The Perfect Tower 2 Lab Experiments Guide (v0.13.2 B1)

Welcome to our The Perfect Tower 2 Lab Experiments Guide (v0.13.2 B1) guide. What once started […]

Welcome to our The Perfect Tower 2 Lab Experiments Guide (v0.13.2 B1) guide. What once started out as a Light Experiment guide has (finally) been completed to cover all 12 Experiments in your Laboratory.

We know that there are people who have a hard time finishing the The Perfect Tower 2 game. If you are one of those who find it difficult to finish the game, let’s take you to our The Perfect Tower 2 guide.

The Perfect Tower 2 Lab Experiments Guide (v0.13.2 B1)

Before diving into any of the experiments, I want to point out a couple of things first:

Unlocking Experiments

You’ll need a Level 5 Laboratory in order to unlock all of the Experiments. You can level up Lab via Construction

Skills

There is currently only one, “Science Funds”. It lowers the White to Green Resource conversation ratio by 1 for ever 5 Prestige you have across all experiments. Not the greatest skill but not awful either. This is the only reason you may want to Prestige past what you actually need to complete all goals of an experiment.

Exotic Skills

All three Exotic Skills basically do the same exact thing but for different sections of Experiments:

  • Fundamentals: Top Row (Fire, Water, Nature, Earth)
  • Forces: Middle Row (Electricity, Darkness, Light, Air)
  • Universal Theorem: Bottom Row (Neutral, Universal, Gems, Exotic[Pending])

These Exotic Skills remove most (if not all) of the negative qualities associated with Prestigeing. Get these as soon as you are able. Having them makes experiments infinitely easier to complete. All “Prestige Effect” pictures in the Experiments show what Drawbacks are removed with a strike through.

Misc

Finally, there is one last thing to keep in mind: the point of the game that you are in can (and probably will) determine your progression in Experiments. A perfect example is the Gems example: Since you need Gems in this Experiment you will find it extremely difficult to progress (never mind complete) because your sources of Gem revenue is limited in the Early Game. In addition to this, your general Resource generation is going to be a barrier at multiple points because of the Prestige costs. If you find you have progressed as far as you can in an Experiment, stop and come back at a later point in the game.

Also, since the part of the game you are currently in may play a factor, for some of the experiments I will provide paths for various ways of doing an Experiment (also if the Exotic Skill fundamentally changes the way you would do an Experiment).

Fire Experiment

OverviewEarly – Mid game Experiment

The Fire Experiment is a great starting Experiment because it illustrates the basic premise of most of the Experiments; Buy Upgrades, Wait, Prestige, Repeat. The goal of this Experiment is to generate a certain amount of heat.

The Perfect Tower 2 Lab Experiments Guide (v0.13.2 B1)
The Perfect Tower 2 Lab Experiments Guide (v0.13.2 B1)

There are 3 components to the Fire Experiment: Heaters, Insulators and Tickers. Each component has different tier levels, which function in the exact same way for all 3 components:

  • Tier 1: These are your actual units. Using “Heaters” as an example, Tier 1 is the amount of Heaters you actually own that are producing heat. Buying from this tier will increase the amount of T1 Heaters you have which is represented by the (number) in the picture.
  • Tier 2: This tier creates Tier 1 units every tick. The amount of units produced in this way is represented by the number in front of (number) in the previous tier. Purchasing from this tier will increase the amount of T1 units created per tick.
  • Tier 3: Same as Tier 2 except it creates T2 units instead of T1.
  • Tier 4: Same as Tier 2 except it creates T3 units instead of T1.
  • Tier 5: Same as Tier 2 except it creates T4 units instead of T1. This Tier will always have the same exact number [Example: 42 (42) ]

Heaters: These are what you use to generate heat, and are by far the most important component of the Fire Experiment. As mentioned above, buying these units will increase the amount of Heaters you own by one, it will also increase the amount of heat each Heater produces per tick.

Insulators: For every minute that goes by, you will lose a certain % of your total heat. These units will bring that % down. They are important, however there does seem to be a soft cap on how low that number will go, so after a point these are not worth investing in anymore. My lowest is 3.13 2.79%/min.

Tickers: a Tick is how long time passes in between your Heater units producing heat. These units will reduce that number. They work the same way as Insulators do. My lowest is 1 Tick = 0.663 0.603 sec.

Prestige

Prestige is important for 2 reasons: Firstly they will give you a point that can be spent on making one of your 3 components (Heaters) more powerful and secondly each Prestige will increase the max cap on heat that you can generate which will be necessary in getting all the milestones. Hitting max cap on heat generated is also what allows you to Prestige in the first place.

Lab Experiments Guide (v0.13.2 B1)
The Perfect Tower 2 Lab Experiments Guide (v0.13.2 B1)

Each Upgrade does the same thing just for a different component: 1% production/effectivity for each manually purchased unit of the same tier. Stick with the Heater ones (Top one), especially if you have the Exotic Skill as they aren’t needed for the Insulators and Tickers. I only have points into them because Heaters have a max of 33 points that can be put into them.

The Perfect Tower 2 Lab Experiments Guide (v0.13.2 B1)
The Perfect Tower 2 Lab Experiments Guide (v0.13.2 B1)

Goals

Keep in mind that the number listed next to Damage and Resistance is not the actual number needed to reach them. It’s actually a little less.
Hover here for picture —>

Lab Experiments Guide (v0.13.2 B1)

Water Experiment – The Perfect Tower 2 Lab Experiments Guide (v0.13.2 B1)

Overview

Mid Game Experiment

The goal of this experiment is to freeze an amount of water to a certain temperature. There are 3 fundamental aspects to it: Pump Speed, Freezing Speed, and Battery (which has 2 separate aspects to it, charging and drain).

