had up and vanished, his original deal could never be fulfilled, leaving him with the rifle and what remained of his soul.
  • Shout-Out: He shares his name with the German Opera of the same name.
  • This Looks Like a Job for Aquaman: There's usually no point to using his magic bullets on employees... unless you have Queen of Hatred on your team. In which case, Shooting the Dog suddenly becomes very vital to your survival.
  • Unfriendly Fire: His E.G.O. Weapon can damage Employees and Abnormalities alike.

    Schadenfreude 

Schadenfreude (O-05-76)

https://static.tvtropes.org/pmwiki/pub/images/schadenfreudeportrait.png
"Someone's persistent gaze can be felt from the keyhole inside the machine."
E.G.O: Gaze

A metallic box that has a key hole and camera lens on the outside, and someone's watchful eye peeking through the keyhole at all times. Experiments ran on the Abnormality have discovered that the Abnormality will remain docile so as long as it's not being looked at.

Schadenfreude's main gimmick comes from its unwillingness to be looked at when it's being worked on by an employee. If your camera focuses on it for too long, it will automatically break containment and sprout its legs and buzzsaws to rampage around the facility. It's a killing machine when viewed, but if the camera is looking away then it will stop in its tracks and be at the mercy of anyone attacking it.


  • Achilles' Heel: It's a fiend in battle, especially when compared to other HE-classed monsters, but you can command employees to beat it into submission when you're not looking at it, thus rendering it helpless.
  • Bilingual Bonus: Its name is a German word that means pleasure that is derived from the suffering of others.
  • Don't Look At Me: The secret to defeating this Abnormality is to just simply not look at it when it's active, as it can only act and get angry enough to escape if it's being viewed by your camera.
  • Spider Tank: What seemed like a box with a persons eye peeking through it turns out to actually be this, and it is resilient and lethal when enraged.

    Giant Tree Sap 

Giant Tree Sap (T-09-80)

https://static.tvtropes.org/pmwiki/pub/images/gianttreesapportrait.png
Sap extracted from a nameless, gigantic tree on the edge of the world.
"The tree reaped from what it sowed."

A red orb being grasped by a snapped off branch. It was once part of a greater tree found at the edge of the world where no plants were able to survive. It was discovered that the tree sustains itself by attracting creatures to feed on its sap, which causes them to melt into a green paste, which the tree then uses as nutrition.

The Tree Sap is a tool that can be used by employees. Employees who drink from the sap will have their HP restored, but will have a chance to explode and die about 30 seconds later, dealing White Damage to people around them.


  • Action Bomb: Turns the people who drink the sap into one, though they have no idea they're a time bomb waiting to go off.
  • Gameplay and Story Segregation: The story entries for the Sap say that those who drink from it will melt into green paste, but ingame that translates to a delayed explosion of the victim.
  • Useless Useful Spell: Healing HP in exchange for a chance of a guaranteed death a half minute later is not a very useful ability.

    Rudolta of the Sleigh 

Rudolta of the Sleigh (F-02-49)

https://static.tvtropes.org/pmwiki/pub/images/rudoltaportrait.png
When the rusty sleigh bells are ajingle, Christmas begins.
"From my infinite hatred, I give you this gift."
E.G.O: Christmas

An Abnormality that consists of three different entities; a bag of organs and meat with a Santa hat made of intestine poking out from it which rides a sewn up reindeer-like creature with a beard, who is being pulled by a sleigh with a black bag filled with an unknown contents. Rudolta of the Sleigh moves around giving gifts to everyone indiscriminately, though no one is quite so sure where exactly they came from.

Rudolta of the Sleigh, despite its horrible appearance, is relatively easy to hold in compared to other HE classed Abnormalities. If someone gets a Bad work result, then its Qliphoth counter could go down and cause it to break out of containment. When this happens, it will slowly slide its way around the facility to deal constant White Damage to everyone around it.


    Red Shoes 

Red Shoes (O-04-08)

https://static.tvtropes.org/pmwiki/pub/images/redshoesportrait.png
"The girl begged in tears. "Mister, please cut off my feet..." "
E.G.O: Sanguine Desire

Two red dress shoes set on top of a stand, which house teeth inside them. People who put the shoes on will find that their feet have been bitten down on, making it impossible to take them off without cutting the feet off.

The Red Shoes will have two different methods of getting employees to put them on; the first will activate when an employee with a Temperance stat of 2 or lower is sent to work on the shoes. When this happens they'll be compelled to put the shoes on, switch their weapon for a fire ax and go on a killing spree. The other means of possession will happen if a Bad work result is achieved, in which case they'll possess an employee who does not meet its stat requirements, drawing them towards its chamber to be put on. Clicking repeatedly on the possessed employee (marked by a pink/purple aura on their head) will snap them out of their trance. Should anyone put the shoes on, they will reveal a bloodied fire ax and walk out to look for victims to kill.


  • Agony of the Feet: It's suggested that the shoes have teeth hidden on the inside of them, and those teeth bite down on someone's feet if they put the shoes on. Library of Ruina supports this theory, because the Left Shoe has teeth adorning it, acting as spikes.
  • All Women Love Shoes: In the Legacy version, the Red Shoes would automatically Mind Control any female who worked with them.
  • Ax-Crazy: Literal in this case; anyone possessed by the shoes will pull an ax from seemingly nowhere and sport a giant demented grin and pitch black eyes.
  • Black Eyes of Evil: The Shoes' host will sport a pair that will also bleed profusely.
  • Heal Thyself: Anytime the host of the Red Shoes kills someone, they will stop to chop their victim apart and heal themselves in the process.
  • Loss of Inhibitions: What the Shoes do to anybody who wears them, as demonstrated in its backstory.
  • Mighty Glacier: It depends on who gets possessed, but having an armor-clad employee put the shoes on can lead to a shambling madman that's easy to avoid but hits like a truck and takes damage like a champ, thanks to the victim still retaining their stats when converted.
  • Mind Control: Will use this to convince people to put the shoes on.
  • Shout-Out: To the fairy tale The Red Shoes.
  • Yandere: Within its story details; a tale is told of an employee who puts on the Red Shoes, confesses their unrequited love to an employee and decides to Murder the Hypotenuse. Luckily, said hypotenuse is unharmed.
    <Redacted 1>: Please snap out of it. Please...
    <Redacted 2>: If you wanted to stop me, you should have done that the day we first met.

    Scarecrow Searching for Wisdom 

Scarecrow Searching for Wisdom (F-01-87)

https://static.tvtropes.org/pmwiki/pub/images/scarecrowsearchingforwisdomportrait.png
"The city still remained a beautiful place where the emerald roads sparkled bright as ever."
E.G.O: Harvest

A worn out scarecrow with a sickle and a rake for hands, the top half of its smiling sewn up head is missing. The Scarecrow is the same one from The Wizard of Oz, however at the end of the journey, he still wasn't satisfied with the gift given to him. It is implied that he went to Emerald City and took part in a corrupt operation that would take the working body parts of the poor and have them donated to the rich, and one man in particular had his brain lobotomized for the Scarecrow when he went in the hospital for treatment.

The Scarecrow will only ever allow employees with a Prudence level of 1 or 2 work on it; anyone with higher Prudence will cause the Scarecrow to breach containment and shamble around the facility. It will chase the last person it saw around, and if it claws them to 0 HP using its rake then it'll begin to suck their brains out using a straw that shoots out from its mouth.


  • Ambiguous Situation: The man in the Scarecrows story is brought in with minimal context, with all that's known for certain being that he offered himself for a medical operation and had part of his brain lobotomized, leading to a loss of identity, loss of almost all of his emotion, and eventually his suicide. Whether this man was the unknowing donor for the Scarecrow's next meal, or if he became the Scarecrow himself isn't specified. The description for the Scarecrow's EGO, Harvest, may imply the latter.
    The last legacy of the man who sought wisdom. The rake tilled the human brain instead of farmland. How many of the wise people among us have lost their lives to this rake?
  • Brain Food: The Scarecrow will eat the brains of its victims by sucking it out through a straw that covers the victim's entire face. The victim in question has their whole head left horribly shriveled and eyeless from the attack.
  • Died Standing Up: Victims of the Scarecrow are left standing up straight with their head dangling uselessly from the neck, which is now empty of their eyes and brain. When the Scarecrow is defeated, he'll erect himself straight and tilt his body to the side until he reappears in containment once more.
  • Expy: Of the same Scarecrow from The Wonderful Wizard of Oz, though with a darker take to the character's story.
  • Heal Thyself: When sucking the brains out of victims, the Scarecrow will heal his HP for however long he's attached to them.
  • Only Smart People May Pass: Inverted - Smart people performing work in the his chamber will cause him to breach and give chase after the ideal brain that just showed itself. Keeping the Scarecrow contained means having employees with low Prudence, AKA low intelligence, perform work on the Scarecrow to keep him pacified.
  • Scary Scarecrows: Already looks fairly menacing while in containment due to its hat concealing its face. Upon breaching, it reveals that the top half of its head is missing.

    Shelter from the 27th of March 

Shelter from the 27th of March (T-09-82)

https://static.tvtropes.org/pmwiki/pub/images/shelterfromthe27thofmarchportrait.png
The shelter still retains the memory of that day.
"It literally makes itself into “the safest place on Earth.” "

A panic room that is well stocked with supplies for month-long stays. If people who stay in this panic room for too long, however, the Shelter will slowly alter the reality outside of it to become an apocalyptic hellhole.

The Shelter is a tool that can be entered by employees. While inside, they'll shake off any monsters that might've been chasing them and they become immune to damage. However, after 30 seconds of hiding the room will make one random Abnormality breach containment, and continues to break a new one out periodically so as long as that person stays inside the Shelter.


  • Metaphorically True: The shelter really is the safest place on Earth as its Abnormality log claims. What its Abnormality log neglects to mention is that it slowly renders anywhere outside the shelter into an apocalyptic wasteland.
  • Useless Useful Spell: Sending someone into the shelter to juke any pursuing monsters isn't a very good idea when extended visits can end up releasing a new monster somewhere else.

    Notes from a Crazed Researcher 

Notes from a Crazed Researcher (T-09-78)

https://static.tvtropes.org/pmwiki/pub/images/notefromacrazedresearcherportrait.png
The old notes are full of incomprehensible cursive letters and writings.
"The final chapter ends with the phrase: “Born again.” "

A notebook that was left behind by a guilt-ridden researcher of the Lobotomy Corp.

The Note is a tool Abnormality that can be picked up and held by an employee who interacts with it. While holding the note, the success rate of every research action done by that employee goes up considerably. But if the note is returned within 30 seconds of picking it up or if they try to return it when they haven't done any work, then they'll explode for quite a bit of damage to the people around them and die, as punishment for their unwillingness to satisfy its desire for research. They will also explode if they take a certain amount of damage while holding the note.


  • Why Am I Ticking?: The tradeoff of the beneficial effects of the Abnormality is that it essentially turns the wielder into a walking bomb that will explode under certain conditions.

    Porccubus 

Porccubus (O-02-98)

https://static.tvtropes.org/pmwiki/pub/images/porccubusportrait.png
"Now it's time for my head to burst. Good day."
E.G.O: Pleasure

A long, thorn-covered creature with a flower for a head and two black beady eyes. Its spines contain a toxin that pleasures the victim's brain greatly, providing a high and a level of happiness that's unmatched by any other drug. People stung by its spines crave more of it and become dependent on its properties, and will start to willingly poke themselves to acquire more of its toxins, until the brain activity becomes so great that their heads explode.

Though Porccubus's Qliphoth Counter can be raised by getting a Good result with it, be mindful of who you send to work with it, because if an employee with a Temperance stat below 3 interacts with Porccubus and gets a Good result from it, then they'll die on the spot. The same employees with the aforementioned Temperance stat will receive more damage from Porccubus if they approach it while it's breaching. When breaching, Porccubus will vanish from its containment and appear in a random hallway to deal White Damage to anyone who approaches it.


  • Die Laughing: Those who overdose on its toxins will laugh hysterically until their head bursting wide open interrupts them.
  • Fantastic Drug: Employees consider the toxins inside its thorns to be this.
  • Flower Motifs: Red poppies, known for their opiod contents.
  • Non-Malicious Monster: Out of all creatures there are, Porccubus seems to be one of the most "friendly". Entries mention this Abnormality being docile and easy to befriend, but nothing stops it from killing your employees if you let it breach, or if you let the wrong person interact with it, though.
  • No-Sell: Porccubus is completely immune to ranged attacks while breaching, forcing you to get close and personal to suppress it.
  • Stone Wall: Porccubus will remain in once spot once it breaches, dealing white damage to anyone who approaches.
  • Your Head Asplode: The end result of people who overdose themselves on Porccubus's spines. The top half of their head will burst and the only thing left will be a smile on the victim's face from the ecstasy they experienced.

    Child of the Galaxy 

Child of the Galaxy (O-01-55)

https://static.tvtropes.org/pmwiki/pub/images/thechildofgalaxyportrait.png
"A teardrop fell from the child's dewy eyes, as stars showered from the sky. The world falls into a slumber, trapped in an ecstatic lullaby."
E.G.O: Our Universe

A young boy whose entire body is covered in a galaxy-like pattern, and who is constantly sobbing. Though he is friendly and somewhat shy at best, he's also clingy to the point where he won't allow his friends to leave him for anyone else.

When an employee does work on him, the Child of the Galaxy will give them a pebble as token of his friendship in return and his Qliphoth counter will increase by 1 in the process. This pebble will continuously restore the HP and SP of the employee, but if the employee tries to work with any other Abnormality, they will receive Black damage and drop the Child of the Galaxy's Qliphoth counter by 1 (the counter will drop by 4 if an employee with the pebble dies), and when his counter hits zero, all employees carrying a pebble will die as the Child of the Galaxy breaks down in tears, constantly depleting energy from the facility as well as preventing any new energy from being acquired. The only way to stop his crying is to send in another employee to receive a pebble from him, which will bring his Qliphoth counter back up to 1.


  • Clingy MacGuffin: One of the creepy aspects of his pebbles is that the person cannot throw it away even if they want to. Story entries about the Child of the Galaxy detail an employee freaking out over this.
  • Creepy Child: He appears to be nice enough, until his "friends" try to work with any other Abnormality.
  • Crazy Jealous Guy: REALLY doesn't like when people who befriended him go work with another Abnormality. He also makes people who interact with him promise they'll come back, and if a person carrying one of his pebbles, a proof of his friendship, dies he becomes deeply saddened.
  • Disaster Dominoes: If someone carrying his pebble dies, his Qliphoth counter, which starts at 1 and caps at 5, will decrease by 4. If his Qliphoth meter is depleted completely, everyone carrying his pebbles dies instantly.
  • It's All About Me: He's just a child, to be fair to him, but he has a very selfish concept of what "friendship" means. His Qliphoth Counter drops if agents that have worked with him work with anything else, and some of his flavour text suggests that the very idea of his "friends" doing anything besides spending time with him causes him distress.
    "Why where you there? You should have been with me, not there."
  • The Omniscient: To the one who holds his pebbles. He says he knows everything about them.

    Warm-Hearted Woodsman 

Warm-Hearted Woodsman (F-05-32)

https://static.tvtropes.org/pmwiki/pub/images/warmheartedwoodsman.png
When the heart is lost, the Woodsman will fall to his knees in sorrow, clutching his empty chest. As if begging for the only thing he has left not to be taken.
"This is a forest full of hearts. No matter how many he cuts down, the forest still remains dense."
E.G.O: Logging

A large mechanical being, covered in moss, who represents the Tin Man from The Wizard of Oz. There is a little door on his chest, which the Woodsman tries to stuff with hearts, so that he can finally have the heart he was promised. He always carries a large axe. When told by the Wizard that the Woodsman doesn't need a heart as it was but a machine, he swung its axe into the Wizard's chest, stole her heart, and felt pleasure for the first time at the sight of her agony. Now he wanders in search of more hearts to add to his collection.

When an employee with a Temperance stat of 3 or higher performs work on the Warm-Hearted Woodsman, or if a Bad work result is achieved, its Qliphoth counter will decrease. Once its Qliphoth counter hits zero, it will first wait for someone to enter its containment, upon which it will kill the employee, shove their corpse into its chest and then breach. When breaching, the Warm-Hearted Woodsman will attack employees with its axe, dealing Red damage, while stuffing its chest with any corpses it finds to heal itself.


