The SephirahThe AI assigned to specific departments who oversee the operations performed by their respective wings of the Corporation.
- A Form You Are Comfortable With: The Sephirah are not the humans that stand before you, those are but holograms that disguise their true, robotic appearance.
- AI Is A Crap Shoot: Some of them sport questionable if not outright malicious personalities. And then theres the Meltdowns theyll experience, causing them to actively hinder you during their fits of malfunction and Despair Event Horizon.
- Background Music Override: Just their presence during a Meltdown causes the day's theme to begin at the Second Warning. Some Sephirah have their own themes that play starting from the first Qliphoth Meltdown.
- Became Their Own Antithesis: In a way, when they became Sephirah, their personalities became twisted. Lisa stopped caring about Enoch as the Tiphereths, the selfless Carmen became the egotistical Angela, and so on. They get better when you finish their meltdowns.
- Brain Uploading: They all were originally Lobotomy Corporation employees who died and were turned into AIs.
- Color-Coded for Your Convenience: Each Sephirah represents their department with their own colors, with the majority representing that color with their hair and/or uniform;
- Yellow - Malkuth
- Purple - Yesod
- Green - Netzach
- Orange - Hod
- Gold - Tiphereth
- Red - Gebura
- Blue - Chesed
- Gray - Hokma
- Black - Binah
- Despair Event Horizon: Their Sephirah Meltdowns are triggered after they recollect their deaths or other horrible events as humans.
- Eating Machine: Considering Netzach actively advocates for readily-available alcohol in his branch and Chesed is never seen without coffee.
- Interface Screw: Many of them will mess with the games visuals when a Sephirah Meltdown is in effect.
- Meaningful Name: Each of them have a name tying into the Kabbalistic Tree of Life. Angela ties into the religious motif in more of a Punny Name way (Angel-a).
- One-Winged Angel: Their Sephirah Meltdown boss forms.
- Spell My Name with an "S": Sephirah or Sefirot? The former is supplied by the game while the latter is how they're referred to in Hebrew.
- Red Oni, Blue Oni: The personalities of the Sephirah counteract the ones across the hallways from each other;
- Netzach and Hod: Netzach is a complete slacker, frequently disappearing to get drunk/high while despairing at his position in the Corporation. Hod meanwhile is a hard worker, focused on helping as many people as people at all times and loves her position of leadership.
- Chesed and Gebura: Chesed is always sleepy, cautious of the Abnormalities and cares for the lives of his employees with defensive upgrades that heal them both physically and mentally. Gebura meanwhile is full of wrath and violence, constantly in a state of anger towards the Abnormalities, encourages you to release and beat them into submission repeatedly, and gives out upgrades that either risk or are even designed to kill employees.
- Hokma and Binah: Hokma has become stoic from a lifetime of despairing over the cycle of life and death in the Corporation, mourning for the fallen while also keeping in mind that its inevitable. Binah has also become stoic, but it stems from a lifetime of sadistic satisfaction over death, which means shell barely bat an eye whenever another death occurs.
- Walking Spoiler: Not the Sephirah themselves, no, but rather their previous forms as humans and the trial for completing their Meltdowns reveal a whole lot about the facility, A, Carmen, and the Seed of Hope.
- Bad Boss: She holds very little regard for the feelings of her Sephirah, and theres an almost nonexistent attachment to the workers, encouraging you to sacrifice people and endure losses.
- In one particular flashback, she intentionally allowed an Abnormality to break out and massacre the Welfare Team when she received reports of an all-time low casualty rate in the department. The reason? That monster produces Enkephalin when it kills, and she wanted the Corporation to meet its work quota a little quicker.
- Eyes Always Closed: She does peek them open in a few portraits, though.
- Expy: Of GLaDOS, being the cold and calculating overseer of the player character's actions. Like GLaDOS, she was originally a much more mellow human who was subject to Brain Uploading by the company's founder, although Carmen was uploaded to try and save her than forcibly being chosen to succeed A.
- Labcoat of Science: As befitting a scientific AI.
- The Stoic: Despite what she says early on, her emotions are normally suppressed in favor of professional stoic-ness, with whatever emotion that usually slips out tending to be subtle.
- Tranquil Fury: Though she never sticks to it for long, you can tell when she's especially bothered by something when her normally shut eyes open a little.
- The Un-Smile: Though arguably it could be considered a case of When She Smiles depending on ones perspective of the situation. In the True Ending, while the Sephirah are rejoicing about the The Seed of Light being deployed and their eternal rest has finally come, Angela reveals that she intends to keep both the facility and herself active when theyre all gone, and she has been practicing a smile for this moment.◊
- Waistcoat of Style: Wears a buttondown collared shirt, tie, and waistcoat with dress pants under her labcoat.
- We Have Reserves: Zig-zags between approving of this mentality and warning against irresponsible use of it, but she usually likes to remind you that there are always plenty of other perfectly qualified people looking to fill in a dead employees old position.
- Well-Intentioned Extremist: Deconstructed. Angela does mean well...for the company and the energy produced. She couldn't care less about the employees she needs to get through in order to fulfill the daily quota or about the feelings of her fellow Sephirah, up to and including getting the Welfare Team getting massacred for the purpose of producing more Enkephalin.
- You Gotta Have Blue Hair: Her hair color is a gradient from white to ice-blue.
Her real identity is Elijah, a former worker in the Corporation during the Cogito experiments. She had attempted to get A to participate in extractions or the experiments rather than staying an observer, and eventually decided to take matters into her own hands. Due to the Cogito experiments not being ready for humans yet, Elijah died, but not before begging A for a less painful death, to which he ignored.
- Ambiguous Disorder: As pointed out by both Angela and Malkuth herself, she tends to get distracted very easily, leading to her holding onto an old and worn out notebook she claims to help her focus much easier. Attention Deficit Disorder comes to mind when describing it.
- Bitch in Sheep's Clothing: She freely lets it all out after her Meltdown that she doesn't believe in you in the slightest and doesn't expect you to change the facility for the better in any way.
- Cute Clumsy Girl: Admits to it herself, along with being easily distracted. Angela considers her to be the most irredeemably corrupt for these traits, but at the same time it makes her the easiest to control, so it hasnt been a problem yet.
- Gender-Blender Name: "Elijah" is a name more associated with boys than women.
- Cruel and Unusual Death: Elijah's body was overloaded by Cogito, causing her to lose all her nails and half her teeth. She was then left to die a horrible, painful death by A.
- Red Armband of Leadership: Wears one to indicate her position.
His real identity is Gabriel, a worker alongside Elijah. After hearing of her death, he began to compulsively start attempts to make the Corporation more safe. Compulsion turned to obsession, and Gabriel began to scratch at what skin wasn't covered by his clothes. Despite reassurances that any chemicals in the Corporation didn't infect him, he kept scratching at himself until it killed him.
- Ambiguous Disorder: The way Gabriel's actions are described bring to mind Obsessive Compulsive Disorder.
- Clawing at Own Throat: He began to scratch and claw at himself endlessly in a fit of obsessive guilt over Elijahs death.
- In-Series Nickname: On a small scale, but amongst the employees who dislike him, Yesod is known as Yesod the Viper.
- I Let Gwen Stacy Die: He felt guilty for Elijah's death as Gabriel and eventually became obsessed with security.
- Interface Screw: Present in many of the Sephirah Meltdowns, but its Yesods specialty in particular. During his battle the screen will gradually worsen in video quality, rendering the game into a mess of pixels. Memorizing what your Abnormalities require, employee stats and the locations of them all beforehand is almost necessary to win.
- Neat Freak: Played for drama. Gabriel had become so obsessed with the idea of keeping himself clean that he began clawing at whatever skin was exposed on his body.
- What the Hell, Hero?: Unlike some of the other Sephirahs, he tends to express disappointment if you allow your employees to go mad, die or allow Abnormalities to breach containment.
Netzach's true identity is Giovanni, an old friend of Carmen who followed her into the Corporation to protect and save her. Carmen died one day, driving Giovanni to volunteer himself to 'A's cogito experiments with the hopes of bringing her back to life. Giovanni died in the infirmary during the failed and still very early experiments, and was brought back as Netzach to continue his duties.
- Childhood Friends: With Carmen. Trying to save her was why Giovanni joined the Corporation in the first place.
- Drowning My Sorrows: How he copes with the organization.
- Forced into Evil: He says he was brought into the facility against his will. He genuinely doesn't want to be here and hates how many people have to die on duty.
- Good Is Not Nice: He's one of the few well-meaning Sephirah. He also hates your guts.
- I Cannot Self-Terminate: His Meltdown is triggered after he attempts to overdose on Enkephalin and kill himself. However, he was called back, considering the AI in the corporation need "permission to die" in the first place.
- I Need a Freaking Drink: Has taken to drinking alcohol often to calm their mind, and one of the first things they ask you is for you to approve of a beer vending machine to ease the atmosphere just a little.
- Interrupted Suicide: You stopping his Meltdown calls him back to the facility and prevents him from killing himself through Enkephalin overdose. It's due to this that Netzach starts holding onto a shred of hope for the future and gets over his resentment of X for saving him.
- Not in This for Your Revolution: He only agreed to come to the facility and act as a lab rat for the Cogito experiments so he could find a way to bring Carmen back to life, not knowing that there was no way to save her in the first place. A says he regrets having him live a lie.
- What a Senseless Waste of Human Life: His reaction to employee deaths.
Hods true name is Michelle, who was a spy inserted into the Corporation by an organization known as The Heads of the World. Although Michelle gained the friendship and trust of many people in the Corporation, she eventually had to report her discoveries to The Heads, leading to an attack that killed nearly everyone targeted. Overwhelmed with guilt, Michelle hung herself before later being found by A for conversion into a Sephirah. Michelle, now as Hod, continues to function with one goal in mind; atonement for her betrayal.
