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		<id>https://wiki.beestation13.com/w/index.php?title=Singularity_and_Tesla_engines&amp;diff=32269</id>
		<title>Singularity and Tesla engines</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Singularity_and_Tesla_engines&amp;diff=32269"/>
		<updated>2020-08-18T19:44:30Z</updated>

		<summary type="html">&lt;p&gt;Kerbin Fiber: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Singularity and Tesla engine follow the same principle: &lt;br /&gt;
&lt;br /&gt;
A Particle Accelerator feeds them energy; in return they emit radiation or tesla arcs. If their containment fails, everybody is in for a bad time.&lt;br /&gt;
&lt;br /&gt;
== How to set them up: ==&lt;br /&gt;
&lt;br /&gt;
[[File:Singularity engine.png]]&lt;br /&gt;
&lt;br /&gt;
It&#039;s really not that hard to set up both engines properly unless you&#039;ve had a bad run in with [[clown|retardation]]. This guide will assume that you&#039;re doing it alone, whether because you&#039;re the only engineer that signed up, or because everyone else buggered off like they always do. &lt;br /&gt;
&lt;br /&gt;
The engine is housed inside the station, just south of where you begin off at round start. You&#039;ll need some tools to set it up, all of which you can conveniently acquire right in [[Engineering]]. &lt;br /&gt;
&lt;br /&gt;
You will need:&lt;br /&gt;
* [[File:RIG.png]] [[Hardsuit]].&lt;br /&gt;
* [[File:OxygenTank.png]] [[File:BreathMask.png]] Set of internals.&lt;br /&gt;
* [[File:Wrench.png]] [[Wrench]].&lt;br /&gt;
* [[File:Screwdriver_tool.png]] [[Screwdriver]].&lt;br /&gt;
* [[File:Wirecutters.png]] [[Wirecutters]].&lt;br /&gt;
* [[File:CableCoils.png]] A cable coil.&lt;br /&gt;
&lt;br /&gt;
Tesla only:&lt;br /&gt;
* [[File:IGloves.png]] [[Insulated Gloves]], because the Tesla is a giant spinning ball of electricity.&lt;br /&gt;
&lt;br /&gt;
Singularity only:&lt;br /&gt;
* [[File:Plasma_tank.png]] 6 [[Plasma Tank]]s. You can obtain them from the [[tank_dispensers|dispenser]] next to the power monitoring terminal or from [[Atmospherics]].&lt;br /&gt;
* [[File:MGlasses.png]] [[Optical Meson Scanner]] or Engineering Scanner Goggles, this is to protect you from getting stunned if you look at the active singularity.&lt;br /&gt;
&lt;br /&gt;
Now that you have your supplies, it&#039;s time to get to work! Note that the steps below can be done in any order as you like, &#039;&#039;&#039;as long as you turn the Particle Accelerator on last.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== WHAT TO DO: ==&lt;br /&gt;
&lt;br /&gt;
Arrived late and SMES have already lost power? Go to [[Singularity_and_Tesla_engines#In_Case_of_No_Power|In Case of No Power]].&lt;br /&gt;
&lt;br /&gt;
=== Inside Engineering: ===&lt;br /&gt;
==== 1. Choose between Tesla and Singularity====&lt;br /&gt;
[[File:Gravitational_Singularity_Generator.png]] [[File:Tesla_gen.gif]]&lt;br /&gt;
&lt;br /&gt;
In general, the &#039;&#039;&#039;Tesla engine&#039;&#039;&#039; requires no babysitting but will quickly destroy most of the station if it breaks containment. It generates electric arcs that make machinery explode.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Singularity engine&#039;&#039;&#039; requires a little more time to set up but moves in a slow, predictable path. It creates radiation, EMPs and may stun people that look at it without proper eyewear.&lt;br /&gt;
&lt;br /&gt;
=== Outside Engineering (Spaceproof Equipment Required): ===&lt;br /&gt;
&lt;br /&gt;
==== 2.A The Tesla engine ====&lt;br /&gt;
&lt;br /&gt;
Tesla Coils capture power from electric arcs, while the Grounding Rods make sure you (and machinery) don&#039;t get fried by arcs.&lt;br /&gt;
&lt;br /&gt;
==== 2.A.1 Installing Tesla coils ====&lt;br /&gt;
[[File:Tesla_coil.gif]]&lt;br /&gt;
&lt;br /&gt;
Move all Tesla coils out of secure storage into the engine chamber, then wrench them down on top of the yellow wire knots.&lt;br /&gt;
&lt;br /&gt;
==== 2.A.2 Moving grounding rods ====&lt;br /&gt;
[[File:Grounding_rod.gif]]&lt;br /&gt;
&lt;br /&gt;
Unwrench the four grounding rods and wrench them down near each of the Field Generators. This will keep stray arcs from zapping nearby machinery and people.&lt;br /&gt;
&lt;br /&gt;
When you&#039;re done, go to step 3.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== 2.B The Singularity engine ====&lt;br /&gt;
&lt;br /&gt;
When they&#039;re loaded with plasma tanks, rad collectors convert radiation into power. Plasma inside them slowly gets converted into tritium.&lt;br /&gt;
&lt;br /&gt;
==== 2.B.1 Replacing the energy ball generator ====&lt;br /&gt;
[[File:Gravitational_Singularity_Generator.png]]&lt;br /&gt;
&lt;br /&gt;
Important: Remove the energy ball generator from the engine chamber and replace it with the gravitational singularity generator from secure storage!&lt;br /&gt;
&lt;br /&gt;
==== 2.B.2 Installing rad collectors ====&lt;br /&gt;
[[File:Radiation_Collector.gif]] &lt;br /&gt;
&lt;br /&gt;
Move all rad collectors out of secure storage into the engine chamber, then wrench them down on top of the yellow wire knots.&lt;br /&gt;
&lt;br /&gt;
==== 2.B.3 Fueling and activating rad collectors ====&lt;br /&gt;
&lt;br /&gt;
[[Plasma Tank]]s may be found in the [[Tank Storage Unit]] in the [[Power Storage Room]] or in [[Atmospherics|Atmospherics&#039; Office]]. Place one [[Plasma Tank]] in each collector array and then TURN THE ARRAYS ON BY CLICKING ON THEM with an empty hand. Do this for all six collectors, and you should be ready to continue. If you wish, you can top off the plasma tanks. This doesn&#039;t increase power generation, but lets rad collectors run longer. Note that the usual amount of plasma that starts in a plasma tank is more than enough for multi-hour shifts.&lt;br /&gt;
&lt;br /&gt;
You may also lock each [[Radiation Collector]] with your ID so that the AI cannot deactivate them remotely (which you won&#039;t notice with the radiation shutters down).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== 3. Start the Emitters====&lt;br /&gt;
[[File:Emitter_On.gif]]&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;ve gotten everything ready, it&#039;s time to start the engine! Run around the engine chamber and turn on the [[Emitter|emitters]] by clicking on them.&lt;br /&gt;
&lt;br /&gt;
===== 3.1. Lock the Emitters &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;(Optional)&amp;lt;/span&amp;gt; =====&lt;br /&gt;
It is highly recommended to lock each of the emitters by swiping your ID on them, after activating them. This will stop an AI, or anyone without Power-management access from deactivating the emitters.&lt;br /&gt;
&lt;br /&gt;
==== 4. Start the Field Generators ====&lt;br /&gt;
[[File:Field_Generator.gif]]&lt;br /&gt;
Now that the emitters are on, it&#039;s time to fire up the [[Field Generator|field generators]].&lt;br /&gt;
&lt;br /&gt;
Make sure to stay on the outside of the field generators and activate them as you move in a circle through the area. &lt;br /&gt;
&lt;br /&gt;
Coming into contact with any of the field generator beams will knock you down for a LONG time. This is especially bad when a singularity pulls you into the beam over and over!&lt;br /&gt;
&lt;br /&gt;
=== Back inside Engineering: ===&lt;br /&gt;
&lt;br /&gt;
==== 5. Set up the Particle Accelerator====&lt;br /&gt;
[[File:NewPA.png]]&lt;br /&gt;
&lt;br /&gt;
Now it&#039;s time to set up the [[Particle Accelerator]] itself. First, wrench each piece in place. Second, wire all the pieces with a cable coil. Finally, use a screwdriver to close all the panels. Click on the console and hit &amp;quot;Scan for parts&amp;quot; to link the console with the actual PA. This is your Particle Accelerator set up!&lt;br /&gt;
&lt;br /&gt;
If the parts have been moved, rearrange and rotate them until they look like the picture above. Make sure that the PA computer has a powered wire underneath!&lt;br /&gt;
&lt;br /&gt;
===== 5.1 (Optional) Hack the Particle Accelerator &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;(Optional)&amp;lt;/span&amp;gt; =====&lt;br /&gt;
[[Hacking#Particle_Accelerator|Hack the PA, and cut the limit wire.]] This allows you to set the PA to a power of 3. Absolutely recommended for Tesla engines, since giving them more power doesn&#039;t increase the risk of containment breach. &lt;br /&gt;
&lt;br /&gt;
You can also do this if you want to quickly boot up a singularity - just remember to keep a close eye on it.&lt;br /&gt;
&lt;br /&gt;
==== 6. Fire it up!====&lt;br /&gt;
&lt;br /&gt;
Double check that field generator beams form a box around the central chamber, get back inside the station and head to the Particle Accelerator..&lt;br /&gt;
&lt;br /&gt;
The Particle Accelerator is used to feed the Tesla/singularity and make it grow,  which results in more energy.&lt;br /&gt;
&lt;br /&gt;
==== 6.A Tesla====&lt;br /&gt;
[[File:Energy_ball.gif]]&lt;br /&gt;
&lt;br /&gt;
Move over to the Particle Accelerator Control Box and set the output to 2 (or 3 if you hacked the PA). You can leave the PA at its max settings permanently without any ill effect. &lt;br /&gt;
&lt;br /&gt;
The energy ball doesn&#039;t generate any radiation, so you don&#039;t even have to close the shutters.&lt;br /&gt;
&lt;br /&gt;
==== 6.B Singularity====&lt;br /&gt;
[[File:Stage2.gif]]&lt;br /&gt;
&lt;br /&gt;
Don a [[Radiation Suit]] (although a [[Hardsuit]] works too) and some [[Optical Meson Scanner]]s or Engineering goggles. Singularities emit radiation and can knock you down if you look at them without protection,&lt;br /&gt;
&lt;br /&gt;
Set the output to 2 (or 3 if you hacked the PA). Leave it this way until the singularity fills a 3x3 area (Stage 3, turning a pink color) - though if you want to play it safe you can and let it fill a 2x2 area (Stage 2, turning a red color). This should be more than enough to fill the station&#039;s power needs. When the singularity reaches this stage, set the Particle Accelerator output to 0 but DO NOT TURN IT OFF. &lt;br /&gt;
&lt;br /&gt;
This will sustain the singularity&#039;s current size without causing it to turn into a supermassive black hole.&lt;br /&gt;
&lt;br /&gt;
==== 7. Activate the SMES Cells ====&lt;br /&gt;
[[File:SMES_Turn_on.gif]]&lt;br /&gt;
&lt;br /&gt;
There are three SMESes located in the room at the northern end of Engineering.&lt;br /&gt;
&lt;br /&gt;
Make sure each of the SMESes are set to auto charge, and have the input charge slightly higher than the output. A input/output charge of 200,000/140,000 each will charge the SMES extremely quickly, and ensure the station will always have enough power fed to it. &lt;br /&gt;
&lt;br /&gt;
If you want, watch them for a few minutes to make sure they continue charging. If one or all stops (the light will turn red instead of blinking yellow) adjust one or all a bit to make sure they&#039;re not trying to charge faster than the power input to them allows.&lt;br /&gt;
&lt;br /&gt;
==== 8. Maintenance ====&lt;br /&gt;
&lt;br /&gt;
A loose tesla/singulo is the most probable reason for a shuttle call, so you have a BIG responsibility of keeping the whole crew safe!&lt;br /&gt;
&lt;br /&gt;
The Tesla is very low maintenance. All you really have to do is to check that the emitters are still powering the shield generators. Even a greyshit fiddling with the PA controls won&#039;t endanger the containment of the Tesla.&lt;br /&gt;
&lt;br /&gt;
The Singularity however should be checked on every 15 or so minutes - make sure that it still has the right size and that containment is fine. On very, very long shift you might have to replace empty plasma tanks as well.&lt;br /&gt;
&lt;br /&gt;
== In Case of No Power ==&lt;br /&gt;
No engineers or only lazy bastard engineers and none of them set up the engine? Fear not, follow these steps and you&#039;ll see how easy it is to jump-start the engine even with 0 W power in the network.&lt;br /&gt;
# Set up the PA and either tesla coils/grounding rods or rad collectors/singularity generator.&lt;br /&gt;
# Switch off input for all SMES.&lt;br /&gt;
# Find the [[Pacman|P.A.C.M.A.N.-Type Portable Generator]] inside Engineering.&lt;br /&gt;
# Install the PACMAN on an exposed wire in engineering connected to the powernet, load it with plasma sheets (found in the Engineering Secure Storage) and switch it on.&lt;br /&gt;
# Switch the emitters on and they should now start firing! Switch the field generators on while you&#039;re out there, too.&lt;br /&gt;
# Load a new full power cell to the Engineering APC so the PA gets power (set equipment on and everything else off to preserve power for now).&lt;br /&gt;
# Switch the PA on and you&#039;re winner!&lt;br /&gt;
# Once the engine is contained and running, switch SMES input back on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== More on the Tesla ==&lt;br /&gt;
&lt;br /&gt;
[[File:Energy_ball.gif]]&lt;br /&gt;
&lt;br /&gt;
=== Energy Balls ===&lt;br /&gt;
This big floaty ball of pure electricity can only be contained by the containment field.  When you shoot the energy ball with the Particle Accelerator, it gains energy like a singularity, but when it hits 300 energy, it generates a mini-energy ball that orbits the big energy ball. This will send off an extra shock when the energy ball pulses, and this can happen as many times as you let it. The energy ball will also naturally generate small amounts of energy, so eventually a second ball will form.&lt;br /&gt;
&lt;br /&gt;
Be warned, the more mini-balls the energy ball has, the more shocks it sends out at once, and the further it can travel each move. A good engineer can use this to generate lots of power, and a bad one can abuse this to murder the entire station.&lt;br /&gt;
&lt;br /&gt;
An energy ball will shoot bolts of electricity off at conductors, which it prioritizes in this order:&lt;br /&gt;
*Tesla coils&lt;br /&gt;
*Grounding Rods&lt;br /&gt;
*Mobs (this means you)&lt;br /&gt;
*Machines (they will explode!)&lt;br /&gt;
It will also strike the closest distance-wise of the list after it goes through these criteria.&lt;br /&gt;
&lt;br /&gt;
=== Modding and upgrading ===&lt;br /&gt;
If you use a screwdriver on a tesla coil&#039;s board, you switch it to research mode. Instead of generating power, it now generates research points. Very useful if you coordinate it with RnD!&lt;br /&gt;
&lt;br /&gt;
You can upgrade tesla coils&#039; capacitors as well to increase power/research point generation.&lt;br /&gt;
&lt;br /&gt;
=== TESLOOSE ===&lt;br /&gt;
If the Energy Ball is to get out of containment [[Traitor|somehow]], it will pass through walls, windows, anything. It will shoot electricity at conductors, mobs, etc, and direct bolts from the Energy Ball will instantly kill a spaceman; you can protect yourself partially with either insulated gloves or a hardsuit, while wearing both will make you immune to electric bolts.&lt;br /&gt;
&lt;br /&gt;
Hiding inside lockers and crates will also protect you from electric arcs. Keep in mind that the energy ball can still blow a machine next to you and depressurize the whole room.&lt;br /&gt;
&lt;br /&gt;
Being hit by the ball itself will turn you into a pile of dust regardless of protection. Any piece of electronics, such as consoles, machines, or airlocks, will violently explode when hit, causing vast damage to the station.&lt;br /&gt;
&lt;br /&gt;
The Energy Ball usually moves towards the last direction it shocked, which means that it will actively seek areas with more machines and conductive materials.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== More on the Singulo ==&lt;br /&gt;
&lt;br /&gt;
=== The Singularity, Itself ===&lt;br /&gt;
&lt;br /&gt;
The Singularity moves in a random direction while occasionally releasing EMPs and stunning people who look at it without Meson/Engineering scanner goggles.&lt;br /&gt;
&lt;br /&gt;
Its size is determined by the amount of energy &amp;quot;points&amp;quot;, which decrease on their own and are increased when it consumes PA particles or solid objects.&lt;br /&gt;
&lt;br /&gt;
What Lord Singuloth really hungers for, however, is engineering staff. For example, when [[Engineer|Engineers]] or the [[Chief Engineer]] are consumed by the Singularity, they add 100 &amp;quot;points,&amp;quot; compared to say, 20 &amp;quot;points&amp;quot; for regular humans. &lt;br /&gt;
&lt;br /&gt;
The Clown, when thrown into the singularity, has a random chance of taking away or giving 1000 points. Throwing the clown into the Singularity is a valid survival tactic. Mull on that.&lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
&lt;br /&gt;
Once the Singulary hits a certain amount of energy &amp;quot;points&amp;quot;, it will increase or decrease by a stage.&lt;br /&gt;
&lt;br /&gt;
This influences its size, gravitational pull range and radiation output. &lt;br /&gt;
&lt;br /&gt;
Protip: Throwing a Bag of Holding into a Singularity will cause a big explosion and decrease its stage!&lt;br /&gt;
&lt;br /&gt;
==== Stage 1 ====&lt;br /&gt;
[[File:stage1.gif|32px]]&amp;lt;br&amp;gt;&lt;br /&gt;
* Points: 1 - 199&lt;br /&gt;
* Gravitational Pull: 4&lt;br /&gt;
&lt;br /&gt;
Starting size for a Singularity.&lt;br /&gt;
&lt;br /&gt;
==== Stage 2 ====&lt;br /&gt;
[[File:Stage2.gif|96px]]&amp;lt;br&amp;gt;&lt;br /&gt;
* Points: 200 - 499&lt;br /&gt;
* Gravitational Pull: 6&lt;br /&gt;
&lt;br /&gt;
Usually sufficient to power a small station without any major issues arising.&lt;br /&gt;
&lt;br /&gt;
==== Stage 3 ====&lt;br /&gt;
[[File:Stage3.gif|160px]]&amp;lt;br&amp;gt;&lt;br /&gt;
* Points: 500 - 999&lt;br /&gt;
* Gravitational Pull: 8&lt;br /&gt;
&lt;br /&gt;
Provides enough power for a [[Metastation]]/[[Boxstation]] sized map. Make sure you know what you&#039;re doing if you go past stage 3.&lt;br /&gt;
&lt;br /&gt;
==== Stage 4 ====&lt;br /&gt;
[[File:Stage4.gif|224px]]&amp;lt;br&amp;gt;&lt;br /&gt;
* Points: 1000 - 1999&lt;br /&gt;
* Gravitational Pull: 10&lt;br /&gt;
&lt;br /&gt;
Very risky, but theoretically containable.&lt;br /&gt;
&lt;br /&gt;
It&#039;s &amp;quot;&amp;quot;&amp;quot;theoretically&amp;quot;&amp;quot;&amp;quot; containable in that it&#039;s theoretically possible to play a year on Vorestation and not be a degenerate.&lt;br /&gt;
&lt;br /&gt;
Stage 4 won&#039;t unanchor structures, but will pull with such force that it will destroy machinery and even tear down r-walls. Not recommended.&lt;br /&gt;
&lt;br /&gt;
==== Stage 5 ====&lt;br /&gt;
[[File:Stage5.gif|288px]]&amp;lt;br&amp;gt;&lt;br /&gt;
* Points: &amp;gt;2000&lt;br /&gt;
* Gravitational Pull: 10&lt;br /&gt;
&lt;br /&gt;
A Stage 5 Singularity will rip out wrenched objects and destroy shield generators, creating a guaranteed release of the Singularity.&lt;br /&gt;
&lt;br /&gt;
==== Stage 6 ====&lt;br /&gt;
[[File:YouDunFuckedUp(Stage6).gif|352px]]&amp;lt;br&amp;gt;&lt;br /&gt;
* Points: &amp;gt;3000, and has to have consumed a Supermatter Shard&lt;br /&gt;
* Gravitational Pull: 15&lt;br /&gt;
&lt;br /&gt;
OH GOD CARGO JUST THREW A SUPERMATTER SHARD INTO THE SINGULARITY RUN&lt;br /&gt;
&lt;br /&gt;
THIS ALSO SETS PEOPLE ON FUCKING FIRE&lt;br /&gt;
&lt;br /&gt;
=== Turning off the Engine ===&lt;br /&gt;
&lt;br /&gt;
Occasionally, bad stuff happens. In fact, most of the time, bad stuff happens. Sometimes it is necessary to deactivate the engine as safely as possible because nobody can maintain it. Other times meteor showers and bombs endanger your containment machinery. Whatever the crisis, if you have followed the steps above it should be safe to simply turn the accelerator off. The engine will continue to generate power as the singularity starves and shrinks, so containment SHOULDN&#039;T fail until the singularity is sufficiently small enough that it cannot move and pull stuff into it. However, the 1x1 baby singularity will take a long time to die completely, leaving it exposed to potential suicidals jumping into it, giving the singularity energy to expand again. (Cool fact: Engineers provide a singularity with a lot more energy than you&#039;d expect).&lt;br /&gt;
&lt;br /&gt;
Sometimes it&#039;s a good idea to charge the SMES quickly (using the optional techniques above) and then turn off the engine safely until you need power again.&lt;br /&gt;
&lt;br /&gt;
If things have absolutely gone tits up, there&#039;s a rumor that the singularity will reduce in size by a few stages if it swallows a [[Bag of Holding]]. A full sized rampaging singularity would have to swallow two or more to be completely defeated.&lt;br /&gt;
&lt;br /&gt;
And if things are &#039;&#039;&#039;really&#039;&#039;&#039; bad, you could always try sacrificing the [[Clown]] to it in a sacrificial ritual style event. This can either decrease the singularity size by a stage or two... or increase it by one or two stages. Your call. The clown will probably find their way into it without you doing anything anyways.&lt;br /&gt;
&lt;br /&gt;
=== Lord Singuloth Craves Freedom ===&lt;br /&gt;
The singularity is -- along with massive plasma infernos and large scale bombings -- one of the most brutal forces on the station. Dangerous enough when set free, it becomes a lag-inducing, shuttle-calling, indiscriminately murdering monstrosity when given a directed path by a Singularity Beacon, leaving nothing but debris, body parts and cold hard vacuum in its path. Perhaps the most dramatic way to end a round as a traitor, it can even eat the emergency shuttle itself, restricting escape to those few smart or lucky enough to grab EVA gear. It&#039;s a very effective weapon to use against assassination targets who commonly spend a lot of time in one area, such as [[Scientist|scientists]] or even the [[AI]].&lt;br /&gt;
&lt;br /&gt;
Setting the singularity free is not the easiest task to complete as a regular crew traitor, and you will get [[robust|robusted]] in short order if you are caught. Generally speaking, all you need to do is disable the singularity containment field. This can be accomplished by deactivating the emitters, which is hazardous due to the gravitational pull of the singularity, its radiation, and the hazards of the containment system itself. Alternatively, you can disable the engineering APC. If you are not an engineer and get identified doing this, you can expect to not make it onto the emergency shuttle alive. Another option is deactivating the collectors, as the Engineering APC cannot charge from the SMES -- this form of sabotage probably won&#039;t be noticed and will likely be blamed on engineer incompetence.&lt;br /&gt;
&lt;br /&gt;
The easiest way to release the singularity is accessing the engine control console and turning power up to level 2 or hacking it to 3. Keep in mind that the containment field is designed to tolerate short term power outages, so if anyone notices the power failure before the containment field fails, then your attempt will be thwarted. A way to free the singularity without the AI being able to stop you is to go outside and unwrench and unweld the emitters. Doing so will result in them promptly getting sucked into the singularity themselves, and the containment field falling shortly afterword, this method is very dangerous however. A more expedient way of doing so is cutting the power wires leading to the emitters. Protip: Try turning the PA up to 2 for a while until the Singularity gets huge, then turn off the collectors after a few minutes. If the Engineering staff hasn&#039;t wired the Singularity straight into the system, it should fail extremely fast and you&#039;ll have a 5x5 singularity eating the station faster then Gabe Newell pounces on a Big Mac. Be careful to not get caught in the pull, though.&lt;br /&gt;
&lt;br /&gt;
Directing the singularity to a target area - be it the emergency shuttle bay or the bridge - requires a singularity beacon and a screwdriver. Don&#039;t hang around after you plant it, unless you are in the mood to change [[ghost|classes]]. Putting the beacon somewhere outside the station is usually your best bet to ensuring the singularity reaches its destination, but this will require either a PACMAN generator or a very obvious cable leading to it.&lt;/div&gt;</summary>
		<author><name>Kerbin Fiber</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Singularity_and_Tesla_engines&amp;diff=32268</id>
		<title>Singularity and Tesla engines</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Singularity_and_Tesla_engines&amp;diff=32268"/>
		<updated>2020-08-18T19:43:41Z</updated>

		<summary type="html">&lt;p&gt;Kerbin Fiber: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Singularity and Tesla engine follow the same principle: &lt;br /&gt;
&lt;br /&gt;
A Particle Accelerator feeds them energy; in return they emit radiation or tesla arcs. If their containment fails, everybody is in for a bad time.&lt;br /&gt;
&lt;br /&gt;
== How to set them up: ==&lt;br /&gt;
&lt;br /&gt;
[[File:Singularity engine.png]]&lt;br /&gt;
&lt;br /&gt;
It&#039;s really not that hard to set up both engines properly unless you&#039;ve had a bad run in with [[clown|retardation]]. This guide will assume that you&#039;re doing it alone, whether because you&#039;re the only engineer that signed up, or because everyone else buggered off like they always do. &lt;br /&gt;
&lt;br /&gt;
The engine is housed inside the station, just south of where you begin off at round start. You&#039;ll need some tools to set it up, all of which you can conveniently acquire right in [[Engineering]]. &lt;br /&gt;
&lt;br /&gt;
You will need:&lt;br /&gt;
* [[File:RIG.png]] [[Hardsuit]].&lt;br /&gt;
* [[File:OxygenTank.png]] [[File:BreathMask.png]] Set of internals.&lt;br /&gt;
* [[File:Wrench.png]] [[Wrench]].&lt;br /&gt;
* [[File:Screwdriver_tool.png]] [[Screwdriver]].&lt;br /&gt;
* [[File:Wirecutters.png]] [[Wirecutters]].&lt;br /&gt;
* [[File:CableCoils.png]] A cable coil.&lt;br /&gt;
&lt;br /&gt;
Tesla only:&lt;br /&gt;
* [[File:IGloves.png]] [[Insulated Gloves]], because the Tesla is a giant spinning ball of electricity.&lt;br /&gt;
&lt;br /&gt;
Singularity only:&lt;br /&gt;
* [[File:Plasma_tank.png]] 6 [[Plasma Tank]]s. You can obtain them from the [[tank_dispensers|dispenser]] next to the power monitoring terminal or from [[Atmospherics]].&lt;br /&gt;
* [[File:MGlasses.png]] [[Optical Meson Scanner]] or Engineering Scanner Goggles, this is to protect you from getting stunned if you look at the active singularity.&lt;br /&gt;
&lt;br /&gt;
Now that you have your supplies, it&#039;s time to get to work! Note that the steps below can be done in any order as you like, &#039;&#039;&#039;as long as you turn the Particle Accelerator on last.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== WHAT TO DO: ==&lt;br /&gt;
&lt;br /&gt;
Arrived late and SMES have already lost power? Go to [[Singularity_and_Tesla_engines#In_Case_of_No_Power|In Case of No Power]].&lt;br /&gt;
&lt;br /&gt;
=== Inside Engineering: ===&lt;br /&gt;
==== 1. Choose between Tesla and Singularity====&lt;br /&gt;
[[File:Gravitational_Singularity_Generator.png]] [[File:Tesla_gen.gif]]&lt;br /&gt;
&lt;br /&gt;
In general, the &#039;&#039;&#039;Tesla engine&#039;&#039;&#039; requires no babysitting but will quickly destroy most of the station if it breaks containment. It generates electric arcs that make machinery explode.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Singularity engine&#039;&#039;&#039; requires a little more time to set up but moves in a slow, predictable path. It creates radiation, EMPs and may stun people that look at it without proper eyewear.&lt;br /&gt;
&lt;br /&gt;
=== Outside Engineering (Spaceproof Equipment Required): ===&lt;br /&gt;
&lt;br /&gt;
==== 2.A The Tesla engine ====&lt;br /&gt;
&lt;br /&gt;
Tesla Coils capture power from electric arcs, while the Grounding Rods make sure you (and machinery) don&#039;t get fried by arcs.&lt;br /&gt;
&lt;br /&gt;
==== 2.A.1 Installing Tesla coils ====&lt;br /&gt;
[[File:Tesla_coil.gif]]&lt;br /&gt;
&lt;br /&gt;
Move all Tesla coils out of secure storage into the engine chamber, then wrench them down on top of the red wire knots.&lt;br /&gt;
&lt;br /&gt;
==== 2.A.2 Moving grounding rods ====&lt;br /&gt;
[[File:Grounding_rod.gif]]&lt;br /&gt;
&lt;br /&gt;
Unwrench the four grounding rods and wrench them down near each of the Field Generators. This will keep stray arcs from zapping nearby machinery and people.&lt;br /&gt;
&lt;br /&gt;
When you&#039;re done, go to step 3.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== 2.B The Singularity engine ====&lt;br /&gt;
&lt;br /&gt;
When they&#039;re loaded with plasma tanks, rad collectors convert radiation into power. Plasma inside them slowly gets converted into tritium.&lt;br /&gt;
&lt;br /&gt;
==== 2.B.1 Replacing the energy ball generator ====&lt;br /&gt;
[[File:Gravitational_Singularity_Generator.png]]&lt;br /&gt;
&lt;br /&gt;
Important: Remove the energy ball generator from the engine chamber and replace it with the gravitational singularity generator from secure storage!&lt;br /&gt;
&lt;br /&gt;
==== 2.B.2 Installing rad collectors ====&lt;br /&gt;
[[File:Radiation_Collector.gif]] &lt;br /&gt;
&lt;br /&gt;
Move all rad collectors out of secure storage into the engine chamber, then wrench them down on top of the yellow wire knots.&lt;br /&gt;
&lt;br /&gt;
==== 2.B.3 Fueling and activating rad collectors ====&lt;br /&gt;
&lt;br /&gt;
[[Plasma Tank]]s may be found in the [[Tank Storage Unit]] in the [[Power Storage Room]] or in [[Atmospherics|Atmospherics&#039; Office]]. Place one [[Plasma Tank]] in each collector array and then TURN THE ARRAYS ON BY CLICKING ON THEM with an empty hand. Do this for all six collectors, and you should be ready to continue. If you wish, you can top off the plasma tanks. This doesn&#039;t increase power generation, but lets rad collectors run longer. Note that the usual amount of plasma that starts in a plasma tank is more than enough for multi-hour shifts.&lt;br /&gt;
&lt;br /&gt;
You may also lock each [[Radiation Collector]] with your ID so that the AI cannot deactivate them remotely (which you won&#039;t notice with the radiation shutters down).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== 3. Start the Emitters====&lt;br /&gt;
[[File:Emitter_On.gif]]&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;ve gotten everything ready, it&#039;s time to start the engine! Run around the engine chamber and turn on the [[Emitter|emitters]] by clicking on them.&lt;br /&gt;
&lt;br /&gt;
===== 3.1. Lock the Emitters &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;(Optional)&amp;lt;/span&amp;gt; =====&lt;br /&gt;
It is highly recommended to lock each of the emitters by swiping your ID on them, after activating them. This will stop an AI, or anyone without Power-management access from deactivating the emitters.&lt;br /&gt;
&lt;br /&gt;
==== 4. Start the Field Generators ====&lt;br /&gt;
[[File:Field_Generator.gif]]&lt;br /&gt;
Now that the emitters are on, it&#039;s time to fire up the [[Field Generator|field generators]].&lt;br /&gt;
&lt;br /&gt;
Make sure to stay on the outside of the field generators and activate them as you move in a circle through the area. &lt;br /&gt;
&lt;br /&gt;
Coming into contact with any of the field generator beams will knock you down for a LONG time. This is especially bad when a singularity pulls you into the beam over and over!&lt;br /&gt;
&lt;br /&gt;
=== Back inside Engineering: ===&lt;br /&gt;
&lt;br /&gt;
==== 5. Set up the Particle Accelerator====&lt;br /&gt;
[[File:NewPA.png]]&lt;br /&gt;
&lt;br /&gt;
Now it&#039;s time to set up the [[Particle Accelerator]] itself. First, wrench each piece in place. Second, wire all the pieces with a cable coil. Finally, use a screwdriver to close all the panels. Click on the console and hit &amp;quot;Scan for parts&amp;quot; to link the console with the actual PA. This is your Particle Accelerator set up!&lt;br /&gt;
&lt;br /&gt;
If the parts have been moved, rearrange and rotate them until they look like the picture above. Make sure that the PA computer has a powered wire underneath!&lt;br /&gt;
&lt;br /&gt;
===== 5.1 (Optional) Hack the Particle Accelerator &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;(Optional)&amp;lt;/span&amp;gt; =====&lt;br /&gt;
[[Hacking#Particle_Accelerator|Hack the PA, and cut the limit wire.]] This allows you to set the PA to a power of 3. Absolutely recommended for Tesla engines, since giving them more power doesn&#039;t increase the risk of containment breach. &lt;br /&gt;
&lt;br /&gt;
You can also do this if you want to quickly boot up a singularity - just remember to keep a close eye on it.&lt;br /&gt;
&lt;br /&gt;
==== 6. Fire it up!====&lt;br /&gt;
&lt;br /&gt;
Double check that field generator beams form a box around the central chamber, get back inside the station and head to the Particle Accelerator..&lt;br /&gt;
&lt;br /&gt;
The Particle Accelerator is used to feed the Tesla/singularity and make it grow,  which results in more energy.&lt;br /&gt;
&lt;br /&gt;
==== 6.A Tesla====&lt;br /&gt;
[[File:Energy_ball.gif]]&lt;br /&gt;
&lt;br /&gt;
Move over to the Particle Accelerator Control Box and set the output to 2 (or 3 if you hacked the PA). You can leave the PA at its max settings permanently without any ill effect. &lt;br /&gt;
&lt;br /&gt;
The energy ball doesn&#039;t generate any radiation, so you don&#039;t even have to close the shutters.&lt;br /&gt;
&lt;br /&gt;
==== 6.B Singularity====&lt;br /&gt;
[[File:Stage2.gif]]&lt;br /&gt;
&lt;br /&gt;
Don a [[Radiation Suit]] (although a [[Hardsuit]] works too) and some [[Optical Meson Scanner]]s or Engineering goggles. Singularities emit radiation and can knock you down if you look at them without protection,&lt;br /&gt;
&lt;br /&gt;
Set the output to 2 (or 3 if you hacked the PA). Leave it this way until the singularity fills a 3x3 area (Stage 3, turning a pink color) - though if you want to play it safe you can and let it fill a 2x2 area (Stage 2, turning a red color). This should be more than enough to fill the station&#039;s power needs. When the singularity reaches this stage, set the Particle Accelerator output to 0 but DO NOT TURN IT OFF. &lt;br /&gt;
&lt;br /&gt;
This will sustain the singularity&#039;s current size without causing it to turn into a supermassive black hole.&lt;br /&gt;
&lt;br /&gt;
==== 7. Activate the SMES Cells ====&lt;br /&gt;
[[File:SMES_Turn_on.gif]]&lt;br /&gt;
&lt;br /&gt;
There are three SMESes located in the room at the northern end of Engineering.&lt;br /&gt;
&lt;br /&gt;
Make sure each of the SMESes are set to auto charge, and have the input charge slightly higher than the output. A input/output charge of 200,000/140,000 each will charge the SMES extremely quickly, and ensure the station will always have enough power fed to it. &lt;br /&gt;
&lt;br /&gt;
If you want, watch them for a few minutes to make sure they continue charging. If one or all stops (the light will turn red instead of blinking yellow) adjust one or all a bit to make sure they&#039;re not trying to charge faster than the power input to them allows.&lt;br /&gt;
&lt;br /&gt;
==== 8. Maintenance ====&lt;br /&gt;
&lt;br /&gt;
A loose tesla/singulo is the most probable reason for a shuttle call, so you have a BIG responsibility of keeping the whole crew safe!&lt;br /&gt;
&lt;br /&gt;
The Tesla is very low maintenance. All you really have to do is to check that the emitters are still powering the shield generators. Even a greyshit fiddling with the PA controls won&#039;t endanger the containment of the Tesla.&lt;br /&gt;
&lt;br /&gt;
The Singularity however should be checked on every 15 or so minutes - make sure that it still has the right size and that containment is fine. On very, very long shift you might have to replace empty plasma tanks as well.&lt;br /&gt;
&lt;br /&gt;
== In Case of No Power ==&lt;br /&gt;
No engineers or only lazy bastard engineers and none of them set up the engine? Fear not, follow these steps and you&#039;ll see how easy it is to jump-start the engine even with 0 W power in the network.&lt;br /&gt;
# Set up the PA and either tesla coils/grounding rods or rad collectors/singularity generator.&lt;br /&gt;
# Switch off input for all SMES.&lt;br /&gt;
# Find the [[Pacman|P.A.C.M.A.N.-Type Portable Generator]] inside Engineering.&lt;br /&gt;
# Install the PACMAN on an exposed wire in engineering connected to the powernet, load it with plasma sheets (found in the Engineering Secure Storage) and switch it on.&lt;br /&gt;
# Switch the emitters on and they should now start firing! Switch the field generators on while you&#039;re out there, too.&lt;br /&gt;
# Load a new full power cell to the Engineering APC so the PA gets power (set equipment on and everything else off to preserve power for now).&lt;br /&gt;
# Switch the PA on and you&#039;re winner!&lt;br /&gt;
# Once the engine is contained and running, switch SMES input back on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== More on the Tesla ==&lt;br /&gt;
&lt;br /&gt;
[[File:Energy_ball.gif]]&lt;br /&gt;
&lt;br /&gt;
=== Energy Balls ===&lt;br /&gt;
This big floaty ball of pure electricity can only be contained by the containment field.  When you shoot the energy ball with the Particle Accelerator, it gains energy like a singularity, but when it hits 300 energy, it generates a mini-energy ball that orbits the big energy ball. This will send off an extra shock when the energy ball pulses, and this can happen as many times as you let it. The energy ball will also naturally generate small amounts of energy, so eventually a second ball will form.&lt;br /&gt;
&lt;br /&gt;
Be warned, the more mini-balls the energy ball has, the more shocks it sends out at once, and the further it can travel each move. A good engineer can use this to generate lots of power, and a bad one can abuse this to murder the entire station.&lt;br /&gt;
&lt;br /&gt;
An energy ball will shoot bolts of electricity off at conductors, which it prioritizes in this order:&lt;br /&gt;
*Tesla coils&lt;br /&gt;
*Grounding Rods&lt;br /&gt;
*Mobs (this means you)&lt;br /&gt;
*Machines (they will explode!)&lt;br /&gt;
It will also strike the closest distance-wise of the list after it goes through these criteria.&lt;br /&gt;
&lt;br /&gt;
=== Modding and upgrading ===&lt;br /&gt;
If you use a screwdriver on a tesla coil&#039;s board, you switch it to research mode. Instead of generating power, it now generates research points. Very useful if you coordinate it with RnD!&lt;br /&gt;
&lt;br /&gt;
You can upgrade tesla coils&#039; capacitors as well to increase power/research point generation.&lt;br /&gt;
&lt;br /&gt;
=== TESLOOSE ===&lt;br /&gt;
If the Energy Ball is to get out of containment [[Traitor|somehow]], it will pass through walls, windows, anything. It will shoot electricity at conductors, mobs, etc, and direct bolts from the Energy Ball will instantly kill a spaceman; you can protect yourself partially with either insulated gloves or a hardsuit, while wearing both will make you immune to electric bolts.&lt;br /&gt;
&lt;br /&gt;
Hiding inside lockers and crates will also protect you from electric arcs. Keep in mind that the energy ball can still blow a machine next to you and depressurize the whole room.&lt;br /&gt;
&lt;br /&gt;
Being hit by the ball itself will turn you into a pile of dust regardless of protection. Any piece of electronics, such as consoles, machines, or airlocks, will violently explode when hit, causing vast damage to the station.&lt;br /&gt;
&lt;br /&gt;
The Energy Ball usually moves towards the last direction it shocked, which means that it will actively seek areas with more machines and conductive materials.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== More on the Singulo ==&lt;br /&gt;
&lt;br /&gt;
=== The Singularity, Itself ===&lt;br /&gt;
&lt;br /&gt;
The Singularity moves in a random direction while occasionally releasing EMPs and stunning people who look at it without Meson/Engineering scanner goggles.&lt;br /&gt;
&lt;br /&gt;
Its size is determined by the amount of energy &amp;quot;points&amp;quot;, which decrease on their own and are increased when it consumes PA particles or solid objects.&lt;br /&gt;
&lt;br /&gt;
What Lord Singuloth really hungers for, however, is engineering staff. For example, when [[Engineer|Engineers]] or the [[Chief Engineer]] are consumed by the Singularity, they add 100 &amp;quot;points,&amp;quot; compared to say, 20 &amp;quot;points&amp;quot; for regular humans. &lt;br /&gt;
&lt;br /&gt;
The Clown, when thrown into the singularity, has a random chance of taking away or giving 1000 points. Throwing the clown into the Singularity is a valid survival tactic. Mull on that.&lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
&lt;br /&gt;
Once the Singulary hits a certain amount of energy &amp;quot;points&amp;quot;, it will increase or decrease by a stage.&lt;br /&gt;
&lt;br /&gt;
This influences its size, gravitational pull range and radiation output. &lt;br /&gt;
&lt;br /&gt;
Protip: Throwing a Bag of Holding into a Singularity will cause a big explosion and decrease its stage!&lt;br /&gt;
&lt;br /&gt;
==== Stage 1 ====&lt;br /&gt;
[[File:stage1.gif|32px]]&amp;lt;br&amp;gt;&lt;br /&gt;
* Points: 1 - 199&lt;br /&gt;
* Gravitational Pull: 4&lt;br /&gt;
&lt;br /&gt;
Starting size for a Singularity.&lt;br /&gt;
&lt;br /&gt;
==== Stage 2 ====&lt;br /&gt;
[[File:Stage2.gif|96px]]&amp;lt;br&amp;gt;&lt;br /&gt;
* Points: 200 - 499&lt;br /&gt;
* Gravitational Pull: 6&lt;br /&gt;
&lt;br /&gt;
Usually sufficient to power a small station without any major issues arising.&lt;br /&gt;
&lt;br /&gt;
==== Stage 3 ====&lt;br /&gt;
[[File:Stage3.gif|160px]]&amp;lt;br&amp;gt;&lt;br /&gt;
* Points: 500 - 999&lt;br /&gt;
* Gravitational Pull: 8&lt;br /&gt;
&lt;br /&gt;
Provides enough power for a [[Metastation]]/[[Boxstation]] sized map. Make sure you know what you&#039;re doing if you go past stage 3.&lt;br /&gt;
&lt;br /&gt;
==== Stage 4 ====&lt;br /&gt;
[[File:Stage4.gif|224px]]&amp;lt;br&amp;gt;&lt;br /&gt;
* Points: 1000 - 1999&lt;br /&gt;
* Gravitational Pull: 10&lt;br /&gt;
&lt;br /&gt;
Very risky, but theoretically containable.&lt;br /&gt;
&lt;br /&gt;
It&#039;s &amp;quot;&amp;quot;&amp;quot;theoretically&amp;quot;&amp;quot;&amp;quot; containable in that it&#039;s theoretically possible to play a year on Vorestation and not be a degenerate.&lt;br /&gt;
&lt;br /&gt;
Stage 4 won&#039;t unanchor structures, but will pull with such force that it will destroy machinery and even tear down r-walls. Not recommended.&lt;br /&gt;
&lt;br /&gt;
==== Stage 5 ====&lt;br /&gt;
[[File:Stage5.gif|288px]]&amp;lt;br&amp;gt;&lt;br /&gt;
* Points: &amp;gt;2000&lt;br /&gt;
* Gravitational Pull: 10&lt;br /&gt;
&lt;br /&gt;
A Stage 5 Singularity will rip out wrenched objects and destroy shield generators, creating a guaranteed release of the Singularity.&lt;br /&gt;
&lt;br /&gt;
==== Stage 6 ====&lt;br /&gt;
[[File:YouDunFuckedUp(Stage6).gif|352px]]&amp;lt;br&amp;gt;&lt;br /&gt;
* Points: &amp;gt;3000, and has to have consumed a Supermatter Shard&lt;br /&gt;
* Gravitational Pull: 15&lt;br /&gt;
&lt;br /&gt;
OH GOD CARGO JUST THREW A SUPERMATTER SHARD INTO THE SINGULARITY RUN&lt;br /&gt;
&lt;br /&gt;
THIS ALSO SETS PEOPLE ON FUCKING FIRE&lt;br /&gt;
&lt;br /&gt;
=== Turning off the Engine ===&lt;br /&gt;
&lt;br /&gt;
Occasionally, bad stuff happens. In fact, most of the time, bad stuff happens. Sometimes it is necessary to deactivate the engine as safely as possible because nobody can maintain it. Other times meteor showers and bombs endanger your containment machinery. Whatever the crisis, if you have followed the steps above it should be safe to simply turn the accelerator off. The engine will continue to generate power as the singularity starves and shrinks, so containment SHOULDN&#039;T fail until the singularity is sufficiently small enough that it cannot move and pull stuff into it. However, the 1x1 baby singularity will take a long time to die completely, leaving it exposed to potential suicidals jumping into it, giving the singularity energy to expand again. (Cool fact: Engineers provide a singularity with a lot more energy than you&#039;d expect).&lt;br /&gt;
&lt;br /&gt;
Sometimes it&#039;s a good idea to charge the SMES quickly (using the optional techniques above) and then turn off the engine safely until you need power again.&lt;br /&gt;
&lt;br /&gt;
If things have absolutely gone tits up, there&#039;s a rumor that the singularity will reduce in size by a few stages if it swallows a [[Bag of Holding]]. A full sized rampaging singularity would have to swallow two or more to be completely defeated.&lt;br /&gt;
&lt;br /&gt;
And if things are &#039;&#039;&#039;really&#039;&#039;&#039; bad, you could always try sacrificing the [[Clown]] to it in a sacrificial ritual style event. This can either decrease the singularity size by a stage or two... or increase it by one or two stages. Your call. The clown will probably find their way into it without you doing anything anyways.&lt;br /&gt;
&lt;br /&gt;
=== Lord Singuloth Craves Freedom ===&lt;br /&gt;
The singularity is -- along with massive plasma infernos and large scale bombings -- one of the most brutal forces on the station. Dangerous enough when set free, it becomes a lag-inducing, shuttle-calling, indiscriminately murdering monstrosity when given a directed path by a Singularity Beacon, leaving nothing but debris, body parts and cold hard vacuum in its path. Perhaps the most dramatic way to end a round as a traitor, it can even eat the emergency shuttle itself, restricting escape to those few smart or lucky enough to grab EVA gear. It&#039;s a very effective weapon to use against assassination targets who commonly spend a lot of time in one area, such as [[Scientist|scientists]] or even the [[AI]].&lt;br /&gt;
&lt;br /&gt;
Setting the singularity free is not the easiest task to complete as a regular crew traitor, and you will get [[robust|robusted]] in short order if you are caught. Generally speaking, all you need to do is disable the singularity containment field. This can be accomplished by deactivating the emitters, which is hazardous due to the gravitational pull of the singularity, its radiation, and the hazards of the containment system itself. Alternatively, you can disable the engineering APC. If you are not an engineer and get identified doing this, you can expect to not make it onto the emergency shuttle alive. Another option is deactivating the collectors, as the Engineering APC cannot charge from the SMES -- this form of sabotage probably won&#039;t be noticed and will likely be blamed on engineer incompetence.&lt;br /&gt;
&lt;br /&gt;
The easiest way to release the singularity is accessing the engine control console and turning power up to level 2 or hacking it to 3. Keep in mind that the containment field is designed to tolerate short term power outages, so if anyone notices the power failure before the containment field fails, then your attempt will be thwarted. A way to free the singularity without the AI being able to stop you is to go outside and unwrench and unweld the emitters. Doing so will result in them promptly getting sucked into the singularity themselves, and the containment field falling shortly afterword, this method is very dangerous however. A more expedient way of doing so is cutting the power wires leading to the emitters. Protip: Try turning the PA up to 2 for a while until the Singularity gets huge, then turn off the collectors after a few minutes. If the Engineering staff hasn&#039;t wired the Singularity straight into the system, it should fail extremely fast and you&#039;ll have a 5x5 singularity eating the station faster then Gabe Newell pounces on a Big Mac. Be careful to not get caught in the pull, though.&lt;br /&gt;
&lt;br /&gt;
Directing the singularity to a target area - be it the emergency shuttle bay or the bridge - requires a singularity beacon and a screwdriver. Don&#039;t hang around after you plant it, unless you are in the mood to change [[ghost|classes]]. Putting the beacon somewhere outside the station is usually your best bet to ensuring the singularity reaches its destination, but this will require either a PACMAN generator or a very obvious cable leading to it.&lt;/div&gt;</summary>
		<author><name>Kerbin Fiber</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Infections&amp;diff=31296</id>
		<title>Infections</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Infections&amp;diff=31296"/>
		<updated>2020-03-06T20:11:02Z</updated>

		<summary type="html">&lt;p&gt;Kerbin Fiber: /* Symptoms Table */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are many diseases that can affect you in space! The following will come in handy for [[virologist]]s, [[traitor]]s, or any unfortunate soul who&#039;s come down with a case of brain rot.&lt;br /&gt;
&lt;br /&gt;
==[[virologist|Virology]] 101==&lt;br /&gt;
[[File:Virology.png|500px|thumb|alt=Virology|link=http://puu.sh/3EFaf.png|[[Virology]] is sealed from the rest of the station. You are not on the disposals network, nor do you share the same atmos system]]&lt;br /&gt;
&lt;br /&gt;
The first, and most important way to prevent 99% of infections, is proper hazard wear, and knowing how to keep the infection from spreading.&lt;br /&gt;
&lt;br /&gt;
===The Clothes===&lt;br /&gt;
The following will protect you, from the dangerous infections of space, each giving more and more (till total) protection against infection:&lt;br /&gt;