Workers: A worker can be set to do this experiment. The Worker will switch between charging the Battery, then once it is filled switching to Freeze Mode, then Battery Charge Mode once the energy is depleted (oddly, it will not switch if the Freeze cap is hit, which is -273.15C; I believe this means the Worker is set to switch based off of the status of the Battery).

Be careful however, for once you upgrade Overcharge (Battery) (even one upgrade), the worker will no longer switch from Battery Charge Mode to Freeze Mode, since there is no max charge on the battery anymore*. This effectively makes the Worker useless once you have one upgrade into Overcharge (Battery).

Lab Experiments Guide (v0.13.2 B1)
The Perfect Tower 2 Lab Experiments Guide (v0.13.2 B1)

The first white numbers in the tank represents how much water the tank is holding in L. The blue number below that is the current temperature of the water. Adding water to a tank will raise it’s temperature (unless the temp is already at 20c which is the starting temp). The number below that is the current freezing rate; meaning at the current rate the tank is dropping by 1.955c every hour.

The first number in the battery is the current charge the battery is holding (63771W in this case). The number under that (3188.6%) is the overcharge of the battery. This is a later level concept that if you’re just starting out on this experiment you won’t need to concern yourself with.
The number at the bottom shows the current charge/drain of the battery. Since in the picture that tank is in Freeze Mode, the number shows the rate at which energy is being drained (0.002W/sec).

The box next to the battery shows you what Mode you are currently in and how long you have been in it.

Upgrades

Now in order to properly do this we are going to need to look into our upgrades:
Lab Experiments Guide (v0.13.2 B1)

By default, upgrades will increase in price by x100 meaning it will go from 100 to 10000 to 1M etc (Note: purchasing an upgrade will increase the price for every other Upgrade, not just the one you purchases for). This can be lowered with Prestige Upgrades, which we’ll go over in that section. For now I am going to break up the Upgrades into 4 Groups:

Freeze Upgrades:

  • Freezer (0-8) – Increases the base rate at which freezing occurs. I cannot overstate how important this upgrade is. It should be the first thing invested in.
    -0.5C/L/h, -1, -1.8, -3.4, -6.5, -12.4, -23.5, -44.7, -84.9
  • Time Boost (Freezer) (0-8) – The more time you spend in Freeze Mode the higher your Freeze Rate gets.
    0, Log9(x), Log8(x), Log7(x), Log6(x), Log5(x), Log4(x), Log3(x), Log2(x)
  • Battery Boost (Freezer) (0-8) – The higher the battery’s charge is, the faster the Freeze Rate increases.

All really useful upgrades. Definitely max out Freezer asap.

Battery Upgrades:

  • Battery (Max.) (0-8) – The max amount of power the battery can store.
    400w, 600w, 800w, 1000w, 1200w, 1400w, 1600w, 1800w, 2000w
  • Power Usage (0-8) – How much power is used for all the various Modes.
    100%, 75%, 56%, 42%, 32%, 24%, 18%, 13%, 10%
  • Battery (Charge) (0-8) – The rate at which your Battery charges.
    2W/Sec, 3W, 4W, 6W, 8W, 11W, 16W, 23W, 32W
  • Overcharge (Battery) (0-8) – Allows you to charge over the Battery’s max capacity, though at a greatly reduced rate. There is no cap on how high it can go*.
    0, 1/(1+x*4), 1/(1+x*3.5), 1/(1+x*3), 1/(1+x*2.5), 1/(1+x*2), 1/(1+x*1.5), 1/(1+x*1), 1/(1+x*0.5)
  • Time Boost (Battery) (0-8) – The more time you spend in Charge Mode the higher your Charge Rate gets.
    0, Log9(x), Log8(x), Log7(x), Log6(x), Log5(x), Log4(x), Log3(x), Log2(x)

All very good. First one to get would be Power Usage.

Pump Upgrades:

  • Pump (0-4) – Increases how fast the water fills or is removed from the tank.
    1L/sec, 2L, 4L, 8L, 16L
  • Battery Boost (Pump) (0-8) – The higher the battery’s charge is, the faster water is pumped into/from the tank.

The usefulness of Pump Upgrades greatly depends on how you’re doing the experiment. If you have the Exotic Skill “Fundamentals” then their value will be extremely limited. Really the question comes down to “How badly do you need this tank to fill faster and are you willing to expend a valuable upgrade spot to do it (especially in the early stages)”? Consider them a luxury you can indulge in rather than a necessity.

Battery Boost (Pump) should only be considered at high Prestige levels if everything else worth while has been upgraded to max and you are filling a tank from scratch.

Tank Upgrades:

  • Tank (Volume) (0-8) – The maximum amount of water your tank can hold.
    100L, 200L, 400L, 800L, 1600L, 3200L, 6400L, 12800L, 25600L
  • Overfill (Tank) (0-8) – Allows the Tank to be filled over its max capacity, though at a greatly reduced rate. There is no cap on how high it can go*.
    0, 1/(1+x*4), 1/(1+x*3.5), 1/(1+x*3), 1/(1+x*2.5), 1/(1+x*2), 1/(1+x*1.5), 1/(1+x*1), 1/(1+x*0.5)

Tank (Volume) should be upgraded as per your needs, and Overfill (Tank) should never be upgraded because (at least at the time of this writing) there is no need to go over 25600L.

