Science lab: Difference between revisions
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Science labs are mysterious, expansive underground facilities. | Science labs are mysterious, expansive underground facilities. To gain access, you'll need to either unlock the id reader with a [[science id card]] or [[electrohack]], or break through with [[explosive]]s or tools such as a [[jackhammer]] or [[pickaxe]]. | ||
Labs are composed of multiple underground levels of rectangular rooms that are laid out in a rough grid pattern. Ordinary rooms of the lab include: | |||
Ordinary | |||
* Closet with cleaning supplies ([[ammonia]], [[bleach]], [[mop]]s). | * Closet with cleaning supplies ([[ammonia]], [[bleach]], [[mop]]s). | ||
* Counter and computer, which can be hacked to access research logs and download map of the nearby surface. | * Counter and computer, which can be hacked to access research logs and download map of the nearby surface. Beware that turrets often spawn on the counters. | ||
* Chemistry workroom; usually it's mundane (for a secret government lab, at least) and has assorted chemicals and chemistry gear, but there's a 1 in 3 chance it'll be a mutagen workroom, where [[mutagen]]s, [[serum|mutagenic serum]]s, [[purifier]]s, and mutagen recipe books can spawn. | * Chemistry workroom; usually it's mundane (for a secret government lab, at least) and has assorted chemicals and chemistry gear, but there's a 1 in 3 chance it'll be a mutagen workroom, where [[mutagen]]s, [[serum|mutagenic serum]]s, [[purifier]]s, and mutagen recipe books can spawn. | ||
* Teleportation lab: work-counter in the middle and a teleporter somewhere on the floor. | * Teleportation lab: work-counter in the middle and a teleporter somewhere on the floor. | ||
* Room filled with pits of goo. There is always a refrigerator in the corner, which can contain odd things including [[riot helmet]]s and [[lighter]]s. | * Room filled with pits of goo. There is always a refrigerator in the corner, which can contain odd things including [[riot helmet]]s and [[lighter]]s. | ||
* Common [[bionics]] storage | * Common [[bionics]] storage; access to both storages is controlled by a linked computer pair and hacking one will unlock the other. | ||
* Cloning vats filled with bodyparts ([[mutated arm]], [[mutated leg]], [[misshapen fetus]]). | * Cloning vats filled with bodyparts ([[mutated arm]], [[mutated leg]], [[misshapen fetus]]). | ||
* Vivisection lab containing a [[Traps#dissector|dissection machine]]. | * Vivisection lab containing a [[Traps#dissector|dissection machine]]. | ||
* Dormitory, containing [[bed]]s and [[dresser]]s. Researchers have been known to have recreational gear and/or reading material here. | * Dormitory, containing [[bed]]s and [[dresser]]s. Researchers have been known to have recreational gear and/or reading material here. | ||
* Rooms containing | * Rooms containing research subjects in concrete and reinforced glass cells. A central computer outside the cell section can be hacked to purge the specimens in all cells. | ||
* A data analyser which can be used to analyse black boxes. | * A data analyser which can be used to analyse black boxes. | ||
Additionally there are rooms that locked behind computer controlled metal doors: | |||
The | * Barracks and armoury; the armoury is not accessible via the barracks. To gain access to the armoury, you must either drop down from the level above using stairs or a hole or break through with [[explosive]]s or tools such as a [[jackhammer]] or [[pickaxe]]. | ||
* Prisoner containment and containment cells. | |||
The lowest floor of a lab contains a finale with a special room: | |||
* {{spoiler|Weapons testing facility with energy weapons, mininukes, cutting-edge Rivtech armor, or just random guns.}} | * {{spoiler|Weapons testing facility with energy weapons, mininukes, cutting-edge Rivtech armor, or just random guns.}} | ||
* {{spoiler|Netherworld access facility with trapped sub-prime monsters and Resonance Cascade activation terminal.}} | * {{spoiler|Netherworld access facility with trapped sub-prime monsters and Resonance Cascade activation terminal.}} | ||
* {{spoiler|Rare bionics storage.}} | * {{spoiler|Rare bionics storage.}} | ||
* {{spoiler|CVD machine.}} | |||
Enemy encounters in labs are relatively uncommon, although stronger, more powerful enemies can be found, including: | |||
* Robotic security such as [[manhack]]s, [[secubot]]s, [[turret]]s, and [[skitterbot]]s. | |||
* Previous researchers such as [[zombie scientist]]s and [[zombie]]s. | |||
* Test subjects such as [[zombie brute]]s, [[broken cyborg]]s, [[grabber zombie]]s, [[zombie child|zombie children]] and nether creatures such as [[mi-go]]s, [[gracken]]s and [[kreck]]s. | |||