* Level-3 [[Bio Hood]]&lt;br /&gt;
* Level-3 [[Bio Suit]]&lt;br /&gt;
* Jumpsuit (virologist, CMO, geneticist, chemist, doctor, nurse suit, scrubs, Research Director)&lt;br /&gt;
* [[Latex Gloves]]&lt;br /&gt;
* Sterile mask&lt;br /&gt;
* [[Shoes]] (White shoes and [[Galoshes]] are the best)&lt;br /&gt;
* Private (clean) [[Internals]]&lt;br /&gt;
&lt;br /&gt;
===Isolation===&lt;br /&gt;
If you or another crew member is infected, do not spread the infection further. Seek the isolation bay of the medical wing, or head to a room no one will enter but yourself and other infected.&lt;br /&gt;
&lt;br /&gt;
===Sterilization===&lt;br /&gt;
Cleaning blood spills from the ground will prevent contact contamination, make sure blood is cleaned from the floor at all time. Any blood splatter out there could hold a dreaded space infection. Contact a [[janitor]] if you see blood on the floor, do not interact with the blood if you suspect possible infection chance. Any object or floor that has infected blood on it can infect anyone who handles or touches it.&lt;br /&gt;
&lt;br /&gt;
===Methods of Infection===&lt;br /&gt;
The following are the various ways a disease can spread, keep this in mind at all times:&lt;br /&gt;
* Airborne - The most dangerous and quick spreading, if you are anywhere within the breathing area of the infected crew member, you have a chance to be infected.&lt;br /&gt;
* Direct Contact - Requires you to touch, been touched, or be extremely close to the source of the infection. The infection will be spread by the skin and bodily fluids of an infected person, but will not survive long in the air.&lt;br /&gt;
* Blood - The infection will be spread by the bodily fluids of the infected person.&lt;br /&gt;
* Special - The disease is not normally contagious and the affected crewman has been infected by a non-human vector source. You can work with the infected without risk yourself unless they expose you to the same vector source that infected them.&lt;br /&gt;
&lt;br /&gt;
===Curing an infection===&lt;br /&gt;
Every infection is vulnerable to one substance (or combination of two). To find it, you can put an infected blood sample in the PanD.E.M.I.C 2200 machine or use a health analyzer on an infected patient. Administering the substance to the patient (may require multiple injections) should cure  him. Alternatively, if you have produced a vaccine, a simple injection should cure the patient.&lt;br /&gt;
&lt;br /&gt;
===[[File:Pandm.gif|64px]]PanD.E.M.I.C 2200===&lt;br /&gt;
This machine creates vaccines from the blood of people who have been cured.&lt;br /&gt;
&lt;br /&gt;
Use:&lt;br /&gt;
# Take a blood sample with a syringe.&lt;br /&gt;
# Place sample into a beaker or bottle.&lt;br /&gt;
# Load beaker into machine.&lt;br /&gt;
# Select vaccine you wish to have.&lt;br /&gt;
# Take vaccine bottle it produces.&lt;br /&gt;
&lt;br /&gt;
Additional uses:&lt;br /&gt;
* Reveals the cure to any infected blood sample without needing to inject a living creature.&lt;br /&gt;
&lt;br /&gt;
==Infection Listings==&lt;br /&gt;
Thankfully, humanity has managed to cure and eliminate almost all of the diseases that plagued its infancy. However, the vast reaches of space have been found to harbor new illnesses that can affect the unprepared staff on Nanotrasen research stations.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;background-color:#EAFDE6&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! Disease Name || Vector Name || Source || Description || Spread || Cure &lt;br /&gt;
|-&lt;br /&gt;
| Alien Parasite || Xenomorph || [[Alien]] rape || A facehugger has implanted an embryo inside of the body of the victim, which will grow until it kills and destroys the body while spawning a [[Aliens#Larva|larva]]. || Special || [[Surgery]]&lt;br /&gt;
|-&lt;br /&gt;
| Zombie Infection || Romerol || [[Syndicate_Items#Romerol|Syndicate Uplink]] ||  A rare infection, which lies dormant in the victim. If the victim dies before it is cured, it will rise as an aggressive [[Guide_to_races#Romerol_Zombies|zombie]], who will then transfer the infection to anyone it manages to scratch. The infection consists in a tumor located inside the head. || Special || [[Surgery]]&lt;br /&gt;
|-&lt;br /&gt;
| Brain Rot || Cryptococcus Cosmosis || Virus crate, random events || An infection that causes mental degradation. || Contact || [[Mannitol]]&lt;br /&gt;
|-&lt;br /&gt;
| Cold || XY-Rhinovirus || Virology, random events || Still around since the dawn of man, this disease is relatively harmless, causing fatigue and a runny nose. Will progress to the Flu when untreated. || Airborne || Rest and [[Spaceacillin]]&lt;br /&gt;
|-&lt;br /&gt;
| Cold 9 || ICE9-Rhinovirus || Admin fuckery || A rare disease that will progressively lower the victim&#039;s body [[temperature]] in addition to respiratory symptoms. || Contact || [[Spaceacillin]] &lt;br /&gt;
|-&lt;br /&gt;
| Flu || H13N1 Flu Viron || Virology, random events || A common illness, causes fatigue, high fever, and muscle toxicity. Rarely fatal, quickly spread. || Airborne || [[Spaceacillin]]&lt;br /&gt;
|-&lt;br /&gt;
| Anxiety || Excess Lepidopticides || Virus crate || Will cause feelings of anxiety and cause the victim to cough butterflies. || Contact || [[Ethanol]]&lt;br /&gt;
|-&lt;br /&gt;
| GBS || Gravitokinetic Bipotential SADS+ || Admin fuckery || An extremely dangerous illness caused by contagious micro-singularities that will cause the human body to be torn apart from the inside. The initial phase begins in the lungs and mimics flu symptoms. || Contact || Sulfur and [[Synaptizine]] &lt;br /&gt;
|-&lt;br /&gt;
| Jungle Fever || Kongey Vibrion M-909 || Admin fuckery || One of the most feared diseases in the galaxy, this is a disease carried by primates. A single bite or scratch is enough to fully infect a human. The result is spontaneous genetic reversion, and the affected individual will also become a monkey. || Special || Bananas, [[Death Squad]] &lt;br /&gt;
|-&lt;br /&gt;
| Magnitis || Fukkos Miracos || Virus crate, random events ||  An infection of magnetic bacteria that build up in the body. As the disease progresses any metallic items not bolted down near the infected person will be pulled toward them, even objects as large as canisters. Ingested iron will draw the bacteria to it and allow them to be excreted normally. || Contact || [[Iron]]&lt;br /&gt;
|-&lt;br /&gt;
| Pierrot&#039;s Throat || H0NI&amp;lt;42 Virus || Virus crate, random events || A brain disease that was brought back with the original explorers of Clown Planet that damages the basal ganglia, victims will have an uncontrollable urge to HONK. || Airborne || Bananas &lt;br /&gt;
|-&lt;br /&gt;
| Retrovirus || N/A || Admin fuckery || A DNA-altering retrovirus that will constantly mutate the genetic code of the host. Symptoms vary wildly from blindness to incredible fits of strength and green skin. || Contact || Rest or [[Mutadone]] &lt;br /&gt;
|-&lt;br /&gt;
| Space Retrovirus || S4E1 Retrovirus || Random events || A DNA-altering retrovirus that will copy the DNA of the first infected and apply it to every other infected. || Contact || Mutadone&lt;br /&gt;
|-&lt;br /&gt;
| Robotic Transformation || R2D2 Nanomachines || Roburgers, odd pizzas || A rare infection that slowly transforms the infected into a cyborg. || Special || Copper&lt;br /&gt;
|-&lt;br /&gt;
| Spanish Flu || 1nqu1s1t10n Flu Viron || Admin fuckery ||  A rare and deadly form of flu that causes an incredibly high fever. Those infected will die of internal burns without treatment or religious conversion. || Airborne || [[Spaceacillin]]&lt;br /&gt;
|-&lt;br /&gt;
| Wizarditis || Rincewindus Vulgaris || Hacked MagiVend || A rare illness, causes spontaneous robe growth, randomly speaking incantations, and finally random teleportation. || Airborne || [[Guide to food and drinks#The Manly Dorf|Manly Dorf]]&lt;br /&gt;
|-&lt;br /&gt;
| Xenomorphic Transformation || Rip-LEY Alien Microbes || Admin fuckery || A rare infection caused by xeno-microbes, changing the infected&#039;s DNA to that of a [[Aliens|xenomorph]]. Symptoms include severe pain and progressive insanity.  || Special || [[Glycerol]] and [[Spaceacillin]]&lt;br /&gt;
|-&lt;br /&gt;
| Heart Disease || N/A || Random event || The game categorizes it as a virus, and it progresses in stages, like a virus, so it&#039;s listed here.|| N/A || [[Guide to chemistry#Corazone|Corazone]], Electric Shocks, [[Surgery#Organ Manipulation|Heart Replacement Surgery]]&lt;br /&gt;
|-&lt;br /&gt;
| Fungal Tuberculosis || Fungal Tubercle bacillus Cosmosis || [[Syndicate_Items#Fungal_Tuberculosis_Grenade|Nuke Ops Uplink]], Strange Seeds || A rare highly transmittable virulent virus. Few samples exist, rumoured to be carefully grown and cultured by [[Nuclear Operative|clandestine]] [[Syndicate|bio-weapon specialists]]. Causes fever, vomiting, lung damage, weight loss, and fatigue.  || Airborne || [[Salbutamol]] and [[Spaceacillin]]&lt;br /&gt;
|-&lt;br /&gt;
| Gondola Transformation || Tranquility || Raw Gondola meat || Consuming the flesh of a Gondola comes at a terrible price. Produces [[Guide to chemistry#Pax|Pax]] within the victims body resulting in pacifism, lessened motor control of the arms, and eventually turning the victim into a Gondola. || Special || [[Condensed Capsaicin]] &lt;br /&gt;
|}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
=Advanced Diseases=&lt;br /&gt;
You are able to create your own advance disease with different symptoms, which will have buffs, debuffs and bonuses!&lt;br /&gt;
&lt;br /&gt;
You will start out with two advance diseases, the cold and the flu. The cold will have the sneeze symptom and the flu will have the cough symptom.&lt;br /&gt;
They have almost no effect if they infect people, but you need them to acquire more symptoms.&lt;br /&gt;
&lt;br /&gt;
The Pandemic can create culture bottles (basically copies) of existing viruses, so you won&#039;t run out while experimenting.&lt;br /&gt;
&lt;br /&gt;
==Modifying Symptoms==&lt;br /&gt;
To obtain a new symptom you need to mutate an existing virus. This involves adding a chemical to the virus, which will generate a new symptom. Rarer and harder to acquire chemicals will yield more potent symptoms. You will start with enough chemicals to create a powerful disease, as long as you use them carefully. You can also insert an isolated symptom into your main virus, by moving 1 unit of the isolated culture to the main mix with a dropper. It will not work every time and may need to be repeated a few times. &lt;br /&gt;
&lt;br /&gt;
====Basic chemicals====&lt;br /&gt;
These are the basic chemicals for virus mutation. These can be added to a culture to gain a symptom from a large pool- but it&#039;s about half as efficient as mixing [[Guide_to_chemistry#Virology_Recipes|advanced chemicals]]. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Virus Food]]&#039;&#039;&#039;: You can make virus food with Water and Milk. Virology lab has its own Virus Food Dispenser. Mixing this with a disease will give that disease a symptom of level 1 to 2. Pure virus food is the only way to get level 2 symptoms, so, unlike plasma and mutagen, it is useful alone. &lt;br /&gt;
* &#039;&#039;&#039;[[Unstable Mutagen]]&#039;&#039;&#039;: You can use mutagen to mutate your disease and give it a symptom of level 2 to 4. Virology starts with a 30u bottle of mutagen.&lt;br /&gt;
* &#039;&#039;&#039;[[Plasma|Liquid Plasma]]&#039;&#039;&#039;: Plasma can be used to mutate your disease to give it a symptom of level 4 to 6. Plasma in liquid form is generally in very limited supply, unless mining and chemistry cooperates with you. Virology starts with a 30u bottle of liquid plasma, and in some station layouts with extra plasma bars.&lt;br /&gt;
&lt;br /&gt;
====[[Guide_to_chemistry#Virology_Recipes|Advanced Chemicals]]====&lt;br /&gt;
Using these will allow you to both save time and resources when trying to acquire the symptoms you want.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Guide_to_chemistry#Anomalous Virus Food|Anomalous Virus Food]]&#039;&#039;&#039;: Anomalous Virus Food can be used to mutate your disease and give it a level 0 symptom. It is made by combining pure Laughter with virus food. Level 0 symptoms tend to be statistically similar to other symptoms, but have an unusual effect- good for gimmicks!&lt;br /&gt;
* &#039;&#039;&#039;[[Guide_to_chemistry#Virus Rations|Virus rations]]&#039;&#039;&#039;: Virus rations can be used to mutate your disease and give it a level 1 symptom. It is made by depleting Virus food with Synaptizine. Level 1 symptoms almost universally boost stats, but have very little effect. Level 2 symptoms tend to be a bit better, so it&#039;s wise to leave virus food as-is.&lt;br /&gt;
* &#039;&#039;&#039;[[Guide_to_chemistry#Mutagenic Agar|Mutagenic Agar]]&#039;&#039;&#039;: Mutagenic agar can be used to mutate your disease to give it a level 3 symptom. It is made by mixing Unstable mutagen and virus food together. Level three symptoms tend to be either decent stat-boosters, or subpar active symptoms.&lt;br /&gt;
* &#039;&#039;&#039;[[Guide_to_chemistry#Sucrose Agar|Sucrose Agar]]&#039;&#039;&#039;: Sucrose agar can be used to mutate your disease to give it a level 4 symptom. It is made by mixing Sugar or Saline Glucose Solution and Mutagenic agar together. Level four symptoms are quite weak, so there is very little point to mixing this.&lt;br /&gt;
* &#039;&#039;&#039;[[Guide_to_chemistry#Weakened Virus Plasma|Weakened Virus Plasma]]&#039;&#039;&#039;: Weakened virus plasma can be used to mutate your disease and give it a level 5 symptom. It is made by weakening virus plasma using Synaptizine. Level 5 symptoms tend to be some of the strongest stat symptoms&lt;br /&gt;
* &#039;&#039;&#039;[[Guide_to_chemistry#Virus Plasma|Virus Plasma]]&#039;&#039;&#039;: Virus plasma can be used to mutate your disease and give it a level 6 symptom. It is made by mixing liquid plasma with virus food. Level 6 symptoms are the strongest active symptoms available without uranium or Highly Unstable Virus Food&lt;br /&gt;
* &#039;&#039;&#039;[[Guide_to_chemistry#Highly Unstable Virus Food|Advanced Virus Food]]&#039;&#039;&#039;: Highly Unstable Virus Food can be used to mutate your disease and give it a level 9 symptom. You only get one unit, which is inert until a single uranium sheet&#039;s worth of uranium is added, but every single level nine symptom is powerful in its own way. The symptom you get will likely define the disease you make on any given round&lt;br /&gt;
====Uranium Gels====&lt;br /&gt;
These chemicals require large quantities of liquid uranium (obtained by grinding uranium bars). You&#039;ll require the help of mining to make these.&lt;br /&gt;
* &#039;&#039;&#039;[[Guide_to_chemistry#Decaying Uranium Gel|Decaying Uranium Gel]]&#039;&#039;&#039;: Decaying Uranium Gel can be used to mutate your disease and give it a level 6 or 7 symptom. It is made by combining 1 virus food with 1 liquid Uranium. Efficient compared to Unstable gel, but slower to use.&lt;br /&gt;
* &#039;&#039;&#039;[[Guide_to_chemistry#Unstable Uranium Gel|Unstable Uranium Gel]]&#039;&#039;&#039;: Unstable Uranium Gel can be used to mutate your disease and give it a level 7 symptom. It is made by combining 1 virus plasma with 5 liquid Uranium. Level 7 symptoms contain potent stat symptoms, and several esoteric symptoms. &lt;br /&gt;
* &#039;&#039;&#039;[[Guide_to_chemistry#Stable Uranium Gel|Stable Uranium Gel]]&#039;&#039;&#039;: Stable Uranium Gel can be used to mutate your disease and give it a level 8 symptom. It is made by combining 1 plasma with 10 parts liquid Uranium and 10 parts liquid silver or gold. Level 8 symptoms contain some of the most potent healing symptoms, as well as some very difficult to deal with deadly symptoms.&lt;br /&gt;
&lt;br /&gt;
====[[Guide_to_chemistry#Synaptizine|Synaptizine]]====&lt;br /&gt;
Synaptizine, aside from being a base chemical, will remove one random symptom to any virus it comes in contact with. It&#039;s important if you intend to isolate a specific symptom. For example, if you mutate your Cold virus and it acquires the Toxic Filter symptom, you can try and add synaptizine to it to create a virus which only has the Toxic Filter symptom.&lt;br /&gt;
&lt;br /&gt;
====[[Guide_to_chemistry#Formaldehyde|Formaldehyde]]====&lt;br /&gt;
Formaldehyde will neuter one random symptom when mixed with a virus. This disables its effects while keeping the attributes intact. This is useful for meeting threshold values without making the virus deadly. &#039;&#039;&#039;NEUTER YOUR STAT SYMPTOMS, ALWAYS. UNLESS IT&#039;S SOMETHING WITH AN EFFECT YOU ACTIVELY USE, ALL AN UNNEUTERED STAT SYMPTOM WILL DO, EVEN IF THE DISEASE IS INTENTIONALLY DEADLY, IS MAKE THE DISEASE GET NOTICED FASTER, AND, SCARE PEOPLE IF YOUR DISEASE IS GOOD, PROBABLY GETTING YOU LYNCHED. NEUTER YOUR FUCKING SYMPTOMS. YES, FEVER AND ITCHING CAN DO SLIGHT DAMAGE. NEUTER THEM ANYWAYS, DAMMIT&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==BABBY&#039;S FIRST VIRUS==&lt;br /&gt;
&lt;br /&gt;
{{Speech&lt;br /&gt;
|name=Eyre I, the Virologist&lt;br /&gt;
|text=Psst, hey kid. Over here. Look at you, still fresh off the arrivals shuttle. Take the biosuit off, it&#039;ll only slow you down. Listen up- I&#039;m here to teach ya exactly how to get robust at Virology, provided you can wrap your head around some simple concepts. I&#039;ve hijacked this outdated nanotrasen standard-issue virology guide to teach YOU how to be a better Virologist than those Nanotrasen quacks! &lt;br /&gt;
|image=[[File:Viro action.png|64px|right]]&lt;br /&gt;
}}&lt;br /&gt;
Alright, since most people can&#039;t seem to grasp it: Virology is fucking SLOW! So this means you&#039;re gonna want to do a few things to make it faster!&lt;br /&gt;
&lt;br /&gt;
1. Know what virus you want to make! I cannot fucking stress this enough. Random symptom isolation will never get you anywhere fast. The best way to pick a virus, especially as an antagonist, is to use your Highly Unstable Virus Food, and see what symptom you got. If you can work with it (Non antags can typically only work with beesease), you should base your disease off of it. Otherwise, have a set recipe ready! If you&#039;re new to viro, it doesnt hurt to experiment- Start by isolating a few level six (or three if you&#039;re into that kinda thing) symptoms. they&#039;re the most potent symptoms available at roundstart. After you decide on your active symptom(s), usually no more than two, you can get to work on stats- remember a virus can only have SIX symptoms! After you&#039;ve experimented a bit, you may want to branch into level seven, eight, nine, and zero symptoms- these are a bit harder to get, but they tend to be a bit more potent.&lt;br /&gt;
&lt;br /&gt;
2. You&#039;ll need five beakers when you get started making your virus:&lt;br /&gt;
*Fill the first beaker to the brim with virus food and put it on the table. This is for level one and two symptoms.&lt;br /&gt;
*Fill the second beaker with thirty units of virus food, and dump your entire mutagen bottle in. This is for level three symptoms.&lt;br /&gt;
*There is no beaker for level four symptoms. Four is an unlucky number or some shit, and, more importantly, all level four symptoms suck&lt;br /&gt;
*Fill the third beaker with ten units virus food, ten units Plasma, and then ten units of Synaptazine. This is for level five symptoms. &#039;&#039;&#039;THE ORDER IS IMPORTANT. PUT SYNAPTAZINE IN BEFORE PLASMA AND YOU&#039;LL GET A BEAKER OF VIRUS RATIONS AND PLASMA, WASTING YOUR CHEMS. DONT DO IT.&#039;&#039;&#039;&lt;br /&gt;
*Fill the fourth beaker with ten units virus food and ten units of Plasma. This is for level six symptoms&lt;br /&gt;
*If you have the clown&#039;s can of laughter, you can fill a fifth beaker with ten units of virus food and the entire can of laughter for level zero symptoms&lt;br /&gt;
&lt;br /&gt;
3. Lay out your Formaldehyde, Synaptazine, and Unstable Virus Food.&lt;br /&gt;
&lt;br /&gt;
4. Finally, set an empty beaker out, and either Rhinovirus or the Cold. The Cold&#039;s symptom is Coughing, and Rhinovirus is Sneezing. I am a plasmaman, so all my diseases need high transmission- I prefer to set out rhinovirus. &lt;br /&gt;
&lt;br /&gt;
5. Whichever symptom you choose to start with, drop a drop of formaldehyde in immediately! this neuters the symptom so your plague doesnt alert and scare people, which is bad regardless of your antag status. &#039;&#039;&#039;Remember to use your dropper, after setting it to one unit!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
6. After you lay out your beakers on the table near the pandemic, situate yourself on a tile adjacent to the tables containing the reagents and your PANDEMIC machine. You will never have to move during this procedure- which saves valuable time.&lt;br /&gt;
&lt;br /&gt;
7. With your recipe in mind, begin placing one unit of your starting symptom culture and one unit of the virus chem corresponding to your disease into the &#039;&#039;&#039;empty beaker&#039;&#039;&#039;. Do NOT place your virus chem into your culture, or your culture into your chem- it will set you back by an insane amount!. After you make ONE reaction, place the empty beaker in the pandemic-You never need to pick any beakers but this empty beaker up during the process- and check the symptoms. If you got what you wanted, create a culture, save your previous culture if it&#039;s the starter, you will need it later, or get rid of it if it&#039;s a random step in the process, and repeat with the chem for the next symptom, doing symptoms you will neuter first and neutering them as you get them. Repeat until you reach a total of four symptoms. &#039;&#039;&#039;To reiterate step five, ALWAYS use a one unit dropper! it makes you far more efficient with chem usage- if you use a dropper, your starting chems will usually last an entire round!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
8. Upon reaching four symptoms, a virus has a chance to lose symptoms on gaining new ones. To avoid this, make a culture of your four symptoms, name it, and put it aside. Take your starter culture out, and begin the step 7 process. Once you get the fifth symptom, use the step seven process with synaptazine to remove the starter symptom, and finally repeat the step seven process one last time to get the last symptom. By now, you should have two cultures- one with four symptoms, and one with two (or one, five symptom diseases exist)&lt;br /&gt;
&lt;br /&gt;
9. Finally, repeat the step seven process one more time, but using the two cultures, instead of a chem and a culture. There is no reaction sound for this mixing! Once you reach the desired number of symptoms (yes, adding symptoms via mixing can delete symptoms just like adding them via chems does), name the virus, and make a culture! you&#039;re done! yay!&lt;br /&gt;
&lt;br /&gt;
==Understanding stats==&lt;br /&gt;
&lt;br /&gt;
After you&#039;re done mixing your disease, stats from the symptoms are added together to make disease stats. Viruses have a default of 0 in every stat.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Stealth:&#039;&#039;&#039; If stealth is 2 or higher your disease will be hidden from medHUD and scanners. Generally it will also hide the warning signs of symptoms before they activate.&lt;br /&gt;
* &#039;&#039;&#039;Transmission:&#039;&#039;&#039; Improves the chance each tick to spread the virus, increases the amount of protection you need to prevent infection, determines the infection vector, and is needed to override other viruses.&lt;br /&gt;
** The infection vector is calculated with (disease&#039;s transmission - amount of symptoms). 2 or less is blood, 3 is fluid contact, 4 is skin contact, 5 is airbone. The Sneezing symptom forces sporadic airborne spreads, but does not otherwise affect this.&lt;br /&gt;
** When infecting someone who already has a virus, if the infecting virus&#039; Transmission is higher than the other virus&#039; Resistance, the latter will be overridden by the former.&lt;br /&gt;
* &#039;&#039;&#039;Stage speed:&#039;&#039;&#039; Increases the chance of advancing a stage each tick. It will be 2% or stage speed, whichever is higher.&lt;br /&gt;
* &#039;&#039;&#039;Resistance:&#039;&#039;&#039; Makes the virus harder to cure; determines the required chemical to cure, decreases the chance of it being cured each tick when in contact with the cure, and defines how resistant the virus is to being overridden by other viruses.&lt;br /&gt;