  • Bad Vibrations: When performing his attack that repeatidly slams his axe at full speed, the final attack will cause the screen to rumble.
  • Expy: Of the Tin Man from The Wonderful Wizard of Oz, though with a darker epilogue, including the fact that he killed The Wizard. He's still looking for more hearts stolen from others for his chest, and even settles for entire bloody corpses mushed into the general shape of a heart if need be.
  • Heal Thyself: Any dead bodies in its path will be picked up and stuffed into it chest, healing it instantly.
  • Just Ignore It: If his counter reaches 0, and he's bound to slaughter the next person who enters the chamber, the best course of action is to simply ignore him. He won't ever breach unless someone walks in to provide his a heart, and the only real downside is that you're one Abnormality down for the day for your energy needs.
  • Mighty Lumberjack: Like his Tin Man counterpart, he's a metal lumberjack with a tree cutting axe, whose blade is as large as an Agent's entire body. Unfortunately for everyone, he's become desperate enough to use that axe to chop down both trees and people indiscriminately.
  • Wounded Gazelle Gambit: Seems to be the case initially, as the Woodsman is rusted in place in his chamber and barely makes any movement, save for his axe-arm anxiously revving back and forth a little. Once someone with a warm heart it wants makes themselves known to it, though, and it'll lie in wait for the next person to enter and promptly spring to life, cleaving the person with his axe and going on a rampage.

WAW classed

WAW classed Abnormalities are hostile creatures that tend to be aggravated much easier than other Abnormalities, only being exceeded by the ALEPH classed.

    Judgement Bird 

Long Bird / Judgement Bird (O-02-62)

https://static.tvtropes.org/pmwiki/pub/images/beakless.png
"Its scale would never neglect the weight of even the smallest sin."
E.G.O: Justitia

A tall black bird with a completely bandaged head, holding an unbalanced balancing scale on its long neck. Formerly known as Long Bird, Judgement Bird used to live in the Black Forest with Small Bird and Big Bird. When it heard the prophecy of his home falling to ruin from infighting and a terrible monster, it became the Forest's self-appointed Guardian and Judge. Using its balancing scale, it would weigh the sins of troublemakers in the Forest who caused fights and decided whether they would get executed or if they would get to live. When asked 'What if the scales don't tip in any direction?', Long Bird became worried and created a new scale that would always tip towards Guilty, and thus will always have an answer.

Judgement Bird is a conventional Abnormality that will break out if employees consistently get Bad work results from it, and has no other special abilities bar attacking nearby targets. When it escapes, it will wander around aimlessly until it enters a room with employees inside. When this happens, it will pause for a moment to balance its scales to pronounce everyone guilty before firing off a glimmering light that damages everyone in the room. Those who die to it will have a noose appear on their neck that rises on a feathery pillar, hanging and killing them. Its attack is one of the very few sources of Pale Damage in the game.


  • All Crimes Are Equal: Its sentence for any sin deemed guilty by his scales is always death by hangings. Justified, because it believes his unfairly-balanced scales will help deter the "monster of the forest".
  • Attack! Attack! Attack!: Its sole gimmick is to attack a whole room with PALE Damage.
  • BFS: Justitia's weapon form is a flat-tipped black greatsword covered in bandages. It resembles a real-life executioner's sword.
  • Dark Is Evil: Justitia's suit form, with its black and gold colors, bears an uncanny resemblance to Binah's outfit and by extension that of the Heads of the World's Arbiters, as Binah was one of them in life.
  • Early-Bird Cameo: Pun not intended, but Judgement Bird appeared in the game's announcement trailer skulking the halls during a power outage long before it was actually introduced into the game.
  • Evil Makes You Ugly: According to its story page, Long Bird once had shining, glistening eyes and gleaming feathers, but it gave the former to Big Bird and the latter turned black during its time as a judge.
  • Eyeless Face: Judgement Bird gave its own eyes to Big Bird so that the latter could watch for the monster more easily, leading to him bandaging his entire head to hide the trauma.
  • The Faceless: Judgement Bird has covered its own face with bandages thanks to him giving its own eyes to Big Bird, leaving what’s behind them a mystery.
  • Glass Cannon: Compared to other WAW's (as well as Big Bird and Punishing Bird), it's not especially fast or gimmicky save for being one of the few PALE Damage specialists. It can easily decimate rooms full of people during a somewhat lengthy sentencing that unleashes burst damage, but keeping track of your Agents means you can rally them out the room before the attack hits and then move in to take it down.
  • Hanging Judge: Its obsession with saving the forest led to it creating a blatantly unfair scale that was biased to pronouncing everything guilty. Creatures and people found guilty by Judgement Bird are usually killed shortly afterwards via a noose suddenly tying itself around their necks as a post grows behind them, leaving them to hang dead.
  • Heel Realization: In the Legacy Version, Judgement Bird's final observation implies that Judgement Bird has begun to realize who exactly the monster in the forest really was.
    Long Bird, who lived in the forest, didn't want to let creatures be eaten by monsters. His initial goal was pure, at least. The forest began to be saturated by darkness. The time is being saturated by memories and regrets.
    Long Bird put down his scales that had been with him for a long time. The long-lasting judgement finally ends.
    (Obtained "The scales that used to tip to only one direction")
    Long Bird slowly realizes the secrets behind the monster. And he waits. For the forest that he will never take back.
  • He Who Fights Monsters: In its effort to prevent fights from breaking out in the forest like the prophecy foretold, it became known as the Black Forest's very unfair and murderous judge.
  • Lean and Mean: Among the Birds it is, as it is quite tall and has definitely not become nice or approachable thanks to its time as a judge.
  • Meaningful Name: Judgement Bird's E.G.O., Justitia, is a corruption of "Iustitia", the Latin word for Justice.
  • Percent Damage Attack: One of the very few Abnormalities that specialize on and attack with PALE Damage. That type of damage is also dealt by its E.G.O Weapon and its suit has a Justice requirement, as Justice is the virtue that belongs to PALE.
  • Tomato in the Mirror: As mentioned before, Judgement Bird's Heel Realization is this; realizing that the monster in the forest was himself the whole time - and by extension Big Bird and Punishing Bird.

    Big Bird 

Big Bird (O-02-40)

https://static.tvtropes.org/pmwiki/pub/images/big_eyes.png
"A month later we concluded, there was no such thing as the beast."
E.G.O: Lamp

A giant round black bird with dozens of eyes who carries a lantern that never burns out. Big Bird used to live in the Black Forest with Small Bird and Long Bird, and after hearing about the prophecy of a terrible monster that would destroy their home, Big Bird became the watchful guardian of its forest that warned and protected visitors from the monster, alongside Punishing Bird and the Bird of Judgement. One day someone asked 'What if the monster came at night?' This worried Big Bird, causing it to pluck and burn all of its feathers to create an everlasting lantern and grew dozens of eyes so that he could patrol in the dead of night. Big Bird concluded that the best way to save people from the monster was to kill visitors to protect them from the agony the monster in the forest will cause them.

Big Bird is an Abnormality that will come closer to breaking out the more employees die. When this happens, the power in Big Bird's area will short out and any employees caught in this blackness will be marked by Big Bird. This mark lasts as long as they stay in the darkness and grants them damage reduction from all other attacks. However, after a certain period of time, any employee with the mark will be hypnotized and drawn to Big Bird's location so they can be instantly killed with a swift bite to their head.


  • Bad Vibrations: Big Bird is so heavy that there's a loud thud with each step it takes, and zooming the camera in on it as it moves will cause it shake heavily.
  • Big Brother Is Watching: Its whole shtick during its time as the "sentry of the Black Forest" is to look around the forest for intruders with its all-seeing eyes and the ever-lit lamp it carries on its mouth in an attempt to prevent the "Monster of the Black Forest" from destroying it. Unfortunately, it also bites off the heads of those who it believes is vulnerable to the "monster" in an attempt to save them from it, and thus unwittingly became the monster itself.
  • The Big Guy: Among the Birds, it is unquestionably the biggest and sturdiest of them all.
  • Charm Person: Using its bright lantern, Big Bird will hypnotize people into walking towards it as a guide through the darkness. Victims caught completely under the spell cannot be saved, and will pursue Big Bird with an expression of bliss and cursiosity, only getting a moment of lucidity and a horrified expression when they're starring right into Big Bird's maw.
  • Death Glare: The flavor text that accompanies work done on Big Bird makes it clear just how uncomfortable Agents are when they're in the same room as Big Bird, even when it's pacified. Big Bird seems to have a habit of starring intently at Agents (re: contemplating over 'saving' them) as they walk in and sometimes tries to move in for a closer look, and Agents can't do anything but meekly look away as they work.
  • Extra Eyes: It has many, many yellow eyes that stare intently at everything. Some of those eyes once belonged to Bird of Judgement, which were given to him so he can watch for the monster more easily. And if the Flavor Text on his E.G.O Armor is to be believed, he grew a new eye for every person he 'saved' from the monster.
  • Eyes Do Not Belong There: The whole front half of its body has a ton of eyes staring forward.
  • Fluffy the Terrible: It’s a huge round black bird with dozens of staring eyes and a beak-full of sharp teeth which it intends behead you with, and its name is Big Bird.
  • Foreshadowing: With Big Birds coloration of pitch black and luminous yellow, it bears a resemblance to Binah, a Sephirah encountered later in the game. Combined with its role in a deadly and authoritarian government, alongside Judgement Bird and Punishing Bird, the story of the Black Forest birds relates to her role in the Head as an Arbiter.
  • From Bad to Worse: While any containment breach is a worrying thing, Big Bird explicitly has this as one of its breaching requirements; it has 5 Qliphoth counters that will drop by one per 5 employees dead. The most likely reason 25 employees would die in a single day is because one or more very dangerous Abnormalities have breached, and the breach(es) just wiped out enough people to just allow Big Bird to instantly break out too.
  • Glowing Eyes: Typically, its luminescent eyes are the brightest things that aren't its lantern that can be seen when it shuts off the power.
  • He Who Fights Monsters: In Big Bird's quest to save the forest from the monster prophesied to appear, it brutally took the lives of anyone that crossed its path in its own twisted effort to save them from said monster. The Black Forest's inhabitants also didn’t take too fondly to its constant invasion of their privacy in the middle of the night with its many staring eyes.
  • Killer Rabbit: It's a black, fluffy ball of a bird with its own sense of cute, but once it breaches, Big Bird is defintely one of the strongest WAWs in the game.
  • Marked to Die: Employees who hang around in the darkness in Big Bird's influence will be marked by it. On one hand, it’s a buff that reduces all damage they receive from other attacks. On the other hand, it allows Big Bird to instantly kill them when their time comes.
  • Mighty Glacier: Big Bird doesn’t move beyond a slow and steady stomp down hallways, but it‘s difficult to stop it when it can attract employees to it for an instant kill while taking a huge beating.
  • More Teeth than the Osmond Family: Reveals the huge number of sharp teeth it sports when it's winding up to bite an employee.
  • Mercy Kill: What it believes he's doing to people by beheading them before the monster can get them.
  • Obliviously Evil: Lampshaded in the Abnormality's flavor text. Apparently, it thinks that it's saving anyone who enters the forest by biting off their heads.
  • One-Hit Kill: The only way Big Bird attacks is to instantly kill them regardless of their strength.
  • Red Eyes, Take Warning: All of its eyes will glow red when he's going to take a bite out of someone, but the warning can't actually help you, as it means Big Bird is now invulnerable and the target is slated for death.
  • Would Hurt a Child: It's indiscriminate about whatever intruder it kills, regardless of age. This is further shown in his legacy picture, which depicts it preparing to behead a curious little girl. Justified, since it believes it's actually saving her.

    Snow White's Apple 

Snow White's Apple (F-04-42)

https://static.tvtropes.org/pmwiki/pub/images/skull_19.png
"When the day a ripe apple fell off the tree in the garden where the princess and the king stood, the witch's heart burned with hatred."
E.G.O: Green Stem

The enchanted, poisonous apple that Snow White bit into in her fable. Thanks to the lasting magic of the witch who created her, Snow White's Apple grew sentient and very bitter over her unending existence as an apple that cannot be eaten or decompose like nature intended. Any animal that tried to eat her would die from poisoning, giving her nothing but the dead bodies of the forest as company. Eventually, she grew a body of dead vines and thorns and, since she no longer needed a prince, set out on a journey.

Snow White's Apple is relatively straightforward as far as WAW classed Abnormalities go, but once she breaks out she goes on an unpredictable rampage across the facility, suddenly appearing in a room to plant herself in. While she does this, vines will begin to consume the room and will slow down and stab at any employee that stands in them. When a room is completely consumed, she will disappear and reappear in a different one to repeat the process. Rooms with vines will continue to slow down employees, but they will only take damage if Snow White's Apple is in the room with them.


  • Chase Fight: When she breaches containment, she will never stick to one room for very long before leaving and growing herself in another. While this means that beating her into submission can be a huge pain, it also means that it’s viable to just simply ignore her and wait out her wrath before sending employees to that part of the facility.
  • Death Seeker: Her backstory and ingame blurbs make it clear that her ultimate desire is to finally die.
  • Impaled with Extreme Prejudice: Employees killed by her will be impaled from below and have the guilty thorn come out through their mouth.
  • Plant Person: An enchanted apple with a humanoid body of vines who can attack by planting itself in a hallway are stabbing employees with its long thorns.
  • The Power of Hate: The apple was given a conscience by the witch's own hateful magic, which only brewed intense self-hatred and jealousy over the years.
  • Shout-Out: To the fairy tale Snow White.
  • Skeleton Motif: Her hollowed out apple resembles a skull with the holes left in it.
  • Who Wants to Live Forever?: Was made essentially immortal by the magic that created her, but is in no way happy about it.

    Little Red Riding Hooded Mercenary 

Little Red Riding Hooded Mercenary (F-01-57)

https://static.tvtropes.org/pmwiki/pub/images/little_red.png
"I’ll hang his head over my bed. Only then can I get up in the morning without having a nightmare."
E.G.O: Crimson Scar

A woman shrouded in a red cloak, a hood and a toothed mask to hide her deformities and scars. She was the little girl in the story of Red Riding Hood who was attacked and scarred horribly by the Big Bad Wolf. The two escaped from each other, and Red Riding Hood vowed to take vengeance on the wolf that maimed her. Starting from her teenage years, she trained to become a mercenary so that she can become strong enough to kill her nemesis. After taking a few jobs, she agreed to be taken in by the Lobotomy Corp., on the condition that they find the Big Bad Wolf and let her take revenge.

Red Riding Hood has a unique rivalry mechanic tied to the Big and Will Be Bad Wolf that directly affects her behaviour when she breaches. If the Wolf howls in the department where Riding Hood is located, she’ll automatically break free so she can focus on chasing him down. If an employee recently worked on the Wolf and then goes to work on her, she’ll immediately know and not be very pleased, coming closer to escaping on her own. She can also be hired to attack escaping Abnormalities much like Der Freischütz, but this could risk her passing by the Wolf's containment room and instantly triggering a huge battle.