* Previous security, often found in barracks and finales, such as [[zombie soldier]]s, [[zombie bio-operator]]s and [[armored zombie]]s. | |||
==Notes== | |||
Navigating labs and remaining orientated can be difficult. Remember that ordinary lab tiles are a light blue, while tiles containing stairs down to the next level appear in a darker blue. | |||
On map-gen, there is a chance that a lab will become an ice lab. Ice labs are characterised by having a lower ambient temperature immediately on entry, that also decreases significantly with lower levels. Full [[winter survivor suit|winter survivor gear]], [[thermal electric outfit|thermal electric gear]] and/or [[Internal Climate Control]] are required to explore the lowest levels of these labs. Additionally, ice labs make great cellars as the low temperatures fully prevent food spoilage. | |||
See also: | |||
[https://dl.dropboxusercontent.com/u/8970937/CDDA/labguide.jpg Lorith's Lab Guide] | [https://dl.dropboxusercontent.com/u/8970937/CDDA/labguide.jpg Lorith's Lab Guide] | ||
[[Category:Wilderness]] | |||
</noinclude> | </noinclude> |
Revision as of 03:09, 27 January 2016
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See Cost | 5 |
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Science labs are mysterious, expansive underground facilities. To gain access, you'll need to either unlock the id reader with a science id card or electrohack, or break through with explosives or tools such as a jackhammer or pickaxe.
Labs are composed of multiple underground levels of rectangular rooms that are laid out in a rough grid pattern. Ordinary rooms of the lab include:
- Closet with cleaning supplies (ammonia, bleach, mops).
- Counter and computer, which can be hacked to access research logs and download map of the nearby surface. Beware that turrets often spawn on the counters.
- Chemistry workroom; usually it's mundane (for a secret government lab, at least) and has assorted chemicals and chemistry gear, but there's a 1 in 3 chance it'll be a mutagen workroom, where mutagens, mutagenic serums, purifiers, and mutagen recipe books can spawn.
- Teleportation lab: work-counter in the middle and a teleporter somewhere on the floor.
- Room filled with pits of goo. There is always a refrigerator in the corner, which can contain odd things including riot helmets and lighters.
- Common bionics storage; access to both storages is controlled by a linked computer pair and hacking one will unlock the other.
- Cloning vats filled with bodyparts (mutated arm, mutated leg, misshapen fetus).
- Vivisection lab containing a dissection machine.
- Dormitory, containing beds and dressers. Researchers have been known to have recreational gear and/or reading material here.
- Rooms containing research subjects in concrete and reinforced glass cells. A central computer outside the cell section can be hacked to purge the specimens in all cells.
- A data analyser which can be used to analyse black boxes.
Additionally there are rooms that locked behind computer controlled metal doors:
- Barracks and armoury; the armoury is not accessible via the barracks. To gain access to the armoury, you must either drop down from the level above using stairs or a hole or break through with explosives or tools such as a jackhammer or pickaxe.
- Prisoner containment and containment cells.
The lowest floor of a lab contains a finale with a special room:
- Weapons testing facility with energy weapons, mininukes, cutting-edge Rivtech armor, or just random guns.
- Netherworld access facility with trapped sub-prime monsters and Resonance Cascade activation terminal.
- Rare bionics storage.
- CVD machine.
Enemy encounters in labs are relatively uncommon, although stronger, more powerful enemies can be found, including:
- Robotic security such as manhacks, secubots, turrets, and skitterbots.
- Previous researchers such as zombie scientists and zombies.
- Test subjects such as zombie brutes, broken cyborgs, grabber zombies, zombie children and nether creatures such as mi-gos, grackens and krecks.
- Previous security, often found in barracks and finales, such as zombie soldiers, zombie bio-operators and armored zombies.
Notes
Navigating labs and remaining orientated can be difficult. Remember that ordinary lab tiles are a light blue, while tiles containing stairs down to the next level appear in a darker blue.
On map-gen, there is a chance that a lab will become an ice lab. Ice labs are characterised by having a lower ambient temperature immediately on entry, that also decreases significantly with lower levels. Full winter survivor gear, thermal electric gear and/or Internal Climate Control are required to explore the lowest levels of these labs. Additionally, ice labs make great cellars as the low temperatures fully prevent food spoilage.
See also: