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Think of two, big toy blocks with a large elevator between them and that is more or less the abstract shape of the Labs. You start by exploring the first block (Assessment Ward) to get Refined Carbon and Gems for Hackerpad 3, then you go to the second block (Containment) to lift the lockdown and get the mcguffin for the portal, and finally you do the two portals for the final pieces.
If you really think about it, there's a similar pacing in the other zones as well where you have to periodically craft or do something in order to widen the game world for yourself. I think where the Labs gets overwhelming is that the game really "Takes off" here. All of the more alien elements of the story all kinda leap out at once.
Dr. Peters does suggest that you should kill the Tarasque for its ichor since it's a very strong source of energy.
In any case, strong disagree. I think you missed or misunderstood the hints the game gives you, as it was when you said that you didn't know you needed to kill the Tarasque even though the game does tell you that you have to. The first time I was in Labs, I was a little bit lost, but not in the sense of not knowing where I had to go, but in the sense of not knowing where to go to first. As I explored each area, I found out where to go and collected all the resources that I needed to progress. Manufacturing was actually harder to figure out the first time I was there than Labs.
Everything is easy in hindsight. When you go in, you don't have a layout of the place, don't you?
Who is peters and when does he suggest to kill it?
I agree, that not everything needs to be connected to the story, yet Office and Manufacturing manage the path much better. Lab is a giant place and there are no hints where to go. The only thing marked at all is "Adjustment" and "Control Center" But you can only see the last one once you are already through it.
I just went and checked, the "Containment Center DIRAC" entrance is marked, but is just a normal sized door indicating absolutely not what massive area hides behind it. And for some reason I completely forgot that it was marked at all after 2 paythroughs and had to go look.
The Mushroom lab is called portal room 4 which I don't remember being mentioned at all.
I'm not going to tell them how to do it. But I think the evidence is pretty clear, that this area lags behind compared tp the other two.
That's... kind of a silly argument isin't it? Of course you won't know what you are going to see until you see it.
Likely, yes.
Dr. Peters, the woman you meet right before you fight the Tarasque?
And what evidence is this? One thread is hardly evidence, specially when there is no consensus here.
I still think Labs is less confusing than Manufacturing, for one.
She almost certainly does not tell you to kill it but goes on and on about how a lot of energy is released when the two Tarasque meet. But I will check soon, I'm almost at that point again.
The evidence is in the forum, just search for containment or lab or laser lab. There are dozens of threads where people ask for direction.
Noted, and I have seen one other thread about manufactoring. But imo the only quest where you have no direction in Manufacturing is where you have to find frake.
I do not miss the days where you were stuck for weeks because you didn't have internet and didn't have the walkthrough in a magazine.
While office and manufacturing completely immersed me, lab/containment threw me off. And while the first two didn't hold your hand completely and still let you explore lab's hints are just bad imo and can be improved.
I didn't find walking through labs difficult, until I got to the point of trying to get passed the turrets. I could tell where I needed to be in order to progress the story. Just didn't understand what to do to avoid dying. Things like bridges and stuff aren't used much before the point, so it's easy to forget they exist.
Funny enough, I got that point instant. Gravity cube, big chasm. Just jump it.