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[[File:jobdet.png|64px|thumb|right|Smoke. Drink. Monologue.]] The '''Detective''' is responsible for investigating crimes on the station. While security will hopefully quickly note a rampaging traitor with a bloody [[Syndicate Items#Cyalume Saber|c-saber]] in their hands, stealthy [[antagonist|antagonists]] can easily slip beneath the radar and carry out their tasks without regular officers noticing. The detective is well-equipped for investigation but not for actually going out and arresting people. Detectives should remember that while they are part of security, they are not [[Security Officer|security officers]] and lack access to the security equipment lockers.
[[Category:Tutorial]]
<center>
{| border="2" cellpadding=5
! style="background:red" | DO NOT POST SECRETS ABOUT THE ADVENTURE ZONE AREAS HERE
|}
<br></center>
 
Space Station 13 is a scary place. [[Traitor|Traitors]] and [[Nuclear_Operative|the Syndicate]] try to derail operations on a regular basis, [[Changeling|various]] [[Wizard|eldritch]] [[Vampire|horrors]] are drawn to terrorize it like moths are drawn to a flame, and sometimes there are disasters that [[Admin|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.'''
 
== 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 "[[Critter|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 Dungeons ==
 
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 [[Science_Objects#Space GPS|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.
 
=== Mars Outpost ===
'''Hazards: Low'''
<br>'''Puzzle Difficulty: Low'''
 
The first area you should probably 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 and simple; just pay attention to the weather.
 
=== Museum of Lunar History ===
'''Hazards: Low'''
<br>'''Puzzle Difficulty: Very Low'''
 
A museum about the history of the moon and how plasma is tied to it! 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.
 
=== Catmandu ===
'''Hazards: Low'''
<br>'''Puzzle Difficulty: Low-Medium'''
 
Cats, cats everywhere! A fairly nice place to relax (besides the hairballs, of course). I wonder what's behind those sealed doors?


That said, the detective is encouraged use the [[Security Objects#Security Headset|security headset]] to stay in touch with the team. To use it, simply type:
=== Lava Moon ===
'''Hazards: Medium-High'''
<br>'''Puzzle Difficulty: Medium'''


*'''<code>say :g Just found a husk in disposals, stay alert!</code>'''
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.


==The Office==  
=== Biodome ===
<tabs plain>
'''Hazards: Medium-High'''
<br>'''Puzzle Difficulty: High'''


<tab inline name="Cogmap2">
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 suface, or go spelunking in the caves?
[[File:DetectivesOffice5.png|400px|thumb|right|link=Detective's Office#Cogmap2|So cool.]]
</tab>


<tab inline name="Cogmap1">
=== Meat Station ===
[[File:CogmapDetectiveOffice.png|400px|thumb|right|link=Detective's Office#Cogmap1|So cool.]]
'''Hazards: Medium'''
</tab>
<br>'''Puzzle Difficulty: Low'''


<tab inline name="Destiny">
A fairly normal-looking location at first, but... oh dear god... IS THAT MEAT ON THE WALLS?! How the fuck did this come to be?
[[File:DestinyDetectiveOffice.png|400px|thumb|right|link=Detective's Office#Destiny|So cool.]]
</tab>


<tab inline name="Clarion">
=== The Void ===
[[File:ClarionDetectiveOffice.png|400px|thumb|right|link=Detective's Office#Clarion|So cool.]]
'''Hazards: Medium'''
</tab>
<br>'''Puzzle Difficulty: Low'''


<tab inline name="Linemap">
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.
[[File:LinemapDetectiveOffice.png|400px|thumb|right|link=Detective's Office#Linemap|So cool.]]
</tab>


<tab inline name="Mushroom">
=== Ainley Staff Retreat Center ===
[[File:MushroomDetectiveOffice.png|400px|thumb|right|link=Detective's Office#Mushroom|So cool.]]
'''Hazards: Medium'''
</tab>
<br>'''Puzzle Difficulty: Low'''