*[This is not technically true, but for all intents and purposes we’ll say it is.]

Upgrade Order

My suggestion for Upgrade Order. Tank (Volume) and Pump are not included; Upgrade these as you need them. For Battery (Charge) level this along with Battery (Max) as you see fit, however make sure it’s maxed out before you start on Time Boost (Battery).

  1. Freezer
  2. Power Usage
  3. Time Boost (Freezer)
  4. Battery (Max)/Battery (Charge)
  5. Battery Boost (Freezer)
  6. Time Boost (Battery)
  7. Overcharge (Battery)
  8. Battery Boost (Pump)

Prestige

Water Experiment Prestige Upgrades are one of the more interesting ones IMO. On one hand you have Free Upgrades, and on the other you have this:


Lab Experiments Guide (v0.13.2 B1)
The Perfect Tower 2 Lab Experiments Guide (v0.13.2 B1)

Both upgrades are good, however the left side improvement is the clearly superior one. Odds are good that you’ll want to take Left Side, though Right Side might be the better Prestige upgrade depending. The following is a basic, loose upgrade guide however feel free to test for yourself to see which Prestige will get you more upgrades.

Prestige Drawbacks: Everything is reset (Including Upgrades and their costs. This does have the fringe benefit of stretching out the value received from the left side prestige upgrade). Exotic Skill “Fundamentals” removes all drawbacks.

How to Prestige:
If you are Prestiging without Fundamentals: Dump all points into Left side. (Though feel free to test if Right side can get you more Upgrades if you’re low Prestige; your first goal should be to max out “Freezer” whichever way you can).

If Prestiging with Fundementals: When starting a new tank have all points into Left side. Every Prestige after put points into Right side. Reset Prestige Upgrades every now and again (whatever you are comfortable doing), dumping all points into Left side.

Lab Experiments Guide (v0.13.2 B1)

Goals

Keep in mind that the number listed next to Damage and Resistance is not the actual number needed to reach them. It’s actually a little less.
Hover here for picture —>Lab Experiments Guide (v0.13.2 B1)

Nature Experiment

Overview

Early Game Experiment

Nature is one of the easier Experiments (Technically speaking it is very possible to complete this Experiment with 0 Prestige, though I would not recommend it). Your Goal is to grow a set amount of Unique Plants using different combinations of Seeds, Temperatures and Time of Day. To do this we’re going to want to get ourselves set up first to make this as easy as possible.

The Basics – The Perfect Tower 2 Lab Experiments Guide (v0.13.2 B1)

This is what our garden looks like. It is empty and dry but it has potential.


Lab Experiments Guide (v0.13.2 B1)

On the Left side we have our Seeds. The higher the Tier of Seed the longer it takes to grow.

Below our Garden are some buttons:

Watering Can: Seeds need water to grow. This will allow us to water Dirt Squares. Dirt Squares will stay hydrated for a set time, determined by the Watering Can Upgrade on the Right side. Dirt Squares can be watered regardless of if there is a Seed in it, or if it is still hydrated.
Workers can be set to Water Dirt Squares.

Shovel: Dig up Plants you want removed that have yet to bloom

Hot/Cold: Will mark a Dirt Square as being either Hot or Cold. Dirt Squares can be set in this fashion individually.

Auto-Replant: Will toggle your garden to Auto Harvest/Replant Flowers. This option will not appear until the Auto-Replant Upgrade is purchased from right side.

Clock: Make it Day or Night.

On the Right side of the Garden are some upgrades. 2 we already went over and the last one is literally the Prestige button, however notice the number (321 in the picture) with the tree icon next to it. This is the amount of Flowers you have harvested (in general, includes duplicates and every flower harvested regardless of Tier counts as 1). This is also your currency to buy your upgrades. You will also need to reach a Goal of these in order to Prestige (in addition to a Resource cost). The amount of Tree Points needed to Prestige will be deducted when doing so (much like Light Experiment and the Portraits).

Starting Strategy

  1. Put a bunch of your Workers to Water Plants (They will not be doing this permanently so don’t worry if some other stuff has to go without for a bit).
  2. Plant 25 T1 Seeds. Harvest them when they are ready.
  3. Do this 7 more times for a total of 8 times or 200 Tree Points.
  4. Purchase Auto-Replant and turn it on. Note that this will only effect Plants who were Seeded with Auto-Replant on so you’ll need to clear any Plants that might be in the Garden beforehand and then replant your seeds one more time.
  5. Prestige or Level up Watering Can some and drop some Workers.
  6. Do the other thing you didn’t do in step 5.

Each Prestige makes all Seeds grow a little bit faster. At this point we want to get Watering Can to a decent level where we can leave 1 Worker to tend the Garden. Afterwards Prestige as much and as often as you can. Let this run for a day or so: you’ll want to Prestige enough to where the highest Tier Seeds take a length of time that you’re happy with to grow.

Acquiring Goals

Once you have your Plant Time Growth to a level that you are satisfied with then it’s time to start working on our Goals. To do this, we need to grow a bunch of Unique Plants, which all require various conditions to be met (except for the Starting Seeds; each Tier counts as one of these on its own.)


Lab Experiments Guide (v0.13.2 B1)Each

Unique Plant will give you a hint what you need to do in order to get it to Bloom. Some might be as easy as growing a T1 Seed at Night or making it Cold. Others require the Seed to Grow alongside another Plant, sometimes multiple and different Tiers.

Make sure you turn off Auto-Replant before doing this.

Prestige

No points to spend.


