recursal/Fanatic-Fandom huggingface dataset:
Solar Panel

**This article is a disambiguation page for Solar Panel**

The following is a list of links to pages that might share the same title.

Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article.

Payloads

* Solar Panel Small
* Solar Panel Medium
* Solar Panel Large
* Solar Square

Planetary Structures

* Solar Array
Rules

**The Space Agency Wiki aims to achieve maximum user satisfaction and prioritizes it over anything else.**

## Rules

1. All content on the wiki (including pages, blog posts, comments, images, videos) must be family-friendly. Swearing, harmful language, and offensive or obscene content is not allowed.

2. Be friendly and respectful to other people. Insults, hurtful comments and threats are not allowed.

*The comment will reviewed and deleted, along with any replies to prevent 'flame wars'. If other disputes between multiple users arise, solve them peacefully and in a non-threatening manner.*

3. No vandalism.

*Vandalism includes any edits and other actions that are clearly done with bad intentions, such as deleting content, inserting false information on purpose, spamming and editing a users profile page without permisson. Counterproductive actions that are done by accident (such as submitting an unfinished edit or removing text by accident) are not vandalism. The user should be notified if this happens repeatedly or in large amounts. Ignoring these messages and continuing the bad edits on purpose counts as vandalism.*

**Addtionally**:

* Repeated requests for promotion is not encouraged.
* All user blogs shall be properly maintained, and spelling and grammatical accuracy should be prioritized (not enforced, but to maintain quality content).
* Wiki pages document the core concepts in the game. Custom spacecraft, player experiences like roleplaying, or other player created constructs should be shared in comments or on user profiles or user blogs.
* All rules apply in Live! Chat.

## Bans

Any repeating of rules punishable by ban will either extend the current ban, or will make the next ban longer, in the following order:

**2 hours -> 1 day -> 3 days -> 1 week -> 2 weeks -> 1 month -> 3 months -> 6 months -> 1 year -> 2 years -> infinite.**
Astronaut

**Astronauts** the human-like beings that call Home, well, home. Astronauts are used to perform various tasks in the game, such as planting Arisula or Foodulus plants, transferring water and other materials, and piloting spacecraft.

Astronauts are needed to pilot all spacecraft, from Resupply Modules to 2nd stages.

Astronauts come with four set of jobs. Botanist, Engineer, Pilot and Commander. each Job has a set of skills, for example, The Botanist and Engineer can not control a space craft, where the Pilot can. However the Commander position comes with all these skills, and can do everything without limits.

Astronauts require three materials, Food, Water, and Air. These needs are represented by the nutrition, hydration, and bloody oxy statuses. Over time, astronauts get fatigued, requiring rest periods on planets or in life tubes are essential. During operations in space, astronauts slowly get radiated from the unprotected space crafts they operate. The only way to lower the radiation dose is to land on a body with an Astronaut HQ.

### Commander

The Commander can preform all functions that every other type of astronaut can preform

Cost: 200,000 Coins

### Pilot

The Pilot can only perform tasks in relation to navigating and traveling which includes:

Using RCS and engine controls, Linking Jump Gates, Using the navigation system, Transferring resources and, Using the Docking Port Console

Cost: 100,000 Coins

### Engineer

The Engineer can only preform tasks relating to station functions and building which includes:

Using the build function in the Builder and Builder II, Powering on and off modules and, changing the a Solar Panel's angle

Cost: 50,000 Coins

### Botanist

The Botanist can only preform tasks relating to the Hydroponics Module

Cost: 25,000 Coins
Fuel Refinery

## Overview

The **Fuel Refinery** (hereafter referred to as **Refinery**) is a Building that converts Water and Methane into four units of Fuel per minute.

All three Resources are stored on Plinths.

An Alert will pop-up whenever the Fuel canister of a Refinery is filled-up.

At this point, the conversion will stop.

## Trivia

* The canisters of Resources at a Refinery cannot be Disposed (of).

#### EASY DIFFICULTY

* The three Plinths in a Refinery hoard 863 Methane, 1,173 Fuel, and 864 Water.

#### NORMAL AND HARD DIFFICULTIES

* There is no Refinery. It is up to the player to build one.

## Gallery

The Methane, Fuel, and Water canisters in a Refinery.The opposite side of the same Refinery.
Communications Satellite

The **Communications Satellite** (known as **Satellite** in the navicomp) is a payload. It has extendable solar panels to keep it powered. You may use the communications Satellite to establish a link between itself and a Blueprint Repository.

First make sure you have a repository built on a planet. Next make sure a satellite has already been established in space in relatively close proximity to the planet with the repository. Access your flight computer and go to the dish antenna tab and select the repository you would like to connect to. Accept the connection and you will have established a link to your base. This is useful for managing blueprints between your space station and your planetary base.
Spacecraft

**Spacecraft** are the building blocks of any rocket, space station, or space vehicle in SA 2138.

Each Spacecraft can be constructed on an empty plinth in Warehouses.

## Notes

* **! Important !** The Outlaw and Thor are **Single-Use** and Can Not Be Reused! You must construct a new one each time you want to use one, causing a permanent loss of resources with each launch.

* Only Solar Panels Small, Medium, and Large can be closely stacked next to each other. ALL other large modules need at least one station module, 45-degree angled separation, or similar to separate them or you risk a possible explosive collision upon un-docking. Remember to Save so you can Revert if needed!

