Laboratory

From The Perfect Tower II
Revision as of 23:17, 13 November 2019 by Ultravolt (talk | contribs) (More stuff)
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Laboratory
Lab.png
Max. Tier 6
Conversion rate 400:1
Color theme Green

The laboratory is a building where you perform various experiments in order to unlock modules.

Experiments unlock modules accordingly to it's respective element.

Laboratory Mainscreen.png

Experiments


Neutral

The Neutral Experiment

The goal of the Neutral Experiment is to expand a ball.

To do this you need to buy upgrades which increase your meters of growth per second.

When at max meters you can expand to start a new ball to increase max size.

Fire

The Fire Experiment

The goal of the Fire Experiment is to raise the temperature gauge.

Heaters are for raising the temperature per tick.

Tickers reduce the time per tick.

Insulators Reduce the percentage of temperature lost per minute.

Electricity

The Electricity Experiment

The goal of the Electricity Experiment is to raise your amp. Explain coils, wraps, wrap upgrades, and their interaction with Amps, Volts, and Ohm here.

Water

The Water Experiment

The goal of the Water Experiment Is to pump and lower the temperature of water.

The pump Produces water. Warning: Water can't be drained as of build "open alpha 0.1.8", If you pump too much water you may not be able to complete the experiment

The cooler lowers the temperature of the water.

The battery does something

Nature

The Nature Experiment

The goal of the nature experiment is to grow different varieties of plants.

Plant seeds in the grid, water and then wait for plants to grow. Click the plants to harvest when ready, shovel to delete.

You can apply warmth and cold to individual squares, and toggle day/night for the whole grid.

Experiment with these options to find new species.

Harvesting plants also rewards points which can be spent to increase the time watering lasts.

Earth

The Earth Experiment

The goal of the Earth Experiment is to drill soil and then condense it.

Drills dig up soil.

Compression reduces volume/diameter and raises density, if it loses stability you start losing mass.

Air

The Air Experiment

to do

Darkness

The Darkness Experiment

The goal of the Darkness Experiment is to find particles in the dark.

Use angle and noise filter to tune where you're going and use acceleration to get closer to the particle.

The graph shows the frequency of the next particle with noise. It gets more accurate when the particle is in the center of your scan angle and faster the closer you get.

Light

The Light Experiment

to do

Universal

The Universal Experiment

The goal of the Universal Experiment is to increase the gravity of a ball.

You need to manipulate the pieces on the board, so that the ball passes through gravup pads as much as needed.

Caution is needed, as the price increases every time a piece is changed. You may recreate the board to try again, if it gets too expensive.

Gem

The Gem Experiment

The goal of the Gem Experiment is to fill the board with gems.

Clicking the rolls the icons randomly into new ones in a + formation.

You can upgrade your chance for a roll to be a gem, you may also upgrade your chance for a gem to not be re-rolled.

A stack requires you to fill the grid 9 times.

Exotic

The Exotic Experiment

The goal of the exotic experiment is to create ∞universes.

At base you produce 1 universe every 48 hours.

Production Increases the amount of universes you make per bar tick.

Time factor is a divisor to all the bar's base time?

What in Cubos' name is that bottom bar?

You can rush all of the bars using exotic gems, but it gets more expensive every purchase.

Upgrades

Each building tier constructed unlocks new experiments.

Tier 1: Neutral

Tier 2: Fire, Electricity

Tier 3: Water, Nature, Earth

Tier 4:

Tier 5:

Tier 6:

Skills

None yet.