|DO NOT POST SECRETS ABOUT THE ADVENTURE ZONE AREAS HERE|
Space Station 13 is a scary place. Traitors and the Syndicate try to derail operations on a regular basis, various eldritch horrors are drawn to terrorize it like moths are drawn 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. They're much, much worse. Welcome to Hell.
- 1 What is the Adventure Zone?
- 2 The Dungeons
- 3 Why should I go adventuring?
- 4 Preparation
- 5 Important Tips
- 6 Teleporter Accident
- 7 Supplementary Video
What is the Adventure Zone?
The Adventure Zone is a Z-level with special areas that can only be accessed through Telescience. It is where the game sheds its "wide open sandbox" masquerade and becomes straight-up survival horror. Tombs devoid of sentient life are the norm, replaced 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.
Accessing the Adventure Zone isn't hard, all you need is an understanding of Telescience's mathematics. Most of the Zone will produce interference unless you target the exact spot to teleport to; this is indicated by a GPS left on-site. All of the GPS coordinates throughout every Z-level are displayed in your GPS, so all you need to do is figure out which GPS corresponds to which area, translate the coordinates, and teleport in. However, finding an adventure area isn't the issue. Survival is.
The first area you should tackle to ease you into gameplay off of the station, the Mars Outpost is more like a tutorial than anything, showing you that you must do things outside of the norm to proceed. Short, simple and contains very few enemies. Just watch out for the dust storms...
Museum of Lunar History
A museum about the moon, on the moon. Harmless (for the most part) in its layout and features an odd maintenance system, but aside from that, there isn't very much to write home about.
Cats, cats everywhere! A entire station full of them! Pretty tame (save for a few tunnels) and a nice place to relax and rewind from adventuring. Expect hairballs.
This is where your experience with the Adventure Zone truly begins, with an unfairly hot climate and flesh-searing lava. Bring clothing and internals that can resist the horrible heat, or you won't last long.
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, or go spelunking in the caves?
This disgusting place looks like it came straight out of the Silent Hill series. Vicseral abominations masquerading as gibs, scalding stomach acid, and seemingly-living machinery abound. Don't trust your surroundings!
A space between dimensions where nothing makes sense, this place is the only area not accessible through normal means, but instead through a time-space rupture that has a random chance of appearing with each use of the Telepad's portal function. The Void is a confusing subspace maze with a relatively linear path to the exit, but there are fancy things off the beaten path... as well as a very persistent and very dangerous type of monster that you need a specific method to dispatch. Prepare accordingly and it won't be much trouble, but you're not going to have a very good time otherwise.
Ainley Staff Retreat Center
A spooky 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.
This area, also known 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.
A small ship parked next to a smaller star, as well as a host of secrets upon secrets. Many neat 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 the entire crew to find. Don't expect to be gunning for them without a lot of help, luck, and knowledge.
FUN FACT: Nobody has ever satisfied the conditions for the "good ending" to the Solarium. It is the biggest mystery of the game, and is one of the few medals that nobody has ever earned.
Accessible exclusively through the Experimental Long-Range Teleporter. A mysterious chamber full of equally mysterious Sumerian runes. And farts.
Accessible exclusively through the Experimental Long-Range Teleporter. A calming Japanese area, containing a workshop, small zen garden, water, and many (unusable) katanas.
Why should I go adventuring?
Okay, I know what you're thinking. "All of these places are so dangerous! Why would I ever want to go there!?" And to answer your question: loot, dear boy. There are a number of cozy secrets tucked away in the Adventure Zone, including some unique Medals (some of which have cosmetic rewards!) and some kick-ass items that would be hard or even impossible to acquire otherwise (such as, but not limited to, traitor gear), all of which you can then flaunt to the rest of the crew when you eventually make it through the area, sparking hatred and jealousy towards you (in a good way).
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 and abandoned military crates. 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! While it's possible to solo each area on your own if you have a very good idea of what you're doing, they are really meant to be done as a team, and having
meatshieldspartners makes things so much easier.
- 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.
- Some enemies are immune to firearms, either by harmlessly absorbing the bullet, or being so small that shots simply go over and past them. Bring something heavy and blunt to defeat them.
- Don't wander into lava. It is instant death, no exceptions. Obvious, but it needs to be said.
- Don't mindlessly wander into pits either. Fall damage is a thing in this game, and it hurts. Most pits also lead you to undesirable destinations. Though there are ways to fall and avoid the damage...
- Some items found in one area can be useful in another.
- 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 is a great skill to have here.
- You can crack them by listening to the patterns of boops and beeps and associating that with what you are inputting to the pad.
- 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 call and return the Port-A-Sci at will. 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, ask the AI to send you a copy of its Port-A-Sci remote program.
- Theta Outpost-only tip: bring clothing that resists explosions. You'll be glad you did!
- 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.
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 will 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 telecrystals. 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.
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.