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Nightmare Fuel / Lobotomy Corporation

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There's Nothing There.

As a Moments subpage, all spoilers are unmarked as per policy. You Have Been Warned.


  • Every Abnormality is their own special flavor of Nightmare Fuel, and it's inevitable at least one (or ten) are scary to each Manager.
  • In the story included in Schadenfreude's Encyclopedia entry, an employee by the name of Yumi becomes paranoid that someone is watching her after she stared directly at it while working. She would also become hysterical if she saw any holes and would try to seal them up and eventually gouged her own eyes out with a pen.
  • Don't Touch Me. Just... Don't Touch Me. When you click it, it could either decrease all of the abnormalities' mood to zero or kill every single employee, and if you click on it too much it will cause the game to crash. No other Abnormality is capable of that level of destruction.
  • Rudolta of the Sleigh, with its horrible glassy stare and overall corruption of Christmas themes. Its Encyclopedia artwork certainly doesn't help matters.
  • Scarecrow Searching for Wisdom. While most HE-class abnormalities are relatively tame as far as abnormalities go, Scarecrow will chase down your employees to suck out their brains. In fact, the catalyst for it breaching - sending a worker with high Prudence (ie, intellect) to work on it - means you can potentially doom an innocent smart person to having their brains and eyes sucked out, resulting in them left standing still, eyeless and brainless, while the Scarecrow merrily continues on its way to eat more brains.
  • The sounds that some abnormalities make when you zoom the camera into their cell. As an example, Nothing There or Forsaken Murderer's are just heavy, strained breathing.
  • Should an Agent enter Warm-Hearted Woodsman's containment unit after its Qliphoth Counter is depleted, it will violently kill them and then proceed to grab the corpse and shove it into its chest cavity. The Abnormality will then proceed to go around the facility to slaughter your employees and use their dead bodies to heal itself.
  • Singing Machine's ability. If you send in an employee with very high Fortitude and/or low Temperence, they will proceed to dive into the machine after finishing their work. This can also occur if someone is sent in when the Qliphoth Counter is 0. The resulting gore will in turn make some music and bewitch another employee. Said employee will gain manic looking yellow eyes as well as a Slasher Smile and then knock out other employees so that they can be also tossed into the machine, continuing the cycle and possessing even more employees until they are all killed.
  • Nothing There. An abnormality that could only be described as a patchwork of human parts, with a severe case of Eyes Do Not Belong There. You better hope the employee you send to work on it stays calm or Nothing There will kill them and wear their skin. Oh, and it keeps wearing the employee until it finds a way to escape. Should you send another employee after that, you get the lovely image of organs covering the screen, blocking your vision as Nothing There breaches containment. Nothing There is an ALEPH class abnormality, and is loose disguised as his victim in the middle of your employees. The game gives you ten seconds to find it and shoot it to instantly send it back to its cell. Miss or run out of time, and the abnormality will go on a rampage. Fail to deal with the situation in time and things will go From Bad to Worse as Nothing There will enter a cocoon before coming out of it as a giant skinless... humanoid thing, with a massive HP pool. At this point your best chance to control the situation is to collect your daily quota of 0 LOB points and end the day.
  • CENSORED, an ALEPH-class Abnormality who is an extremely strong Brown Note Being. So strong, in fact, that literally everything about it is, well, censored - it's covered under big, blood red "CENSORED" boxes that completely obscure its features, while any audio it makes is also censored, so you can't even identify what it could possibly sound like. Turns out there's a reason for this - previous Managers were driven bonkers upon seeing it uncensored, hence, the security cameras are tuned to completely blank out CENSORED's form just to protect the current Manager's psyche. And when it attacks employees, the attack itself is also hidden until the employee dies, revealing them to be reduced to Ludicrous Gibs.
  • WhiteNight is an Abnormality so powerful and frightening that if it was an Abnormality who plays God, it is doing an EXCELLENT JOB in making you realize the fear and horror of confronting something that thinks that it is God Almighty. No other Abnormality gives more Paranoia Fuel than this... thing, and this is actually an Abnormality that you have to face in its full glory to get its E.G.O. weapon, as well as 100% Abnormality resolution and the Golden Ending.
    • Firstly, if this is your first time playing Lobotomy Corp, you can pick this Abnormality as soon as Day 11, which is fairly early on in the game. However, instead of picking WhiteNight itself, it will disguise itself as a ZAYIN known as the Plague Doctor, a seemingly friendly plague doctor who can cure and bless your employees... aside that this is actually WhiteNight in disguise, and if it blesses an employee, a clock will show their name. It's Paranoia Fuel if you don't know what it does, and if you do it's even worse, knowing that the clock is an invitation to a facility wiping Eldritch Abomination that you can't handle. It's very easy to trigger its Blessing effect, which includes performing a Good or Bad work and even reaching a Second Trumpet. The Doctor also actually remembers how many employees it has blessed and their names no matter if you reset to Day 1 or not, and if the Doctor ever turns into WhiteNight, it will remember that as well and forever stay as WhiteNight.
