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Zi: Difference between revisions

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[[File:Zi Map.png|right|286x176px|link=map]]
[[File:Zi Map.png|right|286x176px]]
'''Zi '''is the third area that [[Trace]] must travel through in order to revive the [[Rusalki]]. It is a diverse underground area, including industrialized sections with steam vents and other machinery, as well as more organic cavernous areas.  It has a prison, a Power Filter with connected Venous Filtration, Venous Maintenance areas and an Arterial Shaft.  [[Trace]] will meet [[Veruska]] here in the bottom right corner.
''"AREA 3 CIRCULATORY / RESPIRATORY SYSTEM - ZI: This is where life-sustaining fluids needed by the Rusalka are purified and pumped back through to the prisons."{{cite|a=10}}''
 
'''Zi '''is the third area that [[Trace]] must travel through in order to revive the [[Rusalki]]. It is a diverse underground area, including industrialized sections with [[Steam Vent|steam vents]] and other machinery, as well as more organic cavernous areas.  It has a prison, a [[Power Filter]] with connected Venous Filtration, Venous Maintenance areas and an Arterial Shaft.  [[Trace]] will meet [[Veruska]] here in the bottom right corner. The area connects to [[Indi]] to the north, [[Absu]] to the west, and [[Kur]] to the east. Here, the track "[https://youtu.be/ht0Wq2LJuQI Vital Tide]" plays.
 
There is also a hallucination of another Trace in the tall room to the left of Kur's entrance room. This Trace is seen at the top going into the left door for only a few frames.
 
=== Possible Secret World Entrances ===
[[Secret World|14]] - Easy Difficulty


== Enemies ==
== Enemies ==


=== Boss ===
=== Boss ===
[[Uruku|Uruku Variant]]
{{li|Uruku}}


=== Standard ===
=== Standard ===
[[Parasitic Shrub]] (5), [[Scorpiant]] (12), [[Yellow Sea Sponge]] (9), [[Orb Wall]] (5), [[Tunnel Hopper]] (9), [[Green Roller]] (12), [[Magenta Roller]] (9), [[Hopping Spider]] (6), [[Grey Ghoul]] (19)
{{li|Furglot|x=5}}
{{li|Scorpiant|x=12}}
{{li|Yellow Tube Worm|x=9}}
{{li|Goolumn|x=5}}
{{li|Prongfish|x=9}}
{{li|Green Rugg|x=12}}
{{li|Magenta Rugg|x=9}}
{{li|Arachnoptopus|x=6}}
{{li|Blue Mutant|x=19}}


=== Other ===
=== Other ===
[[Bubbles]], [[Drag Weed]], [[Steam]] causes 30 damage when touched.
{{li|Bubble}}
{{li|Drag Weed}}
{{li|Steam Vent}}


== Items ==
== Items ==


=== Upgrades ===
=== Upgrades ===
* [[Bioflux Accelerator|Bioflux Accelerator 1]]
{{li|Bioflux Accelerator 1}}
* [[Modified Lab Coat]]
{{li|Modified Lab Coat}}
* [[Passcode Tool]]
{{li|Passcode Tool}}


=== Weapons ===
=== Weapons ===
* [[Voranj]]
{{li|Voranj}}


=== Power-Ups ===
=== Power-Ups ===
* [[Health Node|Health Nodes]] - 03
{{li|Health Node|x=#3}}
* [[Health Node Fragment|Health Node Fragments]] - 05, 07, 14
{{li|Health Node Fragment|x=#5, #7, #14}}
* [[Power Node Fragment|Power Node Fragments]] - 05, 08
{{li|Power Node Fragment|x=#1, #8}}
* [[Size Node|Size Nodes]] - 03
{{li|Size Node|x=#3}}
* [[Range Node|Range Nodes]] - 02
{{li|Range Node|x=#2}}


=== Notes ===
=== Notes ===
* [[Security Notice (Note)|10]], [[Sudran Translation (Note)|19]], [[English (Note)|20]]
{{note|10}}
 
{{note|19}}
== Possible Secret World Entrances ==
{{note|20}}
[[Secret World|14]] - Easy Difficulty


== Connected Zones ==
==References==
* [[Absu]] - West
<references/>
* [[Indi]] - North
* [[Kur]] - Northeast


== Music ==
[[Category:Areas]]
"Vital Tide"[[Category:Areas]]

Latest revision as of 18:57, 28 September 2022

"AREA 3 CIRCULATORY / RESPIRATORY SYSTEM - ZI: This is where life-sustaining fluids needed by the Rusalka are purified and pumped back through to the prisons."[1]

Zi is the third area that Trace must travel through in order to revive the Rusalki. It is a diverse underground area, including industrialized sections with steam vents and other machinery, as well as more organic cavernous areas. It has a prison, a Power Filter with connected Venous Filtration, Venous Maintenance areas and an Arterial Shaft. Trace will meet Veruska here in the bottom right corner. The area connects to Indi to the north, Absu to the west, and Kur to the east. Here, the track "Vital Tide" plays.

There is also a hallucination of another Trace in the tall room to the left of Kur's entrance room. This Trace is seen at the top going into the left door for only a few frames.

Possible Secret World Entrances

14 - Easy Difficulty

Enemies

Boss

Standard

Other

Items

Upgrades

Weapons

Power-Ups

Notes

References

  1. The Art of Axiom Verge, page 10.