- The Atoner: That overbearing and awkwardly nice attitude is Hod trying to atone for the disaster she caused many years ago.
- Age Lift: As Michelle, she seemed to be around her teenage years, or possibly even a child. After her death and Brain Uploading, she has been aged up a few years.
- Driven to Suicide: How Michelle died, hanging herself out of guilt for what she has done.
- Drugs Are Bad: She gladly gave Zetzach and a worker named Tiffany a generous supply of enkephalin, not realizing that theyre just using it to get high, leading to Tiffany and Netzach coming under some fire from Angela. She herself also becomes hooked to Enkephalin following a conversation with Netzach, leading to her hallucinating her dead employees and copies of herself berating her for how useless and two-faced she is, causing her to begin a Meltdown.
- Dude, Where's My Respect?: She wont admit it openly, but shes incredibly frustrated over the fact that nobody, not Angela or the Sephirah and not even her own workers, give a shit about all the work she has done for them.
- Extreme Doormat: Everyone walks over her, from her employees to her fellow Sephirah.
- Idiot Hair: Of the naive variety.
- Just Trying to Help: Her sole goal that she sticks to with zeal, whether her depressed and jaded workers like it or not.
- Bitch in Sheep's Clothing: Downplayed. Its revealed later on that Hods kind demeanor is less than genuine and more like her trying to atone. After suppressing her Meltdown, Hod finally stops denying it and vows to be more genuine in her kindness.
- The Friend Nobody Likes: None of the Sephirah (with the possible exception of Chesed) seem to care about her just wanting to help or find her caring personality an annoyance.
Due to the size of the Central Command, two Sephirah were needed to manage the whole department. Tiphereth A is the negative and stubborn little blonde girl, while Tiphereth B is the optimistic and thoughtful little blonde boy. The two manage Central Command, but are not very well received due to A's complaining nature and B's frequent tendency to malfunction at work.
The Tiphereths were not employees of the Corporation, but instead were orphaned children living in a place known as the Outskirts, a desolate and war torn land caused by battles between rivaling Corporations. With their parents dead and local scavengers in the area always keen for a fresh catch, one of 'A's Fixers discovered the children and reluctantly brought them to Lobotomy Corporation by the request of Carmen. While living in facility, one of the children, Enoch, took an interest in the experiments 'A' was conducting. In hopes of finally receiving an answer to a mysterious question, Enoch volunteered himself to become a Sephirah. The experiment was approved, and overcome with despair at the loss of her only friend, Lisa followed in his actions soon after.
- Body of Bodies: Tiphereth As Meltdown form, instead of the protruding mass of black tentacles and chassis fragments, is Tiphereth A sitting atop a mountain of decommissioned Tiphereth B bodies shes destroyed over the years.
- Cross Dresser: Tiphereth B, a little boy, is wearing the exact same dressed assigned to Tiphereth A, done to signify that the duo exert control over the same department.
- Conveyor Belt of Doom: Where the copy of Tiphereth B youve acquainted yourself with meets his end, crushed into scrap metal and bleeding organs by the command of Tiphereth A.
- Fire-Forged Friends: They are not siblings, but instead friends from their former lives as Lisa and Enoch, who survived in the cannibal ridden wastelands known as The Outskirts. When A discovered them, he remarks that they have a bond deeper than even true siblings can hope to have.
- I Die Free: Tiphereth A, after years of seeing Tiphereth B get decommissioned, memory wiped, and brought back to life for his questioning nature, requests you to permanently kill him so that he may finally be free and at rest.
- The Reveal: Typically around the point of unlocking Central Command is when youll learn about the true nature of the Sephirah, including their true forms, creation process and what happens when they need to be replaced.
- Parental Abandonment: Their exact fates are ambiguous, but its certain that their parents died in The Outskirts early in their childhoods, leaving them to survive for themselves.
- What a Senseless Waste of Human Life: Tiphereth B will lament on the tragedy of a workers death.
- What the Hell, Hero?: Tiphereth A will not hesitate to call you a terrible manager if you allow people to die or monsters to break free.
Geburas real identity is Kali, a woman hailing from a part of town known as The Backstreet, a violent slum overcome with poverty and fighting. Kali was the strongest and most heroic fighter of the Backstreet, and had earned the nickname 'The Red Mist' from the people there. Carmen took note of these traits and contacted Kali for an employment opportunity; to protect the people of Lobotomy Corp, and help her fulfill her grand vision for the world. Kali accepted the offer, but after some time the Heads of the World begun their attack on the facility, unleashing a full scale containment breach and sending their best agent, named Garion, to destroy the company. Wielding a massive sword taken from the armory, Kali went into battle and killed many Abnormalities, saving 'A' and Benjamin in the process. However, she was intercepted by Garion, who had severed her arm and left her crippled. In a final act of rage Kali impaled Garion, and passed away shortly afterward. In the aftermath of the attack, 'A' found her mangled corpse and converted her into a Sephirah. Now plagued with fragmented memories of the slaughter the Abnormalities caused against her friends, Geburas aimless wrath is dedicated to punishing the Abnormalities over and over again, willing to sacrifice as much manpower as needed to make them bleed for what they've done.
- An Arm and a Leg: During her Heroic Sacrifice, her arm was severed by Garion.
- Blood Knight: Rather than warning you of an escaped monster/employee death, she will encourage you to get ready to start a fight/take revenge.
- Her missions and rewards also reflect this mindset; all of her missions involve successfully beating down several escaping Abnormalities in a single day that escalate in danger, culminating in having to defeat three ALEPH classed Abnormalities in a day. The rewards for completing these missions include the Execution Bullet; an ammo type that can instantly kill any employee targeted, and the Rabbit Team; special forces who are under orders to mercilessly gun down every living being in a department with no questions asked.
- Book Dumb: She admits to not being very smart enough to even type a coherent document. Which isn't too surprising considering her upcoming was spent in poverty and violence.
- Cleavage Window: Her uniform sports one.
- Death Seeker: One of her greatest desires she looks for through constant combat. By the time her Meltdown occurs, shes decided that shes going to destroy the entire Corporation to bring it all down, and by extension herself.
- Eye Scream: One of her eyes were lost in her life as Kali during the The Heads attack on the Corporation.
- Fallen Hero: Was once a slightly kinder and protective figure back in her home at the Back Alley and later within the Corporation, before her resurrection from the dead as an AI after her Heroic Sacrifice corrupted her love for fighting into something more malicious and dangerous. You can help her get that old spark back later, though.
- Fiery Redhead: Blood red hair and uniform with the bloodlust and attitude to match.
- Good Scars, Evil Scars: Her face is scarred with various lashes and cuts.
- Heroic Sacrifice: As Kali, she died protecting 'A' and the people of the Corporation from a massive containment breach, slaughtering many monsters and battling against Garion, who had caused the mass breach. In the aftermath, 'A' found her mangled corpse amidst the carnage, mentioning that it was almost unrecognizable with the amount of injuries she sustained.
- Lightning Bruiser: The Red Mist, her Meltdown form, is a high HP menace thats attack your workers with some of the most lethal E.G.O weapons (as in, nearly every ALEPH tier weapon) the game has to offer while teleporting around the facility to switch targets.
- My Greatest Failure: Much of her wrath and despair as Gebura comes from her inability to save more people when The Head sicced Abnormalities, The Fixers and Garion onto Lobotomy Corp. in her old life as Kali.
- Non-Standard Character Design: Not her AI form, but her Meltdown form. Instead of fighting against her true robotic body self, your workers will be hunted down by The Red Mist, who is Gerbura in a metal combat suit.
- Statuesque Stunner: If one believes that the ingame portraits reflect the Sephirahs actual height, then Gebura towers over everyone else.
- Spy Catsuit: Wears one beneath a red jacket.
- Suddenly SHOUTING!: During a face to face conversation with Hod, Gebura suddenly shouts as Hod is about to leave, startling her. She forgot her papers.
- Weapon of Choice: Her favored weapon seems to be Mimicry, a massive flesh and eye covered sword thats earned from the ALEPH classed Abnormality called Nothing There.
The calm and collected leader of the Welfare Team, Chesed is a rational and understanding authority figure who aims to protect as many workers as possible while also meeting the corporations energy quota within the fastest time possible.
Chesed, once known as Daniel, was an elite member of society, charming and wealthy to the point of standing out in the Corporation from his clothing alone. Carmen contacted Daniel with a job opportunity, convincing him to come aboard to help fulfill her grand vision by helping her lead the Corporation. Daniel obliged, but after some time, the Heads of the World begun their attack. Their sole member, Garion, broke into Daniels office with a polite offer; unleash all Abnormalities from their containment unit, or force her to do it herself with or without his compliance. Daniel, believing that cooperating with her demands can grant some time for the others to escape, let the Abnormalities loose. He would flee downstairs to save the others but would find that he was too late, his coworkers have been slaughtered, the Heads are closing in on his position, and that he is responsible for the deaths of everyone involved. Delivering one final message to 'A', Daniel dies filled with regret and guilt over his decision. Daniel now lives on as Chesed, Sephirah of the Welfare Team, cooperating with Angelas ever growing heartless experiments and demands while trying to make the workers under his command as comfortable as possible before their inevitable demise.
- Barrier Change Boss: During his meltdown, he will randomly select one of the four damage types and multiply the amount damage itll deal by 4x, increasing the amount of buffed damage types every few qliphoth meltdown until 3/4ths of them are selected near the end.
- Benevolent Boss: He wishes for the well being of his workers in the sense that theyre more than expendable resources. In fact, the rewards for completed Welfare missions are healing bullets that restore HP/Sanity, and an upgrade that makes both more potent in their effects.
- Iconic Item: He is never seen without his Lobotomy Corp. branded coffee mug. Hes even still holding it when he reveals his robotic form and even when hes experiencing a Qliphoth Meltdown
- Jade-Colored Glasses: He mentions he used to be a lot more enthusiastic about his job until actually seeing what it entails.