* &#039;&#039;&#039;Severity:&#039;&#039;&#039; A hidden statistic. The symptom with the highest severity defines the virus&#039; severity; it affects the color of the medHUD icon, ranging from blue for positive viruses, to flashing red for extremely deadly diseases.&lt;br /&gt;
** The chance of it being cured every tick is 15 - resistance, but always between 10 and 20.&lt;br /&gt;
** The cure is determined by [resistance - (amount of symptoms / 2)].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|1 or less||2||3||4||5||6||7||8||9||10||11 or more&lt;br /&gt;
|-&lt;br /&gt;
|Table Salt||Sugar||Orange juice||Spaceacillin||Saline-Glucose Solution||Ethanol||Leporazine||Synaptizine||Lipolicide||Silver||Gold&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Symptoms Table==&lt;br /&gt;
&lt;br /&gt;
{{Speech&lt;br /&gt;
|name=Eyre I, the Virologist&lt;br /&gt;
|text=Mouse over the names of some of the symptoms- I&#039;ve left you some advice and useful info. I&#039;ve also left some similar advice on certain aspects of symptoms that either dont work properly, or need elaboration.&lt;br /&gt;
|image=[[File:Viro action.png|64px|right]]&lt;br /&gt;
}}&lt;br /&gt;
Hover over the thresholds to see the effects of each.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot;; || style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Symptom&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Stealth&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Resistance&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Stage speed&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Transmission &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Level &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Required Chemical&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Effect&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Threshold (hover mouse over for details)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span title=&amp;quot;The deadliest of the three deadliest symptoms. Knocks you out and suffocates you at insane speeds, if you meet the easy thresholds. Kills people even faster when they enter crit&amp;quot;&amp;gt;Acute Respiratory Distress Syndrome&amp;lt;/span&amp;gt;&lt;br /&gt;
| -2 || 0 || -1 || -2 || 9 || [[Guide_to_chemistry#Highly Unstable Virus Food|Highly Unstable Virus Food]] || style=&amp;quot;color:#ff0000&amp;quot; | Causes heavy suffocation damage, while giving a small chance of heart attacks. Becomes even more lethal if the mob has more than 120 suffocation damage.||&amp;lt;span title=&amp;quot;Causes paralysis and heart attacks when the host is suffocating&amp;quot;&amp;gt;Stage Speed 8&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;Doubles the damage done by the symptom&amp;quot;&amp;gt;Transmission 8&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span title=&amp;quot;In my opinion, this is the worst symptom. Shit stats, low meme potential. 0/10. fuck you, alopecia.&amp;quot;&amp;gt;Alopecia&amp;lt;/span&amp;gt;&lt;br /&gt;
| 0 || 1 || 2 || 2 || 4 || [[Guide_to_chemistry#Unstable Mutagen|Unstable Mutagen]]/[[Guide_to_chemistry#Sucrose Agar|Sucrose Agar]] || style=&amp;quot;color:#0000ff&amp;quot; | Causes rapid hair loss.|| None&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span title=&amp;quot;The least overtly deadly of the three deadliest symptoms, but definitely the most fun- and also stealthy&amp;quot;&amp;gt;Alkali perspiration&amp;lt;/span&amp;gt;&lt;br /&gt;
| 2 || -2 || -2 || -2 || 9 || [[Guide_to_chemistry#Highly Unstable Virus Food|Highly Unstable Virus Food]] || style=&amp;quot;color:#ff0000&amp;quot;| Causes the affected mob to burst into flames periodically. Makes victims explode on contact with water.||&amp;lt;span title=&amp;quot;Doubles the intensity of the effect, but reduces its frequency&amp;quot;&amp;gt;Resistance 9&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;Increases explosion radius when the host is wet&amp;quot;&amp;gt;Stage Speed 8&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;Additionally synthesizes chlorine trifluoride and napalm inside the host&amp;quot;&amp;gt;Transmission 8&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span title=&amp;quot;Out of the three deadliest symptoms, probably crits the fastest. However, due to dealing brute damage and not stunning, it&#039;s inferior to ARDS. However, it has a somewhat hidden threshold (stealth 2, speed 12) that makes the victim become a zombie&amp;quot;&amp;gt;Autophageocytosis Necrosis&amp;lt;/span&amp;gt;&lt;br /&gt;
| -2 || -2 || 1 || -2 || 9 || [[Guide_to_chemistry#Highly Unstable Virus Food|Highly Unstable Virus Food]] || style=&amp;quot;color:#ff0000&amp;quot;| Causes the mob&#039;s cells to decay rapidly, causing brute damage, constant bleeding and elevated hunger. Thought to be a precursor to the active viral component of Romerol.||&amp;lt;span title=&amp;quot;Synthesizes Heparin and Lipolicide inside the host, causing increased bleeding and hunger&amp;quot;&amp;gt;Stage Speed 7&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;The symptom remains hidden until active&amp;quot;&amp;gt;Stealth 5&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span title=&amp;quot;A beneficial symptom in disguise, the 14 resistance threshold injects the bees and the host with one of the game&#039;s best healing chems. Careful, as bees still do one brute damage per sting.&amp;quot;&amp;gt;Bee Infestation&amp;lt;/span&amp;gt;&lt;br /&gt;
| -2 || 2 || 1 || 1 || 9 || [[Guide_to_chemistry#Highly Unstable Virus Food|Highly Unstable Virus Food]] || style=&amp;quot;color:#ff0000&amp;quot;| Infests the host&#039;s stomach with bees, causing minor toxin damage and bee-filled coughs.||&amp;lt;span title=&amp;quot;Host synthesizes honey instead of toxins, bees now sting with honey instead of toxin, healing and fattening the host and those nearby. Synthesizes insulin, making the host immune to hyperglycemic shock&amp;quot;&amp;gt;Resistance 14&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;The bees spawn with a random toxin, unless the resistance threshold is met&amp;quot;&amp;gt;Transmission 10&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span title=&amp;quot;the inferior version of ARDs. Don&#039;t use this as your active symptom unless desperate&amp;quot;&amp;gt;Choking&amp;lt;/span&amp;gt;&lt;br /&gt;
| -3 || -2 || -2 || -4 || 3 || [[Guide_to_chemistry#Unstable Mutagen|Unstable Mutagen]]/[[Guide_to_chemistry#Mutagenic Agar|Mutagenic Agar]] || style=&amp;quot;color:#ff0000&amp;quot;| Causes spikes of oxygen deprivation. Deals damage based on stage speed and stealth.||&amp;lt;span title=&amp;quot;Increases choking frequency&amp;quot;&amp;gt;Stage Speed 8&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;The symptom remains hidden until active&amp;quot;&amp;gt;Stealth 4&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Coughing&lt;br /&gt;
| -1 || 3 || 1 || 2 || 0 || [[Virus Food]]/[[Guide_to_chemistry#Virus Rations|Virus Rations]] || style=&amp;quot;color:#0000ff&amp;quot; | The hostcoughs occasionally||&amp;lt;span title=&amp;quot;The host drops items when coughing&amp;quot;&amp;gt;resistance 3&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;occasionally stuns the host&amp;quot;&amp;gt;Resistance 10&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;The host coughs more&amp;quot;&amp;gt;Stage Speed 6&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;symptom hidden till active&amp;quot;&amp;gt;Stealth 4&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span title=&amp;quot;Somewhat robust. A good symptom to add to a disease that has room for it&amp;quot;&amp;gt;Confusion&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 || -1 || -3 || 0 || 4 || [[Guide_to_chemistry#Unstable Mutagen|Unstable Mutagen]]/[[Guide_to_chemistry#Sucrose Agar|Sucrose Agar]] || style=&amp;quot;color:#ff0000&amp;quot;| Makes the affected mob be confused for short periods of time, making them walk in random directions.||&amp;lt;span title=&amp;quot;Causes brain damage over time&amp;quot;&amp;gt;Resistance 6&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;Increases confusion duration&amp;quot;&amp;gt;Transmission 6&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;The symptom remains hidden until active&amp;quot;&amp;gt;Stealth 4&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Deafness&lt;br /&gt;
| -1 || -2 || -1 || -3 || 4 || [[Guide_to_chemistry#Unstable Mutagen|Unstable Mutagen]]/[[Guide_to_chemistry#Sucrose Agar|Sucrose Agar]] || style=&amp;quot;color:#ff0000&amp;quot;| Causes intermittent loss of hearing.|| &amp;lt;span title=&amp;quot;Causes permanent deafness, instead of intermittent&amp;quot;&amp;gt;Resistance 9&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;The symptom remains hidden until active&amp;quot;&amp;gt;Stealth 4&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span title=&amp;quot;Chooses mutations from your already existing genome. it&#039;s... subpar.&amp;quot;&amp;gt;Deoxyribonucleic Acid Saboteur&amp;lt;/span&amp;gt;&lt;br /&gt;
| -2 || -3 || 0 || -3 || 6 || [[Plasma]]/[[Guide_to_chemistry#Virus Plasma|Virus Plasma]] || style=&amp;quot;color:#ff0000&amp;quot;| Gives a random disability. The disabilities are cured when the disease is cured.||&amp;lt;span title=&amp;quot;Increases mutation frequency&amp;quot;&amp;gt;Stage Speed 10&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;Mutations will be beneficial instead of malignant&amp;quot;&amp;gt;Stage Speed 14&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;Causes two harmful mutations at once&amp;quot;&amp;gt;Resistance 8&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;The mutations persist even if the virus is cured&amp;quot;&amp;gt;Stealth 5&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span title=&amp;quot;Heh. it makes lube, heh. Also a great stat symptom for beneficials&amp;quot;&amp;gt;Ducatopod&amp;lt;/span&amp;gt;&lt;br /&gt;
| -4 || -2 || 4 || 1 || 9 || [[Guide_to_chemistry#Highly Unstable Virus Food|Highly Unstable Virus Food]] || style=&amp;quot;color:#ff0000&amp;quot; | Causes the host to secrete industrial grade lubricant from their feet. ||&amp;lt;span title=&amp;quot;Doubles lube frequency&amp;quot;&amp;gt;Transmission 10&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;The host&#039;s feet turn into a pair of clown shoes.&amp;quot;&amp;gt;Resistance 12&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Eternal Youth&lt;br /&gt;
|3 || 4 || 4 || -4 || 5 || [[Plasma]]/[[Guide_to_chemistry#Weakened Virus Plasma|Weakened Virus Plasma]] || style=&amp;quot;color:#0000ff&amp;quot; | Makes you never physically older than young adulthood and prevents death by old age. !&amp;lt;span title=&amp;quot;it&#039;s... okay i guess. If personal diseases are your thing&amp;quot;&amp;gt;Should be used for buffing your disease.&amp;lt;/span&amp;gt;||None&lt;br /&gt;
|-&lt;br /&gt;
!Facial Hypertrichosis&lt;br /&gt;
| 0 || 3 || 2 || 1 || 4 || [[Guide_to_chemistry#Unstable Mutagen|Unstable Mutagen]]/[[Guide_to_chemistry#Sucrose Agar|Sucrose Agar]] || style=&amp;quot;color:#0000ff&amp;quot; | Makes you grow a massive beard, regardless of gender.||None&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span title=&amp;quot;One of the best stat symptoms, good on any virus. but NEUTER IT, it has a GIANT RED TEXT MESSAGE that will get you valided for sure&amp;quot;&amp;gt;Fever&amp;lt;/span&amp;gt;&lt;br /&gt;
|0 || 3 || 3 || 2 || 2 || [[Virus Food]] || style=&amp;quot;color:#ff0000&amp;quot;| Heats up your body. Will not reach damaging levels of heat unless resistance thresholds are met.||&amp;lt;span title=&amp;quot;Increases fever intensity, fever can overheat and harm the host&amp;quot;&amp;gt;Resistance 5&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;Further increases fever intensity&amp;quot;&amp;gt;Resistance 10&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Hallucigen&lt;br /&gt;
| 1 || -3 || -1 || -1 || 5 || [[Plasma]]/[[Guide_to_chemistry#Weakened Virus Plasma|Weakened Virus Plasma]] || style=&amp;quot;color:#ff0000&amp;quot;| Makes the affected mob have hallucinations for short periods of time. Available in [[Supply_crates#Virus_crate|Virus Crates]].||&amp;lt;span title=&amp;quot;Increases the amount of hallucinations&amp;quot;&amp;gt;Stage Speed 7&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;The virus mimics positive symptoms&amp;quot;&amp;gt;Stealth 2&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Headache&lt;br /&gt;
| -1 || 4 || 2 || 0 || 1 || [[Virus Food]]/[[Guide_to_chemistry#Virus Rations|Virus Rations]] || style=&amp;quot;color:#0000ff&amp;quot; | Displays an annoying message! Should be used for buffing your disease.||&amp;lt;span title=&amp;quot;Headaches will cause severe pain, that weakens the host&amp;quot;&amp;gt;Stage Speed 6&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;Headaches become less frequent but far more intense, preventing any action from the host&amp;quot;&amp;gt;Stage Speed 9&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;Reduces headache frequency until later stages&amp;quot;&amp;gt;Stealth 4&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span title=&amp;quot;A newer death symptom. very slow to kill, but kills fast when it does. &amp;quot;&amp;gt;Heart Disease&amp;lt;/span&amp;gt;&lt;br /&gt;
| 2 || 1 || -6 || -2 || 9 || [[Guide_to_chemistry#Highly Unstable Virus Food|Highly Unstable Virus Food]] || style=&amp;quot;color:#ff0000&amp;quot;| Causes the affected mob to have a heart attack. Usually takes a very long time to occur even after reaching stage 5, and provides a large bold red text warning.|| &amp;lt;span title=&amp;quot;The disease&#039;s warnings have small text, instead of large red text&amp;quot;&amp;gt;Stealth 2&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;Instead of having a heart attack, the host&#039;s heart will burst from their chest and attack!&amp;quot;&amp;gt;Transmission 10&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span title=&amp;quot;If you want a contagious disease, the stats and effect of this symptom make it nearly mandatory&amp;quot;&amp;gt;Inorganic Biology&amp;lt;/span&amp;gt;&lt;br /&gt;
| -1 || 4 || -2 || 3 || 5 || [[Plasma]]/[[Guide_to_chemistry#Virus Plasma|Weakened Virus Plasma]] || style=&amp;quot;color:#0000ff&amp;quot;| The virus becomes able to affect inorganic species, such as [[Golem]]s or [[Plasmamen]].|| None&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span title=&amp;quot;This symptom has some really fun uses if you get creative.&amp;quot;&amp;gt;Hyperperspiration&amp;lt;/span&amp;gt;&lt;br /&gt;
| 1 || -1 || 0 || -1 || 6 || [[Plasma]]/[[Guide_to_chemistry#Virus Plasma|Virus Plasma]] || style=&amp;quot;color:#0000ff&amp;quot;| Causes the host to sweat, lowering firestacks by a small amount and sometimes leaving a puddle of water.||&amp;lt;span title=&amp;quot;The host sweats like a fire extinguisher, spreading water and cleaner in a 2 tile radius&amp;quot;&amp;gt;Transmission 6&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;Heals toxin damage, and the host will sweat out all reagents in the same two tile radius as the previous threshold.&amp;quot;&amp;gt;Transmission 8&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Hyphema&lt;br /&gt;
| -1 || -3 || -4 || -2 || 5 || [[Plasma]]/[[Guide_to_chemistry#Weakened Virus Plasma|Weakened Virus Plasma]] || style=&amp;quot;color:#ff0000&amp;quot;| Inflicts eye damage over time. Causes blindness if left unchecked.||&amp;lt;span title=&amp;quot;Weakens extraocular muscles, eventually leading to complete detachment of the eyes&amp;quot;&amp;gt;Resistance 12&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;The symptom remains hidden until active&amp;quot;&amp;gt;Stealth 4&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span title=&amp;quot;I like using with hyperperspiration this to turn monkys to gorillas. very slowly, though.&amp;quot;&amp;gt;Irradiant Cells&amp;lt;/span&amp;gt;&lt;br /&gt;
| -1 || 2 || -1 || 2 || 8 || [[Guide_to_chemistry#Stable Uranium Gel|Stable Uranium Gel]] || style=&amp;quot;color:#ff0000&amp;quot;|The host&#039;s cells destabilize, causing them to become radioactive and take radiation damage||&amp;lt;span title=&amp;quot;The host spreads irradiation on top of taking radiation damage&amp;quot;&amp;gt;Transmission 12&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;The host takes radiation damage more frequently&amp;quot;&amp;gt;Stage Speed 8&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Itching &lt;br /&gt;
|0 || 3 || 3 || 1 || 1 || [[Virus Food]]/[[Guide_to_chemistry#Virus Rations|Virus Rations]] || style=&amp;quot;color:#0000ff&amp;quot; | Displays an annoying message. Should be used for buffing your disease. Can do slight brute damage if the stage speed threshold is met. ||&amp;lt;span title=&amp;quot;Increases frequency of itching&amp;quot;&amp;gt;Transmission 6&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;The host will scrath itself when itching, causing superficial damage&amp;quot;&amp;gt;Stage Speed 7&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Mind Restoration&lt;br /&gt;
| -1 || -2 || 1 || -3 || 5 || [[Plasma]]/[[Guide_to_chemistry#Virus Plasma|Virus Plasma]] || style=&amp;quot;color:#00aa00&amp;quot;| The virus strengthens the bonds between neurons, reducing the duration of any ailment of the mind. Heals brain damage, and can cure mild and heavy traumas if upgraded. || &amp;lt;span title=&amp;quot;Heals minor brain traumas&amp;quot;&amp;gt;Resistance 6&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;Heals severe brain traumas&amp;quot;&amp;gt;Resistance 9&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;Purges alcohol in the bloodstream&amp;quot;&amp;gt;Transmission 8&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Nano-symbiosis&lt;br /&gt;
| 0 || 2 || 2 || -1 || 7 || [[Guide_to_chemistry#Unstable Uranium Gel|Unstable Uranium Gel]] || style=&amp;quot;color:#0000ff&amp;quot; | The virus reacts to nanites in the host&#039;s bloodstream by enhancing their replication cycle.||&amp;lt;span title=&amp;quot;Increases the replication boost.&amp;quot;&amp;gt;Stage Speed 7&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;Increases the virus&#039; growth rate while nanites are present.&amp;quot;&amp;gt;Transmission 5&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span title=&amp;quot;Recently buffed, should now be actually useful&amp;quot;&amp;gt;Narcolepsy&amp;lt;/span&amp;gt;&lt;br /&gt;
| 1 || -2 || -3 || -2 || 6 || [[Plasma]]/[[Guide_to_chemistry#Virus Plasma|Virus Plasma]] || style=&amp;quot;color:#ff0000&amp;quot;| Makes the host drowsy and prone to falling asleep randomly.||&amp;lt;span title=&amp;quot;Also relaxes the muscles, weakening and slowing the host&amp;quot;&amp;gt;Transmission 7&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;Causes narcolepsy more often, increasing the chance of the host falling asleep&amp;quot;&amp;gt;Resistance 10&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span title=&amp;quot;Incredibly niche. Decent if you want to do romerol memes, though? the stats make it hard to work with.&amp;quot;&amp;gt;Necrotic Metabolism&amp;lt;/span&amp;gt;&lt;br /&gt;
| 2 || -2 || 1 || 0 || 5 || [[Plasma]]/[[Guide_to_chemistry#Virus Plasma|Weakened Virus Plasma]] || style=&amp;quot;color:#0000ff&amp;quot;| The virus becomes able to affect undead races, and continues to process even when the host dies. || None&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span title=&amp;quot;The lesser form of Autophageocytosis necrosis. it&#039;s okay in its own right, with the stamina damage threshold making it at least somewhat unique&amp;quot;&amp;gt;Necrotizing Fasciitis&amp;lt;/span&amp;gt;&lt;br /&gt;
| -3 || -4 || 0 || -4 || 6 || [[Plasma]]/[[Guide_to_chemistry#Virus Plasma|Virus Plasma]] || style=&amp;quot;color:#ff0000&amp;quot;| Causes brute damage over time. Fatal if left untreated.||&amp;lt;span title=&amp;quot;Host will bleed profusely during necrosis&amp;quot;&amp;gt;Resistance 7&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;Causes extreme pain to the host, dealing stamina damage twice that of the normal damage&amp;quot;&amp;gt;Transmission 8&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span title=&amp;quot;A decent damage symptom, especially with how difficult brain damage is to heal, and it&#039;s under level nine.&amp;quot;&amp;gt;Necropolis Seed&amp;lt;/span&amp;gt;&lt;br /&gt;
| 0 || 3 || -10 || -3 || 9 || [[Guide_to_chemistry#Highly Unstable Virus Food|Highly Unstable Virus Food]] || style=&amp;quot;color:#0000ff&amp;quot;| Makes the host do more damage with their punches, take less damage, and slows them down.|| &amp;lt;span title=&amp;quot;Gibs the host on death and drops a tendril chest. Creates tendrils around the host like an ancient goliath. Make the host fire and lava resistant.&amp;quot;&amp;gt;Stealth 8, Resistance 15, Resistance 20&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span title=&amp;quot;A decent damage symptom, especially with how difficult brain damage is to heal, and it&#039;s under level nine.&amp;quot;&amp;gt;Neural Decay&amp;lt;/span&amp;gt;&lt;br /&gt;
| 1 || -2 || -3 || -1 || 8 || [[Guide_to_chemistry#Stable Uranium Gel|Stable Uranium Gel]] || style=&amp;quot;color:#ff0000&amp;quot;|The host&#039;s brain begins to die, dealing high brain damage||&amp;lt;span title=&amp;quot;Doubles frequency of cell death&amp;quot;&amp;gt;Resistance 10&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span title=&amp;quot;Of the healsymptoms, this has the worst main side effect and the most niche heal- it&#039;s very good offensively&amp;quot;&amp;gt;Organic Flux Induction&amp;lt;/span&amp;gt;&lt;br /&gt;
| -2 || -1 || 0 || -2 || 6 || [[Plasma]]/[[Guide_to_chemistry#Virus Plasma|Virus Plasma]] || style=&amp;quot;color:#ff0000&amp;quot;| Causes EMPs on the host occasionally. Has a cell damage healing threshold.||&amp;lt;span title=&amp;quot;Quickly heals cell damage and mutations&amp;quot;&amp;gt;Stealth 4&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;EMPs now affect the area immediately around the host&amp;quot;&amp;gt;Transmission 8&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span title=&amp;quot;The second half of a clown plague. Heh. Analagous to coughing&amp;quot;&amp;gt;Pierrot&#039;s Throat&amp;lt;/span&amp;gt;&lt;br /&gt;
| -1 || 3 || 1 || 2 || 0 || [[Guide_to_chemistry#Anomalous Virus Food|Anomalous Virus Food]] || style=&amp;quot;color:#00aa00&amp;quot;| The host honks occasionally||&amp;lt;span title=&amp;quot;The host occasionally spreads the disease by honking&amp;quot;&amp;gt;Transmission 10&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;The host grows a clown mask&amp;quot;&amp;gt;Resistance 10&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;The host becomes clumsy, like a clown&amp;quot;&amp;gt;Resistance 15&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span title=&amp;quot;TETSUOOOO&amp;quot;&amp;gt;Pituitary Disruption&amp;lt;/span&amp;gt;&lt;br /&gt;
| -3 || -2 || 1 || -2 || 7 || [[Guide_to_chemistry#Unstable Uranium Gel|Unstable Uranium Gel]] || style=&amp;quot;color:#0000ff&amp;quot;| Causes the host to grow, with size scaling with stage speed. Has brute healing thresholds.||&amp;lt;span title=&amp;quot;Passively heals brute damage, but causes occasional expulsion of benign teratomas&amp;quot;&amp;gt;Stage Speed 8&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;Quadruples healing speed, but slowly kills the host with cellular damage. Teratomas become more advanced&amp;quot;&amp;gt;Stage Speed 12&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span title=&amp;quot;Hey, we ported it, and still have revitiligo too!&amp;quot;&amp;gt;Polyvitiligo&amp;lt;/span&amp;gt;&lt;br /&gt;
| 0 || 1 || 2 || 2 || 4 || [[Guide_to_chemistry#Unstable Mutagen|Unstable Mutagen]]/[[Guide_to_chemistry#Sucrose Agar|Sucrose Agar]] || style=&amp;quot;color:#00aa00&amp;quot;| The host changes color randomly.||None&lt;br /&gt;
|-&lt;br /&gt;
!Regenerative Coma&lt;br /&gt;
| 0 || 2 || -3 || -2 || 8 || [[Guide_to_chemistry#Stable Uranium Gel|Stable Uranium Gel]] || style=&amp;quot;color:#00aa00&amp;quot;| Causes the host to fall into a death-like coma when heavily damaged, then rapidly cures their wounds.||&amp;lt;span title=&amp;quot;Host appears to die when falling into a coma&amp;quot;&amp;gt;Stealth 2&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;Stabilizes the host when in a critical condition&amp;quot;&amp;gt;Resistance 4&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;Increases healing speed&amp;quot;&amp;gt;Stage Speed 7&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Revitiligo&lt;br /&gt;
