How to Play Tuantu's Lobotomization Branches
Turn random deaths into predictable days with smarter work picks, meltdown routing, and Ordeal prep.
The goal of each facility day
Every day in Tuantu’s Lobotomization Branches revolves around filling Positive Energy (PE) quotas while keeping Abnormalities contained. You are balancing three clocks at once: the day timer, Qliphoth counters on each active entity, and Ordeal spawn windows tied to PE milestones. Winning is not about maximizing a single box — it is about finishing the quota without breaching a WAW cell during a Dusk Ordeal because you forgot to swap an Insight farmer.
If you completed Getting Started, you already know risk tiers and basic stats. This guide explains how experienced players think during a live session: when to suppress, when to keep working, how to read mood feedback, and how to assign meltdown targets without orphaning a department.
Work selection as a decision tree
Before clicking a work type, check four inputs: encyclopedia (J) recommendations, employee stat spread (T), current Fear, and the Abnormality’s remaining Qliphoth counter. High counter means you can afford one risky mood; low counter means only the safest work type is acceptable.
Instinct suits Abnormalities with physical backlash — failed Instinct often deals HP damage but may not breach as fast as failed Insight on a Prudence glass cannon. Insight generates strong PE on many TETH and HE entities but spikes Sanity loss; rotate agents. Attachment is the quiet workhorse for Temperance builds and social-themed Abnormalities. Repression demands Justice and is common on entities that punish passive farming.
Some Abnormalities flip preferred work based on mood results (good, normal, bad). Track patterns in a notebook or use the Work Helper tool on this wiki — the interactive helper reduces guesswork on repeat runs.
Qliphoth counters and breach containment
Each successful work usually lowers or resets part of the counter; failures, special events, or passive abilities can reduce it instantly. When a counter hits zero, the Abnormality breaches — leaving its room as a hostile entity. Suppression then shifts to combat: dash (Q), block (F), and weapon skills until the entity returns or is killed per its rules.
Mid-day breaches are recoverable if one agent with solid Fortitude holds the hallway while clerks reroute. Multi-breaches during meltdowns are not. Assign a breach captain on public servers — one player with ping (middle click) calling which door to seal first.
Fear, Sanity, and department buffs
Fear scales with employee level versus entity risk. Sending a level-one clerk to glimpse an ALEPH mood screen can max Fear and chain-fail the next three works. Escort low levels with higher agents, or keep them on ZAYIN PE chores away from central halls.
Sanity loss accumulates silently during Insight chains. Watch for visual distortion or slowed work bars — those are cues to pull the agent, stim (G), or send them to a regeneration alcove if the map provides one.
Departments may offer passive recovery or stat buffs depending on layout and upgrades. Learn your server’s facility via the Facility Map tool so you know which elevator saves thirty seconds during a Midnight Ordeal.
Meltdown priority framework
Meltdowns force a choice: reset counter A or counter B (sometimes more). Use this priority list unless the owner dictates otherwise:
- Prevent ALEPH or WAW breaches unless your team is explicitly practicing suppressions.
- Protect centralized halls — breaching into the main artery causes Fear cascades.
- Sacrifice isolated ZAYIN if the timer demands it and the entity is cheap to re-contain.
- Communicate before clicking — double picks waste time; no pick wipes the run.
Owners can /resetday on training servers after a bad meltdown chain. Public lobbies rarely forgive silent mistakes — ping your intent.
Ordeals and PE pacing
Ordeals spawn at PE thresholds as color-coded waves — Green, Amber, Crimson, Violet, and beyond at higher tiers. Each wave has distinct enemy patterns and rewards. Deliberately slowing PE to finish a work cycle before Dusk is valid strategy. Rushing PE without clearing clerks from hallways causes Ordeal wipes.
Assign fighters with extracted E.G.O weapons before the bar hits the next threshold. See Weapons Tier List for burst options and Builds for role splits between farmers and suppressors.
Negative Energy and clerks
Some Abnormalities emit Negative Energy (NE) that fills a facility-wide or departmental gauge. Unchecked NE triggers events or empowers breaches depending on version rules. Spread NE-generating work across departments instead of stacking three NE-heavy Abnormalities in one wing.
Clerks regenerate PE passively in many setups but die instantly to most breach attacks. Treat them as batteries, not fighters — recall them with V carry commands when Red Mist or Core Suppression phases approach.
Multiplayer roles
Even without formal voice chat, split roles:
- Farm lead — rotates work types and watches counters.
- Suppression lead — dashes to breaches with E.G.O weapons ready.
- Meltdown caller — reads timers and pings choices.
- Ordeal squad — holds central hall during dusk waves.
Owners using /dictatortoggle centralize calls; democratic servers rely on pings. Either way, indecision loses days faster than wrong gear.
Progression into mid and late game
When TETH days feel stable, start Extract E.G.O on your best performers and read Risk Levels before adding HE boxes. Core content unlocks later — Core Suppression and Beat Red Mist assume you can juggle meltdowns while fighting.
Tune stats with the LOB Planner so each LOB purchase — one hundred LOB for plus five — aligns with your main work type. Cross-check Controls if a bind feels wrong on mobile or PC.
Related guides
- Getting Started — vocabulary and first-day safety
- Extract E.G.O — gear progression
- Get E.G.O Gifts — accessory farming
- Abnormalities hub — entity-specific references
Frequently Asked Questions
Quick answers to the most common questions.
Should I suppress an Abnormality or keep working it?
Keep working while the Qliphoth counter is healthy and PE is still needed. Suppress when the counter is one failure from breaching, when mood results forbid your planned work, or when a breach would block an Ordeal path.
How do I reduce Fear during a busy day?
Avoid exposing low-level clerks to high-risk breaches, complete safer works to stabilize mood, use stims when necessary, and route panicked agents through regeneration areas instead of central halls.
What is the best way to handle meltdowns with strangers?
Middle-click ping the Abnormality you intend to reset and wait for confirmation. Prioritize preventing WAW and ALEPH breaches over saving a isolated ZAYIN unless the timer is about to expire.
When should I start working HE Abnormalities?
Move into HE when your team consistently clears TETH meltdowns, has at least one extracted HE-tier suit with matching Fortitude or Justice, and understands each entity's encyclopedia page.