Lab Experiments Guide (v0.13.2 B1)

Goals The Perfect Tower 2 Lab Experiments Guide (v0.13.2 B1)

Keep in mind that the number listed next to Damage and Resistance is not the actual number needed to reach them. It’s actually 1 less.
Hover here for picture —>

Lab Experiments Guide (v0.13.2 B1)

Earth Experiment

Overview

Early – Mid Game Experiment

Before you do anything make sure that “Drills” box is checked!!

The object of this Experiment is to dig up a bunch of rocks and then compress them as densely as possible. Digging up rocks is an AFK experience while Compressing can be active or AFK (or just AFK with enough Prestige Upgrades)

Dig Dig Dig

Lab Experiments Guide (v0.13.2 B1)

Starting on the Right side you will see your Drills. Upgrade them as best you can. As you do they will dig up more rocks per tick cause you already checked the Drill box, right? That’s all there is to this part, just let it do its thing for a little while.

Let’s go over the info on the Left side. Honestly most of it doesn’t really matter; it all basically shows you the same info just in different ways.

Mass: This is the total amount of rocks you have (in Mass)/Amount needed to Prestige. The more you have, the more you can Condense. It is also the requirement for Prestige.
Diameter: This is the Diameter of your current ball of rocks, whether it be dense or not. It will go up when you collect rocks and down when you condense them. Ignore it.
Volume: Same exact thing as Diameter only Volume! Ignore it.
Density: This is what this Experiment is all about. This is what will reach your Goals. We want this number to go up. How we do that we will go over in the next section.
Stability: Next section.
Max. Compression in: Next section (take a wild guess though).

Compression

Now that we have a good amount of rocks, we’re going to start condensing it.
Lab Experiments Guide (v0.13.2 B1)

First thing is first: See those Green and Red Bars at the bottom? Drag those to the right. Green is the amount of Power you’re putting into compressing while Red is your Charge Up/Cool Down time. This is extremely important as it directly ties to your Stability.
If at any point during Compressing your Stability hits 0% you lose all your rocks. We’ll get more into this in a moment.

You will see 3 options in the drop down menu:
Quick & Dangerous, Slow & Safe and Stabilize. Q&D and Stabilize go hand in hand so we will deal with those first however I want to point out that regardless of which method you use, you can stop and restart Compression without losing any Density. Drilling however will reset your Density.

Quick & Dangerous/Stabilize: Firstly, do not Drill and Q&D at the same time; you will just end up resetting your Density every time the Drills tick.
The way this works is as soon as you click on Activate your Stability will begin to go down and the Red Bar on the right will start to Charge. Take notice of the time it takes to reach max because that’s the same amount of time it will take to Cool Down, and Stability does not stop decreasing until that Red Bar drops all the way back down.
Stabilize Mode will restore your Stability over time. You cannot Drill during this time (This mode will pause them)

Slow & Safe: You can leave Drills clicked on because S&S will pause them. They will resume digging once you deactivate S&S mode. This Mode does not decrease Stability so you can just AFK it. The trade off is it is much slower than Q&D
Lab Experiments Guide (v0.13.2 B1)
The Perfect Tower 2 Lab Experiments Guide (v0.13.2 B1)

Max Compression in: exactly what is says however keep in mind this actually needs some charge up time. What this means is you will see this number start low, gradually rise until it peaks (which is the real number) and then begin to go down again.

Prestige

Lab Experiments Guide (v0.13.2 B1)

Left: Reduces Stability loss during Compression by 20% and Increase gain during Stabilize Mode by 10%. Only good for Q&D
Right: Increases the speed that the Red Bar moves by 30% and increases the amount of rocks produced by 12%. Good in General

How to Prestige:
Depends on how you want to do this Experiment and/or what Prestige you are.

Low Prestige Q&D: Mainly put points into Left however put some points into Right to speed up the Red Bar and make Q&D a little less D.

Low Prestige S&S: Right Side.

Higher Prestige: Left Side becomes a beast with enough points into it. At 50 (and probably lower) “Quick & Dangerous” becomes “Quick & Safe”.

Lab Experiments Guide (v0.13.2 B1)

Goals

Keep in mind that the number listed next to Damage and Resistance is not the actual number needed to reach them. It’s actually a little less.
Hover here for picture —>Lab Experiments Guide (v0.13.2 B1)

Electricity Experiment

Overview

End Game Experiment.

The object of this Experiment is to generate 1.21 Gigawatts of Energy for our Delorean and get back…wait sorry that’s wrong. You do need to generate Energy though as it unlocks Goals and Prestige. To do this we need to Upgrade and Wait!!

Unmitigated Power

Lab Experiments Guide (v0.13.2 B1)

Let’s look at the top number first (With the “E” next to it) This is your current generated Energy. We want this number to go up since it is what we need to bestow life upon our creation meet our Goals and Prestige. The other numbers are really just different components for equations on what you’re producing. They have no real effect on how you will do this Experiment.

When starting Fresh, you will have 1 Coil. You can add more (with increasing costs for each). Each Coil can be upgraded individually to add more Wires to it, which will increase Energy Generation. Finally each individual Wire can be upgraded in each individual Coil.

That’s really all there is to this Experiment: Upgrade -> Wait -> Prestige -> Repeat.

Prestige

You need to produce a certain amount of Energy in order to Prestige.
Lab Experiments Guide (v0.13.2 B1)

Left: Increase Energy Generated by 30%
Right: Reduces Total Resistance by 20%

First and foremost it is important to remember that every time you Prestige all your Wires will be downgraded by 1 (even with the Exotic Skill), and the cost to Upgrade everything will increase, As such, I would advise against Mass Prestiges unless you know you can afford it or else you may find yourself in a position where you are generating less Energy after a Prestige.