| 1 || 2 || 1 || 2 || 5 || [[Plasma]]/[[Guide_to_chemistry#Weakened Virus Plasma|Weakened Virus Plasma]] || style=&amp;quot;color:#0000ff&amp;quot; | Makes the host black. Every virologist&#039;s first joke plague. &amp;lt;span title=&amp;quot;But unlike /tg/, we didnt just up and remove it!&amp;quot;&amp;gt;No one finds it funny anymore.&amp;lt;/span&amp;gt;||None&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span title=&amp;quot;My favorite stat symptom. It makes you valid but I never neuter it.&amp;quot;&amp;gt;SBG Syndrome&amp;lt;/span&amp;gt;&lt;br /&gt;
|0 || 3 || 3 || 1 || 0 || [[Guide_to_chemistry#Anomalous Virus Food|Anomalous Virus Food]] || style=&amp;quot;color:#0000ff&amp;quot; | Makes cockroaches crawl from the user&#039;s face, and looks very scary to people with medhuds. Should be used for buffing your disease. ||&amp;lt;span title=&amp;quot;The host will create more roaches&amp;quot;&amp;gt;Transmission 8&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;The host will spawn 1-5 roaches on death&amp;quot;&amp;gt;Stage Speed 8&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Self-Respiration&lt;br /&gt;
| 1 || -3 || -3 || -4 || 6 || [[Plasma]]/[[Guide_to_chemistry#Virus Plasma|Virus Plasma]] || style=&amp;quot;color:#00aa00&amp;quot;| Quickly heals oxygen damage, negating the need for air. Causes occasional farting, which spreads miasma.|| &amp;lt;span title=&amp;quot;Additionally regenerates lost blood&amp;quot;&amp;gt;Resistance 8&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Sensory Restoration&lt;br /&gt;
| 0 || 1 || -2 || 2 || 4 || [[Guide_to_chemistry#Unstable Mutagen|Unstable Mutagen]]/[[Guide_to_chemistry#Sucrose Agar|Sucrose Agar]] || style=&amp;quot;color:#00aa00&amp;quot;| Restores mob&#039;s senses by fixing eye and ear damage and curing hallucinations.||None&lt;br /&gt;
|-&lt;br /&gt;
!Shivering&lt;br /&gt;
|0 || 2 || 2 || 2 || 2 || [[Virus Food]] || style=&amp;quot;color:#ff0000&amp;quot;| Cools down your body. Won&#039;t reach damaging levels unless thresholds are met.||&amp;lt;span title=&amp;quot;Increases cooling speed; the host can fall below safe temperature levels&amp;quot;&amp;gt;Stage Speed 5&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;Further increases cooling speed&amp;quot;&amp;gt;Stage Speed 10&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Silicolysis&lt;br /&gt;
| 0 || 4 || -1 || 1 || 7 || [[Guide_to_chemistry#Unstable Uranium Gel|Unstable Uranium Gel]] || style=&amp;quot;color:#0000ff&amp;quot; | The virus reacts to nanites in the host&#039;s bloodstream by attacking and consuming them.||&amp;lt;span title=&amp;quot;Increases the virus&#039; growth rate while nanites are present.&amp;quot;&amp;gt;Stage Speed 5&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;Severely increases the rate at which the nanites are destroyed.&amp;quot;&amp;gt;Resistance 7&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span title=&amp;quot;The symptom with the highest transmission, and a starter symptom at that.&amp;quot;&amp;gt;Sneezing&amp;lt;/span&amp;gt;&lt;br /&gt;
| -2 || 3 || 0 || 4 || 1 || [[Virus Food]]/[[Guide_to_chemistry#Virus Rations|Virus Rations]] || style=&amp;quot;color:#0000ff&amp;quot; | Causes the mob to occasionally sneeze.||&amp;lt;span title=&amp;quot;The symptom remains hidden until active&amp;quot;&amp;gt;Stealth 4&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Spontaneous Combustion&lt;br /&gt;
| 1 || -2 || -3 || -3 || 6 || [[Plasma]]/[[Guide_to_chemistry#Virus Plasma|Virus Plasma]] || style=&amp;quot;color:#ff0000&amp;quot; | Sets your body on fire periodically, with amount of stacks based on stage speed, minus stealth. Fire intensity is doubled if the host is fat.||&amp;lt;span title=&amp;quot;Increases the intensity of the flames&amp;quot;&amp;gt;Stage Speed 4&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;Further increases flame intensity&amp;quot;&amp;gt;Stage Speed 8&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;Host will spread the virus through skin flakes when bursting into flame&amp;quot;&amp;gt;Transmission 8&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;The symptom remains hidden until active&amp;quot;&amp;gt;Stealth 4&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Thermal Retrostable Displacement&lt;br /&gt;
| 0 || 2 || -2 || -3 || 8 || [[Guide_to_chemistry#Stable Uranium Gel|Stable Uranium Gel]] || style=&amp;quot;color:#00aa00&amp;quot;| If the host gets too hot or too cold, they will teleport to a location where they were at a safe temperature previously. The temperature the area is NOW doesn&#039;t matter, though. Has burn healing thresholds.||&amp;lt;span title=&amp;quot;The symptom works on a smaller scale, effectively healing burn damage, and causing the effect if the host takes over 75 burn damage.&amp;quot;&amp;gt;Resistance 8&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;The effect now works on a hair trigger, having lowered thresholds for teleportation. If the burn healing threshold is met, the speed is doubled&amp;quot;&amp;gt;Transmission 8&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span title=&amp;quot;secretly robust as fuck, makes a virus incredibly hard to cure.&amp;quot;&amp;gt;Toxolysis&amp;lt;/span&amp;gt;&lt;br /&gt;
| 0 || -2 || 2 || -2 || 7 || [[Guide_to_chemistry#Unstable Uranium Gel|Unstable Uranium Gel]] || style=&amp;quot;color:#0000ff&amp;quot;| Purges all chemicals at a fast rate from the bloodstream.||&amp;lt;span title=&amp;quot;Increases chem removal speed&amp;quot;&amp;gt;Resistance 7&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;Consumed chemicals nourish the host&amp;quot;&amp;gt;Stage Speed 6&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span title=&amp;quot;Your gateway to a single target disease.&amp;quot;&amp;gt;Viral Aggressive Metabolism&amp;lt;/span&amp;gt;&lt;br /&gt;
| 1 || -4 || 3 || -3 || 3 || [[Guide_to_chemistry#Unstable Mutagen|Unstable Mutagen]]/[[Guide_to_chemistry#Mutagenic Agar|Mutagenic Agar]] || style=&amp;quot;color:#00aa00&amp;quot;| The disease starts at level 5, but cures itself over time||&amp;lt;span title=&amp;quot;The virus cures itself half as fast&amp;quot;&amp;gt;Stealth 4&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span title=&amp;quot;Despite the high transmission, this is actually usually the first of the three high-transmission stats to be dropped on an unorthodox disease, due to the low resistance&amp;quot;&amp;gt;Viral Evolutionary Acceleration&amp;lt;/span&amp;gt;&lt;br /&gt;
| -2 || -3 || 5 || 3 || 3 || [[Guide_to_chemistry#Unstable Mutagen|Unstable Mutagen]]/[[Guide_to_chemistry#Mutagenic Agar|Mutagenic Agar]] || style=&amp;quot;color:#00aa00&amp;quot;| No effects other than its stats, which are quite useful. You&#039;ll typically have at least one of this and Viral Self-Adaptation in your disease.||None&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span title=&amp;quot;Despite what it may claim, this symptom has a transmission score of zero- it&#039;s pretty good if your disease needs to meet a resistance threshold&amp;quot;&amp;gt;Viral Self-Adaptation&amp;lt;/span&amp;gt;&lt;br /&gt;
| 3 || 5 || -3 || 0 || 3 || [[Guide_to_chemistry#Unstable Mutagen|Unstable Mutagen]]/[[Guide_to_chemistry#Mutagenic Agar|Mutagenic Agar]] || style=&amp;quot;color:#00aa00&amp;quot;|No effects other than its stats, which are quite useful. You&#039;ll typically have at least one of this and Viral Evolutionary Acceleration in your disease.||None&lt;br /&gt;
|-&lt;br /&gt;
!Vitiligo&lt;br /&gt;
| 2 || 0 || 3 || 1 || 5 || [[Plasma]]/[[Guide_to_chemistry#Weakened Virus Plasma|Weakened Virus Plasma]] || style=&amp;quot;color:#0000ff&amp;quot;| Makes the mob lose skin pigmentation.||None&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span title=&amp;quot;A bit impractical, but it can be fun if you dont want to hurt the station as a traitor&amp;quot;&amp;gt;Voice Change&amp;lt;/span&amp;gt;&lt;br /&gt;
| -1 || -2 || -2 || 2 || 6 || [[Plasma]]/[[Guide_to_chemistry#Virus Plasma|Virus Plasma]] || style=&amp;quot;color:#ff0000&amp;quot;| Changes the voice of the affected mob. Causing confusion in communication. Available in [[Supply_crates#Virus_crate|Virus Crates]].||&amp;lt;span title=&amp;quot;The host&#039;s language center of the brain is damaged, leading to complete inability to speak or understand any language, permanently. Even after cured.&amp;quot;&amp;gt;Transmission 14&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;Changes voice more often&amp;quot;&amp;gt;Stage Speed 7&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;The symptom remains hidden until active&amp;quot;&amp;gt;Stealth 3&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Vomiting&lt;br /&gt;
| -2 || 1 || 0 || 2 || 3 || [[Guide_to_chemistry#Unstable Mutagen|Unstable Mutagen]]/[[Guide_to_chemistry#Mutagenic Agar|Mutagenic Agar]] || style=&amp;quot;color:#ff0000&amp;quot;| Forces the affected mob to vomit! Makes the affected mob lose nutrition and heal toxin damage. Vomit can transmit the virus to people stepping on it.||&amp;lt;span title=&amp;quot;Host will vomit blood, causing internal damage&amp;quot;&amp;gt;Resistance 7&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;Host will projectile vomit, increasing vomiting range&amp;quot;&amp;gt;Transmission 7&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;The symptom remains hidden until active&amp;quot;&amp;gt;Stealth 4&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Weight Loss&lt;br /&gt;
| -2 || 2 || -2 || 1 || 3 || [[Guide_to_chemistry#Unstable Mutagen|Unstable Mutagen]]/[[Guide_to_chemistry#Mutagenic Agar|Mutagenic Agar]] || style=&amp;quot;color:#ff0000&amp;quot;| The virus mutates the host&#039;s metabolism, making it almost unable to gain nutrition from food. ||&amp;lt;span title=&amp;quot;The symptom is less noticeable&amp;quot;&amp;gt;Stealth 4&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span title=&amp;quot;Mostly a fun wizard plague. Doesn&#039;t have much practical use, analagous to Voice Change&amp;quot;&amp;gt;Wizarditis&amp;lt;/span&amp;gt;&lt;br /&gt;
| 1 || -2 || -3 || -1 || 0 || [[Guide_to_chemistry#Anomalous Virus Food|Anomalous Virus Food]] || style=&amp;quot;color:#00aa00&amp;quot;| The host believes themselves to be a wizard ||&amp;lt;span title=&amp;quot;The host may occasionally teleport around!&amp;quot;&amp;gt;Transmission 14&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;The host grows a set of wizard robes&amp;quot;&amp;gt;Stage Speed 7&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===General Tips===&lt;br /&gt;
&lt;br /&gt;
* You can get plasma and uranium from the medical autolathe if mining has picked it up. No need to waste time going to the ORM.&lt;br /&gt;
* The clown will typically be happy to give you his canned laughter for Anomalous Virus Food&lt;br /&gt;
* Never make sucrine agar unless you absolutely need a level four symptom for some ungodly reason&lt;br /&gt;
* If you wear the biosuit, you&#039;re an idiot. The only time you need to wear that is when working with patients or monkeys, and it slows you down. If you release a disease as a traitor, you should have immunized yourself beforehand- a biosuit sticks out like a sore thumb&lt;br /&gt;
*&#039;&#039;&#039;ALWAYS make your diseases beforehand. Have a recipe ready to work with any given symptom. This is the MOST IMPORTANT part of being good at virology.&#039;&#039;&#039; &lt;br /&gt;
* Never use pure mutagen or pure plasma. Always make virus chems, it doubles your efficiency.&lt;br /&gt;
*If you want to kill a single person instead of the whole station, use chemicals instead of viruses- they&#039;re more effective than a single-host virus. Unless you rolled Bee Infection- release a resistance 14 bee plague , and inject your mark with mint toxin a few minutes later!&lt;br /&gt;
*Single person oriented beneficial diseases are superior to beneficial diseases with high transmission, as they can have higher stats without worrying about transmission. Unless you&#039;re a Plasmaman.&lt;br /&gt;
*Stealth below 2 is useless. Stealth above 2 is largely unecessary unless you need to meet a threshold or you don&#039;t want to be valided- If you neuter your symptoms properly, your disease will not be noticed by anyone other than doctors with medhuds. &lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span title=&amp;quot;Neutered Fever, Neutered Sneezing, Inorganic Biology, Viral Evolutionary Acceleration, Revitiligo, Necrotizing Fasciitis. That was my first truly engineered death plague, and it&#039;s a pun to boot!&amp;quot;&amp;gt;The Black Death&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
Being a traitor virologist allows you to finally come out of your shell and release those negative recipes you&#039;ve been aching to test, and put those level nine symptoms to the true test! &lt;br /&gt;
&lt;br /&gt;
* Sabotaging the Pandemic is usually a good idea, as it can create a vaccine for a cured virus which is cheap and easy to distribute, even if the virus is extremely resistant.&lt;br /&gt;
* Sabotaging the holodeck computer is also a good idea because its Emergency Medical simulation also contains a Pandemic.&lt;br /&gt;
* Sabotaging chemistry can stop them from making most of the chems that can cure viruses.&lt;br /&gt;
* A dropper works as a 1-5 unit hypospray when used on a target not wearing any eye protection.&lt;br /&gt;
* An infected monkey in medbay is another easy way to spread a disease&lt;br /&gt;
* Immunize yourself before releasing your death plague! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Kerbin Fiber</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Infections&amp;diff=31295</id>
		<title>Infections</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Infections&amp;diff=31295"/>
		<updated>2020-03-06T20:09:10Z</updated>

		<summary type="html">&lt;p&gt;Kerbin Fiber: /* Symptoms Table */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are many diseases that can affect you in space! The following will come in handy for [[virologist]]s, [[traitor]]s, or any unfortunate soul who&#039;s come down with a case of brain rot.&lt;br /&gt;
&lt;br /&gt;
==[[virologist|Virology]] 101==&lt;br /&gt;
[[File:Virology.png|500px|thumb|alt=Virology|link=http://puu.sh/3EFaf.png|[[Virology]] is sealed from the rest of the station. You are not on the disposals network, nor do you share the same atmos system]]&lt;br /&gt;
&lt;br /&gt;
The first, and most important way to prevent 99% of infections, is proper hazard wear, and knowing how to keep the infection from spreading.&lt;br /&gt;
&lt;br /&gt;
===The Clothes===&lt;br /&gt;
The following will protect you, from the dangerous infections of space, each giving more and more (till total) protection against infection:&lt;br /&gt;
* Level-3 [[Bio Hood]]&lt;br /&gt;
* Level-3 [[Bio Suit]]&lt;br /&gt;
* Jumpsuit (virologist, CMO, geneticist, chemist, doctor, nurse suit, scrubs, Research Director)&lt;br /&gt;
* [[Latex Gloves]]&lt;br /&gt;
* Sterile mask&lt;br /&gt;
* [[Shoes]] (White shoes and [[Galoshes]] are the best)&lt;br /&gt;
* Private (clean) [[Internals]]&lt;br /&gt;
&lt;br /&gt;
===Isolation===&lt;br /&gt;
If you or another crew member is infected, do not spread the infection further. Seek the isolation bay of the medical wing, or head to a room no one will enter but yourself and other infected.&lt;br /&gt;
&lt;br /&gt;
===Sterilization===&lt;br /&gt;
Cleaning blood spills from the ground will prevent contact contamination, make sure blood is cleaned from the floor at all time. Any blood splatter out there could hold a dreaded space infection. Contact a [[janitor]] if you see blood on the floor, do not interact with the blood if you suspect possible infection chance. Any object or floor that has infected blood on it can infect anyone who handles or touches it.&lt;br /&gt;
&lt;br /&gt;
===Methods of Infection===&lt;br /&gt;
The following are the various ways a disease can spread, keep this in mind at all times:&lt;br /&gt;
* Airborne - The most dangerous and quick spreading, if you are anywhere within the breathing area of the infected crew member, you have a chance to be infected.&lt;br /&gt;
* Direct Contact - Requires you to touch, been touched, or be extremely close to the source of the infection. The infection will be spread by the skin and bodily fluids of an infected person, but will not survive long in the air.&lt;br /&gt;
* Blood - The infection will be spread by the bodily fluids of the infected person.&lt;br /&gt;
* Special - The disease is not normally contagious and the affected crewman has been infected by a non-human vector source. You can work with the infected without risk yourself unless they expose you to the same vector source that infected them.&lt;br /&gt;
&lt;br /&gt;
===Curing an infection===&lt;br /&gt;
Every infection is vulnerable to one substance (or combination of two). To find it, you can put an infected blood sample in the PanD.E.M.I.C 2200 machine or use a health analyzer on an infected patient. Administering the substance to the patient (may require multiple injections) should cure  him. Alternatively, if you have produced a vaccine, a simple injection should cure the patient.&lt;br /&gt;
&lt;br /&gt;
===[[File:Pandm.gif|64px]]PanD.E.M.I.C 2200===&lt;br /&gt;
This machine creates vaccines from the blood of people who have been cured.&lt;br /&gt;
&lt;br /&gt;
Use:&lt;br /&gt;
# Take a blood sample with a syringe.&lt;br /&gt;
# Place sample into a beaker or bottle.&lt;br /&gt;
# Load beaker into machine.&lt;br /&gt;
# Select vaccine you wish to have.&lt;br /&gt;
# Take vaccine bottle it produces.&lt;br /&gt;
&lt;br /&gt;
Additional uses:&lt;br /&gt;
* Reveals the cure to any infected blood sample without needing to inject a living creature.&lt;br /&gt;
&lt;br /&gt;
==Infection Listings==&lt;br /&gt;
Thankfully, humanity has managed to cure and eliminate almost all of the diseases that plagued its infancy. However, the vast reaches of space have been found to harbor new illnesses that can affect the unprepared staff on Nanotrasen research stations.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;background-color:#EAFDE6&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! Disease Name || Vector Name || Source || Description || Spread || Cure &lt;br /&gt;
|-&lt;br /&gt;
| Alien Parasite || Xenomorph || [[Alien]] rape || A facehugger has implanted an embryo inside of the body of the victim, which will grow until it kills and destroys the body while spawning a [[Aliens#Larva|larva]]. || Special || [[Surgery]]&lt;br /&gt;
|-&lt;br /&gt;
| Zombie Infection || Romerol || [[Syndicate_Items#Romerol|Syndicate Uplink]] ||  A rare infection, which lies dormant in the victim. If the victim dies before it is cured, it will rise as an aggressive [[Guide_to_races#Romerol_Zombies|zombie]], who will then transfer the infection to anyone it manages to scratch. The infection consists in a tumor located inside the head. || Special || [[Surgery]]&lt;br /&gt;
|-&lt;br /&gt;
| Brain Rot || Cryptococcus Cosmosis || Virus crate, random events || An infection that causes mental degradation. || Contact || [[Mannitol]]&lt;br /&gt;
|-&lt;br /&gt;
| Cold || XY-Rhinovirus || Virology, random events || Still around since the dawn of man, this disease is relatively harmless, causing fatigue and a runny nose. Will progress to the Flu when untreated. || Airborne || Rest and [[Spaceacillin]]&lt;br /&gt;
|-&lt;br /&gt;
| Cold 9 || ICE9-Rhinovirus || Admin fuckery || A rare disease that will progressively lower the victim&#039;s body [[temperature]] in addition to respiratory symptoms. || Contact || [[Spaceacillin]] &lt;br /&gt;
|-&lt;br /&gt;
| Flu || H13N1 Flu Viron || Virology, random events || A common illness, causes fatigue, high fever, and muscle toxicity. Rarely fatal, quickly spread. || Airborne || [[Spaceacillin]]&lt;br /&gt;
|-&lt;br /&gt;
| Anxiety || Excess Lepidopticides || Virus crate || Will cause feelings of anxiety and cause the victim to cough butterflies. || Contact || [[Ethanol]]&lt;br /&gt;
|-&lt;br /&gt;
| GBS || Gravitokinetic Bipotential SADS+ || Admin fuckery || An extremely dangerous illness caused by contagious micro-singularities that will cause the human body to be torn apart from the inside. The initial phase begins in the lungs and mimics flu symptoms. || Contact || Sulfur and [[Synaptizine]] &lt;br /&gt;
|-&lt;br /&gt;
| Jungle Fever || Kongey Vibrion M-909 || Admin fuckery || One of the most feared diseases in the galaxy, this is a disease carried by primates. A single bite or scratch is enough to fully infect a human. The result is spontaneous genetic reversion, and the affected individual will also become a monkey. || Special || Bananas, [[Death Squad]] &lt;br /&gt;
|-&lt;br /&gt;
| Magnitis || Fukkos Miracos || Virus crate, random events ||  An infection of magnetic bacteria that build up in the body. As the disease progresses any metallic items not bolted down near the infected person will be pulled toward them, even objects as large as canisters. Ingested iron will draw the bacteria to it and allow them to be excreted normally. || Contact || [[Iron]]&lt;br /&gt;
|-&lt;br /&gt;
| Pierrot&#039;s Throat || H0NI&amp;lt;42 Virus || Virus crate, random events || A brain disease that was brought back with the original explorers of Clown Planet that damages the basal ganglia, victims will have an uncontrollable urge to HONK. || Airborne || Bananas &lt;br /&gt;
|-&lt;br /&gt;
| Retrovirus || N/A || Admin fuckery || A DNA-altering retrovirus that will constantly mutate the genetic code of the host. Symptoms vary wildly from blindness to incredible fits of strength and green skin. || Contact || Rest or [[Mutadone]] &lt;br /&gt;
|-&lt;br /&gt;
| Space Retrovirus || S4E1 Retrovirus || Random events || A DNA-altering retrovirus that will copy the DNA of the first infected and apply it to every other infected. || Contact || Mutadone&lt;br /&gt;
|-&lt;br /&gt;
| Robotic Transformation || R2D2 Nanomachines || Roburgers, odd pizzas || A rare infection that slowly transforms the infected into a cyborg. || Special || Copper&lt;br /&gt;
|-&lt;br /&gt;
| Spanish Flu || 1nqu1s1t10n Flu Viron || Admin fuckery ||  A rare and deadly form of flu that causes an incredibly high fever. Those infected will die of internal burns without treatment or religious conversion. || Airborne || [[Spaceacillin]]&lt;br /&gt;
|-&lt;br /&gt;
| Wizarditis || Rincewindus Vulgaris || Hacked MagiVend || A rare illness, causes spontaneous robe growth, randomly speaking incantations, and finally random teleportation. || Airborne || [[Guide to food and drinks#The Manly Dorf|Manly Dorf]]&lt;br /&gt;
|-&lt;br /&gt;
| Xenomorphic Transformation || Rip-LEY Alien Microbes || Admin fuckery || A rare infection caused by xeno-microbes, changing the infected&#039;s DNA to that of a [[Aliens|xenomorph]]. Symptoms include severe pain and progressive insanity.  || Special || [[Glycerol]] and [[Spaceacillin]]&lt;br /&gt;
|-&lt;br /&gt;
| Heart Disease || N/A || Random event || The game categorizes it as a virus, and it progresses in stages, like a virus, so it&#039;s listed here.|| N/A || [[Guide to chemistry#Corazone|Corazone]], Electric Shocks, [[Surgery#Organ Manipulation|Heart Replacement Surgery]]&lt;br /&gt;
|-&lt;br /&gt;
| Fungal Tuberculosis || Fungal Tubercle bacillus Cosmosis || [[Syndicate_Items#Fungal_Tuberculosis_Grenade|Nuke Ops Uplink]], Strange Seeds || A rare highly transmittable virulent virus. Few samples exist, rumoured to be carefully grown and cultured by [[Nuclear Operative|clandestine]] [[Syndicate|bio-weapon specialists]]. Causes fever, vomiting, lung damage, weight loss, and fatigue.  || Airborne || [[Salbutamol]] and [[Spaceacillin]]&lt;br /&gt;
|-&lt;br /&gt;
| Gondola Transformation || Tranquility || Raw Gondola meat || Consuming the flesh of a Gondola comes at a terrible price. Produces [[Guide to chemistry#Pax|Pax]] within the victims body resulting in pacifism, lessened motor control of the arms, and eventually turning the victim into a Gondola. || Special || [[Condensed Capsaicin]] &lt;br /&gt;
|}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
=Advanced Diseases=&lt;br /&gt;
You are able to create your own advance disease with different symptoms, which will have buffs, debuffs and bonuses!&lt;br /&gt;
&lt;br /&gt;
You will start out with two advance diseases, the cold and the flu. The cold will have the sneeze symptom and the flu will have the cough symptom.&lt;br /&gt;
They have almost no effect if they infect people, but you need them to acquire more symptoms.&lt;br /&gt;
&lt;br /&gt;