- Let Them Die Happy: His easygoing nature and lax relationships with his employees stem from wanting to make their lives as comfortable as possible before their inevitable deaths at the hands of the Abnormalities.
- My God, What Have I Done?: As Daniel, he allowed himself to be intimidated by Garion into releasing all of the Abnormalites to slaughter the facility under the belief that doing it willingly will give the others some time to escape than if Garion did it forcefully. The subsequent slaughter and screams of his employees left him a regretful and huddled mess that led to his eventual death by the approaching Heads.
- My Greatest Failure: Chesed considers his cowardice as Daniel during The Heads attack to be this. Rather than standing up to Garion, he allowed himself to be convinced that some people might be able to escape if he does as she asks. He was completely wrong, and he lives on as Chesed believing that the whole tragedy and all the lives lost were his fault alone.
- See You in Hell: Daniels last words to "A".
- Timed Mission: All of the mission Chesed gives require you to complete days within 20-15 minutes.
- Trademarked Favorite Food: Coffee, in fact the first thing he ever did when he came to work for the Corporation was request a coffee machine to be installed somewhere.
- Camera Abuse: Pause during his Meltdown, and the screen will shatter.
- Cool Old Guy: The oldest Sephirah and the wisest, as well as one of the more caring authority figures.
- Gone Horribly Wrong: He knew from the moment she activated that Angela was nothing like Carmen, and when he tried to warn 'A' Angela silenced him and locked him away.
- Interface Screw: His Meltdown has him remove your ability to safely pause the game or slow the game speed down. As his Meltdown goes on, the game will get faster and faster and attempting to slow it down will instantly kill or panic some of your employees.
- No-Sell: If you pause at any point during his Meltdown, 3-5 employees in the facility will instantly die or panic.
- We Used to Be Friends: Treats you this way, thanks to you inheriting 'A's memories.
- You Did Everything You Could: Should any of his employees die while under your watch, hell try to comfort you and assure that you did everything you could to save them.
The head of the Extraction Team who oversees the disposal of the dead. The exposure to a countless amount of dead workers has left her with a stoic and morbid outlook on life in the Corporation.
Or so it seems at first. Her real name is Garion, an enforcer of the Heads of the World who was sent to Lobotomy Corporation to wipe it out after her spy, Michelle, reported her findings and gave the go-to signal. After she had intimidated Daniel into releasing all of the Abnormalities as a distraction, she headed into the fray and found a warrior named Kali, who had destroyed most of the Abnormalities herself. The two did battle, with Garion ultimately winning after she had severed Kali's arm. But in her final moments, Kali impaled her sword through Garion, leaving her severely wounded and helpless as 'A' found her body. In an act of desperation, 'A' had Garion's mind scanned and surgically dug through for a way to avoid The Heads wrath. Having gotten everything he needed, he had her brain extracted and forcibly put through the Sephirah creation process.
- A Spot Of Tea: Enjoys a cup of tea from time to time, and is seen sipping a cup of it in the Outskirts after leaving an H-Corp. Employee to be gored alive by Outskirt Scavengers in the desert after having the worker aid her in destroying H-Corporation.
- Badass Longcoat: She wears an elegant feathered black coat.
- Beauty Mark: Sports one below her eye.
- Blood Knight: The villainous counterpart to Kali, death and bloodshed have been the only thing to bring her happiness, according to her.
- Cold-Blooded Torture: She certainly seems to think that what 'A' put her through was this, as she was alive and fully conscience throughout the entire procedure.
- Faux Affably Evil: Will calmly and eerily explain carefully to you that the only thing that can ever bring a smile to her face is look on a persons face as they die before her.
- Item Farming: Essentially what her missions amount to, and what her upgrades can enhance. She will send you collect E.G.O Gifts from Abnormalities of escalating threat levels, and in return she can hand you upgrades that increase their drop chances as well as an upgrade that has a chance to recover lost E.G.O Weapons and Armor that would normally be lost should their holder die, saving you the need to re-purchase them.
- Impaled with Extreme Prejudice: Was severely wounded when Kali, in her final moments, shoved her sword through Garions chest, leaving her at the mercy of 'A' when she was discovered.
- Non-Standard Character Design: Like Gebura, her Meltdown form is a suppressible entity known as An Arbiter.
- Not So Different: Believes that she and 'A' and no different from each other by the time her Meltdown is over, and is ultimately the reason why she's willing to cooperate a little bit more afterwards.
- The Last of These Is Not Like the Others: The only Sephirah that wasn't explicitly tied to the facility or worked for it prior to her death.
- Walking Spoiler: Talking about Binah risks outing many spoilers thanks to her past.
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 by any means necessary so that they can power the facility. These Abnormalities range anywhere between paranormal yet mostly harmless objects to facility wiping monstrosities that need a small army to subdue.
- 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.
- Mountain of Smiling Bodies is a mountainous ball of decayed black flesh, bones and teeth.
- Blue Star seems to have the legs of those absorbed into it protruding from its actual body; the blue heart.
- Creepy Child: Three Abnormalities are this, Laetitia who is an 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.
- Mêlée à Trois: Abnormalities will try to kill every thing in sight when they escape: your Agents, the idle Clerks, the Ordeals, and even amongst themselves. The only exceptions to this are the Black Forest Birds (Little Bird, Big Bird and Long Bird), who were made clear that they were friends before separating and later being brought to the Lobotomy Corporation.
- 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.
- 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 Might Be Bad Wolf makes a couple references to stories that involve him, particularly The Three Little Pigs and Little Red Riding Hood. Speaking of which, Little Red is also in 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 Whites Apple is a clear reference to Snow White and the Seven Dwarfs, specifically she is the apple that the witch used to poison Snow White, come to life from her baneful magic. She nows tries to follow in Snow Whites footsteps and is trying to find her own prince.
- 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 mutation 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 Red Shoes reference a story that goes by the same name, which was created by Hans Christian Andersen. 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.
- 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.
- Token Good Teammate: Among an ensemble of creatures that vary from neutral and instinct driven monsters to outright malicious and sadistic threats, the Queen of Hatred is unquestionably the most benevolent and heroic of them, although that depends on how healthy her mental state is.
- One Sin and Hundreds Of Good Deeds is a floating skull that draws resemblance to Jesus Christ. Fittingly, it wants to forgive and absolve people of their sins.
- The Plague Doctor is seemingly a peaceful creature who will mend you wounds and treat your sickness. This is all a facade in preparation for what comes next.
- Terrible Trio: The Black Forest Birds named Little Bird, Big Bird and Long Bird are one of the few Abnormalities with direct ties to each other. Individually they're all highly dangerous, but 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.
- Was Once a Man: Many of 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 Geburas story reveals, Abnormalities can be manufactured from regular people by the Lobotomy Corporation for their energy needs, as seen when a family consisting of a man, woman and child who showed kindness to her goes missing, so there's no telling how many Abnormalities are natural beings and how many are manufactured.
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 (O-03-03)
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.
- Dem Bones: Its a floating skull.
- Face of a Thug: Its a giant ominous floating skull thats said to have a piercing gaze that discomforts people as theyre judged. That said, its benevolent for the most part, relieving people of their sins when theyre confessed, or even wiping their memory of the tremendous amount of guilt theyve accumulated if their sins are too much to bear, as one employee experienced.
- Holy Backlight: Is accompanied by this in its portrait when you successfully research it.
- Warm-Up Boss: 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 neutral reactions when anything else is used. Additionally, it gives a guaranteed buff to employees assigned to it, unlike the later Abnormalities who have more specified requirements for a buff or give a mixed blessing.
Dont Touch Me (O-05-47)
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 youre not attentive to where all of your Abnormalities are normally located.
- Camera Abuse: Clicking on it when youre customizing your employees for the day will have it crack your screen, which gets more severe the more you click it.
- Schmuck Bait: The button is this by design, drawing on your curiosity to send someone to press it
- Non-Standard Game Over: Repeatedly clicking on the button in a short time will cause it to scream Dont touch me! in Korean , glitching the screen out in static and crash your game.
- Meaningful Name: The clue to keeping this Abnormality from causing trouble is in the name.
- 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 (F-04-83)
A flock of small green fairies, who are led by their man-sized leader. Their origins are currently unknown. 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.
- Eaten Alive: Will happen to the employee if they ever dare to work on another Abnormality that isnt them while they're still circling the employee.
- 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 Armedand 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 enters another work cell 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.
- The Fair Folk: They're friendly looking pixies who hide their more devious desires under their facade.
You Must Be Happy (T-09-94)
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.
- Auto Doc: Is designed to aid doctors in surgeries. In game however, it's less of a doctor and more of a stat buffer/de-buffer.
- Killer Robot: After an employee uses the machine five times in a single day, they will be killed. The employee will also die if their buffed/de-buffed stats are higher than 200.
Opened Can of Wellcheers (F-05-52)
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.
- Never Found the Body: What happens in the rare event where a victim is taken away on a boat that somehow sailed in. They're not even sure if the person is dead or lifted up and taken away somewhere.
- Petting Zoo People: The two shrimp on the sides of the machine wear fisherman-like clothing and seem to be harmless, at no point attacking employees physically or mentally.
- 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.
- 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, and be taken away to parts completely unknown.
You're Bald... (Bald-Is-Awesome!)
A black and white orb with an unidentified symbol in the symbol. 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 the facility where it's stored bald. Bald employees have the highest success rates with it.
- Exactly What It Says on the Tin: Send someone to interact with it and they'll go bald. This is the Abnormalities sole gameplay mechanic.
- Joke Character: Added in an April Fools update, making it one of these among the Abnormalities.
- Shout-Out: In the Legacy version, if you fail to get it's last observation, you would be told to come back after watching Fast and Furious 7 for more than five times, a likely nod to Vin Diesel.