  • Aesop Collateral Damage: Yes, Red may have stopped the Big Bad Wolf or whatever else you sent her after, but more than likely at the cost of her recklessly shooting at the target through your employees with penetrating bullets, along with provoking her target into fleeing into other rooms to bring the battle somewhere else.
  • Berserk Button: The mere sight or sound of the Big Bad Wolf is enough to trigger her into dropping whatever she's doing to fight them, no matter what stands in her way. Employees that smell like the Big Bad Wolf even cause her to get closer to breaking out.
  • Blood Knight: She admits in her idle dialogue that she finds her line of work incredibly satisfying and fun, and only came willingly to the Corporation because they promised to locate the Big Bad Wolf for her. Red also only deigns to remain in one of the Corporation's cells while she waits for that promise because there's plenty of monsters to fight in the meantime.
  • Eye Scream: Only one of her eyes visible at all times. In her Legacy version she would take off her mask when fighting the Big Bad Wolf, revealing that she had lost one of her eyes, along with some other important things.
  • Facial Horror: The Legacy version of Red took off her mask under certain conditions, and it reveals just why she pursues the Wolf with such rage; her face has no skin, one of her eyes is missing, and all the teeth in her mouth are gone.
  • Gun And Sword: Wields a hand cannon of a pistol alongside a bloodied blade.
  • Hired Guns: She's a mercenary who took up the line of work to train herself for her final confrontation with the Big Bad Wolf. She can also be hired by you if you have an Abnormality that needs to be taken care of. The price for her service will increase the higher the threat level of the target is.
  • Humanoid Abomination: The Little Red Riding Hood of fable, but as an abnormality is clearly not human.
  • Implacable Man: Not just to the Big Bad Wolf, but to anyone she targets when she breaches. Targets who are marked by her will be pursued relentlessly until they're dead, with the only thing that can stop her being her own unlikely defeat, or the sight of the Big Bad Wolf.
  • Little Red Fighting Hood: A particularly violent one without a moral compass.
  • Roaring Rampage of Revenge: May God have mercy on you if you get in her way when she hunts the Wolf.
  • Supernatural Gold Eyes: Her remaining eye glows a bright gold color, serving as yet another reminder of her status as an Abnormality.

    Big and Will Be Bad Wolf 

Big and Might Be Bad Wolf / Big and Will Be Bad Wolf (F-02-58)

https://static.tvtropes.org/pmwiki/pub/images/might_be.png
"Still, it didn’t matter to him. After all, he was “destined” to be a big bad wolf."
E.G.O: Cobalt Scar

An innocent and cartoony-looking large wolf that reveals its true form when angered. It was the Big Bad Wolf in the story of Red Riding Hood, who attacked and brutalized the little girl. The two escaped from each other and went on with their lives, never forgetting each other and both wishing for an opportunity to meet each other again to finish what they started decades ago.

Big and Will Be Bad Wolf has a unique rivalry mechanic tied to the Little Red Riding Hooded Mercenary. If an employee who was recently attacked by Red Riding Hood passes by the Big Bad Wolf's containment, then the Wolf will come closer to breaching. If an employee works on Red Riding Hood and then gets assigned to the Big Bad Wolf, then they’ll get killed instantly and the Wolf will get even closer to breaching. Finally, the Wolf will instantly breach and change into a more beastly form if it detects Red Riding Hood entering its hallway.


  • Animalistic Abomination: When he's not in his "cartoony" form, he instead resembles a gigantic, brutalized wolf covered in scars, and he's able to use moon-related energy to help attack and confuse targets.
    • He was even worse in Legacy, where he was a grotesque, distorted, emaciated, bestial thing resembling a particularly traumatizing illustration from a children's book.
  • Art Shift: The wolf, before it shifts from "Will Be Bad" to "actually bad," is cartoony even by the standards of Lobotomy Corp's perception filter.
  • The Big Bad Wolf: Goes without saying, though this rendition has something of an identity crisis... and is even worse when it ultimately succumbs.
  • Eaten Alive: Can happen to employees who work with it. Luckily, it's non-lethal.
  • Getting Eaten Is Harmless: The employees that work with it will most likely be eaten by the Wolf, but if it's in a good mood, it'll spit them back out eventually. They can also be rescued by Little Red, which can also result in them obtaining the item "Sheep's Clothing," lowering their SP by 3 but increasing HP by 9. Besides potentially losing SP depending on how they get out, the employees aren't negatively affected by it. Flavor text says the wolf has chronic indigestion, likely to do with his gut being cut open all those years ago.
  • Good Scars, Evil Scars: In its cartoony form, it has a scar left on its left eye. When breaching, it's covered in scars and lacerations across its whole body.
  • The Nose Knows: As a wolf, his sense of smell is what causes him to start breaking out if Agents with Red Riding Hood's scent pass by his cell, or outright escape if Red enters the hallway where his cell is located while chasing another Abnormality.
  • Predation Is Natural: For all its bluster about being the Big Bad Wolf, before transforming, it's just a hungry animal, albeit a sapient and rather gluttonous one. After transforming, on the other hand...
  • Shout-Out: As well as being a nod to the fairy tale Little Red Riding Hood,it's implied to have played the part of many tales involving a wolf as an antagonist, including a nod to The Three Little Pigs.
  • Then Let Me Be Evil: Implied to be one of many things going on with it — after who-knows-how-long being treated like and ultimately becoming the villainous, ravening wolf of fairy tales, it's stopped putting up more than token resistance to it.
  • Winged Soul Flies Off at Death: Not the Wolf itself, but the employees eaten by it in its cutscene give off a halo with wings flying away. Downplayed as this doesn't kill them, though.
  • You Can't Fight Fate: Ayup. Destined to become a ravening, malicious beast whether or not it wants to... and after so many times succumbing and so much hatred directed at it for being a wolf, it's all but completely stopped caring whether it does or not.

    The Queen of Hatred 

Magical Girl / The Queen of Hatred (O-01-04)

https://static.tvtropes.org/pmwiki/pub/images/sailordeath.png
"In the name of Love and Justice~ Here comes Magical Girl!"
E.G.O: In the Name of Love and Hate

A cheerful Magical Girl who believes she was put onto the Earth to stop its villains and wickedness. The problem in this lies in her fanatical obsession with stopping evil, as she believes it's her only goal in existence. And now that there's no more evil left to be stopped, she is experiencing a loss of purpose, and itches for something more to fight.

The Queen of Hatred's Qliphoth Counter will decrease if 3 employees do not die before a Qliphoth Meltdown occurs, causing her to collapse onto the floor in a psychotic episode. Fail to calm her down with a Good work result (16 boxes or higher will increase her counter), and she'll transform into a serpent-like creature and attack the facility in a declaration of villainy. When she's in a good mood, she'll automatically break out during a Second Trumpet and aid your employees as an ally against the threats, but if 20% of them die during her rescue, she’ll experience a mental breakdown and turn into the aforementioned serpent and attack everything in sight.


  • And Then What?: As a heroine, the Queen fought many foes and saved people from evil... then the day came where she fulfilled her destiny by defeating the last villain, and she realized that no-one needed her anymore. She didn't take the realization too well, and that's why she's usually locked in a cell.
  • The Berserker: Not usually, but when breaching, she shifts into a giant draconic form and immediately goes on a rampage as one.
  • Beware the Silly Ones: Should you ever. She on the surface seems like a bubbly, harmless Magical Girl who genuinely cares for everyone around her. She's also a Waw-class abnormality, has an extremely tricky gimmick to breaching, and if she breaches, can regularly summon Frickin' Laser Beams to decimate everyone on the same floor as her.
  • Black-and-White Insanity: Since what she fought is long gone, she is convinced she can't be the hero anymore, and if she's not the hero, she must obviously be a villain. Cue snake-form killing spree if you don't shake her out of it.
  • Breath Weapon: As a serpent, she attacks with a spectacular beam that engulfs the entire hallway, gradually growing in intensity and damage until she exhausts herself.
  • Break the Cutie: Originally a gentle and loving, heroic Magical Girl, living in a world without clearly-defined evil has broken her completely.
  • Broken Smile: Her smile is seemingly cheerful normally, but it will sometimes shift into a more deranged smile in her Legacy version idle animation, hinting at just how precious little sanity she has.
  • Cooldown: After using her beam attack in either her passive or breaching form, she will become exhausted and stop to rest, giving her enemies (or your employees) a chance to attack her while she's helpless.
  • The Corruption: The end effect of her depressed state is her succumbing to this, though she returns to normal when you knock her out.
  • Chase Fight: When breaching and hostile in her snake form, she'll regularly teleport around the building and be an all-around pain in the ass to catch for long, only holding still when exhausted from her Breath Weapon.
  • Desperately Looking for a Purpose in Life: To the point where she's outright violently unstable from the existential crisis. This is ultimately why she is so dangerous; each day, she's guaranteed to start breaking down if not enough Agents have died before a Qliphoth Meltdown, as it proves (to her) that there's no-one to save and thus she can't be a hero.
  • Do Well, But Not Perfect: Ultimately the big gimmick of her containment procedure; whenever three employees haven't died in between each Meltdown, her Qliphoth Counter lowers by one. If she's not immediately consoled with 16 PE boxes or higher, she immediate breaches containment and goes berserk. This makes containing her an absolute pain in the ass a lot of the time; God help you if you get her without having Execution Bullets or Der Freischütz, or you will be in for pain without end.
  • Draconic Abomination: When breaching, she assumes a giant pink and blue serpent form with laser breath that will rip through your department like a hot knife through butter.
  • Fallen Heroine: She is most certainly this by this point due to her aforementioned issues, but her research logs reveal that the three Magical Girls were once heroes to the world, and that their fall into their respective sins demoralized a good deal of the world's populace when the news got out.
  • The Fake Cutie: Played With. She's genuinely a sweetheart when in a mentally stable state, but quickly becomes violent if she feels there's nobody left for her to help.
  • Finger Gun: One of her attacks when breaching in her passive form.
  • Frickin' Laser Beams: Aside from firing stars at her enemies, both of her signature moves are beams. Arcana Beats is the aformentioned Finger Gun beam, while Arcana Slave is an outright Wave-Motion Gun that takes a bit of chanting to start up. Her monstrous form also loves to indulge in Beam Spam.
  • Heal Thyself: When breaching, targets being incinerated by her beam attack will heal the Queen so as long as they're being damaged.
  • Killer Rabbit: She's a cutesy magical girl normally and usually means well, but once she starts suffering one of many mental breakdowns, it becomes clear she's just as dangerous and monstrous as the other Abnormalities in the facility.
  • Magical Girl: Is one, and her design reflects it down to the brightly colored schoolgirl uniform. "Magical Girl" is also her placeholder name before enough research is done to learn that her real name is The Queen of Hatred.
  • Magic Kiss: If her Qlipoth Counter is at its maximum, then she'll blow a kiss to any employee who works on her that fully heals their HP and SP, regardless of the work result.
  • The Mentally Disturbed: Just like the other members of the Magical Girl line of Abnormalities who had been clearly suffering from some sort of insanity, The Queen of Hatred isn't a mentally sound or calm sort. When she's not having an episode she's genuinely kind, sweet, and friendly. Problem is, her insanity leads to The Corruption...
  • Mood-Swinger: She regularly goes from "cheerful" to "Heroic BSoD", and from there to "murderous rampage" if she isn't calmed down, causing her to shift into sorrow and regret when she comes to her senses, and then right back to cheerful again when she inevitably represses her memories of the event.
  • My God, What Have I Done?: It's heavily implied in her encyclopedia entry that she's not in control of herself when she rampages and feels horrible after she calms down, at least until she represses her memory.
  • The Ophelia: Naturally. She's adorable, but just look at the other tropes in this entry!
  • Playing Card Motifs: Shared with the other two Magical Girl abnormalities, Queen of Hatred has a motif based on a suit of cards, specifically the suit of hearts. She's also the Queen in the Court Cards/Face Cards motif they share.
  • The Power of Love: She draws her power from this when sane, but she starts drawing from The Power of Hate when she goes mad.
  • Psycho Pink: A Magical Girl clad in all-pink who's usually a drop of a hat away from turning into a large snake from insanity.
  • Reluctant Psycho: On the occasions when she goes lucid and becomes aware of how much destruction she causes, it's made quite clear she feels extremely guilty and apologetic, though it doesn't last before she returns to her delusions.
  • Superpowered Evil Side: Whenever she breaches, it comes from the assumption that if she can't be the hero, she might as well be evil instead.
  • Then Let Me Be Evil: Due to her Black-and-White Insanity, if there's no more villains left to save the day against, then she should become the villain instead.
  • Tragic Monster: She still wants to help fight monsters and will actually help you out during a major breach, but is so unstable she ends up frequently becoming the monster out of a desperate desire to have a point to her existence again.
  • Unstoppable Rage: Goes utterly berserk during containment breaches.
  • Woobie, Destroyer of Worlds: She's somebody in desperate need of a purpose in her life, and shows enough clinical depression and mental instability that you almost want to hug her. Almost.

    The Burrowing Heaven 

The Burrowing Heaven (O-04-72)

https://static.tvtropes.org/pmwiki/pub/images/theburrowingheavenportrait.png
"Don't look away, just keep your eyes on it. Contain it in your sight."
E.G.O: Heaven

A bizarre, fleshy growth of tendrils with several large eyes that watch everything around it intently. Its origin or motives are unknown.

The Burrowing Heaven is the complete opposite of the Schadenfreude Abnormality, as this one will have a high chance of breaching if you aren't looking at it as it's being worked on by an employee. If you look away for too long when the work is in progress, it will breach containment. While it is breaching, it will not be able to move or attack when you are focusing on its location. Looking away from it for too long will cause it to teleport to a room and instantly kill all employees, so that their heads can be decapitated and decorated upon its branches.


  • Attention Whore: According to its encyclopedia entry, it becomes hostile when it realizes that nobody is paying attention to it and kills to try and regain that attention.
  • Can't Move While Being Watched: It has to be looked at to keep it from breaking out. When breaching, it will also be incapable of movement, but extensions of itself will try to appear around the department to impale unsuspecting workers.
  • Creepy Souvenir: When it's rampaging, it carries the heads of employees killed by it on its branches as if its it 'fruit'.
  • Expy: Given the games influences, particularly the SCP Foundation, the Burrowing Heaven more than likely draws inspiration from SCP-173.
  • Extra Eyes: Though they don't seem to connect to anything in particular, as it's but a sharp and fleshy growth of spikes and tendrils in the vague shape of a tree.
  • Jump Scare: The only monster that cause its victims to scream in pain loudly and suddenly as they die, but only when they're off screen long enough for it to act, just to remind you that you have a problem in your hands.

    The Little Prince 

The Little Prince (O-04-66)

https://static.tvtropes.org/pmwiki/pub/images/thelittleprinceportrait.png
"Even if this turns to be a curse, I will love this curse like a blessing."
E.G.O: Spore

A giant purple mushroom that has several severed hands hanging from its rims, and a head that reveals itself on the stem of the mushroom when it's reproducing. It's believed that the mushroom came from space.

The Little Prince will prefer to have Insight performed on it, as any other kind of work will fail if done more than 3 times in a row. If it gets into a bad mood from bad work results, it'll call out to random employees in the facility via Mind Control. The mind-controlled employee will have a pink/purple aura on their head much like the Red Shoes and Cherry Blossom. If the mind controlled person reached The Little Prince's room, then they'll be infested with purple spores that turn them into a monstrous, spiky, tumor-covered creature that will escape and start attacking anything that enters its hallway.


  • Ambiguous Situation: It's unclear to what degree it's actually sapient or capable of communication. In its Story, Lobotomy Corp writes off any signs of such as a result of hallucinations induced by its spores, but other parts of the story hint that there's more going on than that.
  • Fungus Humongous: The Abnormality is a massive purple mushroom.
  • Mind Control: Uses this to call for targets; thankfully, like other abnormalities such as Red Shoes and Grave of Cherry Blossoms that rely on enchanting their victims, they can be saved from their trances with enough clicking.
  • Mushroom Man: Under normal circumstances, it's just a giant dangerous mushroom, but it'll reveal its purple head when it gets a new victim to inhale its spores.
  • Shout-Out: To The Little Prince, both in name, origin as a curious space farring visitor, and in a piece of flavor text referencing a line spoken by The Fox ("One sees clearly only with the heart. The essential is invisible to the eye.")
    • The Little Prince itself is likely a combination of the titular Prince and the crazed businessman the he encounters, trying to lay ownership on the stars above simply because no one else has done it, whom the child bitterly recalls by saying 'he's not a man - he is a mushroom!'. The Abnormality supposedly arriving from space and laying claim on as many friends as possible with a fungal infection lends itself to this notion.
  • Was Once a Man: Anyone who gets spore'd will look nothing like a human anymore when they come out, having turned into a blue and tumor riddened beast who's fiercely territorial of the hallway leading to The Little Prince's chamber.

    Dimensional Refraction Variant 

Dimensional Refraction Variant (O-03-88)

https://static.tvtropes.org/pmwiki/pub/images/dimensionalrefractionvariantportrait.png
"The only advice that can be given is to remain cautious and aware of your surroundings."
E.G.O: Diffraction

It is normally invisible, but camera technology will show it as a floating mass of grainy distortions.

