Difference between revisions of "Adventure Zone"
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*Some enemies are immune to firearms. Bring something heavy and blunt to defeat them with. | *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 wander into lava. It is instant death. Obvious, but it needs to be said. | ||
*Don't mindlessly wander into pits either. | *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. | ||
*Some items found in one area can be useful in an entirely different one. | *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". 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. | *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. |
Revision as of 18:51, 27 November 2014
DO NOT POST SECRETS ABOUT THE ADVENTURE ZONE AREAS HERE |
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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. Vicseral abominations masquerading as gibs, scalding stomach acid, and seeming-living machinery abound. Don't trust your surroundings!
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.
The Void
Difficulty: Hard
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. The Void is a confusing subspace maze with a humble guide to the exit, but there are fancy things off the beaten path... as well as a very persistent and very dangerous monster that you need a specific method to dispatch. Prepare accordingly.
Solarium
Difficulty: Very Hard
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 Station and the other areas of the Adventure Zone, and typically take the cooperation of the entire crew to find. Don't expect to be gunning for them without a lot of help and luck.
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! This cannot be stressed 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
meatshieldspartners 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. 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. Fall damage is a thing in this game, and it hurts. Most pits also lead you to undesirable destinations.
- 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". 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.
- 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 the only way to escape the Adventure Zone in a hurry due to interference blocking all (well, most) other forms of teleportation (and in a certain area, it's the only way out, period). It's also very handy to bring people and large objects to and from the area.
- Theta Outpost-only tip: bring an exosuit with Explosion protection. 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. Long story short: 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, strike quietly, and above all, strike hard; 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.
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, as you can steal the Port-A-Sci itself along with all the loot and bodies you stashed in it (the Port-A-Sci is a locker, so it can be loaded into a Pod) so you don't have to leave 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 most critters clocks with ease, and healing items like Syndicate Donk Pockets and Stimpacks are always appreciated.