Project Moon left Early Access with Lobotomy Corporation on 9 April 2018, putting you in charge of a facility that farms energy out of caged Abnormalities. Each of the fifty days sets an Enkephalin quota you meet by ordering agents to perform Instinct, Insight, Attachment or Repression work on things that very much do not want to cooperate. A run of bad work results drives an Abnormality's Qliphoth Counter to zero, it breaches, and a facility that looked stable at 80 percent quota can empty out in ninety seconds.
These tips go beyond the basics. They're the strategies experienced players use to play more efficiently, the hidden mechanics most people miss, and the optimizations that compound over a full playthrough. If you're just starting, check our beginner's guide first.
Essential Tips
1. Observation notes are the difficulty setting
Observation notes are the difficulty setting. Every Abnormality lists which work types it favours and what drops its Qliphoth Counter, and a facility that reads them survives Day 30 while one that guesses does not reach Day 20.
2. Match Virtue to work, not agent to department
Match Virtue to work, not agent to department. An agent with high Prudence handles Insight work safely while the same agent sent to do Repression on a Red damage Abnormality comes out at a fraction of their health.
3. A Qliphoth Meltdown timer running out costs energy equal to five times the meltdown level and zeroes that cell's counter
A Qliphoth Meltdown timer running out costs energy equal to five times the meltdown level and zeroes that cell's counter. There is no work order worth finishing that is more valuable than answering the timer.
4. Keep one agent with high Justice permanently unassigned
Keep one agent with high Justice permanently unassigned. Justice governs movement speed as well as attack speed, so that agent reaches a breach across two departments faster than anybody already mid task.
5. Bad work results are not random noise
Bad work results are not random noise. Low Temperance means low success chance, so sending an underdeveloped agent into a HE or WAW cell is the direct cause of most first breaches players blame on luck.
6. Ordeals arrive on a schedule tied to the day count and grow through Dawn at TETH, Noon at HE, Dusk at WAW and Midnight at ALEPH
Ordeals arrive on a schedule tied to the day count and grow through Dawn at TETH, Noon at HE, Dusk at WAW and Midnight at ALEPH. Indigo Ordeals start appearing from Day 26, and the Ordeal of White replaces the normal rotation across Days 46 to 49.
7. Netzach's Core Suppression disables healing except at meltdown transitions and through Army in Black, so contain that ZAYIN Abnormality before you attempt the Safety Team fight rather than during it
Netzach's Core Suppression disables healing except at meltdown transitions and through Army in Black, so contain that ZAYIN Abnormality before you attempt the Safety Team fight rather than during it.
8. Gebura's Core Suppression is a genuine boss fight against The Red Mist with four phases and 12,000 HP
Gebura's Core Suppression is a genuine boss fight against The Red Mist with four phases and 12,000 HP. Approach it with at least two agents in WAW grade E.G.O. and full Fortitude, not with the roster you happen to have on shift.
9. Spend LOB points on stat upgrades in the deployment phase rather than hoarding them
Spend LOB points on stat upgrades in the deployment phase rather than hoarding them. Stats gained through work are slow, and a run that reaches Day 36 with under levelled agents is already lost, it just has not noticed.
10. E
E.G.O. gifts occupy body slots and most carry a penalty, such as Harmony from Singing Machine giving 8 HP while taking 4 SP. Build gift sets around the damage type your weakest department keeps failing to resist.
Advanced Strategies
Build Optimization
The difference between an average build and an optimized one is massive. See our builds guide for full breakdowns.
For Control Team (Malkuth) (A-Tier):
- Focus on Qliphoth Counter and breaches combinations for maximum output.
- Core gear: Penitence
- Stat priority: Offensive stats first
For Information Team (Yesod) (A-Tier):
- Versatile approach that handles any situation.
- Core gear: Fourth Match Flame
- Stat priority: Balanced stats
Mechanic Interactions
Understanding how Lobotomy Corporation's systems interact is where the real optimization lives. Our combat guide covers this in detail.
Qliphoth Counter and breaches + Four work types and the Virtues: The number above each containment cell falls on bad work results and on triggers written specifically into that Abnormality. Combined with Four work types and the Virtues, instinct raises fortitude, insight raises prudence, attachment raises temperance and repression raises justice.
Qliphoth Meltdown timers + E.G.O. weapons, suits and gifts: A gauge fills as agents enter containment rooms, then flags specific cells with a 60 second countdown. When paired with E.G.O. weapons, suits and gifts, completing observation unlocks an abnormality's gear.
Core Suppressions scaling: Clearing a department's missions unlocks a boss event for its Sephirah. Malkuth, Yesod, Hod and Netzach open from Day 21, Tiphereth, Gebura and Chesed from Day 36, and Binah and Hokma from Day 41. Most apply handicaps rather than fighting you, but Gebura's is a direct fight against The Red Mist across four phases and 12,000 HP, and Binah's puts An Arbiter on the field.