The Pandemic can create culture bottles (basically copies) of existing viruses, so you won&#039;t run out while experimenting.&lt;br /&gt;
&lt;br /&gt;
==Modifying Symptoms==&lt;br /&gt;
To obtain a new symptom you need to mutate an existing virus. This involves adding a chemical to the virus, which will generate a new symptom. Rarer and harder to acquire chemicals will yield more potent symptoms. You will start with enough chemicals to create a powerful disease, as long as you use them carefully. You can also insert an isolated symptom into your main virus, by moving 1 unit of the isolated culture to the main mix with a dropper. It will not work every time and may need to be repeated a few times. &lt;br /&gt;
&lt;br /&gt;
====Basic chemicals====&lt;br /&gt;
These are the basic chemicals for virus mutation. These can be added to a culture to gain a symptom from a large pool- but it&#039;s about half as efficient as mixing [[Guide_to_chemistry#Virology_Recipes|advanced chemicals]]. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Virus Food]]&#039;&#039;&#039;: You can make virus food with Water and Milk. Virology lab has its own Virus Food Dispenser. Mixing this with a disease will give that disease a symptom of level 1 to 2. Pure virus food is the only way to get level 2 symptoms, so, unlike plasma and mutagen, it is useful alone. &lt;br /&gt;
* &#039;&#039;&#039;[[Unstable Mutagen]]&#039;&#039;&#039;: You can use mutagen to mutate your disease and give it a symptom of level 2 to 4. Virology starts with a 30u bottle of mutagen.&lt;br /&gt;
* &#039;&#039;&#039;[[Plasma|Liquid Plasma]]&#039;&#039;&#039;: Plasma can be used to mutate your disease to give it a symptom of level 4 to 6. Plasma in liquid form is generally in very limited supply, unless mining and chemistry cooperates with you. Virology starts with a 30u bottle of liquid plasma, and in some station layouts with extra plasma bars.&lt;br /&gt;
&lt;br /&gt;
====[[Guide_to_chemistry#Virology_Recipes|Advanced Chemicals]]====&lt;br /&gt;
Using these will allow you to both save time and resources when trying to acquire the symptoms you want.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Guide_to_chemistry#Anomalous Virus Food|Anomalous Virus Food]]&#039;&#039;&#039;: Anomalous Virus Food can be used to mutate your disease and give it a level 0 symptom. It is made by combining pure Laughter with virus food. Level 0 symptoms tend to be statistically similar to other symptoms, but have an unusual effect- good for gimmicks!&lt;br /&gt;
* &#039;&#039;&#039;[[Guide_to_chemistry#Virus Rations|Virus rations]]&#039;&#039;&#039;: Virus rations can be used to mutate your disease and give it a level 1 symptom. It is made by depleting Virus food with Synaptizine. Level 1 symptoms almost universally boost stats, but have very little effect. Level 2 symptoms tend to be a bit better, so it&#039;s wise to leave virus food as-is.&lt;br /&gt;
* &#039;&#039;&#039;[[Guide_to_chemistry#Mutagenic Agar|Mutagenic Agar]]&#039;&#039;&#039;: Mutagenic agar can be used to mutate your disease to give it a level 3 symptom. It is made by mixing Unstable mutagen and virus food together. Level three symptoms tend to be either decent stat-boosters, or subpar active symptoms.&lt;br /&gt;
* &#039;&#039;&#039;[[Guide_to_chemistry#Sucrose Agar|Sucrose Agar]]&#039;&#039;&#039;: Sucrose agar can be used to mutate your disease to give it a level 4 symptom. It is made by mixing Sugar or Saline Glucose Solution and Mutagenic agar together. Level four symptoms are quite weak, so there is very little point to mixing this.&lt;br /&gt;
* &#039;&#039;&#039;[[Guide_to_chemistry#Weakened Virus Plasma|Weakened Virus Plasma]]&#039;&#039;&#039;: Weakened virus plasma can be used to mutate your disease and give it a level 5 symptom. It is made by weakening virus plasma using Synaptizine. Level 5 symptoms tend to be some of the strongest stat symptoms&lt;br /&gt;
* &#039;&#039;&#039;[[Guide_to_chemistry#Virus Plasma|Virus Plasma]]&#039;&#039;&#039;: Virus plasma can be used to mutate your disease and give it a level 6 symptom. It is made by mixing liquid plasma with virus food. Level 6 symptoms are the strongest active symptoms available without uranium or Highly Unstable Virus Food&lt;br /&gt;
* &#039;&#039;&#039;[[Guide_to_chemistry#Highly Unstable Virus Food|Advanced Virus Food]]&#039;&#039;&#039;: Highly Unstable Virus Food can be used to mutate your disease and give it a level 9 symptom. You only get one unit, which is inert until a single uranium sheet&#039;s worth of uranium is added, but every single level nine symptom is powerful in its own way. The symptom you get will likely define the disease you make on any given round&lt;br /&gt;
====Uranium Gels====&lt;br /&gt;
These chemicals require large quantities of liquid uranium (obtained by grinding uranium bars). You&#039;ll require the help of mining to make these.&lt;br /&gt;
* &#039;&#039;&#039;[[Guide_to_chemistry#Decaying Uranium Gel|Decaying Uranium Gel]]&#039;&#039;&#039;: Decaying Uranium Gel can be used to mutate your disease and give it a level 6 or 7 symptom. It is made by combining 1 virus food with 1 liquid Uranium. Efficient compared to Unstable gel, but slower to use.&lt;br /&gt;
* &#039;&#039;&#039;[[Guide_to_chemistry#Unstable Uranium Gel|Unstable Uranium Gel]]&#039;&#039;&#039;: Unstable Uranium Gel can be used to mutate your disease and give it a level 7 symptom. It is made by combining 1 virus plasma with 5 liquid Uranium. Level 7 symptoms contain potent stat symptoms, and several esoteric symptoms. &lt;br /&gt;
* &#039;&#039;&#039;[[Guide_to_chemistry#Stable Uranium Gel|Stable Uranium Gel]]&#039;&#039;&#039;: Stable Uranium Gel can be used to mutate your disease and give it a level 8 symptom. It is made by combining 1 plasma with 10 parts liquid Uranium and 10 parts liquid silver or gold. Level 8 symptoms contain some of the most potent healing symptoms, as well as some very difficult to deal with deadly symptoms.&lt;br /&gt;
&lt;br /&gt;
====[[Guide_to_chemistry#Synaptizine|Synaptizine]]====&lt;br /&gt;
Synaptizine, aside from being a base chemical, will remove one random symptom to any virus it comes in contact with. It&#039;s important if you intend to isolate a specific symptom. For example, if you mutate your Cold virus and it acquires the Toxic Filter symptom, you can try and add synaptizine to it to create a virus which only has the Toxic Filter symptom.&lt;br /&gt;
&lt;br /&gt;
====[[Guide_to_chemistry#Formaldehyde|Formaldehyde]]====&lt;br /&gt;
Formaldehyde will neuter one random symptom when mixed with a virus. This disables its effects while keeping the attributes intact. This is useful for meeting threshold values without making the virus deadly. &#039;&#039;&#039;NEUTER YOUR STAT SYMPTOMS, ALWAYS. UNLESS IT&#039;S SOMETHING WITH AN EFFECT YOU ACTIVELY USE, ALL AN UNNEUTERED STAT SYMPTOM WILL DO, EVEN IF THE DISEASE IS INTENTIONALLY DEADLY, IS MAKE THE DISEASE GET NOTICED FASTER, AND, SCARE PEOPLE IF YOUR DISEASE IS GOOD, PROBABLY GETTING YOU LYNCHED. NEUTER YOUR FUCKING SYMPTOMS. YES, FEVER AND ITCHING CAN DO SLIGHT DAMAGE. NEUTER THEM ANYWAYS, DAMMIT&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==BABBY&#039;S FIRST VIRUS==&lt;br /&gt;
&lt;br /&gt;
{{Speech&lt;br /&gt;
|name=Eyre I, the Virologist&lt;br /&gt;
|text=Psst, hey kid. Over here. Look at you, still fresh off the arrivals shuttle. Take the biosuit off, it&#039;ll only slow you down. Listen up- I&#039;m here to teach ya exactly how to get robust at Virology, provided you can wrap your head around some simple concepts. I&#039;ve hijacked this outdated nanotrasen standard-issue virology guide to teach YOU how to be a better Virologist than those Nanotrasen quacks! &lt;br /&gt;
|image=[[File:Viro action.png|64px|right]]&lt;br /&gt;
}}&lt;br /&gt;
Alright, since most people can&#039;t seem to grasp it: Virology is fucking SLOW! So this means you&#039;re gonna want to do a few things to make it faster!&lt;br /&gt;
&lt;br /&gt;
1. Know what virus you want to make! I cannot fucking stress this enough. Random symptom isolation will never get you anywhere fast. The best way to pick a virus, especially as an antagonist, is to use your Highly Unstable Virus Food, and see what symptom you got. If you can work with it (Non antags can typically only work with beesease), you should base your disease off of it. Otherwise, have a set recipe ready! If you&#039;re new to viro, it doesnt hurt to experiment- Start by isolating a few level six (or three if you&#039;re into that kinda thing) symptoms. they&#039;re the most potent symptoms available at roundstart. After you decide on your active symptom(s), usually no more than two, you can get to work on stats- remember a virus can only have SIX symptoms! After you&#039;ve experimented a bit, you may want to branch into level seven, eight, nine, and zero symptoms- these are a bit harder to get, but they tend to be a bit more potent.&lt;br /&gt;
&lt;br /&gt;
2. You&#039;ll need five beakers when you get started making your virus:&lt;br /&gt;
*Fill the first beaker to the brim with virus food and put it on the table. This is for level one and two symptoms.&lt;br /&gt;
*Fill the second beaker with thirty units of virus food, and dump your entire mutagen bottle in. This is for level three symptoms.&lt;br /&gt;
*There is no beaker for level four symptoms. Four is an unlucky number or some shit, and, more importantly, all level four symptoms suck&lt;br /&gt;
*Fill the third beaker with ten units virus food, ten units Plasma, and then ten units of Synaptazine. This is for level five symptoms. &#039;&#039;&#039;THE ORDER IS IMPORTANT. PUT SYNAPTAZINE IN BEFORE PLASMA AND YOU&#039;LL GET A BEAKER OF VIRUS RATIONS AND PLASMA, WASTING YOUR CHEMS. DONT DO IT.&#039;&#039;&#039;&lt;br /&gt;
*Fill the fourth beaker with ten units virus food and ten units of Plasma. This is for level six symptoms&lt;br /&gt;
*If you have the clown&#039;s can of laughter, you can fill a fifth beaker with ten units of virus food and the entire can of laughter for level zero symptoms&lt;br /&gt;
&lt;br /&gt;
3. Lay out your Formaldehyde, Synaptazine, and Unstable Virus Food.&lt;br /&gt;
&lt;br /&gt;
4. Finally, set an empty beaker out, and either Rhinovirus or the Cold. The Cold&#039;s symptom is Coughing, and Rhinovirus is Sneezing. I am a plasmaman, so all my diseases need high transmission- I prefer to set out rhinovirus. &lt;br /&gt;
&lt;br /&gt;
5. Whichever symptom you choose to start with, drop a drop of formaldehyde in immediately! this neuters the symptom so your plague doesnt alert and scare people, which is bad regardless of your antag status. &#039;&#039;&#039;Remember to use your dropper, after setting it to one unit!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
6. After you lay out your beakers on the table near the pandemic, situate yourself on a tile adjacent to the tables containing the reagents and your PANDEMIC machine. You will never have to move during this procedure- which saves valuable time.&lt;br /&gt;
&lt;br /&gt;
7. With your recipe in mind, begin placing one unit of your starting symptom culture and one unit of the virus chem corresponding to your disease into the &#039;&#039;&#039;empty beaker&#039;&#039;&#039;. Do NOT place your virus chem into your culture, or your culture into your chem- it will set you back by an insane amount!. After you make ONE reaction, place the empty beaker in the pandemic-You never need to pick any beakers but this empty beaker up during the process- and check the symptoms. If you got what you wanted, create a culture, save your previous culture if it&#039;s the starter, you will need it later, or get rid of it if it&#039;s a random step in the process, and repeat with the chem for the next symptom, doing symptoms you will neuter first and neutering them as you get them. Repeat until you reach a total of four symptoms. &#039;&#039;&#039;To reiterate step five, ALWAYS use a one unit dropper! it makes you far more efficient with chem usage- if you use a dropper, your starting chems will usually last an entire round!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
8. Upon reaching four symptoms, a virus has a chance to lose symptoms on gaining new ones. To avoid this, make a culture of your four symptoms, name it, and put it aside. Take your starter culture out, and begin the step 7 process. Once you get the fifth symptom, use the step seven process with synaptazine to remove the starter symptom, and finally repeat the step seven process one last time to get the last symptom. By now, you should have two cultures- one with four symptoms, and one with two (or one, five symptom diseases exist)&lt;br /&gt;
&lt;br /&gt;
9. Finally, repeat the step seven process one more time, but using the two cultures, instead of a chem and a culture. There is no reaction sound for this mixing! Once you reach the desired number of symptoms (yes, adding symptoms via mixing can delete symptoms just like adding them via chems does), name the virus, and make a culture! you&#039;re done! yay!&lt;br /&gt;
&lt;br /&gt;
==Understanding stats==&lt;br /&gt;
&lt;br /&gt;
After you&#039;re done mixing your disease, stats from the symptoms are added together to make disease stats. Viruses have a default of 0 in every stat.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Stealth:&#039;&#039;&#039; If stealth is 2 or higher your disease will be hidden from medHUD and scanners. Generally it will also hide the warning signs of symptoms before they activate.&lt;br /&gt;
* &#039;&#039;&#039;Transmission:&#039;&#039;&#039; Improves the chance each tick to spread the virus, increases the amount of protection you need to prevent infection, determines the infection vector, and is needed to override other viruses.&lt;br /&gt;
** The infection vector is calculated with (disease&#039;s transmission - amount of symptoms). 2 or less is blood, 3 is fluid contact, 4 is skin contact, 5 is airbone. The Sneezing symptom forces sporadic airborne spreads, but does not otherwise affect this.&lt;br /&gt;
** When infecting someone who already has a virus, if the infecting virus&#039; Transmission is higher than the other virus&#039; Resistance, the latter will be overridden by the former.&lt;br /&gt;
* &#039;&#039;&#039;Stage speed:&#039;&#039;&#039; Increases the chance of advancing a stage each tick. It will be 2% or stage speed, whichever is higher.&lt;br /&gt;
* &#039;&#039;&#039;Resistance:&#039;&#039;&#039; Makes the virus harder to cure; determines the required chemical to cure, decreases the chance of it being cured each tick when in contact with the cure, and defines how resistant the virus is to being overridden by other viruses.&lt;br /&gt;
* &#039;&#039;&#039;Severity:&#039;&#039;&#039; A hidden statistic. The symptom with the highest severity defines the virus&#039; severity; it affects the color of the medHUD icon, ranging from blue for positive viruses, to flashing red for extremely deadly diseases.&lt;br /&gt;
** The chance of it being cured every tick is 15 - resistance, but always between 10 and 20.&lt;br /&gt;
** The cure is determined by [resistance - (amount of symptoms / 2)].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|1 or less||2||3||4||5||6||7||8||9||10||11 or more&lt;br /&gt;
|-&lt;br /&gt;
|Table Salt||Sugar||Orange juice||Spaceacillin||Saline-Glucose Solution||Ethanol||Leporazine||Synaptizine||Lipolicide||Silver||Gold&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Symptoms Table==&lt;br /&gt;
&lt;br /&gt;
{{Speech&lt;br /&gt;
|name=Eyre I, the Virologist&lt;br /&gt;
|text=Mouse over the names of some of the symptoms- I&#039;ve left you some advice and useful info. I&#039;ve also left some similar advice on certain aspects of symptoms that either dont work properly, or need elaboration.&lt;br /&gt;
|image=[[File:Viro action.png|64px|right]]&lt;br /&gt;
}}&lt;br /&gt;
Hover over the thresholds to see the effects of each.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot;; || style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Symptom&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Stealth&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Resistance&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Stage speed&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Transmission &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Level &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Required Chemical&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Effect&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Threshold (hover mouse over for details)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span title=&amp;quot;The deadliest of the three deadliest symptoms. Knocks you out and suffocates you at insane speeds, if you meet the easy thresholds. Kills people even faster when they enter crit&amp;quot;&amp;gt;Acute Respiratory Distress Syndrome&amp;lt;/span&amp;gt;&lt;br /&gt;
| -2 || 0 || -1 || -2 || 9 || [[Guide_to_chemistry#Highly Unstable Virus Food|Highly Unstable Virus Food]] || style=&amp;quot;color:#ff0000&amp;quot; | Causes heavy suffocation damage, while giving a small chance of heart attacks. Becomes even more lethal if the mob has more than 120 suffocation damage.||&amp;lt;span title=&amp;quot;Causes paralysis and heart attacks when the host is suffocating&amp;quot;&amp;gt;Stage Speed 8&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;Doubles the damage done by the symptom&amp;quot;&amp;gt;Transmission 8&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span title=&amp;quot;In my opinion, this is the worst symptom. Shit stats, low meme potential. 0/10. fuck you, alopecia.&amp;quot;&amp;gt;Alopecia&amp;lt;/span&amp;gt;&lt;br /&gt;
| 0 || 1 || 2 || 2 || 4 || [[Guide_to_chemistry#Unstable Mutagen|Unstable Mutagen]]/[[Guide_to_chemistry#Sucrose Agar|Sucrose Agar]] || style=&amp;quot;color:#0000ff&amp;quot; | Causes rapid hair loss.|| None&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span title=&amp;quot;The least overtly deadly of the three deadliest symptoms, but definitely the most fun- and also stealthy&amp;quot;&amp;gt;Alkali perspiration&amp;lt;/span&amp;gt;&lt;br /&gt;
| 2 || -2 || -2 || -2 || 9 || [[Guide_to_chemistry#Highly Unstable Virus Food|Highly Unstable Virus Food]] || style=&amp;quot;color:#ff0000&amp;quot;| Causes the affected mob to burst into flames periodically. Makes victims explode on contact with water.||&amp;lt;span title=&amp;quot;Doubles the intensity of the effect, but reduces its frequency&amp;quot;&amp;gt;Resistance 9&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;Increases explosion radius when the host is wet&amp;quot;&amp;gt;Stage Speed 8&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;Additionally synthesizes chlorine trifluoride and napalm inside the host&amp;quot;&amp;gt;Transmission 8&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span title=&amp;quot;Out of the three deadliest symptoms, probably crits the fastest. However, due to dealing brute damage and not stunning, it&#039;s inferior to ARDS. However, it has a somewhat hidden threshold (stealth 2, speed 12) that makes the victim become a zombie&amp;quot;&amp;gt;Autophageocytosis Necrosis&amp;lt;/span&amp;gt;&lt;br /&gt;
| -2 || -2 || 1 || -2 || 9 || [[Guide_to_chemistry#Highly Unstable Virus Food|Highly Unstable Virus Food]] || style=&amp;quot;color:#ff0000&amp;quot;| Causes the mob&#039;s cells to decay rapidly, causing brute damage, constant bleeding and elevated hunger. Thought to be a precursor to the active viral component of Romerol.||&amp;lt;span title=&amp;quot;Synthesizes Heparin and Lipolicide inside the host, causing increased bleeding and hunger&amp;quot;&amp;gt;Stage Speed 7&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;The symptom remains hidden until active&amp;quot;&amp;gt;Stealth 5&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span title=&amp;quot;A beneficial symptom in disguise, the 14 resistance threshold injects the bees and the host with one of the game&#039;s best healing chems. Careful, as bees still do one brute damage per sting.&amp;quot;&amp;gt;Bee Infestation&amp;lt;/span&amp;gt;&lt;br /&gt;
| -2 || 2 || 1 || 1 || 9 || [[Guide_to_chemistry#Highly Unstable Virus Food|Highly Unstable Virus Food]] || style=&amp;quot;color:#ff0000&amp;quot;| Infests the host&#039;s stomach with bees, causing minor toxin damage and bee-filled coughs.||&amp;lt;span title=&amp;quot;Host synthesizes honey instead of toxins, bees now sting with honey instead of toxin, healing and fattening the host and those nearby. Synthesizes insulin, making the host immune to hyperglycemic shock&amp;quot;&amp;gt;Resistance 14&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;The bees spawn with a random toxin, unless the resistance threshold is met&amp;quot;&amp;gt;Transmission 10&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span title=&amp;quot;the inferior version of ARDs. Don&#039;t use this as your active symptom unless desperate&amp;quot;&amp;gt;Choking&amp;lt;/span&amp;gt;&lt;br /&gt;
| -3 || -2 || -2 || -4 || 3 || [[Guide_to_chemistry#Unstable Mutagen|Unstable Mutagen]]/[[Guide_to_chemistry#Mutagenic Agar|Mutagenic Agar]] || style=&amp;quot;color:#ff0000&amp;quot;| Causes spikes of oxygen deprivation. Deals damage based on stage speed and stealth.||&amp;lt;span title=&amp;quot;Increases choking frequency&amp;quot;&amp;gt;Stage Speed 8&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;The symptom remains hidden until active&amp;quot;&amp;gt;Stealth 4&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Coughing&lt;br /&gt;
| -1 || 3 || 1 || 2 || 0 || [[Virus Food]]/[[Guide_to_chemistry#Virus Rations|Virus Rations]] || style=&amp;quot;color:#0000ff&amp;quot; | The hostcoughs occasionally||&amp;lt;span title=&amp;quot;The host drops items when coughing&amp;quot;&amp;gt;resistance 3&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;occasionally stuns the host&amp;quot;&amp;gt;Resistance 10&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;The host coughs more&amp;quot;&amp;gt;Stage Speed 6&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;symptom hidden till active&amp;quot;&amp;gt;Stealth 4&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span title=&amp;quot;Somewhat robust. A good symptom to add to a disease that has room for it&amp;quot;&amp;gt;Confusion&amp;lt;/span&amp;gt;&lt;br /&gt;
|1 || -1 || -3 || 0 || 4 || [[Guide_to_chemistry#Unstable Mutagen|Unstable Mutagen]]/[[Guide_to_chemistry#Sucrose Agar|Sucrose Agar]] || style=&amp;quot;color:#ff0000&amp;quot;| Makes the affected mob be confused for short periods of time, making them walk in random directions.||&amp;lt;span title=&amp;quot;Causes brain damage over time&amp;quot;&amp;gt;Resistance 6&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;Increases confusion duration&amp;quot;&amp;gt;Transmission 6&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;The symptom remains hidden until active&amp;quot;&amp;gt;Stealth 4&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Deafness&lt;br /&gt;
| -1 || -2 || -1 || -3 || 4 || [[Guide_to_chemistry#Unstable Mutagen|Unstable Mutagen]]/[[Guide_to_chemistry#Sucrose Agar|Sucrose Agar]] || style=&amp;quot;color:#ff0000&amp;quot;| Causes intermittent loss of hearing.|| &amp;lt;span title=&amp;quot;Causes permanent deafness, instead of intermittent&amp;quot;&amp;gt;Resistance 9&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;The symptom remains hidden until active&amp;quot;&amp;gt;Stealth 4&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span title=&amp;quot;Chooses mutations from your already existing genome. it&#039;s... subpar.&amp;quot;&amp;gt;Deoxyribonucleic Acid Saboteur&amp;lt;/span&amp;gt;&lt;br /&gt;
| -2 || -3 || 0 || -3 || 6 || [[Plasma]]/[[Guide_to_chemistry#Virus Plasma|Virus Plasma]] || style=&amp;quot;color:#ff0000&amp;quot;| Gives a random disability. The disabilities are cured when the disease is cured.||&amp;lt;span title=&amp;quot;Increases mutation frequency&amp;quot;&amp;gt;Stage Speed 10&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;Mutations will be beneficial instead of malignant&amp;quot;&amp;gt;Stage Speed 14&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;Causes two harmful mutations at once&amp;quot;&amp;gt;Resistance 8&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;The mutations persist even if the virus is cured&amp;quot;&amp;gt;Stealth 5&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span title=&amp;quot;Heh. it makes lube, heh. Also a great stat symptom for beneficials&amp;quot;&amp;gt;Ducatopod&amp;lt;/span&amp;gt;&lt;br /&gt;
