Adventure Zone

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Space Station 13 is a scary place. Traitors and the Syndicate try to derail operations on a regular basis, various horrific entities magical, supernatural, and alien are drawn to it like moths to a flame, and sometimes there are disasters that just defy all logic and sense. Have you ever wondered what life would be like off of the station?

Well, as it turns out, things aren't better off of this space-faring metal nuthouse. In fact, they're much, much worse. Welcome to Hell.

What is the Adventure Zone?

The Adventure Zone is a Z-level with special areas that can only be accessed through Telescience. It's where the game sheds its "wide open sandbox" masquerade and becomes straight-up survival horror. Tombs devoid of civilized life are the norm, populated mostly by numerous, violent monsters (called "Critters" according to the game) that comprehend nothing other than ending you as quickly and relentlessly as possible. The environments themselves aren't any more merciful, containing many a deathtrap waiting to claim the lives of any foolish explorers who wander into them.

Scared yet? You'd have to be a complete madman not to be... though being a crew member of Space Station 13, you probably are a complete madman, so by all means, read on.

The Locations

Accessing the Adventure Zone isn't hard; all you need to do is head to the Observatory and obtain the coordinate disks to the Teleporter Computer. However, finding an adventure area isn't the issue. Survival is.

Name Danger Puzzle
Museum of Lunar History Very Low Very Low The first area you should probably tackle to ease you into the Adventure Zone mindset; A museum about the history of the moon and how plasma is tied to it. A learning experience for all ages!
Mars Outpost Low Low The Mars Outpost is the first potentially dangerous a-zone, showing you that you must do things outside of the norm to proceed. Short and simple; just mind the environment, and revel in the spoils!
Lava Moon Medium Medium This is where your experience with the Adventure Zone truly begins, with an insanely hot climate and flesh-searing lava; and a nice balance of lore and puzzles.
Biodome High High Easily the largest area in the Adventure Zone, the Biodome features two different paths for you to follow- each with its own atmosphere and dangers. Will you explore the abandoned facility and surface, or go spelunking in the caves?
Meat Station Medium Low A fairly normal-looking location, but damn! What's that awful smell?
The Void Medium Very low An intriguing and confusing space between dimensions where nothing makes sense, accessed through a dimensional fissure that has a chance of appearing with each use of the Telepad's portal function. The Void is a maze of different structures with a relatively linear path to the exit. Try going off the beaten path for some fancy rewards!
Ainley Staff Retreat Center Medium Very Low An abandoned asylum filled with spooky things. One of these spooky things is extremely dangerous and likes to hang around specific areas of the asylum, so watch your step.
Theta Outpost Nightmarish Very High This area, commonly referred to as the Ice Moon, is one of the most unforgiving areas in the Adventure Zone. Monster volume is very high here, compounded by the freezing cold temperatures, an atmosphere made entirely of CO2, slippery ice and a long and winding road to the end. Inexperienced explorers need not apply- only the hardiest of adventurers have a chance of making it through here.
Solarium None Nightmarish A small ship orbiting the Sun that contains many secrets. A couple of things rest here, but the main attraction is the Automaton, who serves as a depository for keys. These keys are well-hidden across the world of Space Station 13, and typically take the cooperation of multiple people to find. Don't expect to be gunning for them without a lot of help and knowledge.
FUN FACT: The name of the mystery of Goonstation lore has been called the "Solarium" because of this place's integral part in finding the Bad Ending.
Geminorum V None None Accessible exclusively through the Experimental Long-Range Teleporter. A mysterious chamber full of equally mysterious Sumerian runes. And fart jokes.
Hidden Workshop None None Accessible exclusively through the Experimental Long-Range Teleporter. A calming Japanese area with a beautiful garden and dojo and a functional forge. Features scrolls, (largely decorative) swords, and scrolls about swords.
Void Diner None None Accessible exclusively through the Experimental Long-Range Teleporter. A familiar place, yet something seems wrong.
Frontier Space Owlery High Low Accessible exclusively by John's Bus, a shuttle that stops at the Sea Diner on the ocean-based maps and the Space Diner and Mining Outpost on the space maps. A decrepit owl-themed nature park with a surprisingly safe and functional gift shop. The actual owlery and maintenance areas behind the security cordons, however...
NSS Polaris Low Low The remains of a transport ship that crashed into a deep abyss in the Trench and was at some point attacked by the Syndicate...and perhaps something far worse. What's with those corpses? What's in that cargo hold?
Juicer Schweet's Fartnasium & Grillnasium Low High Two zones in one! A office, laboratory, and factory complex dedicated to varyingly successful ventures in farting and barbecuing. In the heart of the area is a intricate, multi-layered, grill puzzle that's similar in vein to the Automaton of the Solarium. Who knows what secrets it may cook up?
Accessible exclusively by John's Bus, a shuttle that stops at the Sea Diner on the ocean-based maps and the Space Diner and Mining Outpost on the space maps, but you have to unlock the option to go here first. There are two ways. One involves farting. The other involves exploring the Debris Field. John Bill himself may know a thing or two.
Nanotrasen Retention Center
(Cellarium Chap. 1)
High Medium Sneak into a secret Nanotrasen facility to discover multiple the mysteries therein. An adventure spanning multiple different thematic locations and several linked zones. A quest most fowl, an adventure for a true hero; will you rise to the title of champion or perish along the way?
How do you get there? Jump into the Centcom ballpit at the end of the round for a clue on how to begin your journey.
Dino Jason's Oatmeal
(Cellarium Chap. 2)
High High In this continuation of the Nanotrasen Retention Center storyline find your way into Dino Jason's Oatmeal factory. Meet fun new NPCs, tour the facilities, and see how the oatmeal is made.
How do you get there? If you've found your way into the Nanotrasen Retention Center you're already very close to figuring that out! Keep an eye out for for your ticket to Dino Jason's Oatmeal today!
Note that you'll need to complete the Nanotrasen Retention Center at least once before you'll be able to finish this location.
VR Dungeon High Very High Puzzles, so many puzzles! Puzzles for you and your friends (you'll need them), puzzles like you've never seen in this game before.