<tab inline name="Donut 2">
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.
[[File:Donut2DetectiveOffice.png|400px|thumb|right|link=Detective's Office#Donut 2|So cool.]]
</tab>


<tab inline name="Chiron">
=== Theta Outpost ===
[[File:ChironDetectiveOffice.png|400px|thumb|right|link=Detective's Office#Chiron|So cool.]]
'''Hazards: Very High'''
</tab>
<br>'''Puzzle Difficulty: Very High'''
</tabs>
The [[Detective's Office|detective's office]], in addition to its sleek noir style, features a few useful items. The security computer (looks like a filing cabinet) is a much easier way to adjust and check security records than the [[ThinkDOS]] security computer. The surveillance camera (looks like an old TV) allows you to remotely monitor the station, though without the ease of switching between cameras the [[AI]] enjoys. Surveying hot spots can occasionally let the detective spot trouble before it happens, or help him coordinate security efforts from the safety of his office. The closet contains most of your portable equipment as well as spare investigation items.


==Equipment==
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.
Noteworthy starting equipment includes:


===Forensic Scanner===
=== Solarium ===
Scans fingerprints and blood on items, players, doors, machinery, etc. Players who wear gloves do not add complete fingerprints on items, but generally do leave fibers along with an unique ID (see [[Detective#Investigation Tips|below]]).
'''Hazards: None'''
Blood analysis gives the DNA of the blood, for which the detective's file cabinet (''Search Records'') or a regular [[Security Objects#Security Computer|security terminal]] can be used to find a match.
<br>'''Puzzle Difficulty: Very High'''
Ballistic fingerprinting is another of the scanner's applications for [[Murder#Guns|weapons]] which leave physical evidence behind. The scanner will indicate gunshot wounds on a body, and a forensic profile can then be created for bullets dug out of said corpse, or in other words link that revolver you found on a suspect to the murder in question. The forensic signature of kinetic firearms as well as certain energy guns (e.g. lasers and phasers) can also be isolated from bullet holes in the walls of the station.
Firing a kinetic firearm leaves detectable residue on the shooter, as well as spent casings (see next paragraph) on the floor. Consider that only a handful of jobs (for instance the [[Head of Security|HoS]], [[Medical Director]] and [[barman]]) have legitimate access to such weapons.
The scanner shows the [[Contraband#Contraband Levels|contraband level]] of certain items, such as [[Syndicate Items|Syndicate gear]] or guns. [[Robots#Securitron|Securitrons]] use the same value for their target algorithm and will usually give chase if the value is 4 or higher and the suspect isn't authorized to carry weapons.
The [[PDA]] has the same functionality, with one exception. The non-PDA version can be used to look up names, fingerprints and blood DNA on the go. Just click on the scanner or use the key to activate something in-hand (usually C or Page Down) to search through the Security database.