The Dimensional Refraction Variant will breach from bad work results, or if a session lasts longer than 40 seconds. When it breaks out, it'll vanish from view before suddenly showing up in a random spot in the same department it was held in. It'll then begin to slowly float in a single path and deal tremendous amounts of damage to anything in its way, tearing their limbs off and leaving the remains to float in a similar distortion to itself. People can't see the Distortion themselves, so the manager has to manually select employees to go and suppress it.


  • Invisible Monsters: No one can see it, and even your best camera technology can only display it as a ball of camera distortions slowing moving around.
  • Ludicrous Gibs: Victims killed by the Refraction will be torn apart instantaneously and their remains will be left to float.
  • No-Sell: The entity is invulnerable to Red attacks.

    Queen Bee 

Queen Bee (T-04-50)

https://static.tvtropes.org/pmwiki/pub/images/queenbeeportrait.png
"If you feel an abdominal pain and a tingling sensation in your neck, the best thing you can do now is look at the great blue sky you'll never get to see again."
E.G.O: Hornet

A heavily mutated bumblebee that has several slices of flesh stacked on top of each other, leading up to the head that has but a single eye and mouths aimed in random directions. The bee may have be the result of pheromone experimentation, which then escaped. The Queen Bee can only reproduce using hosts to house her drones, which will burst from their victims when they reach maturity.

The Queen Bee has a chance to release a dust of eggs to everyone in the department if a normal work result is achieved, and is guaranteed to happen if a bad result happens. Everyone caught in the storm will gradually take damage, and if they die a Drone will appear from the corpse and begin attacking. Anyone who dies to the Drones will also spawn a Drone, and this chain reaction can easily snowball its way into an overwhelming amount of Drones taking over the facility.


  • Bee Afraid: Bee very afraid of monster bees that are twice your size.
  • Body Horror: The Queen Bee is a giant, disfigured mix between a bee hive and an actual bee with its bodily features disfigured and amalgamated.
  • Chest Burster: Worker bees/Drones are born via exploding from the body of a bee victim.
  • Everybody's Dead, Dave: If you had not been used to executing Clerks, this Abnormality will force you to. It's for your well-being that you execute every clerk in your department once you have Queen Bee in your facility, since its main danger comes from the large amount of Worker Bees it will get from them even if your main agents could not die to its spores.
  • To Serve Man: As implied in her main story, she and her offspring are carnivorous and usually carry away the remains of their human hosts to eat later.
  • Zerg Rush: The Queens Bee's main fighting style is to drown you in a horde of worker bees. Suddenly, your army of Clerks are even more of a liability and are vulnerable to being used as host bodies for Queen Bee's drones.

    Dream of a Black Swan 

Dream of a Black Swan (F-02-70)

https://static.tvtropes.org/pmwiki/pub/images/dreamofablackswanportrait.png
The lake ripples gently. As if a number of swans just took flight.
"What happens when the black swan wakes up from dreaming of a white swan?"
E.G.O: Black Swan

A gang of blond haired sextuplets who stand in unison next to each other, with their unseen sister watching them from afar at all times. The sister herself is a giant black swan-like creature that has 2 conjoined faces poking out from the monster's beak. A long time ago, there was a family living in poverty and struggling to provide even the basic necessities of life. The sister, Elijah, went off to pursue her passion for knitting as a career so that she could provide for her brothers. She gave each of her brothers green nettle clothing she made herself as gifts. One day at work, a mysterious fog took over the city. After a few days this fog slowly started to mutate the population, causing them to deform into hideous green goo spilling monsters, among other mutations. Thanks to the enchanted clothing Elijah gave her brothers, they were mostly spared from the effects of the fog, but she was not as fortunate by the end of it all.

Dream of a Black Swan has a whole list of triggers to their potential reasons to break from containment (fortunately, they have 5 points to tolerate and each trigger could only be activated once). These reasons include: A Normal/Bad work result being done, 5 employees dying in a single day, 5 employees going crazy in a single day, and when 3 other Abnormalities escape. With each trigger, one of the brothers will mutate from their sickness, and when all 6 of them mutate then the Black Swan herself will appear to attack the facility. In combat she'll attack with her umbrella and deafening screams, but her true objective is to walk around the facility and release other Abnormalities from their containment and worsen the situation. Qliphoth Meltdowns can also trigger the Swan to escape without fulfilling the requirements.


  • Allegorical Character: The entire Abnormality holds a strong connection to the Smoke War, a massive conflict in the City revolving around old L-Corp and their smog emissions, whose properties were so bizarre that they induced drastic behavioral and bodily changes. In their story, it's implied that Elijah was caught in either a gas attack or a particularly bad day to be near what's implied to be L Corp, and retroactively the imagery of a building with a deep red glow spilling through the cracks serves both as her personal world in Library of Ruina as well as the battlefield for Gregors flashbacks of the Smoke War.
  • Amazing Technicolor Population: Elijah has an undead-like blue skin tone on her hands and faces.
  • Attack Reflector: Elijah, the titular Black Swan in the Abnormality, can reflect damage when she uses her parasol as a shield. Likewise, the EGO is a similar parasoul that can do the same for its wielder at a small chance.
  • Big Sister Instinct: If you mess with her brothers enough, she'll come to the facility, and she won't be happy.
  • Body Horror: Whatever sickness the brothers have, it causes their eyes to melt into green goo, their legs to disintegrate and reveal green flesh, and the aforementioned green goo to spill from their orifices. Their sister is not much better, as she was turned into a human/swan hybrid abomination.
  • Super-Scream: When the Black Swan has had enough damage dealt to her, she'll stop to scream and release Abnormalities in her area.
  • Multiple Head Case: Dream of a Black Swan's sister has two heads, as shown when the swan's beak opens.
  • One-Steve Limit: Subverted, for there's another Elijah in the game... If you want to know — Major Spoilers!
  • One-Winged Angel: The sister's second form is an angrier and more vicious swan that has swallowed the human heads in favor of now having its beak.
  • Parasol of Pain: The Black Swan attacks with a umbrella made of feathers and bird talons.
  • Shout-Out: Is a twisted reference to the fairy tale The Six Swans, however it is the sister who was turned into a swan and not her six brothers.
  • Stone Wall: The Black Swan is not as impressive as the other WAW classed Abnormalities in direct combat, dealing a decent amount of damage with no instant kill gimmicks, but she's exceptionally sturdy and has a second phase when angered, which works in her favor as she can reliably tank the damage to release more vicious monsters into attacking.

    Flesh Idol 

Flesh Idol (T-09-79)

https://static.tvtropes.org/pmwiki/pub/images/fleshidolportrait.png
A meshing of flesh and scrap metal.
"And the prayer shall inevitably end with the eternal despair of its worshiper."

A cross with a wad of flesh holding the idol together. It was once used and worshipped by a group of people who went missing. The cross itself was found in a part of a flooded city.

The Flesh Idol is a tool that can be used by employees. When they enter its room, they'll kneel down to pray to the idol. If they stop praying within 20 seconds of starting, they'll be instantly be killed. Worshiping the idol for 20 to 45 seconds will gradually heal the HP of everyone in the facility, while worshipping the idol for 46 to 90 seconds will additionally heal the mental health of everyone in the facility. Worshiping the idol any longer than that, however, will kill the employee and instantly break every monster in containment out.


  • Difficult, but Awesome: In a similar vein to the Express Train to Hell, the Flesh Idol has a very potent effect of providing healing to the entire facility, even healing employees that are currently working on Abnormalities which can allow the player to work on Abnormalities that their employees otherwise wouldn't be able to survive working with. On the other hand, however, the Flesh Idol can afflict any damage type to the worshipper while they're praying, including pale damage. This means that the player needs to keep careful track of their worshipper's health while they worship the Flesh Idol. In addition, forgetting to take your employee out of the Flesh Idol will cause a near-guaranteed reset, as the Flesh Idol will drop the Qliphoth counter of every single Abnormality in the facility to zero.

    The King of Greed 

Magical Girl / The King of Greed (O-01-64)

https://static.tvtropes.org/pmwiki/pub/images/thekingofgreedportrait.png
Some of our employees think that The King of Greed is trapped inside this thing that resembles an egg, however, the truth is that she shut herself inside it.
"...Sadness says: ‘Begone, pass away!’ But greed seeks eternity—seeks deep, deep eternity."
E.G.O: Gold Rush

A lady left floating in an amber liquid-filled vat, which is part of a large fish-like monster. Like the Queen of Hatred and Knight of Despair, the woman inside the egg once sought to protect the world from evil. But her ambitions and greed tainted her, so she purposefully sealed herself within an egg in order to control her desires.

The King of Greed might awaken if a Normal work result is achieved, and is guaranteed to happen if a Bad result is earned. When awakened, the King will open a portal to a random hallway in the facility. From the portal the real form of the monster will appear; an anglerfish-like creature that scrambles down hallways with the disembodied head of the woman hanging out from its giant mouth, which is now laughing manically. This monster will gradually move down hallways devouring anything in its path before it opens another portal to a different room to repeat the process.


  • Advancing Wall of Doom: What do you do when the King of Greed is free and it's in the same hallway as your employees? Tell them to run away in the opposite direction, because attacking it from the front is a surefire way to get them killed.
  • Laughing Mad: When zooming in on the rampaging monster, you can hear the voice of a woman giggling madly as she swallows everything in its path.
  • Magical Girl: A former one, just like the Queen of Hatred and the Knight of Despair. "Magical Girl" is also her placeholder name before you research it enough to learn that their true name is The King of Greed.
  • Mighty Glacier: She moves very slowly in one direction at a time while rampaging, but will paste absolutely anyone in the way of her gaping jaws.
  • Nightmare Face: The "angler" part of the King of Greed's monstrous form is actually the head of the Magical Girl, with hollow eyes and a Slasher Smile on her face dangling on the monster's gaping jaw.
  • No-Sell: She is immune to Red Damage.
  • Overdrawn at the Blood Bank: People eaten by the monster will explode in a mess of blood, and hallways where the King of Greed passed leave behind a huge streak of blood.
  • Playing Card Motifs: Shared with the other two Magical Girl abnormalities, King of Greed has a motif based on a suit of cards, specifically the suit of diamonds. It's also obviously the King in the Court Cards/Face Cards motif they share.
  • Power Fist: Her E.G.O. weapon is a large golden gauntlet.
  • She Is the King: Her official title is the King of Greed, but she's categorized among the Magical Girls, holding the title to keep in theme with the playing/tarot card motif of her group.

    The Dreaming Current 

The Dreaming Current (T-02-71)

https://static.tvtropes.org/pmwiki/pub/images/thedreamingcurrentportrait.png
Just as everyone wished for, The Dreaming Current can live here forever.
"Tell the kid today's treat is going to be grape-flavored candy. It's his favorite."
E.G.O: Ecstacy

A shark-like creature with two fanged mouths, rainbow colored tongues, human legs that replace its tail, an eyeball that is smeared across its face like paint, and large needle in its back along with bloody needle holes. There was once a terminally ill child who was expected to die within a few years. This child loved the ocean, but couldn't visit it often due to their condition keeping them stuck in a laboratory dedicated to treating them. The only solace they ever got were special candies given to them by their doctors, who acted as their surrogate parents for what little time they thought they had. These treats allowed the child to see the ocean they loved, and miraculously they survived past their expected lifespan, but even then, the child was left to enjoy their hallucinations in the laboratory for the rest of their life.

The Dreaming Current is another simple Abnormality when it comes to taking care of it, as its counter will only go down if an employee with a Temperance stat of 1 enters or if an employee panics during work. If it ever breaks out, it'll vanish to the end of a hallway and charge forward to take a high-speed bite out of people in the way. Whenever it passes by, it leaves behind a trail of bubbles. After enough hallways have been filled with bubbles, The Dreaming Current will prepare itself for a dash across all affected areas, only stopping when it reaches the end of it all before repeating.


  • Ambiguous Situation: The story that accompanies the Abnormality is full of out-of-context dialogue about a terminally ill and abandoned child who loved the ocean, whose life was bound to end in a few years and was given tons of drugs to cope. Whether the child died and became this Abnormality, or if the Abnormality represents the childs dreams and dependence on drugs isn't disclosed in its backstory. The games sequel, Library of Ruina, implies the former in an unused Abnormality battle, with the dialogue the Dreaming Current produces has it referring to itself as the one who was confined in a lab, dreams of eating 'candy' and visiting the ocean again.
  • Deadly Lunge: If The Dreaming Current escapes and you don't deal with it before it finishes winding up to charge, then you can be looking at dealing with a flying shark that lunges at the speed of a bullet around your facility.
  • Drugs Are Bad: Drugs play a big role in the Dreaming Current's theme, from the child related to it having effectively wasted their life on drugs in a barren lab room just to survive, to the shark itself having a giant syringe full of mysterious rainbow drugs lodged in a bloody gash. Likewise, feeding it more 'candy' is the only reliable way to keep it calm, represented by the Instinct work.
  • Eldritch Abomination: The shark is bizarre and and abstract to say the least, with its eyes leaking out its pupil like ink, its tail replaced with two human legs, what looks like puncture holes leaking blood out, two mouths stacked on top of each other with rainbow colored tongues, and a permanent syringe filled with a colorful liquid stuck inside a bloody wound.
  • Glass Cannon: Its overall endurance is laughable for a WAW and it tends to hold still between attacks, but it charges and teleports very quickly and will hit for a massive chunk of your Agents' HP.
  • Living Dream: Its short story seems to imply that the shark you have in containment could be either the child themselves or a manifestation of that child's love for oceans and dreaming.
  • Threatening Shark: The Dreaming Current is a shark that if allowed to escape containment, can kill many employees.

    The Knight of Despair 

Magical Girl / The Knight of Despair (O-01-73)

https://static.tvtropes.org/pmwiki/pub/images/theknightofdespairportrait.png
Who said a knight never cries? Have you ever seen tears brought out by despair, not sadness?
"All that remains is the hollow pride of a weathered knight."
E.G.O: Sword Sharpened with Tears

A tall woman whose face is partially obscured by pitch-black shadows and horns. Both her long blue hair and longer blue dress are adorned with her spade motif, matching her with the Queen of Hatred and King of Greed. Long ago, she fought as a protector of justice. As she slowly began to realize that no good was left in the world, however, she slowly began to turn to despair, though her desire to protect always remained.

When an employee achieves a good work result on her, the Knight of Despair will bless this employee, which halves all Red, Black and White damage dealt against them but both doubling Pale damage and preventing them from doing anything but suppression. If a blessed employee dies or panics, the Knight of Despair will breach, summoning black spears and teleporting around the facility to deal Pale damage to any employees in her way.


  • Berserker Tears: Anything bad happening to her blessed friends will trigger her into attacking everything in sight, crying and sobbing madly all the while.
  • Black Eyes of Evil: Not evil all the time, but when she finally does open her eyes they’re pitch black and hysterical.
  • Blank White Eyes: Inverted with any employees she kills, their eyes turn pitch black instead.
  • Impaled with Extreme Prejudice: When she is suppressed, her own spears will impale her body. This also happens to any employees she kills.
  • Magical Girl: Used to be this alongside her teammates, the Queen of Hatred and the King of Greed. Like her teammates, this name is used as a placeholder before sufficient research is done to know her true name.
  • Mighty Glacier: Aside from periodic teleports, she moves slowly when breaching while sporting a high amount of HP. Her spears, however, deal a very high amount of Pale damage, making it so that only the most well equipped of employees can take a barrage of spears from her.
  • Playing Card Motifs: Shared with the other two Magical Girl abnormalities, Knight of Despair has a motif based on a suit of cards, specifically the suit of spades. She's also part of the Court Cards/Face Cards motif. The Knight is a card that was dropped from modern playing cards, possibly due to influence from the Mamluk deck, but is present in Tarot.
  • Shout-Out: Her backstory and design may reference Sayaka Miki from Puella Magi Madoka Magica, as a blue-haired, knight-themed magical girl who fell into despair when she lost her heroic idealism.
    • She also really, really, really, really looks like Blue Diamond.
  • Spikes of Villainy: Again, not usually evil, but in her fits of despair she’ll grow black spikes all over her body as she avenges her blessed target.