Left is by far the better upgrade. Max out that first. Right is a poor man’s version of Left.

Lab Experiments Guide (v0.13.2 B1)

Goals

Keep in mind that the number listed next to Damage and Resistance is not the actual number needed to reach them. It’s actually a little less.
Hover here for picture —>Lab Experiments Guide (v0.13.2 B1)

Darkness Experiment

Overview

Mid Game Experiment

The Darkness Experiment is IMO the hardest Experiment to figure out. Once you know what’s going on it becomes one of the easiest (and most tedious a Worker can now be set to do this task!) in the group. The object is to track down dirty, deceptive, despicable Dark Particles in a blackened room then skin them and trade their hides for goodies.

Basics

Let’s first go over the basics of this Experiment. Everything is maxed in the following so it will look different for you but this should give you a clearer picture of what’s going on.
Lab Experiments Guide (v0.13.2 B1)Fig. 1: This is the main playing field of the Experiment. Imagine if the dot in the center is your character that you are looking at from a bird’s eye view. That pinkish radius area is the way you are currently facing and can be moved around which is you “looking” around this giant, pitch black room you are in (your ‘Field of View’). We’ll talk more about this once we have gone over the other stuff.

Fig. 2:
Arc: This Upgrade directly effects how large your Field of View is.
Noise: This Upgrade will reduce the Noise in Fig. 4 (we’ll go over it there).

Fig. 3: This bar is how you make your character move in the direction your Field of View is facing. All the way to the left is stopped and all the way to the right is sprinting.

Fig. 4: This is the area where (in conjunction with your Field of View) you will track down what direction a Dark Particle is currently in (they do not move). There’s two things in Fig. 4; Noise, which is that static stuff you see (in your game; Noise is not shown in any of these pictures) and Solid Purple Bars which is Darkness Particle Sign! Moving the Arrow down will help alleviate the noise however it will also make your DP-Sign harder to read (it is basically shrinking the range of everything). How low you want to move the Arrow depends on your Noise Upgrade. Put it somewhere between 70% and 30%. Any lower than that and you might have a hard time reading it.

Stumbling Around in the Dark

Ok, so now that you have a basic understanding of what’s going on let’s get into the nitty gritty. As mentioned above to search for DPs we need to move our FOV around in Fig. 1 untill we see some Solid Purple Bars in Fig 4.

Here is what it will look like when one is in your FOV but near the outskirts (if you are lowering the Arrow in Fig. 4 it does not need to be as low as I have it in the picture. This is just to show you the extremes):


Lab Experiments Guide (v0.13.2 B1)Lab Experiments Guide (v0.13.2 B1)

Once we move our FOV and locate the DP more accurately we will see the DP-Sign reach further to the top. When it is dead center with us (regardless of how far away it is) we will see the DP-Sign hit the top.


Lab Experiments Guide (v0.13.2 B1)Lab Experiments Guide (v0.13.2 B1)

Now that we know what direction the DP is in we can start making our way towards it. To do this move the Speed Bar in Fig 3 at whatever rate you are comfortable. The closer you get to the DP the faster your DP-Sign will go up and down.


Lab Experiments Guide (v0.13.2 B1)Lab Experiments Guide (v0.13.2 B1)

Take notice in Fig. 1 of the Purple Dot in front of our character. That is the DP we need to skin! (it will look much bigger until you start leveling one of the Prestige Upgrades). Once it is in your Red Circle Area hit the Collect button above Fig. 1 (this can be done while moving) and start hunting down the next one!

Worker

The effectiveness of your Worker will be determined by your Noise (and to a lesser degree your FOV). The Worker will check to see if there is something in the range of your FOV and if there isn’t will switch to a random direction to search anew. If there is something there then your Noise will determine what it does. The higher your Noise (meaning low Upgrades in Fig. 2) the less likely your Worker will find the DP (0 Upgrades means they will literally never find one). Once you get your Noise to manageable-negligible levels you can then rely on your Worker to hunt down those damned dirty DPs for you.

I say FOV will effect your Worker to a lesser degree because 0 Arc Upgrades with Maxed out Noise Upgrades will get you DPs while Max Arc Upgrades with 0 Noise Upgrades will get you 0 DPs. Obviously the higher Arc is the faster your Worker will find the direction of DPs.

Prestige

Lab Experiments Guide (v0.13.2 B1)Lab Experiments Guide (v0.13.2 B1)Lab Experiments Guide (v0.13.2 B1)

Top Left: Reduces the amount of Dark Particles needed to Prestige.
Top Right: Increases the Range at which Dark Particles become visible (that zoomed out effect in Fig. 1)
Bottom Left: Pictured above. At 30 your minimum collect is 120 and your maximum is 3,628,800 per DP
Bottom Right: Lowers the maximum distance a Dark Particle can spawn from you.

How to Prestige
Max out Bottom Left. Top and Bottom Right can be Upgraded between each other as you see fit. Only upgrade Top Left when everything else is maxed (believe me, after a couple of points into Bottom Left, your DPs are not going to be the thing preventing you from Prestige).

Goals

Keep in mind that the number listed next to Damage and Resistance is not the actual number needed to reach them. It’s actually a little less.
Hover here for picture —>Lab Experiments Guide (v0.13.2 B1)

Light Experiment

Overview

Mid – End Game Experiment

The object of this Experiment is to get Colored Light into Consumer spots (2 on the Right Side of the board are default Consumers). To accomplish this we have an array of tools to help us. Every Colored Light Beam of a specific color that hits a Collector will increase the collection rate of said Color (more so with a Prestige Upgrade). There is 2 ways we can handle this: Single Color Farms which collect a Single Color at a time (at a ridiculous rate; Single Color Farm is clearly the way to go unless you are lazy) and Multi Color Farms, which collect all Colors in the same setup, however at a greatly reduced rate.