* Only the Cargo Mod, Solar Panel Small, Solar Panel Medium, and Solar Panel Large have Directable Solar Panels. All other solar panels remain Fixed in the direction perpendicular to your spacecraft and Can Not Rotate towards the sun.

* All [+] Power listed is the POTENTIAL MAXIMUM at 100% Direct Sunlight for that single panel. If your solar panels do Not have 100% direct sunlight, you will get that much LESS power for each panel. If this happens, use the slider in your Flight Computer's Solar button to point your Solar Panel or simply point your ship towards the sun.

* All Weight is given as Empty. Adding any Astronaut, Resources, Fuel, or Spare Parts]] will add onto the total weight.

* When activating the Builder to Construct a Blueprint, Do Not Block the Red Door.

* Due to it's internal fuel capacity, low weight, and medium thrust/acceleration; the Base Builder is currently the best option for Resupply and Landing Missions.

* When writing a Blueprint, the Sequential ID # is the distance from the Builder, with 0 being the 1st thing connected to the Builder's Red Door.

* The Venom currently has the #1 1st Stage Thrust, but the #3 Acceleration; the Outlaw currently has the #1 Acceleration, but the #3 Thrust.

* The Goliath has the #1 Thrust and Acceleration of all space-usable engines.

* The Delta 10 also requires 2800 Water, 6 Seed Air, and 6 Seed Food to build.
Plinth

A **Plinth** stores any Spacecraft, Resource, and Spare Part.

It cannot store more than one of the three above, or more than one of the same kind.

It cannot be directly built by the player.

## Trivia

* Warehouses all use (ten) Plinths to store Resources.
* Refineries use three Plinths to contain Methane, Water, and Fuel.
* An AHQ also uses the same number to house Air, Water, and Food.
Base Builder

The **Base Builder** is a reusable Payload that allows the player to build a base on a Planet or on Luna. It is also the only Spacecraft that does not require a Landing Pad to land on.

## Use

After landing on a planet, the first thing that is to be constructed is a Warehouse. All other buildings, such as VABs, AHQs, and Launch Pads are all built from the Base Builder.
SOL

Sol as seen from Home.

**SOL** is the Sun analogue in SA2138, and is positioned at the exact center of the coordinate plane, 0,0,0. From Home, Sol appears as a yellow ringed white object with protrusions of yellow flowing away. Unlike the other bodies, Sol has no name or distance parameter identifying it. The easiest way of getting to SOL is using the jump drive from the Black Delta.
Space Agency 2 Wiki

1/2
## Welcome

Welcome to the unofficial Space Agency 2138 Wiki!

Space Agency is a game developed by Andy at Nooleus, set in the not to distant future where users can explore new systems and build rockets and stations.

For updates, follow @Nooleus and @SpaceAgency2138 on Twitter.

## Getting Started

Here are some tips for getting started on the wiki:

1. Use the search bar at the top of the page to navigate or see All Pages
2. Share images in the Photo Gallery
3. Create a profile and upload blogs
4. Join the Discord sever

Topics that should be on Pages:

* Planets
* Parts
* Sandbox Rewards

For more information on Getting Started, see the Beginners Guide.

## News

***May 19, 2020:*** Space Agency 2138 Wiki will be accepting Moderator applications until May 31, 2020 @ 11:59PM [EST] Click here!

***April 15, 2020:*** Space Agency 2138 is live on Android

***March 24, 2020:*** Space Agency 2138 is live on iOS.

***Mar 12, 2019:*** Nooleus releases a teaser of Space Agency 2138.

***May 29, 2018:***#AskAndy results are in.

***Dec 20, 2016:***Space Agency 2 Wiki is founded.

# IN ON AT SAVE LETTERS
Mar Sun>=8 2:00 1 EDT # 2nd Sunday in March
Nov Sun>=1 2:00 0 EST # 1st Sunday in November

# IN ON AT SAVE LETTERS
Mar lastSun 1:00 1 BST # last Sunday in March
Oct lastSun 1:00 0 GMT # last Sunday in October

# NAME UTCOFF ZONE
Tokyo 9:00 JST # no daylight time in Japan

# NAME UTCOFF ZONE
Moscow 3:00 MSK # no daylight time in Moscow

# IN ON AT SAVE LETTERS
Mar Sun>=8 2:00 1 EDT # 2nd Sunday in March
Nov Sun>=1 2:00 0 EST # 1st Sunday in November

# NAME UTCOFF ZONE
Baikonur\_Cosmodrome 7:00 ALMT # no daylight time in Baikonur

## Rules

If you see this, your JavaScript might be disabled or DiscordIntegrator plugin isn't working. If the latter, please contact a wiki administrator.

## Questions? Comments?

Sugesstion Box

Bureaucrat/Founder: Jws29095

Content/Discussions Moderator: CreeperCom, ISAAC Organization
Mosture Unit

The Moisture unit is a piece of equipment found on certain space craft, this equipment allows moisture in the air of your craft or station to be extracted and collected into water containers, which then can be used for any purpose water is used for.

The Moisture unit is only found on the Delta 10, Delta Black, and the Moisture Recovery Unit
Challenge Mode (Legacy)

**Notice About the Article "Challenge Mode (Legacy)":**
 Are you looking for the new version of this page: Challenge Mode

 "Challenge Mode (Legacy)" is using information from the Legacy version of the game (v0.0.2.2b). The information here is from an older version of the game before the most recent gameplay changes.