    Alriune 

Alriune (T-04-53)

https://static.tvtropes.org/pmwiki/pub/images/alriuneportrait.png
The one who was born naked, shall return to the earth naked.
"Bearing the hope to return to dust, it shall go back to the grave with all that desires to live."
E.G.O: Faint Aroma

An Abnormality with a vaguely equine, six-legged lower body and a doll-like upper body. She is bright pink and wears a sunhat in the same color, with teal leaves covering her chest and lavender dust coming out of her mouth. Said to have been a doll who wished to be human, she was eventually abandoned in a forest, where her eyes were stolen by crows.

When getting good or bad work results on Alriune, her Qliphoth counter might decrease. Once it hits zero, she will breach, teleporting around the facility and dealing White damage to any employees in the same room as her. At the same time, up to three petals will appear around her lower back, each petal increasing the damage she deals.


  • Creepy Doll: It's some sort of doll with a horse body and flowers infesting it. Not to mention its goal of making people "return to the earth."
  • Do Well, But Not Perfect: As said before, keeping Alriune in check means trying to score Neutral results during works, as Good and Bad results will almost certainly cause her to escape.
  • Eyeless Face: Her eyes were pecked out by birds in the past.
  • Ghostly Gape: Due to her eyes being pecked out by birds, her face is but two holes where eyes would be and a constantly smiling, equally empty mouth.
  • Living Toy: She used to be a regular doll before turning into a... horse-looking doll.
  • Shout-Out: To the German myth of Alraune (lit. 'mandrake root'), that told of witches who 'made love' to the mandrake root bearing children that had no soul or capability to feel real love.
    Perchance we tried to make a human without a heart.
  • Transflormation: Employees killed by Alriune have their bodies covered in flowers.

    Express Train to Hell 

Express Train to Hell (T-09-86)

https://static.tvtropes.org/pmwiki/pub/images/expresstraintohellportrait.png
There are no clocks to alert the arrival times, instead, there are some blinking lights.
"When the time comes, the train will chug down the tracks and sound its mighty horn."

Normally, this Abnormality appears as only the ticket station, covered in rocks and skulls. Behind the bars set into it, a clerk, unseen save for their glowing yellow eyes, gives tickets to any employees interacting with this Abnormality. When certain requirements are met, the other part of the Express Train to Hell appears, this being the titular train itself.

At the top of the ticket station, four lights are visible. One of these four will light up every 30 seconds. When an employee receives a ticket, it will heal both HP and MP, with a range depending on the amount of lights visible.note  Afterwards, all lights will be reset. However, if all four lights are on and you still choose to ignore it, train horns will sound and two portals will appear on either side of the facility, upon which the rusty Express Train to Hell passes from one portal to the other, dealing massive Black damage to anything in its path.


  • Afterlife Express: The train itself is this, appearing from offscreen to run employees over as it passes by if a ticket is not taken.
  • Difficult, but Awesome: If you can remember to keep taking tickets at the right times, it's a sizable and free heal for the whole facility, which can be a life-saver when dealing with certain Abnormalities. But you have to remember to take those tickets if you don't want an angry train driving through your facility, which is a death knell when dealing with certain Abnormalities.
  • Hell Is That Noise: Did you forget to take the ticket in time? Your only warning that it's too late is hearing the whistle of the train coming to run your employees over.

    The Naked Nest 

The Naked Nest (O-02-74)

https://static.tvtropes.org/pmwiki/pub/images/thenakednestportrait.png
Please understand that we will be forced to fire on sight and burn your corpse should you become a nest.
"It can enter your body through any aperture."
E.G.O: Exuviae

A strange Abnormality that first appears as a brown, vaguely rock-like nest sitting on the floor of its containment. Occasionally, brown worms poke out from the nest.

After finishing any work with the Naked Nest, there is a chance of the employee who performed the work being infected, with the chance of this happening increasing the lower the employee's HP is. If an employee does get infected, this will eventually first be visible when the employee's skin turns green. After this point, the employee has a chance of spreading the infection to other employees who are nearby. After a certain point, the employee's skin will change further, this time taking on the texture of the Nest. From this point onwards, the Employee will be considered a minion of the Naked Nest and will start to attack other employees.


  • Green Around the Gills: If an employee is infected by the Naked Nest, their face will turn green.
  • The Virus: There is a chance that an employee working with this Abnormality will get infected and spread said infection throughout the facility.

    The Firebird 

The Firebird (O-02-101)

https://static.tvtropes.org/pmwiki/pub/images/fierybirdportrait.png
A legend of The Firebird says that once upon a time, those who came across its feather were granted with both blessing and ordeal.
"Those who succeed in the hunt are granted with one of the very feathers that countless hunters once yearned for."
E.G.O: Feather of Honor

An Abnormality that, when resting, appears as a large black bird with a long neck and tail, standing on a tree that has scorchmarks right underneath The Firebird's spot. When breaching or activating its healing ability, however, The Firebird turns into a bright yellow and orange bird, completely cloaked in flames. Long ago, The Firebird lived in a forest, where it was often visited by hunters attempting to obtain one of its feathers. However, as the rumors about The Firebird spread further and the creature became more of a creature of legend, the forest got crowded with visitors. Eventually, this all became too much for The Firebird, who then left the forest for someplace people wouldn't know of it as much.

The Firebird is an exception to the general rule of work results, as Bad work results will cause its Qliphoth counter to instead increase, while both good and neutral results have a chance to decrease it. However, this can be a boon, as when an employee works with The Firebird and either has less than 20% of their own HP left, or works when The Firebird's Qliphoth counter is at 1, The Firebird will briefly turn into its flaming form and heal the employee. When its Qliphoth counter hits zero, however, The Firebird will breach, spreading its flames across the room for Red damage and counterattacking employees who try to suppress it for White damage. The Firebird will continue like this, either until it is suppressed, or until it decides to return to its containment on its own. Suppressing it is the only way to obtain its E.G.O weapon, which otherwise can't be purchased normally. It should also be noted that while it isn't stated in its notes, any employee who is wearing its E.G.O suit will die upon entering The Snow Queen's containment unit.


  • Battle Aura: When breaching, the Firebird's flaming aura will cause constant Red damage on the entire corridor or chamber it is currently traversing.
  • Do Well, But Not Perfect: The Firebird's Qliphoth counter goes down when it gets Good results, encouraging the player to go for Normal. In fact, it will go up if you get a Bad result, and assuming your employee can withstand the damage, it's better to go for that if your goal is keeping it contained.
  • Eyeless Face: In its withered form, it has hollow eye sockets. It also inflicts this on those who die from its attacks.
  • Kill It with Fire: How it kills its enemies.
  • The Phoenix: Subverted. Despite resembling the Phoenix in almost every way in game, it is a separate creature from Russian folklore typically seen as the ultimate but near impossible kill for hunters.
  • Sheathe Your Sword: One way to deal with the Firebird is to simply leave it alone and wait until it returns to its containment. So long as it isn't directly attacked, it won't harm any employees outside of its Battle Aura.
  • Violation of Common Sense: In order to keep the Firebird contained, one must to get a Bad work result, which in most cases would the cause the Abnormality to breach instead.

    Parasite Tree 

World Tree / Parasite Tree (D-04-108)

https://static.tvtropes.org/pmwiki/pub/images/parasytetreeportrait_7.png
When the flower of blessing finally blooms from Parasite Tree, then...
"'Ease yourself, do you not have need of the blessing?'"
E.G.O: Hypocrisy

A green tree with many large leaves and a face in the middle of the trunk. At first glance, it appears to be a benevolent entity that only wishes to heal the minds of the facility's employees, with those that worked with it reporting that its flowery scent and rich green color provided them psychological comfort. However, like many of these types of Abnormalities, these blessings are more than they let on.

When you finish work on Parasite Tree, its containment chamber will darken and become covered in grass and bushes and the employee will receive a Blessing, which is marked by a green sprout appearing above the employee's head. This blessing will increase the employee's SP over time, as well as their Work Success Rate. Once its Qliphoth Counter, which can be decreased if you do Repression work on it, another abnormality escapes, or if 5 or more works are performed on any abnormality besides Parasite Tree, reaches zero, it will proceed to possess a random employee and lure them to its containment unit so it can bless them, though these employees can be broken out of this possession with enough clicking.

With every employee that receives a blessing, a glowing white bulb will grow on the tree, with one bulb being taken off the tree if any blessed employee were to subsequently die. Once five bulbs have sprouted on the tree, the tree then undergoes a drastic change, where it turns purple and the face turns into a big red eye, while the bulbs change into white screaming faces. All of the previously blessed employees will then proceed to run around in panic before being turned into stationary HE-class minions of Parasite Tree known as "Saplings", which bear a striking resemblance to Parasite Tree itself. These Saplings will constantly spew toxic gas that deals continuous White damage to anyone in the same room as them, and any employee that panics from this gas will proceed to turn into a Sapling as well, continuing the cycle until all the Saplings are suppressed.


  • Mind Control: When its Qliphoth Counter reaches zero, it will possess a random employee in an attempt to lure it to its containment unit so it could bless said employee (this is identified via a green glow on the employee's head). This possession can be undone by repeatedly clicking on the possessed employee.
  • Names to Run Away from Really Fast: Appears to be a kind and gentle abnormality that just wants to give out its blessings and heal your employees, but when you consider that its true name is "Parasite" Tree...
  • Red Eyes, Take Warning: When the tree transforms, its calm-looking face will be swapped out for one giant red eye.
  • Transflormation: If enough employees are blessed by the tree, all of the blessed employees will transform into beings known as Saplings, miniature trees with faces that will constantly spew out White damage-inflicting gas that will convert anyone affected by it into more Saplings until suppressed.
  • Wolf in Sheep's Clothing: It disguises its obviously fatal side effects as kindly blessings to the people who approach it.
  • World Tree: Is what this abnormality is referred to before you discover that its true name is Parasite Tree.

    Yin 

Yin (O-05-102)

https://static.tvtropes.org/pmwiki/pub/images/yinportrait.png
Yin brings chaos to the world, and erases that chaos at the same time.
"Now, you become the sky, and I the land..."
E.G.O: Discord

One half of a mystical pendant, its other half being Yang. Yin is the black half, having a white dot at the center of its widest part, and constantly floating in place, a red rope dangling beneath it. Yin is considered the darker half of the pendant, and is thought to only bring suffering, unlike its white counterpart. This made Yin question its own existence, before it decided to attempt reuniting with Yang once more. When it tries to reunite, Yin takes on the appearance of a black fish, with a singular orange eye gazing out in front of it. If the two do reunite, they together take on the form of a massive black and white dragon.

Yin's Qliphoth counter can decrease in two ways: either by achieving a bad work result on it, or by having its counterpart, Yang, be worn for 30 seconds or more. Once the counter hits zero, Yin will breach, and if Yang is in the facility, it will breach as well. When breaching, Yin turns into a black fish, emitting dark waves that deal Black damage to employees around it. If Yin and Yang meet, the two will unite and turn into a dragon, which flies across the entire facility (in a similar fashion to Express Train to Hell) and reverses the HP and SP percentages of anything in its path, while also depleting the Qliphoth counters of any Abnormalities on its way.


  • Animate Inanimate Object: It's a literal living Yin pendant that levitates off the ground.
  • Dark Is Not Evil: Despite spreading darkness to anything in its presence, its logs show that it only wants to reunite with Yang, only doing bad things by design. In fact, it seems very distressed about how employees feel about it, often questioning its own existence.
  • Fusion Dance: Allow Yin to reunite with Yang and they'll fuse together to summon a massive dragon to sweep past the facility and decimate everyone in its way.

    Yang 

Yang (O-07-103)

https://static.tvtropes.org/pmwiki/pub/images/yangportrait.png
The black carp swims towards the harmony and the white carp swims towards the chaos. What will happen when the two carps meet?
"However, the world has more than warmth and light."

The other half of a mystical pendant, and the counterpart to Yin. Yang is the white half, with a black dot being located at the center of its widest part. Yin is seen as the light half of the pendant, thought to only do good, unlike its black counterpart. However, Yang was never intended to exist alone, and is only one half of a delicate balance. When Yin tries to find Yang, Yang does the same for its counterpart, taking on the form of a white fish with small, beady blue eyes. If the two meet, they will combine to form a massive black and white dragon.

When an employee wears Yang, they will receive a large boost to their resistance to White damage, and have their SP healed in the meantime. However, wearing Yang for 30 seconds or more will decrease its counterpart, Yin's Qliphoth counter. If Yin then breaches, Yang will immediately follow, turning into a white fish. In this form, Yang is weak and only capable of doing minor amounts of White damage; however, should the two halves meet, they will unite and turn into a dragon, which flies across the entire facility and reverses the HP and SP percentages of anything in its path, while also depleting the Qliphoth counters of any Abnormalities on its way.


  • Animate Inanimate Object: Like Yin, Yang is a living pendant.
  • Fusion Dance: Allow Yin to reunite with Yang and they'll fuse together to summon a massive dragon to sweep past the facility and decimate everyone in its way.
  • Useless Useful Spell: The resistance to White damage is great, but it's pointless to use as using it for a meaningful amount of time will provoke Yin into breaking out and kill the agent using it.

    Clouded Monk 

Honored Monk / Clouded Monk (D-01-110)

https://static.tvtropes.org/pmwiki/pub/images/heroicmonkportrait.png
Clouded Monk is desperately holding the shattered pieces of a japamala in his hands.
"However, if enough sarira are found from you that everyone looks on in awe, your name will be sung for generations."
E.G.O: Amita

A Buddhist monk with an obscured face. A long time ago, the monk visited a town where they were cremating another beloved monk and a man warned him of a demon in that town. When the monk produced only a small amount of sarira (crystals formed in the ash), the townspeople (and monk) were confused, as he had been a generous man in his life. When the monk went to rest for the night, he was accosted by an old man, who directed him to the pagodas outside of town, saying that if he consumed the sarira of the monks there, he would become greater than Buddha himself. When he did so, he turned into a monster that terrorized the town and ate any sarira left out unattended. It's implied that the old man who tempted the monk is the demon that he has been warned about earlier on.

Clouded Monk's Qliphoth Counter will drop whenever 10 or more employees in the facility die, could drop with a Normal work result, and is guaranteed to drop with a Bad work result. The counter will be reduced to zero if Yang were to enter the hallway the Monk's containment unit is in. Once the counter hits zero, the Clouded Monk will turn into a monster and breach, dealing red damage to employees by clawing or charging at them. It will occasionally leap forward with its mouth open, instantly killing any employee it catches. It has the ability to steal E.G.O gifts from your employees by doing this too.


  • Body Horror: His breach form is of a naked, long-limbed and huge mouthed creature that crawls around the facility.
  • Eaten Alive: He can do this to your employees, which causes a One-Hit Kill.
  • Fan Disservice: Clouded Monk fully strips down when he breaches. However, he's potbellied, has a hunchback and he unhinges his jaw like a snake to eat your employees.
  • Full-Frontal Assault: He attacks Employees while completely naked.
  • Mooks Ate My Equipment: He's no mook by any means, but he has the ability to charge an attack that has him leap forward to try and swallow employees whole in a fit of greed. If they survive, then there's a good chance the Monk just ate their E.G.O equipment anyways.
  • Tragic Monster: It's implied that he's been tempted by a demon into consuming all the sarira and became a horrifying monster as a result.
  • Was Once a Man: That is, until he consumed some sarira in the hopes of becoming greater than Buddha himself.

    Il Pianto della Luna  

Il Pianto della Luna (D-01-105)

https://static.tvtropes.org/pmwiki/pub/images/lalunaportrait.png
"Music sets all free with no prejudice."
"Tales say that the moon bewitches man, yet in reality, it is the man that despairs at the moon."
E.G.O: Moonlight

An Abnormality that appears as a woman wearing a veil who is sitting near an old-fashioned piano. According to a newspaper article, the pianist was said to play the Sonata and when the third movement came around,the audience could barely stay in their seats. After some time, she left for the moon, leaving only her piano behind.