Mirror of Adjustment (O-09-81)
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.
- Magic Mirror: A mostly harmless and uneventful one that can be used to randomize an employees stats.
We Can Change Anything (T-09-85)
A robot with a white chassis that opens up to reveal that it is an Iron Maiden. From the same company that introduced the Little 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 its done.
Sending an employee to this machine will trap them inside. Once in, they cant 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.
- Video Game Cruelty Potential: Do you want a quick boost of energy but dont 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 an 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.
Old Belief and Promise (T-09-97)
An ornament that sports two vaguely lizard-like creatures clinging to the sides of a marble.
This marble can upgrade the damage of an Employees 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.
- Cuteness Overload: Of an odd sort, Employees who get blessed with a better weapon will uncharacteristically be overtaken by intense happiness, as seen here.
Plague Doctor (O-01-45)
An Abnormality dressed like a traditional plague doctor, with large black wings extending from its body. The first form of White Night. 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.
When the clock strikes twelve, all blessed employees will transform into monstrous creatures called Apostles, and Plague Doctor will transform into the ALEPH-classed White Night.
- Cult: One will gradually be formed the more people that achieve the prerequisites are sent in, culminating in the Plague Doctors ascension to the White Night.
- 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. Ideally you should be trying to shoot for a middle ground, unless you want the much more profitable yet deadlier White Night.
- Plague Doctor: It's in the name. This is not their true form, however.
- Walking Spoiler: Knowing anything more about the Plague Doctor would spoil the surprise of it being an ALEPH classed Abnormality in disguise, and undoubtably one of the toughest ones too.
- Wolf in Sheep's Clothing: It is not as harmless as it insists to be.
Army In Black (D-01-106)
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 Pinks/Blacks 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, menaing 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.
- 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.
- 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.
- Wake-Up Call Boss: 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 TET Hs are still being handed out, a nasty surprise if they or their workforce isn't ready for such a thing yet.
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.
Little Bird / Punishing Bird (O-02-56)
A small white dove with a red belly. Punishing Bird, once known as Little 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 Little Bird, so it developed a new mouth that can punish and devour any creature in a single bite.
Punishing Birds likelihood of escape increases as more Abnormalities that arent 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 Combat Tentacles 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.
- Death of a Thousand Cuts: It doesnt do much damage with each individual peck, but it will continuously harass an employee until theyre either dead or it switches targets with a couple of low damaging bites.
- 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.
- The Napoleon: Among its trio of Birds, it is this. It's tiny, but incredibly irritable who tends to break out much easier than its two taller and more collected bird friends would.
- There's No Kill Like Overkill: Attack Punishing Bird and it'll reveal its serrated tentacles that can deal over 1200 damage, easily bypassing any armor in the game, even with a Red Damage Shield applied.
- Killer Rabbit: It is a tiny cute bird that can fit in your hand and had to be given a perch so it wouldnt be stepped on, but its also completely vicious and will harass employees with its pecks and tends to escape on a whim. Thankfully its the least dangerous and easiest to contain of the Birds, provided you dont anger it into turning red.
- 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.
- Turns Red: Trying to suppress it back into submission will make it turn red and buff its attacks to punish the offender. 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 MHz (T-06-27)
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 hostile to the fellow people around them, and allowing 1.76 M Hz to be unattended can result in it extended 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, it's 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 for a quick passing, 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 ingame form, but the filter that filled up its room wasnt a television static but instead an almost seizure inducing set of flashing images that flashed things such as a smiling little girl, cats, the logo for the company and other distortions. This was eventually changed for an obvious reason. The original filter used can be seen at the bottom of its wiki page, here (seizure warning).
Scorched Girl (F-01-02)
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 fires she created she saw visions of a better happier life. One day, she accidently 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 B-line to the department room where all your controllable employees are resting. When she reaches the center of that room shell detonate in a fiery explosion, and reappear in her containment back at a neutral mood.
- Action Bomb: Shell 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.
- Creepy Child: A charred little girl who mutters about wanting to reduce people to ashes just like her.
- 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 (O-04-84)
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 its 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 to 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 cant see the Abnormality when it breaches unless showed where it is by you, and those who walk over it will be instantly killed by the maw that bites them.
- Man-Eating Plant
- Guards Must Be Crazy: Your guards must be crazy in this case, as they cant notice that theres something wrong with a glowing green flower sprouting from the facilities cold metal floor.
- Ludicrous Gibs: Whats left of any employee that gets eaten by it.
- NPC Roadblock: When it escapes, it will always plant itself right in front of the door to a random Abnormalities room, and effectively that whole hallway. This means there's no way to get past it without taking the long way or getting eaten by 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 theres an Abnormality on the loose.
Shy Look Today (O-01-92)
A person who uses carved faces on a sheet of flesh to express themselves. The person behind the sheet was once a shy, moody person who was constantly patronized to be happy and expressive with their emotions by the people around her. One day she snapped, took her own skin off and dried it, then carved faces into it so that she can finally express her feelings.
Working on this Abnormality means knowing that the likelihood of succeeding is tied to what face she is currently behind. If she is behind the smiling or laughing face, then your chances of research go up greatly. Beginning work when she's behind the sad or angry face severely cuts your chances of succeeding. The neutral face, predictably, has an average chance of failing or succeeding.
- The Faceless: No one has ever seen her real face, and she doesnt intend on letting anyone look at her any time soon.
- Genuine Human Hide: As her description says, she skinned herself in order to make her sheet of masks. No word on where she got all the teeth for the extreme expressions, though.
- Mood-Swinger: Going by her extremely erratic movement behind the sheet, Shy Look has rapid-fire moodswings that occur without rhyme or reason when left alone. She only stops temporarily when an Agent is working on her.
- Shrinking Violet: The person behind the sheet was incredibly shy and meek before she finally found a way to express herself.
- Puzzle Boss: Not quite a boss, but she has a unique mechanic in that you must time your employees' entrance to her room to whatever face Shy Look happens to be behind. Her movement is sporadic and she has no clear pattern to where she'll shift, 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.
Old Lady (O-01-12)
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 get that aren't her. 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.
Forsaken Murderer (T-01-54)
A disturbed man in a straitjacket. The Forsaken Murderer was to be put on death row for the brutal murders he committed. However, some researchers 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 lead 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, bludgeoned one of them to death with his metallic head, and then vanished before being apprehended by the Lobotomy Corporation at some point later.
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.
- Ground Pound: When attacking, he will slam the ground with his metal head.
- 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.
Beauty and the Beast (F-02-44)
A monstrous creature that has hundreds of small eyeballs, horns with bizarre growths 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.
- Death Seeker: Victims of the curse express nothing but disgust and pained existence 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.
- Extra Eyes: An uncountable amount of eyes are clustered on its head.
- Mix-and-Match Critter: Its anatomy is bizarre, as it has a four legged mammals body, a reptiles tail, insect hind legs and human forelegs, bull horns with tumors growing from them and several dozen eyes.
- Shout-Out: To the fairy tale 'Beauty and the Beast.'
Prophecy of the Skin (T-09-90)
A book written in flesh and blood that's held up by skeletal arms.
- 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 (O-04-100)
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 rather underwhelming before it goes into full bloom the worse its mood gets. In turn, this means that some employees will enjoy the sight so much they'll be drawn to it.
- Eaten Alive: What presumably happens to victims who are pulled into the tree, the blood must come from somewhere after all.
- Man-Eating Plant
An skin-covered bathtub filled with blood, which has two closed eyes and has long white arms submerged inside, alongside smaller hands of its victims floating inside. 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 who try to work on it with a Fortitude or Temperance stat of 1. 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 3 hands in the water then it will automatically start pulling and consuming anyone who tries to work on it.
- Blood Bath: 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 Bloodbaths 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.
- 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, rendering it useless for energy harvesting for the day.
Behavior Adjustment (O-09-96)
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 MP and Prudence. If an employee with Behavior Adjustment equipped tries to return it too soon, or panics, they will lose their sanity and die.
- Eye Scream: What employees who lose their sanity from this abnormality do... to themselves.
Crumbling Armor (O-05-61)
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 tries to go beyond Red, has a Fortitude stat of 1 or a buffed employee tries to perform Attachment work, Crumbling Armor will kill said employee.
- Infinity -1 Sword: Its weapon, the Life of the Daredevil, is a katana that's one of the few sources of Pale damage in the game, making it an exceptionally useful weapon early on as very few enemies at that point can resist its damage.
- Losing Your Head: What Crumbling Armor does to employees who are too greedy, or don't have enough Fortitude.
- It will also do this to employees with any level of the buff if they do Attachment work.
Fragment of the Universe (O-03-60)
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.
- Ingame, you can instigate it into breaking out and one of its attacks is to begin singing, allowing you to hear its voice for yourself: it's best described as a reverberating, high pitched whistle with thunderous booms in accompanying it.
- I Come in Peace: It adopted a heart pattern across its body to signify this.
- Non-Malicious Monster: It truly does mean well when it says it wants to share its knowledge, but because humanity isn't ready to learn, and 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 (O-09-95)
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 with full HP or receives no damage for a certain period of time, the bracelet will interpret this as "greed" and kill the employee.
Spider Bud (T-02-43)
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.
- Mama Bear: The Abnormality herself is very protective of her offspring. God help any employee who crushes one of her spiders.
The Heart of Aspiration (T-09-77)
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.
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 MP 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.
Wall Gazer (F-01-18)
A completely bare woman who always sits in the corner of her containment room, with her head and hands pressed agaist 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 Wall Gazer'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 high White damage.
- Blinding Bangs: Her hair blocks her entire head for you, but the 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.
- Schmuck Bait: You might read that Attachment work is rated with a Very High chance to score a good result as you're researching her. This is a terrible idea.
- 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.
- Jump Scare: Lower 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.
Void Dream (T-02-99)
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 causing 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.
