Science lab
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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 are 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: