Difference between revisions of "Adventure Zone"

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m (Port-a-Medbay was replaced by the Port-A-NanoMed.)
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*If you've gone exploring the Debris Field Z-level, you've probably come across an object called a "secure safe". All of the Adventure Zone areas 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.
*If you've gone exploring the Debris Field Z-level, you've probably come across an object called a "secure safe". All of the Adventure Zone areas 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.
*Hit up the [[Research_Director|RD]] for the [[Science_Objects#Machinery|Port-A-Sci remote]], which spawns in his office (or just grab it yourself if ''you'' are the RD). The usefulness of this TARDIS-inspired locker cannot be over-exaggerated, as it is one of the only two ways to escape the Adventure Zone immediately with all your loot without having to backtrack. (And in one particular case, it's the only way out of a certain area, period.)
*Hit up the [[Research_Director|RD]] for the [[Science_Objects#Machinery|Port-A-Sci remote]], which spawns in his office (or just grab it yourself if ''you'' are the RD). The usefulness of this TARDIS-inspired locker cannot be over-exaggerated, as it is one of the only two ways to escape the Adventure Zone immediately with all your loot without having to backtrack. (And in one particular case, it's the only way out of a certain area, period.)
**Failing that, the other quick-escape option is the [[Medical_Objects#Port-a-Medbay|Port-a-Medbay]], whose remote spawns right beside the titular capsule in [[Medbay]]'s interior hallway.
*Theta Outpost-only tip: bring an exosuit with [[Ore_Processing|Explosion protection]]. You'll be glad you did!
*Theta Outpost-only tip: bring an exosuit with [[Ore_Processing|Explosion protection]]. You'll be glad you did!
*As you travel, you might notice various Keys laying around. They have something to do with the Solarium, so if you plan to go there, gather as many as you can find. Some keys are found outside of the Adventure Zone, just so you know.
*As you travel, you might notice various Keys laying around. They have something to do with the Solarium, so if you plan to go there, gather as many as you can find. Some keys are found outside of the Adventure Zone, just so you know.
*'''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 next round.
*'''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 next round.

Revision as of 15:28, 28 September 2014

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 events that just defy all logic and sense yet are still horrendously dangerous. Have you ever wondered what life was like off the station?

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 this being 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, so finding an adventure area isn't the issue. Survival is.

Mars Outpost

Difficulty: Easy

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...

Io Moon

Difficulty: Average

This is where your experience with the Adventure Zone truly begins, with a scorching-hot climate and monsters attacking you right out of the gate. Bring clothing that can resist the horrible heat, or you won't last long.

Biodome

Difficulty: Average

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.

Meat Station

Difficulty: Average

This disgusting place looks like it came straight out of the Silent Hill series. As you'd expect from what can reasonably be called the inside of a living being, most of the danger will come from the environment itself.

Theta Outpost

Difficulty: Hard

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 on by the freezing cold temperatures and slippery ice. Be ready for a ride if you decide to venture here.

Solarium

Difficulty: Hard

This is it, the big one. The Solarium is an incredibly difficult area, filled with secrets that usually take the entire SS13 crew to work out. Don't expect to be going here without a mass agreement by the other players. FUN FACT: Nobody has ever satisfied the conditions for the 'good ending' to the Solarium. It is one of the few medals that nobody has ever won.

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, all of which you can then flaunt to the rest of the crew when you eventually make it through the area.

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! We cannot stress this enough. A major part of surviving in the Adventure Zone is being able to reverse the damage that will be done to you.
  • 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.
  • Bring tools! You never know when you might need a full toolbox and some sheet metal out here.
  • Bring friends! While it's possible to solo each area on your own, they are really meant to be done as a team, not to mention having meatshields partners makes things so much easier
    • As a warning: make sure your team doesn't contain a round antagonist. Going on an adventure does not make you exempt from being targeted by other players, they will kill you if you're not careful.
    • The one exception to this is if it's a mass-Solarium run that all the players agreed on doing, in which case the Traitor's tools and weaponry can be insanely helpful. This still doesn't mean he can't kill you though.

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. Bring something heavy and blunt to defeat them with.
  • Don't wander into lava. It is instant death. Obvious, but it needs to be said.
  • Don't mindlessly wander into pits either. Some of them won't kill you, but most of them will.
  • Some items found in one area can be useful in an entirely different one.
  • If you've gone exploring the Debris Field Z-level, you've probably come across an object called a "secure safe". All of the Adventure Zone areas 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.
  • Hit up the RD for the Port-A-Sci remote, which spawns in his office (or just grab it yourself if you are the RD). The usefulness of this TARDIS-inspired locker cannot be over-exaggerated, as it is one of the only two ways to escape the Adventure Zone immediately with all your loot without having to backtrack. (And in one particular case, it's the only way out of a certain area, period.)
  • Theta Outpost-only tip: bring an exosuit with Explosion protection. You'll be glad you did!
  • As you travel, you might notice various Keys laying around. They have something to do with the Solarium, so if you plan to go there, gather as many as you can find. Some keys are found outside of the Adventure Zone, just so you know.
  • 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 next round.