> *"This is the end of the story we have prepared."*
> - Challenge Mode Message
>
>

**Challenge Mode** is a post Story Mode where the player can play until day 99 without checkpoints, unlocking more departments and increasing the energy goal each day, and also bringing the chance of Random Events to happen. The player can unlock it after completing Story Mode, which will become available from the main screen by showing a button named 'Challenge Mode', and alternatively, the player can also proceed by clicking the 'Continue' button.

When the player reach the end of the Story Mode, a message will appear telling to the player that is entering to the Challenge Mode, and if wanting to proceed or not. If the player continue to Challenge Mode, another checkpoint will be made, becoming the last one for the rest of this mode, conserving any agents, departments, researches and Abnormalities previously got in Story Mode.

The main differences of this mode are:

* The player can't get anymore checkpoints once starting.
* The first days, extra containment units will be unlocked until getting all the Abnormalities available.
* The energy required to end the day will increase each day, but without more new Abnormalities, making the days more longer to collect energy.

This mode focus in energy production only, and until there are more features, the Challenge Mode provides an 'Endless Mode' feeling, without getting much different features and the days must be performed perfectly to avoid a total game lost.
Mirror of Adjustment

* Ingame
* Crop

**This Abnormality is Capable of Employee Alteration**

**This Abnormality can Benefit the Facility**

> *“* “The satisfaction is only temporary though.*” "*
> - Abnormality Log
>
>

**Mirror of Adjustment (O-09-81)** is a  ZAYIN Tool Abnormality that takes the form of a full-length, standing mirror propped up by several planks of wood. Its frame appears to be some kind of rusty metal. The mirror itself is black and does not reflect anything, with only a grey spiral visible.

## Information

### **Ability**

Mirror of Adjustment's ability consists of totaling the employee's  Basic Stats and redistributing them randomly. The Mirror will not go over the employee's stat total or go under the minimum values of 15-20 (the exact minimum depends on the agent's current Primary and Secondary title). For example, if an employee with an  HP value of 30 uses the mirror, the value of the agent's  HP is swapped with another stat, meaning they could get 30  Work Success and  Work Speed instead. The employee will gain an updated Primary and Secondary title based on their highest stat level after working on the mirror. If all stat levels are equal after finishing work, they will gain the Secondary title Senior (level 3) or Elder (level 5).

If an employee uses the mirror more than once in the same day, their base stat total will be lowered by -20. If the employee falls below their level's requirement, the stat total will decrease because they now have a lower level title. The Mirror will not go under the minimum stat total of 60 (Example:  20(15) ;  **17(15)** ;  15 ;  **17(15)**).

### **Basic Information:**

Mirror of Adjustment's basic information takes 2 Uses to unlock, the information gained is:

* Name of the Abnormality
* Subject classification
* Risk Level ( ZAYIN)
* Portrait
* Type of Abnormality (Single Use)

## Trivia

* This Tool Abnormality is the first one that can immediately change the base stats of an employee.
* The concept of this Abnormality seems to foreshadow Mirror Technology introduced and featured in Limbus Company, a singularity that allows a person to see and access themselves in alternate dimensions.

## Gallery

Mirror of Adjustment's ContainmentMirror of Adjustment on useMirror of Adjustment Details unlocked
Skin Prophecy

* Ingame
* Crop

**This Abnormality is Capable of Instadeath**

**This Abnormality is Capable of Employee Alteration**

**This Abnormality can Benefit the Facility**

> *"Save us now and forevermore. The truth shall set us free."*
> - Abnormality Log
>
>

**Skin Prophecy (T-09-90)** is a  TETH Tool Abnormality in the form of pinkish book, which seems to be made from human remains, specially skin, bones and other tissues. The open book has bloody marks and contain runic symbols on the pages. Is held up by an organic podium.

## Information

### **Ability:**

Skin Prophecy's ability triggers upon use. When an employee use it, they will get an increase of  Prudence by 15 points and additionally, they will become weaker against  White Damage by 0.3. The additional  Prudence can stack up to 10 times (100 of  Prudence/ Max SP) and the additional weakness only stack up to 2.3  White Damage Defense. The extra  Prudence stat can also increase the stat level of the employee. When the Max Stat upgrade is reached, the tool will not have any use on the employee anymore but can still be used. These upgrades only last until the day ends.

If the employee panics after reading the book in the same day they used it, they will get killed by a portal that appears below them as appendages shaped like arteries drag the employee into the portal.

### **Basic Information:**

Skin Prophecy's basic information takes 2 use to unlock, the information gained is:

* Name of the Abnormality
* Subject classification
* Risk Level ( TETH)
* Portrait
* Type of Abnormality (Single use)

## Origin

The book is mentioned to be a religious book with old writings of unimaginable truths which was said to be enlightening to their readers. The believers weaved it with human skin to make its sanctity last forever. But those who mastered the truths will be called by the prophets, not able to reject their call, setting them 'free.' It was probably found on the top of an embankment in an unknown location.

How it arrived into the facility is unknown.

## Trivia

* The Skin Prophecy is the first tool to change the defenses of its user.
* It was downgraded from  WAW to  TETH in update 0.3.0.7
* Since it’s classified a ‘Trauma’, it could represent Chronophobia, fear of the futures.
* If an employee with the Gift given from the Silent Orchestra uses the abnormality, they will be given an increased absorb of  White Damage (Max is the usual -2.3).
* A related Abnormality named Skin Prophet themed around writing prophecies appears in Limbus Company. The prophet is implied to be the author of Skin Prophecy and the owner of the arms which drag down panicked employees under the abnormality's effect.