* [[Security Objects#Optical Thermal Scanner|Optical Thermal Scanner]]
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.
* [[Murder#38Revolver|.38 Special revolver]]
<br>'''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 original Bad Ending.
* [[Security_Objects#Flash|Flash]]
* Detective's VR Goggles
** Spawns in your backpack. This particular pair sends you to a private virtual beach fully equipped with a security computer, camera monitor and cigarette machine. When used in conjunction with the forensic scanner, you are provided with the means to remotely manage the security records with surprising efficiency.
* [[General Objects#Camera|Camera]] and spare film cartridge
* Tape recorder
** Will record your voice, and yours only, if you hold it. Will pick up anything said in a room if put down. Can be hidden under a backpack or something to surreptitiously record a conversation.
* [[Security Objects#Evidence Box|Evidence box]]
* Secure briefcase
** A good storage place for your gear or any sensitive items you pick up. Can be set to any 5-digit code you like. A locked case can be emagged or hacked open by those in the know.
** Your office is also has a wall safe that works the same way.
* Spy sticker set
** Works just like [[Syndicate Items#Spy Sticker Kit|Syndie spy stickers]], but without the video feed and audio fixed towards the Security Channel, 135.9. Has a 7 tile range, i.e. it can pick up someone talking 7 tiles away from the sticker. Stick on someone to bug them! Stick on a random item, put it in a pile, and use Move to Top on the other items to hide it away!
** Just remember: right click the sticker to tune it to the Sec channel.
* DetGadget hat
** A fashionable, novel toolkit for your detective essentials, found in the locker in your office. Shove any of the items accepted below, and when you say/mention the hat's activation phrase with the name of the item, the hat will put it in your hands (or, in the case of cigarettes, your mouth or your hand) or drop it on the floor if your hands are full.
** Accepted items:
***[[Medical Objects#Body Bag|Body bag]]
***[[Security Objects#Forensic Scanner|Forensic scanner]]
***[[Security Objects#Portable Camera Viewer|Camera monitor]]
***[[General Objects#Camera|Camera]]
***[[General Objects#Audio Log|Audio log]]
***[[General Objects#Flashlight|Flashlight]]
***[[General Objects#Spray Bottle|Spray bottle]], regardless of whether it's luminol or [[Chemistry#Pyrotechnic Chems|something]] [[Chemistry#Poisons and Toxic Shit|else]] entirely.
***A pair of [[Clothing#Eyes|glasses or goggles]]
***[[General Objects#Lighter|Zippo lighter]]
***[[General Objects#Cigarette|Individual cigarettes]] (up to 15).
** By default, the activation phrase is "go go gadget" but using the Set Activation Phrase command will allow you to change it.
** The hat will only listen to its wearer...but due to the way the hat is coded, it will also listen to anyone standing on the same tile as you, e.g. someone farting on your face.
* BloodTrak scanner
** Scan a puddle of blood. If you stand still, ''and'' the blood scanned/injected into the scanner is still fresh, the scanner will give you a rough direction of where the blood DNA match is located relative to the scanner.


==Investigation Tips==
=== Geminorum V ===
A good detective should be familiar with the abilities and [[Syndicate Items|gear]] of the station's varied [[Antagonist|antagonists]] as well as the fundamentals of forensic systems. Many interactions with objects, crew members and the station at large are traceable:
'''Hazards: None'''
<br>'''Puzzle Difficulty: None'''


;Fingerprints
Accessible exclusively through the Experimental Long-Range Teleporter. A mysterious chamber full of equally mysterious Sumerian runes. And farts.
* Picking up and using items
* Operating computers and other machinery
* Bumping into or clicking on doors to open/close them
* Pulling objects or bodies
* Melee attacks (disarm, grab etc)
* Accessing somebody's inventory
* etc.


;Blood DNA
=== Hidden Workshop ===
* [[Doctoring#Bleeding|Open wounds]]
'''Hazards: None'''
* Attacking somebody with a sufficiently powerful weapon covers both the assailant and victim in blood
<br>'''Puzzle Difficulty: None'''
* [[Murder#Gibbing|Gibs]] can contain blood traces
* etc.


Gloves obscure the fingerprints of the wearer, but at least provide you with a couple of clues. Aside from an unique ID, every pair of gloves is made of fibers that can be attributed to a certain material:
Accessible exclusively through the Experimental Long-Range Teleporter. A calming Japanese area, containing a workshop, small zen garden, water, and many (unusable) katakanas.