    • Now to WhiteNight proper. Once the Doctor has blessed twelve employees, all of them bar the 12th will turn into tall, lanky and monstrous Apostles with a plague doctor mask on them and WhiteNight will begin his "salvation" on the facility, and the dreaded Third Warning theme that usually only plays when almost everyone in the facility is dead starts playing for the first time it ever pops up.note  Rank 3 or below Employees will also panic almost instantly, and the Apostles will go around trying to kill anything on their way with ridiculously heavy hitting attacks and WhiteNight will do a solid chunk of pale damage to everything in the Facility every once a while while regenerating the Apostles who died, on top of having sky high resistances and HP, often taking an hour to kill; if this thing ever breaches in the harder levels, you can kiss your whole facility goodbye. Even worse, there are two Apostles defending WhiteNight himself and if anything gets hit by them, it's dead, because these Apostles do 270 PALE Damageexplanation , something that means certain death. Last but not least, they have an instant kill attack that possesses one of your employees and beheads them instantly; if they ever do this, you can kiss that employee goodbye, because there is absolutely no way to prevent them from being killed that way. The only saving grace is that the 12th Apostle is a heretic and can be ordered to work on One Sin as a panic button to kill this abomination instantly in case if you get it out early on, but it will usually be a Pyrrhic Victory for you if you have to kill it this way.
    • While most harder Abnormalities let you use the in-game settings to deal with them and you can retry the level if something is amiss, WhiteNight outright disables these functions! And it's not like the Apocalypse Bird or Silent Orchestra where it's conditional, as long as WhiteNight is breaching it strips your control away from the game's general UI itself unless you defeat it or it wipes out your whole facility. (Usually, it ends up with the latter.) While you obviously cannot pause or alter the game speed, in this case you can't even open the Manual and the Main Menu, something that no other Abnormality or in-game event can disable. If you try to use them, it will bluntly tell you that it is God and you can't run away from it. This thing wants you to see it and its Apostles wipe out your whole facility and it will force you to watch it all happen.
    • To put fire into the Paranoia Fuel, WhiteNight breaches automatically after 4.5 minutes. While this is a generally easy Abnormality to manage (assuming you survive the initial assault, of course) and the time window gives you some leeway unlike the Express Train to Hell, if you are too focused in taking care of something else (such as breaching Sephirah, Apocalypse bird or Midnight Ordeals) and you forgot to take care of it, consider your whole run ruined.
  • The Knight of Despair and the King of Greed make very unsettling sounds when they are breaching. The King's breaching form being those of a giant angler fish with the magical girl's head being hung on its mouth and having a hollow face with eyes dripping black liquid doesn't help either.
  • If you pay attention when your agents panic, they say some very unsettling things. Lower ranking agents usually make insane, incoherent ramblings while rampaging or offing themselves, but high ranking agents will say some very disturbing things quite casually when they do the same.
  • The Abnormality selection screen you get between days is among the most interesting sections of the game, but also among the creepiest for some players. Ominous and depressing music plays as you're given three hanging containment units holding a new monster for you to take in, each with their own vague or out of context quote that only barely clues you in on what waits for you in the next day. For new players, their names are replaced by the Abnormalities serial number, giving a sense of dread that for all you know you could have just drafted in an Eldritch Abomination you can't handle.
  • Apocalypse Bird full stop. The thing looks more like an Eldritch Abomination than an actual bird as it has Punishing Bird's gaping mouth, Big Bird's multiple eyes and the player finally gets to see Judgement Bird's bandageless and skinless head.
    • Once it appears, it cannot be killed directly as it's immune all types of damage, forcing you to destroy its eggs instead and you can't change the speed or even pause the game until Judgment Bird's is destroyed. In addition, it teleports through the facility and induces Qliphoth Meltdowns (including those with Sephirah immunity) which could release even more Abnormalities if you only focus on the eggs or get distracted.
    • The events leading up to it aren't much better as when a major event occurs (such as all three birds breaching their containment units or when a bird enters the Entrance to The Black Forest), the screen will briefly change to one resembling a storybook page which will detail part of Apocalypse Bird's origin story. Given the context of what is happening and will be happening soon, this effect comes off as quite jarring and disturbing.
  • Speaking of the abnormality selection screen, the hints are often either horribly ominous or outright disturbing. The anticipation of having to select new Abnormalities for your facility is often made worse by having to make your choice based on these entries with no additional context.
  • How the individual Sephirah died. Nice Job Breaking It, Hero! Enjoy the long list of horrors you did personally or enabled.