Instinct work on her will be replaced by the Special Work "Performance" where an employee will enter the containment unit and play the piano. Her Qliphoth counter has a slight chance of decreasing by 1 when a Normal work result is obtained, will decrease when a Bad work result is obtained, and will automatically drop to zero after three Performances. When the counter reaches zero, she will burst into flames and breach. When breaching, she will put on a mask and use her cane as a weapon dealing average Red Damage in her regular attack and high Black Damage in her special charge attack. If an Employee is performing during her breach, they will receive Black Damage every 3 seconds and cannot leave the containment unit until either the Performance is finished or the Abnormality is suppressed.


  • Bilingual Bonus: This Abnormality's name translates roughly translates to "The Cry of the Moon" in Italian.
  • Cool Mask: Dons one when breaching, a jagged and long bird-mask with plenty of plumage, flowers and accessories.
  • Classy Cane: She carries one with her.
  • Leitmotif: Beethoven's Moonlight Sonata. The 1st Movement will play during a Performance and the 3rd Movement when she's breaching.
  • Sudden Name Change: It used to be named in Spanish, but this was changed in a patch because the Moonlight Sonata is Italiannote  and having it named in the same language was more consistent.

    Backward Clock 

Backward Clock (D-09-104)

https://static.tvtropes.org/pmwiki/pub/images/backwardclockportrait.png
"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."
"Is your future totally grim? Have you hit absolute rock bottom, not a single way out in sight?"

An Abnormality resembling a clockwork machination, similar to an open container with 4 Nixie tubes attached to it, display 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.

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 — If the Employee is level 5, most types of breaching entities will return to their containment and all Ordeals will be killed instantly alongside the employee that activated it. If the Employee is level 4 or below, it will instead kill or panic every other Employee in the facility, and the same Employee will die upon interacting with it.


  • Shout-Out: Its design and function is a reference to Steins;Gate.
  • Time Travel: Its main function is to sacrifice a level V employee to revert facility wiping chaos completely by sending all Breaching entities to their containment, removing all Qliphoth Meltdowns and removing the Qliphoth Overloads from other WAW and ALEPHs.

ALEPH classed

These eldritch abominations are very high risk, high reward Abnormalities that can provide more than enough power for the facility on a successful research, but letting them get even an inch of a chance to escape could lead to dozens dead or missing, or even the complete destruction of the whole area.

    Apocalypse Bird 

Apocalypse Bird (O-02-63)

https://static.tvtropes.org/pmwiki/pub/images/helping.png
"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!” "
E.G.O: Twilight (E.G.O Gift: Through the Dark Twilight)

Long ago in the Black Forest, three self-appointed guardian birds named Big Bird, Long Bird and Small Bird made a vow to protect their home and its inhabitants from a prophecy that would damn the Forest into falling into chaos from a terrible monster that would appear. When they thought they couldn’t protect the whole forest as just three individual birds, they decided that one giant bird with all their powers combined would be their best bet at protecting everything they loved. The bird that was created was monstrous and horrifying, scaring away every living thing in the forest and leaving it all alone. In the end, the bird was the only thing left living there, and rumors spread of a monster that lived in the deepest and darkest parts of the Black Forest.

The Apocalypse Bird resembles a giant monster consisting of the Judgement Bird's head dangling upside down and its leg dragging frontwards into the ground, wings with Big Bird's eyes scattered all over it, and the Punishing Bird's mouth with teeth on its chest, below the Judgement Bird's head. Its main body appears to be those of the Judgment Bird, and the bandages on top of its head are gone, revealing a single, yellow eye.

Apocalypse Bird is an event that can show up if you have all three of the Black Forest birds together in your facility. If two of the birds breach, then the third one will automatically breach and a portal will appear in the facility. All three birds will ignore their surroundings and slowly make their way to this portal, and if it’s not closed by the employees in time and all three birds cross into it, then Apocalypse Bird will be summoned. This creature is invulnerable to all forms of damage and will periodically teleport between rooms to decimate employees, however it leaves three eggs scattered throughout the facility. Finding and destroying these eggs is the only way to neutralize the Apocalypse Bird and end its attack.


  • All Your Powers Combined: The Apocalypse Bird was made from Big Bird, Judgement Bird and Punishing Bird merging together to create something with all of their powers so that it could see for miles across the earth, judge any sin without fail, and devour any evildoers in one gulp.
  • Animalistic Abomination: It's ostensibly a bird, but it looks more like the three bird's body parts stitched together into an eldritch horror.
  • Battleship Raid: Defeating the Apocalypse Bird means you’ll have to locate and destroy the giant eggs themed after their respective birdnote , which in turn disables an attack that the bird is granting the monster.
  • Body Horror: It's a gigantic monster resembling an upside-down Judgment Bird with the Punishing Bird and Big Bird's body parts stitched onto it, and the bandages that would cover the Judgment Bird's head removed to reveal a skinless head.
  • Does This Remind You of Anything?: The story of the Black Forest mirrors the situation of the City itself, with the Head's Beholders being controlling ruler like Big Bird note , the Head itself being draconian judges like Judgement Bird note  and their Claws being brutal enforcers like Punishing Bird note .
  • The Dreaded: To the Corporation as a whole, who tried to hide the evidence of its existence to avoid panic among new workers. However, some veteran employees of Lobotomy Corp. clearly remember the horrors and destruction it caused the last time it showed up.
  • Eldritch Abomination: It looks less like a bird (despite its name) and more like the three birds' body parts stitched together into a giant, monstrous creature.
  • Eyes Do Not Belong There: Thanks to inheriting Big Bird's eyes, it has many staring eyes scattered on its giant wings.
  • Feathered Fiend: The combined forms of Big Bird, Punishing Bird and Judgement Bird, and very well deserving of it's ALEPH-class.
  • The Fourth Wall Will Not Protect You: As if the existence of this thing isn't terrifying enough, it's one of the very few Abnormalities to completely disable certain features on the user end. In this case, Judgement Bird's egg prevents the game from being paused or fast-forwarded as long as it remains alive. Just like WhiteNight, if you don't destroy the Judgement Bird's egg, it also prevents you from accessing the pause menu.
  • Infinity +1 Sword: Apocalypse's E.G.O. Weapon and Armor lose only to WhiteNight's as the most powerful in the game; the former deals all four damage types while the latter has an amazing 0.3 Red/White/Black and 0.5 Pale resistance. Wearing either item will also make Apocalypse Bird unable to appear, even if the three Black Forest birds breach together.
  • Mix-and-Match Critter: A monstrous creature made up from the Judgment Bird's body positioned in a way where it drags alongside the ground, the Punishing Bird's red mouth between the Judgment Bird's legs and wings filled with Big Bird's eyes. The creature's head is also Judgment Bird's, although unskinned and revealing an eye.
  • Monster Mash: As a result of the power outage caused by the Bird's invasion, many other Abnormalities are bound to escape, filling in the areas where Apocalypse Bird can’t reach to worsen the situation/impede progress on reaching the eggs.
  • Names to Run Away from Really Fast: A large, monstrous Abnormality named the "Apocalypse Bird" rampaging in the facility most definitely isn't a cakewalk to deal with.
  • Optional Boss: Summoning and then suppressing Apocalypse Bird isn't necessary to complete the game, as its codex entry doesn't count towards 100% Abnormality Dissolution. You do get a particularly powerful E.G.O. Weapon and Armor upon beating it, and all surviving agents receive an E.G.O. that gives a moderate boost to all of their stats, so there is still some incentive in taking it on.
  • Self-Fulfilling Prophecy: What the Birds didn't notice was their actions taken in helping the forest fulfilled the prophecy set upon it; their meddling caused much fighting and controversy among the forest creatures, and they never realized that they turned into the horrible monster destined to end the forest.
  • Tragic Monster: Big Bird, Judgement Bird, and Punishing Bird only wanted to make sure that the prophecy that was set upon the forest would never come true. It turns out that they were the ones who set it all into motion, leaving them alone with no one else for company in the abandoned forest.

    Nothing There 

Nothing There (O-06-20)

https://static.tvtropes.org/pmwiki/pub/images/shoddy.png
"And the many shells cried out one word, "Manager"."
E.G.O: Mimicry

A mass of meat and body parts fused together to form a three legged monster. Nobody knows where it came from or what its motives are, but it seems to be possibly composed of the bodies of the employees that died to it. It is capable of wearing the skin of its victims and doing an impression of them in an effort to trick the people around them.

Nothing There's unique ability will happen when an employee enters its room; if they begin to panic at the sight of it, there’s a good chance that they will be immediately consumed and Nothing There will disguise themselves as them. If another employee is sent to investigate and they panic as well, then Nothing There will also kill them and immediately break containment, appearing somewhere else as a disguised employee it killed. The game will pause and give you 10 seconds to find the disguised Nothing There and reveal them. Winning this game will put Nothing There back in containment, but failing to find it in time will make it reveal itself and begin its attack on the facility. After a while, it will enter a cocoon stage and a towering, humanoid monster that can form weapons with its shapeshifting arms will emerge from it after some more time. Once it gets to this form, it has no other gimmicks bar being extremely durable and capable of killing most employees in a few hits.


  • The Assimilator: Seems to be made up from the remains of its past victims, albeit rather haphazardly.
  • Become a Real Boy: From what little hints can be extracted from its behavior in its story and gameplay mechanics, Nothing There is trying to learn how to imitate and integrate itself into human society, with all the disastrous implications that entails.
  • Bishōnen Line: Downplayed. While it's not quite a human form, its last form does look more humanoid than its first, almost dog-like form and is one of the most resilient and hard-hitting abnormalities in the game. This also applies to its long-run evolution, as it becomes closer and closer to looking perfectly like a human as it learns to imitate them.
  • Dead Person Impersonation: Nothing There uses the skin of its last victim to try and trick others into dismissing it as an ordinary person. The disguises are not quite perfect though, as their skin will deteriorate after a while and it has trouble copying speech.
  • The Dreaded: In-Universe, it is considered one of the scariest and most horrifying of the Abnormalities, to the point where the staff of other branches of Lobotomy are made aware of its danger in case it breaks out of its current facility.
  • Expy: Of John Carpenter's The Thing. It begins as a dog-like abomination reminiscent of The Thing's initial appearance, and if it manages to kill one of your Agents, it will consume them and assume their identity as per the creature's modus operandi in the film. Finally, if allowed to rampage for too long, it molds itself into powerful and horrifying humanoid form to fight off everything.
  • The Ghost: It is notably the only Abnormality whose true form remains completely unknown. While something supposedly exists under the human bodies it "wears", it is still unknown what it is.
  • Healing Factor: Nothing There's humanoid form will passively regenerate its health if it hasn't been damaged for a while.
  • Hell Is That Noise:
    • Zoom in on Nothing There, and you'll hear some very deep and labored breathing.
    • Additionally, having an employee get their skin taken away by it will have it disguise itself as that person and start speaking random words it has heard in no particular order.
  • Humanoid Abomination: It temporarily becomes one when mimicking a dead employee. Its last form leans more towards the "abomination" end of the scale, looking more like a humanoid monster made of flesh and muscles.
  • It Can Think: It was originally considered to be a mostly primal monster, up until it was discovered to be practicing its impressions and disguises of the employees it killed in front of a mirror. It’s also capable of speech, but it doesn’t know how to actually form sentences beyond just repeating what it heard (such as ‘Manager!’).
  • Mighty Glacier: Its second form is very slow, but in exchange it's immune to RED attacks, is extremely durable in general, and has one of the highest damage outputs of the game.
  • No-Sell: Its cocoon and humanoid forms are both completely immune to RED damage.
  • Nothing Is Scarier: It's in the name. The only part of Nothing There we see are the corpses it wears. The player is never shown what the entity actually is and the characters in-universe do not appear to know either.
  • One-Winged Angel: Leaving its base form alone for too long will cause it to take a more humanoid form. While it is slower, it is much, much stronger and dangerous than its first form. The artbook implies the existence of an even greater, further form.
  • Pre-Mortem One-Liner: All it has to say before it delivers a body tearing swipe to someone?
    "Goodbye."
  • Shout-Out: The EGO weapon you can get from it bears a striking resemblance to Soul Edge.
  • Voice of the Legion: While breaching, Nothing There will constantly be "talking" through multiple voices overlaying each other, either screaming in fear or rambling constantly about nonsensical jargon, all the while a man takes deep breaths of exhaustion.
    "You have received a voicemail."

    Blue Star 

Blue Star (O-03-93)

https://static.tvtropes.org/pmwiki/pub/images/blue_star2.png
"Let us meet again as stars."
E.G.O: Sound of a Star

A blue, glowing heart of energy with the limbs (particularly legs) of its followers protruding from it. Its background is a mystery, all that’s known is that people who come close this Star will believe that it’s their savior that has come to bring everyone back 'home', and become drawn into throwing themselves into it.

The Blue Star has stubborn requirements for handling it in containment as only employees with at least Level 3 Temperance and Level 4 Prudence can hope to be near it. Weak minded employees who do not meet these requirements will immediately be drawn into its center for absorption when they are assigned to work on it, or if they meet it when it escapes. Employees who spend more than 60 seconds exposed to the Blue Star will also be absorbed into it. If it breaches, it will manifest itself into another room and begin radiating its influence, dealing White Damage to everyone in the facility over time. Employees who go insane from the sanity draining pulses will automatically be pulled from wherever they are, no matter how many walls and rooms are in the way, and be sucked into the Star.


  • The Assimilator: While it's not known what exactly happens to a victim who is absorbed by the Star, it can be reasonable to infer that those giant gray legs protruding from its core once belonged to a person.
  • Area of Effect: Its sole method of direct attack is it positioning itself in the main room of its department and release pulses of White Damage to hit everyone in the affected area until it's killed.
  • Background Music Override: Allow the Blue Star to escape, and the music will fade away, leaving nothing but the windy ambiance of the Star's consuming void as the only background noise to be heard.
  • Body of Bodies: Body of legs, to be exact.
  • Cult: The Lobotomy Corporation had to suppress a cult that was forming in its ranks thanks to the being's mind control affecting everyone. Their belief is that the Blue Star has come to deliver them all from the despair that this dimension has to offer, so that they may all meet again as stars wherever it takes them.
  • Eldritch Abomination: Completeley alien even among Abnormalities, whatever it's trying to do is a mystery, save for people who are exposed to its influenced for too long becoming convinced that it's their savior, with all the legs protuding from the heart implying a bizarre Fate Worse than Death inside.
  • From Bad to Worse: Due to being capable of causing massive amounts of employee deaths in an instant, Blue Star will cause Abnormalities that react to employee deaths to breach. Downplayed in the case of the Mountain of Smiling Bodies, however, that it doesn't leave any corpses if it kills employees, leaving a relatively easy to suppress Abnormality wandering aimlessly around the hallways.
  • Mind Control: Weak minded employees are vulnerable to being influenced by the Blue Star, which typically leads to them being sucked into the Star as their eyes turn blue and they reach out towards their alleged savior.
  • Power Floats: Hovers in place constantly when breaching, only ever touching the ground when it’s defeated/using its legs to stand idle in its containment.
  • The Spook: Of all the ALEPHs, Blue Star remains the most mysterious abnormality in nearly everything involving it. Its background is a mystery unlike the Mountain of Smiling Bodies, its motives remains unknown unlike the WhiteNight and Melting Love, and even the ultimate fate of whoever gets absorbed into it is best left to educated guesses, unlike just about any other Abnormality.
  • Stone Wall: The Blue Star will not move from where it initially manifested itself, but it sports a massive amount of HP and can wipe employees out by the dozens with a few bursts of its Area of Effect attack.
  • Total Party Wipe: Of all ALEPH's it's the second most-likely, next to the apocalyptically powerful WhiteNight, to swiftly exterminate entire departments not properly equipped with the EGO to withstand its attacks if allowed to breach containment, to say nothing of all the Clerks in the facility who stand no chance for more than a single burst of damage.
  • Unrealistic Black Hole: A living black hole to be exact, it's shaped like a heart and is content with consuming anyone who willingly sucumb to its force. Fittingly enough, victims are stretched out when they're being pulled into its core and nothing but wind and void can be heard when it breaches containment.
  • Wingding Eyes: Victims driven mad by its attacks will sport glowing blue eyes with black hearts as they throw themselves into the Blue Star.