## Gallery

Skin Prophecy's containmentSkin Prophecy in useAn employee reacting to the portal appearing, immediately before the appendages appear.Portal summonedAppendages stretchedTaking the employeeSkin Prophecy's Details unlockedDeath gif
Bufón

Es un villano que apareció únicamente en el capítulo **Viaje al centro de la mente de Plucky** en el segmento **El Bati Pato**.

## Apariencia

Es un burro de piel blanca con el pelo verde peinado hacia atrás,labios rojos y viste un traje morado,zapatos negros y tiene una flor amarilla en su traje.

## Historia

Apareció cuando Bat Pato dijo su nombre,así como los nombres de los otros villanos en un tono asustado.Cuando el pato le preguntó cual era su malvado plan,él respondió que él y los otros villanos planeaban deshacerse de él para que todos compraran sus camisetas por $ 29.99 (lo mismo que la camiseta de Batduck).Después de que **Pingüino** y **Acertijo** fueron derrotados,Bufón intentó dispararle a Bat Pato con su flor mortal,pero en un rápido movimiento el héroe lo esquivó e hirió a **Hamton**,enseguida Plucky lo golpeó.Más tarde,él y los otros villanos fueron aplastados por la muñeca gigante y terminaron arrestados.

## Curiosidad

El es una parodia de **El Guasón**,uno de los principales antagonistas de la serie de **Batman**.
Notes from a Crazed Researcher

* Ingame
* Crop

**This Abnormality is Capable of Instadeath**

**This Abnormality is Capable of Employee Alteration**

**This Abnormality can Benefit the Facility**

> *"The final chapter ends with the phrase: “Born again.” "*
> - Abnormality Log
>
>

**Notes from a Crazed Researcher (T-09-78)** is a  HE Tool Abnormality in the form of a simple notepad with incomprehensible writing on its pages. It is contained in a tank, floating in the middle when not equipped.

## Information

### **Ability:**

The Notes from a Crazed Researcher's ability triggers when equipped. The employee equipped with the Abnormality will receive a  Temperance boost, increasing 20 points to  Success Rate and  Work Speed.

If the user tries to return the tool before 30 seconds has passed or if the user doesn't perform any work with other Abnormalities, the employee will explode, dying instantly. If the employee accumulates a total of 60 or more  **HP** and  **SP** damage while holding the Note, they will explode, but unlike the previous death conditions, it will deal 30  Red Damage to all the other entities in the same room in a small radius. If the user dies, the Tool is returned to its containment. Returning the tool will reset both the 30 second timer and the accumulated damage to 0.

### **Basic Information:**

Notes from a Crazed Researcher's basic information takes 30 seconds on use to unlock, the information gained is:

* Name of the Abnormality
* Subject classification
* Risk Level ( HE)
* Portrait
* Type of Abnormality (Mounting Type)

## Origin

The note belonged to a researcher who became mad after conducting various experiments in the corporation. The note contains descriptions of unethical experiments, confessions of guilt and 'gibberish', with a final sentence in the last part: "Born again."

## Trivia

* This is the first Abnormality that can trigger another effect when an employee suffers certain amount of damage.
* It is classified as ’**T**rauma’ as the tool seems to be the written thoughts of a person who descends into insanity during the research. It could also represent Epistemophobia, the fear of knowledge.

## Gallery

Notes from a Crazed Researcher's containmentNotes from a Crazed Researcher in useAn employee equipped with the AbnormalityNotes from a Crazed Researcher's Details unlocked
LOB Points

**Lobotomy Points** or **LOB Points** are the in-game currency of the game, which the player can spend to hire new Agents and increase their Stat Levels. LOB Points are gained at the end of each Day, depending of the performance or 'Grade' of the player during the day, showing them in the Management Report. The amount of LOB Points increase as more days progress. Players also gain a great amount of LOB Points when completing the 3rd or 5th Day of the six day cycles.

## Calculation

When an Abnormality is breaching when all  Energy has been collected for the Day, they will apply a **LOB Point Penalty** that will decrease the LOB Points obtained if the player attempt to finish the day with them still breaching. The penalty value depends of the Abnormality's Risk Level. The penalty applies for each different Abnormality breaching, able to stack with each other. Minions and Ordeals don't apply penalties.

The penalty for each Risk Level are:  **TETH**: -1,  **HE**: -3,  **WAW**: -5,  **ALEPH**: All LOB Points.

The Grade at the end of the day will determine how many LOB Points the player will obtain. The Grade is linked to the percentage of living Agents at the end of the day. All multipliers are shown by the table below.

 Malkuth's Sephirah Meltdown Reward grants an extra 1.2x LOB Point boost rounded to the nearest whole number, after Grade calculation and penalties. If an  ALEPH was breaching when the day ended, the player will get 1 LOB Point instead of nothing. Example: If the player was on Day 32 and passed the Day with a C Grade, instead of getting 8 LOB Points, they would get 10 LOB Points (+2).

### Lob Point Rewards

\*Day 49 is 32/44/56 for ranks **F** to **S** (you can't get here without the bonus)

## Trivia

* The highest amount of LOB Points to be obtained in game is on Day 49 with 56 LOB Points. This is due to Day 49 having the highest base LOB amount at 10 along with a bonus of +20 after completing the Day (10 **⋅** 3 **⋅** 1.2 + 20 = 56).

