Guides

Getting Started in Tuantu's Lobotomization Branches

Learn the facility loop, risk levels, and the habits that keep clerks alive past the first meltdown.

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Getting Started in Tuantu's Lobotomization Branches

What Tuantu’s Lobotomization Branches is

Tuantu’s Lobotomization Branches is a Roblox management and action game modeled after Lobotomy Corporation. You are not playing a simple horror round — you are running a facility where employees enter containment rooms, perform work on Abnormalities, and convert that effort into Positive Energy (PE) stored in departmental boxes. PE quotas advance the day; failing meltdowns, ignoring Ordeals, or letting Abnormalities breach can end a run in minutes.

Abnormalities are classified by risk level: ZAYIN is the safest tier, then TETH, HE, WAW, and ALEPH at the top. Higher risk generally means more energy per successful work but sharper penalties when Insight or Repression fails. Every entity has a Qliphoth counter — a number of successful works before it becomes unstable — and many have unique rules about which work type is safe on which mood result.

Your first session checklist

Before assigning anyone to a containment cell, open your stat panel with T and confirm Fortitude, Prudence, Temperance, and Justice. New employees start fragile; stick to ZAYIN and easy TETH Abnormalities until you earn LOB points. Press J to browse the encyclopedia entry for any creature you do not recognize — note preferred work types and breach behavior.

Learn movement tools early: Q dashes you out of telegraphed hits, F blocks or parries depending on weapon state, and G applies stims during emergencies. Z toggles the minimap so you can route clerks away from breaching halls. M opens gifts attached to your suit, while L accesses a public E.G.O pool on servers where the owner enabled shared gear.

If you join a public server, respect owner tools — they may /kick, /ban, /resetday, or /egopool to manage progression. Middle-click ping helps coordinate meltdown assignments without voice chat.

Understanding the daily loop

A standard day in Tuantu’s Lobotomization Branches follows a repeating rhythm. Clerks and agents work Abnormalities to fill PE boxes in each department. When enough PE is collected, the day timer or quota advances and Ordeals may spawn at dusk thresholds. Between those spikes you manage Negative Energy (NE) buildup, clerks’ Sanity, and Fear levels that rise when employees witness breaches or high-risk entities.

Meltdowns appear as timed events requiring you to pick which Qliphoth counter to reset. Choosing the wrong cell can force a HE breach while you are still farming a TETH elsewhere. Good teams communicate picks aloud or via ping and keep one agent near high-risk doors as a rapid response.

Departments function as semi-isolated lanes — each has clerks, regeneration, and sometimes unique buff rooms. You do not need to memorize every layout on day one, but you should know where your assigned Abnormalities sit relative to main corridors so dash routes stay short.

Work types and stats in plain language

Every work action maps to a stat check:

  • Instinct tests Fortitude — physical endurance against violent reactions.
  • Insight tests Prudence — perception and sanity when studying abstract or creepy phenomena.
  • Attachment tests Temperance — emotional control during comforting or social interactions.
  • Repression tests Justice — discipline when suppressing an Abnormality’s impulses.

When the game shows mood arrows or success bands, pick the work type matching your strongest stat unless the encyclopedia mandates a specific type for that Abnormality. Failed works chip the Qliphoth counter or apply damage; repeated failures breach the entity.

LOB upgrades cost one hundred LOB for plus five in one stat. Spread early points into the stat your role needs — farmers boost Temperance or Justice, fighters boost Fortitude, scouts boost Prudence.

Fear, Sanity, and why clerks panic

Fear increases when employees see breaches, Ordeal waves, or high-tier Abnormalities without adequate training level. High Fear reduces work success and makes combat swings unreliable. Lower Fear by completing works in safer tiers, using department regeneration tiles, or assigning higher-level agents to escort clerks.

Sanity drains during Insight-heavy jobs and some aura effects. If Sanity bottoms out, agents may refuse commands or die to instant-kill scripts tied to specific entities. Rotate workers instead of chaining three Insight jobs on the same clerk.

E.G.O gear — what beginners should know

E.G.O includes weapons, suits, and gifts — roughly one hundred forty-four pieces total across risk bands. You extract gear by meeting each Abnormality’s conditions, often tied to successful work counts or suppression milestones. Wearing a HE suit without the Fortitude to tank its backlash is a common day-one mistake.

Beginners should read Extract E.G.O after their first stable day and Get E.G.O Gifts once they can clear TETH consistently. The Tier List pages rank starter weapons and suits so you do not grind the wrong Abnormality for hours.

Where to go next on the wiki

After you finish a day without a total wipe, continue with How to Play for advanced work selection and meltdown prioritization. Browse ZAYIN and TETH Abnormality guides for entity-specific tips. Check Controls for the full keybind list and Updates for version 0.9.1 Binah additions like Dummy, Old Lady, and Wishroot.

Community resources: the official Trello board tracks in-development Abnormalities, and the project Discord linked from in-game UI helps find staffed public sessions.

FAQ

Frequently Asked Questions

Quick answers to the most common questions.

What is the safest risk level for new players?

ZAYIN Abnormalities are the safest starting point, followed by selective TETH jobs once your Fortitude and Prudence exceed baseline. Avoid HE and higher until you understand Qliphoth counters and have at least one extracted E.G.O suit.

How do I open stats and the Abnormality encyclopedia?

Press T to view Fortitude, Prudence, Temperance, and Justice. Press J to open the encyclopedia for work preferences, breach info, and extraction hints on each Abnormality.

What happens during a meltdown?

Meltdowns force a timed choice of which Qliphoth counter to reset. Failing the timer or picking a dangerous cell can cause breaches. Coordinate with your team and keep agents near high-risk doors.

How do LOB upgrades work?

Each LOB upgrade costs one hundred LOB and grants plus five to one stat. Plan upgrades around your role — Justice for Repression farmers, Fortitude for suppression tanks, Prudence for Insight specialists.

Are there promo codes for free E.G.O?

There are no active promo codes currently. Progress comes from extractions and public E.G.O pools on servers where owners enable /egopool. See the Codes section for redemption steps when new codes release.