{|class="wikitable sortable"
== Why should I go adventuring? ==
!Type!!Material!!Typically worn by
|-
|[[Clothing#Fingerless Gloves|Fingerless gloves]]||N/A. Doesn't mask prints.||Radical dudes.
|-
|[[Clothing#Latex Gloves|Latex gloves]]||N/A. Partial prints obscured by junk symbols.||[[Medbay|Medical staff]]
|-
|[[Clothing#Black Gloves|Black gloves]]||black leather fibers||Detective, [[botanist]], [[miner]], [[Quartermaster|QM]]
|-
|[[Clothing#SWAT Gloves|SWAT gloves]]||high-quality synthetic fibers||[[Nuclear Operative|Syndicate operatives]]
|-
|[[Clothing#Boxing Gloves|Boxing gloves]]||red leather fibers||[[Boxer]], [[Staff Assistant]]
|-
|[[Engineering_Objects#Insulated Gloves|Insulated gloves]]||insulative fibers||[[Heads of staff]], [[engineer]], [[mechanic]], QM
|-
|[[Construction#Stun gloves|Stungloves]]||[material], electrically charged||Ditto. Also vigilantes.
|-
|[[Syndicate Items#Power Gloves|Power gloves]]||insulative fibers and nanomachines||[[Traitor]]
|-
|[[Guide to Mining#Concussive Gauntlets|Concussive gauntlets]]||industrial-grade mineral fibers||Miner
|-
|[[Clothing#Cursed White Gloves|Cursed white gloves]]||greasy polymer fibers||[[Cluwne]]
|}


There's more to be learnt from spent casings than the forensic signature. Looking at them closely can give you a rough idea of the caliber, type of ammunition and firearm used to commit the crime:
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 that give you cosmetic rewards, [[Syndicate Items|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.


{|class="wikitable sortable"
== Preparation ==
!Type!!Caliber!!Typically fired by
|-
|[[Image:CasingSmall.png]] Small handgun||.22||[[Murder#22Pistol|.22 pistol]], [[Murder#ZipGun|zip gun]]
|-
|[[Image:CasingMedium.png]] Medium handgun||.38, .357, .41||[[Murder#38Revolver|.38]] and .357 revolver, zip gun,  [[Murder#41Derringer|derringer]] (casing looks "fat and stumpy")
|-
|[[Image:CasingRifle.png]] Rifle||.308||[[Murder#762AK|AK]], tranquilizer and hunting rifle
|-
|[[Image:CasingShotgunBlue.png]] Shotgun blue||12 ga||Shotguns ([[Murder#12gaRubberSlug|rubber slugs]])
|-
|[[Image:CasingShotgunOrange.png]] Shotgun orange||12 ga||Shotguns (Frag-12), [[Murder#FlarePistol|flare pistol]]
|-
|[[Image:CasingShotgunRed.png]] Shotgun red||12 ga||Shotguns (buckshot)
|-
|[[Image:Casing40mmGrenade.png]] Grenade||40mm||[[Murder#40GL|Grenade launcher]]
|}


Everyone's prints and DNA strings are already on file in the security database, though these records can be deleted or tampered with and don't include [[Nuclear Operative|non-]][[Wizard|NT]] personnel. While the detective will sometimes be fortunate enough to find a traitor item with a complete set of prints, they often have to work out traitors based on suspicious behavior, tailing people and listening to the communications from the rest of the crew. Occasionally checking in on really sensitive areas such as the [[armory]], [[Computer_Core|AI upload]], or [[Mixing Lab|mixing lab]] can avert serious disaster. Checking out [[Waste Disposal|waste disposal]] or garbage chutes can uncover murder victims or hastily stashed gear.
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'''.


The camera is a great tool if you can catch traitors in the act of doing something suspicious. Some traitors, when aware that the heat is on, may clean and/or ditch their gear, take a shower to wash off forensic evidence and then attempt to bullshit their way out of imprisonment. Solid evidence is much harder to argue against.
*'''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 [[Medical Objects#Brute Medkit|brute]]-[[Medical Objects#Fire Medkit|burn]]-[[Medical Objects#Toxin Medkit|toxin]]-[[Medical Objects#Oxygen Medkit|oxygen]] suite is ideal, but even a [[Medical Objects#Medkit|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. [[Murder#Phaser|Phasers]] are probably your best bet, since you can easily find them in a few [[Debris Field]] locations and [[Guide to Mining#Abandoned Crates|abandoned military crates]]. [[Ore Processing#The Nano-Fab|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 <s>meatshields</s> partners makes things so much easier.