**Notice About the Article "LOB Points":**
 Are you looking for the old version of this page: LOB Points (Legacy)

 "LOB Points" is using information from the Newest version of the game (v0.1). The information here is from a newer version of the game including the most recent gameplay changes.
Astronaut HQ

## Overview

The **Astronaut HQ** (hereafter referred to as **AHQ**) is a Building that uses Life Tubes to house up to six Astronauts and stores Air, Water, and Food on (three) Plinths for the astronauts in stasis.

## Trivia

* The Air, Water and Food canisters cannot be Disposed (of) at an AHQ.
* Depletion of at least one of these will inevitably lead to the Death of all Astronauts at the AHQ.

#### EASY DIFFICULTY

* Only two Commanders, one Engineer, and one Pilot are readily available on Home.
* Home AHQ contains 4,877 Air, 8,786 Water, and 8,410 Food.
* The AHQ on Luna does not have any starter astronauts.
* Luna AHQ hoards 7,289 Air, 9,990 Water, and 9,994 Food.

#### NORMAL DIFFICULTY

* Only two Commanders are hired at the start.
* Home AHQ hoards 9,931 Air, 9,972 Water, and 9,993 Food.
* Luna AHQ has no astronauts but has 1,980 Air, 2,476 Water, and 1,994 Food.

## Gallery

Three of the six Life Tubes at an AHQ.Plinths at an AHQ.
Disciplinary Team (Legacy)

**Notice About the Article "Disciplinary Team (Legacy)":**
 Are you looking for the new version of this page: Disciplinary Team

 "Disciplinary Team (Legacy)" is using information from the Legacy version of the game (v0.0.2.2b). The information here is from an older version of the game before the most recent gameplay changes.

## Disciplinary Team (Legacy)

### Researches

None

> *"The department's top tough team creates and punishes a variety of reasons, such as when an employee violates material rules, does not fulfill its obligations, neglects the job, damages the company enormously, and so on. This department has the best ability to control and sanction the situation. Whether it's a Abnormality or an employee."*
> - Description
>
>

The **Disciplinary Team Department** is the sixth department that the player will unlock at day 26 and also getting a checkpoint. This department is connected to the right side of the Central Command Team Department, connected to both of its floors. It contain 1 main room, 1 elevators and 2 hallways.

Employees will wear different outfits depending on their job. Agents will wear black suits with white lines from the pants to the shirt, red and black sleeves, and with the dark red logo on their shoulder. Clerks will wear red suits with white lines similar to the previous agents' outfit, with one of the arms being black instead. The team's main color is red.

## Researches

At the moment, this department doesn't have any researches available.

## Trivia

* This department, along with the Welfare Team, come with their main room as two connected floors.

## Gallery

Agent's uniform of Disciplinary TeamClerk's uniform of Disciplinary Team
WAW

> *"These are high risk and carry devastating force. Most will be hostile toward employees, and the death toll could reach into the dozens."*
> - Manual
>
>

**WAW** Abnormalities are dangerous Abnormalities while breaching and also in containment, proving to be more dangerous than  HE ones but just behind  ALEPH Abnormalities. They can easily cause mayhem across the facility and once their abilities trigger, it is hard to put them in their place. All of them have a way to breach containment, summon minions or possess employees. If neglected, their power will overwhelm you.

Working with these Abnormalities will trigger a special effect called **Qliphoth Overload** that decreases  Success Rate with the Abnormality by -4% after each work (with a maximum of -32% penalty). This effect remains on the worked Abnormality until the next level of  Qliphoth Meltdown is obtained.

If there is an Abnormality or Abnormalities breaching and all the energy has been collected, they will apply a LOB Point penalty of -5 for each WAW Abnormality breaching if the day ends while still breaching, and stacks with other Risk Levels. A warning message will appear below the button to end the day with the total penalty amount.

 **WAW Abnormality List:**

* Current
* Legacy

 Name

## Trivia

* There are 4 Abnormalities of this category which can't escape (Still able to work when triggering their abilities): Queen Bee, The Naked Nest, The Little Prince and Parasite Tree, instead of escaping, will infect employees when their mood becomes bad. 5 if considering Legacy. Poor Screenwriter's Note never leaves its room but can possess employees who enter its room.
* **WAW** is based from the Hebrew alphabet, the 6th letter, Vav (ו). Represents a 'hook' that connects with God and binds together earth and heaven.
Growth Rate

**Agent leveling** is a mechanic that allows agents to reach higher levels in a specific stat. The agent can reach higher levels though 2 different ways, either spending lob points to train the stat or through experience points via the associated work.

## Experience

**Experience** is a hidden value of the Agents which help them to increase their stats. The experience will affect how much the Agents stat levels will increase at the end of the Management Phase. Each Virtue ( **Fortitude**,  **Prudence**,  **Temperance** and  **Justice**) gain experience points from working on their corresponding work ( **Instinct**,  **Insight**,  **Attachment** and  **Repression**).

The Experience gained is calculated via the PE-boxes acquired \* Damage Modifier \* Level Modifier.

### Damage Modifier

Each work has its associated damage type linked to it, with  **Fortitude** being HP damage,  **Prudence** being SP damage, and  **Temperance** being the average of both HP and SP. When an employee is damaged, with the corresponding damage type, by the abnormality they are working on or through external means, the employee will receive a higher damage modifier.