To enter the VR Dungeon, you put on a pair of "strange VR goggles", found in a safe in an arcade at the Space Diner. The Bills should know something about it. Beware, your character in physical space is erased, you can't bring in supplies from outside, and once you go in, you can't go back out until you've solved certain puzzles. Enter at your own peril.

Why should I go adventuring?

Okay, I know what you're thinking. "All of these places are so dangerous and horrifying! Why would I ever want to go there!?" Well, there are two reasons: loot, and lore. By progressing through the Adventure Zones you can find all sorts of loot in the form of medals (give you cosmetic rewards), Syndicate gear, and strange items/artifacts that you can get no where else. When going through the Adventure Zones, you can also start uncovering the lore of the world around you. Why do these zones exist? What happened in Meat Station, Outpost Theta, and all the all other Adventure Zones? You can uncover these mysteries and many more by exploring the Adventure Zones.


Between the climates, Critters and traps, there are an obscene number of ways you can die miserably on these Telescience expeditions. You can't make it through these horrible places by just waltzing in, preparation is paramount.

  • Bring meds! This cannot be stressed enough. A major part of surviving in the Adventure Zone is being able to reverse the damage that will - I repeat, will - be done to you. Get a wide spectrum of medical supplies. A full brute-burn-toxin-oxygen suite is ideal, but even a basic first aid kit can go far.
  • Bring weapons! Critters tend not to submit to fists very fast, and you want to avoid damage as much as possible. Either firearms or blunt objects, preferably both. Phasers are probably your best bet, since you can easily find them in a few Debris Field locations, as well as abandoned crates if you're really lucky. Spears are good since they have a bit of range, but there's nothing wrong with a good ol' toolbox or extinguisher.
  • Bring tools! You never know when you might need a full toolbox, some sheet metal and power cells out here.
  • Bring friends! Most puzzles are meant to be done as a team, and some cannot be done solo. Plus, saving meatshields partners makes things so much easier.