- 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.
A firm middle ground among the threat levels, these enigmatic entities can cause a huge loss of life if theyre allowed to run free, and they typically have more stern stat requirements to how they can be contained.
Funeral of the Dead Butterflies (T-01-68)
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 if 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 wasnt 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 5 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.
Little Helper (T-05-41)
A small white robot that holds many hidden arms in its chassis. The Little 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 Little 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.
- Bullfight Boss: 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.
- Everything's Better with Spinning: It will spin rapidly while attacking.
- 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.
- Would Harm A Child: Implied to have killed a child and their mother in the final encyclopedia entry.
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; whoever gets assigned to work 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 work on a different Abnormality that isnt Laetitia. From the body a spider-like eyeball creature will spawn and start terrorizing the facility until its either dead or the day ends successfully.
- Creepy Child
- Creepy Cute: According to a few employees who have worked with her and ingame blurbs, people think she's cute yet a little unsettling.
- 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.
- Evil Albino: Her pale white skin and red pupils give off this message.
- Fish Eyes: Her eyes don't focus on one thing for long, as her pupils constantly look in different directions away from each other.
- Red Eyes, Take Warning
- Robot Kid: Is possibly one of these, if her unnatural and stiff movements are anything to go by.
Happy Teddy Bear (T-04-06)
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. The bear never forgot about its best friend, and out of fear for losing another person, it tends to hold very tightly to anyone else who shows it affection, 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
- Living Toy
- 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.
The Snow Queen (F-01-37)
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 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 in the Snow Queens containment 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.
- An Ice Person: She is the Snow Queen, so this is a given.
- 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.
- Shout-Out: To the fairy tale 'The Snow Queen.'
Nameless Fetus (O-01-15)
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 they'll 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 a poor work result achieved on 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 'Lottery' option that has replaced every other interaction with it. Using this option will select a random employee from the facility, who will proceed to the Fetus to be 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 Abnormality and employee mad.
- Eaten Alive: The stories make it seem like the victims are killed and then fed, but ingame victims are grabbed and pulled into the maw.
- Fetus Terrible: An underdeveloped baby missing its lower half of its body, and cries for the flesh of humans to sate it.
- 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 to snare and devour people being sacrificed to it.
Portrait of Another World (O-09-91)
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.
- Creepy Changing Painting: Is normally blank unless used by someone, in which case it'll adopt a painting of their whole body for as long as they're under its spell.
Singing Machine (O-05-30)
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 get thrown into its 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.
- Brown Note: Music so splendid it'll make you want to feed your friends to the machine to keep listening to it.
- Mind Control: Employees can be controlled by it so they can kidnap sacrifices for it.
- It Can Think: It must be able if it can formulate a scheme to use humans as vessels so that they can kidnap potential meals and bring them to it.
Der Freischütz (F-01-69)
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 dont 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. 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 them.
- Aesop Collateral Damage: The shot is especially useful for clearing out low level enemies, but would you take the shot in 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 hes 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 hes a demon, at the cost of some of your facility power being consumed. In return you get one powerful shot damage any escaping Abnormality.
- Shout-Out: He shares his name with the German Opera of the same name.
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 somebody is not looking at it.
Schadenfreude's main gimmick comes from its unwillingness to be looked at when its being worked on by an employee. If your camera focuses on him 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.
- 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 its being viewed by your camera.
- Paranoia Fuel: In its story, it induces this to a blind employee who looked at it. Despite the fact that they couldn't see anything, they felt its persistent and horrifying gaze no matter what they did, causing them to stab their eyes out to resolve the problem.
- 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 (T-09-80)
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 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 guaranteed death a half minute later is not a very useful ability.
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 moves around giving gifts to everyone indiscriminately, though no one is quite so sure where exactly they came from.
Rudolta, 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 away around the facility to deal constant White Damage to everyone around it.
- Body Horror: Rudoltas appearance is very bizarre to say the least.
- The Dividual: The sleigh, the reindeer and bag are all alive, separate entities and move as one.
Red Shoes (O-04-08)
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 and employee who do not meet its stat requirements and 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.
- 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; people possessed will pull an ax from seemingly nowhere, have a giant demented grin and have pitch black eyes.
- Black Eyes of Evil: The Shoes host will sport them while also bleeding profusely from them.
- 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.
- 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.'
Scarecrow Searching for Wisdom (F-01-87)
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, any higher than that and the Scarecrow will 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.
- 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 is left shriveled and eyeless from the attack.
- Expy: Of the same Scarecrow from The Wonderful Wizard of Oz, though with a darker take to the character's story.
- Scary Scarecrows
Shelter from the 27th of March (T-09-82)
A panic room that is well stocked with supplies for month-long stays. People who stay in this panic room for too long will start to see the outside world as apocalyptic hellholes, and see the panic room as the safest place on earth.
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.
- Gameplay and Story Segregation: Its story says that it alters the perception of its occupants to believe that the outside world is a hellhole when it really isn't. Ingame, it causes the place outside the shelter to become a monster ridden hellhole if anyone stays inside it.
- 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.
Note from a Crazed Researcher (T-09-78)
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 done by that employee goes up considerably. But if the note if 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.
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 with more of its toxins, until the brain activity becomes so great that their heads explode.
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 Porrcubus 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.
- Non-Malicious Monster: Out of all creatures there is, 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.
- Your Head Asplode: The end result of people who overdose themselves on Porccubus' spines, the top half of their head will burst and the only thing left will be a smile on the victims face from the ecstasy they experienced.
The Child of Galaxy (O-01-55)
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 works with him, he will give them a pebble as token of his friendship in return. This pebble will continuously restore the HP and MP of the employee, but if the employee tries to work with any other Abnormality, they will receive Black damage. When this happens, or when an employee with a pebble dies, this will drop the Child of Galaxy's Qliphoth counter, and when his counter hits zero, all employees carrying a pebble will die as the Child of Galaxy breaks down in tears.
- 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 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 he loses 4 out of his 5 Qliphoth meter. If his Qliphoth meter is depleted completely everyone carrying his pebbles dies instantly.
- The Omniscient: To the one who holds his pebbles. He says he knows everything about them.
Warm-Hearted Woodsman (F-05-32)
A large mechanical being, covered in moss, who represents the Tin Man from the Wizard of Oz. There is a little door on its chest, which the Woodsman tries to stuff with hearts, so that it can finally have the heart it was promised. It always carries a large axe. When told by the Wizard that the Woodsman doesn't need a heart as it was but a machine, it swung its axe into the Wizard's chest, stole his heart, and felt pleasure for the first time at the sight of his agony. Now it wanders in search of more hearts to add to its collection.
When an employee with a Temperance stat of 3 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.
- An Axe to Grind: Its weapon of choice.
- Your employees can unlock its giant axe as a as an E.G.O weapon too.
- Expy: Of the Tin Man from The Wonderful Wizard of Oz, though with a darker epilogue, including the fact that it killed The Wizard.
- Heal Thyself: Any dead bodies in its path will be picked up and stuffed into it chest, healing it instantly.
WAW classed Abnormalities are hostile creatures that tend to be aggravated much easier than other Abnormalities, only being exceeded by the ALEPH classed.
Long bird / Bird of Judgement (O-02-62)
A tall black bird with a completely bandaged head, and holds an unbalanced balancing scale on its long neck. Formerly known as Long Bird, the Bird of Judgement used to live in the Black Forest with Little 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 created fights and decided whether they get executed or if they 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.
Bird of Judgement will break out if employees consistently get bad work results from it. When it escapes, it will wander around aimlessly until he enters a room with employees in them. 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 raises on a feathery pillar, hanging and killing them.
- All Crimes Are Equal: His sentence for any sin deemed guilty by his scales is always death by hangings. Whether it's because he's truly malicious or because he's blind to his unfair balancing scales is unknown.
- Early-Bird Cameo: Pun not intended, but the Bird of Judgement appeared in the games announcement trailer skulking the halls during a power outage long before it was actually introduced into the game.
- Eyeless Face: It gave his own eyes to Big Bird so that he could watch for the monster more easily, leading to it bandaging his entire head to hide the trauma.
- Evil Makes You Ugly: According to its story page, Long Bird once had shining, glistening eyes and gleaming feathers, but it lost the former for Big Bird and the latter turned black during its time as judge.
- The Faceless: Bird of Judgement has covered its own face with bandages thanks to it giving its own eyes to Big Bird, leaving whats behind them a mystery.
- Hanging Judge: Its obsession with saving the forest led to him creating blatantly unfair scales that were biased to pronouncing everything guilty. Creatures and people found guilty by the Bird of Judgement 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.
- 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.
Big Bird (O-02-40)
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 Little 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 him to pluck and burn all of his feathers to create an everlasting lantern and grow 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. This logic carries over to his new home in the Lobotomy Corporation, where he thinks that he can save the employees from the other horrific Abnormalities by killing them first.
Big Bird is an Abnormality that will come closer to breaking out the more employees die. When this happens, the power in Big Birds 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 a damage reduction from attacks. However, after a certain period of time any employee with the mark will be hypnotized and drawn to Big Birds location so they can be instantly killed with a swift bite to their head.
- The Big Guy: To the Birds, he is unquestionably the biggest and sturdiest of them all.
- 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: Its a huge round black bird with dozens of staring eyes, a beak-full of sharp teeth and it has the intention to use it to behead you, and its name is Big Bird.
- From Bad to Worse: While any containment breach is a worrying thing, Big Bird explicitly has this as a mechanic. The most likely reasons 5 employees would die in a single day is because theres another Abnormality on the loose, and the causalities from that breach has just allowed Big Bird to instantly break out too.
- Glowing Eyes: Typically, his luminescent eyes are the brightest things that aren't his lantern that can be seen when he shuts off the power.