Setups

For any of the Single Color farms be sure to max out Bottom Left Prestige Upgrade ASAP! That really should be your first 10 Prestige Upgrades.

Budget Single Color FarmCreated by Yoshi128986 for those in early game, this design provides 10 contact points, the max amount of contact points you can get while only using the default collectors. Upgrade to the next design of your choice ASAP!
Lab Experiments Guide (v0.13.2 B1)

Budget Multi Color Farm

Created by Xuhybrid for those in early game who would prefer not to switch color plates. Every color hits twice except for Cyan and Green which only get one. Upgrade to the next design of your choice ASAP! The Top Row Left Most Y Pipe can be moved forward one space to collect an extra Green Instead of Red if desired.
Lab Experiments Guide (v0.13.2 B1)

Top Tier Single Color Farm

Created by Xenos, this design provides 30 points of contact. If you cannot afford the Omnis this design will provide 26 points of contact till you can upgrade (both Omnis receive 3 lights each).
Lab Experiments Guide (v0.13.2 B1)

Supreme Single Color Farm

Created by Xenos; I honestly didn’t think it was possible to squeeze out any more and yet; here we are. 31 points of contact. 7 Omnis. Do not use this design if you cannot afford the Omnis!
Lab Experiments Guide (v0.13.2 B1)

“Hands Off” All Color Farm

This design, created by Chris and Nomisabeu has 3 – 4 consumer points for every color. It will not collect as fast as the single color design and requires 4 Omni’s. The bottom left Prestige upgrade however is not as important for this design, and once you set it up you can just leave it to run without having to worry about checking in to swap color plates.
Lab Experiments Guide (v0.13.2 B1)

Prestige

Lab Experiments Guide (v0.13.2 B1)

Top: Increases the Collection Rate of each Color by 75%
Left: Increases the Collection Rate of each Color by 12% for every Consumer point a Color hits
Right: Reduce the Color Requirements for Portraits by 35%

How To Prestige

Single Color Farms: 10 points into Bottom Left, Max out Bottom Right then Top

Multi Color Farms: Distribute points Between Top and Bottom Right. It almost doesn’t matter; Multi Color Farm is the wrong decision. Seriously, I heavily considered not including the Multi Color Farms in general, but decided against it simply because people should be able to play the way that makes them happy, even if it is wrong.

Do not go over the amount of Required Portraits needed to Prestige. While you will get credit for them, they will simply start you higher, so you’re spending all that color for what you could have spent 1 single Color for. If you’re stuck on a Prestige because of resources and are close to some Goals (or think you can push to 200) then go for it but keep in mind the Color spent is a massive waste as far as Prestige is concerned.
Lab Experiments Guide (v0.13.2 B1)

Goals

Keep in mind that the number listed next to Damage and Resistance is not the actual number needed to reach them.
Hover here for picture —>Lab Experiments Guide (v0.13.2 B1)

Air Experiment

Overview

Late End Game Experiment

This Experiment is one of the most brutal Experiment to complete. Don’t get me wrong, it’s not that it’s hard or anything, it just takes a lot of Resources to get where you’re going.

Let’s go over the basics. the object is to pump as much Air into a Tank as you can. There are two aspects to this; your Compressors and your Hull
Lab Experiments Guide (v0.13.2 B1)

You can have a total of 5 Compressors (they decrease in overall power as they go).

Capacity: This is the amount of Air your Compressor can hold at a time (2nd most important).
Power: This is the rate at which you pump Air into the Tank (Most Important).
Recharge: This is the rate at which your Compressor fills after it reaches empty.

While all 3 are important, Power is by far the most important. Power will ultimately be what determines how quickly you finish this Experiment. After awhile Recharge will soft cap (maybe hard) and ultimately is there really that big of a difference between 0.015 sec. and 0.013 sec.?
Capacity will keep you out of Recharge longer but don’t level it evenly with Power (because those are Resources that could be spent on Power Upgrades).

Lab Experiments Guide (v0.13.2 B1)

Your Hull determines how much Air is leaking out of the Tank per second. It can be upgraded with Resources, and a Prestige will Increase the starting level by one (increasing the cap by one as well; this will allow you to continue upgrading your Hull till it reaches 0%)

Prestige

In order to Prestige you must reach (100%) on your tank. It is important to note that (100%) does not mean your tank is full: it only means you are able to Prestige.
Lab Experiments Guide (v0.13.2 B1)

Left: Increases your Compressors overall power.
Right: Increase your Hull’s base starting level by 1 allowing you to further upgrade it.

Left is the better Upgrade by far however Right is important as well until you can get to 0% Air Leak.

I could be mistaken, but from what I can tell it seems that once you have Left maxed and enough of Right to get your Hull to 0% then Prestige does not actually effect anything and it’s better to use the Resources to upgrade Power.

Lab Experiments Guide (v0.13.2 B1)

Goals

Keep in mind that the number listed next to Damage and Resistance is not the actual number needed to reach them. It’s actually a little less (in this case it’s a lot less).
Hover here for picture —>Lab Experiments Guide (v0.13.2 B1)

Neutral Experiment

Overview

Late End Game Experiment

The Neutral Experiment is actually pretty straight forward: Buy Upgrades that generate Plebtonium that is represented by a number that you want to get as high as possible.
Lab Experiments Guide (v0.13.2 B1)The

White Orb is nothing more than a visual representation of your current amount of Plebtonium vs your max amount of Plebtonium. The bigger the White Orb gets the closer you are to hitting your max.

