Escape From Duckov J-Lab Laboratory Strategy: B1/B2 Keys, BOSS and Routes

guidej-labescape-from-duckovgame-guide

Foreword

J-Lab Laboratory is a high-value area in the later stage of "Escape From Duckov". It has a large number of advanced blueprints and mission props, and is also the only place to unlock the storm area. The laboratory is divided into B1 negative first floor and B2 negative second floor. Access cards of corresponding colors are required to enter multiple rooms.

J-Lab Level 1 voucher is a one-time consumable and opens the laboratory on the basement floor of the farm town office building. The ways to obtain it include hidden mines, gas station raids, drops from elite monsters in farm towns, and probability refreshes from mysterious merchants or XO rooms.

J-Lab Level 2 voucher is also a one-time consumable item and is used to enter the power control room from B2 and complete the second gate. There is a probability of getting secondary certificates in B1. J-Lab level three certificate needs to be obtained by defeating the BOSS in the upper left corner of the B1 map. When B2 is not powered on, the map is completely black and a large number of electronic gates cannot be used. If you want to kill the roadblocks and enter the storm area, you must complete the double gate process. Laboratory rogues generally use level 5-6 bullets, so it is recommended to clear monsters first and then loot.

B1|Minus 1

B1 is the laboratory hub, containing the entrance, power control room, color card room, projection room, and the final closed room of the BOSS roadblock.

Key areas and rooms

  • Power control room (North of B1): After pulling down the main power switch of B1, B2 is powered on, and you can go downstairs in the stairwell. If you just want to search for B2, just open this gate, and no secondary certificate is required; if you go directly to B2 without opening the gate, you will be in a completely dark environment.
  • Screening room (go straight from the entrance): Requires the screening room key and produces J-Lab advanced supply boxes, game cartridges and display materials. Keys can be dropped by farm town elite monsters or XO mystery rooms.
  • Blue Card Room: The mine boss boss drops blue cards. The core output is a color monitor blueprint (necessary for the Carbonated Duck Game Console mission), as well as medicines and mission props; the desktop may also refresh the J-Lab secondary certificate. The Color Monitor Blueprint is a necessary item to unlock the workbench recipe.
  • Red Card Room: Produce space protection helmets, advanced armor-piercing sniper bullet blueprints, graphics cards and other high-value electronic materials.
  • Green Card Room: Located in the lower right corner, produces blueprints for the chassis, graphics card, and T-7 thermal imager. The thermal imager is a key piece of equipment for dealing with B2 stealth monsters.

B1 Enemies and BOSS

Normal enemies are high-level rogues with high armor and ammunition levels. The BOSS roadblock is located in the closed room on the west side of B1. It is initially locked. You must first pull down the B1 main gate, and then use the secondary credentials to enter the B2 electronic control room and pull down the second gate before the door will be unlocked.

The J-Lab level three certificate (black ticket) will drop from the roadblock. Use the black ticket to go to Area Zero to open the entrance to the storm area. During the battle, first attack the red indicator light on the shield to break it, and then attack the head with advanced armor-piercing bullets; BOSS attacks have flame effects, so it is recommended to carry a fire-resistant totem.

B1 Notes and Wasteland Development Process

Plot notes such as laboratory director reports and experimental subject records are distributed in the red card room and the desk in the experimental area. Recommended process: Enter the laboratory, clear out the rogues, pull down the B1 main gate, open various card rooms to search as needed, and then go down to B2 after preparing the equipment.

B2 | Negative second floor

B2 can only be fully explored after being powered on. The strength of monsters is significantly increased, and there are a large number of invisible enemies. It is recommended to carry a T-7 thermal imager; if thermal imaging is not available, blindfolds and sensory totems can be used instead, but the error tolerance is lower.

Key area

  • B2 Power Control Swing Room: J-Lab Level 2 Voucher (Red Ticket) is required to open the door, which is where the second gate is located. You only need to enter when you want to kill the roadblocks and enter the storm area; don't waste your credentials when simply searching for B2.
  • Strange Experimental Area: The electrified sewage area south of B2 is the location of the "Defense Field-3" mission. The sewage will continue to shock the blood and you must wear blue rubber overalls. Helmets, armors and medicines are not immune. The mission objective is to pick up the Defense Field Generator.
  • Prison Cell Area: Electronic parts and advanced materials can be looted, and M1A blueprints and plot notes may be refreshed.
  • Color Card Room: Purple card real estate produces high-end weapons and potions; yellow card real estate produces J-Lab supply boxes and mission consumables; black card real estate produces black DT blueprints and high-grade ammunition. The black card can be purchased from the mysterious merchant in Farm Town (about 200,000 cash), or it may be refreshed by the XO room.

B2 Enemy

  • Invisible Duck: Almost invisible to the naked eye, it will kill you silently in melee when you get close; thermal imaging can directly detect it, and the damage number that pops up when attacked can also indicate the location.
  • Mechanical Spider: High-speed melee combat with high attack frequency. Attacking the legs can paralyze it.

Both types of enemies are distributed in large numbers in B2, especially in the power switch room that is turned on with the second-level certificate. A safe approach is to fire in the corridor to seduce the enemy, and then enter the room to open the door after cleaning up.

Two play routes

Route A: Only search B2

Pull down B1 Go downstairs after the main gate and explore the strange experimental area, cells and colorful card rooms; do not consume the second-level voucher to open the B2 power switch room. This avoids invisible enemies and saves credentials.

Route B: Kill the roadblock and enter the storm area

  1. Pull down the main power switch in the B1 power control room to energize B2.
  2. Bring the J-Lab Level 2 certificate and open the B2 power control room.
  3. Seduce and clean up the invisible ducks and mechanical spiders in the corridor, then enter the room and pull the second gate.
  4. Return to B1, enter the unlocked BOSS room, kill the roadblock, and pick up the third-level certificate.
  5. Go to Area Zero and open the entrance to the storm area.

Voucher and access card prompts

Colored access cards can be swiped repeatedly; the first-level, second-level, and third-level vouchers are all disposable consumables and will disappear after use. Do not waste them at will.

Summary of high-frequency pitfalls

  • The B1 main gate is only responsible for energizing B2; the B2 electric gate is responsible for unlocking the roadblock BOSS room. The two gates are not the same thing.
  • When you only want to search for B2, do not open the electronic control room corresponding to the secondary certificate.
  • Don't challenge the B2 invisible monster without thermal imaging.
  • Only blue rubber suits are immune to the charged sewage in the strange experimental area.
  • The color monitor blueprint is always found in the blue card room and must be obtained before playing the Carbonated Duck mini-game.
  • The roadblock BOSS requires a complete double gate process, and the B1 main gate cannot be opened by simply pulling the B1 main gate.
  • The laboratory rogue ammunition level is very high, it is recommended to clear the map first and then loot it.

Recommended wasteland equipment

  • Weapons: High-damage semi-automatic or sniper weapons, equipped with advanced armor-piercing bullets.
  • Armor: Level 4-5 armor.
  • Required Items: T-7 thermal imager, adequate first aid kit; carry Fire Resistance Totem when challenging roadblocks.

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