Important Tips

  • Don't get discouraged! The Adventure Zone is not merciful, and you will die. A lot. But don't give up! Learn from your mistakes, keep track of the important things you found, and try again another round.
  • Some items found in one area can be useful in another.
  • Critters don't care at all about indirect forms of damage, and they can't have chemicals or the like injected into them. Only direct attacks will fell them.
  • Fall damage is a thing in this game. Think before you jump!
  • If you've gone exploring the Debris Field Z-level, you've probably come across an object called a "secure safe". The Adventure Zone areas typically have these as well; they always contain valuables, and they sometimes contain weapons too. Knowing how to crack them and make sense of their boops and beeps is a good skill to have here.
  • Hit up the RD for the Port-A-Sci remote, which spawns in his office. The usefulness of this TARDIS-inspired locker cannot be over-exaggerated: it is the only way to escape the Adventure Zone in a hurry wherever you happen to be, and in certain areas it's the only way out, period. It's also very handy to bring people and large objects to and from the area.
    • If you are the RD, you don't even need the physical remote: you have special PDA program that can return the Port-A-Sci to the station at will. This means that you must physically bring the port-a-sci with you if you want to use the PDA program, as it can't summon the port-a-sci. In the case of particularly large expeditions, you may want to copy and send the Port-A-Sci program to your fellow explorers' PDAs.
    • If the RD is absent, try breaking into the RD's office and stealing a Port-A-Sci remote, or ask the AI to send you a copy of its Port-A-Sci remote program.

Teleporter Accident

So you're an antagonist who got forced into a telescience party, or hopped in willingly following an assassination target, or you unwittingly made it there trying to escape from Security. The point is: you're along for the ride. Fret not, however, for being an enemy of the crew in these cases is a blessing in disguise! Rude though it is, it is criminally easy to get away with murdering the whole expedition team, and there are three very good reasons to do this.

Reason number one: Privacy. Out of fear for their own lives or fear for messing things up, you will hardly ever be interrupted by late arrivals to the Adventure Zone. This means you have a static amount of targets to deal with and thus a much easier time planning their demise. Strike quickly and quietly; if you're good about it, you can wipe out the whole team in one fell swoop before they can even shout out what's happening to the rest of the crew, and you'll never be suspected of foul play because death in the Adventure Zone is pretty much what everyone expects. You can even lead them into the area's deathtraps to avoid culpability altogether!

Reason number two: Power. Once you kill your colleagues, you'll have access to the items and weaponry they brought for themselves, which is really handy if they stocked up on things like shotguns and lasers. Bonus points if this includes the Port-A-Sci remote, as you can exit the Adventure Zone with your stuff and not even be spotted leaving! More bonus points if you stick a Pod in the Artlab's pod bay and have access to it (usually through an ID looted from the party), as you can steal the Port-A-Sci itself along with all the loot and bodies you stashed in it, load it into the Pod and flee without leaving anything behind.

Reason number three: Loot. Some of the "kick-ass items" mentioned earlier are in fact weapons and even traitor items, which means if you know where to look, it can save you some Traitor PDA credits. Some loot items are also helpful in ways other than killing people. If you have enough know-how and a little luck, you can easily return to the Station as a massive threat that no one sees coming. Don't go too crazy though; these items fall under the "Telescience Clause", meaning if you abuse them and consistently make people's rounds miserable with them, it's gonna get removed/receive a nerf/land you in hot water with the Admins.

Alternatively: If you're a traitor and actually want to help the telescience crew, then you have access to weapons that they do not and as such are a huge boon to the expedition. Traitor weapons can clean the clocks of most critters with ease, and healing items like Syndicate Donk Pockets and Stimpacks are always appreciated.

Supplementary Video

Appendix: Mostly-Official Orbital Chart

A chart of the plasma giant SS13 orbits and its other satellites, some of which may look familiar, that adorns Telescience and the Bridge. With enough investigation, you can piece it together yourself.

Atlas Survey Mission 2053.jpg

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