Once you hit max on your Plebtonium there are 2 things to do in a very specific order (you don’t need to be at max to do this):

  1. Check your Goals
  2. Hit the “Expand” Button

Hitting Expand will add your current total amount of Plebtonium to your max amount (if you are at max then you are effectively doubling your cap). The reason you need to check your Goals before Expanding is because Expanding removes all of your current Plebtonium which means you will no longer qualify for any Goals that you had before the Expand.

We are able to set a Worker to Expand for us, but they will not claim goals so that is only worthwhile to do for like an hour or so on a Fresh run that you immediately max your Upgrades on or if you know you will be away for an extended period of time so you’re not wasting any time.

Prestige

In order to Prestige you must have all Upgrades at max. There is no need to even touch the Expand button.
Lab Experiments Guide (v0.13.2 B1)

Left: Doubles your total production.
Right: Increases the max amount of Upgrades you can purchase by 5%

Right is the better of the two, max that out first. You’re going to need a high Prestige to finish this Experiment

Lab Experiments Guide (v0.13.2 B1)

Goals

Keep in mind that the number listed next to Damage and Resistance is not the actual number needed to reach them. It’s actually a little less.
Hover here for picture —>Lab Experiments Guide (v0.13.2 B1)

Universal Experiment

Overview

Early – (Possibly) Mid Game Experiment

There are actually 2 different objections to this experiment, though they are the same thing just on opposite ends of the spectrum.

The overall goal is to increase your “Gs” as high as you can. To make your Gs increase you need to bounce a ball over Red or Blue circles as many times as you can. Red Circles will increase your Gs while Blue Circles will decrease them. Both are fine on their own but NEVER EVER USE BOTH IN THE SAME SETUP! You’re either going for High Positive Gs or High (Low?) Negative Gs.

The way spending Resources works is every time you make a change to the grid the cost to make a change to the grid will go up. This means it’s important not to make mistakes when setting up your grid. Overall though the cost isn’t outrageous; with no Prestige Upgrades into cost reduction expect to spend in the T – QA range from a fresh setup (for Prestige10+ setups). If this is steep for you then just hold off till it becomes a laughable amount.

Fresh Start

Your main goal is to get to Prestige 12 so you can increase the amount of jumps your Gravity Orb can make to Infinite (it’s actually Prestige 10 to get this, but we need to pick up two other Prestige Upgrades before we can really utilize Infinite jumping). While the pictures only show Red Circles, make sure to do runs with Blue Circles as well.

Prestige 0-3

Ignore the mass amount of white arrows as they are not used in the next few setups.
Lab Experiments Guide (v0.13.2 B1)

For these we are going to put our Prestige Upgrades into Bottom Middle which increases our Jumps by 10 each upgrade. Once we get to Prestige 4 we will move on to the next design.

Prestige 4-7

Lab Experiments Guide (v0.13.2 B1)

Once we have 7 Prestige Points into Bottom Middle this design will run it’s course so for the 8th Prestige point we want to purchase the Upper Right Upgrade (Cyan Arrow) and then move on to the next design.

Prestige 8-9

Lab Experiments Guide (v0.13.2 B1)

Once you hit Prestige 10 reset points and put everything into Bottom Middle and move to next setup.

Prestige 10-12


Lab Experiments Guide (v0.13.2 B1)

This should easily get you to at least Prestige 12. Repurchase Upper Right Upgrade along with Top Middle (Purple Orb). If you have extra points put them into Bottom Left Upgrade. Move on to next setup

Prestige 12-23


Lab Experiments Guide (v0.13.2 B1)

At Prestige 13 you could purchase the Right Upgrade (Positive/Negative Arrow) that would allow you to move on to the next design however DO NOT do this. The problem is while the next design is an improvement for Positive Gs (a minor one, but one none the less), it cannot be used for Negative Gs until Prestige 24 (with all points in-between save one put into Bottom Left Upgrade; 5% increase in Power of Circles per level). Unless you want to switch between the two, just stick with this one until Prestige 24, putting your last point into Right Upgrade.

If you don’t have the Exotic Skill, this design can be skipped at P13 for Positive Gs since you need to re-setup every time anyway.

Prestige 24+


Lab Experiments Guide (v0.13.2 B1)

Both setups are basically the same however notice the difference in the Bottom Left Corner (Starting Square). This means you can just change all Red Circles and Arrows to Blue (and vice versa) minus the Starting Square Arrow. Just keep pumping up Bottom Left Upgrade until you max it out.


Lab Experiments Guide (v0.13.2 B1)

Prestige

I’ve already went over how/when to spend your points.
Lab Experiments Guide (v0.13.2 B1)Lab Experiments Guide (v0.13.2 B1)

Goals

Keep in mind that the number listed next to Damage and Resistance is not the actual number needed to reach them. It’s actually a little less.
Hover here for picture —>Lab Experiments Guide (v0.13.2 B1)

Gems Experiment

Overview

Mid – Early End Game Experiment

I would mainly stay away from doing this one until you have Gem Producers as well as the Exotic Skill: “Universal Theorem”. It will just make your life easier overall.

This experiment has multiple steps to it. We’ll go over each part in their own sections.