    The Mountain of Smiling Bodies 

The Mountain of Smiling Bodies (T-01-75)

https://static.tvtropes.org/pmwiki/pub/images/saadmaan.png
"The smiling faces are unfamiliar yet sorrowful."
E.G.O: Smile

A black ball of teeth, bones, and corpses that uses whatever living thing it finds to add to itself. Some time ago in Lobotomy Corp., there was a deadly containment breach that left dozens of employees dead. No one volunteered to go and collect the bodies and clean the destruction that was left behind out of trauma, so it was agreed upon that they would lock that section of the facility off for a time. Unbeknownst to everyone else, the bodies began to rot and fuse to each other by the will of an escaped Abnormality, molding together a beast that thinks of nothing but eating and expanding itself.

The Mountain of Bodies is an opportunistic Abnormality. If an employee is missing HP when assigned to it, or if they die in its containment, then it will attempt a breach. It will also automatically breach if 10 employees die in a single day. Once free, the Abnormality starts out weak, bearing no tricks other than to shamble around the facility to bite at employees for some damage, but has subpar stats when compared to other ALEPHs. However, corpses that are in its way get absorbed into the mass, and the more bodies that get absorbed, the more moves it will unlock and the stronger it becomes.


  • The Assimilator: It will automatically collect dead bodies for its own use, healing itself and getting closer to reaching its next phase.
  • Attack! Attack! Attack!: Unlike other ALEPHs, Mountain of Smiling Bodies is a lot more conventional in its attack method, using little more than brute force towards employees. The main threat comes from its attacks being extremely powerful, especially when it gets all 3 sets of bodies.
  • Body of Bodies: And they are all smiling over the chance of getting to feed and expand themselves.
  • Cowardly Boss: If it detects the scent of a corpse nearby, it'll up and abandon whatever it was doing, like fighting Agents, to instead run away and feed on the body. Unfortunately, that means it will probably come back either healed or even stronger than before.
  • The Dividual: When it upgrades itself using the dead bodies it finds, it'll grow extra versions of itself on its sides that give it new powers. They're identical to the main body, but cannot split off. Also, the heads scattered on its body are all thinking entities on their own.
  • Expy: Arakune has fallen on hard times.
  • Fluffy the Terrible: Its name in the game files is 'DangoCreature'.
  • From Bad to Worse:
    • Like Big Bird, it will instantly break out if 10 employees have died in a single day. Ten employees dying is already a sign of something having gone very wrong, but an ALEPH-classed Abnormality breaking free and taking advantage of the deaths to snowball itself to outright uncontrollable levels is the icing on the cake.
    • This is how the Abnormality itself plays out as well. If it first breaks out, it isn't any different from any other mid-game Abnormality, but for every three employees it manages to consume (either via eating the corpse or attacking the employee while still alive), it will grow an extra part, making it harder to kill. It can grow up to two extra parts. A three-part Mountain will kill most agents instantly with its acid spit attack and is nearly impossible to suppress without massive casualties.
  • Heal Thyself: Any corpses it walks over will heal it for a certain amount of HP. Anyone wearing its E.G.O suit will also gain this ability.
  • Heroic Sacrifice: The person responsible for bringing this monster to heel was a lowly employee who rigged both himself and the quarantined section of the facility to explode.
  • Ironic Name: Despite being called the "Mountain of Smiling Bodies", none of the corpses that comprise it are smiling, and the creature itself is seemingly always angry.
  • Magikarp Power: It initially begins as an incredibly aggressive and persistent enemy who's not especially dangerous to a well-armed Agent, but will likely try to rush down already-present corpses to consume and heal itself. If allowed to eat enough, it'll develop a higher amount of HP and gain horribly strong attacks with long reach, and live up to its ALEPH ranking,
  • Super-Scream: Its second phase will cause it to grow an additional copy of itself that will raise itself in the air to shriek loudly, dealing a burst of Black damage to those in the same room.
  • Was Once a Man: All of the bodies that form the mountain used to be corpses of dead employees.
  • Zombie Puke Attack: Its third phase has it grow an additional copy of itself capable of vomiting a highly damaging and slowing slurry of corrosive bile, dealing massive Black damage to those in front of it.

    CENSORED 

CENSORED (O-03-89)

https://static.tvtropes.org/pmwiki/pub/images/censored.png

"If a flaw in the system disables the censors covering the Abnormality, we will once again have to sincerely consider how to dispose of the manager."
E.G.O: CENSORED

Its appearance is unknown to the Manager as all records of CENSORED's name, appearance and audio have been censored in the security cameras to avoid them being driven mad. The mere sight and sound of CENSORED is enough to drive most people insane, and even the select few who have a chance of withstanding its mental assault risk being overtaken by it.

CENSORED will only ever accept Level 5 employees working on it; anything less than that will instantly cause the employee to panic. If an employee panics at the sight of CENSORED, it will come closer to escaping. The Repression action has been replaced by a Sacrifice option, which will force one random employee in the building to be sacrificed and fed to CENSORED to sate it, which in turn keeps it further away from escaping. If CENSORED escapes, it will patrol around the facility, and any employee who encounters CENSORED will be CENSORED as they’re eviscerated. Any employee who witnesses this attack will take heavy White damage as long as they’re in the same room CENSORED is shredding its victim in. From the remains of its victims, another smaller version of CENSORED will spawn to support the original CENSORED.


  • Alien Geometries: Going by the outline and often contorted way which CENSORED's "arms" operate on (with it outright shifting into a box-like form to messily explode and devour the poor sap who's finished off by it), it's likely a walking oxymoron taking impossible geometries and shapes just by existing.
  • Brown Note: Its very appearance is dangerous to the sanity of anyone who sees it.
  • Censor Box: Appears to the player as a bunch of these, for your mental safety.
  • Creepily Long Arms: The only thing that's apparent about CENSORED, just by the general position of the censor boxes, is that its limbs and very long and spindly.
  • Eldritch Abomination: Even by the standards of ALEPH-class abnormalities, CENSORED is among the straightest examples in the game.
  • Face Full of Alien Wing-Wong: One of the few known details about CENSORED is that it will attempt to breed with employees, fatally, although the mechanics of this and exactly what results from this reproduction is just as unknown as almost everything else about the Abnormality.
  • The Fourth Wall Will Not Protect You: Albeit one that isn't as extensive as WhiteNight, Silent Orchestra, Binah or Apocalypse Bird's effects, but the reason why it's completely, well, censored? That's because you, the player, would go insane just looking at it. It's also heavily implied it's the reason why half of the past Managers had to be terminated from their position, as even with the cognitive filter raised to its maximum setting (to the point that employees and abnormalities are reduced to being perceived as simple shapes), it's still that damaging to your psyche.
  • Heal Thyself: Any corpses it encounters will be used to heal CENSORED.
  • Human Sacrifice: As per the Lottery of Doom, this is used to restore CENSORED's Qliphoth Counter by one point to prevent it from breaking out. The unlucky schmuck is then torn apart in a censored display of Ludicrous Gibs.
  • Lottery of Doom: Just like the Nameless Fetus, from the get-go, a random employee can be chosen to get sacrificed to CENSORED in order to keep it from breaking out. Thankfully, unlike the Fetus it's not forced and if its Qliphoth Counter depletes you just have to deal with a single, slow acting breaching entity (assuming you remove all the clerks next to it).
  • Ludicrous Gibs: The only clue to what's happening to CENSORED's victims is the organs and limbs that get thrown out when it's attacking someone.
  • Nothing Is Scarier: We haven’t got a clue as to what happens to its victims, what CENSORED looks like or even what its name is. Even the audio of its attacks is censored!
  • Mind Rape: Its specialty is to deal insane (pun not intended) amounts of Sanity Damage when anyone tries to interact with it (either by work or suppression). Level 4 or below employees will instantly panic and stand no chance against it, and in new versions of the game, even Agents who meet meet the necessity of being level 5 will automatically have their mental health bar decrease by 60% the moment they see CENSORED, inflicting them with the Horrified panic state no matter how tough they are. Combined with several of its minions, and any Agent will panic instantly.
  • Shout-Out: Their entire nature is a deliberate reference to the SCP Foundation, particularly the famous tendency to often, well, censor more of the article than it tells. This may actually be a stealth Take That!, given CENSORED takes its nature as The Spook to a logical extreme.
  • Sound-Effect Bleep: Not a swear this time, however; CENSORED's censorship even extends to censoring the sounds that its attack makes, the only hint that sneaks out before being covered is a snippet of the target screaming while being executed by CENSORED.
  • The Spook: Exaggerated. We know effectively nothing about just what CENSORED is, what it looks like, what it's true name even is, or even where it came from. This is due to the maddening effect it has just looking upon it, as it'd effect even the Manager themselves.
  • Take That!: Possibly mixed with Stealth Insult, no less. Given the game's biggest inspiration, CENSORED is likely a back-handed dig at SCP articles that redact, expunge or flat-out censor more than they actually tell.
  • The Unreveal: Exaggerated. We know nothing of what CENSORED is; not its name, not its true appearance, not its backstory, not anything, because the entire Abnormality is one giant cognitohazard just waiting to happen.
  • You Cannot Grasp the True Form: Its true form is unclear, because it's said that looking at it is enough to drive most people into palpable panic. It's gotten to the point where the manager's cameras must have the creature censored at all times, just to avoid their mind falling apart at the sight of it.

    The Silent Orchestra 

The Silent Orchestra (T-01-31)

https://static.tvtropes.org/pmwiki/pub/images/silent_8.jpg
"From break and ruin, the most beautiful performance begins."
E.G.O: Da Capo

A white mannequin who acts as the conductor for the entire orchestra it leads. The thing it strives for the most is an audience to listen to its incomprehensible music, but people who get drawn into becoming its listeners get driven violently insane, attacking anything they see.

The Silent Orchestra may breach if a bad or good work result is achieved, causing it to pull a massive curtain over the player's screen while it vanishes from its room to reappear in the main department room of where it's held. After positioning itself, it will begin its concert, conducting a 4-part song with its ensemble. Each part of the song will give the Silent Orchestra a new weakness and set of immunities to damage types. Allowing it to continue its song up to the finale will end with it playing a note that will burst the heads of everyone and anyone in the facility who is under their max mental HP, drain all of the energy accumulated during the day, and will bring the Silent Orchestra back to its containment.


  • Barrier Change Boss: Each part of the performance will grant the Silent Orchestra a new set of weaknesses and immunities. Part 1 makes it vulnerable to Pale damage, part 2 makes its vulnerable to Black damage, part 3 makes it vulnerable to White damage, and part 4 makes it vulnerable to Red damage. Transitioning to the Finale makes it immune to all forms of damage.
  • Brown Note: The music it plays in its entirety, with effects such as driving people murderously insane, blowing the heads of listeners open, and robbing the Manager of all their energy for the day.
  • Do Well, But Not Perfect: Pleasing it with good work results will encourage it into putting on a performance, and angering it with bad results will do the exact same thing. Thus, only neutral results can keep it from cutting a swath through the workforce.
  • Eyeless Face: Neither the Conductor nor the singers that accompany him have any eyes to speak of.
  • The Fourth Wall Will Not Protect You: The Silent Orchestra is yet another one of those very few abnormalities who will disable user-end features. When it's breaching, it will block part of the screen (including your menu buttons) with its curtain. It will also disable the volume options, ensuring you get to listen to its performance.
  • Hate Plague: In the Legacy version, the Silent Orchestra's Op. 3 will result in your Agents fighting each other, often to disastrous results. This is thankfully removed in current versions, although its flavor text still mentions it.
  • Sensory Abuse: In the middle of its performance (particularly Movement 3), the Silent Orchestra will begin emitting a very loud and piercing beeping noise. Due to the aforementioned inability to lower the volume ingame when it's performing, you'll be forced to endure it.
  • Your Head Asplode: All listeners (everyone in range) will have their heads blown up if they're below 50% max mental HP once the performance completes its finale.

    Melting Love 

Melting Love (D-03-109)

https://static.tvtropes.org/pmwiki/pub/images/slimed.png
"...and my dear employees, I do hope you all put on the gas masks we distributed to you before we enter."
E.G.O: Adoration

A woman, comprised of pink slime, who takes a more monstrous and hostile form when breaching. It subconsciously caused employees to become attached to it in the past, which led to them taking its slime out of containment... to disastrous results.

Melting Love's ability will trigger when an employee performs any work on her, aside from Repression. (Although performing Repression on her is asking for her to breach.) The employee will gain a heart icon above their head and slowly be healed; however, this slime is contagious, and every 10 seconds they will release a burst of slime that have a 25% chance to infect workers with pink slime. Employees who are not the original target will slowly grow more and more pink slime on their bodies until they are dissolved and turned into HE classed minions of Melting Love. If half of the department is turned into slime minions, then Melting Love will breach and convert the bearer of its heart into a larger, WAW classed minion to support it. Employees who are killed by Melting Love will also turn into HE classed minions. Her Qliphoth counter will reach 0 if the blessed worker dies, if the blessed worker performs Repression on them, and if a Neutral/Bad work result is achieved.


  • Bitch in Sheep's Clothing: It might look like a cute slime girl, but it can easily wipe out whole facilities without even trying.
  • Blob Monster: It's an amorphous pink mass of slime, though it often disguises itself in a more humanoid form.
  • Cute Monster Girl: What Melting Love initially looks like while in containment, which seems to be invoked: it wants affection shown to it by employees working on it by taking on a visually attractive body, which is why Repression won't activate her ability at first and will often make her go mad.
  • Disaster Dominoes: Its specialty, as the slime that can infect employees is bound to spread between victims very easily if not properly handled. Victims will eventually die and become blob minions for her. Often, your sole warning that you've mismanaged Melting Love and that a department is about to crumble into chaos is when most, if not all clerks and agents are found with a chunk of pink slime attached to them. At which point, it'd be wise to either gear up for a fight, execute all infected staff, or swiftly retry the day.
  • No-Sell: While breaching, Melting Love is not only completely immune to Red damage, but will heal from it.
  • Patient Zero: The blessed employee that holds her heart can and will likely spread the condition to everyone around them should you allow them to roam freely. Thankfully they will not be converted to a slime monster unless Melting Love escapes, so quarantining them for their own safety is viable should you wish to save both the department and the worker. The best possible room to contain the employee is usually the elevator room, where no one is bound to stick inside for anymore than a second unless ordered to.
  • Roaring Rampage of Revenge: If the first employee she infected dies, she will breach and do extra damage when attacking.
  • Schmuck Bait: Working on her with anything but Repression will result in her granting the Employee who entered its room a nice SP recovery bonus and increased work success rate... in addition to infecting the employee, who will slowly spread the infection to anyone they walk past. Leave any other employee in the same hallway as the employee working with her or move them around the facility, and it will become a literal facility-wiping disaster waiting to happen.
  • Slime Girl: Sports a cute and innocuous form before shifting to a giant, hunchbacked and dissolved-skeleton-filled form when angered.
  • Weak, but Skilled: Melting Love itself isn't any more dangerous than a typical WAW abnormality when she breaches; she doesn't hit that hard, nor is it especially tough. The problem comes from the fact that simply working on it with anything bar the work type it hates will potentially result in a catastrophic infection.

    WhiteNight 

WhiteNight (T-03-46)

https://static.tvtropes.org/pmwiki/pub/images/white_3.png
"Rise, my servants. Rise and serve me."
E.G.O: Paradise Lost

An angelic, godly being, whose body is said to resemble an underdeveloped embryo. It has five pairs of white wings, large red eyes, a halo floating above its head and a golden collar with the number "666" engraved on it. The second form of Plague Doctor should you allow it to perform 12 baptisms.

When WhiteNight's Qliphoth counter hits zero, which decreases when it is not worked on for a certain amount of time or when a bad work result is achieved, WhiteNight will breach. It will teleport to the department's main room and remain there, while its minions, the Apostles, wreak havoc in the rest of the department. WhiteNight itself will occasionally create a red ring around itself which expands outwards, dealing Pale damage to employees and reviving fallen Apostles in the process. There are two ways to suppress WhiteNight: either defeating it outright, or having the final Apostle, who appears different from the rest, confess to One Sin and Hundreds of Good Deeds.


