I found that once before, look around inside the barn. You should find two bodies, one gun and a single empty casing…
I would be knee deep in the feels if I wasn’t still stuck in this lab. :V
When stuck press Q >:)
I’m not stuck yet, it’s just a damn long series of rooms. And too intent on clearing them before leaving.
I wish I could finally get to exploring that Science Lab I found earlier. But now I’m stuck offloading and organizing nearly 3000 Volume worth of looted goodies from the back of my APC.
So, I found a way faster way to get string for a Homewrecker. If you can get tailoring up to 3, you can make short ropes using rags instead of string. Short ropes currently disassemble into strings without regard for what it was made of. This saves quite a lot of time/food wasted on thread-gathering.
get out of here stalker.
Realized that I am dumb as the “anomalies” you find wild relics in are basically STALKER anomalies and am only just now realizing this.
I’m gonna cheeki your breeki. owo
Also, yep. Complete with artifacts. And bandits. It’s like Dwarf Fortress meets S.T.A.L.K.E.R meet Deus Ex…meets Fallout.
EDIT: No luck finding telepads, can’t smash my way out even with reinforced homewrecker. Scheisse.
I DO, however, have chemical texts aplenty, a chemistry set, and the supplies to make gunpowder. Operation Demopan is a go.
I came back to ransack my starting lab, but this time i’m immune to turret bullets >:)
Pipe bombs have failed me too. ;w;
I can’t believe there are not teleporter traps, in every lab I have seen there were 5-6 of them 
Day two of lab challenge. Run into 3 turrets in a row. Open door, get shot, close door, stagger across hall, open door, not even a warning, just a burst of 9mm fire. Go to an entirely different part of the map, open door…get shot.
Miraculously survive.
Stagger back towards a known safe area to hide/rest. Run across a zombie that I had missed on the first sweep. While at 160+ pain, 1 str, 4 dex…and about 25% speed.
Die.
I should commence the !!SCIENCE!! and see if I can mininuke a corner and survive by ducking in the opposite corner.
EDIT: I think that solves that.

If your speed is below 100 (for example, because you’re cold or in pain), opening the door can easily take 2 turns.
Enlighten us with the tentacles of knowledge: what’s the weakest explosive that can breach lab entrances?
EDIT: Fuck me, I KNEW I should’ve continued clearing the rooms instead of rushing for the bunker!

A stick of dynamite got me through the metal entry doors of a military bunker, and promptly shot when the milspec turret opened fire… The wiki says a pipe bomb’s explosive power is chosen at random between 6-14 while C4 is 40 and dynamite 60. I’d also like to know what the minimum explosive power needed to punch through a metal door is. For purely scientific reasons of course.
After lots of savescumming, I’m confident that pipe bombs can’t melt steel beams blast apart steel doors.
But yeah, ALWAYS clear the floor right below the entrance. It’s where I found a teleporter last challenge, it’s where I found it this time.
Now to celebrate by wrestling a moose to death.
Already out of the lab, found a nearby refugee center. Of course, the old guard mission sets the bandit cabin uber far away. Merchant’s first mission was a massacre. About 100+ zombies to take care of, and I don’t wanna waste precious rivtech ammo, so melee it is.
Oddly enough, the vast bulk of the zombies stayed in one corner of the room, enabling me to funnel them out in a corner near one of the windows. Combat knife got destroyed from all the melee, then a hammer, then a fist. The shocker finally noticed me and I blasted him with a burst from the Rivtech short shotgun. After that, clearing out the remaining zombies was easy.
And of course, the next mission from the merchant is also uber far away.
Oh well, at least I got a base. Thinking of killing that arsonist before he accidentally torches the base. I already moved the lockers and display racks to set up my organization-ing of items.
In any case, the starting lab was a bust. It was only a two basement lab, and most of the good loot was in the final floor in the fancy bionics room. I got some rare bionics (though one of the bionic failures was the targeting system, sigh) but very few of the common utilities like the cranial flashlight and internal chronometer.
[quote=“Azrad, post:6318, topic:47”]Already out of the lab, found a nearby refugee center. Of course, the old guard mission sets the bandit cabin uber far away. Merchant’s first mission was a massacre. About 100+ zombies to take care of, and I don’t wanna waste precious rivtech ammo, so melee it is.
Oddly enough, the vast bulk of the zombies stayed in one corner of the room, enabling me to funnel them out in a corner near one of the windows. Combat knife got destroyed from all the melee, then a hammer, then a fist. The shocker finally noticed me and I blasted him with a burst from the Rivtech short shotgun. After that, clearing out the remaining zombies was easy.
And of course, the next mission from the merchant is also uber far away.
Oh well, at least I got a base. Thinking of killing that arsonist before he accidentally torches the base. I already moved the lockers and display racks to set up my organization-ing of items.
In any case, the starting lab was a bust. It was only a two basement lab, and most of the good loot was in the final floor in the fancy bionics room. I got some rare bionics (though one of the bionic failures was the targeting system, sigh) but very few of the common utilities like the cranial flashlight and internal chronometer.[/quote]
'That’s actually really nice - you can find all the regular stuff in more regular places… electronics stores, butchering shockers, scientists, or technicians, etc.
Either way, that character died via accident a while back. Long story short, found a 30 gallon drum and promptly forgot to drop it when it fought a bear.
So new lab run, 6 days in lab already… mostly because it’s big and I’m looting it. Bionics-wise, just the basics; integrated toolset, chronometer, joint torsion and a few power storages. Mutations… haven’t found much mutagens, but mostly got some good ones via consuming mutated limbs. Perceptive, fey vision, and road runner.
Now, the really good stuff. Found books. Lots of books. Since I started as a willing mutant which had electronics skills, plus adding two more for five skill levels in electronics, it only took a bit of effort to get electronics to six. Found a book on trapping to get it to 3, which wasn’t really needed. And the glorious Under the Hood is there… and I think it was Electronic Circuit Theory which put electronics up to six, and that gave me the needed components to craft an electric jackhammer.
Deconstructed a few consoles for the copper wires, and now I can smash my way out. Of course, I could also smash my way into barracks, and now I got lots of guns. No shotguns, but some of the rifles should be able to destroy the security bots.
So, shame that my previous character died, but now I have a better set up before I leave the lab. Gonna peek down the bottom floor first and see if there’s anything nice to grab.