Equipment Efficiency
| Equipment | Best Use Case | Why |
|---|---|---|
| Penitence | Calming panicked staff in the first twenty days | A ZAYIN grade White damage weapon from One Sin and Hundreds of Good Deeds, the Abnormality most facilities contain on day one. |
| Fourth Match Flame | Early breach suppression before WAW gear is available | Scorched Girl's TETH grade Red weapon, usually the first real upgrade a run gets. |
| Justitia | Mid game breaches and the Day 21 Core Suppressions | Judgement Bird's WAW grade weapon, notable because its attack lands five separate hits rather than one large one. |
| Da Capo | Ordeals from Day 36 onward and the Gebura and Binah suppressions | An ALEPH grade weapon from The Silent Orchestra that lands four hits per swing. |
| Twilight | The final ten days, including the Kether phase | Apocalypse Bird's ALEPH grade E. |
Location Efficiency
Control Team (Asiyah) (Days 1 to 20, Core Suppression from Day 21): Malkuth's department and the first one you staff, sitting in the upper Asiyah layer. Its missions teach work results and the Qliphoth Counter, and its Core Suppression randomises the work type buttons so you cannot rely on muscle memory.
Information Team (Asiyah) (Days 10 to 20, Core Suppression from Day 21): Yesod's department, which unlocks observation levels and therefore all E.G.O. gear. Its Core Suppression progressively pixelates the interface and the facility view, so you manage the day by memory rather than by reading it.
Central Command Team (Briah) (Days 26 to 35, Core Suppression from Day 36): Tiphereth's department in the middle Briah layer, split into Upper and Lower teams with ten agents across eight containment units. It receives two Abnormalities per day instead of one, which is both the reward and the trap.
Welfare Team (Briah) (Days 31 to 35, Core Suppression from Day 36): Chesed's department, the one that keeps agents alive between shifts. Its Core Suppression multiplies one to three damage types by five and rotates which ones as the meltdown level climbs, so your resistance planning has to change mid fight.
Extraction Team (Atziluth) (Days 36 to 40, Core Suppression from Day 41): Binah's department in the lowest Atziluth layer, unlocked in the last stretch of the run. Its Core Suppression is one of only two that fight you directly, putting An Arbiter on the field alongside spike traps and special meltdown types.
Mistakes Even Veterans Make
- Working an Abnormality repeatedly to farm energy without watching its counter. Energy is worthless if the source of it is loose in the corridor two minutes later.
- Assigning Repression work to a low Prudence agent. Repression drives mental damage, and a panicked agent attacks colleagues, which converts one bad order into a chain of them.
- Treating every breach as a fight. Several Abnormalities are best handled by evacuating the department and waiting them out, and pushing agents into a losing suppression is how facilities lose an entire shift.
- Attempting Core Suppressions at the earliest unlock day. Day 21 is when Malkuth, Yesod, Hod and Netzach become available, not when a typical roster is ready for them.
- Ignoring the facility layers when placing Abnormalities. Asiyah, Briah and Atziluth departments unlock at different points, and putting a WAW threat next to your least developed team creates a permanent liability.
Pro Quick Tips
- Observation notes are the difficulty setting. Every Abnormality lists which work types it favours and what drops its Qliphoth Counter, and a facility that reads them survives Day 30 while one that guesses does not reach Day 20.
- Match Virtue to work, not agent to department. An agent with high Prudence handles Insight work safely while the same agent sent to do Repression on a Red damage Abnormality comes out at a fraction of their health.
- A Qliphoth Meltdown timer running out costs energy equal to five times the meltdown level and zeroes that cell's counter. There is no work order worth finishing that is more valuable than answering the timer.
- Start with Information Team (Yesod), switch to Control Team (Malkuth) when ready
- Invest in Penitence above everything else
- Clear areas in order: Control Team (Asiyah) → Information Team (Asiyah) → Central Command Team (Briah) → Welfare Team (Briah) → Extraction Team (Atziluth). See our maps guide
- Qliphoth Counter and breaches + Four work types and the Virtues together are stronger than either alone
More Lobotomy Corporation Guides
- Lobotomy Corporation Lobotomy Corporation Overview
- Lobotomy Corporation Best Builds
- Lobotomy Corporation Tier List
- Lobotomy Corporation Walkthrough
- Lobotomy Corporation Beginner's Guide
- Lobotomy Corporation Weapons Guide
- Lobotomy Corporation Combat Guide
- Lobotomy Corporation Boss Guide
- Lobotomy Corporation Maps & Locations
- Lobotomy Corporation Crafting Guide
- Lobotomy Corporation Classes & Characters
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