    • Malkuth: Overloaded by Cogito, Elijah lost all her nails and half her teeth, before being left to bleed out painfully by an apathetic A.
    • Yesod: Gabriel clawed himself to death due to his guilt over Elijah.
    • Hod: Michelle killed herself after betraying the company. It wouldn't be that big if her betrayal didn't make her kill herself out of guilt that her whistleblowing caused an all-out massacre of some of the more important employees.
      • The sequel, Library of Ruina paints this event in a way harsher light. At the end of that game, when some agents of the Head pay a not-so-friendly visit to the Library, they outright tell Angela that they wouldn't even bother invading if not for her being made within the City, the experiments be damned. The whole incident could be avoided if Hod wasn't just being stupid/naive enough to think they would even bother caring about something as "trivial" as horrible experiments.
    • Netzach: Giovanni died by Cogito injection, believing a lie that he'd be able to save the woman he cared about.
    • Tiphereth B: Enoch willingly threw his life away to a failed experiment, leading to his blood bond Lisa muttering hateful things at Carmen. Carmen didn't last long afterwards. (If you don't know what this means, you (or at least the person that was you) had an idea to get a kid killed so you could save humanity. It failed, and your Implied Love Interest lost her shit from the guilt and offed herself.
      • Perhaps the worst thing about this incident, is that it started an expanding chain of Disaster Dominoes that led to A neglecting Elijah and Gabriel, killing Giovanni, Michelle reporting to the Head and leading Kali, Daniel, and even the chief commander of the Head raid Garion to die and get captured, the creation of Angela... and the effects are still lingering and spreading towards the whole City by the time of Library of Ruina.
    • Binah: Garion was impaled against the wall by Kali's sword and was forcefully captured and converted by 'A', resulting in L Corp's Pyrrhic Victory against the Head. While she did deserve at least that much for what she did, 'A' says that he had her still-living and barely conscious body collected and sent to Sephirah processing, which gives us a shot of a blood-covered Garion strapped to a chair and later having her brain and still connected eyeballs pulled out from her head to be put into the machine.
    • Hokma: Benjamin was your most trusted friend a decade ago and tried to warn you how dangerous and malevolent your secretary AI Angela was. Angela, knowing that he was trying to warn you about her, instantly killed him, converted him into a Sephirah, threw him into the deepest layer of the facility and acted significantly more hostilely against you afterwards. However, if Abel's warnings (that would later come true) were taken for granted, then you did order Angela to kill him as a part of your 50 day playbooks. The point has came across that as long as you can save humanity from hell on earth, you will basically kill and destroy anyone and everyone next to you for that goal.
  • Carmen's breakdown and eventual death. Having felt guilt out of enabling A to kill Enoch in an experiment that she didn't want him to participate in, Lisa shouting hateful things at her, and the facility's agents wanting to off her to produce a research breakthrough, she broke down into an emotional mess that just hysterically laughed and cried all the time, with her eyes being described as blank and her tone of speech becoming colder. It's quite clear that she wouldn't last long... and true to that, she didn't. Some time later, this formerly optimistic and altruistic woman basically lost it and slit her wrists in a bathtub to commit suicide, a scene that was so gruesome that it traumatized A, that in nearly every one of A's flashbacks about Carmen her whole face was scribbled over, and her eyes not even displayed if her face is shown (with the exception the last time she's shown on Day 47, where her full face, eyes included, were displayed). And it turns out that Carmen's injuries were minor enough for her to be still conscious, but it doesn't matter for her wildly cruel disciple A, who proceeded to skin her alive and place her brain stem in a jar for Cogito and use her brain map to construct Angela.
  • There's the sinking realization that this game is a prime example where the player character himself is THE monster out of all monsters within a Crapsack World ruled by corrupt corporate elites, overrun by cannibals and Hired Guns, where being a paramilitary "fixer" is required to even have some chance of survival, death and chaos are daily matters and everything is charged ridiculously expensively, including living rights in a metropolitan zone. But you have effectively outdone every single one of these entities in the outside world by subjecting your employees to being brutally murdered by the monsters you are sheltering, many of which have abnormally high capabilities even when compared to the sheer number of fellow human beings willing to fight and kill in the city. You also neglected and subjected your allies and inner circle, who trusted you deeply, to brutal deaths (see the section about Elijah, Gabriel, Giovanni, Enoch, and Benjamin above) only to revive them as AI people. To say nothing of the woman that you used to work for, whom you extracted the brain stem of to further your research when she was traumatized from all the horror you induced within the old facility, and could otherwise be easily healed of the injuries she suffered from her suicide attempt. However, the worst one is the creation of Angela, which would turn out to be something MUCH, MUCH, WORSE in the game's sequel.
  • The fact that a cognition filter was put up so that the manager doesn't go insane, and a lot of violence and gore still makes it through. This means that what is actually happening to the employees is much, much, worse.

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