Experimental Lab
Science Area | |
Experimental Lab | |
The mysterious experimentation room. | |
Obvious exits | West to Research Division, east to maintenance. |
Purpose | To experiment with anything you can fit into the E.X.P.E.R.I-MENTOR. |
Access level | |
Noteworthy contents | E.X.P.E.R.I-MENTOR, R&D Console |
Clearance | Captain, Research Director, Scientist |
Security level | Medium |
Style | Laboratory |
Balance Requirements | Minor security to prevent things from getting into the lab from the E.X.P.E.R.I-MENTOR. Blast doors, Reinforced walls, and electrocuted grilles with R-windows work fine. |
Other Notes | |
Locations on beestation |
The former telescience lab has been reclassified as the Experimental Lab, and now houses the E.X.P.E.R.I-MENTOR. Cyborgs best stay away from this room, as the machine is prone to generating EMPs.
For more information about the E.X.P.E.R.I-MENTOR, click here.
Science Area | |
Experimental Lab | |
The mysterious experimentation room. | |
Obvious exits | West to Research Division, east to maintenance. |
Purpose | To experiment with anything you can fit into the E.X.P.E.R.I-MENTOR. |
Access level | |
Noteworthy contents | E.X.P.E.R.I-MENTOR, R&D Console |
Clearance | Captain, Research Director, Scientist |
Security level | Medium |
Style | Laboratory |
Balance Requirements | Minor security to prevent things from getting into the lab from the E.X.P.E.R.I-MENTOR. Blast doors, Reinforced walls, and electrocuted grilles with R-windows work fine. |
Other Notes | |
Locations on beestation |
The former telescience lab has been reclassified as the Experimental Lab, and now houses the E.X.P.E.R.I-MENTOR. Cyborgs best stay away from this room, as the machine is prone to generating EMPs.
For more information about the E.X.P.E.R.I-MENTOR, click here.
Science Area | |
Experimental Lab | |
The mysterious experimentation room. | |
Obvious exits | West to Research Division, East to Xenobiology Lab and Maintenance. |
Purpose | To experiment with anything you can fit into the E.X.P.E.R.I-MENTOR. |
Access level | |
Noteworthy contents | E.X.P.E.R.I-MENTOR, Thermomachines for Toxins Lab |
Clearance | Captain, Research Director, Scientist |
Security level | Medium |
Style | Laboratory |
Balance Requirements | Minor security to prevent things from getting into the lab from the E.X.P.E.R.I-MENTOR. Blast doors, Reinforced walls, and electrocuted grilles with R-windows work fine. |
Other Notes | |
Locations on beestation |
The former telescience lab has been reclassified as the Experimental Lab, and now houses the E.X.P.E.R.I-MENTOR. Cyborgs best stay away from this room, as the machine is prone to generating EMPs.
On Pubby, this room is also used by people working on Toxins because of the thermomachines in the top right. This is also the place favored by scientists building a nanites lab since the map does not have one at roundstart.
For more information about the E.X.P.E.R.I-MENTOR, click here.
Science Area | |
Experimental Lab | |
The mysterious experimentation room. | |
Obvious exits | East to Research Division. |
Purpose | To experiment with anything you can fit into the E.X.P.E.R.I-MENTOR. |
Access level | |
Noteworthy contents | E.X.P.E.R.I-MENTOR, R&D Console |
Clearance | Captain, Research Director, Scientist |
Security level | Medium |
Style | Laboratory |
Balance Requirements | Minor security to prevent things from getting into the lab from the E.X.P.E.R.I-MENTOR. Blast doors, Reinforced walls, and electrocuted grilles with R-windows work fine. |
Other Notes | |
Locations on beestation |
The former telescience lab has been reclassified as the Experimental Lab, and now houses the E.X.P.E.R.I-MENTOR. Cyborgs best stay away from this room, as the machine is prone to generating EMPs.
For more information about the E.X.P.E.R.I-MENTOR, click here.
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