This damage modifier is calculated by (Remaining HP and/or SP)/(Max HP and/or SP) \* 100

 ≥ 80%
 ≥ 70%
 > 20%
 > 10%
 ≤ 10%

Damage already on the Agent does not count for this calculation, so there's no benefit to working with an injured Agent. Any healing done to the agent does the opposite effect, reducing the damage taken during the work.

 **Justice** gains a 0.5 damage modifier for not having an associated damage type.

### Level Modifier

The level modifier is the level of the employee vs the level of the abnormality. The higher the abnormalities level against an agents level, the higher the modifier. Here is a table with all the modifiers for each level vs risk level:

If the agent has gathered enough Experience to be put into a higher stat level at the end of the day, they will start using the higher stat level to calculate further growth immediately, even if the day has not yet been completed.  In other words, there is no benefit to rushing from level 1 to 5 in a single day.

### Training Team Modifier

Base Modifier is 1 or 100%

**Supply Educational Manuals** research gives a +50% (1 -> 1.5 modifier).

Each **Office Worker Effect** gives a +1% (level 1), +3% (level 2) and +5% (level 3) respectfully.

Each **Continuous Service Effect** gives a +5% (level 1), +10% (level 2), +15% (level 3) and +0% (Captain) respectfully.

Both the Office Worker Effect and Continuous Service add to the Base Modifier, making the maximum modifier be 1.7.

## Trivia

* The experience point formula has stayed the same since version 0.1, with super minor tweaks to the modifiers for a few updates. (needs verifying)

## References

1. ↑ NEET Penguin "How Stats Really Increase". *Google Doc*.
2. ↑ 2.0 2.1  TeeQueue "Mechanics Talk 2 - Agent Growth". *Lparchive*. Retrieved on 20 November 2021
Portrait of Another World

* Ingame
* Crop

**This Abnormality is Capable of Instadeath**

**This Abnormality is Capable of Employee Alteration**

**This Abnormality can Benefit the Facility**

> *"This portrait encaptures a moment; it is what we are destined to lose."*
> - Abnormality Log
>
>

**Portrait of Another World (O-09-91)** is a  HE tool Abnormality in the form of a tall empty canvas, which is held by a black metallic ornamented support. It is dusty and starts empty at the beginning of each day.

## Information

### **Ability:**

Portrait of Another World's ability is a single use, which makes the employee using it be marked and painted on the Abnormality. The status mark consist in a circular gray face of hollow eyes and mouth, with black substance dripping from them. These float above the marked employees, who will be also covered in smoke or dust.

The first-marked employee, the one who is painted in the canvas, will transfer any  Damage taken from any source to a second-marked employee in the facility at a 1.5x increase. The defenses still act on the damage transferred. If the damage (excluding **Pale**) goes above the first-marked employee's  Max HP and/or Max SP, the first-marked employee will die or **Panic**, respectively. When the second-marked employee dies, the mark will move to another employee. After employees keep dying by the transferred damage or the damage transferred accumulates to 100, the portrait of the agent on the canvas will change to one that features a mask and a second change will feature what appears to be employees around a black tree. Depending on the portrait's appearance, the transferred damage will be increased to 2.0x at change one or 2.5x at change two. If there are no more agents to be marked, the first marked employee will die and the paint will disappear.

If the first marked employee dies by another source except by the portrait (other Insta-death effects), the portrait will go blank and can be used again. If another employee tries to use the portrait when there is already a marked employee, the originally marked employee will melt and die, and the new employee using it will be painted and marked instead. If the currently marked employee interacts with it, nothing will occur, however it still counts as a use.

### **Basic Information:**

Portrait of Another World's basic information takes 2 use to unlock, the information gained is:

* Name of the Abnormality
* Subject Classification
* Risk Level ( HE)
* Portrait
* Type of Abnormality (Single use)

## Trivia

* Portrait of Another World is the first Abnormality to use a transference of damage ability.
* When the marked agent is melting, one visible open hand can be seen, in the middle to the end process, for a few moments.
* Portrait of Another World could be a reference to the novel "The Picture of Dorian Gray" by Oscar Wilde.

## Gallery

Portrait of Another World's containmentPortrait of Another World on useThe markThe employee melting by the portraitThe remains of the dead employeeAnimatedBlank PortraitPortrait with a painted agent, wearing a maskLast picture after different killingsPortrait of Another World unlocked Details
Vehicle Assembly Building

## Vehicle Assembly

The **Vehicle Assembly**, also known as **VAB**, is a Building used to assemble rockets to be launched into space. It can be placed on Unused Ground.

A finished rocket can be transferred to a Launch Pad.

Exiting a VAB with any loaded Spacecraft will not unload the Spacecraft.

## Gallery

The area where rockets are assembled.The construction area for rockets reaches up to the ceiling of the VAB.The giant door of a VAB.
B

*Are you looking for B's other page? Click here. Warning: Major Spoilers.*
**Manager B** is an 'insider' of the company that contacted X through its system. B contacts X on different days (day 13, 16 and 18) and the conversations with him gradually become shorter due to the high network surveillance.

B is a the letter he use to hide his true identity, as stated on day 11. It probably has no significance to where he works in the facility.