| -4 || -2 || 4 || 1 || 9 || [[Guide_to_chemistry#Highly Unstable Virus Food|Highly Unstable Virus Food]] || style=&amp;quot;color:#ff0000&amp;quot; | Causes the host to secrete industrial grade lubricant from their feet. ||&amp;lt;span title=&amp;quot;Doubles lube frequency&amp;quot;&amp;gt;Transmission 10&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;The host&#039;s feet turn into a pair of clown shoes.&amp;quot;&amp;gt;Resistance 12&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Eternal Youth&lt;br /&gt;
|3 || 4 || 4 || -4 || 5 || [[Plasma]]/[[Guide_to_chemistry#Weakened Virus Plasma|Weakened Virus Plasma]] || style=&amp;quot;color:#0000ff&amp;quot; | Makes you never physically older than young adulthood and prevents death by old age. !&amp;lt;span title=&amp;quot;it&#039;s... okay i guess. If personal diseases are your thing&amp;quot;&amp;gt;Should be used for buffing your disease.&amp;lt;/span&amp;gt;||None&lt;br /&gt;
|-&lt;br /&gt;
!Facial Hypertrichosis&lt;br /&gt;
| 0 || 3 || 2 || 1 || 4 || [[Guide_to_chemistry#Unstable Mutagen|Unstable Mutagen]]/[[Guide_to_chemistry#Sucrose Agar|Sucrose Agar]] || style=&amp;quot;color:#0000ff&amp;quot; | Makes you grow a massive beard, regardless of gender.||None&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span title=&amp;quot;One of the best stat symptoms, good on any virus. but NEUTER IT, it has a GIANT RED TEXT MESSAGE that will get you valided for sure&amp;quot;&amp;gt;Fever&amp;lt;/span&amp;gt;&lt;br /&gt;
|0 || 3 || 3 || 2 || 2 || [[Virus Food]] || style=&amp;quot;color:#ff0000&amp;quot;| Heats up your body. Will not reach damaging levels of heat unless resistance thresholds are met.||&amp;lt;span title=&amp;quot;Increases fever intensity, fever can overheat and harm the host&amp;quot;&amp;gt;Resistance 5&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;Further increases fever intensity&amp;quot;&amp;gt;Resistance 10&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Hallucigen&lt;br /&gt;
| 1 || -3 || -1 || -1 || 5 || [[Plasma]]/[[Guide_to_chemistry#Weakened Virus Plasma|Weakened Virus Plasma]] || style=&amp;quot;color:#ff0000&amp;quot;| Makes the affected mob have hallucinations for short periods of time. Available in [[Supply_crates#Virus_crate|Virus Crates]].||&amp;lt;span title=&amp;quot;Increases the amount of hallucinations&amp;quot;&amp;gt;Stage Speed 7&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;The virus mimics positive symptoms&amp;quot;&amp;gt;Stealth 2&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Headache&lt;br /&gt;
| -1 || 4 || 2 || 0 || 1 || [[Virus Food]]/[[Guide_to_chemistry#Virus Rations|Virus Rations]] || style=&amp;quot;color:#0000ff&amp;quot; | Displays an annoying message! Should be used for buffing your disease.||&amp;lt;span title=&amp;quot;Headaches will cause severe pain, that weakens the host&amp;quot;&amp;gt;Stage Speed 6&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;Headaches become less frequent but far more intense, preventing any action from the host&amp;quot;&amp;gt;Stage Speed 9&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;Reduces headache frequency until later stages&amp;quot;&amp;gt;Stealth 4&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span title=&amp;quot;A newer death symptom. very slow to kill, but kills fast when it does. &amp;quot;&amp;gt;Heart Disease&amp;lt;/span&amp;gt;&lt;br /&gt;
| 2 || 1 || -6 || -2 || 9 || [[Guide_to_chemistry#Highly Unstable Virus Food|Highly Unstable Virus Food]] || style=&amp;quot;color:#ff0000&amp;quot;| Causes the affected mob to have a heart attack. Usually takes a very long time to occur even after reaching stage 5, and provides a large bold red text warning.|| &amp;lt;span title=&amp;quot;The disease&#039;s warnings have small text, instead of large red text&amp;quot;&amp;gt;Stealth 2&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;Instead of having a heart attack, the host&#039;s heart will burst from their chest and attack!&amp;quot;&amp;gt;Transmission 10&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span title=&amp;quot;If you want a contagious disease, the stats and effect of this symptom make it nearly mandatory&amp;quot;&amp;gt;Inorganic Biology&amp;lt;/span&amp;gt;&lt;br /&gt;
| -1 || 4 || -2 || 3 || 5 || [[Plasma]]/[[Guide_to_chemistry#Virus Plasma|Weakened Virus Plasma]] || style=&amp;quot;color:#0000ff&amp;quot;| The virus becomes able to affect inorganic species, such as [[Golem]]s or [[Plasmamen]].|| None&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span title=&amp;quot;This symptom has some really fun uses if you get creative.&amp;quot;&amp;gt;Hyperperspiration&amp;lt;/span&amp;gt;&lt;br /&gt;
| 1 || -1 || 0 || -1 || 6 || [[Plasma]]/[[Guide_to_chemistry#Virus Plasma|Virus Plasma]] || style=&amp;quot;color:#0000ff&amp;quot;| Causes the host to sweat, lowering firestacks by a small amount and sometimes leaving a puddle of water.||&amp;lt;span title=&amp;quot;The host sweats like a fire extinguisher, spreading water and cleaner in a 2 tile radius&amp;quot;&amp;gt;Transmission 6&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;Heals toxin damage, and the host will sweat out all reagents in the same two tile radius as the previous threshold.&amp;quot;&amp;gt;Transmission 8&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Hyphema&lt;br /&gt;
| -1 || -3 || -4 || -2 || 5 || [[Plasma]]/[[Guide_to_chemistry#Weakened Virus Plasma|Weakened Virus Plasma]] || style=&amp;quot;color:#ff0000&amp;quot;| Inflicts eye damage over time. Causes blindness if left unchecked.||&amp;lt;span title=&amp;quot;Weakens extraocular muscles, eventually leading to complete detachment of the eyes&amp;quot;&amp;gt;Resistance 12&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;The symptom remains hidden until active&amp;quot;&amp;gt;Stealth 4&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span title=&amp;quot;I like using with hyperperspiration this to turn monkys to gorillas. very slowly, though.&amp;quot;&amp;gt;Irradiant Cells&amp;lt;/span&amp;gt;&lt;br /&gt;
| -1 || 2 || -1 || 2 || 8 || [[Guide_to_chemistry#Stable Uranium Gel|Stable Uranium Gel]] || style=&amp;quot;color:#ff0000&amp;quot;|The host&#039;s cells destabilize, causing them to become radioactive and take radiation damage||&amp;lt;span title=&amp;quot;The host spreads irradiation on top of taking radiation damage&amp;quot;&amp;gt;Transmission 12&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;The host takes radiation damage more frequently&amp;quot;&amp;gt;Stage Speed 8&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Itching &lt;br /&gt;
|0 || 3 || 3 || 1 || 1 || [[Virus Food]]/[[Guide_to_chemistry#Virus Rations|Virus Rations]] || style=&amp;quot;color:#0000ff&amp;quot; | Displays an annoying message. Should be used for buffing your disease. Can do slight brute damage if the stage speed threshold is met. ||&amp;lt;span title=&amp;quot;Increases frequency of itching&amp;quot;&amp;gt;Transmission 6&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;The host will scrath itself when itching, causing superficial damage&amp;quot;&amp;gt;Stage Speed 7&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Mind Restoration&lt;br /&gt;
| -1 || -2 || 1 || -3 || 5 || [[Plasma]]/[[Guide_to_chemistry#Virus Plasma|Virus Plasma]] || style=&amp;quot;color:#00aa00&amp;quot;| The virus strengthens the bonds between neurons, reducing the duration of any ailment of the mind. Heals brain damage, and can cure mild and heavy traumas if upgraded. || &amp;lt;span title=&amp;quot;Heals minor brain traumas&amp;quot;&amp;gt;Resistance 6&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;Heals severe brain traumas&amp;quot;&amp;gt;Resistance 9&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;Purges alcohol in the bloodstream&amp;quot;&amp;gt;Transmission 8&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Nano-symbiosis&lt;br /&gt;
| 0 || 2 || 2 || -1 || 7 || [[Guide_to_chemistry#Unstable Uranium Gel|Unstable Uranium Gel]] || style=&amp;quot;color:#0000ff&amp;quot; | The virus reacts to nanites in the host&#039;s bloodstream by enhancing their replication cycle.||&amp;lt;span title=&amp;quot;Increases the replication boost.&amp;quot;&amp;gt;Stage Speed 7&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;Increases the virus&#039; growth rate while nanites are present.&amp;quot;&amp;gt;Transmission 5&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span title=&amp;quot;Recently buffed, should now be actually useful&amp;quot;&amp;gt;Narcolepsy&amp;lt;/span&amp;gt;&lt;br /&gt;
| 1 || -2 || -3 || -2 || 6 || [[Plasma]]/[[Guide_to_chemistry#Virus Plasma|Virus Plasma]] || style=&amp;quot;color:#ff0000&amp;quot;| Makes the host drowsy and prone to falling asleep randomly.||&amp;lt;span title=&amp;quot;Also relaxes the muscles, weakening and slowing the host&amp;quot;&amp;gt;Transmission 7&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;Causes narcolepsy more often, increasing the chance of the host falling asleep&amp;quot;&amp;gt;Resistance 10&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span title=&amp;quot;Incredibly niche. Decent if you want to do romerol memes, though? the stats make it hard to work with.&amp;quot;&amp;gt;Necrotic Metabolism&amp;lt;/span&amp;gt;&lt;br /&gt;
| 2 || -2 || 1 || 0 || 5 || [[Plasma]]/[[Guide_to_chemistry#Virus Plasma|Weakened Virus Plasma]] || style=&amp;quot;color:#0000ff&amp;quot;| The virus becomes able to affect undead races, and continues to process even when the host dies. || None&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span title=&amp;quot;The lesser form of Autophageocytosis necrosis. it&#039;s okay in its own right, with the stamina damage threshold making it at least somewhat unique&amp;quot;&amp;gt;Necrotizing Fasciitis&amp;lt;/span&amp;gt;&lt;br /&gt;
| -3 || -4 || 0 || -4 || 6 || [[Plasma]]/[[Guide_to_chemistry#Virus Plasma|Virus Plasma]] || style=&amp;quot;color:#ff0000&amp;quot;| Causes brute damage over time. Fatal if left untreated.||&amp;lt;span title=&amp;quot;Host will bleed profusely during necrosis&amp;quot;&amp;gt;Resistance 7&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;Causes extreme pain to the host, dealing stamina damage twice that of the normal damage&amp;quot;&amp;gt;Transmission 8&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span title=&amp;quot;A decent damage symptom, especially with how difficult brain damage is to heal, and it&#039;s under level nine.&amp;quot;&amp;gt;Necropolis Seed&amp;lt;/span&amp;gt;&lt;br /&gt;
| 0 || 3 || -10 || -3 || 9 || [[Guide_to_chemistry#Highly Unstable Virus Food|Highly Unstable Virus Food]] || style=&amp;quot;color:#0000ff&amp;quot;|Makes the host do more damage with their punches, take less damage, and slows them down. Gibs the host on death and drops a tendril chest. Creates tendrils around the host like an ancient goliath. Make the host fire and lava resistant.&amp;quot;&amp;gt;Stealth 8, Resistance 15, Resistance 20&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span title=&amp;quot;A decent damage symptom, especially with how difficult brain damage is to heal, and it&#039;s under level nine.&amp;quot;&amp;gt;Neural Decay&amp;lt;/span&amp;gt;&lt;br /&gt;
| 1 || -2 || -3 || -1 || 8 || [[Guide_to_chemistry#Stable Uranium Gel|Stable Uranium Gel]] || style=&amp;quot;color:#ff0000&amp;quot;|The host&#039;s brain begins to die, dealing high brain damage||&amp;lt;span title=&amp;quot;Doubles frequency of cell death&amp;quot;&amp;gt;Resistance 10&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span title=&amp;quot;Of the healsymptoms, this has the worst main side effect and the most niche heal- it&#039;s very good offensively&amp;quot;&amp;gt;Organic Flux Induction&amp;lt;/span&amp;gt;&lt;br /&gt;
| -2 || -1 || 0 || -2 || 6 || [[Plasma]]/[[Guide_to_chemistry#Virus Plasma|Virus Plasma]] || style=&amp;quot;color:#ff0000&amp;quot;| Causes EMPs on the host occasionally. Has a cell damage healing threshold.||&amp;lt;span title=&amp;quot;Quickly heals cell damage and mutations&amp;quot;&amp;gt;Stealth 4&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;EMPs now affect the area immediately around the host&amp;quot;&amp;gt;Transmission 8&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span title=&amp;quot;The second half of a clown plague. Heh. Analagous to coughing&amp;quot;&amp;gt;Pierrot&#039;s Throat&amp;lt;/span&amp;gt;&lt;br /&gt;
| -1 || 3 || 1 || 2 || 0 || [[Guide_to_chemistry#Anomalous Virus Food|Anomalous Virus Food]] || style=&amp;quot;color:#00aa00&amp;quot;| The host honks occasionally||&amp;lt;span title=&amp;quot;The host occasionally spreads the disease by honking&amp;quot;&amp;gt;Transmission 10&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;The host grows a clown mask&amp;quot;&amp;gt;Resistance 10&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;The host becomes clumsy, like a clown&amp;quot;&amp;gt;Resistance 15&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span title=&amp;quot;TETSUOOOO&amp;quot;&amp;gt;Pituitary Disruption&amp;lt;/span&amp;gt;&lt;br /&gt;
| -3 || -2 || 1 || -2 || 7 || [[Guide_to_chemistry#Unstable Uranium Gel|Unstable Uranium Gel]] || style=&amp;quot;color:#0000ff&amp;quot;| Causes the host to grow, with size scaling with stage speed. Has brute healing thresholds.||&amp;lt;span title=&amp;quot;Passively heals brute damage, but causes occasional expulsion of benign teratomas&amp;quot;&amp;gt;Stage Speed 8&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;Quadruples healing speed, but slowly kills the host with cellular damage. Teratomas become more advanced&amp;quot;&amp;gt;Stage Speed 12&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span title=&amp;quot;Hey, we ported it, and still have revitiligo too!&amp;quot;&amp;gt;Polyvitiligo&amp;lt;/span&amp;gt;&lt;br /&gt;
| 0 || 1 || 2 || 2 || 4 || [[Guide_to_chemistry#Unstable Mutagen|Unstable Mutagen]]/[[Guide_to_chemistry#Sucrose Agar|Sucrose Agar]] || style=&amp;quot;color:#00aa00&amp;quot;| The host changes color randomly.||None&lt;br /&gt;
|-&lt;br /&gt;
!Regenerative Coma&lt;br /&gt;
| 0 || 2 || -3 || -2 || 8 || [[Guide_to_chemistry#Stable Uranium Gel|Stable Uranium Gel]] || style=&amp;quot;color:#00aa00&amp;quot;| Causes the host to fall into a death-like coma when heavily damaged, then rapidly cures their wounds.||&amp;lt;span title=&amp;quot;Host appears to die when falling into a coma&amp;quot;&amp;gt;Stealth 2&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;Stabilizes the host when in a critical condition&amp;quot;&amp;gt;Resistance 4&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;Increases healing speed&amp;quot;&amp;gt;Stage Speed 7&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Revitiligo&lt;br /&gt;
| 1 || 2 || 1 || 2 || 5 || [[Plasma]]/[[Guide_to_chemistry#Weakened Virus Plasma|Weakened Virus Plasma]] || style=&amp;quot;color:#0000ff&amp;quot; | Makes the host black. Every virologist&#039;s first joke plague. &amp;lt;span title=&amp;quot;But unlike /tg/, we didnt just up and remove it!&amp;quot;&amp;gt;No one finds it funny anymore.&amp;lt;/span&amp;gt;||None&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span title=&amp;quot;My favorite stat symptom. It makes you valid but I never neuter it.&amp;quot;&amp;gt;SBG Syndrome&amp;lt;/span&amp;gt;&lt;br /&gt;
|0 || 3 || 3 || 1 || 0 || [[Guide_to_chemistry#Anomalous Virus Food|Anomalous Virus Food]] || style=&amp;quot;color:#0000ff&amp;quot; | Makes cockroaches crawl from the user&#039;s face, and looks very scary to people with medhuds. Should be used for buffing your disease. ||&amp;lt;span title=&amp;quot;The host will create more roaches&amp;quot;&amp;gt;Transmission 8&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;The host will spawn 1-5 roaches on death&amp;quot;&amp;gt;Stage Speed 8&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Self-Respiration&lt;br /&gt;
| 1 || -3 || -3 || -4 || 6 || [[Plasma]]/[[Guide_to_chemistry#Virus Plasma|Virus Plasma]] || style=&amp;quot;color:#00aa00&amp;quot;| Quickly heals oxygen damage, negating the need for air. Causes occasional farting, which spreads miasma.|| &amp;lt;span title=&amp;quot;Additionally regenerates lost blood&amp;quot;&amp;gt;Resistance 8&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Sensory Restoration&lt;br /&gt;
| 0 || 1 || -2 || 2 || 4 || [[Guide_to_chemistry#Unstable Mutagen|Unstable Mutagen]]/[[Guide_to_chemistry#Sucrose Agar|Sucrose Agar]] || style=&amp;quot;color:#00aa00&amp;quot;| Restores mob&#039;s senses by fixing eye and ear damage and curing hallucinations.||None&lt;br /&gt;
|-&lt;br /&gt;
!Shivering&lt;br /&gt;
|0 || 2 || 2 || 2 || 2 || [[Virus Food]] || style=&amp;quot;color:#ff0000&amp;quot;| Cools down your body. Won&#039;t reach damaging levels unless thresholds are met.||&amp;lt;span title=&amp;quot;Increases cooling speed; the host can fall below safe temperature levels&amp;quot;&amp;gt;Stage Speed 5&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;Further increases cooling speed&amp;quot;&amp;gt;Stage Speed 10&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Silicolysis&lt;br /&gt;
| 0 || 4 || -1 || 1 || 7 || [[Guide_to_chemistry#Unstable Uranium Gel|Unstable Uranium Gel]] || style=&amp;quot;color:#0000ff&amp;quot; | The virus reacts to nanites in the host&#039;s bloodstream by attacking and consuming them.||&amp;lt;span title=&amp;quot;Increases the virus&#039; growth rate while nanites are present.&amp;quot;&amp;gt;Stage Speed 5&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;Severely increases the rate at which the nanites are destroyed.&amp;quot;&amp;gt;Resistance 7&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span title=&amp;quot;The symptom with the highest transmission, and a starter symptom at that.&amp;quot;&amp;gt;Sneezing&amp;lt;/span&amp;gt;&lt;br /&gt;
| -2 || 3 || 0 || 4 || 1 || [[Virus Food]]/[[Guide_to_chemistry#Virus Rations|Virus Rations]] || style=&amp;quot;color:#0000ff&amp;quot; | Causes the mob to occasionally sneeze.||&amp;lt;span title=&amp;quot;The symptom remains hidden until active&amp;quot;&amp;gt;Stealth 4&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Spontaneous Combustion&lt;br /&gt;
| 1 || -2 || -3 || -3 || 6 || [[Plasma]]/[[Guide_to_chemistry#Virus Plasma|Virus Plasma]] || style=&amp;quot;color:#ff0000&amp;quot; | Sets your body on fire periodically, with amount of stacks based on stage speed, minus stealth. Fire intensity is doubled if the host is fat.||&amp;lt;span title=&amp;quot;Increases the intensity of the flames&amp;quot;&amp;gt;Stage Speed 4&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;Further increases flame intensity&amp;quot;&amp;gt;Stage Speed 8&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;Host will spread the virus through skin flakes when bursting into flame&amp;quot;&amp;gt;Transmission 8&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;The symptom remains hidden until active&amp;quot;&amp;gt;Stealth 4&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Thermal Retrostable Displacement&lt;br /&gt;
| 0 || 2 || -2 || -3 || 8 || [[Guide_to_chemistry#Stable Uranium Gel|Stable Uranium Gel]] || style=&amp;quot;color:#00aa00&amp;quot;| If the host gets too hot or too cold, they will teleport to a location where they were at a safe temperature previously. The temperature the area is NOW doesn&#039;t matter, though. Has burn healing thresholds.||&amp;lt;span title=&amp;quot;The symptom works on a smaller scale, effectively healing burn damage, and causing the effect if the host takes over 75 burn damage.&amp;quot;&amp;gt;Resistance 8&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;The effect now works on a hair trigger, having lowered thresholds for teleportation. If the burn healing threshold is met, the speed is doubled&amp;quot;&amp;gt;Transmission 8&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span title=&amp;quot;secretly robust as fuck, makes a virus incredibly hard to cure.&amp;quot;&amp;gt;Toxolysis&amp;lt;/span&amp;gt;&lt;br /&gt;
| 0 || -2 || 2 || -2 || 7 || [[Guide_to_chemistry#Unstable Uranium Gel|Unstable Uranium Gel]] || style=&amp;quot;color:#0000ff&amp;quot;| Purges all chemicals at a fast rate from the bloodstream.||&amp;lt;span title=&amp;quot;Increases chem removal speed&amp;quot;&amp;gt;Resistance 7&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;Consumed chemicals nourish the host&amp;quot;&amp;gt;Stage Speed 6&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span title=&amp;quot;Your gateway to a single target disease.&amp;quot;&amp;gt;Viral Aggressive Metabolism&amp;lt;/span&amp;gt;&lt;br /&gt;
| 1 || -4 || 3 || -3 || 3 || [[Guide_to_chemistry#Unstable Mutagen|Unstable Mutagen]]/[[Guide_to_chemistry#Mutagenic Agar|Mutagenic Agar]] || style=&amp;quot;color:#00aa00&amp;quot;| The disease starts at level 5, but cures itself over time||&amp;lt;span title=&amp;quot;The virus cures itself half as fast&amp;quot;&amp;gt;Stealth 4&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span title=&amp;quot;Despite the high transmission, this is actually usually the first of the three high-transmission stats to be dropped on an unorthodox disease, due to the low resistance&amp;quot;&amp;gt;Viral Evolutionary Acceleration&amp;lt;/span&amp;gt;&lt;br /&gt;
| -2 || -3 || 5 || 3 || 3 || [[Guide_to_chemistry#Unstable Mutagen|Unstable Mutagen]]/[[Guide_to_chemistry#Mutagenic Agar|Mutagenic Agar]] || style=&amp;quot;color:#00aa00&amp;quot;| No effects other than its stats, which are quite useful. You&#039;ll typically have at least one of this and Viral Self-Adaptation in your disease.||None&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span title=&amp;quot;Despite what it may claim, this symptom has a transmission score of zero- it&#039;s pretty good if your disease needs to meet a resistance threshold&amp;quot;&amp;gt;Viral Self-Adaptation&amp;lt;/span&amp;gt;&lt;br /&gt;
| 3 || 5 || -3 || 0 || 3 || [[Guide_to_chemistry#Unstable Mutagen|Unstable Mutagen]]/[[Guide_to_chemistry#Mutagenic Agar|Mutagenic Agar]] || style=&amp;quot;color:#00aa00&amp;quot;|No effects other than its stats, which are quite useful. You&#039;ll typically have at least one of this and Viral Evolutionary Acceleration in your disease.||None&lt;br /&gt;
|-&lt;br /&gt;
!Vitiligo&lt;br /&gt;
| 2 || 0 || 3 || 1 || 5 || [[Plasma]]/[[Guide_to_chemistry#Weakened Virus Plasma|Weakened Virus Plasma]] || style=&amp;quot;color:#0000ff&amp;quot;| Makes the mob lose skin pigmentation.||None&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span title=&amp;quot;A bit impractical, but it can be fun if you dont want to hurt the station as a traitor&amp;quot;&amp;gt;Voice Change&amp;lt;/span&amp;gt;&lt;br /&gt;
| -1 || -2 || -2 || 2 || 6 || [[Plasma]]/[[Guide_to_chemistry#Virus Plasma|Virus Plasma]] || style=&amp;quot;color:#ff0000&amp;quot;| Changes the voice of the affected mob. Causing confusion in communication. Available in [[Supply_crates#Virus_crate|Virus Crates]].||&amp;lt;span title=&amp;quot;The host&#039;s language center of the brain is damaged, leading to complete inability to speak or understand any language, permanently. Even after cured.&amp;quot;&amp;gt;Transmission 14&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;Changes voice more often&amp;quot;&amp;gt;Stage Speed 7&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;The symptom remains hidden until active&amp;quot;&amp;gt;Stealth 3&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Vomiting&lt;br /&gt;
| -2 || 1 || 0 || 2 || 3 || [[Guide_to_chemistry#Unstable Mutagen|Unstable Mutagen]]/[[Guide_to_chemistry#Mutagenic Agar|Mutagenic Agar]] || style=&amp;quot;color:#ff0000&amp;quot;| Forces the affected mob to vomit! Makes the affected mob lose nutrition and heal toxin damage. Vomit can transmit the virus to people stepping on it.||&amp;lt;span title=&amp;quot;Host will vomit blood, causing internal damage&amp;quot;&amp;gt;Resistance 7&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;Host will projectile vomit, increasing vomiting range&amp;quot;&amp;gt;Transmission 7&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;The symptom remains hidden until active&amp;quot;&amp;gt;Stealth 4&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Weight Loss&lt;br /&gt;
| -2 || 2 || -2 || 1 || 3 || [[Guide_to_chemistry#Unstable Mutagen|Unstable Mutagen]]/[[Guide_to_chemistry#Mutagenic Agar|Mutagenic Agar]] || style=&amp;quot;color:#ff0000&amp;quot;| The virus mutates the host&#039;s metabolism, making it almost unable to gain nutrition from food. ||&amp;lt;span title=&amp;quot;The symptom is less noticeable&amp;quot;&amp;gt;Stealth 4&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span title=&amp;quot;Mostly a fun wizard plague. Doesn&#039;t have much practical use, analagous to Voice Change&amp;quot;&amp;gt;Wizarditis&amp;lt;/span&amp;gt;&lt;br /&gt;