  • Affably Evil: While this is unambiguously a very dangerous abnormality to even let loose, if you interact with it, its dialogue consists of surprisingly friendly banter (just like its previous form), complete with a similar, but stronger recovery effect if you treat it well.
  • Ambiguously Evil: It's not really clear if WhiteNight is outright malevolent or simply prescribes to Blue-and-Orange Morality, despite being an obviously dangerous facility-wiping abomination.
  • Angelic Abomination: Shaped like a seraphim, and is monstrously powerful and very dangerous.
  • The Antichrist: Its motif, complete with a collar that has "666" on its neck. Just like the actual Antichrist, it also spreads misleading and false prophecies/miracles that lead to destruction.
  • Capital Letters Are Magic: When it's referred to as anything other than 'it', it's as 'He'. WhiteNight is the only Abnmormality to have this.
  • Dark Messiah: It's a God-like Abnormality trying to bring salvation to the facility, but the "salvation" sums up as turning all the employees it "saved" into monstrous apostles and killing every employee in it with them.
  • The Dreaded:
    • Noticeably Subverted. While WhiteNight is the single most dangerous and complex Abnormality you can receive in this game, unlike other dangerous Abnormalities such as Apocalypse Bird, Melting Love and CENSORED, there's absolutely no survivor records, horror stories, or etc. coming from your fellow employees; one might think that the appearance of an Angelic Abomination turning employees into bony, demonic creatures that go around and kill everything they see should ring red alarms amongst the employees who saw it happen, but it really doesn't seem to. In fact, with its Plague Doctor form included, your employees inversely welcome its existence in the facility. It's implied that WhiteNight does manipulate your employees to outright ignore it as a threat and consider it as a source of salvation instead, however.
    • Played straight in the sense that it triggers a Rapture-like event which transforms 12 of your employees into Apostles (only 1 being a heretic, mirroring Judas of Iscariot), bloody thirsty demons out to slaughter everyone in their path, and that your weaker employees get the unique "Reverence" Fear Level upon encountering it, panicking them instantly. It makes sense for the employees to not know any horror stories, as the true horror is most likely the end of days that the WhiteNight triggers.
  • Dueling Messiahs: Presumably had this type of rivalry with One Sin and Hundreds of Good Deeds, referencing the real Jesus Christ and the Antichrist. Both entities initially appear as completely harmless ZAYINs, but One Sin genuinely benefits the facility and is content to remain humble, while WhiteNight only pretends itself to be harmless and will bringing forth the end of days (or at least your facility) when it's ready — in fact, when WhiteNight breaches, you may kill it by deploying the 12th Apostle to confess to One Sin. You will be in a Pyrrhic Victory anyway but at least you can retry the day without anyone actually dying and all your Apostle employees intact.
  • Expy:
    • Of Paradise Lost's Lucifer or The Antichrist. The origin of the former serves as the namesake for its E.G.O. and portrays Lucifer as a sympathetic Anti-Villain, and the latter is known as a malevolent being who spreads (purposefully) false and/or misleading miracles and prophecies that lead to destruction, something that matches what it does in-game.
    • In another way, it is one of Carmen. It especially stands out in the flavor text of its E.G.O. equipment, which can easily be interpreted as the infamous events that led to her suicide attempt.
  • Fetus Terrible: Its encyclopedia notes that this Abnormality, a being powerful enough to replicate an apocalypse of biblical proportions, resembles a fetus of kind. Take that for what you will.
  • The Fourth Wall Will Not Protect You:
    • While some other ALEPH abnormalities do disable certain user end features, such as pausing the game, WhiteNight takes this to logical extremes. When this thing starts breaching, you can't pause, modify the speed of the game or open any manuals from other abnormalities. In fact, if WhiteNight is breaching you can't even open the main menu! If you attempt to perform any of these actions it will directly refer to the player trying to interrupt it. In other words, if you are not prepared for it breaching, have fun seeing this thing tear through your whole facility. For an abomination who thinks that it is really God, it's doing a more than great job at it.
    (Attempting to open the pause menu): Do not fear, for I am with thee. Thou shalt not leave until I permit thee.
    (On trying to stop or fast-forward game time): Do not trust time. I shall guide thee.
    (Trying to open the game manual): Do not deny me. Why dost thou doubt me when I am in front of thine eyes?
    • If you have a Plague Doctor that transformed into WhiteNight at any moment during the game, WhiteNight will permanently take the place of Plague Doctor in the rest of your playthrough, even during subsequent 50-day loops. The only way to actually get around this is to perform a hard reset or modify the save file.
  • Flunky Boss: Most other Abnormalities use minions to support themselves, but WhiteNight's main threat almost exclusively comes from the Apostles that'll terrorize the building. While its sole attack doesn't hit that hard, it'll also revive and heal the Apostles regularly, meaning wiping them out to then focus on WhiteNight unimpended will not be an option.
  • From Bad to Worse: Due to it killing 12 employees as soon as it breaches, on top of being an ALEPH-tier Abnormality by itself, WhiteNight triggers the Second Warning at minimum and will usually trigger the Third Warning upon breaching. This means dangerous Abnormalities in the same facility that respond to large amounts of employee deaths such as the Mountain of Smiling Bodies and Big Bird will break out and cause facility-wide chaos as well.
  • Go Mad from the Revelation: If any level 3 or lower Employee meets WhiteNight, they will enter a special panic state known as "Reverence", where they will proclaim that WhiteNight is God and there is nothing they could had been done against such an almighty being in extreme levels of horror.
  • God Is Evil: A winged God that brings forth salvation by having His 12 Apostles tear and destroy your whole facility.
  • Infinity +1 Sword:
    • Defeating WhiteNight the hard, grueling way (as in not sending someone to confess to One Sin) will unlock you the E.G.O weapon named Paradise Lost, a staff made of bone made in the likeness of WhiteNight itself; it sports maximum range, a great fire rate and a high amount of Pale damage, and while it makes the user unable to heal in main rooms, it makes them heal from inflicting damage to opponents instead, making its user capable of taking on nearly any target in the game. If you also have WhiteNight itself in the facility, it will also erect a shield that protects you from any attack during a special attack move, although the drawback of this can be heavy (as described below).
    • His E.G.O. Armor (which can be bought like any other armor) is the most powerful in the game, sporting an incredible 0.2 damage taken from all types, with the caveat that this effect only works if WhiteNight is currently present in the facility; wearing it while it isn't there will decrease the defense to a "mere" 0.5 Red/White/Black and 0.3 Pale resistance, which while still formidable, is inferior to the E.G.O. Armor of some other ALEPHs like Apocalypse Bird. It's up to your choice if you want better abilities on your E.G.O. equipment under the price of keeping an unstable and deadly Abnormality with no leeway for error.
  • Leitmotif:
    • Rapture plays when it is about to breach.
    • The Third Warning Theme will instantly play when WhiteNight breaches, when said theme would normally play when nearly all of the employees in your facility are dead, which makes it clear that WhiteNight is bad news and will destroy your whole run.
    • If you zoom the screen to WhiteNight itself, you will hear a tune of church bells chiming.
  • Light Is Not Good: A white, God-like Abnormality, who happens to be the most powerful and dangerous of them all.
  • No Fair Cheating: Confessing to One Sin to quickly avert WhiteNight's breach does not count towards missions that require suppressing Abnormalities. It also doesn't grant you its E.G.O. Weapon.
  • No-Sell: Similar to Melting Love above, WhiteNight is not only immune to White damage, but heals from it. In fact it heals twice as much with White damage than Melting Love does with Red damage.
  • Number of the Beast: Engraved on its golden collar is 666, clashing with its angelic motif.
  • One-Winged Angel: Fittingly enough for its appearance, it is this to Plague Doctor. Strangely for this example, it stays in this form even after it has been successfully suppressed.
  • Red Eyes, Take Warning: Its blood-red eyes tip off the notion that this God isn't a nice one.
  • Stone Wall: WhiteNight itself is largely relegated to making sure the Apostles will wreck the facility. It has tremendous amounts of health, has no weaknesses, resists every element that it doesn't Absorb and outright prevents meddling with interface functions, but its sole attack, which revives all fallen Apostles, doesn't hit that hard on its own, to compensate for having to deal with the Apostles again.
  • Time Bomb: Make sure you take care of it every once a while, or else it will unleash bloody hell on your facility. Failure to manage this Abnormality before the four and a half minute window where the Qliphoth Counter depletes, especially in an already difficult level, will most likely result in an instant game over.
  • Total Party Wipe: While its facility-wide attack is not as visibly destructive as the Blue Star, it still hits very hard and has the potential to wipe out Clerks and weaker employees in an instant. What actually defines this, however, is the Apostles it manifests, who have extraordinarily lethal attacks complete with high reach and are scattered all over the facility, making sure that most employees in the facility will die.
  • Voice of the Legion: Implied to have this.
    While communication is possible, it doesn't occur in a normal way. Every word He utters echoes throughout the entire Containment Unit.
  • White and Red and Eerie All Over: WhiteNight and its Apostles have a predominantly white-and-red color motif, and they are among one of the most destructive Abnormalities to ever breach the facility.

Apostles

https://static.tvtropes.org/pmwiki/pub/images/apostles_profile_image.png
“Follow my teachings as I told thee. Thou wilt abandon flesh and be born again.”
The 12 Apostles are former Employees blessed by the Plague Doctor, transformed into tall, lanky and demonic-looking creatures spreading WhiteNight's gospel, killing everything that gets into their way.

When WhiteNight breaches or the Plague Doctor blessed his 12th employee, all 12 employees who had been blessed by the Doctor will transform into the Apostles. If the employees are not present, then random employees will be replaced by Apostles. 11 will manifest as hostile entities, whose attack element is based on their placement on WhiteNight's clock. Most Apostles wander around the facility looking for targets, but the first and 11th Apostles will be wandering in WhiteNight's room defending it. All of these Apostles deal extreme amounts of Health and/or Sanity damage and will usually kill or Panic most employees standing in their way in a single hit. They can be defeated, although WhiteNight's attack will fully recover them.

The 12th Apostle is deemed a Heretic, can be controlled like other Employees, and is completely invincible, but can only work on One Sin in order to kill WhiteNight instantly. This does not give you its weapon, and should only be used in a pinch. If WhiteNight dies, all Apostles will die, but regain movement upon the second time it breaches.


  • Deadly Euphemism: WhiteNight's flavor text mentions that its Apostles will be redeeming every employee in the facility. The Apostles are "redeeming" your employees by slicing them into pieces.
  • Deadly Lunge: The Spear Apostles attack by quickly charging from one side of the room to the other, dealing extreme amounts of BLACK Damage on anything in their path.
  • Expy: Of the Twelve Apostles of Jesus Christ from the Bible. The first eleven Apostles represent the ones who follow Jesus to the end, while the twelveth is based on Judas Iscariot, the traitor who sold Jesus Christ to his execution. The latter, in particular, is played heroically here since deploying them to confess to One Sin is the only way to instantly end WhiteNight's rampage and allow you to retry the day.
  • Finishing Move: A execution-style attack, where the Apostle will hoist a hapless employee by the hair while they're panicking and swiftly behead them with their weapon.
  • Heroic Sacrifice: The 12th Apostle's only purpose is to confess to One Sin in order to put an instant end to the facility-wiping Chaos WhiteNight induces.
  • Magic Staff: The Staff Apostles use this, in addition to having long range WHITE attacks.
  • Mighty Glacier: The Apostles move very slowly on screen and their attacks have high wind-up times, but their attacks are so absurdly powerful, that one hit can kill or panic most employees.
  • One-Hit Kill: The Scythe and Guardian Apostles might sometimes possess employees and behead them instantly.
  • Resurrective Immortality: Killing the Apostles will temporarily disable them, but WhiteNight's attack will recover them back to full health.
  • Scary Skeleton: The 11 hostile Apostles are all tall, skeletal and demonic monstrosities whose goal is to bring forth WhiteNights "salvation" by murdering everything that gets in their way.
  • Sinister Minister: They are Apostles delivering redemption to the whole facility for WhiteNight, but them "redeeming" it sums up as them slaughtering everything in their path.
  • Sinister Scythe: Both the wandering Scythe Apostles and the Guardian Apostles in WhiteNight's room equip a large scythe. The difference is that the Scythe Apostles deal massive amounts of normal RED Damage, while the Guardian Apostles do close to the same amount of PALE Damage, which basically translates to near instant death to anything hit by one for 99% of the time.
  • Was Once a Man: Manifested from the employees who were charmed by Plague Doctor, they're now the loyal servants of WhiteNight.

Removed Abnormalities

Abnormalities that were in a previous version of the game, but have since been removed.

    Price of Silence 

Price of Silence (O-05-65-H)

https://static.tvtropes.org/pmwiki/pub/images/priceofsilenceportraitlegacy.png
"Silence is no longer just bringing peace."
E.G.O: Dead Silence

An Abnormality that appeared as a green clock, set on a black, scythe-shaped post.

Its ability would activate whenever Price of Silence was in a bad mood. Whenever the game was paused during this time, a random employee would get killed after unpausing it, moving the clock forwards and slightly increasing Price of Silence's mood. After twelve times, the thirteenth time this ability activated would instead randomly kill thirteen employees off, one by one. The effect will persist for the rest of the playthrough as long as it has not activated its final payload.

Though Price of Silence has been removed from the game, Hokma's Meltdown form bears a strong resemblance to this Abnormality, both in ability and appearance. Price of Silence itself also continues to exist in the game's lore, making a reappearance in Library of Ruina as a boss.


  • Non-Indicative Difficulty: Heavily exaggerated. This is defintely not a HE Abnormality in terms of complexity and destructive power — unlike most Abnormalities of the same rank, Price of Silence has the ability to wipe out whole facilities and directly tamper with in-game functions to do so, something that only ALEPHs are supposed to have. It also remembers its bad mood for the rest of the playthrough until it activates its ability 13 times.
  • Playing Card Motifs: It's associated with the Major Arcana, more specifically the 13th trump (Death). This plays into the fact that it will claim peoples' lives once time has stopped until the thirteenth toll is reached. In fact, it outright resembles a scythe associated with Death (someone the thing itself implies to exist).
  • The Fourth Wall Will Not Protect You: Its ability back in the Legacy version of the game would punish the player for pausing while the Price of Silence was in a bad mood.
  • Time Master: It's able to control and document the time flows in the facility, and it will kill an employee for every time you pause the game.

    Hammer of Light 

Hammer of Light (O-05-48-Z)

https://static.tvtropes.org/pmwiki/pub/images/hammeroflightportrait.png
"Hammer of light waits for the day to be free from these chains."
"Hammer of Light is such a simple abnormality. It takes as much it gave to you. What price did you pay to it?"

A large, white hammer covered in runic writing, that is always surrounded by light.

Normally, Hammer of Light's containment room was locked and inaccessible. However, if the panic level in the facility was high enough, the room could be accessed, and any employee that entered the room could pick up the Hammer of Light to turn into a powerful, featureless warrior. In this state, the employee would become vastly more powerful in suppressing Abnormalities; however, upon the panic situation ended, the employee would immediately die.


  • Godzilla Threshold: Enforced, its ability allowed a player to easily bring a chaotic situation back into order, but not only does it come at the cost of an employee, but its ability could only be used when the facility has reached a second trumpet level situation.

    Poor Screenwriter's Note 

Poor Screenwriter's Note (O-05-31-W)

https://static.tvtropes.org/pmwiki/pub/images/poorscreenwritersnoteportraitlegacy.png
"It is quite thick, but the book's every single page is blank."
"The sinner was shaken to the bizarre atmosphere of the stage, and confessed his sins. A screenplay is what makes people more honest."

An open book, containing a script, sitting on a wooden table. The script tells the story of a man finding a mask on the street, putting it on and then beginning to kill people, continuing this until someone shot him.

Poor Screenwriter's Note did not have a set work preference, instead showing its preferred work type at the moment. Performing the wrong kind of work would lower its mood. If its mood was bad for too long, the Poor Screenwriter's Note would trigger its ability upon any employee entering its containment room, designating said employee as the protagonist of the story, the killer, and four other employees as their victims. The first employee would then try to kill all the victims, and upon succeeding in this, allow you, the manager, to finish the story by shooting the killer - or anyone else, or no one at all, if you so desired.


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