## Story

On day 11, we meet B for the first time as he is trying to get in contact with the someone of the company, asking if anyone is there. He introduces himself as B and reveals that they are an insider of the company. B specifies that it is important that he do not reveal his true identity. B also states that he knows a lot about how the company works. B says that he will give away three truths about the company that they wish to keep hidden over the course of the following days. At the end of the interaction, B states that he needs to be as brief as possible with these conversations and that contacting someone for a long period of time could be dangerous.

The next time B contacts X is on day 13, with him revealing the first truth, don't trust the AI. He states that the AI are smart, can have emotions and can even withhold information, which is similar to lying. B knows this because he participated in programming an AI before. In case X doubted what he was saying, he gives X a program that works as a lie director, that only works once.

The second time B contacts X is on day 16. They reveal the second truth, don't trust the company. He goes on about how the company is not just an energy company and there is a secret that is deeper than one might expect. B also tells X that they were not hired here because they were this “remarkable person”.

The final time B contacts X is on day 18. He attempts to tell X the final truth of the company. He mentions that this is an important one to learn and that the truth hurts. But before he could reveal the final truth, B is cut off and X will not be shown the hidden truth of the company for a long time.
Central Command Team (Legacy)

**Notice About the Article "Central Command Team (Legacy)":**
 Are you looking for the new version of this page: Central Command Team

 "Central Command Team (Legacy)" is using information from the Legacy version of the game (v0.0.2.2b). The information here is from an older version of the game before the most recent gameplay changes.

## Central Command Team (Legacy)

### Researches

None

> *"Central Command represents the middle level of the Lobotomy facility. The upper and lower part of The Central Command take role of foundation stone, which allows the facility to expand upward and downward. They also work as bridges that lead to upper and lower levels."*
> - Central Command Team 1 Description
>
>

> *"Mutually complementing with Team 1, Team 2 controls all departments and researches various managing method. Employees in Team 2 are quite proud of their esthetic sense. They spend most of the time in the morning contemplating what to wear. They have subtle struggle with the command team over commandership."*
> - Central Command Team 2 Description
>
>

The **Central Command Team Department** is the fifth department that the player will unlock, at day 21 and also getting a checkpoint. This department is below the Information Team Department, connected through an elevator. This department is slightly different of the others because it come as 2 sections, upper (Team 1) and lower (Team 2), merged into one department and starting with Team 1. It comes with 8 containment units, 4 per each team, 2 hallways per team and different elevators. Unlike other departments, the player will get 2 Abnormalities per day and will unlock Team 2 at day 23 and the 5 slots to assign employees are available from the start, once the respective teams are unlocked. Before the second section is unlocked, it will be inaccessible and covered by a yellow mist.

Employees will wear different outfits depending of their job and team. For Team 1, Agents will wear black suits with yellow borders and white shirts, black pants and the logo on their shoulder; and Clerks will wear yellow suits with black borders and white shirts, and yellow pants. For Team 2, Agents will wear black jackets with yellow borders, yellow short ties and with a white shirt, black pants and the logo on their shoulder; and Clerks will wear yellow jackets with black ties, white shirts and yellow pants. The team's main color is yellow.

## Researches

At the moment, this department doesn't have any researches available.

## Trivia

* This is the first department which came as two merged teams into one department and the one at the moment with most containment rooms.

## Gallery

Agent's uniform of Central Command Team 1Clerk's uniform of Central Command Team 1Agent's uniform of Central Command Team 2Clerk's uniform of Central Command Team 2Central Command Department, with the lower section locked
LOB Points (Legacy)

**Lobotomy Points** or **LOB Points** are the in-game currency, which the player can spend to hire employees and research upgrades. LOB Points are gained at the end of each day, in low amounts first, but as the days progress, the amount will start to increase, players also gain a great amount of LOB Points when unlocking a new department.

LOB Points are limited in amount at the start of the game. The player can spend those limited points to hire more employees or purchase researches before they reach a deficit.

A balanced amount of LOB Points is ideal to continue progressing through the game. The player must know how to handle the currency properly, so to keep the efficiency and safety of the employees. Replacing employees can be expensive if there are a large number empty slots, and in later parts of the game, the facility will have more Abnormalities to take care of, likely of higher Risk Levels.
Winston Steinburger and Sir Dudley Ding Dong

**Winston Steinburger and Sir Dudley Ding Dong** is a 2016-2030 Australian-Canadian animated series.

## Summary

Winston Steinburger and Sir Dudley Ding Dong follows the intergalactic exploits of Winston Steinburger, his cat Dudley, and a high-strung alien named Hampton - three unlikely amigos in the Globulus Galaxy; a busy stretch of alien-infused space, millions of moons from earth.

Translations, see Winston Steinburger and Sir Dudley Ding Dong Translations.