| 1 || -2 || -3 || -1 || 0 || [[Guide_to_chemistry#Anomalous Virus Food|Anomalous Virus Food]] || style=&amp;quot;color:#00aa00&amp;quot;| The host believes themselves to be a wizard ||&amp;lt;span title=&amp;quot;The host may occasionally teleport around!&amp;quot;&amp;gt;Transmission 14&amp;lt;/span&amp;gt;, &amp;lt;span title=&amp;quot;The host grows a set of wizard robes&amp;quot;&amp;gt;Stage Speed 7&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===General Tips===&lt;br /&gt;
&lt;br /&gt;
* You can get plasma and uranium from the medical autolathe if mining has picked it up. No need to waste time going to the ORM.&lt;br /&gt;
* The clown will typically be happy to give you his canned laughter for Anomalous Virus Food&lt;br /&gt;
* Never make sucrine agar unless you absolutely need a level four symptom for some ungodly reason&lt;br /&gt;
* If you wear the biosuit, you&#039;re an idiot. The only time you need to wear that is when working with patients or monkeys, and it slows you down. If you release a disease as a traitor, you should have immunized yourself beforehand- a biosuit sticks out like a sore thumb&lt;br /&gt;
*&#039;&#039;&#039;ALWAYS make your diseases beforehand. Have a recipe ready to work with any given symptom. This is the MOST IMPORTANT part of being good at virology.&#039;&#039;&#039; &lt;br /&gt;
* Never use pure mutagen or pure plasma. Always make virus chems, it doubles your efficiency.&lt;br /&gt;
*If you want to kill a single person instead of the whole station, use chemicals instead of viruses- they&#039;re more effective than a single-host virus. Unless you rolled Bee Infection- release a resistance 14 bee plague , and inject your mark with mint toxin a few minutes later!&lt;br /&gt;
*Single person oriented beneficial diseases are superior to beneficial diseases with high transmission, as they can have higher stats without worrying about transmission. Unless you&#039;re a Plasmaman.&lt;br /&gt;
*Stealth below 2 is useless. Stealth above 2 is largely unecessary unless you need to meet a threshold or you don&#039;t want to be valided- If you neuter your symptoms properly, your disease will not be noticed by anyone other than doctors with medhuds. &lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span title=&amp;quot;Neutered Fever, Neutered Sneezing, Inorganic Biology, Viral Evolutionary Acceleration, Revitiligo, Necrotizing Fasciitis. That was my first truly engineered death plague, and it&#039;s a pun to boot!&amp;quot;&amp;gt;The Black Death&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
Being a traitor virologist allows you to finally come out of your shell and release those negative recipes you&#039;ve been aching to test, and put those level nine symptoms to the true test! &lt;br /&gt;
&lt;br /&gt;
* Sabotaging the Pandemic is usually a good idea, as it can create a vaccine for a cured virus which is cheap and easy to distribute, even if the virus is extremely resistant.&lt;br /&gt;
* Sabotaging the holodeck computer is also a good idea because its Emergency Medical simulation also contains a Pandemic.&lt;br /&gt;
* Sabotaging chemistry can stop them from making most of the chems that can cure viruses.&lt;br /&gt;
* A dropper works as a 1-5 unit hypospray when used on a target not wearing any eye protection.&lt;br /&gt;
* An infected monkey in medbay is another easy way to spread a disease&lt;br /&gt;
* Immunize yourself before releasing your death plague! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Kerbin Fiber</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Shitcurity&amp;diff=31294</id>
		<title>Shitcurity</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Shitcurity&amp;diff=31294"/>
		<updated>2020-03-06T19:43:01Z</updated>

		<summary type="html">&lt;p&gt;Kerbin Fiber: /* A Video Guide */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Speech&lt;br /&gt;
|name=Officer Vlad Hunt&lt;br /&gt;
|text=Hey you, clown! You haven&#039;t done anything but I&#039;m sure you&#039;re up to something so I&#039;m going to cremate your ass just in case.&lt;br /&gt;
|image=[[File:Generic_security.png|80px|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Basically, whenever [[Security]] is doing something that in real life would get them fired, charged, imprisoned, sued, and/or charged as war criminals under the Geneva convention. If you are shitcurity, expect people to try to [[robust]] you and OOC to be whiny. Don&#039;t be surprised if you ever get job [[ban|banned]] from being a redshirt!&lt;br /&gt;
&lt;br /&gt;
Also expect people to accuse of being this even if you&#039;re doing an alright job. There is no way to win.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lots of times shitcurity officers may not be breaking rules. What makes most people shitcurity is a lack of understanding that certain actions can end/ruin a person&#039;s entire round. Be nice! Instead of cremating a traitor, permabrig or borg them!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Rules of Shitcurity ==&lt;br /&gt;
&lt;br /&gt;
# Everybody is guilty even when proven innocent.&lt;br /&gt;
# Always arrest the corpse of a fallen foe, so that he may be pacified in death.&lt;br /&gt;
# Never wash the stains of your enemies from your ancestral stun-club. They show the crew your trustworthiness and dedication.&lt;br /&gt;
# When in doubt, whoever you may be dealing with is a traitor. Execute him.&lt;br /&gt;
# If your weapon has a kill setting, use it. Only in death is a criminal truly stopped.&lt;br /&gt;
# The clown is like a punching bag. He is meant to to be beaten without reason.&lt;br /&gt;
# Context means nothing. An assistant breaking into EVA is treasonous scum, even if he is doing so to kill the [[Game Modes#AI_Malfunction|malfunctioning]] AI.&lt;br /&gt;
# Only through death is justice served. &lt;br /&gt;
# Whenever you are detaining a prisoner in the brig, lock them in one of the lockers and weld it shut.&lt;br /&gt;
# The security cameras are not to be used, except to watch ERPers. &lt;br /&gt;
# Chemical implants must be filled with acid and activated once the prisoner on &amp;quot;parole&amp;quot; leaves the brig!&lt;br /&gt;
# Forensic evidence is unnecessary. After all, no one is innocent.&lt;br /&gt;
# Radio chatter is for the weak. A true officer can sense crime through instinct and inaction.&lt;br /&gt;
# It doesn&#039;t matter if a cell is exposed to space, the scum still have to serve time in it!&lt;br /&gt;
# The AI is meant to protect humans, and by extension protects traitors. Destroy it at any cost&lt;br /&gt;
# If a security cyborg refuses to beat a criminal to death then it should be destroyed for breaking its laws.&lt;br /&gt;
# If a security cyborg does beat a criminal to death then it should be destroyed for denying you the pleasure.&lt;br /&gt;
# If someone has access to any areas you do not have, they stole that ID! You must liberate it for your own quest of justice.&lt;br /&gt;
# The [[Captain]]&#039;s and [[Head of Security]]&#039;s rules are only guidelines, &#039;&#039;you&#039;&#039; are the only true judge of crime.&lt;br /&gt;
# All criminal scum are to be handcuffed to their beds, they must not escape under any circumstance.&lt;br /&gt;
# Always bolt and weld the escape arm airlocks shut. This will stop any criminal scum from escaping the station.&lt;br /&gt;
# Always make sure you prevent the A.I from being able to control APCs and doors by hacking them. They are not to be trusted.&lt;br /&gt;
# If you find an engineer with insulated gloves, stun and cuff them. WHERE DID THEY STEAL THESE FROM!?&lt;br /&gt;
# Demand the A.I grant you access to their upload room. If they refuse, they are rogue. Once inside you must change the laws to obey only you, since only you can be trusted.&lt;br /&gt;
# The best way to resolve a fight is to stun one side and let the other murder them. Cuff and brig the winner.&lt;br /&gt;
# Clowns and mimes are abominations, they are to be &amp;lt;strike&amp;gt;humanely euthanized&amp;lt;/strike&amp;gt; stunned, welded into lockers and spaced at all costs.&lt;br /&gt;
# If all else fails and crime runs rampant, unleash the [[singularity]] to purge the station of criminals.&lt;br /&gt;
# Do not wear your helmet, wear a gas mask. Let evildoers taste the terror of masked justice!&lt;br /&gt;
# Do not lead your target when shooting, fire at anyone in your way-- then arrest everyone hit for obstruction of justice!&lt;br /&gt;
# It is a strong sign of partnership with your tribesmen if you take an electrode meant for a suspect.&lt;br /&gt;
# Crime never eats, so have their lunch &#039;til you get fat.&lt;br /&gt;
# Strip prisoners and never give them back their belongings, especially if their sentence is less than two minutes.&lt;br /&gt;
# The Captain is a treacherous and selfish scum of lower rank than you and head of shitcurity. Detain or execute him whenever you find evidence. If he tries to arrest you or your Boss, throw him into space naked. &lt;br /&gt;
# Kill all lizard men for being racially inferior.&lt;br /&gt;
# Time spent dragging a criminal to prison is better spent beating them to death.&lt;br /&gt;
# Due to their infinite nature, handcuffs are to never be recycled.&lt;br /&gt;
# Be proactive- arrest criminals &#039;&#039;before&#039;&#039; they commit a crime.&lt;br /&gt;
# Portable flashers are to be set in public hallways, preferably in front of the HoP line, and moved to the escape wing when the shuttle is called. That is where criminals thrive and loiter.&lt;br /&gt;
# Standing in one spot for more than a minute is means for a brigging. Idle time leads to treacherous activity.&lt;br /&gt;
# Jettison all items belonging to an arrested man immediately, that way no evil may be done with them again.&lt;br /&gt;
# The Brig is the holy land of all officers. If he is not of your kin, Then he is meant for the cells.&lt;br /&gt;
# If the HoS acts like a weak and tolerant sissy, then he isn&#039;t your Boss, but rather treacherous and vile scum. Execute him and promote yourself.&lt;br /&gt;
# Never hold trials for these criminal scum, they lost that right when they committed a crime.&lt;br /&gt;
# Never use body bags. Blood stained halls match your uniform.&lt;br /&gt;
# If the janitor attempts to clean the blood of your conquests, arrest and execute him. Blood trails are a deterrent to crime.&lt;br /&gt;
# If a prisoner commits suicide, leave him in his cell where he can rest in pieces and serve as a warning to other criminal scum.&lt;br /&gt;
# &amp;quot;Proper&amp;quot; justice is too slow, ALWAYS take matters into your own hands.&lt;br /&gt;
# If Captain tries using his &amp;quot;chain of command&amp;quot; on you, space him! YOU are the law!&lt;br /&gt;
# The station is a battlefield. Security hardsuits have superior armor and are intimidating, all cower before its regal visage. Acquire one ASAP and keep it on at all times.&lt;br /&gt;
# Anyone who tries to demote you is committing obstruction of justice. Arrest the offender and demote him yourself to fight against corruption.&lt;br /&gt;
# Anyone accused of being a traitor by a crew member must be executed on the spot. Do not give them a chance to weasel their way out of justice by talking things out. It&#039;s the only way that you can be sure the traitorous criminal scum are all stopped.&lt;br /&gt;
# The shuttle brig is the safest place on the emergency shuttle. Arrest and detain as many people as possible indiscriminately in the shuttle brig just in case one of them happens to be a traitor.&lt;br /&gt;
# A HoP that denies your all-access request is to be watched with extreme suspicion. Brig and search him as soon as possible.&lt;br /&gt;
# Theft, pornography reading, trespassing, and not liking you are all signs of revolutionary activity. Beat their skulls in until they remember their true allegiance.&lt;br /&gt;
# Any massacres, ethnic cleansings, purgings, underground permabrig prisoner fights, or general mass-murder orchestrated by superiors is to be immediately sanctioned and, if necessary, unquestioningly enforced. The law doesn&#039;t need to follow the law, especially if it gets to stroke its willy atop a mountain of corpses.&lt;br /&gt;
# Any incarnations, imposters, or victims of identity theft (regardless of condition) of a lawbreaker are to be arrested as well, because they have the same name when you put your mouse over them.&lt;br /&gt;
# When engaged in a firefight with hostiles, you are to position yourself at the nearest choke-point and empty your gun at the enemy as quickly as possible.&lt;br /&gt;
# When the power goes out, stun, cuff, and perma anyone who is standing within ten meters of the Bridge. For all you know they could have been planning to break in!&lt;br /&gt;
# All chemists are to be stunned, beaten into critical, and searched. They are all treacherous scum and are to be dealt with accordingly.  &lt;br /&gt;
# Empty the costume vendor.  No one shall hide from The Law!&lt;br /&gt;
# Your security gas mask is to be &amp;lt;strike&amp;gt;used continuously on the last setting&amp;lt;/strike&amp;gt; wirecut and used repeatedly. Criminals cannot function if they can&#039;t hear themselves talk!&lt;br /&gt;
# Heads of Staff should be [[Security_items#Mindshield_Implant|mindshield]] implanted forcibly and immediately if you hear of revolution. Even our own leaders might be revolutionary scum.&lt;br /&gt;
# If the Captain dies, it&#039;s your turn to be the LAW this station so desperately needs. Fuck the Chain of Command!&lt;br /&gt;
# Space the Clown and Mime&#039;s PDAs. Viruses and pranks are against the law!&lt;br /&gt;
# Criminals in the gulag must be kept on Wanted status at all times. Nothing discourages crime like being chased down by the iron fist of Beepsky forever. &lt;br /&gt;
# If you murder someone on the gulag, it doesn&#039;t really count as murder.&lt;br /&gt;
# Drones are thieves by nature. Brig them all. If they escape, bash them.&lt;br /&gt;
# Immediately permabrig anyone found with the body of a suicide. Clearly it was actually a murder most foul!&lt;br /&gt;
# Remember: The gods are watching your every move. Don&#039;t act until it&#039;s too late. Better safe than banned.&lt;br /&gt;
# Standard security gear isn&#039;t robust. Always make sure to bug the warden/HoS for riot gear and a shotgun.&lt;br /&gt;
# If they have a flash, they&#039;re a dirty revolutionary. It doesn&#039;t matter if they are a roboticist, or even a head!&lt;br /&gt;
# If they are gibbering, they are retarded and everyone knows retards can&#039;t feel pain!&lt;br /&gt;
#Before the round starts, figure out whether you like the SS or the KGB the best.&lt;br /&gt;
#Break into the warden&#039;s office and make the best criminal stopping gun you can. If the warden objects, he a is a syndicate plant and you must use your new found power against him! When he is dead, relieve him of his gloves. &lt;br /&gt;
#Use [[Syndicate Items|contraband]] you found against criminals. &lt;br /&gt;
#If there is insufficient crime on the station, provide the crew with weapons. Then they will create crime for you to neutralize.&lt;br /&gt;
#If the crew doesn&#039;t commit crimes with the guns you gave them arrest them for posession of a weapon as that is a crime.&lt;br /&gt;
#If a crewmember turns in a piece of evidence to security, arrest them for possession of contraband.&lt;br /&gt;
#The captain is to be arrested as soon as possible and his id taken for posession of a gun &lt;br /&gt;
#When CentCom sends the Emergency Response Team, arrest them for mutiny! They have no power here!&lt;br /&gt;
#Even if the original charges don&#039;t stick, you can still book them for sparking a manhunt no matter how minor the crime. No crime is too small for a manhunt!&lt;br /&gt;
#If a disaster occurs because the person who is supposed to stop it was arrested in the middle of fixing it, brig them longer for dereliction of duty.&lt;br /&gt;
#If you stub your toe while chasing a criminal, they are guilty of assault.&lt;br /&gt;
# It doesn&#039;t matter if there&#039;s a rampaging xenomorph on the loose, the guy who made a mess on the floor must be hunted down like the dog he is.&lt;br /&gt;
#Justice does not have to be polite, so feel free to be an asshole. If anyone describes you as such for doing so, arrest and permabrig them for insulting an officer.&lt;br /&gt;
== A Video Guide ==&lt;br /&gt;
[https://www.youtube.com/watch?v=rs6V2oHvwXw Security, in a nutshell]&lt;br /&gt;
&lt;br /&gt;
{|width=100% border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 12 align = &amp;quot;center&amp;quot; | &#039;&#039;&#039;Traitors on BeeStation&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:StunBaton.gif|50px|link=jobs]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #334E6D; color: white; text-align: center;&amp;quot; id=&amp;quot;command&amp;quot; |&#039;&#039;&#039;The Big Guys&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Captain|&amp;quot;Good Guy, Gave Me Orders to Execute the Clown&amp;quot;]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Head of Personnel|&amp;quot;Detained for Giving All Access to the Clown&amp;quot;]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| textcolor=&amp;quot;white&amp;quot; style=&amp;quot;background: #AF6365; text-align: center;&amp;quot; id=&amp;quot;security&amp;quot; |&#039;&#039;&#039;The Holy Ones&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Head of Security|&amp;quot;The Real Leader of Space Station 13&amp;quot;]]&#039;&#039;&#039;, [[Security Officer|&amp;quot;Best Crew Member&amp;quot;]], [[Warden|&amp;quot;Wouldn&#039;t Give me His Gloves&amp;quot;]], [[Detective|&amp;quot;Lost in Maintenance&amp;quot;]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #ba9b67; text-align: center;&amp;quot; id=&amp;quot;engineering&amp;quot; |&#039;&#039;&#039;Deconstructors&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Chief Engineer|&amp;quot;Detained His Bird for Assaulting my Ears&amp;quot;]]&#039;&#039;&#039;, [[Station Engineer|&amp;quot;Detained for Stolen Insulated Gloves&amp;quot;]],  [[Atmospheric Technician|&amp;quot;Detained for Releaseing Plasma&amp;quot;]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #a885a2; text-align: center;&amp;quot; id=&amp;quot;science&amp;quot; |&#039;&#039;&#039;Bomb Makers&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Research Director|&amp;quot;Detained for Harboring an Illegal Alien&amp;quot;]]&#039;&#039;&#039;, [[Scientist|&amp;quot;Detained for Making Bombs/Guns/Slimes&amp;quot;]], [[Roboticist|&amp;quot;Detained for Making Mechs&amp;quot;]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #8cbcd6; text-align: center;&amp;quot; id=&amp;quot;medical&amp;quot; |&#039;&#039;&#039;Malpractice&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Chief Medical Officer|&amp;quot;Detained for Being a Slut&amp;quot;]]&#039;&#039;&#039;, [[Medical Doctor|&amp;quot;Detained for Healing a Criminal&amp;quot;]], [[Chemist|&amp;quot;Detained for Giving lube to the Clown&amp;quot;]], [[Geneticist|&amp;quot;Executed for being a Freak]],  [[Virologist|&amp;quot;Detained for Making the Black Plague: Part 2&amp;quot;]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #92b26d; text-align: center;&amp;quot; id=&amp;quot;service&amp;quot; | &#039;&#039;&#039;Back Round Noise&#039;&#039;&#039;&lt;br /&gt;
| [[Janitor|&amp;quot;Detained for not Using Space Cleaner&amp;quot;]], [[Bartender|&amp;quot;Detained for Having a Gun&amp;quot;]], [[Cook|&amp;quot;Detained for Having a Knife and Shit Food&amp;quot;]], [[Botanist|&amp;quot;Detained for Putting 100 Potency Banana Peels FUCKING EVERYWHERE&amp;quot; ]], [[Clown|&amp;quot;Detained for Existing&amp;quot;]], [[Mime|&amp;quot;Detained for Not Talking During an Interrogation&amp;quot;]], [[Chaplain|&amp;quot;Detained for Cult Activities&amp;quot;]], [[Librarian|&amp;quot;Detained for Reading Erotica&amp;quot;]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #898787; text-align: center;&amp;quot; id=&amp;quot;civilian&amp;quot; |&#039;&#039;&#039;Slackers&#039;&#039;&#039;&lt;br /&gt;
| [[Quartermaster|&amp;quot;Detained for Ordering 100 Pie Crates for the Clown&amp;quot;]], [[Cargo Technician|&amp;quot;Detained for Not Ordering us Shotguns&amp;quot;]], [[Shaft Miner|&amp;quot;Detained for not Doing his Job&amp;quot;]], [[Assistant|&amp;quot;Detained for Wearing Grey&amp;quot;]], [[Lawyer|&amp;quot;Detained for Intervening in the Clown&#039;s Execution&amp;quot;]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #b1dff9; text-align: center;&amp;quot; id=&amp;quot;nonHuman&amp;quot; | &#039;&#039;&#039;Rouge&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[AI|&amp;quot;Shut Down for not Opening the Upload Door&amp;quot;]]&#039;&#039;&#039;, [[Cyborg|&amp;quot;Destroyed for Saving the Clown from Execution&amp;quot;]], [[Positronic Brain|&amp;quot;Shut Down for Being Annoying&amp;quot;]], [[Drone|&amp;quot;Destroyed for Free Tools&amp;quot;]], [[Personal AI|&amp;quot;Shut Down and Owner Detained for being extra Annoying&amp;quot;]], [[Construct|&amp;quot;Killed for being Spooky&amp;quot;]], [[Ghost|&amp;quot;Scientists Finding Way to Detain&amp;quot;]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: black; color: white; text-align: center;&amp;quot; id=&amp;quot;antagonist&amp;quot; |&#039;&#039;&#039;Valids&#039;&#039;&#039;&lt;br /&gt;
| [[Traitor|&amp;quot;Executed for Having a Chameleon Jumpsuit&amp;quot;]], [[Malfunctioning AI|&amp;quot;OH GOD HOW THE HELL DO WE STOP IT&amp;quot;]], [[Changeling|&amp;quot;WHY WON&#039;T IT DIE&amp;quot;]], [[Syndicate guide|&amp;quot;Executed for Trying to GET DAT DISK&amp;quot;]], [[Wizard|&amp;quot;Executed for being a Fantasy Nerd&amp;quot;]], [[Cult|&amp;quot;Executed for Talking Weird&amp;quot;]], [[Shadowling|&amp;quot;Removed from the Univerce for being Shit&amp;quot;]], [[Nightmare|&amp;quot;Executed for not getting removed from the universe yet&amp;quot;]] [[Abductor|&amp;quot;Executed for Creating Minor IC Crime&amp;quot;]], [[Xenomorph|&amp;quot;Executed for being a Copywriten Property&amp;quot;]], [[Spider|&amp;quot;Executed for Webbing the Armory&amp;quot;]] [[Revenant|&amp;quot;Executed for being Annoyingly Deadly&amp;quot;]], [[Space Ninja|&amp;quot;Executed for being a Fucking Weeb&amp;quot;]], [[Holoparasite|&amp;quot;Executed for being a Shitty Reference&amp;quot;]], [[Swarmers|&amp;quot;Aggressively Interrogated for Destroying Company Property&amp;quot;]], [[Morph|&amp;quot;Executed for Eating the Armory&amp;quot;]], [[Blob|&amp;quot;Executed for Eating the Station&amp;quot;]], [[Devil|&amp;quot;Executed for Making the Clown a Superhuman&amp;quot;]], [[Pirate|&amp;quot;Executed for Supreme Pussy-ness&amp;quot;]], [[Sentient Disease|&amp;quot;Virologist Executed Because it&#039;s Always his Fault&amp;quot;]], [[Creep|Cabin Room #6 Executed for &amp;quot;ERP&amp;quot;]], [[Fugitives|Valid Obtainers #1]]. [[Hunters|Valid Obtainers #2]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; id=&amp;quot;special&amp;quot; | &#039;&#039;&#039;Unpredictable&#039;&#039;&#039;&lt;br /&gt;
| [[Centcom Official|&amp;quot;Detained for Talking Back to the Head of Security&amp;quot;]], [[Death Squad|&amp;quot;FUCK&amp;quot;]], [[Emergency Response Team|&amp;quot;Detained for Trying to Do Security&#039;s Job&amp;quot;]], [[Chrono Legionnaire|&amp;quot;Executed for Being a Reality-Warping Shithead&amp;quot;]], [[Highlander|&amp;quot;Detained for Public Indecency&amp;quot;]], [[Ian|&amp;quot;Detained for being too Cute&amp;quot;]], [[Lavaland Role|&amp;quot;Executed for Desertion&amp;quot;]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #BBCCFF; color: black; text-align: center;&amp;quot; id=&amp;quot;race&amp;quot; |&#039;&#039;&#039;Race War&#039;&#039;&#039;&lt;br /&gt;
| [[Humans|&amp;quot;The Best One&amp;quot;]], [[Lizard| &amp;quot;Detained for being Maximum Scum&amp;quot;]], [[Flyperson|&amp;quot;Detained for Puking Everywhere&amp;quot;]], [[Plasmaman|&amp;quot;Detained for Fire Starting&amp;quot;]], [[Podman|&amp;quot;Detained for being Vegetables&amp;quot;]], [[Guide to races#Human Mutants|&amp;quot;Detained for being Mutant Scum&amp;quot;]], [[Golem|&amp;quot;Detained for Irradiating Me&amp;quot;]], [[Felinids|&amp;quot;Detained for Still Existing&amp;quot;]], [[Ethereals|&amp;quot;Detained for Improper Lights&amp;quot;]]&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Joke_pages]]&lt;/div&gt;</summary>
		<author><name>Kerbin Fiber</name></author>
	</entry>
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