- He Who Fights Monsters: In Big Bird's quest to save the forest from the monster prophesized to appear, he brutally took the lives of any man, woman or child that crossed his path in his own twisted effort to save them from said monster. The Black Forest's inhabitants also didnt take too fondly to its constant invasion of their privacy in the middle of the night with his many staring eyes.
- Marked to Die: Employees who hang around in the darkness in Big Bird's influence will be marked by it. On one hand, its 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 doesnt move beyond a slow and steady stomp down hallways, but its difficult to stop him when he 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 he believes he's doing to people by beheading them before the monster can get them.
- Red Eyes, Take Warning: All of his 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 going to die.
Snow White's Apple (F-04-42)
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 vines and thorns and set out to find her own prince to relieve her loneliness, much like Snow White did.
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.
- Death Seeker: Her backstory and ingame blurbs make it clear that her ultimate desire is to finally die.
- "Get Back Here!" Boss: 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 its viable to just simply ignore her and wait out her wrath before sending employees to that part of the facility.
- 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 (F-01-57)
A shrouded woman who wears 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 get 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 Might Be Bad Wolf that ties into her methods of breaching containment. If the Wolf howls in the department where Riding Hood is located, shell 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, shell 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 Wolfs containment room and instantly triggering a huge battle.
- Aesop Collateral Damage: Yes she may have stopped the Big Bad Wolf, but more than likely at the cost of Red recklessly shooting your employees with penetrating bullets and provoking the Wolf 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 shes doing to fight them, no matter what stands in her way.
- Blood Knight: She admits that she finds her line of work incredibly satisfying and fun, and only deigns to remain in one of the Corporation's cells because there's plenty of monsters to fight.
- 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: Shes 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.
- 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 theyre 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.
- Shout-Out: To the fairy tale 'Little Red Riding Hood', except Little Red never made it to Grandma's house and was nearly killed by the Big Bad Wolf.
Big and Might Be Bad Wolf (F-02-58)
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.
The Big and Might Be Bad Wolf has a unique rivalry mechanic tied to the Little Red Riding Hooded Mercenary. If an employee who has been recently hurt 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 theyll 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.
- Art Shift: When it gets triggered into attacking, it drops the innocent cartoon look it had when docile and switches to a more rabid and realistic wolf.
- The Big Bad Wolf: Goes without saying, though this rendition is much more destructive and vicious.
- Eaten Alive: Can happen to employees who work with it. Luckily, it's non-lethal.
- 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.
- Shout-Out: As well as being a nod to the fairy tale 'Little Red Riding Hood,' it's implied to have been a part of many tales involving a wolf as an antagonist, including a nod to 'The Three Little Pigs.'
- A Wolf in Sheep's Clothing: So literal that it hurts, as his name and initial appearance are trying to fool players into not taking him seriously. Falling for his "I'm a big cuddly wolf" act will lead to a massacre.
Magical Girl / The Queen of Hatred (O-01-04)
A cheerful Magical Girl who believes she was sent to Earth to stop its villains and wickedness. The problem in this lies in her fanatical obsession with stopping evil, as she believes its 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 shell transform into a serpent-like creature and attack the facility in a declaration of villainy. If a Second Trumpet occurs, shell automatically break out and aid your employees as an ally against the threats, but if 20% of them die during her rescue then shell experience a mental breakdown and turn into the aforementioned serpent to attack everything.
- 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.
- Ax-Crazy: A more tragic example than most; she actually is The Mentally Disturbed, and when she's not having an episode she's genuinely kind, sweet, and friendly. Problem is, her insanity leads to The Corruption...
- Black and White Insanity: Since what she fought is long gone, she is convinced she can't be the hero any more, 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 engulfs the entire hallway, gradually growing in intensity and damage until she exhausts herself.
- 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 you) 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.
- 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.
- 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.
- Heal Thyself: When breaching, targets being incinerated by her beam attack will heal the Queen so as long as they're being damaged.
- 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.
- 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 genuine 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 Power of Love / The Power of Hate: She draws her power from both sources.
- 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.
- 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.
The Burrowing Heaven (O-04-72)
A bizarre, fleshy growth of tendrils with a 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 its 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.
- Don't Look at Me!: Inverted, it has to be looked at to keep it from breaking out.
- Creepy Souvenir: When it's rampaging, it carries the heads of employees killed by it on its branches as if its it 'fruit'.
- 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 (O-04-66)
A giant purple mushroom that has several severed hands hanging from its rims, and its head if revealed 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 Princes room, then they'll be infested with purple spores that turn them into a monstrous, spike and tumor covered creature that will escape and start attacking anything that enters its hallway.
- Fungus Humongous
- Mind Control: Uses this to call for targets, thankfully 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, 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.")
- Was Once a Man: Anyone who gets spore'd will look nothing like a human anymore when they come out.
Dimensional Refraction Variant (O-03-88)
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 manger has to manually select employees to go and suppress it.
- No-Sell: The entity is invulnerable to Red attacks.
- 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 be left to float.
Queen Bee (T-04-50)
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 guranteed 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 shares almost nothing similar to real bees other than their color palettes.
- Chest Burster: Worker bees/Drones are born via exploding from the body of a bee victim.
- Zerg Rush: The Queens Bees main fighting style is to drown you in a horde of worker bees, which can easily happen because of the huge amount of unimportant nameless workers that can act as hosts to the worker bees.
Dream of a Black Swan (F-02-70)
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 monsters beak. A long time ago, there was a family living in poverty and struggling to provide even the basic necessities of life. The sister, Eliya, 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 Eliyah 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.
The 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). 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.
- 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 conjoined face human/swan abomination.
- Make Me Wanna Shout: When the Black Swan has had enough damage dealt to her, she'll stop to scream and release Abnormalities in her area.
- One-Winged Angel: The sisters second form is an angrier and more vicious swan that has swallowed the 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 vague reference to the fairy tale The Six Swans, however it is the sister who was turned into a swan and not her 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, which works in her favor as she can reliably tank the damage to release more vicious monsters into attacking.
Flesh Idol (T-09-79)
A cross with a wad of flesh holding the idol together. It was once used and worshiped by a group 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 90 seconds will gradually heal the HP and mental health of everyone in the facility, but worshiping the idol any longer than that will kill the employee and instantly break every monster in containment out.
Magical Girl / The King of Greed (O-01-64)
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 cursed her into being trapped in a golden egg-like creature, which was found laying in the bottom of a river before it was taken in to the Lobotomy Corporation.
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 angler fish-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 Boss 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.
- Alluring Anglerfish: But rather than a pretty light the monster is using the head of the woman inside it.
- Dark-Skinned Blond
- Laughing Mad: When zooming in on the rampaging monster, you can hear the woman giggling madly as her monster swallows everything in its path.
- Magical Girl: Is her place holder 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.
- No-Sell: The monster 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.
- She Is the King: Her official title is the King of Greed, but she's categorized among the Magical Girls. The name may refer to the monster that has imprisoned the magical girl for eternity.
The Dreaming Current (T-02-71)
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 both bullet holes and a large needle in its back. 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 their parents' laboratory. The only solace they ever got was candy, which was given to them by their doctors/parents. These treats allowed the child to see the ocean they loved, and miraculously they survived past their expected life span. Though, the child was left in their laboratory room to enjoy their hallucinations in for years after their recovery.
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.
- Bullfight Boss: If The Dreaming Current escapes and you don't deal with it in time, then you can be looking at dealing with a flying shark that lunges at the speed of a bullet around your facility.
- Eldritch Abomination: The shark is bizarre and and abstract to say the least.
- 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.
Magical Girl / The Knight of Despair (O-01-73)
A tall woman whose face is partially obscured by pitch-black shadows. 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 Despair. 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 theyre pitch black and hysterical.
- Magical Girl: Is her placeholder name before you research her enough to learn that her true name is the Knight of Despair.
- 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.
- Spikes of Villainy: Again, not usually evil, but in her fits of despair shell grow black spikes all over her body as she avenges her blessed target.
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. Her eyes were stolen by crows, as she was said to be a doll abandoned in a forest.
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.
- Eyeless Face: Her eyes were pecked out by birds in the past.
- Do Well, but Not Perfect: As said before, keeping Alriune in check means trying to score Neutral results during works, as Good results will just cause her to escape.
- Living Toy
- 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.
Express Train to Hell (T-09-86)
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 any work is performed, 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.
- 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 (O-02-74)
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.
Fiery Bird (O-02-101)
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 Fiery Bird's spot. When breaching or activating its healing ability, however, Fiery Bird turns into a bright yellow and orange bird, completely cloaked in flames. Long ago, Fiery Bird lived in a forest, where it was often visited by hunters attempting to obtain one of its feathers. However, as the rumors about Fiery Bird 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 Fiery Bird, who then left the forest for someplace people wouldn't know of it as much.
Fiery Bird 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 Fiery Bird and either has less than 20% of their own HP left, or works when Fiery Bird's Qliphoth counter is at 1, Fiery Bird will briefly turn into its flaming form and heal the employee. When its Qliphoth counter hits zero, however, Fiery Bird will breach, spreading its flames across the room for Red damage and counterattacking employees who try to suppress it for White damage. Fiery Bird will continue like this, either until it is suppressed, or until it decides to return to its containment on its own.
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 to be 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 deciding 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.
- 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
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.
- 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.
- 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
Heroic Monk (D-01-110)
A Buddhist monk with an obscured face. A long time ago, the monk visited a town where they were cremating another beloved monk. When the monk produced little 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.
Heroic 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. It will also breach if Yang ever enters the hallway its containment is in. Should it hit 0, the Heroic 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
- 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.
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 (O-02-63)
Long ago in the Black Forest, three self-appointed guardian birds named Big Bird, Long Bird and Little 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 couldnt 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.
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 its 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, Bird of Judgement 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 anything decides to punish.
- Battleship Raid: Defeating the Apocalypse Bird means youll have to locate and destroy the giant eggs themed after their respective bird (a white egg with red tentacles coming out of it for Punishment Bird, a black and multi-eyed egg for Big Bird, and a bandage covered egg for Bird of Judgement), which in turn disables an attack that the bird is granting the monster.
- The Dreaded: Among the Corporation, 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
- Eyes Do Not Belong There: Thanks to inheriting Big Birds eyes, it has many starring eyes scattered on its giant wings.
- Interface Screw: Long Birds egg prevents the game from being paused or fast forwarded.
- Monster Mash: As a result of the power outage caused by the Birds invasion, many other Abnormalities are bound to escape, filling in the areas where Apocalypse Bird cant reach to worsen the situation/impede progress on reaching the eggs.
- 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, Bird of Judgement 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 (O-06-20)
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 made up from 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 is a fickle creature thats incredibly easy to aggravate into escaping. One of its unique abilities will happen when an employee enters its room; if they begin to panic at the sight of it, theres 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 emerge a towering monster that can form weapons with its shapeshifting arms.
- The Assimilator: Seems to be made up from the remains of its past victims, albeit rather haphazardly.
- Dead Person Impersonation: Nothing There uses the skin of the 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.
- Expy: Of John Carpenter's The Thing.
- 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 its heard in no particular order.
- 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. Its also capable of speech, but it doesnt know how to actually form sentences beyond just repeating what it heard (such as Manager!).
- Pre-Mortem One-Liner: All it has to say before it delivers a body tearing swipe to someone?
Blue Star (O-03-93)
A blue, glowing heart of energy with the limbs (particularly legs) of its followers protruding from it. Its background is a mystery, all thats known is that people who come close this Star will believe that its their savior that has come to bring everyone back 'home', and become drawn into throwing themselves into it.
The Blue Star has stubborn requirements to its containment as only employees with a Prudence stat of 4 can hope to be near it. Weak minded employees who do not have a Temperance and Prudence stat of at least 3 will immediately be drawn into its center for absorption when they are assigned to work on it, or if they meet it when if it escapes. Employees who spend longer than 60 seconds exposed to the Blue Star will be absorbed into it automatically. 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 somewhere convenient and release pulses of White Damage to hit everyone 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 Stars 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 beings mind control affected 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: It is an entity of pure energy that has dozens of human legs sprouting from its black core, presumably from the victims it has sucked in, suggesting that the Blue Star is also a portal to an incomprehensible dimension.
- 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 its defeated/using its legs to stand idle in its containment.
- The Spook: Of all the ALEP Hs, the Blue Star remains to be the most mysterious in nearly everything involving it. Its background is a mystery unlike the Mountain of Smiling Bodies, its motives remains unknown unlike the White Night 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.
- 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 (T-01-75)
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, creating a monster that only ever thinks about its own hunger.
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 automatically breach if 10 employees die in a single day. Once free, the monster will shamble around the facility to bite at employees for a huge amount of damage. Any corpses that are in its way get absorbed into the mass, and the more bodies that get absorbed, the more moves it will unlock.
- The Assimilator: It will automatically collect dead bodies for its own use.
- Body of Bodies: And they are all smiling over the chance of getting to feed and expand themselves.
- 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.
- From Bad to Worse: Like Big Bird, it will instantly break out if 10 employees have died in a single day. 10 employees dying is already a sign of something gone wrong, so an ALEPH classed Abnormality breaking free is the icing on the cake.
- Heal Thyself: Any corpses it walks over will heal it for a certain amount of HP.
- 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.
- Make Me Wanna Shout: 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.
- 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.
Its appearance is unknown to the Manager as all records of CENSORED's name, appearance and audio has been censored in their 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 theyre eviscerated. Any employee who witnesses this attack will take heavy White damage as long as theyre in the same where CENSORED is shredding its victim. From the remains of its victims, another smaller version of CENSORED will spawn to support the original CENSORED.
- Censor Box: Appears to the player as a bunch of these, for your mental safety.
- Eldritch Abomination: Among the straightest examples in the game.
- Heal Thyself: Any corpses it encounters will be used to heal CENSORED.
- Lottery of Doom: Right from the get-go, a random employee can be chosen to get sacrificed to CENSORED in order to keep it from breaking out.
- 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 havent got a clue as to what happens to its victims, what CENSORED looks like or even what its name is. The audio of its attacks is even censored!
- Sound-Effect Bleep: Not a swear this time however; CENSORED's censorship even extends to censoring the sounds that its attack makes.
- You Cannot Grasp the True Form: Looking at it is enough to drive most people into palpable panic. It's gotten to the point where the managers cameras must have the creature censored at all times to avoid their mind falling apart at the sight of it.
- As of a recent update, workers who even meet the the necessity of being level 5 will automatically have their mental health bar decrease by 80% the moment they see CENSORED, inflicting them with the Horrified panic state no matter how tough they are.
The Silent Orchestra (T-01-31)
A white mannequin who acts as the conductor for the entire orchestra it leads. Its origin is currently unknown. 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 pull a massive curtain over the players 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.
- Interface Screw: When it's breaching, the Silent Orchestra 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.
- Sensory Abuse: In the middle of its performance, the Silent Orchestra will begin emitting a very loud and piercing screeching 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 the building) will have their heads blown up if they're below 50% max mental HP.
Melting Love (D-03-109)
A woman comprised of pink slime, but 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 occur when an employee performs a work on her, aside from Repression. 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. Workers 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. 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.
- Blob Monster
- 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.
- Roaring Rampage of Revenge: If the first employee she infected dies, she will breach and do extra damage.
- Slime Girl: Sports a more traditional and innocuous form before shifting to a giant, hunchbacked and dissolved skeleton filled form when angered.
White Night (T-03-46)
An angelic 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 White Night'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, White Night 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. White Night 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 White Night: either defeating it outright, or having the final Apostle, who appears different from the rest, confess to One Sin and Hundreds of Good Deeds.
- Flunky Boss: Other monsters use minions to support themselves, but the White Nights main threat almost excursively comes from their Apostles that'll terrorize the building.
- Infinity +1 Sword: Defeating White Night the hard, grueling way (as not 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 the White Night itself, which sports maximum range, a great fire rate and a high amount of Pale damage, making it capable of taking on nearly any target in the game.
- Number of the Beast: Engraved on its golden collar is 666, clashing with its angelic motif.
- Light Is Not Good
- Red Eyes, Take Warning: Its blood red eyes tip off the notion that this isn't a very nice angel.
Price of Silence (O-05-65-H)
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.
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.
Hammer of Light (O-05-48-Z)
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.
Poor Screenwriter's Note (O-05-31-W)
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.
OrdealsUncontrollable, outside forces that will invade Lobotomy Corporation at different times of the day to harass you and stop your progress. As the day goes on, their more dangerous units get deployed to cause further harm.
- Big Creepy-Crawlies: The least threatening Amber monsters are about the size of a person. Their biggest bugs are about the size an entire room, or even a building if you let the day drag onto midnight.
- Fast Tunnelling: The critters get around the base by tunneling their way around so they can occupy more hallways.
- Horror Hunger: Their primary theme and motive; they invade your facility so that they can enjoy the buffet they assumed was set out for them. And if their quotes are to be believed, they began to cannibalize each other when there was no more food to be had.
Man sized insects who crawl in hallways to lunge at employees for a bite. Individually they're rather pathetic, but they always appear in huge groups to more effectively shred meals apart.
- Zerg Rush: To compensate for their individual weaknesses, they cluster in large groups to eat prey faster.
A much larger, hallway filling version of the Complete Food. These sluggish beasts move lazily across hallways they appear in, biting anything in their paths. If they bump into the other side of the hallway, they will release more instances of Complete Food and then burrow into a random hallway to complete the process.
- Enemy Summoner: Will spawn the smaller Complete Food every once in a while to help them.
The apex predator among the Amber, the Eternal Meal is a rocky, building-sized monstrosity that has planted itself into the ground and is capable of eating entire rooms with its giant teeth filled maw. When the timer reaches midnight, Eternal Meal will appear in a department room to devour anyone in there. It has no other direct method of attack, but it will spawn instances of Food Chain every once in a while so that they can invade the parts of the facility it could not. Once enough instances are spawned it will burrow back into the ground to reappear in another room, continuing until its been killed.
- Damage-Sponge Boss: Aside from its single, devastating attack it has when it makes its appearance known, it's mostly defenseless and serves as a stationary object that must be dealt with if you don't want to be overrun with worms.
- Enemy Summoner: One that creates other Enemy Summoning enemies periodically.
- Nested Mouths: Its already giant maw has a smaller, person size jaw hidden inside.
- Defeat Equals Explosion: Killing one of the crimson clowns will cause it to explode, spawning weaker versions of themselves found in the other times of the day.
- Evil Laugh: Complete a Crimson ordeal and the event ends with the clown horde laughing maniacally as their closing message is shown.
- Monster Clown: So monstrous in fact that only their smallest, least threatening unit actually resembles a humanoid clown. You'd need someone to tell you they're clowns for their later versions.
Cheers For The Start
Tiny jesters with brown demonic heads that smile constantly. When they teleport into the facility, they will ignore all employees and rush for an Abnormalities containment unit. Once there, they'll stop to constantly drain the E-boxes from that specimen and drain its Qliphoth counter by one, instigating that Abnormality into escaping.
- Action Bomb: Killing them will cause them glow red before they explode, dealing a moderate amount of damage to those caught in its blast.
- Stone Wall: They have little combat capabilities, but they can take one hell of a beating before they explode, even if you take their weakness to White Damage into account.
A Chorus of Saliva
Three-headed, quadrupedal monsters that wear clown makeup on their many faces. A Chorus of Saliva will spawn from a tent filled with teeth and will begin to roam around hallways, attacking anyone in its way. If defeated, they'll burst into smaller versions of Cheers For The Start who'll try to do their usual routine.
- Body Horror: They're a combination of clowns that take the form of something resembling a scorpion, their anatomy is two vaguely human clown heads up front with a smaller featureless head between them, and a tail with the third head at the end of it. Inside of the tails mouth is some kind of organ with a thin spike protruding from the it. Its body is blood red with tears and boils bursting from its sides.
- Enemy Summoner: Killing them will create 3 Cheers For The Starts.
- Stone Wall: Like the Cheers For The Start, they're sturdy creatures who can be a hassle to get rid of. Unlike them though, they're rather happy being in the hallways they claim and don't drain energy, so it might be a wiser idea to leave it be if you don't have the resources to kick them out.
Struggle of the Peak
A giant, beefy monster sewn together by stitches who wields a spear, spiked mallet and a meat cleaver, and its gaping mouth has a tongue with a clowns head on the end of it. When it appears, it will take up a hallway and start rolling down it, damaging anyone in its way. Killing it will cause it to burst into two Chorus of Saliva.
- Grew Beyond Their Programming: If their quotes are to be believed, they are robots who began to question their unexplained existence, and built a tower in an attempt reach the heavens for answers.
- Killer Robot: 2/4ths of them are killer robots, with the other half being a tool to deploy more killer robots and a massive stationary weapon.
- Red Eyes, Take Warning: They sport glowing red eyes that angrily search for targets to exterminate.
The first robots that are encountered, which are tall black machines that vaguely resemble skeletons with spikes at the ends of their arms. They will slowly shamble around the facility as they look for targets to stab to death.
- Mighty Glacier: Slow and sturdy robots who can take a beating just as well as they can deliver one.
- There's No Kill Like Overkill: When they finish off an employee, they'll enter an animation when they pin the target down and repeatedly stab them in the chest until they're nothing but mush.
Process of Understanding
Boxy, armored robots with a buzz saw on one arm and a gun on the other. They're similar to the Doubt in that they'll slowly shamble across hallways in search of hallways, but they're much harder to take out thanks to their gun that fires at anything in its path.
- Mighty Glacier: Even more than the Doubt, as this one is even sturdier and doesn't need to get close to lay down the pain.
- More Dakka: They come with machine guns that never stop firing until they box themselves up to recharge briefly.
Where to Reach
Boxes of deployable robot factories. They have no attacks of their own, but letting them sit around means that you'll have to face an endless wave of robots so as long as they sit.
- Mook Maker: Their sole purpose is to do nothing but spawn waves of killer robots to end you.
A stationary, inanimate weapon sporting giant laser cannons. If you allow the day to reach midnight, then the Last Helix can be deployed to put a permanent end to your day. It will take a few moments to charge its cannons before fire at a slowly turning 360 degree sweep across the whole facility to liquefy everyone in the building.
- Made of Iron: It is incredibly sturdy and almost impossible to get rid of.
- Hopeless Boss Fight: Is designed to be your punishment if you let the game drag on for too long, as unlike the other Midnight Ordeals, this one is nearly impossible to overcome. Your only hope is to do enough work before the laser fires so that you can end the day.
- Eldritch Abomination: Their units are just flat out bizarre, with the only things that are usually able to be seen of the whole beast are their giant purple tentacles.
- Purple Is Powerful: Their signature color is violet.
Fruit of Understanding
Vaguely worm-like creatures with a glowing purple core, which has an unknown ancient language written across it. The Fruit of Understanding are sturdy creatures that will try to last long enough to detonate in a sanity draining burst. This burst will also anger all Abnormalities in its radius into escaping containment instantly.
- Action Bomb: Unlike other examples in the Ordeals, they have other methods of attacks to defend themselves. Blowing up is their main objective however, and is their best attack.
Great Love for Us
A giant black monolith that sprouts tentacles when it sets itself up. These artifacts will teleport from the roof to crush any employee unlucky enough to be standing under its shadow. Their tentacles will constantly whip around at anything around them to deal a constant 1 Black Damage per hit. After a period of time, they'll stop moving to send out a pulse of energy that makes one random Abnormality escape containment before they start to resuming slapping everything around them.
- Combat Tentacles
- Death of a Thousand Cuts: The tentacles deal a low, but constant amount of Black Damage so as long as they're in the same room with the monolith. This attack only ends when they begin to charge up their energy attack that enrages an Abnormality into escaping, which is arguably worse than being whipped by tentacles.
- Death from Above: When they spawn in, they don't just appear in a room or hallway, they appear from the roof and hit the ground, crushing anyone who might in their way. Evacuate everyone from the main department rooms immediately if the day is about to move into Violet Noon, because it's almost certain that they're going to be flattened when the monoliths make their drop.
The God Delusion
The main entity can't be seen, but it attacks with portals that summon its appendages to swipe, crush and claw at employees with randomly. When the clock hits midnight, the God of Delusion will take notice and spawn its monoliths in random parts of the facility. They are colored red, white, purple, and blue (Physical, Mental, Black and Pale Damage respectively), which all control its different elemental attacks. Attempting to destroy one will have the God retaliate by focusing its attention on that one spot, but succeeding to destroy it will disable it of that damage type.
- Attack of the Monster Appendage: 3/4 of its attacks are portals that reveal the beasts giant appendage.
- Battleship Raid: Defeating the God of Delusions means that youll have to shatter each of its monoliths until its unable to attack anymore.
- Shout-Out: To the book with the same name The God Delusion by Richard Dawkins
- Body Surf: Played with. Angela mentions that numerous other X's were tested for the purpose of inheriting A's memory.
- I Have Many Names: A, Abraham, Abel, Adam...
- Meaningful Name: All of them start with A, for one. For specifics:
- Abel: The victim of Cain and the chief of martyrs, possibly tying into him falling into Carmen's plans.
- Abraham: The "prototype" of all believers, Jewish or not, and the founder of Covenant, sticking to him being the founder of the facility.
- Adam: The first man and lover of Eve, cast out of the garden of Eden for committing the first sin. While also tying into him being the founder, it could also be him casting all Abnormalities out of the facility and unleashing them on the world.
- The Lost Lenore: Carmen. After finding her dead in a bathtub with her wrist cut off, he uploaded her brain into the system and resurrected her as Angela. Sadly, he found himself disgusted with what he made.
- Transferable Memory: His memories were stored for the purpose of uploading them onto the newer manager.
- Walking Spoiler: Just look at these spoiler marks.
- Ambiguously Evil: Nothing is known about B when you first meet them, and Angela states that it's likely a foreign program trying to hurt the facility. B then says not to trust her. Although, it can be guessed that they genuinely mean well when they hook you up with the lie detector that reveals Angela has been deceiving you.
- The Ghost: B appears to you as the Lobotomy Corporation logo, and does not show themselves. That changes when it's revealed it was Hokma/Benjamin who has been contacting you.
- Bad Boss: A manager who sends their workers onto suicide missions, gets them horribly killed and cycles them for new employees without so much as batting an eye isn't a very good boss.
- Benevolent Boss: On the other hand, it's certainly possible to play the game as carefully as possible, preserving your workers, equipping them well, Save Scumming in the event of their deaths and helping your Sephirah out.
- Featureless Protagonist: We have no idea whatsoever what X looks like, or even their history before the Corporation.
- Grand Theft Me: Sort of. Once Angela uploads A's memories into your consciousness, she stops acting like you're X and starts treating you like A.
- Sadistic Choice: Some situations may call for you to make a choice that'll lead to at least one brutal death, such as juggling between Abnormalities ready to break free and deciding who has to go and stop them before they butcher the entire department, or sacrificing a random employee via a roulette wheel in the name of everyone else's safety.
- We Used to Be Friends: When you inherit 'A's memories, many of the Sephirah treat you like you're really him, including berating you for betraying their trust and friendship.
Unlocked from completing Geburas missions and hired under the contracting of 'Company R' by Angelas request, the band of mercenaries known as the Rabbit Team can be hired and deployed by you, led by their leader Myo. When deployed, Myo will send her Rabbits to a department of your choosing, and up to 4 can be selected for the cost of 25% of the energy gained that day per department. When the order is given, the department will be locked down, all employees in the area will instantly panic, and the Rabbits will teleport in to gun down all forms of life with no exceptions, including any Abnormalities that might have broken out.
- Animal Motifs: Rabbits, obviously. Their gas masks/helmets are designed with rabbit ears and Myo herself has a hair style that resembles a rabbit with its ears drooping down.
- Elite Mooks: The absolute best units you can deploy yourself, but at a cost.
- And if Myo is to be believed, the Rabbit Teams are not the strongest that Company R has to offer; she makes mention of the Rhino Team and Reindeer Teams being much more destructive and powerful than the Rabbits, but the collateral damage would be far too high for a fragile environment like Lobotomy Corp.
- Evil Albino: Myo is pale white, sports even whiter hair, has red eyes and definitely does not mind siccing her mercs on bystanders for a payment.
- Glowing Eyes: Myos eyes glow red in some of her portraits, as seen during her mocking of Gebura.
- Godzilla Threshold: The Rabbit Team is very powerful, yes, but they're also very expensive and have no qualms about killing your innocent workers along with Abnormalities, so calling on them is a last resort that's only to be used in the most dire of circumstances.
- Final Solution: They'll kill everything to "purify" the branch they're called into, including your employees.
- Jerkass Has a Point: During an argument with Gebura, Myo says that Kali used to be a much more just and admirable heroic figure before she degraded into nothing more but a raging and weakened machine that's nothing like the hero she used to know. Judging from Geburas calmly solemn reaction afterwards, it must've gotten to her.
- Mind Wipe: According to Myo, all Rabbit Team members are memory wiped of what they've experienced once they're done with their work to avoid violating some security concerns Angela holds.
- More Dakka: They wield the only machine guns in the game, and since they typically come in very large groups you can expect the department they're in to turn into a war zone.