## Cast

* Mac Heywood as Winston Steinburger
* Ryan Belleville as Sir Dudley Ding Dong
* Matt Baram as Hampton
* Mark Edwards as Cutty
* Sean Cullen as Sgt. Sasha Spritz/Soda
* Evany Rosen as Pam the Destroyer
* Michela Luci as True
* Jamie Watson as Bartleby
* Eric Peterson as Rainbow King
* Dante Zee as Zee
* Anna Bartlam as Grizelda
* Kevin McDonald as Bagel
* Nikki Payne as Becky
* Doug Hadders as Percy/Burt
* David Berni as Robin
* Neil Crone as Cyborg
* Brianna D'Aguanno as Starfire/Madge
* Carlos Diaz as Beast Boy
* Cory Doran as Jimmy Two-Shoes/Donnie
* Ted Dykstra as Raven
* Nika Futterman as Adam Lyon
* Tom Kenny as Jacob P. "Jake" Spidermonkey
* Josh Graham as Eric Needles
* Jessica Holmes as Kitty Ko
* Julie Lemieux as Vana Glama
* Mark Little as Trevor Troublemeyer
* Brenda Song as Anne Boonchuy
* Justin Felbinger as Sprig Plantar
* Bill Farmer as "Hop Pop" Plantar
* Amanda Leighton as Polly Petunia Plantar
* Terry McGurrin as Herb
* Patrick McKenna as Tom
* Tony Nappo as Jerry
* Vickie Papavs as Kirbie
* Ron Pardo as Ian Kelly
* Dan Petronijevic as Tyrone Washington
* Christian Potenza as Sandi Crocker
* Paul Soles as Blake Myers
* Rupert Degas as Mitch de la Cruz
* Laurence Bouvard as Skye Gunderson
* Rob Tinkler as Chunk
Research

**Research** is a mechanic which allow to unlock abilities and upgrades for your employees and facility by completing missions of the designated departments. This can include the rate of healing in main department rooms, Bullet Research and information displayed. With each department gained, new type of research options are available to be obtained.

The researches are unique for each department and the player can unlock a research from the current department in any order that they want after completing a mission, but at the end, the player can still unlock all of them. A special upgrade is gained also after completing a Sephirah Meltdown.
B (Legacy)

> *"We could not find anything about the one who contacted you, except he calls himself B."
> -* Angela
>
>

**Manager B** is an 'outsider' of the company that contacted X through its system, days later that it started to work. Angela warns that B is actually trying to damage the company and that X must not listen or believe him. B contacts X different days and the conversations with him gradually become shorter because due to the high network surveillance.
Education Team (Legacy)

**Notice About the Article "Education Team (Legacy)":**
 Are you looking for the new version of this page: Training Team

 "Education Team (Legacy)" is using information from the Legacy version of the game (v0.0.2.2b). The information here is from an older version of the game before the most recent gameplay changes.

## Education Team (Legacy)

### Researches

Manual Distribution
Machete Supply
Automatic Pistol Supply

> *"This department is responsible for establishing company rules and guidelines. Also, it helps employees to adapt when they move to a new department by training them."*
> - Description
>
>

The **Education Team Department** is the fourth department that the player will unlock, at day 16 along with a checkpoint. This department is to the right side of the Information Team Department, and comes with 4 containment units, 6 in Challenge Mode, 1 main room, 2 elevators and hallways, and 3 small rooms.

Employees will wear different outfits depending of their job. Agents will wear black suits with orange pockets, ties, and the logo on their shoulder. Clerks will wear orange suits with black pockets and sleeves, and orange ties. The team's representative color is orange.

## Researches

**Manual Distribution** (3 Stages - Cost: 6/12/20 LOB Points)

"Provide employees with work manuals so they can work efficiently. As the research progresses, the speed of the employee promotion will be faster."

**Machete Supply** (5 Stages - Cost: 6/12/16/20/24 LOB Points)

"Employees receive a machete. Employees will be able to equip machete, increasing the number of machetes. Quantity of machete at next research: 3/5/7/10/20"

**Automatic Pistol Supply** (5 Stages - Cost: 6/12/16/20/24 LOB Points)

"Employees receive a automatic pistol. Employees will be able to equip automatic pistol, increasing the number of automatic pistols. Quantity of automatic pistol at next research: 3/5/7/10/20"

## Trivia

* Like the Information Team lower room, the main room also have some sort of Abnormality or holographic image, which looks like a black hole surrounded by 2 golden rings, at the top of the room.

## Gallery

Agent's uniform of Education TeamClerk's uniform of Education TeamPanic event at Education Team Department.
HE

> *"Abnormalities of this class can easily kill a number of employees. You will have to pay twice as much attention as you do for a ZAYIN or TETH. If the situation goes wrong, several employees could be lost in bloodshed. There’s no need to be concerned though; with your excellent management, they will be in control."*
> - Manual
>
>

**HE** Abnormalities are a firm middle ground on the Risk Level chart, ranking higher than  TETH and below  WAW. They can cause various negative effects on the employees and facility, ranging from dealing constant damage to being able to kill employees in one hit. These Abnormalities can be a serious problem when their Work Results are low and their  Qliphoth Counters reach 0, which will result in them breaching or triggering their abilities. They're neither too easy nor too difficult to keep them contained and happy, though employees may need higher stats to work on them.

If any Abnormalities of this class are breaching at the end of the day and all the energy has been collected, they will apply a LOB Point penalty of -3 for each  HE Abnormality breaching, and stacks with other Risk Levels. A warning message will appear below the button to end the day with the total penalty amount.

 **HE** **Abnormality List:**

* Current
* Legacy

 Name

## Trivia

* 7 of these Abnormalities can't escape from their containment units, being Der Freischütz, Happy Teddy Bear, Laetitia, Nameless Fetus, Singing Machine, The Child of Galaxy, and The Snow Queen, but they will cause other harmful effects when their counter is depleted. 8 if counting Price of Silence (Legacy).
* HE is based from the Hebrew alphabet, the 5th letter, Hey (ה). Represents divine breath, revelation and light.