Gem Stacks

Ah Gem Stacks; the object of this experiment is to fill every square on the board with the Gem Icon (Blue; Exotic only shows up to taunt you). And then do it again. and again. and you get the point.

Luckily we can assign a Worker to do this for us, and actually doing the experiment doesn’t cost any resources. What does cost resources (specifically Gems) is upgrading your “Lock Chance” and “Gem Chance”. Unfortunately, to get any kind of real return from our Worker we need to have Lock/Gem Chance up there. My advice would be to either do some stacks manually till you can get enough Prestige to get those Upgrades to a point where a Worker can get Stacks in a timely fashion, or just come back when you have the Gems to Upgrade them without Prestige.


Lab Experiments Guide (v0.13.2 B1)

Lock Chance: When clicking on any Icon, that Icon and those that are immediately North, South, East, and West of it will shuffle to a new Icon (it can shuffle back to the one it started on). The Lock Chance upgrade will determine the chance that a Gem Icon will not shuffle when an adjacent one is clicked (clicking on a Gem icon WILL shuffle it regardless of Lock Chance).

Gem Chance: This will determine the chance that when an Icon shuffles it will become a Gem icon.

Honestly they are both really good Upgrades, however if I was forced to pick between them I would go with Gem Chance. Gem Chance at 100% means you auto complete every board (and can even remove your Worker) which ends up making Lock Chance redundant. That’s not to say don’t level up Lock Chance (and with the way Prestige works in this Experiment you will be leveling both) but if you have to choose between the two go with GC, and if you need to spend your Gems carefully, I would say stop leveling LC at a highish % and just go with GC from there.

So once you are able to get a completed board, you’ll need to do it 8 more times (for a total of 9) in order to get a single Stack. You’re going to need a lot more than a single Gem Stack, so just let your Worker do their thing while you worry about the next step:

Gem Grinding

This is where we take those Gem Stacks that we worked so hard to acquire and turn them into dust. Dust does two things: it allows us to claim a specific goal reward (repeatedly till a cap) and it allows us to Prestige, which we really want to do because it will make Gem Stack and Gem Grinding much easier to do. We’ll go over that in the Prestige section.

For now we’ll go over how Gem Grinding works.
Lab Experiments Guide (v0.13.2 B1)

The Left side is stuff that effects Gem Stack. The first two basically speed things up for you but we’re not really concerned with those. What we do care about are the two below them.

Upgrade Starting Level will increase both Lock Chance and Gem Chance’s base starting level. This will not increase your % chances of those; what it will do is lower the price of your next upgrade (and all future upgrades) by one step. So if you bought 5 levels of Lock Chance and Gem Chance and then purchased 5 levels of this, your next 5 upgrades for LC and GC would cost the same exact amount of resources as your previous 5.

Instant Complete Chance: exactly what it says on the box.

Now to go over the Right side:
Grinding Duration: How long it takes to grind a single Stack into Dust. We want this number to go up (I know; crazy right?). The longer it takes to grind the more dust we get out of it, because Science!

Dust Per Second: How much Dust we get per second of grinding. This is why we want Grinding Duration to go up. It is possible for your DPS to go up while your Grinding Duration remains the same (via Prestige Upgrades).

The other two are exactly what they say they are.

Both sides are important to level however with Gem Stacks there will be a point where you will have more stacks then you could ever realistically grind so ultimately the Right side is more important.

Prestige

Being able to Prestige is determined by a goal of Dust reached. With every Prestige claimed, regardless of where you put your point the cost of all upgrades will go down (in the same exact manner it did with “Upgrade Starting Level” from the previous section). Meaning Lock Chance, Gem Chance, Left & Right Side.
Lab Experiments Guide (v0.13.2 B1)

Top: Basically makes Gem Stacks go faster. Ignore this garbage.
Bottom Left: Increases grinding time by 1 second per level of Right Side Upgrade.
Bottom Middle: Increases DPS by 0.5 per level of Right Side Upgrade.
Bottom Right: Further lowers the Gem cost of all Upgrades.

How to Prestige:

How you want to Prestige is going to be determined by your current Prestige level. If starting fresh put a couple of points into all 3 of the Bottom Upgrades, then just put the rest into Right Bottom until you max.

If you are at a higher Prestige and need to reset for whatever reason, then you will reach a point where putting points into Bottom Right is going to save you Thousands – Millions of Gems (which at that point are laughable amounts). At Prestige lvl 66 for example going from 25 to 26 Bottom Right will save about 25M gems (the other 4 points will save an additional 7M TOTAL). It’s far better to just buy the remaining upgrades with Gems and dump the rest of your points into the other 2, non garbage Upgrades.

Lab Experiments Guide (v0.13.2 B1)

Goals

As usual, the amount to reach the last milestone of the Dust Goal will be slightly less than the picture shows.
Hover here for picture —>Lab Experiments Guide (v0.13.2 B1)

Exotic Experiment

Overview

Mid Game Experiment

This Experiment will be updated (meaning In game Updated) in the near future. While it may be better to wait for that here is how to currently do it. I would highly advise waiting till you can make Exotic Producers. You can get by with Boss Exotic Gems and Ship (24h), however there are other things you’re going to want to spend Exotic Gems on besides this Experiment.

Lab Experiments Guide (v0.13.2 B1)

Only upgrade the Red Boxes then wait. You don’t need to get them to 100 like in the picture. Those two will feed into each other and eventually you’ll get your Fabric.

Prestige

Lab Experiments Guide (v0.13.2 B1)

Goals

This may be the only Experiment where the number is the correct one.
Hover here for picture —>Lab Experiments Guide (v0.13.2 B1)

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