Personally, I would add the science ID as a very rare drop to all scientists - makes more sense, really.
Some kind of master “open EVERYTHING” switch at the bottom, sometimes (with the downside being… it’s EVERYTHING - that shoggoth? Make sure you remember where it was and stay away on your way up!).
A “teleport to a random world location” thing does make sense for some types of labs… but it should have some serious risk, too (based on the lore).
If there’s a guaranteed way out, it should be extremely dangerous, making finding a more inventive solution the more desireable option, otherwise it devolves to ‘hard, unless you know the trick’ again.
How about some sort of emergency self destruct sequence, or somesuch? Trigger it on the bottom floor, timer starts, every doors open including the entrance. Need to be a decent distance away from the ground floor of the lab before the entire place goes kablooie. Destroys everything in the lab as a result.
Now that could be an entertaining option, but…if SCP: Containment Breach has taught me anything, it’s that evacuation measures are anathema to self-destruct sequences.
I think getting out should be guaranteed possible… but the method that will work on any given game is random. There’s not just one trick, there’s several, and the real trick is figuring out which one is going to work this time.
Well, right now there is a guaranteed way out - disarming a teleport trap and using it. It’s not even dangerous, the worst that can happen is you get a mycus infection which you can heal with royal jellies that are quite abundant in labs. All you need is high starting dex or patience in getting the trapping skill required.
Possible, though it’s still a bit dependent on luck to disarm it if you didn’t invest in trapping/high dex, and the slightest possibility that a telepad room won’t appear (I could’ve sworn I’ve seen 1 or 2 labs without any teletrap+table rooms).
It also seems that, far too often, I get warped into a turret room that I left uncleared due to not being suicidal.
Even that, a guaranteed method at the BOTTOM of the lab would give a risk-reward sorta thing.
Meanwhile in my current adventure, so many bionics, so little time. Still no escape plan yet, but I’m not done working me way up and I’ve got cooked creep to spare.
Curious, mine starting npc had an m4a1 and full army gear, he too ended up in the dissector.
I found a rat cave and the rat king took away my beak mutation and gave me paws instead of tentacled arms. Then from beast serum i got padded feet instead of hooves. Purified it all and now all i have left is ursine vision, 12 bonus points and no disadvantages, just as planned >:)
Jackpot. Only a two basement lab, bottom was bionics room. Rivtech short shotgun easily took care of the bots. First try with the computer failed, but thankfully only manhacks. Second try success.
So far, here’s what I got installed. (success rate all right thanks to investing in some points in computers and electronics, and managed to get the NPC to teach me one more on electronics before I chucked him into dissector. then used a lot of bandages to increase first aid to one, and got mechanics to 3 thanks to the holy Under the Hood)
Alloy plating torso
Joint torsion rachet
Internal climate control
Integrated toolset
Leukocyte breeder
Mini-flamethrower
Power armor interface
Metabolic interchange
Repair nanobots
Shockwave generator
Uncanny dodge (the least likely to succeed, at 55 percent where most of the others were around 22-30)
Railgun
Artificial Night Generator
Somehow, the only failure was internal storage. And technically I tried twice on repair nanobots… but the first failure didn’t count as one because it upgraded the night vision mutation to high night vision.
Teleporter is ready. Just gonna stock up on everything I can carry before exiting the lab.
I’m not sure if I can top that. Oh well, if you can’t beat them, join them. Are you in need of an evil henchman with 20 dexterity, ursine vision and ninjutsu katana?
Forget it then, It’s not like I ever wanted to be your henchman anyway!
I’ll just sit in the corner of my missile silo and nuke you when you least expect it.
Also just found a tear in reality, it seems to spawn nether monsters every now and then, is there any way to close it?