If you have enough evidence to support arresting someone who has not committed an overt act of treason, alert security over the secure frequency and set their status to ''Arrest'' in the security records. This will have [[Robots#Securitron|Officer Beepsky]] and other active securitrons attempt to detain the target. The detective can assist in arrests, but with no armor or taser, should leave the heavy lifting to security officers.
== Important Tips ==


The detective has the option of having their thermals scanned at [[electronics]], giving the crew many more eyes against cloakers.
*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 [[Research_Director|RD]] for the [[Science Objects#Port-A-Sci|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.


==Crew Objectives==
== Teleporter Accident ==
As a loyal crew member, you can sometimes be assigned some strictly optional objectives to keep yourself busy while you wait for something to happen.  As a detective, you can expect to see the following:<br>


'''Ensure that you are still wearing your coat, hat and uniform at the end of the round'''<br>
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_Officer|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.
Just don't get mugged, which is very unlikely.


'''Make sure you are smoking at the end of the round'''<br>
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!
Just make sure you have your smokes and your zippo, and light up when you're in the escape shuttle.


'''Make sure there is alcohol in your system at the end of the round'''<br>
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 [[Space_Pod|Pod]] in the [[Artifact_Research|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.
Keep your Bo Jack Daniels on you and take a swig on the shuttle. Before or after lighting up.


==Syndicate Detective==
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.
The Syndicate detective may order [[Syndicate Items#38AP|custom ammunition]] for his revolver. Aside from that, he has a lot of other options to work with. Most [[Captain|captains]] and [[Head of Personnel|HoPs]] won't object to giving you security access, letting you load up on weaponry. The AI can generally be convinced to let you in wherever if you say it needs investigating. The security records can be tampered with to accomplish a variety of tasks, not just sending Officer Beepsky after the captain and deleting your own record, but also altering fingerprints to frame someone else for possession of traitor gear. [[Syndicate Items#Cloaking Device|Cloaking devices]] are also handy, as you already control one of the two thermals on the station.


==Supplementary Video==
'''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.
[[File:Playingdetectiveonss13.gif|Playing Detective on SS13]]


{{JobMenu}}
== Supplementary Video ==
[[Category: Jobs]]
<youtube>QqVqxWU-Itg</youtube>

Revision as of 04:33, 2 January 2019

Robusting Guide: https://wiki.ss13.co/User:InternetDweller/RobustingTips

More stuff is to come!

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.

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.

The Dungeons

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.

Mars Outpost

Hazards: Low
Puzzle Difficulty: Low

The first area you should probably 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 and simple; just pay attention to the weather.

Museum of Lunar History

Hazards: Low
Puzzle Difficulty: Very Low

A museum about the history of the moon and how plasma is tied to it! 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.

Catmandu

Hazards: Low
Puzzle Difficulty: Low-Medium

Cats, cats everywhere! A fairly nice place to relax (besides the hairballs, of course). I wonder what's behind those sealed doors?

Lava Moon

Hazards: Medium-High
Puzzle Difficulty: Medium

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.

Biodome

Hazards: Medium-High
Puzzle Difficulty: 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 suface, or go spelunking in the caves?

Meat Station

Hazards: Medium
Puzzle Difficulty: Low

A fairly normal-looking location at first, but... oh dear god... IS THAT MEAT ON THE WALLS?! How the fuck did this come to be?

The Void

Hazards: Medium
Puzzle Difficulty: Low

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

Hazards: Medium
Puzzle Difficulty: Low

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.

Theta Outpost

Hazards: Very High
Puzzle Difficulty: 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

Hazards: None
Puzzle Difficulty: Very High

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 original Bad Ending.

Geminorum V

Hazards: None
Puzzle Difficulty: None

Accessible exclusively through the Experimental Long-Range Teleporter. A mysterious chamber full of equally mysterious Sumerian runes. And farts.

Hidden Workshop

Hazards: None
Puzzle Difficulty: None

Accessible exclusively through the Experimental Long-Range Teleporter. A calming Japanese area, containing a workshop, small zen garden, water, and many (unusable) katakanas.

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 that 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.

Preparation

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 meatshields partners makes things so much easier.

Important Tips

  • 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.

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 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.

Supplementary Video