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In order to gain access to the True Lab, the player must first enter the CORE's Control Room the door on the right in the entrance area and interact with the control panel while using Alphys as their vessel.
After interacting with the control panel, the flavor text will note that the True Lab is now unlocked.
This does not unlock the door inside Alphys' lab, but instead, opens a secret entrance elsewhere. This secret entrance can be found by heading south of the SAVE point directly in front of Alphys' lab and following the tubing pathway to the now-open door.
The room after the entrance is a modified version of the original room that the DT Extraction Machine was located in. The centerpiece is, of course, the DT Extraction Machine, a large and partially overgrown machine that resembles a deer's skull.
If interacted with, the only flavor text shown is " On the back wall, along with various pipes, there is a clock that isn't functioning. Towards the front of the room, there is a grimy desk with an activated computer.
If interacted with, the flavor text shows that the computer wants to re-establish a connection to the CORE, and the player 's vessel automatically decides to confirm the connection.
Voy a llamar este poder Como un humano no puede absorber una ALMA humana La flor del mundo exterior. Me pregunto No parece haber ninguna diferencia en los casos de control.
Como sea. Son una molestia para trabajar de todos modos. Excepto para preguntar cuando voy a terminar su cuerpo. The protagonist also finds several VHS tapes that lack video motion but retain their audio.
These tapes imply that the fallen human possessed darker tendencies: they attempted suicide as part of a plan to combine their SOUL with Asriel's to pass through the barrier, and that Asriel reluctantly helped them carry out their plan.
The VHS TV in this room resembles the TV that projects Photoshop Flowey's face. The protagonist then restores power to the elevator.
Moments later, Amalgamates surround them. Alphys rushes into the room, saves the protagonist, and states that Amalgamates can get violent when not fed.
After the Amalgamates leave the room, Alphys thanks the protagonist for the help and mentions that it is not the Amalgamates which would have made her "disappear" but instead something cowardly which she might do.
This cowardly act may be suicide considering that some neutral endings tell of Alphys disappearing.
As the protagonist makes their way to the elevator, the exit cuts off, and a voice is heard congratulating the protagonist.
The elevator then leaves the protagonist in New Home , with the elevator down to the CORE sealed off with vines so that the protagonist cannot leave.
This indicates that the requirements have been met for the True Pacifist Ending. Upon defeat, Undyne the Undying informs the protagonist that Alphys has evacuated the majority of the remaining monsters someplace safe, heavily implied to be the True Lab.
In the Genocide ending, the evacuation was pointless, as the first human destroys the entire world and ends the timeline.
In contrast to the bright, sterile color scheme of the Lab, the True Lab is grimy, dark, and fog-filled. It has a dark green celeste color scheme and an unsettling atmosphere.
Assorted objects fill the area, including beds, sinks, refrigerators, wall fans, mirrors, and Golden Flowers. There is a vending machine that dispenses Popato Chisps near the power room door.
There are four colored keys scattered throughout the True Lab. The slots that the keys are inserted into, save for the yellow key, are housed in small, square rooms.
These rooms contain hints as to how to obtain the key that belongs in the slot. After exiting the elevator, the protagonist finds themself in a small room.
After walking a short distance, the elevator door closes and is unable to be reopened. The room has a pathway to the right that leads to a horizontal hallway with entries 1, 2, 3, and 5 along the wall.
The hallway veers upwards into the room with the power room door. The layout of this room is similar to that of the lobby of the CORE, with the power room door to the north and two upwards paths to the left and to the right.
The left path leads to the slot for the red key, and the right path leads to a door that can only be unlocked by using the red key. The power room door is locked and can only be opened after all four keys are used.
This room also contains two fake plants, a vending machine that dispenses Popato Chisps, and a partially readable note from Alphys stating the power room door must be opened to restore power to the elevator.
The upwards path to the left veers to the left into a horizontal hallway that contains entry 6 and a foggy room that contains entry 9.
In this room is a line of three operating tables that are revealed to be "sticky" upon inspection. Further into the room is a doorway leading to the red key slot, and next to the doorway is a line of three sinks.
Turning on the three sinks or turning one off and back on again triggers an encounter with the Memoryheads. Upon defeat, the Memoryheads drop the red key, which is used to unlock the door to the right of the power room door.
Entering through the red key door leads to a hallway that veers to the right. Entries 12 and 13 are along the wall.
This hallway leads to the bedroom, which contains a dog food bowl, four fake plants, a broken clock, and nine beds.
The northernmost part of the bedroom contains a doorway, a SAVE Point , and entry 14, and the eastern path leads to the blue key slot.
The doorway to the north of the bedroom leads to a long, horizontal hallway that spans to the left and right side of the pathway.
Going to the right leads to the fan room, which contains entry The area is initially clouded by fog, with white particles hovering above the floor.